Throne of Bayonets
Throne of Bayonets
Throne of Bayonets
Throne of Bayonets
A Napoleonic Wargame
Preface
“[A]s a rule at the conclusion of the combat with firearms, the close combat must be resorted
to in order to put the enemy to flight”
“The destructive effect of the close combat is in most cases extremely insignificant, very often
it amounts to nil;”
Carl von Clausewitz (Trans. Graham) Guide to Tactics
“Indeed, unless cavalry action resolved itself into a complex of single combats, it was pretty
harmless to the participants.”
John Keegan The Face of Battle (New York, 1976)
Introduction
Does the world require another set of Napoleonic wargames rules? Doubtless an end to famine and a
cure for cancer are more urgent, but whilst I am working on those two it seemed that a unique and
novel Napoleonic wargame would help at least a small portion of humanity find the wait easier to bear.
I like a set of rules to tell me what it is trying to do in the introduction. This lets me get a quick idea of
whether I’m likely to enjoy the game, and therefore helps me to decide whether or not to buy. Most
rules allow only 5 minutes action in a 15 minute turn in order to ensure that battles last more than 20
minutes; this set uses a realistic time and ground scale to allow very quick action – sometimes – but it
also ensures that a lot of time is spent in waiting for orders or in indecisive firefights and half-hearted
cavalry charges. To make this workable you have to be able to play a lot of turns, so I’ve made the
rules very simple, with a minimum of tables and dice roll modifications. In playtest, players using up to
a division each proved able to fight in close to real time, even in their first game.
Command and control is a compromise. In the service of simplicity, there are no written orders, but the
number and variety of things a Unit can do without direct orders from a general is very limited. Order
breaks down quickly when troops try to fight – very quickly with poor troops. Preserving good order is
fundamental to the general’s task in this game and to keep an attack moving will require strong
leadership from the front. This gives some kind of simulation of Napoleonic generalship, which was
characterised by even very senior officers such as Wellington, Blucher or the Archduke Charles
intervening to supervise critical attacks or rally the troops in threatened spots.
Although this is a corps game, I’ve retained individual battalion formations (albeit simplified from the
real thing). The fact that Napoleonic battalion tactics can be replicated with miniatures is one of the
things that makes the period attractive to wargamers, and I believe that rules sets which lose this
feature (although defensible enough on first principles) lose a lot of the period flavour we look for.
Infantry fire is effective over much greater ranges than in most other wargames. I believe that
wargamers have been too impressed by the inaccuracy of individual musket fire over much more than
50 yards, and paid too little attention to the long range at which musket fire was actually opened during
the Napoleonic wars. At 800 yards you would have to be very unlucky to be hit by a musket ball
someone had aimed at you, but with 800 men aiming in your general direction you have plenty of
chances to be unlucky. The Fire Zones system ensures that all the fire on the battlefield can often be
resolved by rolling just 2 or 3 handfuls of dice; there’s no need to resolve each battalion or gun that
fires separately. Most musketry is fairly ineffective, but a battalion that is kept in hand can deliver a
devastating volley at close range.
Finally mechanics are based on throwing lots of dice and looking for success numbers. I’ve found that
games which work like this are usually perceived as ‘simple’ even when (like Warhammer for TM
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instance) they are actually very complex. There didn’t seem to be much point in writing rules that
people didn’t enjoy playing. Hopefully this will help.
Force Organisation
These rules are designed for corps-level games. On average, each side should be from 1-4 divisions.
Each 25 or 30-mm square Base represents about 200 infantry or 120 cavalry in about 60 files, or up to
4 guns, so battalions, regiments and batteries are typically represented by 2-5 Bases. Organisation into
Brigades and Divisions should follow historical practice in each army – which varied quite widely over
time. Examples are given in Appendix 1.
Infantry and Cavalry may be classified as either Heavy, Line or Light. Heavy cavalry have additional
effect in melee but Heavy Infantry have no additional advantages. Heavy troops cannot skirmish under
any circumstances, and Bases of Heavy cavalry or infantry may not voluntarily leave their parent Units,
even if Activated (they may be forced to leave if the Unit is Dispersed as a result of combat or a Morale
Test). Light infantry and cavalry may deploy as skirmishers with a Battalion Initiative and do not
require an Activation to do so. Line infantry and cavalry may deploy as skirmishers, but only if
specifically Activated to do so by an Officer.
Heavy Artillery is the most effective, but can only be moved when limbered, it cannot be manhandled
even to rotate slightly in order to alter the direction of its Fire Zone (This means that, unlike Line or
Light artillery, it cannot be moved when Dispersed). Line artillery is less effective but can be
manhandled if Activated to do so. Light artillery can be manhandled and can be formed into Units with
infantry or cavalry.
Scales
Scales are as follows:
1cm = 20 yards
1 Base = 60 files of infantry or cavalry, or up to 4 guns (or the limbers and other vehicles of a
whole battery).
1 turn = 10 minutes
Any figure scale can be used, although it will be hard to get more than one 25mm figure onto a Base,
which will lead to battalions about four figures strong, which may not suit many tastes. The rules
therefore work best with 15mm or 6mm figures. I put four 15mm infantry or two to three cavalry on a
Base, which is spacious, and one gun with 3 or 4 crew, which is cramped.
Measuring
In general, issues of precise measurement or alignment are less important in this game than they are in
DBX games. It will speed play and make for a more realistic simulation if players avoid precise pre-
measuring of the range to enemy units when conducting their moves or before determining whether to
open fire.
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cavalry and three Morale Dice if artillery, and must take an immediate Morale Test. Failure means that
the troops do not cross (either because they cannot find a way across, or because their morale fails and
they take shelter behind the Obstacle) and they halt Disordered (Troops who were already Disordered
become Dispersed). Note that friendly troops are treated in a similar way to linear obstacles when a
compulsory or outcome move results in an involuntary interpenetration.
Troops who cross Bad Going accumulate additional Morale Dice. The number of Morale Dice
accumulated will vary for each area of Bad Going; very bad Bad Going (dense villages, swamps,
barely fordable rivers) will have a value up to 6, moderately bad Bad Going will have a value up to 3.
We suggest that all areas of Bad Going are nominated as either ‘very Bad’ or ‘moderately Bad’ at game
start, and a d6 or d3 is rolled to resolve how Bad the Bad Going is when the first troops enter it.
Some areas of Bad Going and some Linear Obstacles will provide cover against fire. Typically these
will be stone walls, solidly built villages, etc. Rules for the cover effect of such terrain are given under
the Fire Phase section on p. 6. These terrain features should normally be clearly nominated before the
game begins.
Skirmishers
Light and Line infantry and cavalry Bases may be deployed as skirmishers. Line troops must be
Activated in order to deploy, but Light troops can be deployed as a result of a Battalion Initiative.
Deployment always takes place at the end of the Movement Phase. The Bases deployed as skirmishers
may be moved up to a full move (this move is additional to any move they may have made as part of a
Unit which moved in the Move Phase) and may end that move facing in any direction chosen by the
owning player. If a skirmishing Base is moved into contact with another friendly Base, it ceases to be a
skirmisher and the Bases in contact are treated as a Unit (however if the Bases are from different
battalions or regiments, the rules for complex formations on p.3 will apply).
Skirmishing Bases fight only by creating fire zones and may never move voluntarily unless Activated
by an Officer. If contacted in melee, skirmishing Bases fight exactly like other troops, and make
outcome moves in exactly the same way. For all practical purposes, Dispersed troops and skirmishers
work exactly the same in these rules.
Use skirmishers to impose Fire Zones on the enemy whilst keeping as many of your troops out of his
Fire Zones as possible. To do this, you need to deploy the minimum number of skirmishers so as to
keep your own casualties down.
Formations
Complex formations
A Unit may consist of Bases from more than one battalion, regiment or battery, and Units may even
consist of more than one type of Base. For instance a regiment of three battalions, each 4 Bases and a
Base of regimental artillery may all be formed into a single Unit as illustrated in figure A.
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To count as part of a single Unit, each battalion, regiment or battery must have at least one Base in
front-to-rear or flank-to-flank contact with another battalion, regiment or battery. Thus a line of three
infantry battalions each in flank-to-flank contact will be treated as a single Unit, as will a line of
battalions in column each in flank-to-flank contact, or a column of infantry battalions in line, each in
front-to-rear contact with the battalion in front. All the Bases forming the Unit must be from the same
brigade.
Troops may start the game deployed in complex formations, but if a player wishes to form one from a
number of Units during the game, then each Unit must be Activated in order to bring them into base-to-
base contact. Once all Units are in base-to-base contact, they must all be individually activated again
during the same turn in order to consolidate them into a single Unit. During this ‘consolidation’ turn,
none of the Bases in the unit may move or fire, and if any Base is obliged to fire by the morale rules,
then the consolidation move fails. Until the consolidation has been successfully completed, the Units
continue to be treated as independent Units which happen to be touching each other.
Complex formations can be very varied, but any formation which is at least two Bases wide (at its
widest point) and not more than 2 Bases deep (at its deepest point) will be treated as a line, and any
Unit which is more than 2 Bases deep at its deepest point (which will be most of them) will be treated
as a column. For instance the Unit represented in figure A (above) is treated as in column formation.
Battalion Initiative
Any Unit which includes at least one Command Base can attempt a Battalion Initiative at any permitted
time during either the player’s own move or the opponent’s move (for convenience, we refer to
Battalion Initiative regardless of whether the Unit in question is infantry, cavalry or artillery).
Dispersed Bases and skirmishers do not constitute a Unit and therefore may never attempt Battalion
Initiatives. A Battalion Initiative may only be used to perform the following tasks:
Cavalry to Rally after combat Cavalry Units which fought a melee combat in the previous
turn (and have not been Dispersed) may attempt to Rally.
There is only one attempt; if this attempt to Rally fails, the
unit may not attempt to Rally again in subsequent turns. A
Rally is an optional move which allows the player to
determine whether the Unit will return to the starting position
of the charge (even if this would exceed its normal move
distance), move a full move to its rear, or remain in place.
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Morale Dice
Morale Tests are taken during the Morale phase, immediately before melee combat, or when moving
troops encounter a Linear Obstacle, however Morale Dice can be accumulated at any time throughout
either player’s turn. Keep a record of the total Morale Dice accumulated by a Unit until its next Morale
Test, when all the Dice accumulated since the last Test will be rolled simultaneously. If you want to
keep the table clear of clutter, you can do this with pencil and paper, or with appropriate scenic
counters (personally I find ‘dead markers’ and the like a little macabre; your taste may vary). We
recommend that you simply pile the appropriate number of d6 behind the Unit, then they are readily to
hand when the Test comes, and you can just roll them.
A Unit accumulates 1 Morale Die each time it encounters any of the following circumstances:
It is fired on during the fire phase;
It fires during the fire phase;
It changes facing or formation;
It charges or counter-charges;
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Bases are removed from the Unit as a result of fire combat or from any friendly Unit as a result of
melee combat within 25 cm;
It attempts to cross a Linear Obstacle (2 Dice if cavalry, 3 Dice if artillery);
It moves whilst in line formation (see formation rules on p.3 for what constitutes ‘line’ formation);
A Unit accumulates 2 Morale Dice each time it encounters any of the following circumstances:
It attempts an involuntary interpenetration or is involuntarily interpenetrated during the Movement
Phase or as a result of outcome moves in the Melee Phase
A Unit which moves through Bad Going accumulates a variable number of Morale Dice depending on
how Bad the Bad Going is. Rules for determining how many Dice are accumulated are on p.2. A Unit
may also accumulate a variable number of Morale Dice as a result of combat. The number of Morale
Dice accumulated are indicated on the combat results table.
Morale Dice are only accumulated until the next Morale Test and once thrown they have no further
effect on the game. Thus a Unit which tests morale on three dice in one turn then starts accumulating
from zero, not from three. If it accumulates another two Morale Dice before the next Morale Test, it
tests with two dice, not five.
Sequence of Play
Play is conducted in alternating turns. Thus player 1 completes all Phases of turn 1 before player 2
completes all Phases of turn 1. Each Turn represents 10 real minutes, and the ideal is that it will take
about 10 real minutes to play. In playtest we have come surprisingly close to this even in multiplayer
games with inexperienced players using up to a division each.
1. Activation Phase
1.1. Each Officer in the moving player’s force may attempt to Activate up to three Units
2. Movement Phase
2.1. Each Formed or Disordered Unit that has not been successfully Activated continues to move
if it was moving last turn
2.2. The moving player may move each successfully Activated Unit up to its full movement
allowance in any direction, and re-deploy it in to any formation facing in any direction.
(for the avoidance of doubt, Dispersed troops and skirmishers do nothing in the Movement phase
unless the individual Base in question has been Activated by an Officer)
3. Melee Phase
3.1. If troops end the Movement Phase in base-to-base contact with enemy troops, resolve the
resulting melee
3.2. Make any outcome moves and resolve any melees that result from troops being brought into
base-to-base contact by outcome moves
3.3. Repeat as necessary until all melees and all outcome moves have been completed, and no
troops anywhere on the table are in base-to-base contact with hostile troops.
4. Fire Phase
4.1. Calculate and resolve all the moving player’s Fire Zones.
5. Morale Phase
5.1. Roll any accumulated Morale Dice for all Units on the moving side.
Phase 1: Activation
Each Officer may make three attempts to Activate Units or Bases under his command. An Officer
commanding a division, corps or higher formation may attempt to Activate any Unit or Base in any of
the brigades he commands. An Officer may only attempt to Activate Units or Bases which are within
25 cm of him (measure closest-to-closest).
Each Officer must make all three attempts at the same time, but the order in which Officers make their
attempts is entirely up to the controlling player. An Activation attempt is made by rolling 1d6, if the
roll is equal to or more than the Rating of the Officer, then the Unit or Base tested for has been
successfully Activated. If the Officer is in Base-to-Base contact with the Unit he is seeking to Activate,
then roll 1d6+1. A roll of 1 is always a failure. All three attempts must be allocated before any are
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diced for, if 2 attempts are specified for one Unit, and the first attempt is successful, the second attempt
cannot be reallocated to another Unit; it is wasted. All Activation attempts must be resolved in the
Activation Phase, before any movements are made by any Unit.
If the Officer wishes to move, he must Activate himself (he counts as in Base-to-Base contact with
himself, so gets the +1 modifier) or Activate a Unit with which he is in Base-to-Base contact. An
Officer who has not been successfully Activated may not move during the Movement Phase unless he
is in Base-to-Base contact with an unActivated Unit making a compulsory move (see below), in which
case the Officer will remain in Base-to-Base contact, and accompany the Unit in its compulsory move.
Players may find it easiest to mark each Unit which is successfully Activated with a token of some
kind, depending on the size of the game.
Phase 2: Movement
Any troops who have been successfully Activated may move. All troops who moved last turn (except
those who have been successfully Activated this turn, or have been halted by Morale Test or melee
outcome) must move. This compulsory move is straight forwards at full speed and no changes of facing
or formation are permitted. The only exception is troops following a road who must continue to follow
the road (if they come to a crossroads they will march straight across without turning right or left; if
they come to a T junction and cannot go forwards without leaving the road, they will halt Disordered).
Voluntary moves may be taken before or after compulsory moves at the moving player’s choice.
Activated Units may change facing or formation, but only one change of facing or one change of
formation (not one of each) is permitted per Unit per turn (the only exception to this is that troops who
changed facing or formation in the Movement Phase may use a Battalion Initiative to form line or
square in a later phase of the same turn).
Dispersed Bases and skirmishers may never move unless Activated to do so or obliged to do so during
the Melee Phase as part of an outcome move. If Dispersed Bases or skirmishers are Activated they may
be formed into Base-to-Base contact to make a Unit only if at least one of the Bases is a Command
Base, and all the Bases are from the same battalion, regiment or battery. It is perfectly permissible to
Activate 2 Bases and form them up on a third Base which was not Activated provided that the non-
Activated Base does not move, even to align itself or change facing slightly. No matter how far the
individual Bases moved to get into contact – even if it was only 1 cm – the resulting Unit may not
move during the Move Phase in which it was created. The Unit counts as Disordered.
If you wish two Units (or a Unit and a Base of skirmishers) to interpenetrate you must Activate both of
them, and they may then interpenetrate each other freely. If only one is successfully Activated, you
must move the other in such a way that no interpenetration occurs. Involuntary interpenetration may
occur, however, if a Unit is making compulsory moves in the Move Phase or outcome moves in the
Melee Phase. The moving Unit will treat the non-moving Unit as a Linear Obstacle – that is it will roll
the two dice accumulated at once (along with any other dice it may be carrying) and if it becomes
Dispersed or Disordered as a result of this test it will not complete the interpenetration. Only if the
moving Unit successfully passes its morale test and completes the interpenetration does the non-
moving Unit accumulate morale dice for the interpenetration.
Changes of facing or formation have no effect on movement rates, and the move is considered legal
provided that no Base moves further than the maximum permitted distance. Crossing Bad Going or a
Linear Obstacle has no effect on movement rates (although you will accumulate additional Morale
Dice) Movement rates are as follows.
Infantry 25 cm
Cavalry 50 cm
Limbered horse artillery 60 cm
Limbered foot artillery 30 cm
Manhandled artillery (Light and Line artillery 25 cm
only)
Officers 80 cm
Introduction
Actual hand-to-hand combat was fairly rare in Napoleonic warfare, except when cavalry were cutting
up enemy troops who were running away from them. Infantry usually broke before a bayonet charge
reached them, artillery also usually fled before contact, and even cavalry normally either broke before
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contact, or fought only a very brief melee before separating. We refer to all contacts or near-contacts as
melee. Many are resolved without casualties to either side, but when casualties do result they generally
lead to the destruction of the entire Unit committed.
When 2 Units end the movement phase in Base-to-Base combat, a Melee results. It is unimportant
whether the moving Unit or Base was Activated or not, and there is no need to ‘declare’ charges at any
stage. The order to charge was usually given by regimental officers when the enemy was 50 to 100
yards (perhaps 200 yards in the case of a cavalry charge) distant, so it need not be considered in a
corps-level game like this.
If more than one melee needs to be fought, then they are resolved in any order decided by the player
whose turn it is, but any outcome moves and related melees from each melee resolved must be
completed before the next melee is begun. Melees are resolved as follows:
1. Test Morale for all Units involved in the Melee;
2. Calculate the number of Bases involved in the Melee;
3. Calculate the number of dice rolled by each base, and roll the total number of dice for each
side. Discard any dice you are permitted or required to discard
4. Calculate the total number of successes. A success is a roll equal to or higher than the Rating
of the Unit (in a mixed-Rating Unit, use the Rating of the worst-Rated Base in the Unit); the
Unit with the greatest number of successes is the winner. Apply the detailed results as set out
in the Combat Results Table;
5. Perform outcome moves
6. Roll 1d6 for each Officer on the losing side in Base-to-Base contact with the losing Unit. On a
roll of 1 the Officer is removed from the game;
7. If outcome moves have left any troops in Base-to-Base contact with enemy troops, resolve the
resulting melees.
Cavalry v Cavalry
Stationary cavalry roll 1d6 per base
Charging or counter-charging cavalry roll 2d6 per Base
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All All
Fewer successes, More Successes,
All fails Evens
Successes but fewer Successes and more
successes successes
N/A
Attacker B Attacker A
All fails (treat as N/A N/A N/A
Defender Z Defender Z
Evens)
All
Successes, Attacker C Attacker A
N/A N/A N/A N/A
but fewer Defender X Defender Y
successes
Attacker C
Evens N/A N/A N/A
Defender C
N/A N/A
All
Successes, Attacker Z Attacker Y Attacker X
N/A N/A N/A
and more Defender B Defender B Defender C
successes
5. Outcome Moves
Outcome moves are determined by the letter code given for the attacking and defending Units in the
combat results table.
Cavalry Infantry or Artillery
A Advance one full move Advance one full move
Accumulate 1 Morale Die Accumulate 1 Morale Die
B Advance 1 full move, Disordered Advance to the position of the defeated
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6. Threat to Officers
All Officers in Base-to-Base contact with a Unit on the losing side of a melee must test for threat to
officers. This is the case even if the losing Unit suffered no casualties and did not make an outcome
move. The Officer must roll 1d6 and is removed if a 1 is rolled.
Note that losing an Officer in this way counts as losing a Base in melee and will therefore inflict
Morale Dice on all friendly Units within 25 cm.
7. Cavalry Rally
Cavalry who fail to charge home due to the pre-combat Morale test, or get an X result in combat, must
Rally. A Rally is an optional move which allows the player to determine whether the Unit will return to
its starting opposition, move a full move to its rear, or remain just short of contact, 1 cm from the target
of the charge. Cavalry end a Rally move facing the enemy and Disordered, unless they were Dispersed
when they began the Rally, in which case they end the Rally Dispersed and facing the enemy. Infantry
never Rally. If they fail to charge home they always remain just short of contact, 1 cm from the enemy,
facing the enemy. Cavalry may also attempt to Rally as a Battalion Initiative in the turn after they have
fought a melee combat.
8. Surrender
Units or Bases which are defeated and unable to complete an outcome move will surrender if there is
an Formed or Disordered enemy Unit to surrender to within 10cm, and closer than any friendly Bases
(except other surrendering Bases).
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infantry firing is 40 cm, and for all cavalry is 20 cm. For artillery, the depth of the Fire Zone is
determined by the distance to the first target Base in the Fire Zone. Thus if there is a hostile Base
within Point Blank range, only other Bases within Point Blank range are considered to be in the Fire
Zone. If there is a Base at Short range, but none at Point Blank range, all Bases within Short range are
considered to be in the Fire Zone but no Bases at Long range, and if there is a Base at Long Range, all
Bases at Long Range are within the Fire Zone. Note that Light artillery has no Point Blank range.
If the Fire Zone of two Bases overlaps, then a single continuous Fire Zone is formed. It will often
happen that the Fire Zones of several Units overlap to form a large Fire Zone, and it is theoretically
possible to have a single Fire Zone formed across the whole battlefield. In every case fire should be
resolved by forming the minimum number of continuous Fire Zones before rolling for effect. The firing
player has no choice about the allocation of Fire Zones, and wherever two Zones overlap, even slightly,
then they must be resolved as a single Fire Zone.
Each Base within the Fire Zone is treated as being in the most disadvantageous Fire Zone that applies.
If a Base is 30 cm away from a mixed line of infantry and heavy artillery, it will count as in Short range
from the artillery and Long range from the infantry, so overall it will be in Short range. Bases which
are taken in enfilade (that is are within a Fire Zone caused by a Base which is entirely behind an
imaginary line drawn through the front edge of the target Base) count as one step more
disadvantageous. The additional disadvantage counts even if the Base responsible for the enfilade is not
the most dangerous Base.
So in our example of a Heavy artillery Base and an infantry Base both inflicting Fire Zones on a target
Base, if the target was 25 cm from the artillery and 40 cm from the infantry, but the infantry were firing
from an enfilade position, the target would count as in Point Blank range (one step worse than the
worst position it is in – Short range from the artillery – not one step worse than the Long range it is
from the troops enfilading it).
Each Base which is in cover because it occupies Bad Going which provides cover to troops (usually
villages) or is behind a suitable Linear Obstacle (usually a stone wall) counts as one range band less
disadvantaged. Thus Long Range fire will not cause casualties (although it will still inflict Morale
Dice), Short range fire will count as Long range, etc. Terrain features such as villages or the crest of a
hill may completely shield Units from fire if the target units are deployed behind rather than in or upon
them. This is better left as a matter of judgement for the players.
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or infantry skirmishers
Rifle-armed infantry N/A N/A 40 cm N/A
Threat to Officers
Roll 2d6 for each Officer in a Fire Zone. On a roll of 2 the Officer is removed.
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General Charlot 1 4
3 battalions, 32nd Line 3 Line Infantry 4
3 battalions, 82nd Line 4 Line Infantry 4
Loison’s division at Vimeiro organised in a fairly typical French fashion for an infantry division, but at
very low strength. Partridge & Oliver list the French artillery as under Corps control.
GM Graf Rottermund 1 4
1 battalion, IR 20 Kaunitz 2 Line Infantry 5
1 Light Artillery
1 battalion, IR 24 Auersperg 3 Line Infantry 5
1 Light Artillery
1 battalion, IR1 Kaiser 3 Line Infantry 5
1 Light Artillery
1 battalion, IR 9 Czartoryski 3 Line Infantry 5
1 Light Artillery
GM von Jurczik 1 4
1 battalion, IR 55 Reuss-Greitz 2 Line Infantry 5
1 Light Artillery
1 battalion, IR 38 Wurttemberg 3 Line Infantry 4
1 Light Artillery
1 battalion, IR 58 Beaulieu 3 Line Infantry 4
1 Light Artillery
1 battalion, IR 49 Kerpen 2 Line Infantry 5
1 Light Artillery
1 battalion, IR 29 Lindenau 2 Line Infantry 5
1 Light Artillery
Oberstlt. Rakovsky 1 4
2 squadrons, Hessen-Homburg Hussars no.4 2 Light Cavalry 3
1 squadron, Szekler Hussars no.11 1 Light Cavalry 3
Kollowrath-Krakowsky’s division at Austerlitz was part of the allied 4th Column. The troops were
partly composed of raw 6th battalions of infantry regiments, but mainly fought well on the day. The
numerous battalion guns are very notable.
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Appendix 3: Glossary
Activation An Officer may make three attempts per turn to Activate units in his command. All
three attempts must be allocated before any are diced for, but all are diced for before
any are resolved. For instance if an Officer wants to Activate three different Units, he
can specify one attempt on each, but if he then succeeds with only one or two
Activations, he isn’t obliged to go through with what he planned. On the other hand if
2 attempts are specified for one Unit, and the first attempt is successful, the second
attempt cannot be reallocated to another Unit; it is wasted.
Bad Going A terrain type. Hills, marshes and villages are all types of Bad Going. Troops moving
through Bad Going accumulate Morale Dice more quickly, but some forms of Bad
Going can provide cover against fire.
Base A single base of troops, preferably 25mm square, but 30mm square would be OK
(although frontage is more important than depth. If you want to use troops based for
another system you may have to alter the ground scale slightly)
Battalion A Unit with one (or more) Command Bases in it can attempt a Battalion Initiative at
Initiative any time in the turn. A successful Battalion Initiative allows the Unit to perform one
of a small repertoire of actions. Any action not permitted under the Battalion Initiative
rules can only be undertaken if the Unit is Activated by an Officer
Command A distinctive Base, usually fielded one per infantry battalion, cavalry regiment or
Base artillery battery. The Command Base of a battery is usually a limber model with no
combat power, the Command Base of infantry or cavalry usually has standard combat
strength.
Disordered A morale state. Disordered Units are represented by Bases remaining in Base-to-Base
contact, but with irregular alignment. Disordered troops are weaker in firing and
melee and at great risk of becoming dispersed by further morale failures.
Dispersed A morale state. Dispersed Units are moved out of Base-to-Base contact, so that none
of the Bases constituting the Unit are touching each other (this means that they cease
to form a Unit when they suffer a ‘Dispersed’ morale result). Dispersed troops are
vulnerable in melee, have weak shooting, and can only be reformed at considerable
effort by Officers.
Fire Zone The area swept by small arms fire from infantry or cavalry, or fire from artillery.
Whereas in most games, individual units fire at each other according to complex rules,
in this game all troops in the Fire Zone are at risk and have to dice for casualties.
Formed A morale state. Formed Units are in good order and are represented by aligning the
Bases neatly in Base to Base contact.
Good Going A terrain type, indicates open country with no particular effect on the game
Heavy A troop classification. Heavy infantry and cavalry cannot be used as skirmishers and
Heavy artillery cannot be manhandled. Heavy artillery and cavalry have more striking
power, but Heavy infantry have no special advantages. The Heavy infantry
classification is used to represent troops like 1806 Saxons and Prussians who have no
training in skirmishing.
Light A troop classification. Light infantry and cavalry are permitted to deploy as
skirmishers with a Battalion Initiative, making them much easier to use in this role
than any other troops. Light artillery can form Units with cavalry or (more commonly)
infantry, allowing them to contribute effectively to close range fire fights. Heavy or
Line Units sometimes have a single Base of Light troops, representing a light
company or a body of picked sharpshooters.
Line A troop classification. Line troops are the standard ‘medium’ troops, capable of most
tasks.
Linear A terrain type. Walls, ditches and irrigation canals are all types of Linear Obstacle.
Obstacle Troops attempting to cross a Linear Obstacle must take a Morale Test and will halt
Disordered if they fail it (Troops who were already Disordered become Dispersed).
Some kinds of Linear Obstacle provide cover against fire.
Long Range Long Range is the range at which fire can be conducted, but ineffectively. The musket
or cannon ball will travel to this range, but the chance of hitting anything is minimal.
Nevertheless Long Range fire can have important morale effects, especially on poor
troops.
Note that all fire by cavalry, Dispersed or Disordered infantry or skirmishers always
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Orders of battle
Source: Harman, ‘A Warm & Destructive Fire’, Miniature Wargames nos. 170-1
Scott’s force was a single brigade, but the 25th US infantry was used as a flank march force, so I have
identified Major Jessup as an officer in his own right.
Lt Col Pearson 1 5
19th Light Dragoons 1 Light Cavalry 4
Glengarry Light Infantry 3 Light 5
Incorporated Militia 3 Line 5
Artillery 1 Line 4
Lt Col Parry 1 5
Militia ‘Brigade’ 3 Line 6
Mohawk Warriors 1 Light 6
Source: Harman, ‘A Warm & Destructive Fire’, Miniature Wargames nos. 170-1
Although only Riall’s division was engaged, General Drummond was present on the field of battle. The
single-Base regiments should not include a Command Base, and the artillery do not have limbers
(making the heavy guns in Morrison’s brigade effectively immobile).
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Version 1.0
The Americans deploy second. Scott’s brigade must deploy on the southern edge of the board, between
the two wooded areas and withal troops within 10cm of the board edge.
The 25th Infantry are not deployed at game start.
Historical Outcome
Scott did not fully realise the odds against him, and tried to advance early in the action. His line was
held up by British artillery and skirmish fire without ever getting into effective musketry range of the
British line. The Americans expended most of their ammunition in this exchange of musketry at ranges
of about 400 yards. They took very heavy casualties before the 25th Infantry arrived. Although the 25th
initially had considerable success against the flank of the Incorporated Militia, Scott’s main line was no
longer in any condition to support, and the Americans were obliged to retire.
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Roll 1d6 for each Base in the Fire Zone which is in Point Blank range, 1d6 per 2 Bases at short range, and 1d6 per 4 bases
at long range (if this calculation leaves an odd number of dice, then round up). Roll no dice at extreme range (although
morale dice will be accumulated). Each roll of 6 results in 1 Base being destroyed. Melee Combat
Attacking player
Defending player
All All
Fewer successes, More Successes,
All fails Evens
Successes but fewer Successes and more
successes successes
N/A
Attacker B Attacker A
All fails (treat as N/A N/A N/A
Defender Z Defender Z
Evens)
All
Successes, Attacker C Attacker A
N/A N/A N/A N/A
but fewer Defender X Defender Y
successes
Attacker C
Evens N/A N/A N/A N/A N/A
Defender C
All
Successes, Attacker Z Attacker Y Attacker X
N/A N/A N/A
and more Defender B Defender B Defender C
successes
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Cavalry v Cavalry
Stationary cavalry roll 1d6 per base
Charging or counter-charging cavalry roll 2d6 per Base
Heavy Cavalry double the number of dice rolled
Dispersed or Disordered cavalry or cavalry contacted in flank or rear discard half the dice rolled. They must
discard the most favourable dice.
Outcome Moves
Outcome moves are determined by the letter code given for the attacking and
defending Units in the combat results table.
Cavalry Infantry or Artillery
A Advance one full move Advance one full move
Accumulate 1 Morale Die Accumulate 1 Morale Die
B Advance 1 full move, Disordered Advance to the position of the defeated
Accumulate 1 Morale Die Unit and halt there Disordered. Accumulate
1 Morale Die
C Advance 1 full move, Disordered Halt Disordered
Accumulate 2 Morale Dice Accumulate 1 Morale Die
X Rally, Disordered Halt, Disordered
Accumulate 2 Morale Dice Accumulate 2 Morale Dice
Y Retire 1 full move, Disordered Retire ½ move, Disordered (infantry in
Accumulate 3 Morale Dice square do not retire)
Accumulate 2 Morale Dice
Z Retire 1 full move, Dispersed. The Retire ½ move, Dispersed. The Dispersed
Dispersed Bases should end the outcome Bases should end the outcome move facing
move facing away from the enemy. away from the enemy.
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