Premier - Rules - 11.11.11 July 14 2021
Premier - Rules - 11.11.11 July 14 2021
Premier - Rules - 11.11.11 July 14 2021
https://www.labataille.me
Premier Rules for La Bataille ME (July 2021)
Introduction (1)
Leaders (7)
Increments (10)
Infantry Formations
Cavalry Formations
Artillery Formations
Orientation (13)
Column
Line
Square
Skirmish
General Order
Road March
Routed
Movement (18)
Morale (30)
Cavalry (35)
Reinforcements (45)
Introduction (1)
This document has been provided for the use of all players
who strive to enjoy the multiplayer effort of participating in
the Age of Napoleon. Yet the rules are flexible enough to
facilitate one-on-one play for smaller scenarios and battles—
especially corps versus corps engagements.
This is your script to become a character in a play and the theater is a battlefield in Europe
during the early 19th Century. The emotions of tragedy and comedy; glory and humiliation;
envy and self-sacrifice; and jealousy and compassion; are an important part of the politics and
wars of the period. The authors passionately believe the interaction of human players is the only
way to create this drama.
The Bataille system has existed and thrived for a period of years that has now exceeded the
years that France enjoyed both the First Republic and First Empire. This is not an accident.
Nor is it an accident that there are many souls who have differing opinions regarding the tactics
of the period and the results caused by each. The system continues to flourish because it works.
La Bataille is easy to play, and the players can come to a conclusion in a battle in a very
reasonable period of time. If you find yourself struggling for hours to complete a turn, you are
playing some major aspect of the game incorrectly—like a technician or bureaucrat. We suggest
the player review the information again to discover where the error may lie. Perfection is not in
The summary provided herein is not a legal document; a textbook; or an instruction manual for
the assembly of a technologically advanced piece of equipment. It is merely a script to the
director or dramatist of history who wishes to become a Corps or Army Commander for a day—
competing for la gloire and recognition by his sovereign.
The French and their allies, who have decided to join the revolution from the tyranny of the
royal oppressors, will always move first, as was their custom. This relates to the French
normally having the initiative on the battlefield. Occasionally, a special rule for a specific battle
late in the era may provide for the Enemies of Enlightenment to have the initiative and
consequently move first for that specific battle. All in all, do not let these minor facts trouble
you, for after all, c’est la guerre.
COMMAND SEQUENCE
There is a mutual sequence to commence the turn where both sides check their individual
movement duration allocation and identify reinforcements. Morale Levels are checked at the
hour. When all of these actions have concluded, then move to the Imperial Sequence then the
Coalition Sequence.
Charge a’ Cheval
Movement
Morale Recovery
Charge a’ Cheval
Movement
Melee Assault
Morale Recovery
For every battle, this sequence is followed for every turn. After each side completes their portion
in order and the time record is advanced. This is a summary of the chronology of battle and it
will continue until the fates have determined the end of the conflagration and a victor is
proclaimed.
The non-phasing player has options such as opportunity and reaction charges as well as
opportunity fire.
There are numerous counters associated with the game and used for many purposes during play.
For the most part, there are three types, Combat Units, Leaders and Informational Markers.
The Combat units represent individual Regiments, Battalions, Companies, Squadrons and
Batteries.
The Leaders are individual personalities; their associated Aides des Camp; and selected staff
which leads the troops on the field.
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Informational Markers (5)
Informational Markers are just that, markers that identify specific facts about a unit or units in a
hex. Those markers include, but are not limited to, information about the unit’s state of morale;
combat effectiveness; formation status; cavalry readiness; and whether a cavalry unit might be
selected for a charge.
Increments Loss counters are the white counters with a number on each side. When a combat
unit takes a loss, place an increment counter under the formation to reflect the loss suffered. If
a 14 step regiment suffers two losses due to fire combat, place a “2” counter under the regiment
to represent the new value as “12.”
Other informational markers indicate specific formations such as infantry Carre, Masse or Road
March order; and there are specific counters that denote morale status when a combat
formation is disordered (DD) or routed (PGD). Further, cavalry that charges and melees will
have a counter added to reflect the combat formations’ state of readiness.
Combat Units are counters, which represent Infantry, Cavalry and Artillery.
Combat Units are printed on both sides of the counter. The front side contains visual
information regarding how the unit was uninformed, the higher organization to which the unit
belonged, the unit type, and its size. It further contains specifics about how many men are in the
unit and the movement points at its disposal for a turn. This face of the combat unit counter is
the unit’s general side.
The reverse of the counter is the unit’s specific side. The information contained therein is again
the organizational information related to the unit and the command to which it belongs. The
specific combat values for the unit related to fire, melee and morale are shown here as well. In
some cases, there is additional information on the specific side of the counter regarding range of
fire or special abilities of the individual combat formation.
The general side of the counter provides the player with information of a bureaucratic view of
the unit. The specific side provides a more detailed historical view of the combat ability of the
unit. As a basic concept of the game opponents do not view the specific side of the combat units
of the other side.
Infantry
Infantry units may be on the map either as a regiment; a series of battalions or in some cases,
companies. If the regiment is on the map the associated battalions are held off the map on the
organizational display. When and if a battalion deploys as companies, the battalion counter is
placed upon the organizational display and is then replaced on the map with the companies that
represent it.
A player may deploy his formations in any manner he wishes as long as it is consistent with the
terrain restrictions, and losses to the unit, (a regiment which has suffered 50% losses or the
value of a single battalion must break into battalions)
Cavalry
There are two types of cavalry: light and heavy. Heavy Cavalry has a movement rate of 12 or
less. Light cavalry has a movement rate of 13 or more. There are no exceptions to this rule.
Cavalry never breaks down into a smaller formation. There are some individual combat
formations, which are squadrons, but they do not assemble into regiments, and a regiment does
not breakdown into its squadron equivalent.
If a light cavalry unit has a fire value in parentheses that specific regiment may skirmish. More
information regarding the tirailleur a’ cheval is located in that section of the rules. Some light
cavalry has a second number and a plus sign next to their melee value of the specific side of the
counter. This is a lance bonus. Additional Lancer rules are found under the specific cavalry
rules.
Artillery
There are two types of artillery; foot and horse that are identified in the OB. When the general
side of the counter is up, the battery is limbered. When the specific side of the counter is up, the
battery is unlimbered. The specialized artillery rules follow under their own section.
The leader artillery bonus never improves infantry fire unless the firing
formation is conducting fire combat in conjunction with artillery. The
leader, however, must be stacked with the artillery piece.
Leader casualties- A leader may be affected by the outcome of a combat result. During offensive
or defensive fire, or during melee, there is a possibility of a leader casualty. During the fire
During the assault phase, if the attacker rolls a natural “11” or “12” in an attack lead by a leader,
there is a casualty with the attacker. If the attacker rolls a natural “64”, “65” or “66” and there is
a leader present with the defender, then the defender's hex suffers a casualty. In every case, a
natural number implies an unmodified dice roll back to the original player.
Whenever there is a leader casualty, roll one die and consult the following chart for the casualty
description:
3. Leg wound. (Roll two dice for the number of hours out of the battle. A “3” on each die
would mean out for six hours.)
4. Arm wound. (Roll one die for the number of hours out)
5. Capture (the counter is removed from play). If casualty is from fire, roll again.
If the leader is killed or wounded the units in the hex containing the leader checks morale at
once, subtracting the leader’s bonus from the dice roll. Should a formation containing a leader
be eliminated, the leader will move to the closest hex to the defeated group that is not in an
enemy zone of influence unless:
In both of these cases, the leader is captured and removed from play.
Leaders may always retreat before melee if there is a path open to them. They may not retreat
before a charge.
An unescorted leader is captured as soon as an enemy cavalry formation enters the hex, during
either the movement or charge phase that the enemy leader occupies.
In the event there is more than one leader in a stack that suffers a leader casualty, randomly pick
one of the leaders to take the result, if a leader is used in the combat to affect the roll, he will
take the casualty 50 percent of the time, all others are randomized equally.
It is a difficult task to reflect the errors in judgment, which surface during a major battle. This is
part of the theater that goes on, and has been reported through the ages by historians of every
society. Most of the blunders, or more politely, the errors in judgment, that fill the annals of
war, happen because of too little or, too much time, being spent on a critical decision.
The fact is, if that decision is to form square or stand while cavalry is charging the last 300 yards
to reach your formation, you have less than 30 seconds to pass the order. So that the players
feel this drama, the movement phase for each side is a timed period. All movement for all units
for a side will be completed during the time period assigned.
Like life itself, a certain amount of luck is built into the Bataille system. There are two major
charts: Fire and Melee, as well as numerous other charts related to the play of the game. These
charts are referenced following the cast of two different six-sided die. One of the die is always
the “tens” digit, and the second die is always the “ones” digit. The two dice will yield a result
between 11 and 66.
The system uses a base six numerical concept to reflect these events, and the two die provide for
36 numerically equal results. Therefore, when a player adds “4” to the die roll, as directed by the
rules, he cast the dice and reads a “4” and a “3” as “43” plus the “4” to yield a “51” result for
comparison to the chart or table.
Occasionally there are minuses to the die roll and you subtract them in the same manner as
outlined above.
Increments (10)
Increments are the basic men, and their equipment including horses, in the cavalry and artillery.
The area represented by the hexagon on the map has finite boundaries, and therefore there are
limits to the quantity of men; horses and material, allowed in the hex. The stacking chart
provides guidance as to the maximum stacking for infantry, cavalry and artillery in all available
formations for each terrain type. If the limit provided on the stacking chart is exceeded, for any
reason, all individual combat formations in the over-stacked hex must immediately make a
morale check. Failing the morale check will cause the specific unit to disorder and retreat three
hexes away from the enemy. If following the morale check, there still are more increments in
the hex than permitted, the last units into the hex are displaced back to the hex they entered
from until the stacking limit is no longer exceeded.
If cavalry units move through hexes which contain infantry in line or column, all combat
formations must make a morale check, subtracting “6” from the die roll. If the infantry is in
skirmish order or Carre, no check is required. If infantry in line or column enters a hex
containing cavalry, the same check is required, minus “6.” If the cavalry is in skirmish order
Formations in a single hex that have more than nine increments will have a penalty applied to
them when they are fired upon. For every increment over nine, add “1” to the die roll result for
a fire attack, when the dense formation is the target. Therefore, if a hex holds a regimental
column of 24 increments when the unit is the target of a fire attack, add 15 to the dice when
consulting the fire chart.
Lost increments, due to fire or melee, do not specifically mean dead and or wounded. It means
loss of effectiveness. Formations that are not as dense in manpower; or have a poorer grade of
troops; or have fewer or lesser quality officers--both commissioned and non-commissioned--
leading those troops, will lose more men than others.
Losses due to fire and or melee are always taken against the top unit in the hex. Multiple losses
due to artillery fire will be taken equally against all units in the hex. For example, if there are
four battalions in a hex and a fire loss of “3” due to artillery is suffered, then the top three
battalions each take one a one increment loss.
If unlimbered artillery is in a hex with infantry and multiple losses are suffered the first loss is
taken by the infantry and the next is suffered by the artillery. If more than 2 losses are taken
the odd increments are suffered by the infantry and the even by the artillery.
When a formation suffers a loss, all specific combat values are affected in one way or another.
The specific values which are impacted first are the melee values. The melee value of the unit is
proportioned downward in a direct relationship to the quantity of the loss. That is, if a five
increment battalion with a melee value of 15 suffers an increment loss, the melee value goes
down by 20%, from 15 to 12. The printed fire value of battalions is not modified until there is
only one increment remaining and then the printed fire value is halved. When an infantry unit
has sustained more than 50% losses, subtract 6 from all subsequent morale rolls
Artillery batteries suffer proportionate loss of fire and melee values with every loss suffered.
Cavalry suffers proportionate loss of melee value with every increment lost. Cavalry fire remains
the same until 75% losses and then the fire value is halved. The Lance bonus listed on select
cavalry units is also proportionally modified due to incremental losses.
It is the players’ option to retain fractions which determining fire or melee odds. Come to an
agreement prior to the start of hostilities with your opponent and play appropriately.
Orientation (13)
Infantry: When an infantry unit is in either column or general order, the top of the counter
faces a hex side. When in column, the unit has three front hex sides, two flank hex sides and
one rear hex side. When an infantry unit is in general order, the formation has five front hex
sides and one rear hex side.
When an infantry unit is in line formation in one hex, the top of the counter faces a hex vertex.
When the combat unit is four increments or less, the unit occupies a single hex. When in a
single hex the combat formation in line has two front sides, two flank and two rear hex sides.
When the line formation has five or more increments, is in line and extends into two hexes, use
extended line makers to designate the hexes the formation’s increments are in. When an
infantry unit of more than five increments is in line in two hexes, the formation has four front,
two flank and four rear hex sides.
When a single infantry battalion of five or more increments is in one hex, only four increments
may fire.
Infantry line formations of seven or more increments in a hex have a fire defense of 6.
When an infantry unit has a fire range on the specific side of its counter, it may enter skirmish
order. When in skirmish order, and having three increments or less, the unit occupies a single
hex; faces a hex vertex; and is inverted to signify the unit is in skirmish order. When an
infantry unit has four or more increments; has a fire range; and is placed on a hex side between
two hexes with its specific side up, it is in skirmish order in two hexes. When in a single hex, the
skirmisher has four front hex sides and two flank hex sides. Units deployed in two hexes in
tirailleur/skirmisher order have six front hex sides; two flank sides; and two rear hex sides.
Cavalry: When light cavalry is either in column or general order, the unit has five front hex
sides and one rear hex side, a column of cavalry faces the top edge of the counter along a hex
side.
When heavy cavalry is in column, the unit has three front, two flank and one rear hex sides.
When heavy cavalry is in general order, the unit has five front hex sides and one rear hex side.
Cavalry regiments in line always face a hex vertex, they have two front, two flank and two rear
hex sides. Multi-hex cavalry lines always have two flank hex sides, and an equal number of front
and rear hex sides.
When, and or if, a combat formation is attacked through one of its flank hex sides; the defending
unit subtracts “12” from its pre-melee morale check; and it has special fire defense, as per the
fire effects chart. For the attacking unit, the pre-melee morale check roll is modified by plus
“12”, and the melee value of the attacking unit is doubled.
When a combat unit is attacked through one of its rear hex sides, the pre-melee morale check for
the defender is minus “6” from the dice roll. For the attacking unit, the pre-melee morale check
has a modifier of plus “6”, and the melee combat value of the attacker is 150% of normal.
All combat units have a zone of influence. The zone is the area adjacent
to their front hex sides. The zone is the area in front of the unit—the
one hex-- that affects enemy movement; defensive fire; opportunity and
reaction charges. The Zone of Influence presents the unit’s best defense
orientation. When a combat unit enters a hex adjacent to a front hex
side of an enemy combat formation, it is said to have entered the
opposing unit’s zone of influence.
There is one exception to this rule, infantry in Carre does not exert a
zone of influence, yet units moving adjacent to the Carre are subject to
defensive fire as they exit the hex or make organizational, orientation or formation changes.
All units in an enemy zone of influence may receive defensive fire from his opponent during the
defensive fire segment of the turn. Foot artillery and infantry must stop movement when they
enter an enemy zone of influence. Artillery may expend movement points to unlimber if that is
their choice at this time--assuming they have enough movement potential remaining to do so.
Foot artillery and infantry units may only exit an enemy zone of influence at the beginning of
their movement phase, and to do so will provoke a defensive fire attack on them. Horse artillery
and cavalry must stop movement when they enter a zone established by enemy cavalry. If the
zone belongs to infantry and or artillery, the moving cavalry / Horse Art. may keep moving.
When exiting an enemy zone of influence hex, the non-phasing player may make a defensive fire
attack on the exiting combat unit. These defensive fire attacks are called opportunity fires.
Any time a combat unit expends movement points in a hex which has an enemy zone of
influence the non-phasing player may make an opportunity fire attack upon the phasing combat
unit. This includes facing and formation changes if there are movement points used.
Opportunity fire attacks are just like defensive fire attacks that happen in the defensive fire
phase of the chronology of battle, including fire value calculation, column shifts, etc.
Always consult the Assault á Melee - Matrice, cross-indexing the type of unit, condition and
result.
Examples of Combat:
So if during an assault a combatant suffers a “AD or DD” result, the combat unit is disordered
and must retreat three movement points or a minimum of one hex whichever is greater, the
combat formation loses an increment for the first hex from which the unit retreats, and one
increment for any other hex it retreats from that has an enemy zone (s) of influence ( Zd’I) in
which is not occupied by a friendly combat formation. It is possible to have multiple zones d’
influence on one hex but the result is a single increment loss per hex retreated through. If the
disordered infantry moves through three Zd’I hexes, it surrenders. If it retreats disordered
through a cavalry Zd’I, it routs.
Additionally, if during an assault a combatant suffers a “AR or DR” result, the combat unit is
routed (Plus Grande Disorder) and must retreat it’s ten hexes, the combat formation loses an
increment for the first hex from which the unit retreats, and one increment for any other hex it
retreats from that has an enemy zone of influence in which is not occupied by a friendly combat
formation. . See combat matrix for any special cases like DR to routed units.
When infantry or guns make an involuntary retreat through a hex, which has an enemy cavalry
zone of influence, as a result of melee, the infantry or limbered artillery will become routed if
they are not already. The rout move will not provoke an opportunity charge by the cavalry.
During movement, units that withdraw from a Zd’I may be subject to a opportunity fire. This
movement would only result in one combat a le feu. There would not be multiple combats for
re-facing as the unit moves away.
Column: An organized mass of men which relied on weight and momentum. Used as a
formation of maneuver or assault in critical situations.
Carre: A formation developed for infantry against cavalry onslaughts. The most temporary of all
formations in that it was practically immobile and extremely susceptible to combined arms
attacks.
General order: Basically, every man for himself. A formation employed when terrain made it
difficult to direct or maneuver soldiers as a mass.
Skirmish: Infantry or cavalry deployed to make maximum use of terrain, or, as more often was
the case, deployed in small groups which would not provide the easy target provided by the
other combat formations. Used for screening friendly troops and harassing the enemy.
Road March: Used only on viable transportation routes when combat readiness was sacrificed
for speed.
A hex may never have two types of formations, such as line, and column, deployed in it
simultaneously except during movement of certain combinations of troops. Cavalry may not
charge, or move into or through, other non-cavalry formations with the exception of infantry in
Carre, tirailleurs, artillery in Carre or limbered artillery. Cavalry may not end a movement
segment with friendly infantry in the same hex, regardless of the rules noted above. Infantry in
Carre when moving one hex may not enter a hex containing enemy cavalry.
Infantry formation changes cost 1 movement point each, artillery formation changes cost 2
movement points each and cavalry formation changes cost 3 movement points each. Combat
units do not pay for a formation change to enter or exit general order.
Infantry in Column - Infantry facing a hex side is assumed to be in column unless the terrain
requires the adoption of general order. In clear terrain, the columnar stacking limit is one
regiment, or 18 increments. Vorsicht! Columns with more than nine increments are subject to
very heavy fire losses!
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General Order - The stacking limit for units in general order is given in the Terrain Effects
Chart for each type of unit. Whether it is in column or general order, only the top unit in a hex
may initiate fire combat. In column or general order, all increments are used for the attacker’s
pre-melee morale check. In column or general order, all units in a hex are counted for melee.
Infantry In Line - Infantry in line face a hex vertex and may deploy in two hexes as long as at
least five increments remain in the counter. When entering into a line formation, an infantry
unit pays one movement point in addition to any terrain cost. Units may enter line formation in
one hex even if there is only one increment remaining in the unit. As many as 18 increments
may be deployed in line formation in a single hex. Line formation may only be employed in
clear terrain (remember to treat slopes as clear terrain). When infantry is in a formation other
than line, and wishes to deploy into line in two hexes, another movement point is expended for a
total of two.
Whenever infantry deployed in line in two hexes suffers casualties reducing the unit to four or
fewer increments, it must reduce or shrink into a single-hex line formation as soon as the loss
occurs. This change of deployment does not trigger opportunity fire and is an exception to the
opportunity fire rule.
Movement in Line - Units deployed in line reduce two from their movement value at the
beginning of the movement segment of the chronology of battle. This penalty applies throughout
the movement segment regardless of the units' option to change their formation.
The special rules for a particular battle may modify the exact movement in line formations. Fire
from Line - Up to a maximum of four increments may fire from any hex where there are Infantry
units deployed in line formation (even though there may be more than four increments in the
unit). Additionally, a single battery may fire in consort with the 4 increments of the line, when
the battery is present. See Assault a la Feu.
Fire Defense in Line - When there are seven or more increments deployed in a hex in line
formation, the hex will have the fire defense of a column (see Fire Defense chart). A unit will
have the fire defense of a line when there are six increments or less deployed in the hex in line
formation. Artillery deployed with infantry in line formation orients itself for its zone of
influence in the same manner as the infantry: it must therefore, have the same front, flank and
rear as the infantry. If artillery is unlimbered with infantry in line then up to four increments of
the infantry may fire in conjunction with the guns.
Assault from Line - A formation in line, conducting an assault, may only use up to a maximum
of four increments for the pre-melee morale check even if there are more than four increments
in the hex. In defense, however, the formation in line uses all increments in the hex for a pre-
mêlée morale check. In conducting the actual assault, however, all melee values are used for
both attack and defense.
Refused Flanks – for a unit in line formation, a flank hex is considered refused as long as it has a
friendly zone of influence into the flank hex. This could be any unit including cavalry. Refused
flanks are treated as front hexsides. Friendly cavalry would be able to opportunity charge
enemy units that attempt to enter that zone.
Forming Carre - A Carre may only be formed in clear terrain and requires a minimum of three
increments in the hex. The maximum stacking for a Carre is 18 increments or a regiment. A
Carre does not exert a zone of influence (Zd’I) except in the hex where it actually rests. Units
form Carre in their movement phase (square) by paying one movement point and placing a
Carre informational counter on top of it. A Carre may also be formed in the enemies charge
phase. A Carre has six front hex sides and orientation with every hex adjacent to it. Units may
adopt Carre during their regular movement segment of the chronology of battle or during the
enemies charge a’ Cheval segment of the chronology of battle.
Firing from Carre - A Carre may fire into three non-contiguous adjacent hexes. The fire value of
a Carre is one-third the increments of the square times the fire multiple (see Fire Effects chart).
This fire value is constant regardless of the number of fire attacks it makes.
When an enemy cavalry formation is in the same hex as a Carre, the Carre has the fire value of
the total number of infantry increments times the fire multiple.
When an enemy cavalry formation is in the same hex as a Carre and the Carre contains
unlimbered artillery, the battery fire value is doubled and a column shift of the fire chart, for
canister, is used.
Assault a Carre -
Infantry units which wish to assault a Carre move adjacent to the Carre. Infantry formations,
which melee a Carre, do so with melee strength 50% greater than its printed value (or half-again
as much). The assaulting infantry does not move on top of the Carre like cavalry
Any time a Carre receives a DD result in melee, consult the Assault á Melee - Matrix
Example: The unit disorders like any infantry but does not remain in Carre but reverts to a
column formation retreating three hexes.
Cavalry units wishing to assault a Carre must actually rest in the same hex as the Carre and
have suffered defensive fire. Cavalry, which melees a Carre, does so at one-third normal melee
Carre Movement - A Carre has a movement value of one at the beginning of its movement
phase, unless, the first action they perform is a change of formation, in which case they will have
the remainder of their movement value to expend. A unit in Carre can always move one hex if it
is moving from one clear terrain and or slope hex to another. A Carre would have to change
formation to move into a general order hex.
One battery of guns may fire from a Carre, but the value of the battery’s fire is one third when
firing into any single hexside.
General Order - All combat formations in dwelling hexes, woods, and forests, are said to be in
general order unless they are disordered or routed. All combat formations entering the specific
hexes, as outlined in the special rules for general order, adopt said order when they enter that
type of hex. For the most part, these are hexes with buildings; dwelling hexes; woods; and
forests.
Units in general order fire at their printed value. Units defending in general order do not
perform a pre-melee morale check. Cavalry in general order melees at one-third their printed
melee strength. All other units’ melee at full strength while in general order.
The stacking limits are given in the Movement Charts for each game for the different varieties of
terrain in which a unit forms into general order.
Road March – Units in Road March have a movement rate of 1/2 a movement point for each
road hex entered. (This specific rule may be modified by the special rules found in individual
games). Up to four increments per hex may use Road March. To place a combat formation in
Road March when it has more than four increments simply place an extended line
informational counter behind the unit counter for each road hex needed. Thus, a unit with 11
increments would occupy three road hexes using the battalion counter and two extended line
informational counters to do this. Here are some specific rules for Road March:
Units in Road March must be broken down into their smallest organization (i.e.
battalions for infantry) in order to enter Road March.
Units in Road March have 1/4 of their melee value per hex and no fire value.
Units in Road March have their morale values increased by 12 (for the worse)
Whenever a road is intersected by a village or town hex, the road does not go through the
town or village unless shown.
Artillery is either limbered (ready for movement) or unlimbered (ready to give fire). It costs two
movement points to limber or unlimber a battery of guns.
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Artillery Formation Change - All batteries which wish to limber must roll one die to do so.
(Specifics are within the Special Rules for each Battle.) Leaders with an artillery bonus number
add one to this roll. Leaders of special ability add three.
Artillery may prolong by moving one hex in clear or slope terrain per movement phase. Certain
types of very heavy artillery may not have this capability. See Special Rules
When unlimbered artillery is fired upon, losses are only taken if the result on the Fire Chart is
an even number. Example: If a “4” was the result, the artillery would lose two increments, or, if
a “3” were the result the artillery would lose one increment. A roll of “1” indicates no loss.
If infantry is stacked with unlimbered artillery, then the odd losses noted in the paragraph above
are absorbed by the infantry. Example: A result of "5" on the Fire chart would have the infantry
lose three increments and the artillery loses two, or, a result of “1” would just have the infantry
take a loss. In the case of infantry fire then, these losses represent casualties among the gunners,
rather than the actual destruction of guns, though the end result is the same.
Column – a one hex only formation that may historically include a variety of
configurations.
Line – two or more hex linear formation designated by using a line extension markers
and facing a hex vertex. There must be at least 4 increments in each hex of the line. Line
may only be formed and move in clear terrain but may pass through slopes hexsides.
o Cavalry lines moves at a rate equal to the slowest terrain any part of the line
passes through (slope hexsides).
o Lance armed cavalry (bonus on the information side of the counter) when in line
formation have their lance bonus doubled and added to the melee value of each
hex of the unit.
o The melee value of the unit would be proportional to the increments in a hex
which comes into contact with the enemy.
Tirailleur a’ Cheval – light cavalry in skirmish order signified by the counter being
inverted. See Rule 20 for the details of this special formation
Road March – a formation to use roads for accelerated movement. Typically cavalry
units would be extended on a series of connected road hexes with only 4 increments in
each hex. See Rule 15.
General order – when cavalry is in towns, villages and other built-up areas, and forests.
See the Special Rules for terrain types specific to each game
o Limits of increment stacking are defined by the Special Rules in each game
Movement (18)
All combat formations may move through a number of hexagons up to the printed movement
points on the general side of the counter with the following restrictions:
Changing Facing
o Prolonged (unlimbered) artillery may move in any direction, one hex only if
permitted (see terrain rules). It may change only one hex facing when
unlimbered. Artillery may not prolong and change facing in the same turn.
Cavalry may never stack with infantry or unlimbered artillery. Cavalry may freely move
or charge through hexes containing friendly units in tirailleur/skirmish order, or all units
in Carre, or friendly limbered artillery, or other friendly cavalry formations. Cavalry may
pass through units in Carre, but may not end their movement in the same hex as a
Carre, unless their intent is to have a melee with the Carre.
Remember, stacking restrictions are in effect during the movement segment of the
Chronology of Battle and Charge a’ Cheval Rule 37.
Combat units with three or fewer increments adopt this formation in one hex and face a hex
vertex. Combat formations with four or more increments must be deployed in two hexes with
the increments to be divided as evenly as possible between the two hexes. If a unit in tirailleur
order, deployed in two hexes, suffers sufficient losses mandating that it adopt this formation in
one hex, it does so as soon as the casualty is taken. This change of deployment will not trigger
opportunity fire and is an exception to the opportunity fire rule. In essence, the unit is not
moving or changing formation, but is reduced to represent the remaining troops. There may be
skirmisher battalions of seven or more and these may deploy into three hexes. (See the special
rules).
Up to three increments may fire out of a hex containing a unit deployed in tirailleur order. In
rare cases, a unit may have more than six increments and still be permitted to enter tirailleur
order. In this case, the unit may exceed the stacking limit for tirailleur order but no more than
three increments per hex may be used for fire purposes. The extra increment, or two, is there to
absorb losses and add to the melee strength.
Units deployed in two hexes in tirailleur order have six front hex sides; two flank sides; and two
rear hex side. In some games, these units have 9 increments and thus can be placed into three
adjacent hexes.
Tirailleurs, which are the declared target of a cavalry charge, may retreat before the cavalry if
they are adjacent to infantry in good order (not DD or PGD) or general order terrain. They must
retreat into the aforementioned hexes, and do so without giving defensive fire or checking
morale. (This is different than an opportunity charge.) When this option is taken, they stand at
the bottom of the hex in column or general order. The tirailleurs do not participate in the
defense fire nor are combined for melee. Tirailleurs would be subject to the melee results of the
stack. This is not the same as a retreat before combat which will be dealt with later in the rules.
At the end of the tirailleur’s subsequent movement, they may not be stacked with a conflicting
formation i.e. (col. /line) or be over stacked.
Tirailleurs may not attempt to stand or form square in the face of charging cavalry. They either
retreat as described in the above case or rout (PGD) when the cavalry comes adjacent to them.
The tirailleurs would rout if not adjacent to a friendly unit in good order or general order
terrain.
Before the tirailleurs move away, the charging cavalry could trample them at the rate of 2
increments per remaining movement points. This includes the additional 5 movement
points cavalry gets for charging.
When not acting as tirailleurs, the unit functions like regular infantry.
Combat formations in tirailleur order have their melee value halved. Therefore, if tirailleurs
are deployed in two hexes, the tirailleurs would essentially have 1/4 of the printed melee value
per hex.
Movement
Combat formations deployed as tirailleurs may move through or be moved through by any
friendly type of formation without penalty to either set of units. Units may deploy into tirailleur
order when in a hex with other friendly units of the same type (i.e. cavalry or infantry), but may
never end their movement phase stacked with units in a conflicting formation i.e. line, or violate
the maximum stacking limit for each hex. If they violate the formation or stacking rules, treat
them as “Defender Disordered (DD)” in the combat phase.
Certain types of light cavalry may perform as mounted skirmishers. Any light cavalry unit with a
skirmish factor may act as cavalry tirailleurs/skirmishers.
Cavalry in tirailleur order is inverted and deployed in two hexes regardless of the number of
increments in the unit.
The enemy unit is not an unlimbering artillery unit or a cavalry tirailleur. This retreat
occurs after defensive fire by the tirailleurs, but before the offensive fire of the phasing
player.
If the enemy moving adjacent unit is unlimbering enemy artillery, the Cavalry
tirailleurs/skirmishers may fire before the artillery unit unlimbers (opportunity fire) and then
remain to give defensive fire on the unlimbered artillery, then retreat one hex, but must face
offensive fire due to the nature of artillery range.
The effects described (movement or retreat before combat) in the rule above are canceled by
moving any enemy light cavalry formation, not necessarily in cavalry tirailleurs/skirmishers
order, next to the enemy cavalry tirailleurs/skirmishers.
Cavalry tirailleurs may fire their total skirmish factor at all adjacent combat formations.
Example: Three enemy units occupy hexes adjacent to cavalry tirailleurs/skirmishers; two are in
column in one hex each, while the third is deployed in two hexes in line. Four hexes are,
therefore, occupied by enemy units. The cavalry tirailleurs/skirmishers formation may make
three fire attacks. One each upon the units deployed in column, and one upon the unit deployed
in line. In each fire attack, the cavalry tirailleurs/skirmishers fires its full skirmish fire value as
indicated on the specific side.
Cavalry acting as cavalry tirailleurs/skirmishers may not charge; melee at half their printed
value; and may only retreat before combat if there is a printed movement differential of two or
more in their favor.
Though the climax of battle in the Age of Napoleon was often during assault by melee, the effects
of fire combat still went a long way in the final determination of the outcome. Fire combat, from
either musket or cannon, was often the preliminary of the offensive assault, while defensive fire
was used to blunt the attacking forces.
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Since marksmanship was an art that was more decorative than functional, given the accuracy of
the musket, fire can best be imagined as an action against an area (a hex) rather than against a
combat formation. A hex may be the designated target only once during a fire segment of the
chronology of battle.
The fire defense value of a hex is determined by the tactical organization employed by the
defender and the type of terrain where the defender is deployed. In addition, the human and
horse density of the target may also affect the fire defense. To fire against a hex, simply total the
eligible fire factors and compare this sum to the fire defense factor. Make sure to take into
account the number of increments in the hex; the tactical organization; and the terrain.
Establish the odds (round any fractions down); roll the dice, and find the result on the Fire
Combat Chart. The result is the number of increments lost. Place the appropriate numeric
informational counter under the unit to represent this loss, or adjust one that may already be
there.
Example: Two batteries are firing at an infantry unit deployed in line and in clear terrain. The
batteries are at four hexes distant from the infantry and therefore at medium range where they
both fire 7. Their combined fire equals 14. The fire defense of a line formation with less than
seven increments is 9 in clear terrain. This translates into 14 to 9 or 1 1/2 to 1 on the Fire
Combat Chart. The dice are rolled with a result of 43. By cross-indexing the dice roll of 43 with
the odds column, 1.5 – 1, we see that “1” is the result. The unit in the defending hex is now
reduced by one increment.
Any combat formation with a fire factor may initiate an offensive fire attack as long as the range
and line of sight provisions are not violated. All infantry, not in tirailleur/skirmisher order, have
a range of one hex.
Whenever a modified dice roil falls below 11 on the Fire Combat Chart, the result of 11 will be
applied.
Any time a target hex has more than nine increments; there is an addition to the fire attack dice
roll. Add one to the die roll for each increment over nine. Example: A target hex with 15
increments, regardless of terrain or the units' formation, would modify the die roll by a plus six.
When a unit is in line formation and has seven or more increments present in the hex, it will
have the fire defense of a column.
When an infantry unit is in Carre, or an infantry and artillery unit is in square the fire defense of
the square is “4”. The die roll for the fire attack is also modified for the total number of
increments as outlined above. Other formations may be defined in the Special Rules.
When a fire attack is made through the flank hex of a unit in line formation, the defender will
have a fire defense of “5”.
To say that a unit has a line of sight is to state that the firing unit can see its prospective target.
(Line of Sight will also apply to Charge a’ Cheval and Carre realization and will be dealt with in
the appropriate headings).
A unit’s line of sight may only pass through the units front hexsides, regardless of terrain or
orientation of the unit. This specifically means units may not trace a line of sight thru their
rear or flank hexsides.
To determine Line of Sight, either use a straight edge or stretch a piece of string from the center
of the firing hex to the center of the target hex. If this line at any point intersects terrain which
qualifies as blocking terrain, or units in good order, then the Line of Sight is incomplete, and the
fire attack not permitted. If the line passes directly down a hex edge between two hexes, and
either of the two hexes would be blocking, the line of site is blocked. The following block a Line
of Sight:
Village, city, town or other types of dwelling hexes regardless of elevation differences
Any type of wooded hex unless otherwise stated in the Terrain Effects Chart.
All non-routed combat formations (this does not include leaders or aides-de-camp, but
does include disordered units).
Slope hexes in some cases. Firing along a slope hex is not blocked. See Elevation below.
Infantry would have a line of site on cavalry in the same hex as Carre, when the cavalry
moves from the same hex as where the Carre and cavalry are together. Example: Carre
is three hexes away from other infantry. The infantry could have line of site when the
cavalry leaves the square, and that would be two hexes.
Elevation - Elevation will sometimes play a part when determining Line of Sight. Adjacent
attacks are permitted regardless of elevation. Remember, a series of slope hexes represent the
undulating rise and fall of the ground and not cliff sides or mountain barriers.
In general -If the intervening terrain or unit counter is closer to the firing unit than it is to the
target hex, and the firing unit is on a higher elevation, then the fire attack is permitted. If the
firing hex is on a lower elevation than the target hex, and the blocking unit or terrain is closer to
the target hex, then the attack is also permitted, unless the blocking unit is adjacent to the target
and is a friendly unit.
While in column, only the top unit (regardless of it being a regiment or battalion) may
fire.
While in line, only four increments may be used for fire per hex, times the fire multiple
indicated on the Fire Effects Chart. Example: A French Légère battalion of 10
increments is in line and deployed in two hexes. The fire multiple on the Fire Effects
chart shows that French Légère troops fire at X3. Because only four increments may fire
from a hex if the unit is in line, this particular unit may use 8 since it is deployed in two
hexes. It therefore has a fire value of 24 (8 X 3 = 24).
Only three increments may fire from a hex while in tirailleur/skirmisher order.
When artillery is unlimbered in clear terrain, all increments may fire up to the stacking limit of
the hex. In all other terrain types, regardless of the number of increments, only the top battery
may fire. Slopes not having any other terrain designation are considered clear terrain for this
purpose only.
When artillery stands with an infantry formation in line in the same hex, artillery has the same
orientation as the infantry. Up to four increments of infantry may fire in conjunction with one
battery if they are in the same hex and fire at the same target. An infantry line deployed into two
hexes would be combine the fire of both hexes of the infantry with the artillery stacked with it.
When artillery and infantry are stacked together in column, only the top combat formation may
fire.
Adjacent batteries may fire upon the same target hex only if there is a leader in one of the firing
hexes, and the leader has an artillery bonus. If three hexes of artillery are to fire at the same
target, then a leader of special ability must be present and adjacent to all three firing hexes.
Artillery in different hexes may, however, always combine their fire if the target hex is adjacent
to them both.
There are three ranges for artillery fire. Short range is at one and two hexes. Medium range is
from three to five hexes. Long range is anything six or more hexes distant.
If artillery elects to fire, the battery must fire at the closest target, regardless of there being a
better shot at a more distant range.
Any combat formation with a fire factor that has an enemy combat formation adjacent to one of
his front hex sides, may fire defensively in the appropriate segment of the Chronology of Battle
at the enemy formation. Defensive fire differs from offensive fire only in that it must be made
against adjacent targets and, therefore, has a range of one. Units may only give fire once during
the defensive fire segment of the chronology of battle.
Any time a combat formation exits a zone of influence or changes formation in a zone of
influence, his opponent may initiate opportunity fire. This may happen more than once per
turn. If the unit gives fire to a unit changing formation in its zone of influence, the unit which
receives the fire, does so in its former formation. In other words, artillery, which unlimbers in
the zone of influence of a unit, is fired upon in its limbered state.
Opportunity fire only has a range of one hex. Although units in Carre formation do not have a
zone of influence into adjacent hexes, units using movement points next to, or on the Carre, are
subject to opportunity fire. This includes cavalry moving from adjacent hexes to the Carre hex
and leaving to an adjacent hex.
Certain combat formations may exercise an option to withdraw prior to melee combat. This
retreat occurs before the pre-melee morale check, but after offensive fire. These combat
formations include tirailleurs/skirmishers facing infantry; cavalry and limbered horse artillery
with a printed movement differential of at least two greater than its attackers; cavalry before
infantry regardless of it being tired or exhausted; and leaders or aides-de-camp. Cavalry acting
as tirailleurs/skirmishers presents a specialized case for firing, and then retreating before
combat, given their mobility. Please consult this specific rule. No unit may retreat before combat
if there is not a path free of enemy zones of influence.
A unit exercising this option may retreat up to one-half of its movement rate, but it may not
move any closer to the enemy. If a unit retreats more than one hex, at the end of its retreat
movement a “blank” counter is placed on top of it to signify that the unit has expended its
movement potential for the next friendly turn. This “blank” counter is removed immediately
after the next friendly movement phase. There are no other ill effects.
Morale (30)
While fire and bayonet did real damage to the body of the
Napoleonic Age soldier; the fear of death, dismemberment, and
other indignities wrought havoc in the common mind of a
combat formation. Morale, then, is of supreme importance.
While looking death in the eye, the thoughts of glory drove
some men to do the impossible.
Once infantry is (plus grande disorder) routed, the routed formation may not initiate fire
combat; melees at one-third of its printed value for defense only; and has its movement factor
up to ten (10) maximum during the Morale Recovery Segment. The unit does not move during
the movement phase. In other words, it continues to flee the battlefield. When morale checks,
in subsequent turns, subtract “6” from the dice roll until morale is finally restored.
Cavalry - Cavalry is either in order (good morale) or routed. Cavalry which rout, move at their
printed movement rates. They may not fire and melee at one-quarter of their value. Whenever
routed (PGD) cavalry check morale, subtract “6” from the dice roll.
Artillery - Unlimbered or Limbered artillery may be in good order, disorder or routed. For
melee combat results see the combat results matrix. Disordered limbered artillery acts in the
same manner as disordered infantry as noted above. In disorder, therefore, it will be reduced to
one half value, but never below the strength of one.
As soon as a unit routs it moves 10 hexes away and terrain is not considered for
movement cost. Disordered or routed formations never move to place themselves closer
to the enemy.
They move through the most economical terrain possible—that is the terrain most
suitable for rapid departure.
They do not move through friendly units if there is another path, of equal terrain cost,
which will not place them at any time closer to the enemy.
They must end their movement further away from all enemy formations than when they
began. As a preference the routed unit seeks a forest or built-up hex as its destination.
Combat formations that are unable to make their full rout move, surrender to the enemy.
Remember that units in the rear ranks were often more dangerous to routing formations than
the enemy. Units which rout amid enemy formations move in the direction least occupied by
enemy zones of influence, as long as all the priorities given above are followed.
Units may not make a rout move in a direction which takes them behind enemy lines.
Each time, during the Morale Recovery Segment, that a combat unit fails to recover its morale,
and it is not 15 hexes away from all enemy combat formations, it must continue to make its full
rout move away from the enemy. When the routed unit starts the rout recovery phase more
than 15 hexes away from the enemy the unit checks its morale and if it fails it moves to the
nearest woods or dwelling hex which is also at least 15 hexes away from any enemy combat
formation paragraph.
If the presence of enemy formations, force a plus grande disorder unit to move to the map edge
and it has movement point remaining, the routed unit is considered to have routed off the map
and is eliminated. (Some scenarios provide for off-map recovery. See the scenario rules.)
Cavalry units that recover good morale from Plus Grande Disorder are considered to be in an
exhausted state at that time and subject to the recovery rules.
When checking morale, simply roll two dice. The total must exceed (after all modifications) the
printed morale value. When this is done the unit either maintains good order or has recovered
good order. Example: A unit with morale of 32 must roll a 33 or better to be able to sustain good
During the Recovery Segment of the Chronology of Battle, if the unit is in disorder or
rout.
When the limit of increments in a hex has been exceeded, all units in the hex check their
morale with a single dice roll, if the roll exceeds a unit’s morale value, then the unit
stands. If the roll is equal to or less than the printed morale value, then the unit
disorders. If the hex exceeds the stacking limit after the check, then the units must
displace away from the enemy until the stacking limit is no longer exceeded.
When a defending formation faces assault in clear terrain. When an attacking formation
wishes to assault.
When a leader casualty is suffered in a hex. Units in that stack check morale minus the
leader’s morale value.
When the results of the Fire Combat Chart dictate a check as directed by the Special
Rules for each game. (I.e. French even loss, Austrian odd loss).
If a unit is an existing stack fails morale, other units in that stack must check
Although there are times when the fire assault can break an opponent, it is the assault by melee
that more often than not provided the dramatic denouement to the Napoleonic battle.
All fire must be concluded during its appropriate segment of the chronology of battle.
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Attacking combat formations may only initiate melee through their front orientations.
Units in column have all their increments included for the pre-melee morale check odds
ratio calculation.
Units in line combat formation use only their top four increments as the attacker for the
pre-melee morale check odds ratio. The defending formation in line uses all increments
in the hex for pre-mêlée morale check.
Regardless of formation, all increments in hex total their melee values when defending.
All attacking units which have passed their pre-melee morale check total their melee
values.
Combat formations may only assault the hex that they have fired upon. In other words, a
unit may not fire upon one unit and melee another.
Melee combat is never mandatory if units are in the zones of influence of one another.
Theoretically, a player could have a melee assault in one hex, and then decide not to do a
melee assault in the adjacent hex.
Units cannot melee a hex that they are prohibited from entering
Artillery with Infantry always suffers the same melee fate as the infantry when a result is
rendered. Consult the melee matrix for the meaning of DD, DR or DS.
Infantry and cavalry may not combine their melee factors in an assault
Total the number of defending increments, and compare this to the number of assaulting
increments, subject to the formations rules (line/column/skirmish, etc.). This will give
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the pre-melee morale check odds ratio. The defender checks first and applies any other
morale modifiers given in the Assault by Melee Morale Chart.
If the defender passes this check, the attacker must then check according to the same
procedure. Remember units defending in general order, or Cavalry do not make a pre-
melee morale check. Infantry in attack or defense with cavalry do not make a pre-melee
morale check
If either the Attacker or the Defender fails their pre melee morale check the unit
disorders and retreats 3 MP but no less than 1 hex away from the enemy and adopts a
disordered state. This applies to either the attacker or the defender whichever side has
failed their check.
If a defender vacates a hex due to a pre melee morale check, the attacker may occupy the
hex.
If both attacker and defender have good morale as a result of this check, then the melee
odds are established using all the units’ melee values.
Find the appropriate column of the Melee Assault Chart; roll the dice, and apply the
result.
If the defender suffers a DD, DR or DS as a result of the melee roll, the attacker must
advance at least one unit into the hex vacated by the defender. If the defender is
eliminated, the attacker must advance into the “vacated” hex with a least one unit.
Units which assault through the flank hex side of the defender have their melee value
doubled (x2) for purposes of melee odds calculation.
Units assaulting through the rear hex side of a defending formation have their melee
strength increased by 50% (multiply existing strength by 1.5)
See the Special Rules for each game, for any additional terrain or position
advantages/disadvantages
AR or DR- the attacker or defender suffers a rout (PGD) with possible losses or surrender.
They retreat 10 hexes
AD or DD - the attacker or defender suffer disorder with possible losses (DD) or Cavalry routs
(PGD). AD or DD infantry units retreat 3 movement points.
#/# - Each side loses a specified number of increments, with possible morale checks *
Note: Leaving an enemy Zd’I due to melee reduces the “loser” by at least an increment
Cavalry (35)
The use of cavalry is a delicate art. When used properly, cavalry will have far more importance
than its size would indicate, and will go a long way in pointing the player towards victory.
Cavalry introduces a dynamic element to the battle because it increases a soldier’s mass; height;
velocity; and speed compared to someone on foot. There are many specialized types of cavalry,
and the rules governing its use are somewhat complex and require knowledge and patience.
Cavalry has the special ability to rout enemy units before the movement of other troops. It may
also react to movement in its front hex sides and delay the movement of troops into a zone.
Cavalry may either charge; or cavalry may move. Cavalry cannot both charge and move during
any single player turn of the Chronology of Battle.
Cavalry may charge during the charge phase; and melee during the melee phase of the same
player turn. Cavalry may move in the movement phase; and then melee in the following melee
phase if desired.
Cavalry never makes a pre-melee morale check unless so specified in the Special Rules.
All modifications for melee and morale made to cavalry combat formations are
cumulative.
While heavy cavalry engages light cavalry, in either attack or defense and through a
heavy cavalry’s front hex sides, the heavy cavalry melee value is doubled.
Lancers add this lance bonus when they assault or counter charge, and are in good
order. There is no lancer bonus if the lancers stand still and receive a charge. The Special
Rules for each battle have the specific Lancer modifications for standing or forming
Carre.
Cavalry assaulting a Carre does so with one-third of its printed melee value. The lance
bonus is never reduced by one-third when encountering a Carre. Cavalry assaults in the
same hex as the square.
Cavalry is never disordered; it goes from good morale to rout, when it fails a check.
Combat results have been summarized in the melee / feu foldout with each game
Other combat arms may not join into a cavalry on cavalry melee. Cavalry may not join in
to the melee of other combat arms.
Because cavalry relies on a rather fragile animal, the horse, cavalry will find itself almost useless
without frequent periods of recovery. The recovery may require extended periods of inactivity.
Since the simulation is based on alternating sequences it takes the French and Coalition
Sequences to equal a 20-minute turn. In order to reflect this need to rest the equines properly,
there are three states of readiness for cavalry formations: Fresh, Tired and Exhausted. This is
how cavalry is affected by its readiness:
Fresh - Cavalry moves and melees at its printed values as shown on the counters.
Tired - Cavalry becomes tired whenever it melees (attacks, defends, or charges). When cavalry
is tired, the melee value is halved. Tired cavalry may not charge in the Charge a’ Cheval
segment, but is allowed to do a Reaction or an Opportunity Charge.
Exhausted - Cavalry becomes exhausted after it has been involved in a melee while being tired;
or, if it charges and melees as a result of the charge. Exhausted cavalry has one-third of its melee
Cavalry may avoid being reduced in its readiness (that is, from normal-to-tired, or tired-to-
exhausted) if cavalry melees and elects to employ only one third of its melee value. If it does so,
then it will remain at the same level of readiness that it started its melee. Since combat effects
are cumulative; if tired cavalry uses this option, it will be at one-third of the current one-third
strength (for exhausted cavalry this would mean one-third of one-third of its melee value).
Example: If the melee value of unit is normally “18”, then one-third of one-third of that is “2”.
The chronologie de bataille is based on phases constituting the Imperial Player Sequence and
then the Coalition Player Sequence. These two phases constitute a complete turn or 20
minutes
Combat a la melee and its effects generally happen in the attacker’s combat phase. This is true
for cav. vs. inf. or artillery. However defending cavalry has combat in the attacker’s phase also.
This is true for cav. vs. cav. and Opportunity Charges. It is important to understand when the
cavalry becomes tired or exhausted and how to then calculate a complete turn of rest.
In order to recover a step of readiness, that is to go from tired to fresh or exhausted to tired or
both a cavalry unit must ‘rest” in some fashion for a complete turn. Since combat reduces the
cavalry unit’s readiness, it is in the Morale Recovery phase that readiness is achieved but this
can be the case for both players.
Think of a turn like a 24 hour day. There is the AM as the Imperial phase and the PM as the
Coalition phase. If you were to measure a whole day (turn) from combat
in the Coalition phase, then 24 hours would include the remainder of
the PM (Coalition turn) the AM (Imperial Turn) and then the PM
through the end of the combat. Recovery is conveniently determined in
the Recovery Phase;
Does not move more than half the unit’s movement points in the Imperial player’s next
Movement phase
Does not melee in the next Coalition or Imperial Melee phase
Does not suffer an increment loss from combat a la feu during the Coalition or Imperial
Player’s next Fire Phase
Does improve one step at the Imperial Player’s following Morale Recovery phase, if the
above conditions are met (one full turn)
Does not move more than half the units movement points in the Coalition player’s next
Movement phase
Does not Retreat before combat from cavalry in the next Imperial Melee Phase
Does not suffer an increment loss from combat a la feu during the Coalition or Imperial
Player’s next Fire Phase
Does improve one step at the Imperial Player’s following Morale Recovery phase, if the
above conditions are met (one full turn)
Notice the Coalition had to meet a number of requirements in its own phase and the Imperial
Phase. Recovery is not just solely meeting the requirements in your own phase
If Cavalry did not move more than half, no combat or fire losses, improve one level of readiness
If Cavalry did not move more at all, no combat or fire losses, did not retreat before combat,
improve two levels of readiness
In order to track the events that lead to the reduction in readiness and therefore the sequence
and phase of recovery, the tired and exhausted informational markers will be identified by
Imperial or Coalition tired or exhausted. Existing markers can just be denoted with a blue or red
highlight on the informational counter. This differentiation lets everyone know when the
recovery period of a turn will end.
Murat the King of Naples was an expert at wine, women and how to recover cavalry in battle.
With a little practice, it will become intuitive when the units have rested. Having the ability to
recovery only in your phase would give a distinct advantage to one side and provide too much
flexibility to the mounted troops. Thus a whole turn is required.
The penultimate use of cavalry in The Age of Napoleon is the Charge a’ Cheval. The Charge a’
Cheval can represent spectacular brilliance or tremendous folly. It often determined victory or
defeat. The effects of hundreds of oncoming horsemen upon a unit's morale were extreme. Only
the best drilled; or those with the most warning; or those with the greatest élan could overcome
the initial impulse to flee. Although cavalry troopers would not break into a gallop until well
within the two hex range; once a unit of cavalry took its first steps in a charge, an eerie stillness
would come over the field. A great portion of the charge movement was spent building
momentum and keeping order. After the charge finally did go in; this momentum carried the
cavalry well beyond its own lines; where rout was often its only means of rescue.
Remember, that the time represented by the Charge a’ Cheval segment is relative to the
differences between soldiers slogging about on foot, and those mounted on horsebacks. Keep
this in mind while reading the following rules:
Only cavalry formations which are in a good morale state, and are not tired or exhausted,
may charge. Tired units may Opportunity Charge or Reaction Charge an enemy.
All cavalry formations which charge a’ cheval increase their printed movement value by
“5.”
Cavalry may charge as individual regiments, or as a group of regiments which are in the
same hex. In order to charge a stack of cavalry regiments, a leader of the same
nationality, who has a cavalry bonus, must be in the hex with the stack when the Charge
a’ Cheval phase begins. All cavalry regiments which begin in a single hex, and charge as
a stack, must remain together throughout the charge segment unless separated by lack of
movement points.
Cavalry may change their formation at the beginning of the charge; but that formation
change costs twice the normal cost for formation change—three normal is doubled to six.
At no other point during the charge is the unit permitted to change its formation. This
change may only occur in the first hex of the unit's charge movement.
Cavalry may not charge into or through dwelling hexes; forest; woods; redoubts or any
other terrain specified as restricted for charges in the individual battle Special Rules.
Cavalry may charge other cavalry but there is no morale check to stand. The charging
cavalry will have its assault value doubled if it has charged in a straight line for the last
three hexes if the defender elects to stand. However if the defending cavalry successfully
Reaction Charges, there is not doubling of melee factors for going in a three hex straight
line. Some mutual understanding is important because of the hexagon grid.
Here is the process for the Charge á Cheval phase in the Chronology of Battle:
At the beginning of the Charge á Cheval, designate each cavalry unit or stack of units
that will charge. Not until all charges are declared and identified, may you proceed with
the next step.
Select a cavalry unit or stack, and advance the charging unit one hex at a time, paying
attention to facing; formation; and terrain costs. The first hex entered must be the one
directly to the front center of the charging formation. A formation change is only
permitted in the second hex. In the event of a line formation, the first hex may be either
of the two front hexes.
When charging cavalry comes within 4 hexes or an adjusted range (i.e. night), infantry
may elect to change formation to Carre. There must be a line of sight to the cavalry for
the infantry (front hexsides) to attempt to form Carre. See the appropriate Carre table.
Whenever a charging cavalry formation is two hexes from any enemy formation for
which the cavalry has a line of site, the charging cavalry formation must declare if that
enemy formation is the target of the charge. The target must be in a straight line for
these two movement points.
If the enemy formation is not the target of the cavalry charge, the charging unit may
continue its movement. However, it may not at any time during that player turn attack
the specific unit it passed (not the target)
Charging cavalry must move in a straight line for the last three hexes of its charge and
directly face the infantry it wishes to charge, to obtain the charge bonus. If the straight
line was not maintained for the last three hexes, it may melee the enemy formation, but
without any charge benefits to melee or morale or detriments to the declared infantry
target
Infantry has only two options in the face of a cavalry charge (when declared the target):
1. The infantry attempts to stand in its current order when contacted by the charging
cavalry
2. The infantry attempts to form Carre at a distance within two hexes it has line of sight
to the cavalry.
If the infantry elects to stand in its current order, the cavalry completes the charge move,
and ends that move adjacent to the infantry.
At this point, the infantry makes a modified morale check. Any time an infantry
formation is charged by cavalry, and the infantry does not elect to enter Carre, the
infantry will have the following modifications made to its morale check:
1. See the Cavalry Charge Morale Modifiers located in the Special Rules of each game
If the infantry roles over its morale, the cavalry charge is halted. Infantry in this case are
considered to have passed their pre-melee morale check and things stop until the
defensive fire phase.
If the cavalry ends up adjacent to the routed infantry after the infantry’s rout move,
proceed to fire and melee.
If the infantry attempts to form Carre, the infantry must state its intent. This may
happen at any time there is a charging enemy cavalry unit within four hexes of the
infantry or it becomes a declared target
An infantry formation may only attempt to form Carre once per charge sequence.
The infantry may not attempt to form Carre if it does not have a line of sight to the
cavalry, as defined in Line of Sight Rule 23
When the infantry attempts to form Carre, the die roll is made and the Carre
Realization Table in the Special Rules is consulted. If artillery is with the infantry, it
always obtains the same result as the infantry.
Infantry must have Carre as one of its possible formations. A few formations do not.
The results of the Carre Roll and options for the cavalry:
If it was not the declared target of a charge, the infantry forms a square. The cavalry may
charge other units, move over the top of the Carre and through the Carre, move to
another hex(s) (accepting defensive fire), move in another direction or halt.
If the infantry was a declared target, the cavalry must advance until it is adjacent to the
infantry Carre. Then the cavalry moves on top of the Carre and suffers defensive fire,
and charge movement ends. Once in the hex with the Carre, cavalry must suffer
defensive fire according to the defensive fire rules. After suffering any ill effects of the
defensive fire, the cavalry must melee the defensive Carre in the melee phase.
If not the declared target of a charge. The infantry disorders. The cavalry may move adjacent or
move to another location. The cavalry may not move on or through the disordered unit.
If the infantry was a declared target, the cavalry contacts the disordered infantry, if the cavalry
has movement points available and it is possible. This ends the charge. Neither unit may move
in the movement segment. Defensive fire and the cavalry melees the infantry, in the melee
Charging Cavalry contacting disordered infantry may trample (destroy) one increment for every
three movement point expended. (1:1)
The cavalry rolls to recall rather than follow the routing infantry that was the target of
the charge. Cavalry may attempt to recall only once during the charge by rolling. See
Recall Chart in the Special Rules for each game.
If the cavalry recalls, it may move on or if movement permits follow the routed
attempting to make contact.
If the cavalry fails to recall, it must continue its move toward the routed infantry and
attack the first enemy combat formation it encounters, if possible. When a cavalry unit
fails to recall it may only expend a maximum of 5 more movement points from the hex
vacated by the routing infantry.
Charging cavalry contacting routed infantry may trample (destroy) one increment for
every two movement points. (2:1)
At the conclusion of movement, fire and melee the cavalry unit that did not recall is
considered PGD
At the conclusion of any charge and melee sequence, cavalry that charged and assaulted
an enemy will be exhausted.
Cavalry, which charges, that could have contacted an enemy unit and fails to do so for melee,
automatically routs in the final hex of its movement and stands in place; the unit does not move
away from the enemy. It is possible an infantry unit routs and the cavalry is unable to reach
them or any other unit, which would be a special case. The intent is not to have cavalry declaring
charges and then maneuvering around but not attacking anything.
At this time, the charge phase for these units has ended, and both the infantry and cavalry are
routed in place, additionally the cavalry is exhausted.
When charging combat formation in road advantage, the targets are always routed and any
combat formation adjacent must check morale.
See Cavalry charges and Artillery Rule 41 for a combination of artillery and infantry
Only one reaction charge attempt is permitted per cavalry formation, per enemy charge
segment, per turn of the Chronology of Battle. Reaction charges are only permitted within the
reaction zones of the cavalry formation. This zone does not increase as the reacting unit moves
forward.
Whenever an enemy cavalry formation charges into or within this reaction charge zone, the
defending cavalry which has a line of sight (Rule 23) to the charging cavalry, may attempt a
reaction charge as follows:
The reacting cavalry must make a successful morale check using the unit’s printed
morale number.
o If this check is successful (above the number), then the reacting heavy cavalry
formation moves one hex forward and light cavalry moves two hexes initially,
through its one of its front hexes. The enemy formation now moves one hex and
the reacting cavalry moves one hex. They alternate moving.
o Cavalry units which fail to pass their morale check in an attempt to reaction
charge merely stand where they are, in good order. There is no loss in readiness.
The defender may receive the charge of the phasing player if it were the target of
the charge.
Reacting cavalry may move up to four hexes if light and three hexes if heavy. They pay
all facing movement costs of facing changes. (Rule 37).
This process continues with the two cavalry units alternating hexes until they are
adjacent to each other or not. Please use common sense and movement point costs in
this sequence. The mutual moves will continue until either contact is made, or the
phasing player evades the reacting cavalry.
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Premier Rules for La Bataille ME (July 2021)
o If the two enemies come adjacent, all charge or reaction charge movement stops,
and it is time to proceed with other charges, movement, melee, morale etc.
Reaction charges are just part of the charge sequence.
o If the two enemies do not come adjacent and the reacting cavalry has expended
all its movement increments, the phasing player continues the charge and the
reacting cavalry halts and will be tired at the end of the phasing player’s turn.
Melee Assault between two contacted units is mandatory, and at the completion of the
melee, both units are exhausted. The phasing player always remains the attacker. This
simplifies the mechanics of combat.
If the defending cavalry successfully Reaction Charges, there is not doubling of melee
factors for going in a three hex straight line.
There is no +5 movement bonus for a reaction charge. The reacting cavalry may not
attack any other unit.
The successfully reacting cavalry may not move in the next friendly movement phase.
Infantry or artillery which then moves adjacent (after the above contact to support) to
the reacting may not join into the combat.
When the conditions are met, the defending cavalry may attempt an opportunity charge as
follows:
o Cavalry units which fail to pass their morale check in an attempt to opportunity
charge merely stand in place. There is no loss of readiness.
Infantry, cavalry and artillery may not attempt to change their organizational status
when contacted by an opportunity charge. This means they may not elect to form Carre
or unlimber, they must attempt to stand in their formation. The artillery may not
unlimber in an opportunity cavalry Zd’I.
The same process found in the regular charge sequence above is used for the infantry or
artillery that attempts to stand. Make a morale check; if successful, then there is
defensive fire and melee. If unsuccessful, the infantry or limbered artillery routs (losing
an increment for leaving the Zd’I) and retreats away its remaining movement. No cavalry
recall is necessary.
Attacking player’s cavalry units that move into the opportunity charge zone, once
contacted, just stand in place with no morale check.
Melee Assault between the two units is mandatory. If the opportunity charging cavalry
uses it full melee value the cavalry is exhausted. Cavalry Units that only use 1/3 melee
are tired and not exhausted. At odds of less than 1 to 2, the attacker automatically routs
(AR)
Skirmisher only - If a skirmisher moves adjacent to the cavalry Zd’I and the cavalry
opportunity charges, the rules as defined in Infantry Tirailleurs/Skirmishers
Rule 19 would apply except the skirmished would have to check morale to retreat.
o If the skirmisher passed the morale check it could retreat into an adjacent unit or
general order terrain.
o If it failed, the skirmisher would be routed ( PGD) and the cavalry could trample
increments at the rate of 2 movement points for each increment (2:1) using the
cavalry’s printed movement, minus one. Example (10-1=9) Skirmisher loses 4
increments to the Cuirassier.
Skirmisher Only -If there was no general order terrain or formed unit adjacent, the
skirmisher automatically routs in place and the cavalry could trample increments at the
rate of 2 movement points for each increment using the cavalry’s printed movement,
minus one. Example (15-1 =14) Skirmisher loses 7 increments to the Hussar.
Cavalry Units which fail to pass their morale check in an attempt to opportunity charge
merely stand where they are, in good order. There is no loss in readiness.
There are several states for artillery vs. cavalry to consider: Is the artillery unaccompanied in a
hex or the artillery is accompanied with infantry? Is the artillery limbered or unlimbered? Is the
cavalry facing the front of the guns or not?
When cavalry charges unaccompanied, limbered artillery, the artillery is treated like
infantry for the purposes of cavalry charge.
When cavalry unaccompanied, unlimbered, bring the charging cavalry adjacent to the
guns,
o If it is a front hex of the guns, make a morale check with the artillery, and if
the guns succeed in passing their check proceed to defensive fire then melee in
the appropriate phase. If the guns fail their morale check, they are eliminated
from play, and the charging cavalry may continue their charge and stop in the
artillery hex. The cavalry would have met the requirement to contact a charging
unit
o If it is not in front of the guns, make a morale check with the artillery, and if
the guns succeed in passing their check proceed to melee in the appropriate
phase. If the guns fail their check, they are eliminated from play, and the
charging cavalry may continue their charge
When cavalry charges, accompanied, unlimbered artillery the infantry must check its
morale and attempt to stand or form Carre.
o If the infantry stands, proceed to defensive fire and combat
o If the infantry disorders or routs PGD , the guns are said to be abandoned in
place
o When the guns have been abandoned by the infantry, the cavalry moves adjacent
to the artillery
The artillery takes defensive fire if attacked from the front, at one hex
range
The guns then check morale.
If the guns pass their morale check they are assaulted in the melee
segment.
If they do not pass their morale they are eliminated.
If the Artillery is in a hex with accompanying infantry, and is limbered, the guns accept
the result of the infantry action, be it stand in place, attempt to form Carre, etc.
As witnessed historically, cavalry could not always be controlled, especially when the enemy
broke and ran. Cavalry recall is the recovery of control. If successful, the player may continue to
control the cavalry. If unsuccessful the cavalry must follow a strict procedure to engage the
enemy and at the conclusion of the melee find itself routed in place.
The phasing player that is charging, will encounter enemy infantry /artillery formations as the
target of a charge that elects to stand or attempt to form Carre.
When infantry routs (PGD) as a result of Charge a’ Cheval (except reaction or opportunity) that
charging cavalry must roll for recall.
If cavalry recalls (see Cavalry Recall Chart in the Special Rules) the cavalry may expend
remaining movement points at the phasing player’s discretion including moving adjacent
to the routing infantry. The cavalry may have enough movement points left to trample
(eliminate increments) – see Rule 38
If cavalry does not recall , the cavalry must expand its remaining movement points to
make every effort to move adjacent to the routing unit, and melee the first enemy unit
the cavalry becomes adjacent to ( even if that is not the target of the charge). The non-
recalled cavalry modifiers their melee value by x.5 for the ensuing melee. Following the
sequence of defensive and offensive fire, and melee apply results to both the attacker and
defender. At the conclusion of all melees the cavalry that did not succeed in their recall
will be routed (PGD) in place.
A battalion is considered ineffective when it has either been eliminated from play by
surrender, or loss of all increments due to fire or melee, or is in a state of plus grande disorder.
At the top of each hour, (8:00 am, 9:00 am, and 10:00 am etc.) count the eliminated and routed
battalions. Compare the total number for each grand tactical organization with the chart within
the Special Rules. The formation is considered to be on the calculated morale level for any and
all morale checks during the entire hour of the calculation.
Therefore, if a Corps or Division is determined at the 14:00 to be on level two, every morale
check made by any element of that corps is modified by the Level Two factor during the three
turns that constitute the period in the game between 14:00 and 15:00. It is understood that a
battalion which is in a routed state at 14:00 may recover at 14:20, but that fact will not alter the
morale level that is determined and in play until the next hour (15:00).
The designers strongly suggest if you maintain fresh reserves at the Grand Tactical
Organizational Level, (Corps and Divisions) this rule may impact a portion of your army but
not all of it at the same time. A fresh Corps at an important time in the battle can be very
effective when engaging an enemy that is on a higher morale level.
Any infantry combat formation, which is in good order, and is currently on its strategic
organization morale level of zero, may attempt to force march. The force march takes place
during the movement phase of the Chronology of Battle. Simply designate the units you wish to
Force March and follow the procedure listed below:
Select a unit and roll to check its morale, subtracting “6” from the die roll.
If the roll is successful, and the unit remains in good morale, then it may move with
double its printed movement allowance, in either column or road mode. If the roll fails,
the unit stands in place, and may not move.
If the formation attempts to Force March a second turn in a row, the die roll modifier is
minus 12, when checking to march. This modification is cumulative for every turn. (turn
one, minus six; turn two, minus twelve; turn three, minus eighteen)
Artillery may attempt to Force March if the battery is attached to the division. Cavalry may not
Force March.
Reinforcements (45)
The Scenario or Order of Battle will list any units that enter the game as reinforcements; their
entry hex; and when they are to arrive.
If the entry hex is occupied by an enemy formation or an enemy zone of influence, then the
reinforcement may enter five hexes either side of the entry point. If the extended five hex zone is
also in a zone of influence extend the entry zone to another 5 hexes from the first zone with a
turns delay to the entry time, and so on but never closer to the enemy.
If the entry hex is not a road hex then the units must adopt the appropriate formation for the
type of terrain they first encounter like general order in a forest or town. If the entry is a road
hex, the units may enter as a column; Carre or in Road March. Units entering in clear terrain
may use every formation but Road March and general order.
All units entering the map are subject to the stacking rules and may be subject to opportunity
charge and fire. Reinforcements may not charge onto the board.
Entry Times for reinforcement may also be variable. These variations should be checked for the
earliest possible entry time and once resolved, written down. The result does not need to be
revealed to your opponent until the units are brought into play. Reinforcements may also be
voluntarily delayed.
Each game will have a Special Rules package identifying terrain, special unit types and
formations for each particular army and unit rules, order of battles, Scenarios and other
information for a particular battle. As the armies and leaders changed throughout the
Napoleonic Wars, the special and technical rules will be revised. These may specifically modify
some of the provisions of this rule book
The games of this series are not finite or exact. That is to say, we attempt to be a part of history
instead of perverting it with a twentieth century interpretation. As the concepts of élan and
glory, this is an expression of the human spirit. Our constantly overriding concept is to have
each player control his destiny as much as possible, in each dramatic confrontation. We strive to
make you the important factor instead of a technician following an instruction manual to the
inevitable.
This principle should be remembered as you read the victory conditions. We chose not to reward
the mere tactical winner, but leave such considerations to the over-vain. Victory, the total defeat
of the enemy, is only achieved in the strategic sense. Do not concern yourself with the loss of a
battalion or the gaining of some minor geographical objective. The ultimate victory is to break
the spirit of your enemy.
You must always strive to be the decisive element in the struggle. Reputation or estimation of
skills by your opponents may make your force worth double or half of its real value. It is also of
importance to gain the eye of your sovereign from whom titles and endowments are awarded.
Glory is often a matter of fate, the fleeting moment in the universe when an assault, a melee,
cannon shot, or charge a’ cheval, breaks the enemy. Do not let these moments pass in indecision,
they are forever lost and few in number.
Although victory has its rewards, do not be misleading into believing only the victorious have a
chance for glory. The man, who keeps his head during the chaos of defeat, may win the battle
with a perfect rearguard, or he may escort his sovereign from the danger of capture. Above all, is
the noble man who can lead his formations to certain death at the simple and direct order of his
superior, all without discussion or any sense of hesitance.
Several systems claim to hold the only historical reality for Napoleonic Warfare. As the years go
by, more and more tactical clauses; procedures; chit cups and die rolls gorge the rules booklet;
but to what end?
This is a grand tactical series, not a miniatures game, nor a tutorial for being a sergeant. Some
concepts are summarized, but you have assumed the role of a corps commander; and that is why
there is a chain of command under you. There are enough major rules contained in this booklet
and the Special Rules to provide a historically accurate simulation that is still playable, and in a
reasonable amount of time. Typically, the corps-on-corps actions can be played in less than four
hours; and the larger battles will take a weekend with several players. That is the designers’
intent.
Energetic rules arguments typically ensue when one side takes advantage of a rules
interpretation to dramatically change events. Before such instances, please have the courtesy to
advise the other player. This is especially important with line of sight. In theory there cannot be
enough rules written to cover every possible event.
We continue to correct typos and some perceived conflicts between rules. This usually happens
when the same reconditions or results are stated in different rules. One instance might assume
the first instance was already read and did not need to be restated in its entirety. Be sure and
consult the rules not just a chart if there is a question. The rules will provide more detail to the
situation