FROM ULM TO WATERLOO:

 RULES FOR NAPOLEONIC WARFARE

1800 TO 1815

 

EFFECTIVE DATE: September 1, 2000

CORRECTIONS: June 6, 2003

I. INTRODUCTION

 

A. GENERAL. This game simulates military operations of the Napoleonic Wars using 25 mm to 30 mm figures.

 

1. These are basic rules. The "scorer" of a particular game may add special rules.

 

2. In most cases, the "scorer" will assign a point total to each side and "buy" troops by "paying" certain points for certain types of troops (See APPENDIX C).

 

3. The "scorer" should also be prepared to act as a "referee." The referee should:

 

• settle disputes

• see that all relevant rules are followed

• assist inexperienced players and guests

 

B. SCALES

 

1. Vertical scale: one contour level of elevation = 4 feet.

2. Ground scale: one inch = 20 yards.

3. Figure scale: one figure = approximately 20 individuals.

4. Artifact scale: one house, gun, etc. = approximately 6.

5. Time scale: one operation = 20 to 60 minutes.

 

C. ASSUMPTIONS.

 

1. NATURE OF WARFARE. These rules assume that loss of morale and combat effectiveness is more important than casualties or a loss of numbers.

 

Casualties do not represent dead, wounded, or missing in our gaming rules. Instead, casualties represent a deterioration of a unit's "combat effectiveness" or ability to perform effectively. Consequently, our rules remove more figures than would have been killed in real life. This represents the deterioration of combat effectiveness.

 

2. SIMULTANEITY. In general, all activities are assumed to be simultaneous. The rules are to produce such simultaneity as would have actually occurred except when an express rule on the point takes precedence over realism.

 

3. INTERPRETATIONS and DOUBTS. When a general rule is given, the only exceptions should be explicitly stated in the rules.

 

When resolving doubts, first, READ the rules!

 

A genuine doubt as to measurement or interpretation is resolved in favor of contact between opposing units in a charge or attack, in favor of being allowing to fire, and in favor of being accorded pass through fire. We like things to happen.

 

Other problems should be solved by

• inference from existing rules or by analogy

• discussion using "realism"

• appealing to the referee or scorer

• appealing to knowledgeable club members

• settled by a throw of the die

 

4. HOUSE OR SPECIAL RULES. A scorer or game host has wide latitude to make special game rules.

 

5. PROTOCOL We assume you to be fair, polite, and honest. Please, assume that all your opponents and allies are the same and treat them accordingly.

 

Please, do not prove us wrong. And be willing to apologize.

 

D. TROOP CLASSIFICATIONS AND TYPES.

 

1. MILITIA -- infantry, cavalry, artillery, etc., that lacks training and experience to be regular line infantry. (See section SPECIAL UNITS AND CAPABILITIES)

 

2. SECOND LINE TROOPS -- troops with some training but less experience, such as garrison troops. (See section SPECIAL UNITS AND CAPABILITIES)

 

3. REGULAR LINE INFANTRY -- trained and experienced infantry.

 

4. ORGANIC ELITE INFANTRY -- companies of grenadier or light infantry that are attached permanently to other infantry as part of the battalion. Organic elites may be combined into special units if rules specify. Such units are called CONVERGED ELITES.

 

5. GRENADIER INFANTRY -- heavy infantry such as marines, French grenadiers, or British fusiliers with high morale.

 

6. LIGHT INFANTRY-- legere, light infantry, etc. Infantry that can skirmish.

 

7. LIGHT CAVALRY -- chasseurs-a-cheval, light dragoons, hussars, lancers, chevau legere, etc. Cavalry mounted on light horses that can skirmish (exception: lancers; also special rule for Cossacks).

 

8. HEAVY CAVALRY -- Dragoons, Cuirassiers, etc. Cavalry mounted on heavy horses that cannot skirmish.

 

9. ARTILLERY -- Cannons, licornes, howitzers, etc. Each artillery piece represents a battery of 3 to 8 guns.

 

a. Light guns: 3-6 pounders, including horse guns and prolongs.

b. Field guns: 6-9 pounders

c. Heavy guns: 12 pounders

 

10. GUARD INFANTRY, CAVALRY, AND ARTILLERY -- Units of high morale, etc. Examples include the "Old Guard", Household troops, etc.

 

11. OTHER -- sappers, trainmen, rifles, Gendarmes d' Espain, Paris Guard, etc., are special units. (See section SPECIAL UNITS AND CAPABILITIES)

 


II. BASIC UNITS and COMBAT EFFECTIVENESS (CE)

 

A. BASIC UNITS. The basic units are:

 

1. infantry battalion,

2. cavalry squadron, and

3. artillery battery.

 

B. GENERAL RULES

 

1. Units for melee or morale purposes may be different.

 

2. COMBINING. Guard and non-guard cannot combine in a unit.

 

3. PERMANENT ELITE UNITS. Permanent elite units need no purchase of other troops.

 

C. INFANTRY UNITS.

 

1. BASIC UNIT STRENGTH. Basic unit strength remains unchanged for a game, except:

 

a. Parts of units detached to occupy enclosed constructions (buildings, redoubts, etc.) are removed from unit strength while detached and become a separate unit; or

b. Stands that are detached from the parent unit so they are clearly separated by

  Terrain (intervening hill crest)

  Distance of more than 12 inches

 

c. Organic elites may detach to form provisional units or to join other units. Such arrangements

i. must be historical; and

ii. cannot result in unreasonably large units; and

iii. must be authorized by the scorer.

 

2. DETACHMENTS. Except for 1 above, only elites operate detached from line battalions and only light infantry from elite or guard battalions.

 

D. CAVALRY UNITS. Cavalry may fight (be organized) by squadron or regiment. See also Formations, III. A.8.)

 

1.Organization by squadron or regiment may be determined by the scorer or the players

 

2. Cavalry fighting by squadron or regiment is declared at the beginning of the game and lasts for the entire game.

 

3. If the cavalry is organized by regiment, stands may separate only in skirmish formation.

 

E. ARTILLERY UNITS.

 

1. DEFINITION OF A BATTERY. In general, each battery has a gun stand, a limber, 2 horses, and 5 gunners.

a. Prolong guns do not have limbers.

b. One extra gunner per battery may be purchased.

c. Two cavalry horses may replace one artillery horse and are removed from unit strength.

 

2. DETACHMENTS. Gunners may be detached; gunners may serve any other cannon, including enemy guns.

 

F. ARMY COMBAT EFFECTIVENESS (ARMY CE).

 

1. If neither army exceeds 600 figures, break point is 1/3 otherwise it is 1/2.

 

2. Break point may be raised or lowered by factors like capture of objectives (if specified by the host), capture of artillery, etc.

 

3. The scorer may apply point values to terrain or objects. These values may be for CE, or game result or both. Any value for CE must be revealed to both sides with the CE value applied to the terrain or object.

 

4.If the army falls below CE at the end of any operational sequence it retires from the field.

 

5. Each artillery piece or limber captured hurts enemy CE.

  for each artillery piece, subtract 25 from the number of figures.

  for each limber, subtract 15.

  to capture, you must be in sole possession of the gun for two operations.

 

6. The rule for occupying and using a gun is different.

 

• You occupy a gun at the end of an operation when you are in sole possession of the gun stand (or touch the gun stand).

 

• You may use the gun (if you have 2 or more artillerymen to serve it) after the end of the next operation if the other side has not contested the gun or occupied it during the intervening time.

 

• When you occupy the gun stand, you occupy the limber if the limber is close enough to supply ammunition to the gun and is otherwise unoccupied.

 

 


III. FORMATIONS

A. DEFINITIONS.

 

1. LINE: (infantry or cavalry) a formation wider than it is deep and not over 3 ranks at any point.

 

                 Figure III A.1 a line

 

2. COLUMN: (infantry or cavalry; infantry and cavalry) a formation deeper than it is wide. Four or more ranks are always a column.

 

                             Figure III A.2 a column

 

3. ECHELON: (infantry or cavalry) a line with each front stand one or two ranks to the rear of the adjacent stand.

 

                             Figure III A.3 troops in echelon

 

 

4. SQUARE: (infantry) facing outward with 90 degree corners, approximately square, with a minimum of 16 men per battalion or 60% of the battalion's unit strength whichever is less.

 

                            Figure III A. French one-battalion square

 

 

A multi battalion square is the total of the minimum numbers for each participating unit.

 

5. SKIRMISHER: (light infantry or light cavalry) single stands separated by stand width or more from all other friendly stands on either side and 1/2 inch from front to rear when coming to rest (except in melee).

 

                Figure III A. 5 Light Infantry with extenders

 

  any stand in skirmish occupies a space twice the size of the original (formed) stand.

• skirmish is indicated by a template or sideboard card placed to the left of the stand (also called extenders).

 

6. ROUTE MARCH: (infantry, cavalry, or artillery) in column or line.


7. ARTILLERY:

 

Limbered -- gun and limber touching.

 

Direction of Movement   Figure III A.7 Gun limbered

 

Unlimbered -- gun and limber separated with sideboard cards extended on both sides of gun.

 

                 III.A.7 artillery unlimbered with side cards

                                                               (limber is usually within 4 inches)

 

When the gun is unlimbered, a 2-inch by 2-1/2 inch card is placed on either side of the gun stand. The gun's frontage equals 6 inches total.

 

8. CAVALRY. Cavalry units (squadron or regiment depending on declaration at beginning of game) operate in the same formation and, if formed, the stands are together.

 

B. GENERAL FORMATION RULES. The following rules do not apply to artillery or skirmishers.

 

1. UNITARY FORMATION. Generally, units may be in only one formation at any one time. Exceptions include units detached to occupy buildings or enclosed constructions or the detachment of organic elites.

 

2. SYMMETRICAL FORMATIONS. For formed units, formations should be reasonably symmetrical. In most cases, units should be in a straight line.

 

• Square and echelon are exceptions to the straight-line rule.

• Units along a wall, fence, woods edge, watercourse, hill contour, etc., may bend to accommodate to the protection.

• Attached or integral elites may bend up to 90 degrees on a flank.

 

3. CONSOLIDATING CASUALTIES. At the end of the turn units may consolidate casualties by closing to front and center on remaining stands.

 

  Preserve the original formation if possible.

  Skirmishers cannot consolidate casualties without forming first. If ordered, however, an intact stand of the skirmish unit may move to the front rank replacing stands with casualties so long as the intact stand moves no more than 3 inches.

  Single stands or companies of light troops may be formed if the rest of the unit is eliminated or 2/3rds of the remaining men of the unit are so formed.

 

C. ARTILLERY

 

1. Upon limbering, a gun may move in any direction (need not be pre marked).

 

2. Upon unlimbering, a gun may point in any direction (need not be pre marked).

 

3. Once pointed a gun stand may be ordered to transverse up to 15 degrees each direction without charge. Must be pre marked.

 

4. Guns may be positioned between infantry stands of a unit or between units.

 

D. CHANGE OF FORMATION OR FACE.

 

1. DEFINITION. Face or formation changes = ordered movements from one formation to another (FORMATION CHANGE) or involving a change in direction that the unit faces (FACING CHANGE). If face or formation change is a by-product of legitimate movement, no cost or penalty is assessed.

 

2. ABOUT FACE. An about face is a 180 degree change of face with no formation change. About face equals 1 inch of movement for infantry; 2 inches of movement for cavalry and artillery.

 

3. A MINOR change of face is any change of face other than about face by infantry, artillery, or cavalry.

 

4. A MINOR change of formation is generally, any change of formation in clear terrain in which no stand moves over 4 inches.

 

a. Forming a one-battalion square costs a minor change of formation. The square may be oriented in any direction and any stand may move more than four inches to form the square (but not more than ten inches).

 

                      

   Figure A: Forming                                                                   Figure C. Forming a line

   a one-battalion square                                                            from column or a column

   from a column                                                                         from line

 

b. Charge a minor change of formation unless any stand moves more that 4 inches or the unit changes face when going from

 

  line to column

  line to echelon

  column to line

  column to echelon

  echelon to column

  echelon to line.

 

c. Going to or from route march costs a minor change of formation.

d. Mounting or dismounting costs a minor change of formation.

e. Limbering or unlimbering costs a minor change of formation.

f. More than one company going from skirmish to formed costs a minor change of formation.

 

5. A MAJOR change of face or formation. Any other change of face or formation is a major change.

 

6. A MAJOR and a MINOR change. If any stand moves more than 10 inches or crosses water or more than 2 inches of woods charge a major and a minor combined.

 

7. RESTRICTIONS.

 

a. Change of formation is on the front of the unit with minimum movement unless otherwise specifically marked.

 

b. No stand may move more than 18 inches in a formation change.

 

8. FACE/FORMATION COST.

 

a. A minor change of face/formation takes 1/2 operation.

b. A major change of formation takes 1 operation.

 

 

9. CHANGES WITHOUT PENALTY.

 

a. If normal movement causes a change of face or formation, no penalty is charged.

 

b. A detached stand (such as skirmishers) within 3 inches of its parent unit participates without movement penalty.

 

c. Attaching or detaching one company of infantry skirmishers or cavalry skirmishers or an entire unit going into skirmish is not a change of formation.

 

10. INTERRUPTED FACE/FORMATION CHANGE. A unit ordered to change face/formation that is contacted by an enemy unit(s) while changing does not complete the change.

a. a unit that cannot compete the change is disorganized.

b. If the enemy unit(s) are eliminated by fire or morale, then the change is completed.

 


IV. THE TURN

 

A. ALLOWED ACTIVITIES PER TURN.

 

1. ACTIVITIES. Each operation, a unit is allowed to fire, change face/formation, and/or move.

 

2. FIRE COSTS. No unit may fire more than twice in a turn or more than once per operation.

 

3. FIRE AND MOVEMENT. Units may fire and move in the same operation.

a. Any unit moving more than 1” fires at half effect (halve the number of casualties). Fire normally and halve the effects (round down any fractions; 1-1/2 becomes 1)

b. Units ordered to charge or attack (including charge-if-charged) may not fire in the same operation; units may fire and counter charge (if they are being charged or attacked).

 

4. FACE/FORMATION COST.

 

a. An about face equals 1” for infantry; 2” for cavalry or unlimbered artillery (an infantry unit may about face and fire at full effect).

 

b. A minor change of face/formation takes 1/2 operation and fire at 1/2 effect.

c. A major change of formation takes 1 operation.

 

5. MOVEMENT COSTS. (See section on CHARTS).

 

B. TURN SEQUENCE: PRELIMINARIES

 

1. Mark maps, order sheets, or cards for ENTIRE TURN.

2. Oral declarations of any unit doing the following (during the entire turn):

a. route march

b. forced march

c. construction

d. sapper's explosive charge

e. charges

f. attacks

g. charge-if-charged

 

C. FIRST OPERATION: SPECIAL ACTIVITIES. All must be pre marked.

 

1.Free artillery limber

2.Free horse artillery limber or unlimber

3.Prolong guns may move 3 inches.

 

D. FIRST OPERATION.

 

1. Rally Phase. Disorganized units may attempt to rally.

 

2. Movement Phase.

a. Units firing may move no more than one inch (no penalty).

b. General movement, charges, & attacks.

c. Units receiving charges or attacks make morale checks.

d. Units involved in moot melee make morale checks.

e. Conduct any additional movement due to failed morale checks.

3. Fire Phase.

a. Any pass through fire.

b. Completion of movement after pass-though fire.

c. Artillery fire (simultaneous with d).

d. Infantry fire (simultaneous with c).

e. Conduct morale checks due to fire.

f. Conduct any additional movement due to failed morale check.

g. Conduct movement of units entitled to “interrupted movement.”

h. Conduct point blank fire.

i. Conduct any additional movement due to failed morale checks.

j. Automatic melee elimination.

 

4. Melee Phase.

a. Conduct melee.

b. Conduct any applicable morale checks as they occur.

c. Conduct any additional movement due to failed morale checks.

d. Complete melee.

e. Further action - retained fire.

 

5. Breakthrough Phase.

a. Move units that have achieved a breakthrough.

b. Charge-if-Charged the Breakthrough --

c. retained fire.

d. Conduct any fire, morale checks, or melees using the sequence 1-4, above.

e. Continue until no more movement or other action possible.

 

E. INTERPHASE (should be pre marked, except 5 & 6).

 

1. Skirmish light infantry: up to 3-inch move (may come no closer than four inches of the enemy). Direction of move should be marked.

2. All artillery may move 1 inch.

3. Horse artillery free limber or unlimber or 3 inch move if limbered. See 1 above.

4. Prolong gun 3-inch move. See 1 above.

5. Order changes (need not be pre marked).

6. Oral declarations as necessary.

 

F. SECOND OPERATION (Proceed as per 1 through 5 of first operation)

 

G. END OF SECOND OPERATION: FREE ACTIVITIES. At end of turn, the following activities are free; need not be marked. But oral declaration is needed.

 

1. Cavalry mount or dismount.

2. Change to route march or back.

 

H.  END TURN.


V. MARKING ORDERS

A. GENERAL

 

1. WHY.  To simulate some of the fog of war, moves are marked for the entire turn.

 

2. WHEN.  Moves are marked at the beginning of the turn. In addition, an opponent may request that break through order or a change of orders be written immediately before activity to carry out the order takes place.

 

3. WHAT. Orders are written for each unit.

 

a. Unless carrying out an activity that the rules specify does not require a written order, a unit without written orders stands in place with orders of "fire at will."

 

b. A unit carrying out one type of activity in a turn gets one order. For example, marking "move" indicates movement for both operations of the turn.

 

c. A unit performing separate types of activity during an operation or turn should separate and label the activities in some reasonable manner, such as by a slash or dash.

 

d. For artillery, type of ammunition must be indicated: ball, canister, or bombshell.

 

4. HOW. Any reasonable system may to used to mark orders.

 

a. The marking of orders may be done on a map, a roster sheet, or on cards placed with the figures.

 

b. Reasonable abbreviations may be used, such as CIC for Charge-if-Charged, etc.

 

c. Diagrams may be used with arrows to indicate direction and movement.

 

B. ASSUMPTIONS.

 

1. INTERPRETATION. In the case of reasonable doubt, the marker interprets his markings.

 

2. ASSUMPTIONS ABOUT MOVEMENT.

 

a. "Move" with no distance or stop line specified is interpreted as a full move for the formation and terrain.

 

b. "Move" with no direction will be interpreted as straight forward.

 

3. ABOUT FACING/FORMATION. Unless ordered otherwise, a unit at the end of the turn faces and is in the same formation that it started the turn.

 

4. ABOUT CONCEALMENT. Concealment is not encouraged.

 

a. Concealed units must be shown on a map or by a card placed on the game board.

 

b. Precise position must be shown with accuracy.

 

c. The scorer or referee may assess penalties for failure to comply with concealment rules.


VI. CHANGING ORDERS

 

A. WHEN. Orders may be changed

 

1. During interphase;

2. After each round of melee casts;

3. For further action;

4. At breakthrough.

 

B. WHAT. The following changes may be made:

 

1. Do nothing further.

2. Minor change of face/formation.

3. Take a voluntary retreat (even without enemy contact).

4. 2/3 move.

5. Change direction of travel.

6. Enter a melee after a round of casts if within one operation (counts as further action).

7. Spike a gun.

8. End a charge, attack, or end a charge-if-charged or charge-if -attacked. If roll is successful, unit is disorganized during the remainder of the turn and the first operation of the following turn.

 

C. MECHANICS.

 

1. Announce desire to change.

2. Cast one die.

3. Change permitted with a successful die roll

a. for militia 1 or 2

b. for second line or line 1, 2, or 3

c.  for guard 1,2,3, or 4.

4. If unsuccessful, the unit attempts to follow its original orders.

5. Unit must cast for morale on roll of

d. for militia 5 or 6

e. for line or second line, 6.

 

 


VII. RALLYING

(See MORALE section for specifics, including modifiers, and charts)

 

A. GENERAL. During the Rally Phase, disorganized units may attempt to rally.

 

 

B. MECHANISM. A rally attempt is made by making a morale check (any otherwise applicable modifiers are used).

 

C. RESULTS.

 

1. A unit that passes the check now has good morale (may move if written orders exist for it, etc.).

 

2.If unsuccessful, the unit gets no worse. It remains disorganized for the remainder of the operation and is disorganized for the subsequent operation (unless a successful rally attempt is made in that subsequent operation).


VIII. MOVEMENT

(See section on CHARTS for movement rates, etc).

A. GENERAL MOVEMENT.

 

1. Unless specified all movement should be pre marked, including direction, etc.

2. Formed units move in the direction that they face

a. deviating up to 45 degrees to the right or left;

b. or they may wheel up to 90 degrees on a given point.

c. units on the road may follow the road.

 

3. Distance is measured from the part of the unit traveling the farthest and on the part of the stand traveling the farthest.

 

4. UNITS MOVING THROUGH EACH OTHER.

a. As a general rule, no two units may occupy the same space at the same time.

b. Formed units can move through friendly skirmishers.

c. Skirmishers can move through friendly units.

d. In a charge or an attack, if a formed unit moves through friendly skirmishers, the formed unit pays a 2-inch penalty and the skirmishers are disorganized.

 

5. TERRAIN AND CONSTRUCTION PENALTIES.

 

a. Each operation that a unit crosses an obstacle, the unit pays the appropriate penalty until is clears the obstacle.

 

b. Unless the terrain penalties are specified as cumulative, moving units crossing several terrain obstacles pay only the highest movement penalty.

 

B. MOVEMENT RATES.

 

1. For movement rates see GENERAL MOVEMENT RATE CHART.

 

2. Also see, TERRAIN section; or CONSTRUCTIONS section.

 

C. SPECIAL MOVEMENT (All special movement must be pre marked).

 

1. BACKWARD. Dismounted figures may move backward at 3 inches per operation.

 

2. SQUARES. In any operation, Squares may move 3 inches in any direction paying appropriate terrain penalties.

 

3. AND FIRING.

 

a. Units  (including artillery) may move 1 inch (1/2 inch where terrain penalties apply) during each operation and still fire at full effect.

 

b. Units ordered to attack, charge- if-charged, or charge-the-breakthrough may not move and fire in the same operation subject to penalties. [Sir Hugh will update]

 

• A scorer may specify exceptions to b to simulate historical events.

 

c. Prolong guns may move 3 inches (terrain penalties may shorten this distance) and still fire at full effect.

 

4. ARTILLERY.

 

a. Unlimbered artillery may be hand pushed 3 inches per operation.

b. One artillery horse may move a limber or a limbered gun at 2/3rds speed.

c. Before the start of the first operation, all artillery has a free limber, horse artillery has a free limber or unlimber, prolong guns move 3 inches. Must be pre marked.

 

d. During interphase and if pre marked, horse artillery has a free limber, free unlimber or, if limbered, a 3-inch movement (may not be closer than 4 inches to an enemy when move is completed).

 

e. During interphase and if pre marked, prolong guns have 3 inches of movement (may not be closer than 4 inches to an enemy when move is completed).

 

5. SKIRMISHERS.

 

a. Skirmishers may move in any direction, change face as they move, and move through their own units.

b. Formed units can move through friendly skirmishers.

c. Skirmishers can move through friendly units.

 

d. Skirmishers must remain 1/4 inch behind or in front of any friendly stand except as they pile up in melee.

e. If pre marked, infantry skirmishers may move 3 inches during interphase (may not be closer than 4 inches to an enemy when move is completed).

 

6. FORMED CAVALRY. Formed cavalry must use a cavalry wheel. See Appendix, DIAGRAMS.

 

D. ROUTE MARCH (RM)

 

1. DEFINED. Route march doubles movement speed.

 

2. WHO.  Any formed unit, including individual figures.

 

3. WHEN.  Either operation.

 

4. FORMATION.  Artillery must be limbered; infantry or cavalry must be formed and in column or line.

 

5. EFFECTS. In any operation in which a unit route marches, it is

a. -2 on fire,

b. -3 on melee,

c. -2 on morale.

 

6. MECHANISMS.

a. To go into or out of route march, the change must be orally declared.

b. RM is indicated by a predetermined marker or slight stand separation.

c. Units may enter or leave route march

  at the end of a turn; then it need not be pre marked; but oral declaration is needed.

  at beginning of any operation (cost =1/2 operation of movement); then it must be

  pre marked and orally declared.

 

E. FORCED MARCH.

 

1. DEFINED. Forced march adds one operation of movement.

 

2. WHO. Guard units get one forced march per day.

 

3. WHEN. Movement is made during interphase.

 

4. MECHANISM.

a. must be pre marked

b. orally declared

c. Forced march is made in column and route march.

d. Units are allowed a free change of formation at the start.

 

5. Units may not fire or attack or move onto or over an enemy unit.

 

6. Units are subject to pass through fire.

 

F. INTERRUPTED MOVEMENT.

 

1. ENEMY CONTACT.  A unit stopped by contact with an enemy unit does not lose its movement if the enemy unit is subsequently eliminated.

 

2. FRIENDLY CONTACT. A unit stopped by contact with a friendly unit loses its movement if the friendly unit is stopped or is not moving in a complimentary direction.

 

Clarification. Two units are moving in column one behind the other. The first unit is stopped by an enemy unit. If the enemy unit is subsequently eliminated, both units will complete their ordered move.


IX. ATTACKS and CHARGES.

 

A. DEFINITIONS. Attacks are deliberate ordered offensive moves. Charges and charge-if-charged (CIC) are special types of attacks.

 

B. BASIC RULES.

 

1. Any attack must be marked and declared orally.

2. Contact with the enemy must occur in the same operation. If an enemy would have been contacted and "runs," this is considered as contact and the attacker receives his full move.

3. Attacker receives breakthrough.

 

4. DELAY.

a. may be ordered to delay until second half of movement during operation one; or

b. may be ordered to delay until second operation; or

c. may be ordered to delay until second half of movement during operation two.

 

5. TARGET. A charge must have a target or target route; the unit 

a. may be ordered toward an object; or

b. may be ordered to take a specific route; or

c. may be ordered against a unit.

 

5. ATTACK PATH.

a. Generally, a unit moves in a straight path.

b. Minor deviations may be made to avoid objects or to align with other units.

c. Exceptions to a & b.

  A unit may follow a road.

  A unit may wheel up to 90 degrees at the start of its move.

d. If the target is another unit, the attacker will follow the other unit. But if the attacker deviates beyond 45 degrees right or left of its original front, the attacker loses any bonuses for being an attacker.

 

6. TERMINATING.

a. If you order an attack against an enemy unit, you may attempt to abort the attack after you have covered 1/3 of the distance; or

b. You may attempt to abort any attack during interphase;

c. In both cases, aborting an attack requires a change of orders.

 

7. FAILURE TO MAKE CONTACT. A unit that fails to make contact moves normally (does not receive an attack move) for its formation, etc.

 

8. THROUGH SKIRMISHERS. In a charge or an attack, if a formed unit moves through friendly skirmishers, the formed unit pays a 2-inch penalty and the skirmishers are disorganized.

 

C. CHARGES.

1. DEFINED. Charges are a well-organized type of attack. Failure to meet conditions of a charge results in an attack.

 

2. CHARGES NOT PERMITTED by a unit. Under the following circumstances the charge becomes an attack.

a. attacking works, houses, or other enclosed constructions.

b. attacking into or in woods or across water.

c. (of cavalry) attacking across a bridge.

d. (of cavalry) attacking through a narrow opening.

e. in route or forced march during the operation.

f. in skirmish formation during the operation.

g. passing through friendly cavalry skirmishers during the operation.

h. moving through artillery or other impedimenta during the operation.

i. falling back or disorganized or routing during the operation.

j. if contact is made within two inches of changing formation.

k. against units entering the board and traveling less than six inches during the same operation in which they enter the board.

l. by units entering the board during the operation.

m. if cavalry behind and touching infantry (neither charges).

n. if the charging unit contacts a friendly unit that is standing still unless piled up in melee.

o. if the charging unit contacts a friendly unit that is moving in a direction that would naturally interrupt the impetus of the charge.  

p. if dismounted troops against formed horse.

 

3. CONSEQUENCES OF A CHARGE.

      a. Charger receives an “Assault move.”

b. Charger receives "Charge Increment."

c. Charger may receive "Breakthrough plus bonus."

 

4.. INCREMENT. Increment is a bonus received by a charging unit. In melee a charging unit with increment adds to its melee dice roll.

a. Increment is determined on the CHARGE INCREMENT CHART (see the section on CHARTS).

b. In any melee, such bonus lasts 2 die rolls. See also Section AFTER MELEE MOVEMENT.

 

5. INCREMENT FOR CAVALRY.

a. Cavalry receives increment on the first charge of the game only; however, cavalry may recover increment

  if cavalry remains stationary for four consecutive operations,

  during the recovery phase change of face or formation is allowed.

 

b. Only Lancers (on the first charge of the game or if recovered) receive any increment against infantry in square.

 

6. CHARGES FALLING SHORT. If a charge or charge-if-charged does not reach a target, the unit may close with the enemy if

 

a. the charger is infantry within 2 inches of its target or

b. the charger is cavalry within 4 inches of its target

c. Closing with the enemy forfeits increment, breakthrough, etc.

 

D. CHARGE-IF-CHARGED (CIC).

 

1. A unit may be ordered to charge-if-charged

a. if it or a unit it supports is charged or attacked

b. if another designated unit is charged or attacked

c. if designated enemy unit (or units) charges or attacks

d. any breakthrough.

 

2. Charge-if-charged is not triggered until the enemy unit has completed 1/4 of its move for that operation (thus the unit under CIC forfeits 1/4 of its move).

 

3. If no attack occurs, the unit may be given an alternate order for the second operation.

 

4. CIC may be preceded by a minor formation change.

 

5. CIC is ordered, as is a charge.

 

6. CIC may be aborted only during "Interphase."


X. FIRE.

 

A. GENERAL RULES. (For a summary see CHARTS)

 

1. GENERAL MECHANISM.

a. Formed Units fire by unit.

b. One die roll for each unit.

c. FIRE CHART is consulted.

 

2. ORDERS. Units fire at will. Fire need not be pre marked.

 

3. MEASUREMENT and DISTANCE.

 

a. Measure from any point on the front of the firing stand to any point on the target stand.

b. If any target stand of a formed unit is within range of a firing stand, the entire unit is in range of the firing stand.

c. Measurement equals fire.

 

d. All fire must be directed within an arc 45 degrees either side of the front of the firing stand.

                             Maximum arc of fire.

 

e. In the event of doubt in rules or measurement, rules are construed to permit effective fire on a "natural" target.

 

4. SIMULTANEITY.  Theoretically, all fire is simultaneous. Usually, men eliminated in an operation by fire may fire.

 

5. PROTECTION AND DISPERSED TARGETS.

a. Subtractions from fire for protection appear elsewhere. If more than one protection factor applies the greater is used (not cumulative) unless specifically stated.

 

b. Any skirmisher (except attackers piled up in melee), artillery crew, individual figure or the like is a dispersed target. It takes two full kills to kill one figure (fractions are lost).

 

c. Any target within 3 inches of the firer is not dispersed.

 

d. When some target stands are protected or dispersed and others are not, first, non-skirmisher fire kills from the closest stand at its protection level, then from the next closest at its protection level, etc.

 

6.  CUMULATIVE SUBTRACTIONS. Cumulative subtractions in fire are

a.  any unit in disorganized morale = fires at 1/2 effect

b.  any unit in fall back or rout = may not fire

c.  any unit in route march that operation = -2

 

7. MELEE. Units involved in a melee may be allowed to fire or be fired upon.

 

a. A defending unit in a melee may retain fire until all movement is over for the operation.

 

b. Any unit entering a melee may be a target of fire if otherwise permitted. Use pass through fire rules.

 

8. CASUALTIES.  Casualties are assessed among target stands according to nearness.

 

a. In buildings losses are selected by owner.

b. Fire between parallel infantry lines causes proportionate casualties from front stands.

 

9. POINT BLANK FIRE. Any company of infantry or any artillery battery that is within 2 inches of its target stand adds 1/2 again to the total of figures eliminated (fractions are lost).

 

10. PASS-THROUGH FIRE. A unit has pass-through fire on unscreened enemy unit; all units and all types of ammunition may use pass-through fire.

 

a. if the unit passed into a protected area through an area without protection (assessed when unit is in fullest view) or

b. if the unit passes out of range (assessed at half-way point) or

c. if the unit enters a melee (assessed at half-way point) or

d. if skirmishers are eliminated units screened by the skirmishers may be subject to pass through fire.

e. A unit subject to pass-through fire may not return fire until casualties from the pass- through fire have been removed.

 

11. An unscreened commander within 6 inches of enemy small arms fire is a legitimate target of fire. If a screen is eliminated, a commander may take a voluntary withdrawal at the time of fire to avoid being shot.

 

B. SMALL ARMS.

 

1. RANGE.

a. rifles = 18 inches;

b. muskets = 12 inches;

c. carbines = 9 inches.

 

2. VOLLEY PROCEDURE.

 

a. count number of troops firing

  Elites count as 4 for 3

  British line count as 4 for 3

  Guards count as 5 for 3

  British light battalions count as 5 for 3

  Militia count as 2 for 3

 

b. locate number firing on firing chart (see section on CHARTS)

c. cast die and assess casualties.

 

3. ZONE of FIRE.

 

a. Zone of fire is the space that must be available between obstacles (including one’s own troops) to allow fire at a target.

 

b. Zone of fire is the width of the stand (plus any extender) for all small arms fire.

 

4. ENFILADE FIRE.

 

a. Defined. Enfilade Fire = a unit being struck in the side or rear.

 

b. Determining. This is determined by a line drawn from the center of the front rank of the firing stand at an angle of not greater than 45 degrees to the perpendicular intersecting the line of the side of the target stand at an angle of 60 degrees or more.

 

c. Targets. Enfilade fire (volley fire only) may be used against either formed or skirmish targets and against unlimbered artillery.

 

d. Effect. Enfilade or rear fire doubles the number of kills from infantry volley fire, only.

 

5. POINT BLANK FIRE. Any company of infantry or any artillery battery that is within 2 inches of its target stand adds 1/2 again to the total of figures eliminated (fractions are lost).

 

6. SKIRMISH FIRE.

a. Use skirmish column on firing chart.

b. British and elite units receive no bonuses for skirmish fire.

c. Before they fire, skirmishers pick targets. Target may be any unscreened target stands or unit in range.

 

7. SCREENS. A line of troops between firer and target screens the target.

 

a. A gap of 1 inch or more between skirmish stands will allow enemy fire on screened unit

b. Any enemy stand that screens must be entirely eliminated by fire before enemy troops behind and separated from the screen become casualties with usual kills.

c. A target unit is not screened if two or more contours above the screen and the firer is level with or above the screen.

 

8. FIRE OVER ENEMY SCREEN. A firing stand that is two or more contours above an enemy screen may fire over the screen at troops behind. The troops behind must be on the same or higher contour level than the screen.

 

9. FIRE OVER OWN TROOPS. Units may fire over their own troops from elevated constructions if the target stand is at least 4 inches from one's own men in the path of fire.

 

10. FIRE BY CAVALRY. Mounted light horse (except lancers) and dismounted light horse and dismounted dragoons may fire carbines.

 

a. All cavalry fire is by carbine.

b. Only the dragoons are formed when dismounted.

c. Horse holders may not fire while holding horses.

 

11. ARTILLERY CREWS. Artillery crews may fire individual weapons (skirmish fire at -1) if the gun has not fired that operation.

 

12. FIRE AFTER MELEE.

a. Stands with retained fire may be allowed to fire after a melee; such fire is specified elsewhere in these rules.

b. Stands in a square that have not fired that operation may fire at swerving cavalry.

 

13. FIRE FROM BUILDINGS.

a. All fire from buildings is skirmisher fire.

b. No more than 1/2 the garrison may fire from any side of an enclosed building.

 

C. ARTILLERY FIRE.

 

1. ARTILLERY CREW.

a. Two crewmen are required to operate a gun.

b. Crew within 4 inches of the gun stand can move to the gun and fire during that operation.

c. An artilleryman not part of the original crew may operate the gun or limber.

 

2. AMMUNITION.

a. Field artillery may fire canister or ball.

b. Howitzers may fire canister or bombshell.

c. Ammunition must be either on the gun stand (and the enemy so advised) or in the limber and the limber stand within 4 inches of the gun stand.

d. Howitzer limbers carry 8 bombshell and 4 canister.

e. All other field guns carry 12 ball and 6 canister.

f. Limbers are restocked overnight.

g. Ammunition is interchangeable among guns of the same character, nationality, and caliber.

 

3. ARTILLERY TARGETS. The main purpose of artillery fire is to support infantry and cavalry and to cause damage to enemy infantry and cavalry. Unless specified by the host for historical purposes, anti battery fire is restricted.

 

a. Normal Targets. Targets should be selected as follows:

• Nearest infantry or cavalry

• but may target any charging or attacking infantry or cavalry

  Artillery may be fired on if

1. Artillery is the nearest target

2. Artillery is within canister range

3. Host specifies

  Buildings and other structures are legitimate primary targets.

 

b.  DISCRETIONARY TARGETS. Even if the nearest target, artillery may ignore the following at the firer's discretion.

  a unit that may not advance toward the enemy (bad morale).

  skirmishers

  a protected unit such as a unit in a building, behind fieldwork, in cover, or in woods; or a target on higher ground.

 

c.  DIRECTED ARTILLERY FIRE.  A player may ignore Section 3a, NORMAL TARGETS by attaching his personal command figure to a battery; then that battery

  may fire at any target within range.

  if the battery is charged or attacked (as determined by enemy orders), the battery must fire at its attacker.

 

d.  ARTILLERY AS TARGETS. If the target is an artillery battery under the target color, shake two dice and consult the correct fire chart.

 

e.  SQUARES AS TARGETS. If shooting at squares

  ball uses 7+ ranks on the artillery casualty chart

  canister always causes maximum casualties. No die roll is needed.

 

4. ZONES OF FIRE.

 

a. No zone of fire applies to howitzer bombshell if the entire 6 inches of the battery frontage has the required clearances from friendly troops, etc.

b. Ball: the zone of fire is four inches wide (two inches either side of the muzzle) for the first color on the artillery stick and two inches for the remaining colors.

c. Appropriate canister patterns give correct zones of fire for canister. Centerline of canister pattern can be 45 degrees from center point of muzzle.

 

5. FIRING AT ELEVATED TARGETS.

a. Light guns may not fire at targets three or more contour levels above their level.

b. Field guns may not fire at targets four or more contours higher.

c. Heavy guns may not fire at targets six or more contours higher.

d. Howitzers are not restricted.

 

6. FIRING OVER FRIENDLY TROOPS.

 

a. Artillery ball may be fired over friendly troops when the artillery is

  two contours above,

  at least 4 inches behind the friendly troops,

  the range from the muzzle of the gun to the primary target is greater than 8 inches,

  and no part of the range color (front to rear) is within 4 inches of friendly troops.

 

b. Canister may never be fired over friendly troops.

 

7. FIRING OVER OBSTRUCTIONS

 

a.  Artillery may fire over woods and houses if two contours above and at least 4 inches behind them.

b. Howitzers may fire over own men, houses, or woods

• if the front of the gun stand is 4 inches from the men, house, or woods; and

• no friendly troops are within 4 inches of the target color.

 

8. FIRING MECHANISM-- BALL.

 

a. Firing sticks.

                              Light                            Field                            Heavy

 

Red              0-9 inches                0-10 inches               0-18 inches

Green           9-25 inches           10-28 inches             18-36 inches

White        25-36 inches           28-46 inches              36-51 inches

 

b. Effects. Cast one die and consult artillery chart after adjustments.

 

9. FIRE BOMBSHELL.

 

a. horse howitzers use light gun stick

b. field and 8 pound licornes use field gun stick

c. 12 pound licornes use heavy gun stick

d. All fire bombshell uses rules for ball except

  woods, elevation, and hill protection are ignored

  fire over own men, houses, or woods if they are 4 inches from the front of the gun stand

  own men may not be under the target color

  cannot use red zone on firing stick

  ignite combustible buildings with 3 hits

  kills 3 figures for each 2 on fire chart (fractions rounded down).

 

10. CANISTER.

 

a. Mechanism

  Designate line of fire.

  Lay down appropriate canister pattern.

  Casualties come starting nearest the firer.

 

b. Ranges.

 

   light guns (including howitzers and prolong guns)= 16 inches.

   field guns = 20 inches

   heavy guns = 24 inches

 

c. Casualties

• light (prolong, horse guns)      1 die plus 4

• field  guns (howitzers)             1 die plus 6

• heavy guns                                 1 die plus 8

 

Against squares no die roll is needed; use maximum casualties: 6 plus 4 or 6 or 8.

 

11. ARTILLERY CHARTS. See charts.


XI. MELEE

 

A. DEFINITIONS.

 

MELEE: Melee occurs when physical contact between opposing stands occurs and such contact continues or other defenders remain involved after movement, fire, etc.

 

ATTACKER: A charging or attacking unit in contact and all other such attacking units that can reach the point of contact in the operation. In most cases, orders determine "attacker."

 

DEFENDER: Any non-attacking unit in contact with an attacking enemy.

 

MOOT MELEE: A moot melee occurs when non-attacking enemy units contact while both are still moving. Neither unit may fire and both are defenders. Other units not in contact are not involved. If one has stopped prior to contact, it defends and the other attacks.

 

SINGLE MELEE: One point of contact between one unit on each side.

 

JOINT MELEE: More than one point of contact between units on each side with continuous physical contact of involved units or more than one unit of one side contacts the enemy at one point.

 

B. MELEE SEQUENCE. The following is the melee sequence for attacker versus defender. If melee is a result of attack and counter attack (both ordered to charge, attack, or charge-if-charged) ignore 4 through 6.

 

1. Declare charge, charge-if-charged, or attack (see Oral Declarations under Turn Sequence).

 

2. Move attacking unit to 2 inches away from defenders (see relevant movement rules).

 

3. Any pass-through fire is taken (see relevant fire rules).

 

4. Defenders check morale as non-contact.

a. A defending unit receives morale minus for multiple attacking units

• -1 for two attacking units

• -2 for three attacking units

• -3 for four or more attacking units

 

b. If the defenders roll good morale, the unit stays and may fire.

c. If morale fails, follow non-contact morale procedure.

d. A unit that becomes disorganized may still fire (at 1/2).

 

5. After defenders fire, each attacking unit that lost any figures checks morale as a non-contact check. A unit that takes10% casualties this operation due to fire checks at -1.

 

6. Point blank fire is then computed and applied. No morale check is needed.

 

7. Conduct FIRST ROUND of melee.

 

a. Defending unit receives

• 2 dice if in good morale

• 1 die for each additional unit

• 1 die if disorganized or in fall back

• no die if in rout.

b. Attackers receive

• 2 dice for 1st unit and

• 1 die for each additional unit.

c. Attack may receive increment if

• any unit in the attack is allowed increment

• only one attacking unit may use increment (attacker's choice)

d. Roll dice.

 

8. Determine Results

a. Total up casualties for each side

• Calculate vulnerability (cost to kill a figure)

• Remove figures beginning from point of contact

b. Determine melee loser

• Side that loses most figures loses the melee

• Equal numbers of figures lost means no loser (melee continues).

 

9. Loser checks morale as a contact check.

 

10. If melee continues, repeat 7 and 8 immediately; no increment after second roll of melee.

 

11. Melee continues until contact is broken or enemy units are destroyed.

 

12. Winner may take breakthrough.

 

C. MELEE MECHANICS

 

1. PRECEDENCE (who fights when).

 

a. Separate melees likely to affect each other are fought from left to right or right to left; separate melees unlikely to effect each other may be fought simultaneously

b. All casting sequences are in one direction determined by die roll. Once the sequence is determined cast one round, then move to next melee, and so forth.

c. As stands in contact are eliminated, continue with the stand closest to the enemy stand and so forth.

 

2. DICE ROLLS. If both sides remain in contact after movement and any morale checks, each side determines how many dice it may cast

 

a. Basically, a unit receives two melee dice.

b. Units may receive additional or bonus dice (first cast of a melee only).

c. Units in multi-unit melees receive 2 dice for the first unit in the melee and 1 die for each additional unit.

d. The dice total is adjusted for protection factors, charge increment, enfilade, special capabilities, and morale factors. Increment is applied to the first two casts of the melee only and no more than one unit may claim increment.

e. Remove casualties by dividing the adjusted dice total by the melee evaluation of the opposing figures. Fractions are discarded.

f. One or two men meleeing the enemy cannot kill more than twice their number on any die roll (e.g., 1 cannot kill more than 2; 2 cannot kill more than 4).

g. Each time any melee cast includes doubles, the opponent must cast for morale (a unit that is eliminated on any melee cast cannot force an opponent to cast for doubles).

 

3. MELEE EVALUATION or VULNERABILITY. Figures are eliminated from melee at different rates. The following table indicates the minimum die roll (rounded down, fractions ignored) needed to eliminate one figure

 

FIGURE TYPE            DIE ROLL needed to eliminate one figure

Infantry, artillery & train             1

Grenadier & sapper                         2

Light Infantry                                  1

Guard Infantry                                 3

Light Guard Infantry                        2

Light Horse                                      2

Dragoon                                            3

Cuirassier                                        4

 

Squares and cavalry attacking squares are exceptions to vulnerability rules.

 

 

4. ENFILADE

 

a. Each attacking unit is entitled to one extra die for enfilade or rear attack.

 

b. Enfilade defined: when the center front of the attacking unit is behind the front of the defending unit.

 

c. This extra die is on the first throw for each enemy unit with which the attacking unit is in contact.

 

D. LANCER MELEE. Attacking lancers are entitled to one extra die per unit for the first melee cast.

1. The extra die is on the first throw.

.

2. Lancers that are attacked enfilade or in the rear are not entitled to an extra die.

 

E. SKIRMISHERS AND MELEE.

 

1. GENERAL RULE. Skirmishers avoid melee.

 

2. AUTOMATIC ELIMINATION. Infantry skirmishers without protection are eliminated automatically on contact with formed units.

a. Automatic elimination is not a melee.

b. Automatic elimination occurs on a stand-by-stand basis upon contact with the opponent.

c. Skirmishers may fire before elimination.

d. Skirmishers are removed after fire.

e. Unit that forces the automatic elimination may continue movement without penalty.

 

3. CAVALRY SKIRMISHERS. Cavalry skirmishers are -3 (cumulative) on the melee dice with formed units.

 

4. SKIRMISHERS WITH PROTECTION.  Infantry skirmishers with protection (elevation does not equal protection) or skirmishers meleeing skirmishers have melee evaluation as if formed.

 

5. SKIRMISHERS IN MELEE.

a. Morale check. Skirmishers must roll for morale at cumulative -2 unless in protection or attacking enfilade.

 

b. Enfilade attack.

• If skirmish units attack their opponent enfilade, the skirmish units are subject to normal melee mechanisms. (No roll at -2).

• Skirmish cavalry may claim an extra die for enfilade only if attacking other skirmish cavalry or infantry enfilade.

• Skirmish infantry may claim an extra die for enfilade only if attacking other skirmish infantry enfilade.

 

c. UNIT INTEGRITY.

  All stands of one unit performing an attack on one unit are involved in the same general attack and take casualties as one unit.

 

  Stands of the same unit attacking in skirmish formation which attack different enemy units are regarded as separate attacks unless they are within 2 inches of each other (for infantry) or 6 inches of each other (for cavalry).

 

F. ARTILLERY MELEE.

 

1. AVOIDANCE. Unless a special rule of the game, artillerymen avoid melee.

 

a. When charged or attacked by cavalry or infantry, the artillery crew may fire at 1/2 effect and run away if

• the cavalry starts its charge/attack more than 12 inches away from the artillery

• the infantry starts its charge/attack more than 6 inches away from the artillery

 

b. When charged or attacked by cavalry or infantry that is closer than the distances in a. above, the artillery may either fire or the crew may run away.  If they fire, they are involved in the melee and are the first casualties removed. They may only cause double their number of casualties in melee.

 

c. If the attackers are shot away or fail morale, the crew remains with the gun.

 

2. RETREAT OF GUNNERS.

a. On the operation that they leave the gun, artillerymen travel 6 inches;

b. If artillerymen are caught by attacking forces they melee with whatever restrictions apply (enfilade, etc).

 

3. HORSE ARTILLERY EVASION.

 

a. An unlimbered Horse Artillery battery that is charged/attacked by infantry may limber and move 1 full move to the rear if the attacking/charging infantry begins its move more than 6 inches away; must roll for an order change.

b. The artillery must make a full move (paying whatever terrain penalties apply).

 

4. RECAPTURE and REOCCUPATION.

a. Once the gun is recaptured or abandoned by the enemy, artillerymen may return.

b. It takes one full operation to put a gun in operation after the crew has returned.

 

G. VOLUNTARY WITHDRAWAL. After the first melee cast or any subsequent cast, any unit involved in a melee may take a voluntary, one operation (line move) withdrawal.

 

1. A separate morale cast (contact) is made immediately prior to such withdrawal. Unit suffers any morale effect indicated.

 

2.  This withdrawal counts as further action.

 

3.  Squares may not withdraw voluntarily.


XII. INFANTRY vs. CAVALRY

including MELEE with a SQUARE

 

A. CAVALRY MELEE WITH DISMOUNTED TROOPS. Unless in square, dismounted troops versus cavalry

1. are minus 1 on any dice rolls (morale, fire, melee)

2. use only one die per unit in melee with cavalry

3. lose charge increments, etc.

 

B. SQUARE DEFINED. Infantry facing outward with 90-degree corners, approximately even sides.

1. The Infantry must be formed.

2. Units in fall back or rout can never be part of a square.

3. A disorganized unit may form a square or join a multibattalion square; but the square is disorganized for morale and fire, if the disorganized unit is 1/2 or more of the total square.

 

4. Squares require a minimum number of figures to form or maintain square integrity.

 

a. A battalion square must contain a minimum of 16 figures or 60% of the battalion's unit strength whichever is less. Numbers based on unit strength at the start of the game.

 

b. A multibattalion square is the total of the minimum numbers of each battalion. For example, a two-battalion square minimum is 32 figures or 60% of the total of the two-battalion unit strength whichever is less.

 

5. A square that fails morale (fall back or rout) is no longer a square.

 

C. UNBROKEN SQUARE CAPABILITIES.

 

1. An unbroken square is not subject to infantry vs. cavalry minuses.

2. An unbroken square is plus two in morale vs. cavalry.

3. When checking morale, one cast is made for the entire square.

4. A square that fails morale does not move unless it routs.

 

D. CAVALRY CHARGES ON A SQUARE. When a cavalry unit charges a square use the following

MELEE SEQUENCE.

 

1. Declare charge, charge-if-charged, or attack (see Oral Declarations under Turn Sequence).

2. Move attacking unit to 2 inches away from square (see relevant movement rules).

3. Any pass-through fire is taken (see relevant fire rules).

 

4. Square checks morale as non-contact (at plus 2 plus other modifiers).

a. A defending unit receives morale minuses for multiple attacking units

• -1 for two attacking units per battalion in the square

• -2 for three attacking units per battalion in the square

• -3 for four or more attacking units per battalion in the square

 

b. If the square rolls good morale, the unit stays and may fire.

c. If morale fails, follow non-contact morale procedure except

• disorganized units do not move

• fall back morale units do not move

d. A unit that becomes disorganized may still fire (at 1/2) (no point blank).

 

5. After defenders fire, each attacking unit that lost any figures checks morale as a non-contact check. A unit that takes10% casualties this operation due to fire checks at -1.

 

6. Point blank fire is then computed and applied. No morale check is needed.

 

7. Each charging cavalry unit rolls 2 dice to determine if cavalry has broken into square.

a. If the square’s morale is good, the square breaks on a dice roll of 12.

b. If the square is disorganized, the square breaks on a dice roll of 11 or 12.

 

8. If the square breaks, the broken square

a. loses all square capabilities

b. is -2 on any die cast (morale, melee, fire, etc., for that operation).

 

9. If no cavalry unit breaks into a square, one die is rolled by each unit in the melee (attacker and defender) to inflict melee casualties.

 

10. Modifiers:

a. Lancers receive increment

b. If the square is disorganized, non-lance cavalry receives1 die plus increment

 

11. Assessing casualties

a. One figure is removed for each pip on the cavalry die or dice.

b. One figure is removed for each pip on the infantry die or dice.

 

12. Multiple Cavalry Units. In the case of multiple cavalry units attacking one square,

a.  Each cavalry unit rolls one die.

b. The square will roll one die for each face of the square contacted.

c.  Causalities are assessed proportionally.

 

E. CAVALRY SWERVE. After the first melee cast of every cavalry unit in contact with a square has been completed, cavalry units swerve and are disorganized.

 

1. If the square is broken, non-lance cavalry does not swerve but is disorganized; lancers are not disorganized.

2. Cavalry swerves for 1/2 operation of movement.

 

  If the unit can swerve in one direction only, it goes in that direction.

  If the unit can swerve in several directions, it casts a die prorating the possible opportunities.

  If the swerving cavalry is unable to move, it is -1 in morale and -2 on the melee die, Morale casts must be thrown prior to each melee cast. Vulnerability is still one.

 

3. Swerving cavalry is subject to retained fire.

 

F. INFANTRY vs. SQUARE. If Infantry attacks or is involved in the attack

 

1. If the attack is infantry versus infantry (no cavalry), all regular infantry vs. infantry rules apply.

2. If the attack is cavalry and Infantry versus a square, then

• Attacking Infantry receives 2 dice.

• Vulnerability rules apply to attacking infantry vs. infantry caused casualties (both sides).

• Winner-loser rules with morale check apply.

• Cavalry must still swerve.


XIII. AFTER MELEE MOVEMENT:

BREAKTHROUGH & FURTHER ACTION

 

A. MOVE TO POINT OF CONTACT.

 

1. At the close of each separate melee the winner may either

 

a. move to the point of contact all remaining involved units maintaining a reasonable relationship to the prior orientation of stands and the natural flow toward melee, or

b.  elect to stay where (s)he is.

 

2. Move to point of contact costs 1/2 of normal movement cost. Even if not enough movement is left, the unit may still move to the point of contact.

 

3. Such movement is not subject to retained fire or further action.

 

4. No enemy may be contacted during such movement.

 

5. Breakthrough may commence from either point of contact or from where the unit is.

 

B. BREAKTHROUGH

 

1. REQUIREMENTS FOR BREAKTHROUGH.

a. an attacker that

b. has used less than his entire move allowance

c. has won a completed separate melee or has forced a morale fallback that disrupted the melee.

d. A unit that has had more than 2 melee casts in a given melee must shake to secure an order change (all hazards apply).

 

2. WHEN. Breakthrough is taken after melee is completed

 

a. Units may elect not to take breakthrough if other separate melees are continuing.

b. Such units may take breakthrough after any later melee round.

 

3. MOVING. Units may use any remaining operation time to change face, formation, or move the remaining distance available.

 

C. BREAKTHROUGH WITH BONUS OPERATION.

 

1. CONDITIONS. The unit receives a bonus operation if

a. It has charged or charge-if-charged and

b. has won its melee and/or

c. the enemy has fallen back

 

2. RESULT. The unit gets a bonus of

 

a. one additional operation of movement (may not go into or out of skirmish)

b. The unit may have one more melee cast with increment.

 

3. RESTRICTIONS. The unit must move directly forward (varying no more than 15 degrees) without changing face or formation.

 

D. CAVALRY BREAKTHROUGH.

 

Any cavalry unit taking breakthrough is disorganized for one operation following the breakthrough operation.

 

E. FURTHER ACTION.

 

1. SUPPORTING AN ATTACK. At the end of a melee round, if any melees are still continuing, units ordered to charge or attack, or charge-if-charged who can achieve melee with units

a. either involved in the existing melee

b. Or supporting such melee (within twelve inches)

 

• Units may take an additional one operation of movement to achieve melee.

• All rules relating to melee apply.

• Units taking further action may be fired at where possible.

 

2. TRIGGERED BY BREAKTHROUGH. If any unit on the board takes breakthrough, further action is triggered.

 

a. Units may take actions described above

b. Units may roll for an order change if any breakthrough or further action unit moves within 12 inches.

 

3. RETAINED FIRE. Retained fire = a unit capable of firing that holds fire and takes it against some further movement by the enemy, including breakthrough and further action.

 

a. Retained fire is considered as having occurred during the second operation.

b. Fire is not permitted against any unit that merely changes formation/face.

c. No unit may fire more than twice in one turn or once in an operation.

 

F. MECHANICS OF TAKING BREAKTHROUGH AND FURTHER ACTION.

 

1. MEASURING. A ruler may be used to determine the distance already traveled by a unit and to determine the distance available to "move to the point of contact."

 

 

2. MOVING. Moving a unit for the purposes of further action or breakthrough beyond the point of contact constitutes taking breakthrough and must be carried through in the direction that you are aiming or toward the obvious target.

 

 


XIV. CONSTRUCTIONS AND WORKS.

 

CONSTRUCTIONS and WORKS, including SIEGE WORKS, covers many types of human construction including buildings, field works, and fortifications. This section also includes rules for rubble, impedimenta, and bridges. This section is intended to be a beginning. Scorers have wide latitude to create complimentary rules.

 

A.  DEFINITIONS. TYPES OF CONSTRUCTIONS AND WORKS. All constructions, works, and siege works are classified by type.

 

1. Class 1. The strongest permanent works associated with fortifications and forts, including permanent masonry, earth works, and outworks such as wet and dry moats, and countermines.

a. Melee: Adds four to the melee die of any protected unit

b. Fire: Fire into the cover is minus four

c. Morale: Raises defender morale by four

d. Movement: Impassible to infantry, cavalry, and artillery except by scorer rules (see Storming in ULM TO WATERLOO SIEGE RULES)

e. Construction: impossible during game

 

2. Class 2. Semi permanent earthen works and trenches include redoubts and water filled moats or trenches.

a. Melee: Adds three to the melee die of any protected unit.

b. Fire: Fire into is minus three

c. Morale: Raises defender morale by three

d. Movement

  Infantry movement: 1/2 speed

  Cavalry and artillery: impassible

  Water filled trenches: impassible

  Leaving a class 2 trench = minor operation

e. Construction: one inch per operation per sapper if specifically allowed by scorer or in a siege game.

 

3. Class 3. Temporary field works and trenches, includes all hasty constructions or light field works built by sappers.

a. Melee: Adds two to the melee die of any protected unit

b. Fire: Fire into the cover is at minus two

c. Morale: Raises defender morale by two

d. Movement:

  Infantry movement: 3/4

  Heavy cavalry movement: prohibited

  Light cavalry movement: 1/4

  Artillery: not allowed

e.  Construction: 2 inches per operation per sapper.

 

4. Class 4. Cover, including fences, hedges, and stonewalls.

a. Melee: Adds one to the melee die of any protected unit

b. Fire: Fire into the cover is at minus one.

c. Morale: Raises defender morale by one.

d. Movement:

  Infantry movement: -2

  Heavy cavalry movement: -6

  Light cavalry movement: -6

  Artillery: not allowed.

 

5. Class 5 or Special Units includes abatis and cheval-de-frise

a. No protection factor

b. Movement: impassible

c. Construction & destruction: 2 inches per operation per sapper.

d. A unit may remove a distance equivalent to the unit width during melee phase

• if the construction is undefended

• cavalry is dismounted to do so

 

B. WHEN PROTECTION APPLIES.

 

1. MELEE. A defender in construction or cover is PROTECTED when

a. the attacker touches the defended construction or work; or

b. the attacker contacts a defending unit within 2 inches after crossing the protection

 

c. Defending skirmishers are not automatically eliminated.

 

2. FIRE protection occurs when

 

a. A unit is behind and within 4 inches of intervening constructions or works (firing stick passes over the work before passing over the unit).

 

b. Units behind and within 4 inches of buildings are protected as to fire if the fire or artillery stick must pass through the building in order to reach the target.

 

c. A unit within an enclosed construction such as redoubt or in a building has appropriate fire protection.

 

d. Units (such as columns) extending beyond the protection are not protected until the exposed part of the unit moves into protection or is eliminated.

 

e. Cover or field works offer no protection from fire bombshell if the artillery stick color on the target crosses the wall or works and extends 4 inches beyond the field work.

 

 

C. COVER and FIELD WORKS, SPECIFIC RULES

 

1. FORMATIONS.

 

a. If a unit crosses or is straddling cover or field works during a change of face or formation, charge a major change of face or formation.

b. Units along cover or field works may bend slightly to accommodate to the protection.

 

2. DESTRUCTION.

 

a. Artillery fire can destroy two-inch sections of cover or field works by a cumulative 4 hits.

b. A sapper's charge can destroy a two-inch section of cover or field works.

c. A sapper working can clear a one square inch section of cover or field works per operation.

d. Upon destruction, cover or field works become rubble.

e. Upon clearing, cover or field works become normal.

 

3. ABATIS.

 

Abatis:  a special type of work constructed from fallen trees.

 

Cheval-de-Frise (Cavalry of Friesland): anti-cavalry weapon of the Sixteenth Century; six-sided wood beam six to eight feet in length with four to six foot sharpened or metal-tipped spikes protruding from each side.

 

a. No protection factor for troops behind them.

b. Construction & destruction: 2 inches per operation per sapper.

c. Abatis are impassible.

  Abatis will stop infantry.

  An infantry unit can dismantle abatis equal to its frontage by remaining stationary while touching the abatis for two operations.

  Confronted with abatis, cavalry will attempt to swerve. The cavalry moves to within 3 inches and goes right or left at the discretion of its commander. Swerving cavalry cannot charge. If unable to swerve around abatis, the cavalry will stop at a point 3 inches from the abatis in a disorganized state.

  Artillery may blast a hole in abatis; abatis becomes rubble.

 

d. Special rules for abatis can be constructed consistent with this section.

 

C. BUILDINGS (CLASS 3)

 

1. DEFINITION. Buildings are artifacts representing many structures including houses, churches, and mills. Unless otherwise designated, buildings are single story and hold no more than 10 figures. This building is the basic Class Three building. Scorers have wide discretion to create additional building types consistent with this section.

 

2. FORMATIONS.

 

a. Troops may enter a building without being charged for a change of formation.

 

b. Buildings may be occupied by troops in skirmish formation. Troops in skirmish formation should not exceed 1/2 of the allowed troops permitted within the building.

 

3. MOVEMENT.

 

a. Any troops that reach a building may enter it without any additional movement charge if the building is unoccupied and only up to the building's capacity.

 

b. Unless otherwise designated in the game rules, any contact with the wall of a building permits entry as though through an entry point or door.

 

c. Cavalry or artillery may not enter a building unless artillery fire, sappers working, or sapper’s charge opens a passage. See section 8 below.

 

d. A unit may not enter and leave a building in the same operation. A unit may leave one building and enter another in the same operation.

 

4. CHARGES. Charges are allowed into or through villages and cities if a gap wider than the frontage of the charging unit is present. Can attack without increment.

 

5. FIRE.

 

a. Units in the second story or more of a building may fire over their own troops when the target stand is at least 4 inches from one's own men in the path of fire.

b. All fire from buildings is skirmisher fire. No more than 1/2 of the maximum garrison may fire from one side of a building.

c. Six ranks may fire at elevated targets in buildings (second story of a house, city wall, tower, etc.) This rule does not apply to single story buildings.

d. Howitzers or licornes may fire over buildings, if the building is 4 inches from the front of the gun stand. No friendly troops may be within 4 inches of the target color.

 

6. MELEE.

 

a. Cavalry may not melee a building unless an opening large enough for cavalry to enter the building has been made.

 

b. Entry of a building after melee does not count as movement. No more men can enter the building than can occupy it.

 

c. Skirmishers within buildings are not automatically eliminated by contact with formed enemy units.

 

7. DESTRUCTION.

 

a. Buildings are destroyed by a cumulative 12 hits; they become rubble and cannot be repaired.

 

b. Firebombs ignite combustible buildings with 3 hits.

 

c. A building garrison is destroyed with it. If it is burned, the garrison may seek to leave on the following operation to avoid destruction (orders must be written for the unit to leave; and this may require a change of orders).

 

8. ALTERATIONS AND REPAIRS.

 

a. Generally, breaches in walls may be opened by artillery fire, sapper's charges, or sappers working.

 

b. Generally, sappers may repair breaches or damage caused to buildings or make alterations in constructions following the basic philosophy of the Ulm to Waterloo rules. Such rules should be made by the host before the game.

 

c. Passage for infantry, cavalry, and artillery may be accomplished through the following methods:

 

• 2 sapper's charges

• 6 hits (cumulative) from artillery fire

• sappers chopping to create an opening wide enough to admit the infantry, cavalry, or artillery stand. The hole created is one square-inch per operation per sapper.

 

Example: A sapper working can (in one operation) create a hole in a building large enough to admit a one-man stand. A sapper working can (in two operations) create a hole in a building large enough to admit a man on a horse (one inch wide by two inches tall).

 

9. LOSS of EFFECTIVENESS. Units or parts of units within building or enclosed constructions are not subject to Loss of Effectiveness.

 

10. VILLAGE MOVEMENT.

 

a. When contacted by a moving unit, a building is treated as impedimenta.

b. When a stand exceeds the allotted space between buildings, the stand moves as over impedimenta.

c. Skirmishers move without penalty through villages and cities.

 

D. MELEE SEQUENCE WITH BUILDINGS. The following is the melee sequence for attacker versus defender in constructions or works.

 

1. Declare attack (see Oral Declarations under Turn Sequence).

 

2. Move attacking unit to 2 inches away from defenders.

 

3. Any pass-through fire is taken (see relevant fire rules).

 

4. Defenders check morale as non-contact.

a. A defending unit ignores morale minus for multiple attacking units.

b. A defending unit adds morale factor for appropriate construction, work, or building class.

b. If the defenders roll good morale, the unit stays and may fire.

c. If morale fails, follow non-contact morale procedure.

 

5. After the defenders fire, each attacking unit that lost any figures checks morale as a non-contact check. A unit that takes10% casualties this operation due to fire checks at -1.

 

6. Conduct ROUND of melee.

 

a. Defending unit receives

• 1 dice, plus

  melee factor appropriate to the construction class.

 

b. Attackers receive 1 die for each stand in contact with the building. Attackers receive no increment.

d. Roll dice.

 

7. Determine Results

a. Total up casualties for each side

• Calculate vulnerability (cost to kill a figure)

• Remove figures

b. Determine melee loser

• Side that loses most figures loses the melee

• Equal numbers of figures lost means no loser (melee continues).

 

8. Morale as a contact check is made by melee loser.

 

9. If melee continues, repeat 7 and 8 immediately.

 

10. Melee continues until contact is broken or enemy units are destroyed.

 

11. No breakthrough (attacker may enter building if movement permits).

 

E. RUBBLE.

 

1. DEFINITIONS. Rubble is any cover, fieldwork, or building that is destroyed by artillery, sapper's charges, etc.

 

2. FORMATIONS. Rubble has no effect on formation changes or facing changes.

 

3. MOVEMENT. Crossing rubble costs

 

• 2 inches for infantry

• 6 inches for cavalry

• prohibited to artillery

 

4. CHARGES. Charges are not allowed over rubble.

 

5. FIRE, MELEE. Rubble counts as Factor of 1.

 

6. BURNING BUILDINGS. Once a building takes fire, it burns for three operations. The building may be entered on the fourth operation.

 

G. IMPEDIMENTA.

 

1. DEFINITIONS. Impedimenta: all guns, limbers, caissons, wagons, bridge trains, and the like, occupied or unoccupied.

 

2. FORMATIONS. Formed infantry and cavalry cannot change formation while occupying the same area as impedimenta.

 

3. MOVEMENT.

 

a. If the impedimenta has no living crew, drivers, etc., on the stand or extenders, then any other formation can move through the impedimenta or come to rest on the impedimenta stand or extenders at the end of an operation.

 

b. Skirmishers move without penalty over friendly impedimenta or any unfriendly impedimenta.

 

c. Formed infantry moves at 3/4 speed over unoccupied impedimenta.

 

d. All cavalry moves at 1/2 speed over unoccupied impedimenta.

 

e. No one who could not be crew may come to rest on occupied impedimenta at the end of the operation.

 

4.CHARGES.

 

a. A unit meleeing an enemy gun, wagon, etc., retains a charge even against involved enemy units on the other side of the impedimenta.

 

b. No charges are allowed across unoccupied impedimenta.

 

I. BRIDGES.

 

1. MOVEMENT. Units cross in single column or the equivalent. One-man stands may cross at three abreast.

 

a. Movement penalty over undamaged bridges is

  1 inch for infantry and artillery

  3 inches for cavalry

 

b. Movement over damaged bridges is

 

  One-half speed for infantry

  Impassible for artillery and cavalry.

 

2. CHARGES. Charges over bridges not allowed for cavalry.

 

3. FIRE.

 

a. A unit within 2 inches of an intervening bridge and in the water or streambed has a protection of -2 as to fire.

 

b. Bridges offer no protection from fire bombshell to any target or part of a target more than 2 inches from the bridge.

 

c. A unit on the bridge has superior elevation over a unit in the stream or streambed.

 

4. DESTRUCTION of BRIDGES.

 

a. Pontoon and wooden bridges are damaged by 2 artillery hits (cumulative) and destroyed by 4 artillery hits.

b. Stone bridges are damaged by 4 and destroyed by 8 artillery hits (cumulative).

c. Bridges are destroyed by sapper's charges. One charge damages and two charges destroy.

d. Sappers working damage a bridge at the rate of 1/2 inch per operation per sapper. Three inches of damage through sappers working destroys the bridge.

 

5. BUILDING. Sappers may build bridges with the presence of a bridge train. Construction proceeds at the rate of 1/2 inch per operation per sapper. Minimum length of bridge is 3 inches.

 

 

6. REPAIR of BRIDGES. Sappers may repair a bridge at the rate of 1 inch per operation per sapper.

 


XV. TERRAIN

 

A. ELEVATION

 

1. CONTOUR SCALE: a one contour rise in elevation equals 4 feet.

 

2. FORMATIONS. Elevation has no effect on formation changes or facing changes. Units along a contour line may bend slightly to accommodate to the protection.

 

3. MOVEMENT. Movement penalty per operation if any part of a unit climbs up a contour is

a. 1 inch per contour for infantry

b. 2 inches per contour for artillery

c. 3 inches per contour for cavalry

 

If the contours at the line of passage are within 2 inches of each other, the penalty per contour is doubled

a. 2 inches per contour for infantry

b. 4 inches per contour for artillery

c. 6 inches per contour for cavalry.

 

4. SMALL ARMS FIRE.  If the target is one contour or more above the firer, fire at -1 (cumulative).

 

5. DIRECT ARTILLERY FIRE.

 

a. Light guns may not fire at targets 3 or more contours above them.

 

b. Field guns may not fire at targets 4 or more contour levels above them.

 

c. Heavy guns may not fire at targets 6 or more contour levels above them.

 

d. Artillery may fire over friendly troops under the following conditions:

  Ammunition is ball or shell

  the firing piece is 2 contours above the friendly troops

• the firing piece is 4 inches behind the friendly troops

  the range from the firing stand to the nearest part of the target is greater than 8 inches.

  the target unit is 4 inches from the intervening friendly troops

 

e. Artillery fire over woods and houses is allowed if

  the firing artillery is 2 contours above

   the target is 4 inches beyond the house

  the artillery 4 four inches from the house.

 

6. HOWITZERS AND LICORNES.

 

a. Howitzers and licornes may fire over own men, woods, houses,

• if the front of the stand is 4 inches from the men, woods, or houses; and

• if no friendly troops are under the target color.

 

b. Howitzers and licornes ignore elevation and hill protection.

 

7. CANISTER. Canister may never be fired over friendly troops.

 

B. INTERVENING CONTOURS AND CRESTS.

 

1. VISIBILITY. Intervening 2 or more contours screens a unit or object from an opposing unit's visibility except if there is a line of sight over the intervening crest between the opposing unit and the target.

 

2. FIRE.

a. Intervening two or more contours screens a unit or object from an opposing unit's fire unless there is a line of sight over the intervening crest between the opposing unit and the object.

 

b. Artillery higher than an intervening crest may fire over the crest. The target is protected for four inches form the nearest intervening crest along the direct path of the firing stick.

 

3. LOCATION OF CREST.

 

a. On round tops, the crest is a line perpendicular to the advance of a unit drawn through a point that is equidistant from the sides of the top contour.

 

b. On ridges, the crest is located equidistant from either side of the top contour and 4 inches from the edge.

 

C. WOODS. Woods are light European woods. Undergrowth has been cleared. Other types of woods such as Asian or North American may be defined by host or scorer.

 

1. FORMATIONS in woods.

a. Infantry may change face without penalty.

b. All other facing/formation changes cost a major and a minor (1-1/2 operations) change of face or formation.

c. Cavalry is allowed in the woods only as skirmishers.

d. Artillery may unlimber on a road in such a fashion as to keep the entire six-inch frontage and the limber on the road. Limbering and unlimbering under such circumstances takes an additional 1/2 operation. If you are entitled to a free limber or unlimber, the additional 1/2 operation is not free.

 

e. Artillery may be limbered/ unlimbered on a road in woods so that the 4 inches of additional frontage extends into the woods. Limbering/unlimbering takes an additional 1/2 operation. The additional 1/2 operation cannot be free. The gun has no ability to hand push or swivel from the position in which it is first laid unless it is re limbered.

 

2. MOVEMENT.

 

a. All formed infantry move at 3/4 speeds while any part of the unit is in the woods.

b. Infantry skirmishers move without penalty.

c. Mounted cavalry units move at 3/4 speeds while any part of the unit is in the woods (only cavalry that can skirmish is allowed in the woods while mounted).

d. Dismounted cavalry may lead horses through the woods under the following conditions.

  Cavalry must have the capacity to dismount,

  Dismounted cavalry castings must be available.

  Cavalry must pay the usual 1/2 operation to mount/dismount.

  Each trooper must lead his own horse.

  Maximum speed is 4 inches per operation (no route march or forced march).

  Such troops avoid combat if possible. If meleed they are disorganized.

 

e. Artillery may not move in the woods unless it is on a road or space has been cleared by sappers or blasting.

 

3. FIRE.

 

a. If a unit extends out of the woods, woods fire protection does not apply until the exposed portion of the unit is eliminated.

b. Woods intervening between two units prevents fire between the two units even though it would otherwise be allowed (assumes both units are outside the woods).

 

4. DIRECT ARTILLERY FIRE.

 

a. Ball firing into or out of woods cannot penetrate more than 4 inches.

 

b. Canister firing into or out of the woods has its effective range reduced to 2/3rds of the normal range from the time the canister first strikes any woods (the penalty is pro-rated)

 

5. HOWITZERS AND LICORNES.

 

a. Woods offer no protection from fire bombshell.

b. Howitzers and licornes can fire over woods if the front of the gun stand is 4 inches from the woods.

c. No friendly troops may be under the target color.

 

6. DESTRUCTION.

 

a. A sapper chopping removes one square-inch of woods per operation.

b. A sapper's charge removes two square-inches of woods per operation.

 

D. WATER. Water consists of streams, rivers, and swamps

• Streams: not more than 1 inch wide.

• Rivers and swamps: more than 1 inch wide.

 

1. FORMATIONS. Any stand crossing or in water during a formation change is charged a major formation change.

 

2. MOVEMENT.

 

a. Movement penalties for streams are

• 1 inch per operation for infantry

• 3 inches per operation for artillery

• 3 inches per operation for cavalry

 

b. Movement penalties for rivers and swamps are

• 3 inches per operation for infantry

• 6 inches per operation for artillery

• 6 inches per operation for cavalry

 

c. The host may designate rivers, streams, or swamps as impassible or crossing may be limited to fords.

 


XVI. MORALE.

A. DEFINITIONS OF MORALE CHECKS.

 

1. Non Contact Morale checks. Units that are forced to check morale and are not in contact with the enemy.

 

2. Contact Morale checks. Checks taken while in contact with an enemy.

 

B. SEPARATE MORALE UNITS.

 

1. Detached stands more than 12 inches away.

2. Detached stands clearly separated by terrain objects (this does not include buildings).

3. Detached stands in an enclosed construction.

 

C.  MORALE EVALUATION CHART

 

 

 

Cuirassiers

Artillery

 

 

 

 

Guards

Grenadiers

Light Infantry

 

 

 

Die

Roll

 Command

 Figures  

Hussars

Sappers

Other Horse

Train

Line Infantry

 

Militia

 All types

 

Die

Roll

8

----

----

----

----

----

8

7

----

----

----

----

Disorganized

7

6

----

----

----

Disorganized  

Disorganized

6

5

----

----

Disorganized

Disorganized

Fall Back

5

4

----

Disorganized

Fall Back

Fall Back

Fall Back

4

3

Disorganized  

Disorganized

Fall Back  

Fall Back

Rout

3

2

Fall Back

Fall Back 

Rout

Rout

Rout

2

Columns to the extreme right or extreme left are dice roll

 

2. Mechanism for Non Contact Check.

 

a. Roll 2 dice

b. Locate roll in extreme right or left column

c. Cross reference with unit type

d. Add modifiers

e. If a unit fails, it loses one morale grade, i.e., good becomes disorganized or disorganized becomes fall back.

 

3. Mechanism for Contact Check.

a. Follow mechanism in 2 above a through d.

b. If a unit fails, it follows instructions indicated. See effects below.

 

4. Modifiers. Besides those listed elsewhere

 

a. Command figures add 1 to the morale cast depending on a member's rank in the organization. Distance to gain this effect is

  For general officers                  12 inches

  For field officers                        9 inches

  For Company officers                 6 inches

  For NCOs                                   attached (if attached, officer suffers fate of unit)

 

b. Any non-Guard unit within 6 inches of a retreating Guard unit is -1 on that morale cast.

 

c. Any unit within 6 inches of a retreating general is -1 on that morale cast.

 

D. WHEN MORALE IS CHECKED.

 

1. During the Movement Phase, Non Contact Morale is checked by a unit when

 

a. Receiving a charge/attack. If more than one unit charges/attacks, the checking unit subtracts one from the die roll for each additional units charging/attacking.

 

b. Fighting a “moot melee.” In moot melee, all units involved must check morale. Units that charge into a moot melee are not required to make a check.

 

2. During the Fire Phase, Non Contact Morale is checked by a unit when

 

a. Suffering 10% casualties from fire. Any unit that sustains at least a10% loss due to fire in one operation must make a Loss of Effectiveness morale check. Only one check is made per operation. Losses are figured on the basis of the original unit strength. The check is made at -1.

 

Example. In Operation 1, Unit A (30 original figures) loses 2 figures. This is not 10%. No morale check is taken due to fire.  In three subsequent operations, Unit A loses 3 figures each operation due to fire. Each operation a morale check is taken due to fire. Each time the check is made at -1.

 

b. A charging/attacking unit suffering ANY losses from fire. A charging unit that sustains any loses due to fire must make a morale check. Only one check is made per operation. If the unit loses 10 % from fire (as in a above) one is subtracted from the morale die roll (cumulative).

 

c. At more than 50 percent casualties, a unit that suffers a 10% loss due to fire in one operation makes a Loss of Effectiveness morale check at a permanent minus two (–2). The –2 is permanent for any subsequent morale check.

 

Example: Unit A (originally 30 figures at the start of the game) has been reduced to 16 figures. On Turn 3, 0peration A, the unit suffers three casualties (10%) from fire. Unit A has fallen below 50% and will take a morale check at a permanent -2.

 

3. During the Melee Phase. Contact Morale is checked by a unit when

 

a. Losing a melee. A unit losing a round of melee makes a morale check (see Melee, above).

 

b. Doubles are rolled. If a player rolls doubles in melee, the opponent’s units in that melee must check morale immediately. This check is in addition to any others.

 

4. Observing a rout. Non Contact Morale is checked by a unit when

 

a. that unit is within six inches of a unit routing.

b. a unit of higher morale rating is not required to check. (See morale chart under C, above).

c. a unit in a works or building is not required to check.

 

E. EFFECTS.

 

1. GENERAL RULES.

 

a. Bad morale is instituted immediately.

 

b. Skirmishers do not cause other units to check unless the skirmishers were involved in a melee.

c. Unit retreats immediately moving away from the enemy

  Heads for open space (if possible)

  Unit varies up to 30 degrees right or left

  A unit that retreats into an enemy unit is eliminated.

d. Terrain.

  A unit that falls into impassible terrain stops

  A unit that retreats off the board is eliminated.

 

e. If the retreating unit falls into another friendly unit (can't head for open space), the retreating unit stops. This retreating unit is being “held in” by a second unit

  The second unit checks morale (non contact)

  Unsuccessful check forces both to retreat

  Successful check holds the first unit in

  The second unit loses increment

  All subsequent morale casts will be on the unit holding the first unit in

 

f. During rout, fall back, or disorganization, a unit should not end up closer to the enemy.

 

2. UNIT RECOVERY.

 

a. A unit recovers one morale level for each full operation that it does not change face, change formation, or move. Firing does not effect recovery.

 

b. Disorganized units may attempt to rally during the Rally Phase. The unit attempts a morale roll applying any relevant modifiers. If successful, it goes to good morale immediately. If unsuccessful, the unit remains at its present morale level and does not recover at the end of the operation.

 

3. DISORGANIZED. A unit that is disorganized

 

a. falls back a die-six distance in inches.  A die roll of six = six inches, a die roll of five = five inches, etc.

 

b. Units that become disorganized during the course of a charge (or charge-if-charged) or attack halt a die-six-distance in inches from the intended target.

 

c. Effects. The disorganized unit 

   cannot advance toward the enemy

   gets one die in melee

   is 1/2 of chart result (rounded down) on fire

  is minus one (-1) on morale.

 

d. Disorganization lasts for 1 full operation.

 

4. FALL BACK. If the morale is bad,

 

a. The unit automatically falls back six inches facing away. At the end of the fall back, the bad morale unit must be 13 inches from the unit that caused the check, unless held in.

 

b. Effects. The fallback unit

• is minus 2 on morale

• is allowed only one die in melee.

 

 

5. ROUT

a. A routed unit falls back

  three full line moves

  filters through other troops

   goes to the rear of any unit it contacts

   Stands are placed at random

b. Artillerymen abandon the gun

c. A stand in rout is destroyed by contact with the enemy

d. A routed unit may only retreat three more line moves to better its position.

 

6. ARTILLERY.

 

a. If artillery fails a morale check (fall back or rout)

  unlimbered artillery (including prolong guns) abandons gun and follows general procedure

  limbered moves with gun.

 

b. If artillery is "suppressed,"

  re limbers and moves two full line moves to the rear as promptly as possible

  loses one artilleryman

  loses 1/4 of its movement and is -1 on fire for the remainder of the game

  comes to rest in a fall back state

  returns to normal activity automatically

  Prolong guns move back 12 inches at normal movement rate

  Guns with no limber move back at 3 inches per operation.

 

 

7. RECOVERY. Any unit in bad moral recovers one level of effectiveness by remaining stationary for full operation. Rout becomes fall back, fall back becomes disorganized, disorganized becomes good. The unit may not move, make a face and/or formation change.

 

 


XVII. MISCELLANEOUS RULES.

 

A. VISIBILITY.

 

1. Full visibility if enemy is within 48 inches except

-- for units in woods, then within 6 inches

-- for units in enclosed constructions, then within 12 inches

--where a hill contour intervenes for 12 inches

 

2. If units are not disclosed, adjustments or penalties should be imposed.

 

3.  A unit passes out of visibility on the operation after it was last visible.

 

4. Visibility by one unit is visibility by all.

 

5. Visible units should be indicated by oral declarations immediately.

 

6. If important, place the unit immediately; otherwise at the end of the operation.

 

7. Units of more than single figures should be indicated by cards if within 72 inches.

--proper space shall be allowed for the unit

--care must be taken to reveal large units even if part is still hidden.

 

B. ENTERING AND LEAVING THE BOARD. Unless the host designates otherwise;

 

1. A formed unit of cavalry or infantry may block an opponent from entering the board

--must be no less than 6 figures

--must be within 9 inches of the entry point

--no enemy unit intervenes (is directly between the unit and the edge of the board).

 

2. Any unit leaving the board involuntarily becomes a casualty.

 

3. Any unit leaving the board voluntarily may not reenter and is considered a casualty for army CE.


XII. SPECIAL UNITS AND CAPABILITIES.

 

A. COMMANDERS.

 

1. REPRESENTATION.

 

Each player is represented by one casting.

 

The commander of each army may have a "command group" consisting of 3 castings -- commander and 2 others. The other figures can be for protection or liaison. The command group can be on the same stand or separate.

 

All commanders are free.

 

Usually, command figures count for army CE.

 

2. MELEE.

 

Unless unable to retreat, commanders avoid melee by a voluntary retreat to a friendly unit. If forced to fight commander's melee rating = 3.

 

3. MORALE.

 

If the commander is forced to rout, fall back, or moves back disorganized, all units in the command are forced to take a morale check.

 

If the commander is killed, all units in the command take a morale check at -1.

 

A commander may raise the morale of units within control radius by +1. Control radius equals

12 inches for generals

  9 inches for major to colonel

  6 inches for lieutenant to captain

  attached for NCOs.

 

4. ATTACHED COMMANDERS.

 

If a commander is attached to a unit taking a morale check, the morale is +1, but the commander suffers the morale fate of the unit and may force morale checks on other friendly units.

 

If a commander is attached to a unit that leaves the board because of a morale check, the commander leaves the board and forces morale checks.

 

5. FIRE.

 

Commanders are not legitimate targets of fire, unless unscreened within 6 inches of enemy small arms fire. If a figure would otherwise be killed by fire, the commander takes a saving throw and is killed on a die cast of 6.

 

B. RIFLEMEN.

 

1. RANGE. Rifle range is 18 inches.

 

2. MECHANISM.

 

Rifle fire takes 1-1/2 operations after the first shot.

 

The 1/2 operation may occur in the operation it fires in which event that remaining 1/2 operation may be used to move, start reloading or for a minor change prior to fire.

 

If pre marked, rifles may elect to fire musket fire (12 inch range).

 

C. SCOUTS.

 

1. A mounted scout moves like a skirmisher (with side-board cards).

 

2. Scouts may attack other scouts or skirmishers only.

 

3. Scouts are eliminated by formed units.

 

D. SAPPERS. See SECTION on TERRAIN, also.

 

1. Definitions.

--Sappers, pioneers, engineers, etc. are special troop used for construction, etc.

--Mounted sappers are allowed at the rate of 1 per regiment (if historic).

--Bridge trainmen are also sappers.

 

2. Formations.

--singly, sappers must display sideboards.

--two sappers constitute a formed unit if

a. Touching

b. Side-board cards are removed

 

--mounted sappers must dismount to have sapper capabilities.

 

3. Allowed activity per turn

 

--construction of works (2 inches), abates (2 inches), alteration of buildings at 1 linear inch per operation per sapper

--repair: linear 1 inch per operation per sapper

--bridging: linear 2 inches per operation per sapper

--Spiking a gun: 1 operation per battery

--Setting a charge:

one operation for setting plus

one operation for the charge to explode (as the sapper gets away);

charge destroys a 3-inch diameter.

--Disarming a charge: 1 operation

--Chopping woods: 1 square inch per operation per sapper

 

3. Movement.

--singly, sappers move as skirmishers

--formed, sappers move as normal infantry

 

4. Melee.

--All sappers are rated as formed grenadiers for purposes of melee.

--Single sappers cannot eliminate skirmishers by automatic melee elimination.

 

5. Construction.

--must be specified by the game rules

--can construct

a. Fortifications

b. Works

c. Abatis

--can construct 2 inches in front of them without moving.

 

E. MILITIA. Militia units are less effective than regular line infantry.

1. Melee, -2.

2. Fire as 2 for 3.

3. Morale, -1 (from line infantry)

 

F. MILITIA ARTILLERY FIRE. After the first shot, each militia gun must cast prior to firing.

-- 6 = gun has misfired. Round expended but ineffective.

-- 5 = gun does not get loaded in time and takes an extra operation to load.

 

G. BRIDGE TRAIN. See also TERRAIN.

 

1. ORGANIZATION.

 

A bridge train consists of 1 driver and 4 pontooneers (similar to sappers).

 

2. TARGET.

 

Members of the bridge train are a dispersed target; the train is not.

 

H. SECOND LINE TROOPS.

 

1. NAMED. All Friecorps, all Militia Cossacks, Grenzers, Prussian Reserve Units, Friewilligers, British Fencibles, French Guards of Honor, and National Guard of Paris (other units may be so designated).

 

2. CAPABILITY.

 

Line capability in fire and morale.

Militia capability in Melee.

Loss of Effectiveness equals -3 (10% fire loss) and -4 (below 50% fire loss).

 

I. CUIRASSIER.

 

Armored cuirassiers are subject to small arms fire only if within 6 inches of the firer.

Cuirassiers with armor on the front only are not protected if they are shot at or meleed from the rear.

 

 

 

Edition Terry Paul, Revised 22 March 03