napoleonic rules

Sequence of Play: 

a. Roll for who moves first French +1 

b. Attacker declare charges defender counter charges and emergency squares roll 6 or better on a D 10 . Add morale rating and officer if present.  

c. Move charging units and form squares, skirmishers try to form line if fail cavalry eliminates them and moves thru.  Units that have been contacted by a charge are pinned. 

d. Attacker move units not coming within 2 inches of each other may change formation before or after you move. 

e. Defender fires, Artillery fire first may combine Artillery factors only

f. Attacker fires, Artillery fire first may combine Artillery factors only 

g. Melee phase any unit going into melee with a moral marker must check before contact.

   Roll off melee apply results. 

g. All units now roll to rally any one board units are removed at this time. 

Now defender becomes the attacker.

Movement:                   Basic            Road          Charge         Rough

 Infantry line

 6

 nil

 8

 1/2

 Infantry Column

 9

 12

 11

 1/2

 Light Infantry

 9

 12

 0

 1/2

 Lt cavalry

 15

 18

 22

 1/2

 Hev cavalry

 12

 15

 18

 1/2

 Foot artillery

 6

  9

 -

 1/2

 Horse artillery

 9

 12

 -

 1/2

 Foot Officers

 16

 

 -

 nil

 Mounted officers

 24

 

 

 nil

 

 

 

 

 

 Hills lose 1 inch per level

Fences lose 1 inch and to enter a building is rough

Woods is rough ground Cavalry may not enter but may melee at the edges.

May change formation before or after you move.

Squares may not move. Squares may not fire.

 

Infantry fire max range of 8 inches

Artillery fire max range of 36 inches may move and fire

  

Fire combat effects chart    Die roll modifier -1, -2, -3 for cover 1D10        

                                                         Die roll modifier +1 flank/square/column

 

 Fire pts

 no effect

 Lively fire (M)

 Telling fire (1)

 Deadly Fire (2)

 Withering 

Fire (3)

 1

 10 or less

 11

 -

 -

 -

 2

 9 or less

 10

 11

 -

 -

 3

 9 or less

 10

 11

 -

 4

 8 or less

 9 10

 11

 -

 -

 5

 7 or less

 8,9,10

 11

 -

 -

 6,7

 7 or less

 8,9

 10

 11

 -

 8,9

 6 or less

 7,8,9

 10

 11

 -

 10,11

 5 or less

6,7,8 

 9,10

 11

 -

 12-14

 4 or less

5,6,7 

 8,9,10

 11

 -

 15-19

 3 or less

 4,5,6

 7,8,9

 10

 11

 20-24

 2 or less

 3,4,5

 6,7

 8,9,10

 11

 25-29

 1 or less

 2,3,4

 5,6

 7,8,9

 10

 30-34

 0

 1,2,3

 4,5,6

 7,8

 9,10

 35-39

 -1

0,1,2 

 3,4,5

 6,7

 8,9,10

 40-44

 -1

 0,1

 2,3,4

 5,6

 7 ,8,9,10

 45-49

 -1

 0,1

 2,3

 4,5

 6-10

 50 plus

 -1

 0

 -1,1,2

 3,4

 5-10

 

 

 

 

 

 

 

 

 

 

 

 

Lively fire   Morale marker

 

Telling Fire Lose one stand Infantry-Cavalry Artillery damaged place morale marker

 

Deadly Fire Lose two stands Infantry-Cavalry Artillery Removed place morale marker

 

Withering fire Lose three stands Infantry-Cavalry Artillery Removed place morale marker

 

Volley and Cannonade

   4 in          8in        16 in        24 in      36 in  

 13/11

 10/7

 8/6

 6/5

 5/4      French Guard and Russian Guns

 12/10

 9/6

 7/5

 5/4

 4/3      French Line and British guns

 11/9

 8/5

 6/4

 4/3

 3/2      All other nations

 4

 3

 -

 -

 -         Guard units/ Elite pts per base

 3

 2

 -

 -

 -         Line Units pts per base

 2

 1

 -

 -

 -         Militia pts per base

 

 

 

 

 

 

 

 

 

 

 Artillery  X/Y X=heavy guns Y=horse and medium guns

 

Modifiers firing into flank or square or column X2

 

Light infantry firing as skirmishers 1/2 fire points

 

Firing into Light infantry as skirmishers 1/2 fire points    

                   

Fallen Leader roll each time a base is removed D10 1,2,3, 4 dead 5 or higher leader is fine

 

Morale marker half fire ½

 

Damage marker on gun ½ half fire

 

Artillery move and fire 

 

Artillery may fire 4 inches over target and 4 inches at target between your own troops.

 

Note:  Wellington, Blucher and Napoleon may only be killed by Melee and not by fire pts.

 

 Bayonet and saber Melee       D10                                                                                                                                                                                                                                                                            

Any unit that has to retreat place a morale marker

 7 or more

 Defender retreat full move back, two boards loss, 1 leader and one battery loss

Attacker suffers no loss   take position.                                                                         

 4,5,6

 Defender retreat full move back one board loss, one battery loss

Attacker Suffers no loss take position.

 1,2,3

 Defender retreat full move back

Attacker suffers no loss take position 

 0

 Defender retreat full move back

 Attacker retreat full move back

 -1-2-3

Attacker retreat full move back

Defender suffers no loss hold position

 -4-5-6

Attacker retreat full move back one board loss

Defender suffers no loss hold position

 -7 or more

 Attacker retreat full move back two board loss 1 leader captured

 Defender suffers no loss hold position

Modifiers: a full move back is 6 inches infantry artillery and 12 inches for cavalry. Place morale marker

Militia -1

Line 0

Light infantry/Elite+1

Guard +2

Charging +1

Out number defender by 2 to 1 in bases +2

Cavalry charging infantry in open +2

Lancers charging infantry +1

Heavy Cavalry +1

Armored cavalry +2

Flank Attack +2

Rear Attack +3

Attacker in column formation +1

Square +3

Defending in cover 1,2,3 Hill is plus 1, Woods +2  House +3

Per base loss -1

Officer value? May only use one officer

Supported unit +2 a second line of troops in support.

Note: The guard heavy cavalry get a plus +1 for being heavy and +2 for being guard. Total of +3

Old Guard Cavalry and Scott Grays All other Heavy cavalry are elite.

 Morale chart: D10

 10 higher

 Unit rallies may move normally recovers 2 base on 6 or higher plus morale value and one officer roll twice

 7,8,9

 Unit Rallies recovers 1 base on a 6 or higher plus morale value plus one officer

 5,6

 Unit Rallies recovers 1 base on a 6 or higher plus morale value plus one officer

 3,4

 Unit falls back full move facing the enemy remove marker lose 1 base 5 or less add morale and one officer to roll

 1,2

 Unit falls back full move facing the enemy check marker lose 2 bases  5 or less add morale and one officer to roll

 0

 Routs remove the unit

Full move back is 6 inches for infantry and artillery and 12 inches for cavalry no terrain penalty.

Modifiers:

Militia -1

Line 0

Light infantry /Elite / Heavy cavalry +1

Guard +2 Note this Guard is added for Guard Cavalry and Artillery of guard level. Along with infantry.

Per base loss -1

Officer value may only use one officer

French units also receive an added +1 to morale due to better officer control.

 

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