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.