Additional Rules

Bill's Fast Play Napoleonics

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

Unit Basic Road Charge Rough
Infantry line 6 nill 8 1/2
Infantry Column 9 12 11 1/2
Light Infantry 9 12 0 1/2
Light Cavalry 15 18 22 1/2
Heavy Cavalry 12 15 18 1/2
Foot Artillery 6 9 - 1/2
Horse Artillery 9 12 - 1/2
Foot Officers 16 - nill
Mounted Officers 24 - nill
  • Hills Loose 1 inch per level
  • Fences lose 1 inch and to enter a building is rough
  • Woods are rough ground Cavalery many not enter but may melee at the edges
  • May change formation before or after your move
  • Squares may not move Squares may not fire

Fire Combat Effects(1D10)

  • Die roll Modifer for cover -1,-2,-3
  • Die roll Modifer +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---
29 or less1011--
39 or less1011--
4 8 or less9 1011 - -
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 less6,7,8 9,10 11 -
12-14 4 or less5,6,7 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 -10,1,2 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 Maker

  • Telling Fire lose one stand infantry-Cavalry Artillery damged place morale marker
  • Dealy Fire lose tow stands infantry-Cavalry Artillery removed place morale marker
  • Withering Fire lose three stands infantry-Cavalry Artillery removed place morale marker

Volley and Cannonade

4 inch8 inch16inch24inch36inch 
13/11 10/7 8/6 6/5 5/4French 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 3/2All 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

0

  • Defender retreat full move back
  • Attacker retreat full move back

-1-2-3

  • Attacker retreat full move back
  • Defender 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 less

  • 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