Napoleonic Wargames Rules
By Steve Burt (shubniggurath@fluffycat.co.uk)
1. Scale
1" = 25 yards
1 figure = 30 men
1 turn = 15 minutes
2. Organisation
Units are organised into battalions of between 20 and 30 figures (for cavalry, squadrons of 12-18 figures). These are grouped into brigades of 2-4 battalions. Generally, armies with good command control should have 2 battalions to a brigade, those with poor control (Austrian, Spanish), 3 or 4 battalions.
Each brigade has a Command element, which has a flag, officers, and so on. A unit's orders may only be changed when it is in contact with its command element.
Artillery and skirmishers do not require command elements, and may always change their orders each move.
3. Sequence of play
1. Change orders
2. Roll for initiative. Higher chooses who goes first
3. Perform compulsory moves - Routs, Pursuits, Retreats
4. Declare Assaults
5. Perform Manoeuvers
6. Perform Reserve movement
7. Move command elements
8. Regroup
9. Firing
10. Assault reaction
11. Resolve assaults
12. Morale tests
Within each phase, players alternate declarations/moves.
4. Orders
At the start of each turn, players may change the orders of all units which are in contact with command elements by placing an order chit beside each unit (face down if it is desired to conceal the orders). Units not in contact with a command element must continue to obey existing orders.
Valid orders are as follows:
RESERVE Unit may use reserve movement, but may not fire or engage in combat. Once a unit has left reserve status, it may never return to it. Committing reserves lowers Army Morale (qv).
MANOEUVER Unit may move or change formation, but not fire or engage in combat. Artillery may limber/unlimber.
FIRE Unit may fire. It may move up tp 1/2 a move forwards or 1/4 backwards. It may not change formation or engage in combat.
ASSAULT Unit may not fire, and MUST attempt to assault an enemy unit in charge reach. Cannot be used by artillery or skirmishers.
REGROUP Unit may regain organisation and lost morale. It may not move, nor engage in combat of any sort.
Special cases:
Generals and ADCs never need orders, and can be moved as the player pleases.
Skirmishers and guns may be given orders each turn regardless of whether they are in contact with a command element.
5. Movement
Once orders have been set for the move, units are moved in the following order:
1. Assaulting units designate the unit they are trying to assault. Both units are marked, and the assaulters are moved half the distance to the assaulted unit. Units being assaulted react in the Assault Reaction Phase.
2. Units with manoeuver orders may move or change formation.
3. Units with reserve orders may move. Reserves which are to be committed to support an assaulted unit must be designated at this stage - even if the assault does not go ahead, they are still committed; this makes feint attacks a real possibility.
Troop type
Move
Charge
Reserve
Infantry in column
6"
8"
12"
Infantry in line
4"
6"
8"
Infantry in square
3"
NA
6"
Skirmishers
8"
NA
16"
Heavy cavalry
10"
12"
20"
Light cavalry
12"
16"
24"
Foot guns
6"
NA
12"
Horse guns
9"
NA
18"
Staff officers
24"
Wagons
6"
A road adds 2" but only to troops in column
Limbering/unlimbering guns takes half a move
A wall or hedge takes a half move to cross; it is impassible to artillery and other wheeled vehicles.
Woods reduce formed infantry moves by half, and cavalry by three-quarters.
Fordable rivers reduce speed by half; they are impassible to artillery and wagons.
Crossing an obstacle, or moving in difficult terrain, causes formed troops (not skirmishers) to lose a point of order each move.
Obliquing counts double distance.
6. Firing
Only troops with FIRE orders may fire. Up to 2 ranks of infantry (1 of cavalry) may fire.
Weapon type
Short
Medium
Long
Carbines
2"
4"
6"
Muskets
3"
6"
9"
Rifles
4"
8"
12"
4pdr cannister
3"
6"
9"
6pdr cannister
4"
8"
12"
9pdr cannister
5"
10"
15"
12pdr cannister
6"
12"
18"
Howitzer cannister
4"
8"
12"
4pdr ball
12"
24"
36"
6pdr ball
16"
32"
48"
9pdr ball
20"
40"
60"
12pdr ball
24"
48"
72"
Howitzer shell
16"
32"
48"
Procedure: Roll 1 dice for every 4 figures or 1 gun firing.
(A group of 3 left over counts as 4. 1 or 2 have a subtraction)
Artillery firing cannister roll 2 dice per gun.
Here and elsewhere, a 7 is obtained by a 6, followed by 4,5,6 and so on. A score of 10 or more cannot be achieved
A 5 or 6 is a hit, modified as follows:
Add 1 to score required for:
Long range
Moving
1 or 2 figures firing
Target in any cover
Firers shaken
Deduct 1 for
Artillery firing at more than two ranks
First volley of day (not skirmishers)
Short range
For each casualty, roll a dice, a 5 or 6 saving, modified as follows:
Add 1 to score required for:
Being shot at by artillery, if not in hard cover
Deduct 1 for
Troops in hard cover shot at by small arms or cannister
Skirmishers or artillery crew
Hits on artillery - rather than keep track of crew casualties, roll 1 dice after each casualty sustained. If the
dice comes up higher than the number of crew manning the gun, the gun is out of action. (guns have 3 crew for 4pdrs, 4 for 6 or 9pdrs, and 5 for 12pdrs). For a hit by ball or shell on a gun, a total equal to or higher than the number of crew destroys the gun. The same technique can be used to avoid marking casualties on multi-based figures.
7 . Unit cohesion
All units start formed, except skirmishers and artillery, which start unformaed, and can never be formed. As they lose order, they become unformed, disordered, shaken, and then rout.
Markers should be placed behind the unit for each level of order lost. Units may reorganise and regain a level of order if they have a reform order.
Being shaken affects shooting ability, morale and melee
Being disordered affects morale and melee
Being unformed affects melee only.
When units recover from rout, they become shaken.
8. Morale
When called upon to take a morale test, a unit rolls 1 dice and tries to equal or exceed a score according to its morale class:
A - 2
B - 3
C - 4
D - 5
E - 6
Test when:
Taken 10% casualties from fire this move
Trying to Assault
Being Assaulted, or supporting assaulted unit
Indecisive melee
Seeing friends routing
Loss of army morale
Trying to rally from rout or pursuit
Modifiers are as follows:
+2
No enemy in sight
Testing to charge skirmishers or routing troops
Testing to charge flank or rear
C in C with unit
Being charged when in square
Supported
In hard cover
+1
Advancing or pushing back
Subordinate general with unit
Being charged when in column
At least one secure flank
In soft cover
-1
Under three quarter strength
Casualties this turn
Retiring or pushed back
Disordered
Army demoralised
-2
Under half strength
Shaken
-3
Under one third strength
Routing
If a morale test is passed, the unit carries on with whatever action it was doing (or rallies from rout or pursuit). If the test is failed, the effects depend on the reason for the test:
Reason
Effect
10% casualties from fire
Lose one order class
Trying to assault
Lose one order class, don't assault
Being assaulted
Rout
Indecisive Melee
Lose one order class
Supporting assaulted unit
Lose one order class, no support
Seeing friends routing
Lose one order class
Loss of army morale
Lose one order class
Trying to rally from rout
Continue rout
Trying to rally from pursuit
Continue pursuit
Units which become SHAKEN have a compulsory Retreat move next period.
9. Assault
First, test the morale of the unit being assaulted. If this is OK, the unit and any reserves may react:
1. Units with FIRE or RESERVE orders may fire if in musket range.
2. Units with MANOEUVER or RESERVE orders may countercharge if in charge reach.
(Units with ASSAULT orders MUST countercharge)
3. Units with RESERVE or MANOEUVER orders may evade
4. Any unit (or units with other orders) may hold
To evade, turn the unit round, and move it a normal move backwards, +/- the throw of two dice (one plus, one minus).
Once the assaulted unit has reacted, the assaulters test morale. If this is good, they move into contact.
Roll 1 dice for every 4 figures in contact:
A 5 or 6 is a hit, modified as follows:
(Troops is square or behind any cover cancel any impetus/first contact bonus).
Add 1 to score required for:
1 or 2 figures assaulting
Target in any cover
Disordered
Cavalry attacking square
Light cavalry attacking formed troops
Add 2 if
Shaken or routing
Deduct 1 for
Charging or following up
In deeper formation than enemy at first contact
Close order troops fighting open order
Fighting enemy flank or rear
Opponents shaken
Cavalry against disordered, shaken or routing troops
Deduct 2 for
Armoured cavalry or lancers at first contact
Opponents routing
For each casualty, roll a dice, a 5 or 6 saving, modified as follows:
Add 1 to score required for:
Unformed, disordered or shaken
Downhill of enemy
Deduct 1 for
Armoured cavalry
Compare casualties after combat. If one side has scored more (but less than twice as many), the other is pushed back. If one side has scored at least twice as many, the other side breaks. After an indecisive melee (in which neither side breaks), BOTH sides test morale.
10. Army Morale
An army starts off with a (secret) morale rating. Typically, this would be roughly equal to the number of units in the army for an average army, less for a poor one, and more for a good one. Every time a unit ROUTS or leaves RESERVE status, the army morale drops by 1. When it reaches 0, ALL units in the army
must take a test (with -1 for 'demoralised army'). Units failing the test lose an order level at once, and all units will get this extra -1 for the rest of the battle (of course, they MIGHT still win).
11. Forced changes of orders
A unit with RESERVE orders loses this state if it takes casualties from small-arms fire, is committed as a result of an assault, or is itself assaulted. If it is giving support, its state will change to FIRE or ASSAULT. If it is assaulted or takes small-arms casualties, its state will change to MANOEUVER.
A unit which rallies from rout or pursuit will automatically have REFORM orders, as will a unit which EVADES. Any unit which has been in melee with come out with REFORM orders.
12. Formation changes
Formation changes take place at the rate of one base frontage change per quarter move. Legal formations are:
Column - one or two bases wide. More ranks than bases width deep.
Line - one or two bases deep.
Square - facing 4 ways as equally as possible.
Open order - double width - only legal for skirmishers.
Units may interpenetrate, but if close order troops do this, both bodies lose one order class. Skirmishers may always pass through and be passed through without penalty. It is legal to charge through friendly troops in melee to support the melee.
Generals may take over command of a unit, but MUST then stay with it until it comes under its brigade commander again.