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L'Ordre Mixte

 By Steve Burt (shubniggurath@fluffycat.co.uk)

Introduction

 

This set of rules is a Napoleonic supplement to the excellent 'Fire and Fury' set for the American Civil War. It allows players to simulate Corps and Army level combat in the Napoleonic wars. The basic unit is the Brigade, and the rules emphasise playability

 

The following are the main differences from 'Fire and Fury':

 

 

Scales

 

1 Figure = 100 men (each base is 400 men) for 25mm

(1 Figure = 50 men, each base is 200 men, for 15mm)

1 Gun Model = 10 guns

1 Move = 30 minutes

1" = 50 yards

 

Organisation

 

Figures are organised in Brigades, each of which consists of a command base (with flag) plus one or more other bases. Cavalry are based in twos on a 40mm square base. Infantry in fours on a 30mmx40mm base. Guns are based on 60mm square when deployed (60x80 for 12pdr), 40x80 for limbered foot and 40x120 for limbered horse guns. Skirmishers are based on 60x40.

 

For identifying brigades, I recommend sticking a piece of plastic card about 20mmx5mm vertically on the back of the base, like a small label. You can then write on this the name of the brigadier with an OHP pen, and wipe off the name after the battle. Use pens of the same colour as the divisional commander to identify who belongs to which brigade. This seems a better system than sticking labels under the base.

 

Skirmishers

Brigades designated 'light' may deploy all their bases (except the command stand) in open order. Such brigades may only operate in single line formation.

Skirmishers suffer no penalty in rough going, but cannot use roads. It takes half a move to go in our out of skirmish formation. Skirmishers may also be deployed as Permanent Detachments

 

Troop classification

As well as the Veteran/Average/Raw classification which changes a brigades morale levels, troops may be classified as GUARD or MILITIA. Guard get a +1 on Manouevre & Melee, Militia a -1.

It is possible to have Raw Guards or Veteran Militia, so this gives a total of 9 classifications.

 

Movement

 

Troop Type

Normal

Road

Rough

Obstacle

Infantry

12"

x2

x12

-3"

Cavalry

18"

x2

x13

-3"

Leaders

18"

x2

x12

-3"

Foot guns

8"

x3

x13

-4"

Horse guns

12"

x3

x14

-6"

Passage of lines - 3" for Infantry or cavalry, 6" for guns

(Skirmishers may pass through & be passed through without penalty).

 

 

Manoeuvre Table

 

Roll for each brigade wishing to move - except that a disordered brigade MUST roll.

 

Score

Good Order

Disorder

1<

Retire full move

Quit the field

2,3

Disengage out of musket range

Broken, lose base & retire

4,5

Hold ground (no FC)

Wavering - hold in disorder

6,7

Tardy - Half move (may FC)

Shaken - Rally & Hold Ground

8,9,10

Well Handled

Rally & Half move (may FC)

11>

Well handled

Rally with Élan!

May not move within 2" of enemy unless contacting

May only contact enemy on„ Well Handled or„ Rally with Élan.

 

+1 per attached corps or division leader, or exceptional brigadier

+1 if in column or Guard

+2 Fresh

+2 Attached exceptional corps/division leader

-2 Spent

-1 If Austrian, Prussian before 1809, Spanish, Militia

-2 Close order troops trying to move in bad going

-1 Out of command radius

-2 More than a normal move from commander

 

 

Command Radius is 8" for a division leader (12" if exceptional, 6" if poor), 18" for a corps leader (24" if exceptional, 12" if poor).

 

A unit which tries to move and fails in bad going becomes disordered.

 

Formation change

 

Any formation to any other takes a half move, but no base may exceed a normal move if doing this. If a base has to move further, it takes a full move (and may not be done if 'Tardy' was rolled).

Legal formations are:

LINE - single line of bases, command stand on the right (Only formation if skirmishers). Infantry only.

SUPPORTED LINE - two deep, command stand at right front

COLUMN OF ROUTE - single column of bases, command stand at the front

(this is the only formation which can use roads)

COLUMN OF ATTACK - two wide column. Infantry only.

 

 

Firing - ranges and effect

 

Infantry

4" - 1

Rifles 6" - 1

 

 

Foot Artillery

4" - 10

12" - 3

18" - 2

24" - 1

Horse Artillery

4"-8

8"-3

12"-2

20"-1

Heavy Artillery

4"-12

16"-4

24"-2

32"-1

(Canister range is 4" in all cases)

 

Only one rank of bases can fire EXCEPT before charge combat is resolved, when two ranks involved in the combat may fire.

 

Fire modifiers

 

x12 Disordered or low on ammo. Damaged battery firing.

(Artillery low on ammo may only fire canister)

x2 Enemy enfiladed or in column of route

+1 Enemy in column of attack, supported line, changing formation

+1 Firing at cavalry, limbered artillery.

+1 British in single line firing

-1 Target in soft cover

-1 Target skirmishers, staff officers, unlimbered artillery

(Only applies if target in open ground)

-2 Target in hard cover

-3 Target in entrenchments

 

 

Musketry & Cannonade table

 

Fire Points

Desultory

Lively

Telling

Deadly

Withering

12

0-10

11+

 

 

 

1

0-9

10+

 

 

 

2

0-8

9-11

12+

 

 

3

0-8

9-10

11+

 

 

4

0-7

8-10

11+

 

 

5

0-6

7-9

10+

 

 

6,7

0-5

6-8

9-11

12+

 

8,9

0-5

6-8

9-10

11+

 

10,11

0-4

5-7

8-10

11+

 

12-14

0-3

4-6

7-9

10+

 

15-19

0-2

3-5

6-8

9-11

12+

20-24

0-1

2-4

5-7

8-10

11+

25-29

0

1-3

4-6

7-9

10+

30-34

 

0-2

3-5

6-8

9+

35-39

 

0-1

2-4

5-7

8+

40-44

 

0

1-3

4-6

7+

45-49

 

0

1-2

3-5

6+

50+

 

0

1-2

3-4

5+

 

Effects

Desultory          No effect

Lively               Target disordered, Artillery silenced

Telling  Target disordered & one base lost. Artillery damaged & silenced.

Deadly Target disordered & two bases lost. Artillery wrecked.

Withering          Target disordered & three bases lost. Artillery wrecked.

 

Special Fire Effects

 

A roll of 11 or 12 before adjustment means that the firers are low on ammo, and that the target may suffer an officer casualty.

(Roll on the 'Fallen leader table')

 

A brigade which is low on ammo must withdraw out of musket range. A battery must limber up and move back a move as if silenced. As soon as it is out of range of any enemy, the marker is removed.(At the end of the friendly move)

 

 

Melee

 

Eligible stands:

All except march column count all stands

March only counts first two stands

Lines may count 2 deep

 

All eligible stands on both sides may fire before a melee.

 

Both sides roll 2 dice and add or subtract factors as shown below.

The difference is then cross referenced with the Charge Table.

 

Charge Table

 

Difference

Effects

7 or more

Swept from the field. Defenders retreat full move disordered/silenced. One stand captured, one flees. Leader & battery captured if present. One extra stand is captured for each difference over 10. Attackers break through & must charge half move toward nearest enemy.

4 to 6

Driven Back. Defenders retreat disordered/silenced beyond musket range. One stand flees. Battery damaged. Attackers may carry position or break through.

1 to 3

Hard Pressed. Defenders disordered and recoil 2". Batteries silenced & withdraw beyond musket range. Attackers carry the position

0

A desperate struggle. Both sides disordered & lose 1 stand. Roll again with adjusted modifiers.

-1 to -3

Assault checked. Attackers disordered & recoil 2"

-4 to -6

Assault falters. Attackers retreat in disorder beyond musket range. One stand flees.

-7 or less

Charge repulsed. Attackers retreat a full move in disorder & one stand flees. One leader & stand captured. An extra stand is captured for each difference over -10.

 

 

 

Modifiers

+1        Attached leader or exceptional brigade commander (not cumulative)

+2        Fresh

-2         Spent

+1        French charging

+1        Russians defending

+1        Cavalry

+1        Cavalry charging

+1        Armoured cavalry

+1        Lancers charging

+1        supported (friends within 1/2 move to rear)

+1        Breakthrough charge

-1         Outnumbered 3:2

-2         Outnumbered 2:1

-3         Outnumbered 3:1 or more

-1         Disordered

-1         Low on ammo

-1         Each stand lost during fire phase or desperate struggle

+1        Defending hill, ford, woods

+2        Defending Sunken road, stone wall, buildings

+3        Defending trenches or fieldworks

-3         Defender outflanked.

-5         Defender surrounded.

+1        Guards

-1         Militia

 

Detachments

 

A Detachment is a single base. It may only ever be deployed in hard cover.

Detachments are of two sorts - temporary (made by a brigade to defend cover) or permanent (made at the start of a scenario). To make a temporary detachment, or for a detachment to rejoin its brigade, counts as a formation change. The base is placed up to 1 move away from the brigade in cover. A detachment may not move except to rejoin its parent brigade. It may fire and melee normally, although it may never initiate melee. Detachments ignore disorder results, and are destroyed by any other result.

Permanent detachments (e.g. groups of riflemen in houses) may not move at all.

 

 

 

Command and Control

 

A commander who is not in command radius of his superior has his command radius reduced by one grade. A poor commander loses his command radius completely. Check command and control for commanders at the start of the move. Mark out-of-command commanders.

 

Fallen Leaders

Roll

Result

2

Felled by sniper

3

Crushed under falling horse

4

Mortally stricken

5

Shot dead in the saddle

6

Grievously wounded

7

Disabled

8

Coolly ignores the fire                                       No effect

9

Horse shot out from under but unscathed                       No effect

10

Staff officer struck                                                        No effect

11

Coat pierced but unscathed                                           No effect

12

Mere flesh wound                                                         No effect