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GDA2

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100% found this document useful (6 votes)
6K views118 pages

GDA2

Uploaded by

Divine Wind 69
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
You are on page 1/ 118

Published in the United Kingdom by

Reisswitz Press Ltd © 2024

Email: sales@toofatlardies.co.uk
Web: http://toofatlardies.co.uk

Design & Layout by Studio Lard

Front Cover illustration by Richard Clarke and Studio Lard


with minor assistance from Édouard Detaille

All rights reserved. No part of this publication may be reproduced, stored


in a retrieval system or transmitted in any form, or by any means, electronic,
mechanical, photocopying, recording or otherwise without the prior permission
of the publisher and copyright holder.

David.C.R Brown has asserted the moral right to be identified as the author of
this work

©Reisswitz Press 2024

ReisswitzPRESS
INTRODUCTION
″My Brigade moved in attack columns up the hill as if on the parade ground, tirailleurs covered our front
while the 69th and two battalions of the 76th changed into line. Once at 100 paces from the enemy line, we
opened fire with such rapid and deadly volleys that our firepower broke the Austrian infantry in front of us″
General Roguet, Elchingen, 1805.

Welcome to the second edition of General d’Armee, and reserves committed to the right place and at the
a game designed to allow Divisions or entire Army correct time will be what wins the day. Nothing is
Corps to fight the battles of the Napoleonic Wars on guaranteed, but the better the plan, the better the
the table top. chance of success and ultimate victory.

Each Division consists of a number of Brigades, Rule Support


each commanded by a Brigadier. These Brigades Player support is readily available through the
are made up of the individual infantry battalions, dedicated forum on the TooFatLardies and Reisswitz
cavalry regiments and artillery batteries that will do Press website as well as the General d’Armee
the player’s bidding in their attempt to gain a famous Facebook page and on the TooFatLardies YouTube
victory. channel.

The player represents the force Commander-in-Chief David C.R. Brown


who, through use of Aides de Camps, attempts to Christopher Brown
bring command and control to the battlefield; to 2024
stamp their influence where chaos could otherwise
reign. However, this is a challenge. Using this
command influence to the best effect will determine
which army achieves success.

This second edition puts the emphasis on the


challenges of command. The player needs to think
as a General, they cannot spread their command
focus across their entire force but, rather, must
concentrate on the critical decision points where the
battle may be won or lost and their influence will tip
the scales in their favour.

Exerting command influence at the key moments


combined with a judicious use of supporting units

1
CONTENTS
Chapter One, The Armies 4 Chapter Six, Aides de Camp 25
1.0 Assembling Your Armies 6.0 Aides de Camp
1.1 Basing 6.1 ADC Availability
1.2 Tactical Units 6.2 Posting ADCs
1.3 Troop Types 6.3 ADC Taskings
1.4 Unit Formations 6.4 C-in-C Commands
1.5 Casualty Removal
1.6 Unit Formation Status Chapter Seven, Brigade Command 30
1.7 Brigade Organisation 7.0 Brigade Command Rolls
7.1 Obeying Orders
Chapter Two, The Divisional Battle 12 7.2 Hesitant Brigades
7.3 Faltering Brigades
2.0 The Divisional Battle
7.4 Turn Initiative
2.1 The Divisional Commander-in-Chief
2.2 Aides de Camp Chapter Eight, Charges 36
2.3 Commander-in-Chief Ability
8.0 Charges
8.1 Charge Procedure
Chapter Three, The Corps Battle 15 8.2 Lead & Supporting Units
3.0 The Corps Battle 8.3 Skirmishers in a Charge
3.1 The Corps Commander 8.4 Conducting the Charge
3.2 Corps Orders 8.5 Discipline Tests
3.3 Establishing a Reserve 8.6 Resolving the Charge
3.4 Caissons 8.7 Close to Combat Result
3.5 Corps Artillery Reserve 8.8 Evading
3.6 Divisional Adjutants
3.7 Corps Initiative Procedure Chapter Nine, Movement 52
3.8 Divisional Morale 9.0 Movement
9.1 Core Movement Rules
Chapter Four, Deploying the Division 19 9.2 Restrictions to Movement
4.0 The Game Set-Up 9.3 Movement of Generals
4.1 Victory Conditions 9.4 Charge Bonus
4.2 Divisional Orders 9.5 Unit Manoeuvres
4.3 Deployment 9.6 Retire to the Second Line
4.4 Committing Reserve Brigades 9.7 Formation Changes
9.8 Reforming Units
9.9 Recovering Fire Discipline
Chapter Five, The Game Turn 23
5.0 The Game Turn Overview Chapter Ten, Terrain 57
5.1 Command & Initiative 10.0 Terrain Types
5.2 Charges 10.1 Good Terrain
5.3 Movement 10.2 Rough Terrain
5.4 Firing 10.3 Severe Terrain
5.5 Combat 10.4 High Ground
5.6 End of Turn 10.5 Dead Ground
10.6 Villages, Strongpoints & Fortified Villages
2
Chapter Eleven, Skirmishing 60 Chapter Sixteen, Combat 83
11.0 Types of Skirmishers 16.0 Combat
11.1 Light Battalions 16.1 Combat Casualty Dice
11.2 The Brigade Skirmish Line 16.2 Combat Modifiers
11.3 Skirmish & Garrison Firing
16.3 Resolving Combat
11.4 Skirmishers Fire Tasking
16.4 Fight On?
16.5 Attacking Villages
Chapter Twelve, General Firing Rules 66
16.6 Attacking Strongpoints
12.0 General Firing Rules
12.1 Who Can and Cannot Fire
12.2 Firing Restrictions Chapter Seventeen, Destiny 92
12.3 Cover 17.0 Destiny
12.4 Casualty Dice 17.1 Double Six
12.5 Discipline Tests 17.2 What is Destiny
12.6 Double Six 17.3 Risk to Generals

Chapter Thirteen, Artillery Fire 69 Chapter Eighteen, Victory & Defeat 94


13.0 Artillery Fire Types
18.0 Victory & Defeat
13.1 Hesitant Artillery
13.2 Ranges
13.3 Overhead Artillery Fire Chapter Nineteen,
13.4 Artillery Firing Procedure Training Characteristics 95
13.5 Artillery Caissons 19.0 Training Characteristics
13.6 Regimental Guns 19.1 Linear Armies
13.7 Rockets
19.2 Army Training Characteristics
13.8 Setting Villages & Strongpoints on Fire

Appendix,
Chapter Fourteen, Infantry Fire 75
Divisional Organisation 100
14.0 Infantry Firing Range & Types
14.1 Troop Quality when Firing
14.2 Firing With Columns & Squares Scenario One, Albuera 107
14.3 Firing Close Order Infantry
14.4 Casualty Dice Scenario Two, Eckmühl 109
14.5 Loss of Fire Discipline
Index 111
Chapter Fifteen, Discipline Tests 78
15.0 Discipline Test Acknowledgements
15.1 Discipline Tests During a Charge The images in this rule set come from the collections
15.2 Discipline Test Procedure of the author, Alan and Michael Perry, Jim Ibbotson,
15.3 Morale Status Definitions Andy Tomlinson and Doug Birnie. Our thanks go to
15.4 Withdrawing
them all. Also, a huge thank you to all who assisted
15.5 Casualty Dice in Withdrawal or Retreat
with the playtesting, including Loughton Strike
15.6 Dispersal.
Force, Carlo Pagano and Nick Jennings.

3
CHAPTER ONE
THE ARMIES
“Good infantry is, without doubt, the sinew of the Army.”
Napoleon Bonaparte

1.0 Assembling Your Armies equivalent in inches denoted within square brackets,
General d’Armee is designed to refight Divisional e.g. 15cm [9″].
or Corps sized battles using miniature figures. The
10mm and 6mm Scales: If using 10mm or 6mm
standard tactical units in General d’Armee are the
figures on a small table, use the 28mm distances and
infantry Battalion, cavalry Regiment and the artillery
ranges but convert these directly into centimetres.
Battery. These units are represented by figures
For example, the column move distance simply
mounted on one or more bases.
converts from 9” for 28mm figures to 9cm where
smaller models are used. However, smaller figures
Ground Scale: Very approximately, 1mm is equal to
can look particularly effective when used en masse,
one yard or metre.
and with a larger playing area the 15mm distances
can be used with no changes.
Time Scale: Each Turn is a brief but unspecified
period of time during the battle; this could be as
What do I need to Play?
little as five minutes or considerably longer.
The minimum required to play General d’Armee is as
follows:
Figure Scale: The game does not use a set figure
• Two opposing armies and Brigadiers.
scale; each tactical unit is classed as Small, Standard
• One C-in-C model per side.
or Large. Players may choose how many figures they
• ADC figures or markers.
wish to use to represent these different sized units.
• Two artillery caisson models or markers per side,
representing ammunition supply.
Basing: How figures are based is not important, but
• Around ten six-sided dice per side, termed as D6.
it helps greatly if both players use a similar basing
If playing a Corps battle each commander will
system. Where armies are based differently, players
need a red, blue, white and black D6.
can make sensible allowances to compensate.
• Unit Status and ADC Tasking Markers.
• Casualty Markers, Dials or Roster sheets.
15mm & 28mm Scales: Throughout the rules, all
command influence, movement rates and ranges are Tokens & Markers
first shown in centimetres (cm) for use with 15mm Token sets are available from the Reisswitz Press and
or similar scale figures followed by the 28mm figure TooFatLardies website.
4
1.1 Basing 1.2 Tactical Units
General d’Armee is flexible enough to accommodate Tactical Units are the basic fighting units in General
a variety of basing styles or conventions. Typically, d’Armee. These are grouped together in their
a base or stand with multiple figures is used as the respective Brigades.
building block for both infantry and cavalry units.
Tactical Unit types are as follows:
We recommend that these are used as follows.
• Close Order: These are Infantry battalions,
Infantry and Cavalry Units cavalry regiments and artillery batteries.
These should have a minimum of two bases or • Skirmishers: Skirmish lines and Light battalions
stands, to allow the different formations used to be deployed in skirmish order are classed as
easily identified on the table. Skirmishers.
• Regimental Guns: These form a unique class and
For a Standard sized infantry battalion, at least four are not considered Close Order units.
bases should be used. The number of figures can
range from as few as 12, up to a more aesthetically Infantry Tactical Units are either the battalion or a
pleasing 24 or 36. Historically, your Standard Brigade Skirmish Line. Tactical Units always operate
battalion basing should produce a line formation as a single entity.
that has a frontage roughly equal to the range of a
The cavalry Tactical Unit is the Regiment, consisting
musketry volley (15cm [9”]). Large battalions should
of two or more squadrons. Very large Cavalry
have six or more bases with as many as 48 figures,
regiments of over 800 men are represented as two
whereas Small battalions may have as few as two or
separate Tactical Units.
three bases.
At the level of game we are playing, the C-in-C or
Skirmishers should be based in a loose body on Brigadier issues orders to “Regiments” rather than to
bases that can be deployed in a screen in front of, individual squadrons.
or between, other units. The number or type of
figures on a base is irrelevant as all Skirmish bases Artillery tactical Units are either the battery or
are treated as the same. regimental guns.

1.2.1 Unit Sizes


Artillery
There are three unit sizes; Small, Standard and Large.
Artillery batteries can field two or three bases with
The number of figures used and how these are based
individual guns together, or use a single “battery
is entirely at the player’s discretion; however, players
base” with up to three model cannon on it. The only should ensure that Small or Large units are visually
requirement is that batteries should not have too different in size to Standard units.
small a frontage in comparison to a Standard infantry
battalion in line and that Large batteries should have A Small infantry unit might have three bases, a
a visibly wider frontage than Standard batteries. Standard unit four, and a Large unit five or six
bases. Large 12 gun Russian batteries should also
Regimental guns are represented by a single gun have a larger frontage than Standard batteries so
model and crew. they benefit from a greater fire arc. Either use an
additional model gun or a larger base to represent
Generals this.
All commanders may be based as the player chooses.
5
The following table shows how units are rated. column and square. The vast majority could also be
called upon to skirmish, though Light Infantry tended
Unit Sizes to be the standard option for skirmish duties.
Unit/Size Large Standard Small
Infantry Over 750 425 to 750 Under 425 Recruits cannot be classed as Light infantry.
men men men
Cavalry 550 to 800 300 to 550 Under 300 Heavy Cavalry
men men men
These are Heavy Cavalry Regiments of the Guard and
Artillery 12 guns 6 - 8 guns 4 guns
Line with large, superior mounts. Many regiments
(Russian)
were also equipped with the cuirass for additional
protection or as a morale boost to ensure these
1.3 Troop Types
cavalrymen closed with the enemy.
The following troop types are represented in General
d’Armee.
Battle Cavalry
Well-trained, fresh cavalry on good mounts. This
Infantry & Light Infantry
category can also include heavy cavalry that is not as
These represent the majority troop type of the
well mounted as Heavy Cavalry regiments.
Napoleonic wars, infantrymen trained to fight in line,

Cavalry Regiments in Line and Column with an artillery battery deployed and ready to fire

Infantry battalions in Line and Column with a limbered artillery battery

6
Campaign Cavalry Elite
Cavalry regiments which have been used on regular The very best regiments of the Guards and crack Line
campaign duties with either inferior or worn mounts, units. Highly disciplined, experienced and very well
or generally second-line or Recruit graded cavalry. led. Elite units have a Discipline Test Morale Rating
Campaign Cavalry are at a potential disadvantage of 5.
when opposing either Battle or Heavy Cavalry.
Veteran
Cossacks Experienced and well-trained infantry battalions and
All irregular cavalry are classed as Cossacks. Cossacks cavalry Regiments of the Line or Guard. Veterans
form their own Brigades and may never form have a Discipline Test Morale Rating of 6.
Brigades with other cavalry types.
Grenadier
Cossacks are always Campaign Cavalry, Recruits and Units of high morale, but perhaps lacking some battle
in Small units, representing just two or three Sotnias. experience or training. Grenadiers have a Discipline
Test Morale Rating of 6.
Artillery
Line
The main field pieces of the Napoleonic wars were
This grade includes the bulk of regular Line infantry
12pdr heavy guns and 6pdr, 8pdr and 9pdr medium
battalions, cavalry Regiments of the Line, most
guns. Horse guns were lighter; mainly 6pdr, 4pdr or
artillery batteries. Line units have a Discipline Test
3pdr guns.
Morale Rating of 7.

1.3.1 Troop Grading Reservist


General d’Armee uses the following grading system These are untested formations. Reservist units have
to determine the quality of units. a Discipline Test Morale Rating of 8, or 7 if in column
or square.

7
Recruit 1.4 Unit Formations
Poorly trained units of the Line, as well as newly Unit formation can affect how troops perform on
raised conscripts or reluctant troops. Recruits may the battlefield. Formations are broken down by
not be classed as Light infantry. troop type. Descriptions of unit formations presume
figures based on multiple bases but should serve as
Recruit units have a Discipline Test Morale Rating of a guide if a different basing regime is used.
8, or 7 if in column or square.
1.4.1 Infantry Formations
Infantry have four formations which all infantry
Brigade Skirmish Line.
units can form: Line, Column, Square and Skirmish.
All Brigade Skirmish Lines have a Discipline Test
All infantry may reinforce the Brigade Skirmish Line
Morale Rating of 7. This does not apply to deployed
but only Light Infantry may operate as independent
Light battalions as these use their own troop grading.
skirmisher battalions.

For a summary of all special rules relating to troop


Line: A battalion with all companies formed side-by-
types see Chapter 19.
side. Each base should be touching its neighbouring
base with the unit in a single line of bases. The Line
Lancer Combat Bonus
was the standard infantry fighting formation.
Due to their competence with the lance, well-trained
units with this weapon gain a potential bonus in
Column: A deeper formation designed for manoeuvre
Close Combat. Lancers gain a Combat advantage if
and attack on the battlefield. This could represent a
they close to Combat with Élan. Reservists, Recruits
number of different real formations, such as Column
and Cossacks do not receive any Lancer bonuses,
of companies or Column of divisions; all are covered
even when equipped with them, as they were not
by this. Columns may be two bases wide and at
well-trained in its use.
least two bases deep. It is important to be able to
differentiate between units in Column and Line
1.3.2 Drilled Troops
formations on the table.
The Drilled Characteristic for Close Order infantry
represents troops with excellent musketry drill.
Square: A dense infantry formation designed to
Drilled infantry receive an additional one Casualty
resist attacks by cavalry. The term Square includes
Dice when firing (See Casualty Dice, 12.4). This is a
hollow square, solid square and very dense column
characteristic for Grenadier or Line infantry only; it is
formations. To represent a square, place all of the
not applied to Elites or Veterans as they already gain
unit’s bases facing outward in a square shape.
the additional Casualty Dice for firing.

Skirmish Line: This is a loose formation adopted


1.3.3 Enthusiastic Troops
by Light Infantry or Brigade skirmishers designed
The Enthusiastic Characteristic only applies to French
to screen friendly Close Order infantry, harass the
recruit and Prussian Landwehr recruit infantry
enemy, or counter enemy skirmishers. Skirmish lines
battalions. Units with the Enthusiastic trait, receive
are usually deployed in a linear formation with all
a morale grade promotion when taking a Discipline
bases forming a chain or screen.
Test caused by enemy fire. However, on the first
Discipline Test failure by any Recruit unit in that Skirmishers are particularly flexible, so may adopt
Brigade they all revert to normal Recruits. various formations such as double line or even a
column as they flow around friendly units or are
8
placed in the intervals between columns. Skirmish It will Disperse when it reaches its casualty limit, as
bases should remain within half a base width of indicated in the table shown below.
another base in the Skirmish Line.
Small Batteries and Cossack units do not have a
Brigade Skirmish Line: Each Brigade will produce its Worn rating; they Disperse upon sustaining their
own Skirmish Line, see 2.3.5. This can be increased sixth casualty.
through the Skirmishers ADC Tasking or by adding
Light Infantry. Unit casualties should be noted by placing a casualty
marker or small dice adjacent to the unit, or marked
1.4.2 Cavalry Formations on a roster sheet.
Cavalry has two formations, Line and Column. Cavalry
do not adopt Skirmish Order on the battlefield. Casualties can, in certain circumstances, be
recovered through successful charges, C-in-C
Cavalry Line: Represented by a single or double rank Commands or Destiny. This represents a significant
of bases. Small units, with only two or three bases, uplift in a unit’s morale and officers regaining
always deploy as a single line of bases.
influence over a unit.

Cavalry Column: Column formation includes several


If applicable, recovering casualties from a Brigade
historical formations such as column of companies
Skirmish Line can recover previously lost Skirmish
where the Regiment deployed in depth. A Column is
bases. In this case a single Skirmish base may be
represented by a cavalry unit that is deeper than a
Line formation returned to the Skirmish Line and marked with two
casualties.
1.4.3 Artillery Formations
Artillery has just two formations, Deployed or The staying power of Large and Elite units is assumed
Limbered. to be as good as it can be, hence a unit which is both
Large and Elite does not gain any additional benefit.
Deployed: All guns deployed unlimbered, ready for
Effect of Casualties
firing, with horse teams to the rear.
Unit Size Worn Disperse
Elite Infantry 6+ 15+
Limbered: All guns attached to the horse teams. This or Cavalry unit
was the usual formation adopted for any significant Large Infantry 6+ 15+
movement on the battlefield. or Cavalry unit (12+ if Recruits
or Reservists)
1.5 Casualty Removal Standard Infantry 6+ 12+
or Cavalry unit (10+ if Recruits
Casualties reflect a reduction in a unit’s combat or Reservists)
effectiveness. This includes loss of morale and battle Small Infantry 6+ 10+
fatigue, as well as dead and wounded, especially or Cavalry unit (12+ if Elite)
among officers and NCOs. Elite or Large 6+ 12+
(12 gun) Battery
Most Tactical units have three casualty levels. A Standard Battery 6+ 10+
Small Battery - 6+
unit with up to five casualties is considered Fresh.
Cossacks - 6+
It becomes Worn when it sustains its sixth casualty.

9
1.6 Unit Formation Status Divisions. Players should divide the infantry into
All units begin the game Formed which is defined three Brigades, each with a Regiment of three
as being in good order. During play, that status may battalions as its foundation and commanded by
change to Unformed or Retreating. This change will a Brigadier. Attach any additional infantry and
place limitations on what the unit can do. See 15.3. artillery from the Brigade and/or Corps to these
Brigades. Cavalry Brigades and any additional
infantry can also come from the Corps.
1.7 Brigade Organisation
Each Brigade is commanded by a Brigadier General.
To see examples of orders of battle designed for
A Brigade may be organised in one of the following
use with General d’Armee, we have included two
ways within the limits set out in the Brigade Sizes
example scenarios at the rear of this book.
Table below:
1.7.1 Brigade Generals
1. The players may field Brigades based on a Brigadiers play an important role in the command
historical force, with real units represented. structure. When deploying, the Brigadier should be
Additional infantry, cavalry and artillery support positioned so that all units in the Brigade are within
may come from the Corps or Army Reserve. command influence distance of 30cm [18”] in order
2. Players may field Brigades organised according to maximise their control over units in the Brigade.
to their own preference.
Brigadiers may attach to Close Order infantry or
3. Brigades may be constructed using the Army
cavalry units within their Brigade in order to add
Builder found in the Appendix.
charge and morale benefits by using the Glory
Tasking. However, when using the Glory Tasking
General d’Armee uses the following minimums and
Generals are at risk if they lose either a Charge or
maximums for Brigade organisation.
Combat. See Chapter 17.

Brigade Sizes
1.7.1.1 Brigadier Quality
Infantry Minimum Two Battalions,
One Skirmish Line There are three grades of Brigadier: Bold, Standard
Infantry Maximum Six Battalions, and Poor.
One Battery,
One Skirmish Line A Bold Brigadier gains one Brigade Command re-roll
Cavalry Minimum Two Regiments or
if using one or no Taskings on his Brigade in a Turn.
One Large Regiment or One
Regiment and
One Horse Battery Standard Brigadiers have no benefits or penalties.
Cavalry Maximum Four Regiments and
One Horse Battery A Poor Brigadier has a maximum of one ADC Tasking
Restrictions: per Turn. Their Brigade cannot adopt “Order Mixte”
• Cavalry and infantry cannot be brigaded together formation, see Chapter 19.
unless an Austrian or early Prussian formation.
• Cossacks can only form their own Brigades. Establishing Brigadier Quality
• Each infantry or cavalry Brigade is restricted to At the beginning of the game, both players establish
just one artillery battery or Regimental guns. the quality of their Brigadiers. Roll a hand of dice
• Late Prussian Brigades were effectively small equal to the number of Brigadiers in a force. Roll

10
these as one hand of dice and consult the results A Poor Brigadier is allocated randomly by rolling 1D6
table below. for each Brigade not already commanded by a Bold
or Poor Brigadier. The Brigade with the lowest score
Brigadier Quality receives the Poor brigadier. If there are Brigades that
French/Late British/Late Prussian have the same low rating, the player may choose.
One or more 6’s One Bold Brigadier

Example:
Two or more 1’s One Poor Brigadier
Austrian/Russian/Other
Two or more 6’s One Bold Brigadier
Allocating Brigadiers
Two or more 1’s OR One Poor Brigadier
A French Division has five Brigadiers. The French
Two or more 2’s
player rolls 5D6, scoring 2, 3, 4, 5 and 6. As one
6 is present, this creates one Bold brigadier,
Restrictions: which the player then allocates. All remaining
A Division has a maximum of one Bold Brigadier and brigadiers are Standard.
one Poor Brigadier. All other Brigade Generals are
rated as Standard. An Austrian Division has six Brigadiers; the
player rolls 6D6, scoring 2, 2, 3, 4, 6 and 6. As
Exceptions: a Double 6 has been rolled, this creates a Bold
Brigadier. However, two 2’s have also been
1. French: All Old Guard Brigades are commanded
rolled and this creates one Poor brigadier. The
by a Bold Brigadier and the first Middle Guard
Bold Brigadier takes command of the highest
Brigade fielded is also commanded by a Bold
troop rated Brigade, while the Poor Brigadier is
Brigadier. This is in addition to the results shown
randomly allocated with a D6 roll per Brigade.
above.
The lowest score will receive this officer. All
2. Spanish & Cossacks: All Spanish Cavalry and remaining brigadiers will be Standard.
Cossack Brigades are allocated Poor Brigadiers
before rolling for other Brigadier quality.
3. If one Brigadier, or more, has their quality set
by a scenario or National Characteristic, do not
include a dice for them in the hand rolled.

1.7.1.2 Allocating Brigadiers:


When commanding an army made up of troops
rated “French/Late British/Late Prussian”, players
allocate Bold and Poor Brigadiers to any Brigade of
their choice.

When commanding an army made up of troops rated


“Austrian/Russian/Other”, any Bold Brigadier must
be allocated to the Brigade with the highest troop
rating. If two or more Brigades have the same high
rating, the player may choose to which of these the
Bold Brigadier is attached.

11
CHAPTER TWO
THE DIVISIONAL BATTLE
We will not commit any more of our men forward. We will instead draw the enemy into our defensive
positions where our artillery can hit him and we will counter-attack and overturn his formations.″
Marshal Mortier, Durenstein, 1805.

2.0 The Divisional Battle 2.2 The Aides de Camp


General d’Armee is designed to be played as either a General d’Armee uses Aides de Camp, usually
Divisional or Corps sized battle. The Divisional battle referred to as ADCs, to represent the ability of a C-in-
is described here, with additional rules for larger C’s to influence the battle. ADCs may be represented
battles covered in Chapter Three. with Tokens, but we also recommend using models
of mounted ADC figures to show clearly where these
The Divisional battle is the standard game for most are allocated during any Turn.
pick-up games such as on a club evening. The player’s
Division will normally see the Commander-in-Chief How the ADCs are allocated and placed on the
commanding up to seven Brigades. battlefield will show exactly how the Commander-
in-Chief is using their influence at any time. ADCs are
2.1 The Divisional Commander-in-Chief used in the Command Phase, see Chapter 6.
The Division is commanded by a single General
referred to as the C-in-C. When deploying your force, The number of ADCs a force’s Commander-in-Chief
the C-in-C should be placed on table to the rear of receives is dependent upon the size of that force and
his Division. adjusted to reflect the C-in-C’s own ability.

The C-in-C has three main roles on the battlefield, as ADC Allocation
follows: Division Size ADCs
Two Brigades 3
1. Allocating ADCs to issue Orders and Taskings to
Three Brigades 4
his Brigades. See 6.3.
Four or five Brigades 5
2. Taking personal command in a crisis battlefield Six or seven Brigades 6
situation by using his C-in-C Commands. See 6.4.
3. Setting the Divisional Order to either Attack or If playing a large Divisional battle with over seven
Defend. See 4.2. Brigades (but not a Corps battle), players are advised
to add an Adjutant, see 2.3.3.

12
The number of ADCs a player has may vary as play The C-in-C’s ability level will determine how the
progresses. Each time a Brigade disperses, one ADC number of ADCs available will vary from the
is removed from play. standard allocation. Blusterers, with little command
experience, will field one less ADC than normal.
2.3 Commander-in-Chief Ability Incomparable commanders will gain one ADC.
C-in-Cs are graded as either Incomparable,
Campaigner, Commissariat or Blusterer.
To determine the quality of a force C-in-C, select the
year the battle is set in and C-in-C nationality on the
Incomparable leaders would be those rare breeds
who had a real talent for warfare, such as Ney. table below and roll 2D6.
Campaigners are trained, professional officers with a
wide-ranging experience of warfare. Commissariats C-in-C Ability
are officers hampered by inadequate staff or have French 1805-1807 ADCs
limited actual combat experience. Blusterers 2 Blusterer -1
have little command experience or are simply 3 or 4 Commissariat -
incompetent. 5-9 Campaigner -
10-12 Incomparable +1
French, Late British, Late Prussians
The quality of the Commander-in-Chief will be
2 or 3 Blusterer -1
affected by the quality of the army they command.
4 or 5 Commissariat -
French, British after 1808, Prussians after 1808 and
6-10 Campaigner -
Polish Divisions under a French army are referred
11 or 12 Incomparable +1
to as “French/Late British/Late Prussian”. These
Austrians, Russians, Other
will generally have better C-in-Cs and may benefit
2-4 Blusterer -1
from the Adjutant rule, see 2.3.3. This advantage
5-9 Commissariat -
represents the early adoption of a formal Divisional
10 or 11 Campaigner -
organisation by these armies where Generals
12 Incomparable +1
benefitted from subordinate Divisional Generals
who assisted with the command of the Division.
2.3.1 Reserve Brigades
The less able armies in the period were Austrian, The ability to hold Brigades in Reserve allows the
early British, early Prussian, Russian, Confederation C-in-C the flexibility to deploy them to the area of
of the Rhine, Spanish, Swedish and most minor the table where they are most needed during the
states armies including the Portuguese and the game. Also, keeping them off-table means that
French Revolutionary armies; these are referred to they avoid Hesitant Command Rolls, a significant
as “Austrian/Russian/Other” throughout the rules. command benefit.
These will generally have poorer C-in-Cs as these
armies suffered from a lack of a formal division Reserve Brigades are initially held off-table and
structure, resulting in more limited command. Also
brought on-table in subsequent Turns, using either
see Linear Armies, Chapter 19.
a Reserves Tasking or a C-in-C’s Commit the Reserves
Command (see Chapter 6). The player may choose
A C-in-C’s ability may be determined by the scenario
the number of Brigades they hold in Reserve, up to
or campaign being played. Alternatively, both players
determine the ability of their C-in-C before a game the limit set by the C-in-C’s ability.
begins by dicing on the following table.

13
Ability Reserve Brigade Limit 2.3.3 Adjutant
Blusterer 0 A player may benefit from an Adjutant which should
Commissariat 1 improve their command abilities by allowing re-
Campaigner 2 rolling of ADC Availability Dice. See 6.1.1.
Incomparable 3
From 1800 to 1808 any French C-in-C gains an
2.3.2 C-in-C Commands Adjutant to reflect their command superiority.
These represent the C-in-C personally intervening From 1809 onwards French, British and Prussian
in the battle to lead their troops or steady their Campaigner and Incomparable C-in-Cs will gain
men. These are significant interventions and are an Adjutant when facing either a Commissariat or
consequently limited to happening once or twice in Blusterer opponent.
a game. How often this can occur depends on the
C-in-Cs ability. 2.3.4 Caissons
Each Division has two artillery caissons. The player
Ability C-in-C Commands places the models or markers next to the C-in-C.
Blusterer 1 These have several uses during the game, see 13.5.
Commissariat 1 Players may alter the number of caissons to suit a
Campaigner 2 scenario.
Incomparable 2
2.3.5 Creating the Brigade Skirmish Line
To indicate how many such Commands are available, At the beginning of the game, each infantry Brigade
the player should have one Command Token for each deploys skirmishers to the Brigade Skirmish Line.
C-in-C Command available. The player chooses when The number of bases in a screen will vary depending
to make these vital interventions in the Command upon the number of battalions and overall skirmish
Phase of each Turn, permanently surrendering a capability but the maximum size is seven bases.
Command Token in order to do so.
There is no need to remove any figures or bases from
your battalions, just deploy the appropriate number
C-in-C Commands are specific Commands with
of skirmish bases (which can be any type of troops)
differing effects. They are covered fully in 6.4.
according to the Brigade Skirmish Line Table below.
Also see Chapter 11.

The Brigade Skirmish Line


Infantry Brigade Size Skirmish Line Size
Two Infantry battalions Three skirmish bases
Three to four Infantry battalions Four skirmish bases
Five to six Infantry battalions Five skirmish bases
Modifiers per Brigade
Two or more Elite battalions +1 skirmish base
Two or more Light battalions +1 skirmish base
Additional Light Companies attached to Brigade +1 skirmish base
Two or more Large French/British/late Prussian battalions +1 skirmish base
Two or more Recruit battalions in a Brigade -1 skirmish base
Austrian/Russian/Other Brigade 1792 to 1808 -1 skirmish base
Note: The maximum size of a Brigade Skirmish Line is seven bases.
14
CHAPTER THREE
THE CORPS BATTLE
″When you have resolved to fight a battle, collect your whole force. Dispense with nothing. A single
battalion sometimes decides the day.″
Napoleon Bonaparte.

3.0 The Corps Battle both the Corps and supporting Divisional level. The
A Corps size battle of General d’Armee will involve better the Headquarters, the more able a General
two or more Divisions with a Corps Commander was to exercise command and control over his
as the Commander in Chief. A Corps Commander formations.
refers to leaders of any rank, including Senior
Divisional Generals, French Marshals, Allied Column Players may choose a Corps Commander’s ability,
Commanders or even perhaps a General d’Armee! possibly based on the performance of an historical
character; alternatively, they can use the Corps
Commander Ability Table, below.
When both players field two or more Divisions per
side the Corps Battle rules in this section will apply
Select the year the battle is set in and the force
and a Corps Commander should be present.
nationality and roll 2D6.

3.1 The Corps Commander Corps Commander Ability


The Corps Commander has a number of functions. French 1805-1807
As a player, they will set out their battle plan and 2 or 3 Pedestrian
brief their subordinate commanders. During play, a 4-6 Experienced
Corps Commander will deploy their Divisions, giving 7 - 12 Superior
each its Divisional Order. They will nominate Reserve French, Late British, Late Prussians
Divisions and release Reserve formations. They may 2-4 Pedestrian
5-9 Experienced
issue Corps Orders once per Turn and also establish
10 - 12 Superior
the Initiative for the Turn, see 3.7.
Austrians, Russians, Other
2-9 Pedestrian
3.1.1 The Corps Commander’s Ability 10 - 11 Experienced
Corps Commanders are graded according to the 12 Superior
ability of their respective Headquarters and staff at
15
If the Corps Commander is Superior, replace one Ride the Line, the Blue Dice: The player places the
Standard Brigadier with a Bold Brigadier and gain a Blue Dice (or Corps Commander model if preferred)
Corps Adjutant. with the Divisional C-in-C.

If the Corps Commander is Experienced, replace one This permits that Division to remove one Hesitant
Standard Brigadier with a Bold Brigadier. marker at the end of the Command Phase. This is
the same as Steady the Buffs, see 7.4.1.2; however,
If the Corps Commander is Pedestrian, a Corps Order the initiative is not handed over to the opponent.
dice will be temporarily lost once used.
Important: Using the Blue dice means that dice will
Pedestrian Commanders Regaining Order Dice not be rolled in the following Turn, regardless of
To regain one or more lost Order dice, the Commander ability, as the C-in-C is now off riding the line.
must issue no Orders for one Turn. They then recover
a full hand of Orders dice in the following Turn, but HQ, the White Dice:
Dice This allows the Corps
still subject to availability dice rolls. If not, the player Commander four options.
can only roll those Order Dice they have not yet used
in following Turns, until all the dice are used. Option 1: Change one Divisional Order. This could
be changing from Defend to Attack or vice versa, or
3.1.2 Corps Adjutant: issue or change a bespoke scenario order.
This permits the player to re-roll a single score of 1 Option 2: Deploy one or more Corps Commander
from their Corps Order Dice rolls each Turn. Caissons.
Option 3: Sappeurs!: Attach sappers to a battalion.
3.2 Corps Orders This unit will gain two additional Casualty Dice when
All Corps Commanders have four different orders
it fights in a Built Up Area. These count in both
which they may issue when available.
rounds of Combat after which no further benefit is
gained. This may only be used once in a game.
In the Command Phase, the Corps Commander rolls
Option 4: Spy!: One opposing Division must re-roll
a hand of four different coloured D6, as follows:
all successful ADC rolls. This may only be used once
in a game.
A Red D6 represents the order Corps ADC.
A Blue D6 represents the order Ride the Line.
Reinforce, the Black Dice: This allows the Corps
A White D6 represents the order HQ.
Commander three options.
A Black D6 represents the order Reinforce.

A score of 3, 4, 5 or 6 on the Corps Order Dice means Option 1: Release an entire Reserve Division.
that particular order is available this Turn. The Corps Option 2: Release one or more Brigades from a
commander may then choose one of the available Reserve Division to assist and reinforce a Division
orders to play. that is on the table.
Option 3: Issue an increased Forwards Tasking (not
3.2.1 Corps Orders Defined
Charge) of 2D6cm/” + 20cm [12”] to any Brigade,
Corps ADC, the Red Dice: This allows the Corps
including any reserve Brigade deploying onto the
Commander to add one ADC to a Division’s available
table this Turn, that starts and remains outside of
ADC total for the Turn.
16
30cm [18”] from any enemy units for the entire Any Brigade or Division that is marching to join the
move. If the Brigade goes Hesitant, this Forwards battle but has not yet arrived, must form part of the
Tasking is lost. Reserve Division and is committed to action by the
Corps Commander at their time of choosing using
If releasing reinforcements, these will arrive on the the Black Corps Order dice.
rear table edge position at a point chosen by the
Corps Commander. Roll a D6 on the table below to 3.4 Caissons
Each Corps Commander is allocated one artillery
see when the reinforcement will arrive.
Caisson before the game commences. For every
two Divisions in his Corps, he gains one additional
Reinforcement Delay
Roll Delay Caisson. This is in addition to the Divisional Caissons.
1 3 Turns During play, the Corps Commander may use these by
2 to 5 2 Turns using the White HQ Corps Order dice.
6 1 Turn
3.5 Corps Artillery Reserve
A Corps Artillery Reserve may be deployed by a
Divisions receiving reinforcements do not receive
French force from 1800 and all other armies from
extra ADCs. Both Divisions use their current 1808.
number of ADCs regardless of receiving or releasing
reinforcements. A Corps Artillery Reserve consists of two batteries
formed into their own Brigade. It is classed as a
Brigade for all rules purposes and receives its own
3.3 Establishing a Reserve Division
Brigadier.
Before the game begins, the Corps Commander
may place one or more of their Divisions into a To create a Corps Artillery Reserve, the Corps
Corps Reserve which is held off-table. There is no Commander selects two batteries from any
obligation to nominate a Reserve Division, if the subordinate friendly formation prior to the start of
player does not wish to do so. the game. This acts as an independent Brigade and is
attached to a Division of the player’s choice.

Example:

Corps Orders
An Austrian Corps Commander is classed as Pedestrian. He rolls his four Corps Order Dice at the start
of the Turn. The rolls are as follows:

Red: 6, Blue: 5, White: 4, Black: 1

He may choose to use the Red, Blue or White order this Turn; the Black dice roll of 1 means that it is
unavailable. The Corps Commander decides to use the Red Dice, the Corps ADC, and passes this ADC
to a Division of his choice.

As the Corps Commander is rated as Pedestrian and has played the Red Dice in this Turn, the Red Dice
option will not be available in the next Turn. The commander has a choice; they can either roll just the
Blue, White and Black dice, or they can restore all their Orders Dice by not issuing any orders in that
Turn.

17
A maximum of two Corps Artillery Reserves may be lower ability commanders; otherwise the player who
formed per Corps. held the initiative in the previous Turn will keep it.

When using the Artillery Assault Fire Tasking, only Should players draw on the first Turn of the game,
one battery from the Corps Artillery Reserve may the players should roll 1D6 each, the higher score
use the Tasking unless the player spends one artillery winning.
caisson. If a caisson is used, both batteries will gain
the Artillery Assault Fire benefit. See 13.5. 3.7.1 Double Six!
Where the final 2D6 score is a double six, prior to
Corps Artillery Reserves fire as per normal rules any re-rolls, this will generate an additional C-in-C
when engaging targets but are not obliged to return Command which the Corps commander immediately
fire on enemy artillery engaging in counter-battery allocates to a C-in-C of their choice.
fire.
3.8 Divisional Morale
3.6 Divisional Adjutants As soon as a Division loses 50% or more of its
Brigades, it is classed as Combat Ineffective.
If a French Corps has at least two more Incomparable
and/or Campaigner Divisional Commanders than the
For each combat-ineffective Division, the Corps
Allies, then all French Divisions gain an Adjutant. Commander’s ability drops by one level. Where
this happens to a Pedestrian Corps commander,
3.7 Corps Initiative Procedure remove the Blue Corps Order Dice from play for the
Both Corps Commanders start each Turn with a hand remainder of the game.
of 2D6. This is then modified by adding one further
D6 for each Division with two or more Hesitant
Brigades and a further D6 for each Faltering or
Dispersing Brigade in this Turn.

Roll all the dice together and select the lowest two
dice scores. The total of these two dice is your final
score. However, each Scouts Tasking played in the
Turn allows the player to re-roll one of these two
final dice.

The player with the higher resulting score will win


the initiative for the Turn. Where a draw occurs,
higher ability commanders will win draws against

Musings of the Marshal

If you wish to go for the full battle experience and deploy multiple Corps,
simply represent a historical Brigade with one Standard model battalion.
Your wargame Brigade now becomes a historical Division. All other rules
stay the same to ensure a fast moving game. A great example of this is the
Little Wars TV YouTube episode on Austerlitz.

18
CHAPTER FOUR
DEPLOYING THE DIVISION
“Saint Hilaire’s Division approached the windmill at Krippendorf....with the 36th, 43rd and 55th Line
Regiments in the first line, the 10th Légère Infantry Regiment in the second line, with the artillery in the
intervals and the cavalry Brigade on the right flank.”
Capt. Bressonnet, 1806.
4.0 The Game Set Up Tactical Objectives should be placed in the Defender’s
A typical General d’Armee battle represents the deployment area, but not within 20cm [12”] of their
start of offensive action. Brigades and Divisions have table edge. This can vary according to the scenario.
moved up from their initial deployment areas and
are now ready to join in battle. Losing a Tactical Objective will incur an initiative
disadvantage, see 7.4. Regaining the Tactical
At the beginning of each game players should discuss Objective will cancel this disadvantage and the
and define terrain, identifying areas which may opponent will now incur the disadvantage instead.
affect play such as built-up areas or broken ground.
After this Victory Conditions and Tactical Objectives 4.2 Divisional Order
should be set for both sides. The Divisional Order indicates whether your Division
is attacking or defending in the battle. In any battle
4.1 Victory Conditions
or scenario, the attacking force has an Attack Order
The scenario should include Victory Conditions,
and the defending force has a Defend Order.
such as control of a key terrain feature, destruction
of a number of enemy Brigades, holding out for a
When on an Attack Order, the Brigades in a force
set number of game Turns or some other objective
may manoeuvre as they see fit, whilst maintaining
which sets the scene for the action.
their relative positions in the battle line.
4.1.1 Tactical Objectives
A Tactical Objective is a stepping stone towards When on a Defend Order, Close Order infantry and
battlefield victory. A Tactical Objective can be a foot artillery may not advance any further forward
village, Strongpoint, hill, redoubt, river crossing or than a line running across the centre of the table
similar which is usually part of the scenario Victory which is the limit of their initial deployment. Where
Conditions. Corps games can have multiple Tactical a terrain feature, such as a village, straddles that
Objectives across each Divisional sector of the line, troops on a Defend Order may fully occupy it.
battlefield.
19
Infantry Brigades may manoeuvre in their half of the Brigade units may be initially deployed in any
table as they see fit as long as they maintain their permitted formation.
relative position in the battle line.
4.3.1 Defender’s Deployment
Cavalry, horse artillery and skirmishers from a The Defender uses D6’s to mark the Deployment
Division with a Defend order are not limited in their Areas of all the Brigades which are deployed on-table
movement and may always act as though under an and not held in Reserve. No troops are deployed at
Attack order. this stage, but the number shown on the D6 should
indicate a specific Brigade from the player’s order of
A Defend order can be amended using the Redeploy battle. Where more than six Brigades are present in
Tasking, which permits attacks beyond the half-way a force, simply use 2D6 for Brigades numbered 7 or
line, see 6.3. above.

Note: Exactly how Brigades attack or defend is up The position of the D6 corresponds to where that
to the player. There is no obligation for Brigades to Brigade’s Brigadier General is on the table. When the
advance at a certain speed or declare a Charge until Brigade is actually deployed, the player can position
the player determines to do so. all units as they wish within the Brigadier’s Command
Influence range of 30cm [18”] of the placed D6.
4.3 Deployment
How a force deploys will depend on its orders. All Dummy Deployment Areas
Brigades are deployed on-table at the start of the The Defending player always places one extra
game, unless they have been held in Reserve. Reserve D6 which is a “dummy” containing no troops but
Brigades remain off-table and can be deployed to helping to create the fog of war. Each Reserve
the table in subsequent Turns. Brigade held off-table will generate a further
Dummy D6. The Defender may mark any Dummy
Attacker’s Deployment Area Deployment Areas with any number desired so as
All of the Attacker’s Brigades are deployed within not to signal to the Attacker which D6 are Dummy.
20cm [12”] of their rear Table Edge. The Good
Scouting result permits an Attacking Brigade to
deploy further onto the table, as outlined below.

Defender’s Deployment Area


The Defender will normally deploy their troops up
to the centre of the table measured from their rear
table edge. This may be varied according to the
scenario.

When initially deployed onto the table, Brigades


must have their own Deployment Area which should
not be shared with or overlap with other Brigades.
Brigades may not make drastic alterations to their
position in the battle line unless given a Redeploy
Tasking, see 6.3.
20
Example:

Deployment
A British player has four Brigades committed on-table and one in Reserve off-table. They mark four
Brigade Deployment Areas and two Dummy Deployment Areas using D6.

The first dice placed, showing a 1, is the Highland Brigade on the right flank. The second dice, showing
a 2, is a KGL formation deployed in the centre. The third dice, showing a 3, is a Dummy. The player
is mixing their dummy dice in with the real ones to confuse their opponent. The fourth dice is a Light
Brigade, also deployed in the centre. The fifth is a Dummy while the final dice, marked with a 6 is a
Portuguese Brigade deployed on the left flank. The player notes each number shown on the D6 against
the matching Brigade listed in their order of battle.

4.3.2 Scouting Finally, the Defender now deploys all of their


Once the Deployment Areas are marked with dice, remaining Brigades which are not held in Reserve.
the Attacker then conducts Scouting in an attempt Brigade units must be deployed within the Brigadier’s
to reveal the Defender’s Brigades. Three Scouting command influence of 30cm [18”].
attempts are normally made against enemy
Deployment Areas. However, if the Defender has six Once deployed, Brigades must keep their position
or more Brigades in their Division, this is increased in the Divisional battle line unless subsequently
deployed using the Redeploy Tasking.
to four attempts.

Good Scouting!
Scouting attempts are resolved with the Attacker and
If the Attacking player is successful in two or more
Defender both rolling one D6. If the Attacker rolls
Scouting attempts, they may choose to deploy
higher than the Defender, the Brigade is revealed. If
one Brigade a further 20cm [12”] onto the table;
the Defender rolls higher, or the roll results in a draw,
however, this cannot be within 20cm [12”] of any
the Brigade is not revealed. A revealed Brigade must enemy Close Order troops or an enemy Brigadier’s
now be deployed onto the table within the Brigadier deployment dice.
General’s command influence range.
4.3.3.1 Hidden Brigades
The Attacker uses their Scouting attempts against Both players may choose to keep one Brigade hidden
any of the Defender’s Deployment Areas, including if it is initially deployed completely out of line of sight
multiple attempts against one position. of the enemy, such as behind a ridge, large hill or
large wood and has not been Scouted if a defending
4.3.3 Final Deployment Brigade.
After Scouting is completed and any of the
Defender’s Brigades that have been revealed have Place the Brigadier General on the dice location. He
been deployed onto the table, the Attacker deploys may not move until the whole Brigade is subsequently
deployed. Any artillery can be deployed as normal.
all of their Brigades that are not held in Reserve into
All other units remain hidden.
their Deployment Area.
21
Example:

Scouting
The French player first selects the British dice showing 1, (the Highland Brigade) and rolls a D6, scoring
3. The British player scores 4, so the scouting attempt has failed.

The French player now selects the D6 showing a 2 (the KGL) and rolls a D6, scoring 6. The British player
rolls 2, so the scouting attempt is successful and the British player now deploys the KGL formation
on-table. Finally the French player selects the D6 showing 5, a Dummy. The French player rolls higher
than the British player, but as the dice is a Dummy there is nothing to deploy. Therefore, as the French
have succeeded in revealing two British dice, they gain the Good Scouting benefit.

Units in a hidden Brigade are automatically deployed If the Flank Manoeuvre C-in-C Command is used, the
if the player wishes to Move or Fire with a hidden player must deploy on the flank they had previously
unit in the Brigade or if an enemy approaches to selected. See 6.4.
within 20cm [12”] of the Brigadier, regardless of line
of sight. Reserve Brigades enter the table either using their
Normal Move, measured from the table edge, or
When deploying a hidden Brigade, no units may using a Forwards Tasking.
be placed within 20cm [12”] of any enemy unit.
They must be within 10cm [6”] of the Brigadier. This 4.4.1 Reinforcing Brigades in Scenarios
deployment uses the unit’s entire movement for the When Brigades arrive on the table over a series of
Turn. Turns, these Brigades automatically arrive on the Turn
laid down in the scenario. They are not considered
4.4 Committing Reserve Brigades as Reserves, as they are actively marching to join the
Brigades held as Reserves are committed to battle battle and may operate as normal as soon as they
when the C-in-C issues a Reserve ADC Tasking or uses arrive on table.
the Commit the Reserves or Flank Manoeuvre C-in-C
Commands. If successful, the Brigade may enter the
table in this Turn’s Reserve Movement Phase.

Off-Table Reserve Entry Point: This is the central


table sector - up to 30cms [18”] to either the left
or right of the exact central point of the players
table edge, (as long as terrain permits!). This can
only be changed if players use the Commit the
Reserves or Flank Manoeuvre C-in-C Command.

If the Commit the Reserves Command is used, the


player may change the entry point to any position
along his rear table edge.

22
CHAPTER FIVE
THE GAME TURN
“Their columns, proceeded by mounted officers to take up their alignments, so began to appear.”

Private Cotton. Waterloo, 1815


5.0 The Game Turn Overview Initiative
Each game Turn involves five separate Phases which The player with the higher Initiative score wins the
are played through in sequence, as follows: Initiative for the current Turn. The winner of the
1. Command & Initiative initiative is referred to as the Phasing Player and has
2. Charges the advantage for that Turn. The Phasing Player will
3. Movement declare and make their Charges first, Move first, and
4. Firing Fire first. See 7.4.
5. Combat

5.1 Command & Initiative (See Chapters 6 & 7) Actions in this Phase:
At the beginning of each Turn, both players 1. In a Corps battle, Corps Commanders roll Order
simultaneously roll for ADC availability. They then availability and issue Orders.
decide on Taskings and undertake Brigade Command 2. Divisional C-in-Cs roll ADC availability.
Rolls.
3. ADC Taskings & C-in-C Commands.
Command: The number of ADCs available to the 4. Brigade Command rolls.
C-in-C will determine the command situation for this
5. Initiative.
Turn; The more ADCs a player has, the greater the
command opportunities.

Musings of the Marshal

Winning the Initiative in a Turn simply represents one side getting their act
together before the other. The advantage of possessing the initiative, other
than moving and firing first (bearing in mind that casualties caused do not
fire back), is that you are forcing the opponent to respond to your moves.
But be warned, Initiative will ebb and flow and you must seize opportunities
when the Gods of War smile upon you!

23
5.2 Charges (See Chapter 8) 5.4 Firing (See Chapters 11 to 14)
The Phasing Player declares all of their Charges. This Phase is alternate and is divided into sub-phases.
When this is complete, the non-Phasing Player All infantry and artillery units not involved in Charges
declares all of their Charges. may now fire.

Generals with a Glory Tasking in play are attached to The Phasing Player fires first in each fire sub-phase,
the unit of their choice before Charges are carried followed by the non-Phasing Player. Casualties
out. All Charges in each Phase occur simultaneously, caused by the Phasing Player firing do not fire back.
although we execute them one at a time.

Firing Restrictions
Actions in this Phase:
Units involved in the Charge Phase, either conducting,
1. Phasing Player declares Charges
receiving a Charge, Evading or giving Support Fire, or
2. Non-Phasing Player declares Charges
providing offensive or defensive Support, may not
3. Phasing Player Charges
fire in this Phase.
4. Non-Phasing Player Charges

Actions in this Phase:


5.3 Movement (See Chapter 9)
In the Movement Phase, the players make their 1. Phasing Player Skirmish Fire.
tactical moves, such as Normal Movement and 2. Non-Phasing Player Skirmish Fire.
formation changes. All units and Generals not 3. Phasing Player Artillery Fire.
involved in Charges may now take Normal Movement, 4. Non-Phasing Player Artillery Fire.
Forwards Tasking Movement, or make formation
5. Phasing Player Volley Fire.
changes and Reform. The Phasing Player moves first,
6. Non-Phasing Player Volley Fire.
completing all of their movement, before the non-
Phasing Player then carries out their movement.
5.5 Combat (See Chapter 16)
This Phase is simultaneous. Players fight and resolve
Movement Restriction
each Combat. Up to two rounds of Combat may be
Units involved in Charges, either conducting or
fought per Phase.
receiving a Charge, Evading, giving Support Fire or
providing offensive or defensive Support, may not
Actions in this Phase:
move in this Phase.
1. Resolve 1st Round of Combat.
The Phasing Player then takes any Reserve 2. Declare Reinforcements and resolve any second
Movement, followed by any non-Phasing Player’s Round of Combat.
Reserve Movement. Any units released from Reserve
in this Turn’s Command Phase, move in this Phase. 5.6 End of Turn
Once all five Phases are complete, the Turn ends.
Actions in this Phase: Remove all Brigade Hesitant markers.
1. Phasing Player tactical moves.
2. Non-Phasing Player tactical moves.
3. Phasing Player Reserve moves.
4. Non-Phasing Player Reserve moves.

24
CHAPTER SIX
AIDES DE CAMP
″Pakenham, you will carry that height where the enemy’s left is posted by storm and when you have
gained it, go at them hard and fast with the bayonet!″
Wellington, Salamanca, 1812.

6.0 Aides de Camp More than one additional ADC may be obtained
Command and Control is represented by the system if sufficient double sixes are rolled in the hand.
of ADCs. These represent the command ability of Adjutant re-rolls count towards double sixes.
each C-in-C on the battlefield. The number of ADCs
6.1.3 Loss of ADCs
allocated to a force is determined in 2.2. The number
When a Brigade is completely dispersed, the player
of ADCs available in any single Turn will fluctuate to
will permanently lose one ADC from their force,
reflect the uncertainties of battle. representing a loss of command influence.

6.1 ADC Availability 6.2 Posting ADCs


At the beginning of each Turn, both players roll 1D6 Both players use their ADCs to issue Taskings to their
for each ADC in their force. A roll of 1 or 2 means Brigades. Generally, players will not have enough
that ADC is not available in this Turn. A roll of 3 to 6 ADCs to undertake all desired Taskings. They must
means that the ADC is available in this Turn. choose where their limited command effort is going
to be placed.
Available ADCs can be used for Taskings this Turn.
Those ADCs that are unavailable should be placed Both players place the ADCs next to the Brigadier or
off table for the duration of the current Turn. Their unit they wish to receive a Tasking. The player who
had the initiative in the previous Turn places their
availability will be diced for in subsequent Turns.
ADCs after their opponent.
6.1.1 Adjutants and ADCs There is no distance restriction as to how far a
If the player has an Adjutant with their force, this Brigade or Brigadier needs to be from the C-in-C in
permits them to re-roll a single score of 1 when order to do this.
rolling for ADC availability. This may happen once
per Turn. 6.3 ADC Taskings
The following ADC Taskings may be issued by the
6.1.2 Double Six for ADCs C-in-C. Bold and Standard Brigadiers may receive
When a player rolls for ADC availability, each double multiple Taskings in a Turn. Poor Brigadiers may only
six in the hand rolled will generate one additional receive one Tasking per Turn.
ADC for this Turn.
25
6.3.1 Tasking Declaration
Once both players have posted all ADCs, they then declare the Taskings for this Turn as they make the Brigade
Command roll. If the Command Roll is successful leave the ADC in place until all Tasking benefits have been
used.

6.3.2 Tasking Limitations


ADC Taskings, except Redeploy, last for the current Turn only. If a unit is receiving a unit Tasking, such as
Glory or Skirmishers, it must be within command influence, 30cm [18”], of the Brigadier.

ADC Taskings
Tasking Effect
Glory The Brigadier figure attaches to an infantry or cavalry unit of his choice in this Turn.
Cost: One ADC • The unit is promoted one Troop Grade when taking Discipline Tests.
• The unit adds one extra Casualty dice in Combat for this Turn.
• Cavalry gain a 5cm [3”] Charge move bonus, unless Forwards is in play.
• If the General fights a second Combat round, a Risk to General roll is made. See
17.3.
Brigade This assists in keeping Brigades obeying orders or recovering Faltering Brigades.
Attachment • The Brigade may re-roll its Brigade Command roll or Faltering Brigade roll, once.
Cost: One ADC Once a re-roll is made, the new score applies; you cannot revert to the old score.
Restriction: A Brigade may only receive one Brigade Attachment Tasking per Turn.
Artillery Assault This increases the fire rate of artillery, permitting players to lay down heavier fire
Fire upon enemy formations, perhaps prior to an assault or counter-attack.
Cost: Two ADCs • One artillery battery may add two Casualty Dice when firing.
• The firer may ignore the Priority Target rule.
A score that ends in a Fatigue Casualty results in the firing battery losing one casualty.
It will also go Low on Ammunition (except on the first Turn of firing).
Two batteries from a Corps Artillery Reserve may Assault Fire if using an artillery
caisson, see 13.5.
Restrictions: Batteries that have four or more casualties, that moved (limbering and
unlimbering counts as movement as does Reforming), or are low on ammunition may
not Assault Fire.
Skirmishers This permits one of two distinct Taskings, Fire or Reinforce, to be used. By using two
Cost: One ADC ADCs, a player may issue both a Fire and Reinforce Tasking to the same Brigade. After
the Command Roll, place any ADCs next to the unit receiving the Tasking.
1. Fire. Adds two Skirmisher Casualty Dice to one unit’s firepower and inflicts a
Discipline Test with any Double Six. If unable to Fire, the unit recovers one casualty
at the end of the Skirmish Fire Phase.
2. Reinforce. Permits one or two infantry battalions to reinforce the Brigade Skirmish
Line, see 11.2.2.
Forwards! All units in the Brigade may add 10cm + 2D6 cm [6”+ 2D6″] to their Charge Move or
Cost: Two ADCs Standard Move.
Forwards & Reserves: If combined with a Reserves Tasking, the cost is reduced to one
ADC. This combination is not applicable to Linear Armies, see Chapter 19.
Restrictions: Squares and deployed Artillery must change formation prior to moving.
The Forwards Charge bonus cannot be combined with other Charge bonuses.
26
Infantry Assault The Brigade can declare a Supported Infantry Charge, using either one, two or three
Cost: One ADC infantry Supports this Turn. This can be any combination of flank and rear Supports.
The Lead Charge unit and all Supports add 5cm [3”] to their Charge move, unless
Forwards is in play.
Reserves Reserve Brigades enter in the central sector rear table edge, unless using the Commit
Cost: One ADC the Reserves C-in-C Command. The central sector is 30cm [18”] to either side of the
exact middle of the rear table edge.
If the Brigade obeys orders, the Reserve is released and moves onto the table, in the
Reserves Phase, using Normal Movement.
If the Brigade is Hesitant, the Reserve remains in Reserve and another ADC will need
to be used in subsequent Turns to attempt to release it.
Redeploy This Tasking permits one of two options:
Cost: One ADC 1. Move a Brigade to a new position in the battle line. A Redeploy Tasking is not
needed for a minor change to the axis of advance or angle of attack. It permits a
Brigade to take a completely new position in the battle line in relation to other
friendly Brigades, such as moving from the right flank to take up a position on the
left flank. The Brigade is not simply placed in its new position - it must use Normal
Movement to reach its new location. Once issued, a Redeploy Tasking remains active
until completed - it does not need to be reissued each Turn.
2. The Counter Attack. Permits an infantry Brigade, under a Divisional Defend order,
to move beyond the half-way line. Players may wish to mark the Brigade with an
“Attack” or similar marker.
Scouts This represents the C-in-C and his aides scouting the battlefield, using his Generalship
Cost: One ADC and coup d’oeil, while also keeping close contact with his Brigadiers to influence the
engagement.
The ADC is placed next to the C-in-C and increases the chances of winning the initiative
for this Turn. The player may re-roll one of their final two initiative dice.
Restriction: A maximum of one ADC per Division may be posted to this Tasking in a Turn.
Divisional Morale For each Faltering Brigade, an ADC must be placed next to the C-in-C. Where ADCs
Cost: One ADC are available, they must be used for this purpose before any other ADCs are allocated.
This Tasking does not provide any benefits but is a penalty placed upon the C-in-C to
represent the difficulty of command in a deteriorating battlefield situation. Where
an ADC is posted, the Brigade will roll on the Faltering Brigade Table. If an ADC is not
available, the Brigade receives an automatic Sauve qui Peut result.
C-in-C Command This permits the C-in-C to use one C-in-C Command this Turn. See 2.3.2. and 6.4.
Cost: Variable Commands may be combined with other ADC Taskings.
A maximum of one Command may be played per Turn, per Division.
On using a C-in-C Command, the player discards one C-in-C token. Once they have
used all their tokens, no further C-in-C Commands are permitted.
Important: Each Command may only be used once per game. For instance, you could
not use the Stand with Me! Command twice in a game.
When a C-in-C Command is used, the C-in-C is placed with the Brigade receiving the
command. The C-in-C replaces the Brigadier for this Turn. Any Risk to General results
on the Brigade are applied to the C-in-C while he is attached. See 17.3.

27
6.4 C-in-C Commands
When using the C-in-C Commands, the player may select from the following options. The cost in the
number of ADCs required varies depending on the Command used.

C-in-C Commands
Command Effect ADC cost
Chief of Attach C-in-C to a Brigade that is not Faltering for this Turn.
Staff! • The Brigade automatically obeys orders with no Command Roll.
• Re-roll all failed ADC availability dice scores, once, including any Adjutant 0 ADCs
re-roll. Also, add two extra ADCs to this Turn’s ADC total.
Stand With Attach C-in-C to a Brigade for this Turn, even if Faltering. Two
Me! • The Brigade automatically obeys orders with no Command Roll. ADCs
• Up to three units in the Brigade recover one casualty.
• Ignore Divisional Morale ADC requirement if Brigade is Faltering.
Post of Attach C-in-C to a Brigade that is not Faltering for this Turn. Two
Honour! • The Brigade automatically obeys orders with no Command Roll. ADCs
• The player may re-roll one of their final two initiative dice. (Divisional battle
only.)
• Apply Glory. Gain two Casualty Dice in Combat rather than the usual one. Any
Discipline Test is taken with a two level Promotion. Lead Charge unit recovers
one casualty and must Charge this Turn.
• All charging units gain the Forwards bonus OR the Lead unit may gain one
Charge re-roll.
Now's Your Attach C-in-C to a Brigade for this Turn that is not Faltering. Two
Time! • The Brigade automatically obeys orders with no Command Roll. ADCs
• Up to two units in the Brigade recover one casualty.
• In the Charge Phase, the Lead Charging infantry unit may first Volley with
an additional two Casualty Dice and then Charge. A Fire Discipline result is
ignored.
• Remaining Brigade Close Order infantry Fire with an extra two Casualty Dice.
Commit Only available to an Incomparable or Campaigner C-in-C. This permits the C-in-C Two
the to bring on-table one or two Reserve Brigades anywhere along the player’s rear ADCs
Reserves! table edge in the Reserve Movement Phase.
• If two Brigades are brought on, they enter the table adjacent to each other.
• If only one Reserve Brigade is brought on, it may enter with a bonus Forwards
move.
• The Brigade or Brigades automatically obeys orders with no Command Roll.
Flank Only available to an attacking Incomparable or Campaigner C-in-C. After their Two
Manoeuvre! initial deployment, the player writes down on which flank the Reserve Brigade is ADCs
to enter. This cannot be changed.
• The Command is used when the player wants the Brigade to arrive. It will
arrive automatically. No other Taskings are required or allowed.
• No Command roll is made. The Brigade automatically obeys orders.
• The flanking Brigade’s entry point can be anywhere along its designated flank,
but must be behind the player’s most forward Close Order troop positions on
that flank.
• On arrival, Brigade units make up to a full normal move in the Reserve
Movement Phase. They may then act as desired in following turns.
• Restriction: Units cannot move to within 15cm [6”] of enemy Close Order
units on the turn of entry.

28
Example:

Double Sixes
Marshal Ney has five Brigades. He rolls five D6 for ADC availability and rolls 3, 4, 4, 6, 6. Not only are
all ADCs with the force available, but the “double six” gains one additional ADC for the current Turn
only.

Example:

Taskings
General Girard, the French C-in-C, has four available ADCs. He wants to act aggressively in this Turn,
so decides that his leading Brigade must push forward quickly. He attaches two ADCs to permit a
Forwards Tasking, and adds one more ADC to the same Brigade for a Brigade Attachment to attempt
to ensure his Tasking is carried out. With his final ADC he wishes to enhance his chances of winning the
Initiative for this Turn, so Tasks him to Scouts.

Opposing Girard is the Austrian C-in-C General Dullitz. He has just two ADCs available. He decides
that he will use one as a Brigade Attachment to his central Brigade to ensure the artillery open fire
effectively upon the advancing French. With his second ADC he aims to release a cavalry Brigade
currently held as an off-table Reserve to oppose the on-coming French attack so issues the Reserves
Tasking.

Example:

C-in-C Command
Marshal Ney decides to use a Post of Honour C-in-C Command
on a Cuirassier Brigade. He places two ADCs with the Brigade
and Ney attaches to the lead Cuirassier unit. No Command
Roll is made as the Brigade automatically obeys orders. In the
Charge Phase Ney must Charge. He declares a Charge against
a Russian infantry column. Thanks to the Tasking , Glory is
applied to the charging unit, adding two Casualty Dice in
Combat. Secondly, the Lead unit automatically recovers one
casualty. Finally, Ney may choose to either issue a Forwards
bonus move to all charging units or give the Lead unit a Charge
D6 re-roll.

29
CHAPTER SEVEN
BRIGADE COMMAND
″The Marshal, indignant at the hesitation of the General, sent me to tell him to carry
the position at the charge!”
Ney’s ADC Levavasseur, Waterloo 1815.

7.0 Brigade Command Roll 7.1 Obeying Orders


Once both players have posted their ADCs, they make When a Brigade obeys orders, it will act as the player
their Brigade Command Rolls to determine which wishes. Units conduct Charges in the Charge Phase.
Brigades obey orders and which become hesitant.
In the Movement Phase, units may move or change
Off-Table Reserve Brigades do not make Command
Rolls until they are released by the C-in-C. formation, guns may limber or unlimber. Units in
range of an enemy in their arc of fire may Fire in the
Both players roll a D6 for each Brigade in turn, Fire Phases. Unformed units may Reform.
starting from their left and working to the right,
until all Brigades on the table have been rolled for.
Retreating units rally to become Unformed, with
A Command Roll made for one Brigade cannot be
given to another Brigade. Close Order infantry and cavalry units becoming
Unformed Columns. Artillery will be limbered and
On a roll of 1 or 2, the Brigade is Hesitant for this Unformed. Remove Retreat markers and replace with
Turn. If the Brigade has an ADC with a Brigade
Unformed markers. These units may subsequently
Attachment Tasking, it may re-roll the Command
Roll. A Hesitant Brigade has any ADC Taskings posted Reform in the Movement Phase. See 9.8.
to it removed. See 7.2.
7.1.1 Mixed Infantry & Cavalry Brigades
On a roll of 3 to 6, the Brigade obeys orders and may
Where a Brigade is made up of a mix of infantry and
use any Taskings it has been given.
cavalry, the player must state which arm, either foot
7.0.1 Bold Brigadiers (infantry and foot artillery) or horse (cavalry and
A Bold brigadiers making a Command Roll may roll horse artillery), they are prioritising in this Turn.
2D6 and select the higher result if it has no Tasking
or just one Tasking in this Turn. If the bold brigadier If the Brigade is obeying orders, the prioritised
has two or more Taskings, roll the standard 1D6.
elements will act as normal, whilst units without
7.0.2 Faltering Brigades priority act as Hesitant. If the Brigade is Hesitant, all
Faltering Brigades do not make a Command Roll but units act as Hesitant.
make a Faltering Brigade roll instead. See Faltering
Brigades, 7.3.
30
Example:

Mixed Brigades
An Austrian Brigade consists of a Regiment of infantry and a Hussar Regiment. The Brigadier states
that he will prioritise the foot element for this Turn. The Command Roll is successful, so the infantry
may operate as normal while the Hussars are Hesitant.

7.2 Hesitant Brigades 7.3 Faltering Brigades


When a Brigade fails its Command Roll, the Brigadier Faltering represents command confusion. This status
and his Brigade are Hesitant, perhaps uncertain of is permanent until the Brigade recovers from Falter
events, slow to react to orders or have temporarily with a successful roll on the Faltering Brigade Table.
slowed the advance due to battlefield confusion.
Faltering is caused by the following circumstances:
The Brigadier is marked with a Hesitant marker for • Any unit in a Brigade disperses.
this Turn. Hesitant is a temporary status and the • Two or more units in a Brigade are Retreating.
marker is removed at the end of the Turn. • Where two units from different Brigades retreat
from the same Combat, the lower troop Grade
• When a Brigadier is Hesitant any ADC Taskings Brigade Falters. If both Brigades are the same
are lost. grade, roll 1D6 for each Brigade and the lower
• No Charge declarations are permitted. score Falters.
• Close Order units may not advance towards • A Brigadier General or C-in-C commanding a
enemy units. Brigade is mortally wounded.
• Units may not Reinforce a Combat. • A Destiny result, see Chapter 17.
• Skirmish units may advance without restriction.
Mark Faltering Brigades by placing a Falter marker
• Units cannot change formation if within 15cm next to the Brigadier.
[9″] of enemy Close Order units except to form
square. If a Brigade suffers a Falter result due to a charge,
• When firing, a Close Order unit has its arc of firing or combat, the Falter effect will come into play
fire reduced to only engage targets straight in the immediate next Phase or sub-phase.
ahead. No long or elevated ranged artillery fire
is permitted. Batteries in Hesitant Brigades may For example, if a Falter occurs in the Charge Phase,
not receive a caisson. the effect will apply from the Movement Phase
• Any Brigade Skirmish line that has been reduced onwards. If the Falter occurred in the first Combat
to two bases is removed from play. This is not round its effect applies to the second Combat round.
classed as a dispersal, the skirmishers are
7.3.1 Impact of Faltering
considered to have been recalled due to losses,
Faltering Brigades act as Hesitant. In a Charge, any
lack of ammunition, etc.
Supports may fire with the restricted arc of fire but
• Retreating units in a Hesitant Brigade may not be
do not provide any Support re-rolls.
rallied. They remain in position in their current
disordered state and roll four Casualty Dice, 7.3.1.1 Divisional Morale Tasking
removing any casualties. At the beginning of the Command Phase, the player
31
must place one ADC next to the Commander-in-Chief Wavering
model for each Faltering Brigade. The player cannot • Any unit within two casualties of its Dispersal
choose to ignore this. These ADCs must be placed Point will Disperse immediately.
before any others available are assigned to Taskings. • All Retreating units make a Retreat move and
lose four Casualty Dice casualties.
If the player has insufficient ADCs to assign to the
C-in-C for each Faltering Brigade, the Brigade with • All other units either: become Unformed with
no ADC allocation will not make a Command Roll but two Casualty Dice casualties OR Retreat with
will receive an automatic Sauve qui Peut! result. four Casualty Dice casualties. Players choice.
• Skirmish lines either currently at, or reduced to,
If a player has multiple Faltering Brigades requiring two or less bases are removed from play.
an ADC but does not have sufficient ADCs available • No movement or Reforming is permitted in this
the Brigade (or Brigades) with the higher troop grade
Turn, except to Retreat, as described above.
will be assigned what ADCs are available. The Brigade
• Wavering units may fire using Hesitant rules.
with the lower overall troop grading will receive the
• The Brigade remains Faltering.
Sauve qui Peut! result. Where two Brigades are the
same grade, the player may choose where the ADC
is placed. Sauve Qui Peut!
• All Retreating units and any units within two
7.3.2 Faltering Brigade Command Rolls casualties of its Dispersal Point will Disperse.
A Faltering Brigade does not make a Brigade • The Brigade Skirmish Line Disperses.
Command Roll but makes a Faltering Brigade roll.
• All other Brigade units Retreat and lose four
To do this, ascertain the Brigade’s average troop
Casualty Dice casualties.
grading. If there is an equal number of differing troop
grades, use the higher troop grading. Roll 1D6 and • Artillery also goes low on ammo. It Disperses if
consult the table below for the Brigade’s reaction. already low on ammo.
• The Brigade remains Faltering.
A Brigade with a Brigade Attachment Tasking may re-
roll the Faltering Brigade test.
7.3.3 Brigade Dispersal
Any Brigade reduced to less than 50% of its original
7.3.2.1 Faltering Brigade Results
Close Order unit strength is removed from play and
The result shown on the table indicates the outcome
an ADC is lost. This does not apply if all remaining
of the test. Check below to see what each result
units are either Large Cavalry Regiments or Elite.
means.

Rally Important: Battalions used to reinforce the Skirmish


All Retreating units Rally. See 7.1. Remove the Falter Line count as Dispersed units for Brigade Dispersal
marker and mark the Brigade as Hesitant for this Turn. calculations, but do not cause the Brigade to Falter.
All units now act as Hesitant. Important: Remember Thus a player cannot reinforce the Skirmish Line with
your Retreating units have already rallied. more than 50% of their battalions.
Faltering Brigade Table
D6 Elite Veteran & Grenadier Line Reservist & Recruit
1 Wavering Sauve qui Peut! Sauve qui Peut! Sauve qui Peut!
2 Wavering Wavering Wavering Sauve qui Peut!
3 Rally Rally Wavering Wavering
4-6 Rally Rally Rally Rally
32
Musings of the Marshal

Hesitant does not mean the Brigade has suddenly stopped without a reason,
the reasons were numerous and ever present. Hesitant represents a Brigade
making slow progress due to unforeseen difficulties which may or may not
involve the enemy. For instance, at the Battle of Toulouse the Black Watch
regiment was halted within musket range of French infantry as the grenadier
company was deployed incorrectly, the Brigade advance was halted in order
to reorganise the regiment. While at the Battle of Hohenlinden, an Austrian
Brigade halted as firing could be heard over on its right flank. Officers were sent to discover if the enemy
were attacking but this turned out to be friendly fire. These are just two examples of “hesitant” Brigades
caused by command errors and the fog of war. Both perfectly illustrate Clausewitz’s friction at work.

Example:

Brigade Command Rolls


C-in-C Girard rolls for his five attacking Brigades, rolling each dice in Turn. The Brigade with three
attached ADCs (Brigade Attachment and Forwards) rolls a 2, a Hesitant result! Fortunately the Brigade
Attachment ADC means a re-roll is available. Girard rolls again and scores a 3, so the Brigade obeys
orders. The next three Brigades roll 4, 5 and 6 respectively, so all obey orders and can act as Girard
desires. Unfortunately, the last Brigade roll is a 2, so this Brigade will be Hesitant in this Turn and not
move forward with the other Brigades.

Example:

ADC Allocation
In the following Turn, Girard is determined to release his cavalry. He has three ADCs available and
uses all of them on his Reserve cavalry Brigade. First he uses one ADC on a Reserve Tasking, then
uses one ADC as a Brigade Attachment and finally uses the last ADC to add the Forwards option to
get his cavalry moving quickly. His initial Command Roll is a success, so his cavalry are released from
Reserve and ordered to take up a position in the centre of the line. Finally the Forwards Tasking means
he will be able to use the enhanced Movement rate this Turn. Girard at last has his Cavalry Reserve
committed into battle.

Example:

Faltering Brigade Command Rolls


Later in the game, one of Girard’s Brigades suffers a Dispersed unit which immediately turns its
Command Status to Faltering. In the Command Phase in the next Turn, Girard must roll on the Faltering
Brigade Table to ascertain this Brigade’s reaction. The Brigade has three Line units and one Veteran
unit, so is classed as Line grade for the purposes of the Command Roll. The player rolls a 3 which is a
Wavering result for a Line Brigade.

33
Example:

Faltering Brigade
C-in-C Girard, is having a tough time of it. He currently has three Faltering Brigades. At the beginning
of the next Command Phase he must allocate three ADCs to Divisional Morale. At the beginning of the
new Command Phase, Girard rolls for his available ADCs and disaster strikes; he has only two ADCs
available. As he cannot maintain Divisional morale, the Brigade not issued an ADC will automatically
receive a Sauve qui Peut!

7.3.4 Brigades Retiring off-Table 7.4.1.1 Double Six!


Given our limited wargames table depth, players An unmodified 2D6 score of double six, prior to any
may opt to permit Brigades to halt on the table edge re-rolls, generates an extra C-in-C Command for that
for one Turn rather than immediately leaving the player.
table. This is purely optional and will depend upon
the scenario, table size and game time available. 7.4.1.2 Steady the Buffs!
The winner of the Initiative may choose to remove
7.4 Turn Initiative one Hesitant marker from any currently Hesitant
Initiative determines which player charges, moves Brigade, (including Brigades that rallied from Falter).
and fires first in each Turn. Any Taskings the Brigade may have had are lost
and initial negative effects of recalling skirmishers,
Both players start with a basic dice pool of 2D6. They retreat casualties, etc, apply but the Brigade now
apply the modifiers below. obeys orders.
• Add 1D6 to the pool for each Hesitant, Faltering
or Dispersing Brigade in your Division, this Turn. If they do this, they must immediately pass the
Initiative for this Turn over to the opponent and
• Add 1D6 to the pool if your Division has lost one
become the non-Phasing Player.
or more Tactical Objectives, which the enemy
occupies.
7.4.1.3 Battle Orders!
Roll all these dice together. The total score on the The Attacker in the battle may remove one Hesitant
lowest two dice gives your initiative score for this marker on Turn One at the end of the Command
Turn, all other dice scores are ignored. A Scouts Phase.
Tasking or Post of Honour C-in-C Command allows
one of these dice to be re-rolled.

The player with the higher combined 2D6 score wins


the initiative for the Turn.

7.4.1 Draws
In the instance of a draw, a French Division will win
against an Austrian/Russian/Other Division. In any
other situation, the player who held the initiative in
the previous Turn will keep it.

Should the players draw on Turn 1, roll 1D6 and the


higher score wins.
34
Example:

Initiative
Following his Command rolls, Girard ‘s Division has one Hesitant Brigade this Turn. As a result, Girard
adds one additional D6 to his starting pool of 2D6, giving him 3D6 in total. The three dice are rolled,
scoring 5, 5 and 2. The two lower scores result in a final score of 7.

Girard’s opponent is the Archduke John who has three Hesitant Brigades, so adds three more D6 to his
starting pool of 2D6, giving him 5D6. In addition, he has lost the Tactical Objective to Girard’s forces,
giving him one further D6, so rolls 6D6 in total. The player rolls the six dice and scores 5, 5, 3, 3, 1
and 1. The lowest two scores are 1 and 1, resulting in a final score of 2. As Girard has the higher final
initiative score, he wins the initiative for this Turn.

35
CHAPTER EIGHT
CHARGES
″Let them come! But no cuts with the sabre, only thrusts! Good thrusts with the point!”
Lefebvre-Desnouettes, Waterloo 1815.

8.0 Charges 8.1 Charge Procedure


A Charge is declared when a player wishes to Charges are carried out in the following order:
physically dislodge the enemy from their current
1. The Phasing Player declares their Charges.
position, or, in the majority of cases, through the
2. The non-Phasing Player declares their Charges.
threat of a physical contact. Charges are carried out
3. The Phasing Player moves all of their Charging
before Normal Movement.
units and conducts the Charge procedure for
8.0.1 One Charge - One Target! each Charge.
A Brigade may only declare one Charge per Turn. 4. The non-Phasing Player moves all of their
Multiple charges by units from one Brigade in a Turn Charging units and conducts the Charge
are not permitted. procedure for each Charge.

Charges against the same target unit by different 8.1.1 Declaring Charges
Brigades in the same Turn are not permitted. Infantry A Charge may be declared if the Brigade is Obeying
and cavalry may not declare Charges against the Orders. The Phasing Player declares their Charges
same Target, in the same Turn. first, followed by the Non-Phasing Player.

Charges are made either by a single unit or by The target for the Charge will normally be an enemy
multiple units. Where multiple units charge, only unit but can also be a village, strongpoint or redoubt,
one unit, the Lead Charge unit, leads the charge, the whether occupied or not.
other units act as supports. See 8.2.
Restriction: Once a unit has been declared to be the
8.0.2 Line of Sight to Target target of a Charge, it may not subsequently declare a
A charging unit does not need a line of sight to the Charge in the current Turn, nor may any of the units
unit they are charging if that target is within 20cm supporting the target unit declare a Charge in the
[12”]. Units over 20cm [12”] from a target unit must current Turn.
have line of sight to that target in order to Charge.
Infantry Charges
8.0.3 The 5cm [3”] Point If the Brigade has an Infantry Assault Tasking, a
When charging, the Lead Charge unit will halt 5cm supported Charge may be declared as long as all
[3”] from their target. At that point the charge will charging units are within command influence, 30cm
be resolved. [18”], of the Brigadier.
36
If an infantry Brigade does not have an Infantry Lead Defending unit may still fire after their own
Assault Tasking, only one battalion within command Skirmishers have Evaded. Skirmishers are Dispersed
influence of the Brigadier may Charge and must do if they are contacted by an enemy Unit that is
so without supports. “Charging On” as a result of a Victory on the Charge
Results Table.
Cavalry Charges
Either a single formed Regiment may Charge, or a
Charging Retreating Units and Limbered Foot
supported Charge may be declared as long as all
Artillery: These units cannot stand if charged and
charging units are within Command Influence 30cm
will Disperse. The chargers gain an automatic Victory
[18”] of the Brigadier. Cavalry Brigades do not require
result. Ignore the standard Charge procedure.
any Tasking to launch a supported Charge.

8.1.2 Phasing Player Charges Overlapping: If the charging unit contacts any
Generals are attached to the Lead unit if the Glory defending Supports on closing to Combat, these are
Tasking is in play. All charges initiated by the Phasing not brought into Combat as well. The Lead Charge
Player are now resolved. These are assumed to be unit only Combats the Lead Defending unit. Players
carried out simultaneously. simply adjust the charging unit’s position to avoid
contact with supports.
8.1.3 Non-Phasing Player Charges
Once the Phasing Player’s Charges are resolved, Charging a Flank or Rear: To Charge an enemy in
all Charges initiated by the Non-Phasing Player are the flank or rear, the entire charging unit must start
played to their conclusion. If charging a target that its Charge from behind the front base edge of the
has already charged in the Turn, resolve the Charge defending unit.
as normal, but no defensive fire is permitted.
If a unit is charged in the flank or rear, ignore the
8.1.4 Exceptional Circumstances
standard Charge procedure. The unit must take a
Charging a Village or Strongpoint: When charging
Discipline Test when the enemy reach the 5cm [3”]
a Garrison, ignore the standard Charge procedure.
point, see Chapter 15. If it fails, the Chargers gain an
The attacking battalion is moved into Combat after
automatic Victory result, (see the 6 or more result
resolving defensive fire and any required Discipline
in the appropriate Charge Results table). If it passes,
Tests.
the unit Turns to Face - Unformed with no firing or
forming Square permitted. The Attackers then close
Skirmishers: If charged, or charged through, by
to Combat with Élan. See 16.2.
enemy units, Skirmishers must evade, see 8.8.1. A

FLANK OR REAR ATTACK

As Unit A is entirely behind the Blue unit’s front base edge, it successfully makes a Flank or Rear Charge.
Unit B does not make a Flank Charge as part of the unit is in front of Blue’s front base edge.
37
8.1.5 Charge Restrictions target is Unformed or from the flank or rear
The following restrictions apply to units wishing to without restriction.
Charge. • Garrisons may not Charge, unless charging an
immediately adjoining village or Strongpoint.
• Hesitant and Faltering Brigade units may not
declare Charges.
8.1.6 Cavalry Charge Priority Targets
• Unformed units, units with lost Fire Discipline,
Cavalry must Charge an eligible enemy cavalry target
Skirmishers, Artillery and Retreating units cannot
within a 45 degree front arc rather than foot targets
declare a Charge. Infantry cannot Charge cavalry.
unless they pass a Discipline Test at the start of the
• Charging units must be able to reach base to base
Charge. If the test is passed, they may ignore enemy
contact with their target. If they cannot contact
cavalry and Charge targets of their choice. If the test
the target, a Charge cannot be declared.
is failed, they must Charge the enemy cavalry.
• Infantry and cavalry may Charge if flanked but
if they lose the Charge by a score of 1 or more
8.1.7 Cancelled Charge
they automatically receive a Broken result. This
If, for any reason, a Charge target is no longer in
does not apply to cavalry flanked by infantry or
reach or Charge arc, the Charge is cancelled and the
artillery.
unit(s) nominated for the Charge may act as normal
• A unit is considered flanked when it has an in the rest of the Turn.
enemy Close Order unit within 10cm [6”] of its
flank or rear with no intervening friendly units or Target is in Combat. A Non-Phasing player’s unit may
blocking terrain at any point along the proposed not Charge a Phasing Player’s target unit that has
Charge path. just entered Combat in this Charge Phase. The non-
• Cossacks may not declare frontal Charges on Phasing Player’s Charge is now cancelled but these
formed Close Order infantry, artillery or heavy units may now operate as normal in the rest of the
cavalry. Cossacks may Charge any unit if the Turn.

38
8.2 Lead and Supporting Units Flank Support
In a Charge, the Attacker designates one unit as the A flank supporting unit must start from any point
Lead Charge unit and names any units that are acting within 5cm [3″] of either the Lead Charge or Lead
as Supports. They then name the enemy unit that is Defending unit.
the target of the Charge. This is the Lead Defending
unit. All enemy units that are within the support Rear Support
distance of the flank or rear of the Lead Defending A rear supporting infantry unit must start from
unit and able to provide Support must take part in within 5cm [3″] of either the Lead Charge or Lead
the Charge as supports. Defending unit.

The maximum number of Supports permitted is A rear supporting cavalry unit must start from
three; one rear Support & up to two flank Supports, within 10cm [6″] of either the Lead Charge or Lead
one each on the left and right flanks. If the Defender Defending unit.
has an option of two possible rear Supports, they
must choose which one will act as a Support. The To provide rear Support, 50% or more of the
supporting unit must be directly behind the Lead
other unit is not involved in the Charge.
unit.
Infantry may only Support infantry or defending
artillery. Infantry cannot Support cavalry. 8.2.1 Effect of Supports
Attacking Supports: A supporting Infantry or Cavalry
Cavalry may Support cavalry, defending infantry and unit permits the player to re-roll one of their 2D6
defending artillery. Cavalry cannot Support attacking Charge dice. This includes re-rolling a “re-roll”, if the
infantry. player has sufficient re-rolls available.

Attacking Supports move up with the Lead Charge Support re-rolls are voluntary. The player may always
unit. They maintain their respective flank or rear choose whether or not to use a Support re-roll. There
Support position in relation to the Lead unit. is no sequence to Support re-rolls. Both players use
Supports may take as much movement as required any re-rolls available until they have none remaining
to Support a Charge if they started within Support or until they do not wish to use any more. Once a
distance. Support re-roll is made, the new score must be used.
SUPPORTING UNITS

The two rear echeloned columns in example A may act as flank Supports to the Lead Charge unit, as
they are both within 5cm [3”] at the start of the Charge Phase. In example B, the rear column may
act as a rear Support to the Lead Charge unit.
All supports advance with the Lead Charge unit and halt in the same position in relation to the Lead
unit once the 5cm [3″] position is reached.

39
OPPOSED SUPPORTS IN A CHARGE

Blue’s attack is led by unit 1 with the player designating both units 2 and 3 as Supports. However unit 3
may not act as a Support to unit 1 as it is directly opposed by the Red unit to its front that is not involved
in the Charge since that unit is outside support distance. Only unit 2 may Support.

Defending Supports Prohibited Supports


A supporting infantry unit allows the player to either A unit cannot offer support and does not participate
re-roll one of their 2D6 Charge dice or they may in the Charge Phase in the following situations:
choose to fire at the 5cm [3”] point. The unit may
• Attacking Charges cannot be supported by units
not do both. from another Brigade or units in Square.

Supporting Infantry may form Square. If an infantry • The unit is opposed by another enemy unit.
Support forms square, it loses the opportunity to fire A flank Support, for either the Attackers or
Defenders, cannot support if a Close Order
or provide a Support re-roll.
enemy unit not involved in the Charge is to its
front and within 15cm [9″] at the start of the
Supporting Artillery can only fire and cannot provide
Charge. See the diagram above.
a re-roll.
• A Defending unit within Support distance cannot
A supporting cavalry unit permits the player to re-roll support if the Lead Charge unit at the 5cm
one of their 2D6 Charge dice. Defending Unformed [3”] point is now entirely behind the support’s
cavalry may provide a Support re-roll. front base edge. See Charged in Flank or Rear
Diagram. In all other situations, a Support’s
facing is irrelevant.
Inferior Infantry Support:
Infantry cannot provide a Support re-roll and • Skirmishers, Garrisons and Retreating units
are limited to either firing or forming square, if cannot support.
permitted, when they are. • Units Charged in the flank or rear cannot be
• Unformed, supported.
• Have lost Fire Discipline, • Units in a Faltering Brigade cannot Support or
• In Square, benefit from a Support.
• In Line vs. cavalry or • Supporting is prevented by impassable terrain.
• Are Recruits in Line.

40
8.3 Skirmishers in Charges The Infantry Assault Tasking Charge bonus is 5cm
Attacking units may Charge through enemy [3”]. The Glory Tasking bonus is 5cm [3”]. Any bonus
skirmishers at targets behind them, if in charge range. move as a result of a Tasking is added to the charging
Skirmishers must evade if they are the target of a unit’s normal move.
Charge, are being charged through or if a charging
infantry unit moves to within 5cm [3”], or 10cm [6”] If the Forwards Tasking Charge bonus is used, ignore
if cavalry, of them. See 8.8.1. any other Charge bonuses.

8.4 Conducting the Charge Units without any of these Taskings do not gain a
The Attacker moves their Lead Charge unit to the Charge move bonus.
5cm [3″] point from the enemy target unit. The
Attacker should Charge directly at the nearest point 8.4.1 Lead Defending Unit Reaction
or middle of the target unit. Any supports also move When Charged, the Lead Defending unit may react.
up, keeping their respective positions and using any How it reacts depends on its type and quality, as
extra movement necessary to maintain their flank or follows:
rear Support position. • Cavalry charged by cavalry may counter-charge or
Align and counter-charge. Cossacks may Evade.
Units may Charge using oblique movement, see
9.5.1. They may also execute a wheel before charging • Infantry charged by Infantry may Fire or Align.
directly at their target, see 9.5.2. • Formed infantry in line charged by cavalry must
take a Discipline Test to ascertain if the battalion
The Forwards Tasking Charge bonus is 10cm [6”]
will either attempt to form square or stay in line.
+2D6cm [2D6 inches]. If the charging units fail to
This decision is determined by the test result and
contact the target they move the distance rolled or
to a point 5cm [3”] from the enemy and halt formed. not the player.
The Charge is then cancelled. • Unformed infantry in line charged by cavalry may

41
Example:

Declaring a Charge
Adam’s Brigade consists of the 52nd Light, 43rd Light and 1st Cacadores. This force is opposed by
several French columns that have taken heavy casualties in the previous Turn’s firefight. Adam decides
that the 52nd Light will Charge an opposing French column in an attempt to see them off. However,
as the Brigade does not have an Infantry Assault Tasking, the 43rd and 1st Cacadores cannot Support
the 52nd.

In the next Turn, the British C-in-C posts one ADC to Adam’s Brigade in order to issue an Infantry
Assault Tasking. Adam’s Brigade Command Roll is successful, and Adam can now order one Unit to
Charge supported by up to three other battalions, one on each flank and one to the rear. In this case
the 52nd will now lead the Charge supported by the 43rd and the 1st Cacadores.

not form square and do not defensive fire at this Align: If charged from outside the unit’s frontal arc,
point. but not being charged in the flank or rear, it may
• Formed infantry in column charged by cavalry align by wheeling to meet the Charge. It may not fire.
may either fire, attempt to form square or align. units cannot align so as to avoid the charge.

• Squares and Unformed columns may fire or align. Evade: Some troops will avoid contact with the
• Foot Artillery may Fire or Align. Limbered foot enemy when charged. See 8.8.
artillery is removed from play. See 8.1.4.
Form Square: To successfully form Square, a unit
• Horse Artillery may Fire, Align or Evade if
must pass a Discipline Test. If it fails the test result
limbered.
stands.
• Skirmishers must Evade.
8.4.2 Defending Support Reactions
8.4.1.1 Reactions Defined
Defending Supports have three possible actions.
Fire: The Defenders stand and fire using the standard
No other actions or movement can be undertaken.
artillery or volley procedure when the Attackers
These are as follows:
reach a point 5cm [3”] from them. • Fire. Flank Supports may fire when the Attackers
reach a point 5cm [3”] from the Lead Defending
Counter-Charge: Cavalry counter-charges are not
unit; but, if they do so they cannot then provide
determined by the player but by the Charge result. If
a re-roll.
defending cavalry either Combat with Élan or Close • Support. All supports, flank and rear, may provide
to Combat, they have successfully counter-charged. a Support re-roll but cannot fire if they do so.
• Form Square. If they form square they cannot
Infantry counter-charges are not permitted except
fire or provide a Support re-roll.
when defending British infantry successfully stop
a charge with a Halt & Volley result. The player 8.4.3 Fire from Units not involved in the Charge
may then elect to counter-charge with their Lead Infantry, skirmish or artillery units on the defender’s
Defending unit. This unit automatically closes to side that are not supports, may fire if the unit is
Combat but is unsupported. No Charge procedure is within volley or canister range of the Lead Charge
required. unit or supporting units. This is done at any point
in the charger’s movement or when the Attackers
42
Musings of the Marshal

The player cannot choose if a battalion forms square or stands in line against
cavalry. This decision is made by the battalion’s Colonel in the heat of battle
and not the player. As such, it is the result of the Discipline Test that decides the
outcome of his decision. The standard drill reaction to a cavalry attack was to
form square, and this is why even elite units did so when threatened by cavalry.
However, if the battalion remains in line, it will fire a volley if it manages to defeat
the cavalry in the Charge. Finally, there is no modifier to form square based on
how close the cavalry are. This is because a wargame Turn stops and starts, but
in reality movement is continuous. Again the Discipline Test determines if your
battalion spotted the cavalry in advance and reacted in time, or if it was caught
by surprise.

reach the 5cm [3”] point from the Lead Defending modifier. If a supporting unit becomes Unformed,
unit. Normal priority target rules apply. See 12.1. the re-roll for that unit is lost.

8.5.1 Lead Unit Retreats or Disperses Before Charge


8.5 Discipline Tests
Completion.
If any firing on the charger results in a Discipline If the Lead Charge unit Retreats or Disperses in
Test, this is taken at the 5cm [3″] point and the result the Charge, any supports Withdraw, suffering one
applied immediately before carrying out the Charge Casualty Dice casualties.
dice rolls. If any attacking unit becomes Unformed,
If the Lead Defending unit Retreats or Disperses, the
continue the Charge but apply the appropriate
Attacker gains an automatic Victory! result.

43
8.6 Resolving the Charge
Once all units have reacted to the Charge, the Charge is resolved. Both the Attacker and Defender roll their
Charge dice. If the Lead unit is Disciplined, roll 2D6. If the Lead unit is Shaken, roll 3D6 and discard the highest
dice roll. If Disordered, roll 4D6 and discard the two highest dice rolls. The remaining dice determine the
result.
Resolving the Charge
Lead Unit Charge Status Definition Charge Dice
Disciplined Neither the Shaken nor Disordered Roll 2D6.
situations apply.
Shaken Lead unit has six or more casualties, Roll 3D6 and use the two lower
OR scores.
Lead Charge unit suffered three or more
casualties in the Charge,
OR
Lead unit is Unformed.
Disordered Lead unit is Unformed and has six or more Roll 4D6 and use the two lowest
casualties scores.
OR Scores of 1 cannot be re-rolled!
Lead Charge unit is Unformed and suffered
three or more casualties in the Charge.
Disordered Lead Unit & Re-Rolls: Any scores of 1, including Support re-rolls, cannot be re-rolled.
If all three of the Shaken conditions apply the unit is still considered just Disordered

44
Where a player has any Charge Advantages, these may now be used to re-roll one or more dice of their
choice. Each Charge Advantage permits the player to re-roll one of their two final Charge dice. Re-rolls are
not obligatory and are used only where the player chooses to do so.

Charge Advantages
Elite Elite Lead units benefit from a re-roll.
Formed Veteran/Grenadier vs. If the Lead unit is formed Veterans or Grenadiers and the enemy Lead
Lower Troop Grade. unit is a lower troop grade gain a re-roll.
OR
Formed Heavy Cavalry vs. If the Lead unit is formed Heavy Cavalry vs. Battle Cavalry gain a re-roll.
Battle Cavalry.
OR
If the Lead unit is formed Battle Cavalry vs. Campaign Cavalry gain a re-
Formed Battle Cavalry vs.
Campaign Cavalry. roll.
Note: Only one re-roll is gained from all of these situations. For example,
Heavy Cavalry graded as Veteran opposing Battle Cavalry graded as Line
only gain one re-roll.
Note: To gain the re-roll, the Lead unit must be formed.
Heavy Cavalry vs. Campaign A Heavy Cavalry Lead unit opposing Campaign Cavalry benefit from a re-
Cavalry. roll. This applies even if the Heavy Cavalry is Unformed.
Formed Cavalry vs. Infantry in If the Lead Charge unit is formed cavalry versus infantry in line, the
Line. cavalry gain a re-roll.
Formed Infantry Column vs. If the Lead Defending unit is a formed infantry column being Charged by
Battle/Campaign Cavalry. either Battle or Campaign Cavalry gain a re-roll.
Note: An Unformed column has no re-roll advantage.
Note: No re-roll is gained from a square formation as the square has far
more favourable outcomes in the Charge Results Table than the column.
Each Supporting unit. Each supporting unit in the Charge provides one re-roll, if it did not fire
or form square.
Unformed infantry cannot Support. Unformed cavalry can only Support
a Lead Defending unit.

45
8.6.1 Charge Results
Now, consult the relevant Charge Results tables below, according to the types of troops involved in the
Combat. Take the Attacker’s modified dice score and subtract the Defender’s modified dice score to provide
the Charge result. Check the table below for the outcome of the Charge.

Infantry versus Infantry and Artillery


6+ Attacker: Victory!
Defender: Retreat and roll 6CD casualties. Supports retreat and roll 4CD casualties.
3 to 5 Attacker: Take the Ground.
Defender: Retreat and roll 4CD casualties. Supports Withdraw and roll 1CD casualties.
1 or 2 Attacker: Close to Combat with Élan.
Defender: Unformed.
Draw Close to Combat.
-1 or -2 Attacker: Halt & Volley. Lead unit Unformed.
Defender: Stands.
-3 to -5 Attacker: Withdraw and roll 1CD casualties. Supports Halt and roll 1CD casualties.
Defender: Stand.
-6 or Attacker: Broken!
worse Defender: Stand.
Cavalry versus Cavalry
6+ Attacker: Victory!
Defender: Retreat. Roll 6CD casualties. Supports retreat and roll 4CD casualties.
3 to 5 Attacker: Close to Combat with Élan.
Defender: Unformed.
1 or 2 Both sides Close to Combat.
Where a Line is fighting a Column it does so with Élan.
Draw Close to Combat.
-1 or -2 Both sides Close to Combat.
-3 to -5 Attacker: Unformed.
Defender: Close to Combat with Élan.
-6 or Attacker: Broken!
worse Defender: Stands.

Cavalry versus Infantry and Artillery


6+ Attacker: Victory!
Defender: Dispersed. Supports Retreat and roll 4CD casualties.
1 to 5 Attacker: Close to Combat with Élan.
Defender: Unformed.
Where cavalry is fighting a square, Cavalry Withdraw and roll 1CD casualties. Square Stands and
rolls 1CD casualties.
Draw Close to Combat unless Cavalry are attacking an Infantry Square, in which case apply the cavalry
vs. square -1 to -5 result.
-1 or -5 Attacker: All units Withdraw and roll 1CD casualties.
Defender: Stand and roll 1CD casualties. See Charge Results Defined for Infantry in Line versus
Cavalry.
-6 or Attacker: Broken!
worse Defender: Stands. See Charge Results Defined for Infantry in Line versus Cavalry.

46
Charge Results Defined
Victory! • The Attacker now has the choice to either Charge On or Take the Ground!
Take the Ground!
• Recover 1 casualty and either Stand, Advance 5cm [3”] or Wheel 5cm [3”].
• Infantry in Line may opt to Volley rather than recover a casualty.
Charge On!
• Cavalry advance an extra 20cm [12”] and close to Combat with Élan with the
nearest enemy unit in reach within a 45° arc.
• British, Reservist & Recruit Cavalry go Unformed and must Charge On if an enemy
unit is within 20cm [12”]. If no enemy units are within reach, they Take the Ground
but do so Unformed.
• Infantry advance an extra 15cm [9”] in Column or 10cm [6”] in Line and close to
Combat with Élan with the nearest enemy Close Order unit in reach within a 45°
arc.
• Note: “Charging on” is measured from the Chargers position at the 5cm [3”]
point and the victorious unit must be within reach of a new target to Charge On.
Charging On ignores the Charge procedure; the victorious unit moves straight into
Combat. The Defender cannot fire, manoeuvre or Evade.
• Charge Supports may move up to maintain a Support position, but do not fight.
Take the Ground • Advance 5cm [3”] or Wheel up to 5cm [3”] or Stand. Charge Supports may also
take the ground.
• If Taking the Ground after a Victory, recover 1 casualty.
• Units cannot take the ground if they end the move within 5cm [3”] of enemy units.
Halt & Volley • Attacking units halt and fire, if able. The Lead Charge unit becomes Unformed,
Supports remain formed.
Close to Combat • Lead Charge infantry unit closes to Combat with the Lead Defending unit.
• A winning Lead Charge cavalry unit closes to Combat with the Lead defending unit.
Losing attacking cavalry halt and the Lead Defending unit closes to Combat.
• Attacking cavalry in line with a winning score of 1 or 2 versus a cavalry column will
Combat with Élan.
• Important: If the charging unit contacts or overlaps defending Supports, these
are not brought into Combat. Adjust the Attacker’s bases to avoid contact with
Supports.
Combat with • The winning unit closes to Combat with Élan. The losing unit will usually be
Élan Unformed.
• For infantry, only attacking columns gain Élan, unless the Attacker is either a Linear
Army or British/Portuguese, when only Lines gain Élan.
Cavalry • Charge winner closes to Combat and the losers are now classed as Unformed for
Unformed the Combat. Supports remain formed.
Stand • The unit holds in position - no other effect.
• A Formed British Infantry Lead unit that is Defending may immediately counter-
charge the Lead Charge unit if the Brigade is obeying orders, after any fire by the
chargers. Ignore the Charge procedure and move straight into Combat.

47
Charge Results Defined (continued)
Withdraw • Immediately fall back the full Withdraw move - may halt behind a friendly unit not
involved in the Charge, see 15.4.
• Withdrawing units are Unformed and lose 1CD casualties.
• Artillery also goes low on ammunition.
Cavalry vs. • If cavalry fail to defeat infantry in line, the infantry immediately fire before the
Infantry in Line cavalry Withdraw or Retreat.
Retreat • Immediately conduct a full Retreat move to the rear, or to behind a friendly unit
not involved in the Charge, taking the specified casualties. Batteries Disperse. See
15.3.
Broken! • The Lead Charge unit Retreats and takes 4CD casualties. Supports Withdraw and
suffer 1CD casualties.
Dispersed • The losing unit is Dispersed and removed from play. Their Brigade is marked with a
Falter marker. See 15.6.
Risk to General • If Glory was in play on a unit that suffered a Retreat or Disperse result, the owning
player now rolls 1D6. On a score of 1 the Brigadier is mortally wounded and the
Brigade Falters. Any other result has no effect. See 17.3.

48
8.6.2 Double Six The Chargers claim a Victory result against evading
If the initial Charge roll results in a double six prior Horse Artillery.
to any re-rolls, this requires the player to roll on the
Destiny table and immediately apply the result. See Limbered Foot artillery cannot Evade and will
Chapter 17. Disperse when enemy Chargers come within the
5cm [3”] point.
8.7 Close to Combat Result
Where a Close to Combat or Combat with Elan Result Cossacks Evade Option
occurs, this will be resolved in the Combat Phase.
Cossacks may choose to fight or Evade if Charged by
See Chapter 16.
enemy cavalry. If they choose to Evade, the charging
unit moves to the 5cm [3”] point. The Evaders about
8.8 Evading face for free and Evade by using the Withdraw
Some troops will attempt to evade when an enemy
move, taking one Casualty Dice casualties. They are
comes to close quarters. Only the unit types covered
Unformed after this move. Any supporting Cossack
here may Evade. Units evading may take no other
units may also choose to Evade.
actions in the current Turn.
The chargers claim a Victory result against evading
8.8.1 Skirmishers Evading Cossacks.
Skirmishers must Evade if charged or if charging
troops approach within minimum close distance.
Evading Units Interpenetrating
Evading units may interpenetrate friendly units using
When charged by Infantry, the charging unit moves
the standard Withdraw rules. See 15.4.
to the 5cm [3”] point. The skirmishers fire then
conduct up to a full Evade move. An Evade move
allows the Skirmishers to make a Withdraw move
but remain formed. The Chargers inflict one Casualty
Dice casualties on the skirmishers.

When charged by cavalry, the charging unit moves


to the 10cm [6”] point. The skirmishers Withdraw,
becoming Unformed and may not fire. The Chargers
inflict one Casualty Dice casualties on the skirmishers.
The charging units then Take The Ground.

If charging through skirmishers to reach another


Close Order unit, the Chargers continue on with the
Charge towards their intended Target.

Horse Artillery Evading


Limbered horse artillery must Evade if Charged.
The charging unit moves to the 5cm [3”] point. The
Evaders face in any direction the player desires for
free and Evade by using the Withdraw move, taking
one Casualty Dice casualties. They are Unformed
after this move.

49
Example:

Infantry Charge
The French 85th Line, with no casualties and graded as Line, declares a Charge against the British 23rd
Fusiliers, also graded as Line and with no casualties. As the French have an Infantry Assault Tasking, the
lead column can be supported by its two sister battalions acting as flank Supports. The French columns
close to the 5cm [3″] point. The British Fusiliers are the target unit and have a Highland battalion and a
battery as flank Supports. The Fusiliers now fire, inflicting three casualties and a Discipline Test, which
the French pass. The British player declares the Highlanders will support rather than fire. The battery
now fires (it cannot provide a re-roll) but fails to inflict any casualties. Both lead units now ascertain
their Charge status. The 85th is now classed as Shaken as it suffered three casualties in the Charge;
so, must roll 3D6 and use the two lowest dice scores. The French player rolls 2, 4 and 5. So takes the 2
and 4, a score of 6. The Fusiliers status is Disciplined so they roll 2D6 , scoring 2 and 3, a total of 5. The
French have two support re-rolls from the two Supports. The first re-roll is a 3 bringing their score to 7.
The British player, seeing they are now losing, uses the Highlanders to re-roll the 2, turning it into a 6,
bringing their total
to 9.

The French player


has one more re-
roll, so elects to
use that. A roll of 4,
brings the total to 8.
The French have lost
the Charge with a -1
difference between
the scores, a Halt
and Volley result.

Example:

Flank Charge and Victory


A Polish Lancer regiment declares a Charge upon a Russian hussar regiment’s flank. As the Poles
start their Charge completely behind the Russian front rank base edge, a flank Charge is permitted.
The normal Charge procedure is ignored. Instead the Poles move up to the 5cm [3”] position and the
Russians take a Discipline Test. They fail, so immediately retreat taking 6CD casualties and the Poles
gain a Victory result. The lancers can now either Take the Ground and recover one casualty or Charge
On towards the nearest unit within 20cm [12”]. A Russian battery is within this distance; so, the Poles
immediately move up and close to combat with Élan.

50
Example:

Disordered Status
A Russian cuirassier Regiment Charges a French battery that has already suffered six casualties and is
currently Unformed. The cuirassiers advance to 5cm [3″] and the battery fires but inflicts no casualties.
Both Lead units now ascertain their Charge status. The cuirassiers are Disciplined as they are fresh,
did not suffer three or more casualties in the Charge and are formed; so, they roll 2D6 and score 7.
The artillery are classed as Disordered as they have two Shaken situations - six or more casualties and
Unformed. They must roll 4D6 and take the two worst scores. The French player rolls 6, 4, 2, and 1.
The two worst scores are 2 and 1, so a score of 3. Note that a 1 cannot be re-rolled by a Disordered
unit. The difference between the scores is 4, so the cavalry close to Combat with Élan on the gunners!

Example:

Cavalry Charge vs. Infantry in Line


A British Line infantry battalion in line is charged by a lone Regiment of French Chasseurs a Cheval. The
Chasseurs advance to 5cm [3″] and the British take a Discipline Test to ascertain whether they form
square or remain in line. The British pass and successfully form square. Having changed formation,
no firing is permitted. Both Lead units now ascertain their Charge status. The French Chasseurs have
taken no casualties and are formed, so they are classed as Disciplined. They roll 2D6 and score a
respectable 4 and 5, a total of 9. The British square is also disciplined as it has under six casualties and
is formed. The British player rolls 2D6 and scores 3 and 3, a total of 6. No re-roll advantages apply to
either side. The two scores are now compared and the Chasseurs have won the Charge Combat with
a +3 difference between the scores. However as they are charging a square, the result is a Withdraw
result for the cavalry. The Chasseurs immediately conduct their withdrawal with 1CD casualties. The
the British square stands also taking one 1CD casualties.

Example:

Charge against a Village


A French column Charges a village held by a Russian Jäger battalion. The French move to 5cm [3″] and
the Russians fire, using five Skirmish Casualty Dice and inflict two casualties. The Charge procedure is
ignored and the French move straight into Combat, which is resolved in the Combat Phase.

51
CHAPTER NINE
MOVEMENT
”The tirailleurs of the 17th Légère, dispersed among the trees and bushes, undulating terrain and garden
walls...slipped along the brook and suddenly opened fire.”
Capt. Bressonnet, 1806.

9.0 Movement Movement Phase. Tactical movement covers all


Units and Generals that were not involved in movement other than Reserve units entering the
the Charge Phase may move in the Movement table for the first time.
Phase. Normal Movement rates are shown on the
table below. Units may move up to the maximum The Phasing Player will make all of their Tactical
Movement distance allowed for their formation. moves after which their opponent will do the same.
Units only Reform or change formation in the
Movement Phase. Reserves Movement
Reserve Movement is used to allow Reserve Brigades
The Forwards Tasking may be used to increase a to enter the table.
Brigade’s movement speed, see 9.4.1.
Once all Tactical Movement is complete, the Reserves
The Movement Phase is split into two sections, Movement Phase occurs. The Phasing Player will
Tactical Movement and Reserves Movement. make all of their Reserves Movement, after which
their opponent will do the same.
Tactical Movement
The vast majority of units will move in the Tactical

Unit Normal Movement Rates


Unit Column Line Skirmish Square Withdraw & Retreat
Infantry 15cm [9”] 10cm [6”] 20cm 5cm [3”] Up to 30cm Retire behind
[12”] [18”] Friendly units
Cavalry 30cm [18”] 25cm N/A N/A Up to 40cm or move back full
[15”] [24”] distance.
Horse Artillery 25cm [15″] As Cavalry Retreating Artillery
go Low on Ammo.
Foot Artillery 15cm [9″] As Infantry
Brigadiers 30cm [18”]
Prolong Battery Prolong or wheel up to 5cm [3”].
52
9.1 Core Movement Rules reinforce the Brigade Skirmish Line if they have
Movement is any action that is undertaken in the the Skirmishers Reinforce Tasking, see 9.9, 9.6 and
Movement Phase. This includes forward, backward or 11.2.4.1.
sideways movement, as well as changing formation,
Reforming, regaining Fire Discipline or limbering and Fire Discipline: Units that have received a Fire
unlimbering artillery. Discipline result in the previous Turn cannot move or
change formation, other than to form Square, until
Usually, units move once in a Turn, either in the Charge they have Reformed. See 9.8. and 9.9.
Phase or in the Movement Phase. Occasionally a
unit may move twice, such as when gaining a Charge Retreating Units:
Victory result, or an additional movement action Retreating units may not move after their initial
following a Destiny Roll result. Unused movement compulsory move until rallied, or their Brigade
may not be carried over into the next Turn. suffers a Falter result.

Units that have been interpenetrated and become 9.2.1 Units Clipping Terrain Features when Moving.
Unformed by charging or broken units in the Charge Whilst our wargames units are rigid, the actual men
Phase, may Reform in the Movement Phase of the and horses in real units were more flexible and could
same Turn. This takes their entire move allowance. manoeuvre around any minor obstruction without
real difficulty. To reflect this, a unit which makes
Except when closing to Combat, units may not contact with a terrain feature, such as woods or
advance closer than 5cm [3″] to enemy Close Order villages, when moving, may pass though without
units. Skirmishers automatically fall back before effect as long as 25% or less of the unit frontage
advancing Close Order units to maintain the 5cm [3″] contacts the obstacle. If over 25% of the unit frontage
distance. This is a bonus move; the skirmishers may is contacted, it must pay the penalty for passing
still move and fire in their own Movement Phase, rough terrain. See Terrain, Chapter 10. This applies
unless withdrawing from a cavalry advance. See to both Charges and Normal Movement.
8.8.1.
9.3 Movement of Generals.
All units may fire after they have moved, conducted A Brigade General moves in either the Movement
a formation change or Reformed in the Movement Phase or the Command Phase if using Glory to attach
Phase. to a unit.

9.2 Restrictions to Movement The C-in-C will not normally move during a game.
Charges: Units taking any action in the Charge Phase However, when using a C-in-C Command, they have
may not take any further actions in the Movement unlimited movement during the Command Phase
Phase. This includes supports, regardless of whether and may be placed to wherever the player allocated
their re-roll or was used or not. them.

Hesitant: Close Order units may not advance towards A General that is contacted by enemy troops is
enemy units. Units may not change formation if moved away, ending their movement 5cm [3”] from
within 15cm [9″] of Close Order enemy units except the enemy.
to form square.
9.4 Charge Bonus
Unformed: Units can only Reform on the spot, or Units will only gain additional movement when
retire to the Second line, emergency limber, or making a Charge if they are using a Tasking which

53
increases movement. Troops moving without such a Charge move, while others may increase their
Tasking will not gain a bonus. Normal Movement, as the player sees fit. So, a
Brigade unit may:
The Forwards Charge bonus cannot be combined
• Charge or move, adding the Forwards move.
with other Charge bonuses.
• Change formation or Reform and use the
Charge Bonus Forwards move, or vice versa.
Infantry +5cm [3"] if the Infantry Assault
Tasking is in play. Forwards Order Restrictions
Cavalry +5cm [3"] if the Glory Tasking is in Units using the Forwards move may not fire.
play.
Cavalry & 10cm [6”] +2D6cm/" if the Forwards Squares and deployed Artillery must change
Infantry Tasking is in play
formation using their Normal Movement prior to
9.4.1 Forwards Tasking moving using the Forwards Tasking bonus.
The Forwards Tasking allows a Brigade to increase its
Normal Movement and its movement when charging 9.5 Unit Manoeuvres
an enemy. However, this is at the expense of firing. During the Movement Phase, units may move
straight ahead or make more complex manoeuvres,
as outlined below.
Not all units in the Brigade are required to use the
Forwards Tasking move; the player may decide which
9.5.1 Oblique Movement
units use it and which do not.
When moving, all units may move obliquely up to 45
degrees from the front outer base edge. Movement
1. A Forwards Tasking allows 10cm [6”] +2D6 cm is not reduced when moving obliquely. Units may
movement bonus. This distance is added to the use oblique movement to Charge.
unit’s Normal Movement or Charge Movement.
2. The movement bonus is rolled once and may be 9.5.2 Wheeling
used by all units in the Brigade; the dice are not To wheel, the front left or right base edge remains
rolled separately for each unit. stationary while the opposite base edge wheels at
Normal, or Charge, movement up to a maximum of
3. Some units in the Brigade may use the increased
90 degrees.

Example:

Forwards Tasking 1
Adams’ Infantry Brigade is deployed in column formation and is given a Forwards Tasking. This allows
it to make a Forwards move of 10cm [6”] + 2D6cm [2D6”]. The player rolls 2D6 and scores 10. Added
to the 10cm [6”], this means that the Brigade’s total Forwards move is 20cm [16”]. This is added to
the standard move of 15cm [9”], enabling a move of up to 35cm [25”] in this Turn.

Forwards Tasking 2
A French Brigade, including a foot battery, is given a Forwards Tasking. The Foot battery is currently
limbered, so the player decides to use the Forwards movement bonus to move up, and then takes the
standard battery move to unlimber.

54
When wheeling backwards, all Close Order units are • Units may Charge through deployed artillery or
reduced to half speed, based on their formation. skirmishers. They may not Charge through any
Wheeling may only be done once per Turn. other units.
• Infantry units may Charge through friendly
Limbered batteries and Skirmishers wheel without
skirmishers without effect.
restriction.
• If units Charge through deployed artillery, the
artillery will become Unformed, the chargers
9.5.2.1 Artillery Prolonging
remain formed.
Deployed batteries may wheel up to 5cm [3”] in a
Turn; this is termed “prolonging”. Batteries may also
9.5.4.3 Passed though by Defeated Units
prolong forwards, sideways or backwards up to 5cm
Any Close Order unit that is passed through by a Close
[3”] per Turn. The guns remain unlimbered when
Order Withdrawing, Retreating or Dispersed unit
conducting this manoeuvre.
during the first 10cm [6”] of the initial compulsory
movement becomes Unformed.
9.5.3 About Face, Moving to the Flank, Step-Back
When turning 180 degrees, moving directly sideways
9.6 Retire to the Second Line
or stepping back by facing to the front but moving
All units, even if Unformed (but not Retreating), may
to the rear, all Close Order infantry and cavalry are
use the Withdraw move to retire behind a formed
reduced to half the Normal Movement rate for their
friendly unit. This includes passing through the
formation. Deployed artillery prolong to make such
second line unit when enemy units are within 15cm
moves, as above. Skirmishers move at normal speed.
[9”]. The second line unit remains formed.

9.5.4 Passage of Lines


The retiring unit is placed facing to its original front
A Passage of Lines represents one formation passing
and marked with a Retreat marker. It suffers no
through another friendly unit.
casualties as a result of this manoeuvre.

9.5.4.1 Using Normal Movement


Retire to the Second Line is limited to the Movement
• Units must have sufficient movement to Phase only. It cannot be done as a response to a
completely pass through friendly units; if they Charge.
have insufficient movement, the manoeuvre
may not be made. 9.7 Formation Changes
• Skirmishers may move through (and be moved The ability of units to change formation and move is
through) any units without effect. determined by their Troop Grading.
• All Close Order units may pass through friendly
Close Order units without effect, as long as no Formation changes are done with the centre of the
enemy units are within 15cm [9”] at any point front rank remaining stationary and the rest of the
during the move. If enemy units are, or will be, unit moving to their new positions around that.
within 15cm [9”], only a Retire to the Second
Line is permitted. See 9.6. 9.7.1 Infantry and Cavalry Formation Changes
Grenadiers, Line, Reservists and Recruits use their
9.5.4.2 Charging Through Friendly Units full movement to change into any new formation.
• Cavalry cannot Charge through friendly Elite and Veteran units may change formation and
Skirmishers. then take a full move without penalty.
55
9.7.2 Artillery Formation Changes 9.8 Reforming Units
Horse Artillery batteries that are not counted as Large Units Reforming take their entire Normal Movement
may limber up and move, or move and unlimber in a to do so, irrespective of troop type. They may use
single Movement Phase. a Forwards bonus movement, if given that Tasking.

Foot Artillery and Large Horse Batteries may limber, Units Reforming may remain in their current
or unlimber but may not move in the same Turn. formation or reform into Square.
When batteries limber or unlimber, they may face in
the direction of the player’s choice. Close Order units rallied from Retreat this Turn can
only reform into Column or Square. Artillery rallying
For Regimental Guns moving and deploying, see from a Retreat, reform as limbered.
13.6.
9.9 Recovering Fire Discipline
9.7.2.1 Emergency Limbering of Artillery To recover from Fire discipline, a unit takes a Reform
Foot artillery and Large horse batteries, either formed action. Units may Reform and recover Fire Discipline
or Unformed, may limber as a free action and take a in the same Turn.
Normal Move to the rear in the Movement Phase.
The battery is marked with a Retreat marker. It does
not need a friendly unit to retire behind.

9.7.3 Restrictions to Changing Formation


• Units must keep the same facing when changing
formation.
• Austrian/Russian/Other Foot batteries must be
within command influence of the Brigadier to
limber up.
• Hesitant units cannot change formation if within
15cm [9″] of any Close Order enemy units, except
to form square.
• Loss of Fire Discipline prevents an infantry unit
changing to any formation other than square.

Example:

Formation Changes
The 43rd Foot, graded as Veteran, decides to change formation from column to line. Once the
formation change is complete the Regiment may take a normal 10cm [6″] line move, as Veteran units
may complete a formation change and then take a full move.

Note that the 43rd may not move and then change formation - all formation changes are conducted
first.

56
CHAPTER TEN
TERRAIN
”We have been cruelly mistreated, the woods and hedges not permitting us to join with the enemy.”
General Houchard, Tourcoing, 1794.

10.0 Terrain Types without movement penalty but lose one Casualty.
All terrain features must be classified according to • Artillery may only pass through Rough Terrain
the three distinct terrain types: Good, Rough and while limbered, via a road or track. They may not
Severe. deploy in Rough Terrain.
• Skirmishers, Withdrawing and Retreating infantry
10.1 Good Terrain units move at Normal speed in Rough Terrain.
This is all terrain not classified as Rough or Severe
and includes open ground, roads, tracks, open fields, 10.2.1 Woods
gentle slopes and hills. All units treat woods as Rough Terrain. Line of sight
is limited to 10cm [6”] into, or through, woods. A
In Good Terrain, units move at their Normal unit outside a wood cannot see entirely through it,
Movement rates. Good Terrain provides no cover even if the wood is less than 10cm [6”] across.
from fire.
For firing, woods are classed as cover. All units firing
10.1.1 Roads at targets in a wood incur a negative fire modifier.
There is no bonus for moving on road. Column of
Close order infantry firing from inside a wood incur a
march on roads was regularly used to reach the
negative fire modifier.
forward edge of battle but rarely, if ever, used once
at engagement ranges. 10.2.2 Orchards & Very Light Woods
Classed as Good Terrain for infantry but Rough
10.2 Rough Terrain Terrain for regular cavalry and artillery. Cossacks
This includes woods, orchards, streams and steep move at half speed.
slopes.
Orchards have no other effects except that a unit
Effects: outside an orchard cannot see entirely through it,
• Close Order infantry move at half speed without even if the orchard is less than 10cm [6”] across.
penalty. They may move at full speed, but lose
one Casualty. 10.2.3 Streams
• Cavalry cannot enter any Rough Terrain other Streams are classed as rough terrain; but, cavalry
than streams. If forced to Withdraw or Retreat may cross moving at half speed.
into Rough Terrain they may pass through it
57
Streams are classed as cover but do not block line of Batteries fire out of a redoubt as normal. Infantry
sight. Firing across, or into, a stream incurs a negative fire as per a Garrison, see 11.3.
fire modifier, unless the firer is on elevated terrain.
It is assumed streams are lined with bushes, shrubs Redoubts are classed as rough terrain for infantry
and trees, which are not generally represented on crossing them. Redoubts can only be attacked by
the table. cavalry from the rear, in which case they are classed
as open terrain.
10.3 Severe Terrain
This includes features such as deep streams, rivers 10.4 High Ground
and marshes, or rugged high ground. Low hills, low ridges and rises of the ground are
considered the same height as buildings and woods.
Only skirmishers may enter severe terrain, and they High hills and ridges are higher than buildings and
move at half speed. No other troops may enter. If woods.
a Close Order unit enters Severe Terrain due to a
Withdrawing or Retreating result, they Disperse. Artillery situated on any type of higher ground may
fire at elevated ranges.
10.3.1 Walls & Hedges
Close Order infantry and cavalry take half their 10.5 Dead Ground
Normal Movement to cross walls or hedges. If a Troops behind and within 20cm [12″] of buildings,
unit has insufficient movement remaining when it woods and low hills are considered in dead ground
reaches an obstacle, it must halt and cross in the from units on higher ground.
next Turn. Artillery must use gaps or gateways; this
takes half their Normal Movement. 10.6 Villages, Strongpoints and Fortified
Villages
A high wall or significant hedge is defined as being There are three types of built-up areas which are
one which is man height or greater. No units may represented by one or more bases, each containing
cross high walls and significant hedges, but must use one or more buildings. All villages and strongpoints
gaps or gates using half their Normal Movement to block line of sight.
do so.
10.6.1 Villages
High walls and hedges are classed as cover from all Normal villages are represented by one built-up-
enemy fire. Low walls and hedges do not provide area. It can be garrisoned by one battalion and the
cover. space taken on the table should reflect this.

10.3.2 Bridges and Fords


Larger villages are represented by two built-up-areas.
Infantry and cavalry must cross bridges and fords
Each is treated as a separate village for garrison
in column. Artillery must be limbered to cross.
and Combat purposes. This enables an Attacker to
Skirmishers cross in a chain of bases and resume
capture one sector while the enemy holds the other.
their chosen formation after crossing.
10.6.2 Strongpoints
10.3.3 Redoubts
Typically, these are significant farms, such as La
Redoubts can be occupied either by a battery or an
Haye Sainte, or large, substantial churches or similar
infantry battalion in column. Redoubts are charged
buildings with high walls. Strongpoints are always
in the normal manner. Close Order infantry firing
just one built up area, usually with one substantial
has no effect against redoubts; while skirmisher and
building represented. These can be garrisoned by
artillery fire suffers a negative modifier.
one battalion.
58
10.6.3 Fortified Villages column formation. If the position is charged while a
Fortified Villages are larger, with a substantial unit is passing through it, the unit must immediately
building or strongpoint. Players place a normal built- Withdraw Unformed to the rear of the feature.
up- area on the table with an adjoining strongpoint.
Each built-up-area in a Fortified Village is treated as Restriction
a separate sector for garrison and Combat purposes. Brigade Skirmish Lines cannot garrison a village or
strongpoint. They may deploy into a village and
Villages such as Plancenoit and Aspern would be
benefit from the cover provided, but do not count
classed as Fortified Villages due to their substantial
as a Garrison.
churches.

10.6.4.1 Garrisons Firing


10.6.4 Garrisons
When a garrison fires from a village or strongpoint, it
A village or strongpoint can be garrisoned by either a
Close Order infantry unit or a light battalion currently does so using Skirmish Casualty Dice in the Skirmish
in skirmish order. A light battalion is deemed to Fire Phase; garrisons do not fire Volleys.
form up into Close Order when forming a Garrison.
Garrisons ignore the 5cm [3”] minimum distance to The entire garrison may fire from any one side of the
enemy units. built up area. The player does not need to designate
which face the garrison is defending. See 11.3.
As soon as infantry reach a village or strongpoint, they
may garrison it. They will immediately be classed as When firing from a fortified village, the units fire as
Unformed but may form up in the next Movement above, but players are restricted to firing with either
Phase. This includes occupying the position after a the strongpoint or village garrison, not both.
successful Combat.
10.6.4.2 Targeting a Garrison
A full Movement Phase is required for a garrison to
Only artillery and skirmishers may fire at a garrison.
exit a village or strongpoint. The garrison forms up
Close Order infantry fire has no effect. See 11.3, and
in column adjacent to any external side facing of the
13.8.
feature the player chooses.

10.6.4.3 Garrisons in Charges and Combat:


Units may pass through uncontested villages or
Charging and Combat with garrisons are found in
strongpoint without restriction, even if garrisoned, in
8.1.4 and 16.5.

Musings of the Marshal

Players should consider the garrison firepower as the battalion commander


ensuring their companies are rushed from point to point to provide an effective
defence. Just as importantly, it has been designed so a garrisoned village is
not ignored by the enemy. In Napoleonic warfare, villages were assaulted and
captured; they were not ignored or by-passed. Permitting a garrison to fire
with all its firepower from any one side reminds players that, unless the area
is captured, they will leave a powerful force to their flank or rear that has a
genuine impact upon his troops.

59
CHAPTER ELEVEN
SKIRMISHING
“The enemy’s skirmishers were thrown out; extending as they advanced, they spread over the space before
them. Now and then they saluted our ears with well-known music, the whistling of musket balls.”
Pte. Cotton. Waterloo, 1815.

11.0 Types of Skirmishers battalions should deploy with a wider frontage to


There are two types of skirmish units in General reflect their more open formation. Players should
d’Armee: Light Battalions deployed in Skirmish Order take this into account depending on how their figures
and the Brigade Skirmish Line. are based.

11.1 Light Battalions A deployed Light battalion must be within 30cm [18″]
Light Battalions may choose to join the Brigade of a formed Close Order Brigade unit at all times.
Skirmish Line, see 11.2.2, or operate independently
from it, deploying in Skirmish Order. Light battalion casualties are noted in the normal
manner; no figures are removed from play.
Elite and Veteran Light battalions may deploy in
Skirmish Order and operate independently of the Light battalions have the same restrictions on
Brigade Skirmish Line in any terrain. approaching enemy units as Brigade Skirmish Lines
and must Evade Charges. See 8.8 and 11.2.1.
Grenadier, Line or Reservist Light battalions may also
deploy in Skirmish Order and operate independently 11.1.2. Reforming a Deployed Independent
of the Brigade Skirmish Line but only when in rough Light Battalion into Close Order
terrain or orchards. If they leave this terrain, or are A Light battalion may Reform using a Formation
forced into open terrain, they must Reform into change in the Movement Phase. When a Light
Close Order, either before they leave the terrain or battalion is Reformed, it will always Reform in
as soon as possible thereafter. column.

11.1.1 Deploying Battalions in Skirmish Order Units may reform on the spot if in rough terrain or
Light Battalions may deploy into Skirmish Order, orchards, or make a bonus Withdraw move in order
separate from the Brigade Skirmish Line. To do to reform behind a friendly Close Order unit.
so requires a formation change in the Movement
Phase. To represent the unit in Skirmish Order, Light
60
11.2 The Brigade Skirmish Line 11.2.1.1 Screening Friendly Units
Each Brigade has its own Brigade Skirmish Line Once deployed forward of friendly Close Order
which is classed as a separate Brigade unit. Brigade infantry or artillery, skirmishers are considered to be
skirmishers can be seen as a combination of integral screening the Brigade Close Order units to their rear.
light companies, elements of the third rank, and
even grenadier companies being deployed into the Where Close Order units are screened, enemy
Skirmish Line. infantry fire must be directed at the Skirmish Line
and not the Close Order units behind them.
The maximum size of a Brigade Skirmish Line is seven
bases. How the Brigade Skirmish Line is created is When shooting at Close Order units screened by
covered in 2.3.5. a Skirmish Line, Artillery firing shot may choose
whether to target the Close Order unit or Skirmish
11.2.1 Deploying the Brigade Skirmish Line Line. When targeting the Skirmish Line, the usual
The Brigade Skirmish Line deploys as a single unit, bounce through rules will apply.
either across the front or on the flanks of its own
Brigade, or it may hold a terrain feature or a gap in When enemy artillery is firing canister, the fire
between Brigade units where space allows. must be directed at the skirmishers. However, if the
screened Close Order unit to their rear is within 5cm
If restricted for space, you may deploy the Brigade [3”] of the Skirmish Line, they will suffer bounce
Skirmish Line in two or more ranks of bases. through. See 13.4.1.

To be screened, a Close Order infantry unit must


The entire Brigade Skirmish Line must remain within
have over half of its frontage covered by friendly
30cm [18″] of a formed Close Order Brigade unit at
skirmishers.
all times.

11.2.1.2 Brigade Skirmish Line Casualties


Skirmishers may not operate closer than the standard
Every three casualties on a Brigade Skirmish Line
5cm [3”] minimum distance to enemy units. Any
removes one base of skirmishers. This is the only
forward movement must halt at that distance. Any
figure removal in the game.
enemy advance by Close Order Infantry and artillery
to within that minimum distance will oblige the
When a Brigade Skirmish Line is reduced to one base,
skirmishers to fall back to maintain this distance.
it immediately Disperses and the Brigade Falters.
This is classed as a bonus action; they may still move
and fire in their own Phase. Any Brigade Skirmish Line which is reduced to two
bases is immediately recalled and removed from
If Charged by Close Order Infantry, the skirmishers play if the Brigade receives a Hesitant or Faltering
will fire but must then Evade and take one Casualty result in the Command Phase. This does not cause
Dice casualties. the Brigade to Falter.

An advance or Charge by cavalry to within 10cm 11.2.2 Reinforcing the Skirmish Line
[6”] of enemy skirmishers in the open, forces the The Skirmish Line can be reinforced by Light
skirmishers to immediately Withdraw without firing, Battalions deploying extra troops into the screen,
become Unformed, and take one Casualty Dice and by using the Skirmishers Reinforce Tasking, see
casualties. This is not a bonus move. No other is 11.2.4 and 11.2.4.1.
movement allowed in this Turn.

61
11.2.3 Recalling the Brigade Skirmish Line This reinforcement uses up all the Skirmish Line’s
A player may choose to recall the Brigade Skirmish movement for the Turn; it may not move or Reform
Line in their Movement Phase, even if it is Unformed. if unformed.
The skirmish figures are permanently removed from
play, this does not count as a Dispersal. The entire battalion that reinforces in this manner is
committed for the duration of the game and cannot
11.2.4 Reinforcing the Brigade Skirmish Line be recalled; remaining as skirmishers for the rest
All Light battalions and any French battalion graded of the game. The original Close Order battalion is
as Line or better, can reinforce the Brigade Skirmish removed from play.
Line by reducing their battalion size by one Size
A new Brigade Skirmish Line may be created in this
Rating, (e.g. Standard to Small). This allows them to
manner if the original was recalled or Dispersed.
add one base to the Brigade Skirmish Line as a free
action in the Movement Phase. This may be done
Restrictions:
even if the battalion or Skirmish Line is Unformed.
A Brigade Skirmish Line cannot be reinforced to
more than the maximum seven bases. If reinforcing
11.2.4.1 Using the Skirmisher Reinforce Tasking.
creates more than the maximum number of bases,
The Skirmishers Reinforce Tasking is used to
any excess are removed from play.
reinforce the Brigade Skirmish Line, the player may
remove one or two Close Order Infantry battalions A player cannot reinforce the Brigade Skirmish Line
from play to create more skirmishers. To do this, the if this would reduce the total number of remaining
Reinforcing units must be within 30cm [18”] of the Close Order units to less than 50% of the original
Brigade Skirmish Line. Close Order unit strength of the Brigade.

Deploying Reinforcements Retreating units cannot reinforce. A unit cannot


• One Small battalion adds two skirmish bases. reinforce if it generates zero bases.
• One Standard battalion adds three Skirmish
bases.
• One Large battalion adds four bases.
• If the unit is a Light battalion add a further one
base whereas a Recruit battalion reduces these
numbers by one base.
• Any unit with six or more casualties reduces the
number by two bases.
The player may replace any base that is currently
holding casualties with a fresh reinforcing base.

Example:

Deploying a Battalion into Skirmish Order


A veteran British 95th Rifles battalion deploys into Skirmish Order. The player deploys the bases in a
line with an expanded frontage to reflect this formation change. As the 95th are Veterans they may
change formation and move, so they may now move up to 20cm [12”].

62
Example:

Reinforcing a Skirmish Line


A Large Austrian Grenz battalion is used to reinforce the Brigade Skirmish Line with one base. The
battalion now drops to Standard size and the Brigade Skirmish Line gains one base.

If the whole battalion has been fed into the Brigade Skirmish Line using the Reinforce Tasking, this
would generate five extra skirmish bases. If it were worn with eight casualties, this would be reduced
to three Skirmish bases.

Example:

Reforming a Skirmishing Battalion


A Veteran French Légère battalion deployed in Skirmish Order is recalled. In the Movement Phase the
Legere fall back to behind a friendly infantry line and Reform into column formation.

11.3 Skirmish Range & Firing the outside base edges of the unit. If the target is
All Skirmishers and Garrisons have a range of 20cm partially obscured or partially outside the arc of fire,
[12”]. only those bases with a line of sight and in arc may
fire.
11.3.1 Firing with the Brigade Skirmish Line
Measure the range from each skirmish base. If over 11.3.1.2. Skirmishers with Multiple Targets
half of the bases are in range, all front rank bases can When a Brigade Skirmish Line is facing multiple
fire. Otherwise, only fire with those bases in range.
targets, the player may choose one unit on which
to concentrate fire, or split casualties across several
When firing, a Brigade Skirmish Line must engage
targets. When splitting fire, apply all modifiers from
the highest priority target in the following order:
both targets to establish the total number of casualty
dice.
1. Enemy charging the unit
2. Any enemy unit; however, the first casualty
11.3.2 Firing Skirmishers
caused must go on any enemy Skirmish unit in
To fire the Brigade Skirmish Line, the player takes
arc and/or range, see Skirmishers with Multiple
one Skirmisher Casualty Dice and then adds a further
Targets. See 11.3.1.1, below.
Skirmisher Casualty Dice for each base in the unit.
For example, if you have three bases in the Skirmish
Skirmishers may never fire through an opposing
Line, you roll four Skirmisher Casualty Dice.
enemy skirmish line.

Apply the modifiers shown on the Skirmish &


11.3.1.1 Skirmishers Arc Of Fire & Line of Sight Garrison Modifiers table, below.
The arc of fire for skirmishers is 90 degrees from

63
Skirmish & Garrison Modifiers Garrisons must fire at the nearest infantry target.
Skirmishers Fire Tasking in play this Turn +2 SCD Other targets may only be engaged if no infantry
Skirmish Line has two or more Rifle +1 SCD target is present.
bases *
Garrisons may fire from any side of the Built Up Area.
Rifle Battalion or Elite Battalion * +1 SCD
Measure range from any point along the side of the
Firers are Unformed or Recruit Garrison -1 SCD
Built Up Area being fired from.
Light battalion or Garrison on 6+ -1 SCD
Casualties
If firing from a side of the Built Up Area which is
Target in Cover or is Cavalry ** -1 SCD
obscured by friendly troops covering up to 50% of
Target in a Village, Strongpoint or -2 SCD
Redoubt that facing, the garrison may still fire at full effect.
* Rifles: 60th/95th Rifles/1st KGL/Prussian Jäger Where the friendly unit obscures more than 50%,
& Schützen battalions. Not cumulative for Elite the garrison may still fire but are reduced to three
Rifles. Skirmish Casualty Dice before modifiers are applied.
** Cover: Woods/High Wall/in or through a
Stream. 11.3.4.1 Fortified Village
Now roll the final number of dice. A hit is achieved When firing from a Fortified Village, players may fire
on a result of 4, 5 or 6. Every two Skirmisher Casualty with either the Strongpoint or the village garrison.
Dice hits inflict one casualty. Any odd hit has no They may not fire both.
effect.
11.4 Skirmishers Fire Tasking
11.3.3 Firing with Light Battalions in Skirmish The Skirmishers Fire Tasking adds two Skirmisher
Order Casualty Dice to either a Skirmish unit or Garrison’s
Light battalions in Skirmish order use the same firing firepower. In addition if Double Six is rolled on any
method as a Brigade Skirmish Line. They fire with five two dice, they will inflict a Discipline Test upon the
Skirmish Casualty Dice or three if only half, or less, of target unit.
the bases are in range. Apply the same modifiers.
If unable to fire when given a Skirmishers Fire Tasking,
11.3.4. Firing with Garrisons the unit will recover one casualty at the end of the
Garrisons of villages, strongpoints and redoubts fire Skirmish Fire Phase.
as Skirmishers in the Skirmish Phase. They fire with
an initial five Skirmish Casualty Dice (four if Recruits),
and apply the same modifiers.

Musings of the Marshal

All skirmish fire range is the same for both muskets and rifles. This is because,
outside instances of small groups or Chosen Men engaging at very long range,
there is little evidence to support wholesale long range rifle fire by entire
skirmish lines or battalions. With limited ammunition and slower load times
combined with restricted battlefield visibility, riflemen most likely engaged at
the same or only slightly longer ranges than those armed with muskets, and
this is too low level for our game to account. There is no negative modifier
when skirmishers engage opposing skirmishers.

64
Example:

Brigade Skirmish Line Fire


A French Brigade has a Brigade Skirmish Line of four bases. In the fire Phase the French player opens
fire upon a British Close Order line battalion. They gain one Skirmish Casualty Dice and then add an
additional Skirmish Casualty Dice for each base; so rolls five D6 in total scoring 6, 5, 5, 3 and 1. This is
three hits, which results in one casualty.

Example:

Light Battalion Fire


A British player decides to issue a Skirmishers Fire Tasking to the 52nd Light battalion currently
deployed in Skirmish Order, which is successful. They now gain an extra 2SCD when firing. The 52nd
advances and fires against the opposing French skirmishers. They start with five Skirmish Casualty
Dice for a deployed Light battalion, add the extra 2 SCD for the Tasking, making seven SCD in all. They
roll 1, 2, 3, 4, 5, 6 and 6, so four hits. This results in two casualties and the Double Six also generates
a Discipline Test on the target unit as the Skirmishers Tasking is in play.

Example:

Garrison Fire
A French Garrison engages a Prussian battalion advancing upon them. The Garrison gains five Skirmish
Casualty Dice. The player rolls 1, 1, 2, 3 and 4. This results in just one hit, so no casualties are caused.

65
CHAPTER TWELVE
GENERAL FIRING RULES
″Under the tremendous fire of the enemy our thin line staggers and men are knocked over like skittles; but
not a step backwards is taken....The orders were Close up! Close in! Fire away!″
7th Fusliers, Albuera, 1811

12.0 General Firing Rules 12.1.1 Priority Targets


The rules in this Chapter outline the general An Infantry unit firing must prioritise their target in
principles for Close Order Infantry and Artillery fire. the following order:
The following two Chapters will cover the processes
used. 1. Any enemy unit charging them.
2. The nearest enemy Close Order unit within volley
Units may fire once per Turn. This may happen in
range, or any enemy firing at the unit.
response to an enemy Charge in the Charge Phase,
or in the Fire Phase.
An Artillery battery firing must prioritise their target
in the following order:
Casualties inflicted by firing are applied immediately.
1. Any enemy unit charging the battery.
Any casualties lost by a unit do not fire back in the
non-Phasing Player’s Firing Phase. 2. At canister or effective range, the battery may
choose any target.
12.1 Who Can and Cannot Fire? 3. At long or elevated range, a battery that takes
All Close Order infantry and all artillery may fire casualties from enemy artillery fire in the current
at targets that are visible, in range and in their arc Turn must return fire on that battery, if it is an
of fire. They may not fire at an enemy unit that is eligible target. Otherwise, the nearest Close
in Combat. See Chapter 10, Terrain, for visibility Order unit or deployed battery must be targetted.
restrictions.
Batteries firing on an Assault Fire Tasking ignore
A unit may not fire in the Fire Phase if it undertook priority target rules and may fire at any target chosen.
any action in the Charge Phase. This includes acting
as a support, regardless of whether the re-roll 12.1.2 Arc of Fire
provided by that unit was used or not. If the Brigade is Obeying Orders, the arc of fire for all
Close Order units is 45 degrees from either outside
Units may not fire if they moved using a Forwards base edge.
Tasking. Cavalry and Retreating units may not fire.

66
If the Brigade is Hesitant, the angle of fire for all Close 12.2.2 Firing Through Enemy Skirmishers
Order units is straight ahead. When firing straight Infantry cannot fire through enemy skirmishers at a
ahead, a target can still be engaged as long as the target behind them, but must target the Skirmishing
firing unit can hit any part of the target unit, even unit or Skirmish Line.
just the end of a base!
Fire from Artillery firing shot will pass through
12.1.3 Moving and Firing skirmishers without effect, unless the player elects
to specifically target the skirmishers.
Infantry and artillery may move, change formation
or Reform in the Movement Phase and then fire in
Artillery Canister must fire at skirmishers. Any Close
the Fire Phase. However, moving units always apply
Order unit to their rear may be affected by bounce-
the reduced “10+ if moved” firing result on a score
through casualties see 13.4.1.
of 10 or more.
12.2.3 Firing at Multiple Targets
12.2 Firing Restrictions When a unit fires at multiple targets, the casualties
No unit may fire through a friendly unit. If a unit has are divided between all eligible targets. Where there
friendly troops within 5cm [3”] across any part of its is an odd number of casualties, majority of casualties
front, it may not fire. caused will go on either the Lead Charge unit in a
Charge, or the nearest target when firing in the Fire
Artillery on elevated ground may fire over the heads Phase.
of troops on lower ground. See 13.3.
If firing at several units in different formations, apply
Generals cannot fire or be targetted by enemy fire. the modifier applicable to the Lead Charge unit when
firing in a Charge, or nearest unit when firing in the
12.2.1 Blocking Terrain, Target Partially Fire Phase. When firing at two or more targets, one
2D6 roll is made.
Obscured or Partially in Range
Where the view of the firing unit is partially
12.3 Cover
obstructed, or if only a part of the firing unit is in
When firing, the target may be in two types of cover:
range, firing is conducted at full effect provided at
least half of the firing unit can see the target and is
1. Cover
in range. 2. Villages, strong-points and Redoubts.

Where less than half of the firing unit can see the Cover includes woods and units behind high stone
target, or where less than half of the firing unit is walls or streams. Units firing at targets in cover apply
in range, firing is reduced to one Casualty Dice. No a negative fire modifier.
other firing modifiers are used in this situation.
67
Villages, Strongpoints and Redoubts cannot be DT, for example, “3 + DT”, requires the target unit to
engaged by Close Order infantry fire. Only skirmishers take a Discipline Test immediately, see Chapter 15.
and artillery may engage these targets.
12.5.1 Multiple Targets and Discipline Tests
Limited cover, such as low walls and small hedges do When a Discipline Test result occurs when firing at
not provide any cover. multiple units, the target nearest the firing unit takes
the Test. If the target units are at equal range, the
12.4 Casualty Dice
firer may choose which one unit takes the Discipline
Casualty Dice, referred to as CDs in the tables and
Test.
Quick Reference Sheet, are used to represent
increased firepower.
If firing at two or more targets in a Charge, the Lead
Each Casualty Dice inflicts one casualty on a result of Charge unit will always take any resulting Discipline
4, 5 or 6. Casualty Dice are not affected by range or Test if it suffered any casualties. If the Lead Charge
any other modifiers. unit suffered no casualties, the supporting unit will
take the Discipline Test.
When rolling Casualty Dice in addition to the normal
2D6 used for firing, use different coloured dice to 12.6 Double Six
differentiate. If any unit rolls an unmodified double six when
firing, the player must roll on the Destiny Table. See
12.5 Discipline Tests Chapter 17.
Any fire from Close Order infantry or artillery that
gives a result that is accompanied by the annotation

68
CHAPTER THIRTEEN
ARTILLERY FIRE
″They brought up five pieces of cannon to bear direct upon us, which did great execution... “
Lt. Thain, 33rd Foot, Quatre Bras, 1815

13.0 Artillery Fire Types the fire. However, be aware; an Assault Fire Tasking
There are three types of Artillery fire: Standard Fire, has a higher chance of a Low on Ammunition result.
Inferior Fire and Weak Fire.
Restriction
Standard Fire: Batteries may not use Assault Fire if they have suffered
Batteries that have no negative modifiers use the four or more casualties, are low on ammunition,
Standard Battery Fire results row. have moved this Turn (including Reforming) or are
out of command. Also, see Caissons, 13.5.
When firing canister, or at denser formations,
additional Casualty Dice are added to this fire and
13.1 Hesitant Artillery
any hits are added to the overall effect.
Batteries in Hesitant Brigades are restricted to firing
Inferior Fire: at effective and canister ranges only; they cannot fire
Batteries with one Inferior Fire modifier use the at long or elevated ranges.
Inferior Battery Fire results row.
13.2 Ranges
Weak Fire: Artillery fire is affected by the range to the target and
Batteries with two or more Inferior Fire modifiers fire the position of the battery, as follows:
with one Casualty Dice. Firing with one Casualty Dice
is the worst fire available to a battery, regardless of
1. Canister Range: This is close range fire, employing
any additional negative modifiers.
canister rounds. When firing canister, this adds
Positive modifiers may add additional Casualty Dice two Casualty Dice to the battery fire.
to the fire. 2. Effective Range: When targets are presumed to
be within range of both heavy canister and shot.
Casualty Dice: When firing with Casualty Dice, a
3. Long Range: Firing at Long Range incurs an
casualty is inflicted on each score of 4, 5 or 6.
inferior fire modifier. This has two separate
range brackets, depending on the location of the
Artillery may fire normally or using the Assault Fire
battery, as follows:
Tasking. For artillery fire undertaken with an Assault
Fire Tasking, add an additional two Casualty Dice to
69
Artillery Ranges
Cannon Type Canister Range Effective Range Long Range - Flat / Elevated
3 - 4pdr guns 0 - 20cm [12"] 20+cm - 35cm [21"] 35+cm - 70cm [45"] / 90cm [58"]
6 - 9pdr guns 0 - 20cm [12"] 20+cm - 40cm [24"] 40+cm - 70cm [45"] / 100cm [65"]
12pdr guns 0 - 25cm [15"] 25+cm - 50cm [30"] 50+cm - 70cm [45"] / 115cm [75"]
Elevated: This is either firer is elevated or the target is elevated
Flat Ground 13.4 Artillery Firing Procedure
If a battery is deployed on flat ground (i.e. not on a To fire a battery, use the following procedure.
hill or rise, etc.) and the target is also on flat ground,
1. Measure the range from the firer to the target.
then the range is limited to 70cm [45”] for all guns.
The firing unit measures the range from its centre
Elevated Ground to the nearest point of the target unit.
If a battery is deployed on high ground, such as a hill,
2. Apply any negative modifiers.
ridge or rise, then it uses the longer elevated range.
Batteries deployed on flat ground but firing up at 3. Add any additional Casualty Dice.
elevated targets also use this range bracket.
4. With Standard and Inferior Fire, roll 2D6, total the
13.3 Overhead Artillery Fire scores and consult the results table below. Apply
Artillery may only fire shot over the heads of the result along with any additional Casualty Dice
friendly troops if the battery is on higher ground. casualties resulting from positive fire modifiers.
An intervening friendly unit must be at least 20cm
5. For Weak Fire, roll one Casualty Dice and apply
[12″] away from the front of the firing battery
and on lower ground. A friendly unit cannot be the result along with any additional Casualty Dice
anywhere within 20cm [12”] of the target unit. casualties resulting from positive fire modifiers.
6. Casualties on the target unit or units are noted.
Cannister may never be fired overhead.

Artillery Fire Modifiers


Positive Modifiers
Assault Fire +2CD Used with an Assault Fire Tasking
Canister Fire +2CD
Elite Battery or Large Battery at Canister Range +1CD Russian 12 gun battery firing canister
Target in Column at Effective/Canister Range +1CD This does not apply to Cossacks
Target in Square +1CD Applies at all ranges
Bounce-Through Fire +1CD Applies only to Bounce-Through Targets
Negative Modifiers
Firer is on 6 or more Casualties
Firer is Unformed
Firer is Low on Ammunition
Inferior Fire Modifier
Target at Long Range
Target in Woods or in Cover/Redoubt
Target is Skirmishers
Two or more Inferior Fire Modifiers Weak Fire, 1CD
Battery Prolonged or Wheeled
Battery Moved AND Unlimbered Weak Fire 1CD only. No other firing modifiers are
applied
Target is a Garrison

70
Artillery Fire Casualty Table
Fire Results 4 or less 5 to 6 7 to 8 9 10+ if Moved 10+
Standard Fire FC 1 1 2 + DT 2 + DT 3 + DT
DT if Canister DT if Canister

Inferior Fire FC - 1 1 1 + DT 2 + DT
DT if Canister
or firer Elite
Weak Fire 1 CD, FC if a 1 is rolled
Result Defined
FC Fatigue Casualty. Artillery on Assault Fire also go Low on Ammunition.
DT Inflict a Discipline Test on target

13.4.1 Bounce-Through Fire replenished using a caisson, see 13.5. A battery that
Artillery bounce-through fire represents the bounce is Low on Ammunition that receives a second Low on
of shot or the over-shoot of canister. This can affect Ammunition result suffers no additional penalties.
units that are within 5cm [3″] of a unit that is being
targetted and directly in line of the firer. 13.4.3 Fatigue Casualties
To represent the gun crews tiring and becoming
To determine if a unit is affected, draw a line from exhausted, there is a risk that a battery which fires
the centre of the firing unit through the centre of the may lose a casualty to fatigue, reflecting a reduction
target unit. If another unit is on this line within 5cm of effectiveness.
[3”] of the target unit, bounce-through fire results.
For Standard and Inferior battery fire, a score of 4
To determine the effects of bounce-through fire, or less on the 2D6 rolled for firing, results in one
roll one Casualty Dice for any unit affected. Skirmish casualty being caused on the battery.
units are not affected by bounce-through fire.
For Weak fire, with just one Casualty Dice, a score
13.4.2 Low on Ammunition of 1 on the Casualty Dice results in one casualty due
A battery will become Low on Ammunition in the to fatigue.
following situations:
Where a battery fires with one Casualty Dice, but
• The battery suffers a Fatigue Casualty when using gains additional Casualty Dice as a result of positive
an Assault Fire with an Artillery Assault Tasking. modifiers, such as when firing Canister, roll one dice
Ignore on the battery’s first Turn of firing. of a different colour and use that to determine if a
• An unmodified roll of Double 1 for firing. This is Fatigue Casualty results.
ignored if the battery is firing for the first time.
• A battery Retreats.
13.5 Artillery Caissons
Any caissons a force has are placed with the C-in-C at
• The battery is part of a Faltering Brigade that
the start of the game. See 2.3.4. These may be used
receives a Sauve Qui Peut outcome.
for four tasks, each costing one caisson.
• The battery withdraws from a Charge.

1. Replenishment of ammunition.
Once Low on Ammunition, the battery must be
2. Using a caisson allows a battery that has suffered
marked to show this. Artillery ammunition is
four or more casualties to Assault Fire with an
71
Musings of the Marshal

In battle, batteries do not fire continuously without rest or replenishment of


ammunition; at times firing will be limited due to smoke obscuring the target
or simply for the purpose of conserving ammunition.

It is worth noting that, whilst a wargames table is often as flat as a billiard


table, in reality what we call flat ground often sees limited visibility caused by
rises and dips of the ground, hedges, tree lines, smoke and the likes, that are
not usually present in our games.

Artillery Assault Tasking and ignore any Low on which task the caisson is being used for.
Ammunition result in that Turn. • If replenishing ammunition, no movement or
3. Permits a worn battery with six or more casualties firing is permitted by the battery for that Turn.
to recover two casualties. The Low on Ammunition marker is then removed
4. Corps Battle: In a corps battle, this permits two at the end of the Fire Phase.
batteries in a Corps Artillery Reserve to Assault • There is no restriction on how many caissons
Fire simultaneously, using one Assault Fire may be used per Turn.
Tasking. • Hesitant Brigades cannot use caissons, and any
caisson assigned to them in that Turn is returned
13.5.1 Using Caissons to the C-in-C.
In the Command Phase, before any Command rolls
are made, the player places the caisson model with After a caisson has completed its task, it is
the Brigade it wishes to benefit from a Caisson task. permanently removed from play.
There is no limit to where the Caisson can be placed.
• If the Brigade is Obeying Orders, the player states

72
Musings of the Marshal

In General d’Armee, there is no difference in fire effect between a 6 and an 8 gun


battery. Batteries did not fire with all guns all of the time, regularly holding a
section of guns in Reserve. This means in actual firepower terms they are very
similar. Russian 12 gun batteries did not deploy with all guns to their front.
Both sections of licornes were deployed on the flanks as reserve sections; thus,
a Russian battery had a maximum 8 guns in the firing line. Consequently the
firepower difference between all batteries was relatively minor and not a factor
a Divisional General or Corps Commander would worry about. Also, if simply
having more guns in a battery guaranteed superior firepower, then surely every nation would have just
deployed 12 gun batteries? The fact that every nation except Russia maintained 6 or 8 gun batteries
for the full course of the wars indicates that a larger complement of cannon in a battery was far from
superior.

It is worth noting that counter-battery fire does not have a separate modifier; the long range modifier
already accounts for the difficulty of hitting batteries at range. This lack of a modifier also encourages
players to deploy artillery historically. If guns are deployed within effective range of enemy batteries
or infantry, the player is taking a serious risk. When the French General Senarmont moved his guns to
within close range of the Russians at Freidland, not only did his gunners take very heavy casualties but
it was so unusual Napoleon thought he was deserting!

13.6 Regimental Guns Firing:


Several armies, including Austria and France, as well When a Regimental Gun wishes to fire, place the
as Prussia in the early years of our period, parcelled model on the immediate flank of any Brigade infantry
out artillery as Regimental guns to directly support battalion in the Movement Phase. This uses up that
the infantry rather than deploying them as batteries. battalion’s entire movement for the Turn. The guns
Where guns are used in this way, the following rules cannot be deployed in the Charge Phase.
apply.
Regimental guns fire in the Artillery Fire Phase and
• An infantry Brigade fields a single gun model
fire with three Casualty Dice. Maximum Range is
to represent its Regimental or battalion guns.
20cm [12”]. No modifiers are applied unless firing
The model is placed to the rear of the Brigade,
against a garrison, in which case this is reduced to
but not classed as a discrete unit; so, cannot be
one Casualty Dice.
charged or fired at.
• Other than a French Recruit Brigade in 1813- After the Fire Phase, return the model gun to the
1814, which may have both Regimental guns and rear of the Brigade.
a supporting battery, infantry Brigades may have
either a foot battery or battalion guns assigned Morale: To represents the morale boost gained
to it, but not both. from having attached guns, a player may use one
• Regimental guns have three actions per game. Regimental gun action to ignore a Discipline Test
These actions can be used for either firing or caused by enemy fire. The guns do not have to be
morale. A small dice is used to reflect the number deployed to be used in this way.
of actions used. When the guns have used all
three actions, the model is removed from play. Restrictions
This does not count as a Dispersed unit. Hesitant and Faltering Brigades may not use

73
Regimental guns. If the Brigade receives a Wavering 13.8 Setting Villages & Strongpoints on Fire
or Sauve qui Peut Falter result, the Regimental guns A score of 6 by artillery on the one CD, or a 10+ on
are lost and removed from play. the 2D6 for rockets, firing on a village or Strongpoint
will cause a fire. Dice to determine which side of
13.7 Rockets
the area is on fire. Once on fire this side cannot be
A rocket battery is classed as a Small horse artillery
battery, but can be attached to either cavalry or attacked or moved through, nor can the garrison fire
infantry Brigades. They have the range of 6-9pdr out of that face for the rest of the game. Only one
guns. fire is ever caused per Built-Up-Area sector. Fires
cannot be extinguished during a game.
To fire Rockets, roll 2D6 and consult the results table
below. There are no modifiers.

Rocket Fire
Result Double 1 3-4 5-8 9 10 11 - 12
Normal Rocket Blows FC + DT - DT 1 + DT Direct Hit!
Up! Battery on nearest 3 + DT
vs. Garrison Disperses. friendly unit. - 1 + Fire!

Examples:

Artillery Fire 1
A French battery deployed on high ground engages a Prussian column. As the battery is elevated it
may use the longer elevated range which finds the target within the elevated range bracket. Therefore
as one negative modifier applies, firing at long range, the French battery rolls against the Inferior
Battery Fire line and scores a total of 7. This inflicts one casualty.

Artillery Fire 2
A Russian Large battery fires canister at a French column. The Russians have no negative modifiers,
so will roll against the Standard Battery Fire line. In addition, the Russians gain two Casualty Dice as
they are firing canister, another CD as it’s a Large battery firing canister and a further CD as the target
is a column within effective range - so four Casualty Dice in all. The Russian player scores a total of
8 on his 2D6 roll - this inflicts one casualty and a Discipline Test, as the target is at canister range. In
addition, each Casualty Die rolls a hit, so a total of five casualties and a Discipline Test are inflicted on
the unfortunate French infantry.

Artillery Fire 3
A British horse battery moves up and unlimbers to engage a French column at effective range. As the
battery has moved and unlimbered in one Phase, its fire is reduced to one Casualty Dice only. The
British player rolls 1D6 and scores a 1, resulting in a Fatigue Casualty result on the battery.

74
CHAPTER FOURTEEN
INFANTRY FIRE
″It was the first time the noise of an English fusillade had reached our ears....never had we heard a
rolling fire as well fed as that. “
Lt. Girod, 9th Légère, Talavera, 1809

14.0 Infantry Firing Range & Types add extra Casualty Dice to their fire, adding any
All musketry is conducted at a range of 0-15cm [9”]. resulting hits to the effect.

14.0.1 Types of Fire 14.2 Firing with Columns and Squares


There are three types of Close Order infantry fire for Columns and Squares always use a Weak Volley;
battalions in Line formation: Standard Volley, Inferior however, they may gain extra Casualty Dice from
Volley and Weak Volley. positive modifiers.

Standard Volley: Columns and squares have no effect when firing at a


Battalions in line that have no negative modifiers, Garrison or Skirmishers.
roll 2D6 and use the Standard Volley result.
14.3 Firing Close Order Infantry
Inferior Volley: To fire with a unit, use the following procedure:
Battalions in line with one Inferior fire modifier, roll 1. Measure the range from the centre of the firer to
2D6 and use the Inferior Volley result. the nearest point of the target unit.

Weak Volley: 2. Apply any negative modifiers.


Battalions in line with two or more inferior fire
3. Add any additional Casualty Dice.
modifiers, fire a Weak Volley, rolling one Casualty
Dice. 4. With Standard and Inferior Volleys, roll 2D6, total
the scores and consult the results table below.
Firing with one Casualty Dice is usually the lowest Apply the result along with any additional
result a unit can receive, regardless of any additional Casualty Dice casualties resulting from positive
negative modifiers. The firer may gain extra Casualty fire modifiers.
Dice from positive modifiers. 5. For Weak Volleys, roll one Casualty Dice and apply
the result along with any additional Casualty Dice
14.1 Troop Quality when Firing casualties resulting from positive fire modifiers.
Better quality units, such as Elite, Veteran or Drilled,
6. Casualties on the target unit or units are noted.
75
Infantry Fire Modifiers
Positive Modifiers
Elite +1CD Regardless of formation
Veteran in Line or Drilled in Line +1CD Applies to Line formation only
Large unit in Line - no movement +1CD No actions taken in Movement Phase
Target is a Charging Column at 5cm [3"] +1CD Only used in a Charge. Not applicable if firer
on 6+ Casualties. Applied to Lead Charge unit
Target in Square +1CD
Negative Modifiers
Firer on 6 or more Casualties
Firer Unformed
Firer has Lost Fire Discipline
Inferior Volley Modifier
Firer is Recruit or a Small Battalion (not both)
Firer in Woods
Target in Cover
Target is Skirmishers
Two or more Inferior Fire Modifiers Weak Volley, 1CD
Column or Square vs. Skirmishers No Effect
Target is a Garrison/in Redoubt No Effect

Infantry Fire Casualty Table


Fire Result 4 or less 5 to 6 7 to 8 9 10+ if 10+
moved
Standard Volley FD 1 2 3 + DT 3 + DT 4 + DT
+ DT if firer Elite
Inferior Volley FD 1 1 2 2 + DT 3 + DT
+ DT if firer
Elite, Veteran or
Drilled
Weak Volley 1CD
Results Defined
FD Loss of Fire Discipline. Any score of 4 or less on 2D6 roll.
Units firing their first volley ignore this result. Elites always ignore this result.
DT Inflict a Discipline Test on target. This may be limited to better troop grades with
some results.
Weak Volley Roll 1CD instead of 2D6. Casualty on 4+.
A Score of 1 results in Loss of Fire Discipline unless Elite or first volley.
14.4 Casualty Dice unit is marked with smoke to show this.
When firing with casualty dice, a casualty is inflicted
on each roll of 4, 5 or 6. Any score of 1 on the Weak Volley Casualty Dice,
results in a loss of Fire Discipline. If units are firing
14.5 Loss of Fire Discipline with a Weak Volley but have also gained additional
Due to the chaos of the battlefield, firing units Casualty Dice as a result of positive modifiers,
not rated as Elite may lose their fire discipline. For roll one dice of a different colour and use that to
Infantry in Line firing, any Fire Result score of 4 or determine if a loss of Fire Discipline results.
less on the 2D6 results in a loss of Fire Discipline. The
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Musings of the Marshal

Once units started firing, it was often difficult for their commanders to get them
to stop. What had been orderly volleys could degenerate into every man firing for
himself in the smoke and chaos of the battlefield, while officers struggled to issue
clear and effective orders to get the battalion back in hand.

14.5.1 Loss of Fire Discipline Effects Units with lost Fire Discipline are classed as inferior
Loss of Fire Discipline prevents an infantry unit from supports in a Charge and cannot reinforce a combat.
moving, including charging and changing formation
(except into square), but does not prevent them Recovering Lost Fire Discipline
from Reforming. Units automatically recover from loss of Fire
Discipline by using the Reform move action, see 9.9.
An infantry unit in Line that fires with lost Fire
Discipline, suffers an Inferior Volley modifier.

Examples:

Volley Fire 1
A Standard size French Line battalion in Line formation moves up in the Movement Phase to engage a
British line. The French player rolls 2D6, scoring 8, with no modifiers. They consult the Casualty Table
using the Standard Volley results. This shows that a volley on a score of 8 causes two casualties.

Volley Fire 2
A Russian battalion in line volley fires at a French Skirmish Line opposing them. The Russians have
lost six casualties and are firing at skirmishers - both are Inferior Volley modifiers. Two Inferior Volley
modifiers mean the Russians fire a Weak Volley, rolling just one Casualty Dice. They roll a 1 and so lose
Fire Discipline!

Volley Fire 3
A Small British battalion graded as Veteran has lost seven casualties. It has two Inferior Volley modifiers,
being Small and on six or more casualties, it drops to a Weak Volley with just one Casualty Dice.
However, it gains one Casualty Dice as it is Veteran in line, so fires with two Casualty Dice. The British
player uses different coloured dice for this firing, to distinguish any potential Loss of Fire Discipline on
his Weak Volley CD.

Volley Fire 4
An Austrian battalion (Large size and graded as Reservist) in line formation has moved up in the
Movement Phase to engage a French column. The Austrians roll 2D6 scoring 11; however, they lose
the additional Casualty Dice for Large as they have moved. The player consults the Casualty Table
that shows that a volley on a score of 11 would normally cause four casualties and a DT; but, as the
Austrians have moved, this is reduced to three casualties and a DT.

77
CHAPTER FIFTEEN
DISCIPLINE TESTS
“Heads up gentlemen! Those are bullets, not turds!″
Col. Lepic. Grenadiers a Cheval de la Garde Imperial,
Eylau, 1807

15.0 The Discipline Test 15.1 Discipline Tests During a Charge


The state of an individual unit’s morale is represented The Lead Charge unit takes any required Discipline
by the use of the Discipline Test. Test and applies the result immediately if it received
casualties. However, if the enemy fire is only target-
Units take a Discipline Test when the following ing a support unit, then that support unit will take
situations occurs: the Discipline Test.
• A firing result of DT is caused by an infantry
volley, artillery fire, or when skirmishers using a If a Lead Charge unit receives an Unformed result, it
Fire Tasking roll a double 6. continues with the Charge but applies the Unformed
• Infantry in line are charged by cavalry. modifier to the Charge Combat. If a support becomes
• Infantry in column attempting to form square Unformed, it becomes an Inferior Support, see 8.5.
when Charged by cavalry.
If a Lead Charge unit Retreats or Disperses, see 8.5.1.
• Cavalry Priority Target Discipline Test. See 8.1.6.
• A Close Order unit is charged in the flank or rear.
15.1.1 Cavalry Charge Priority Discipline Test
Cavalry must Charge an eligible enemy cavalry target
All Discipline Tests are taken immediately. Any results
within a 45 degree front arc rather than foot targets
are then implemented.
unless they pass a Discipline Test at the start of the
Charge. If the test is passed, they may ignore enemy
If a single unit firing across multiple targets, see
cavalry and Charge a target of their choice. If the test
12.2.3.
is failed, they must Charge the enemy cavalry. The
Exceptions actual Discipline Test Result is ignored.

• Garrisons do not take Discipline Tests.


15.2 Discipline Test Procedure
• Retreating units automatically Disperse if
To take a Discipline Test, select the appropriate
required to take a Discipline Test.
column based on the troop grading of the testing
unit.
78
Adjust this troop grading dependent upon modifiers, Roll 2D6 and consult the table. A unit passes the
applying promotions first. Each promotion shifts Discipline Test by rolling equal to or more than the
the morale grading one column to the left on the indicated target score required to Obey Orders.
Discipline Test table below, while each demotion
shifts it one column to the right. The final column A unit rolling less than the target score fails its
will indicate the score needed to pass. Discipline Test.

Discipline Test Modifiers


Promotion Modifiers Demotion Modifiers
Glory! Two promotions if Post of Honour in play. 6+ casualties.
Reservist in Column or Square. Unformed.
Recruits in Column or Square. Infantry in Line vs. cavalry Charge is one demotion.
Apply two demotions if a Large battalion.
Enthusiastic. Only applies to a DT caused by enemy Charged in Flank or Rear. Additionally, roll 3D6 and
fire. use the two lower dice scores.

Discipline Test
Morale Grade: Elite Veterans and Line or Brigade Reservist or Enfant Perdus!
Grenadiers Skirmish Line Recruit
Obey Orders 5 6 7 8 9
Unformed 2-4 3-5 3-6 5-7 7-8
Retreat N/A 2 2 4 or less 6 or less
Note: Enfant Perdus is not a troop grade, but units demoted below the lowest grading are classed as this
for Discipline Tests. Enfant Perdus is the French term for Forlorn Hope, so good luck!

Discipline Test Results


Unit under Enemy Fire To form Square, Unit charged in Flank or Rear
Infantry in Line versus Cavalry
Charge
Obey Orders. No negative effect Obey Orders. Battalion forms Obey Orders. Unit stands and turns to
upon the unit square! face but is Unformed.
Unformed. The unit is Unformed! The unit is Unformed. The charging unit
Unformed. Unformed. Remain in original automatically wins the Charge with a
Skirmishers also take 1 extra formation. No defensive fire. Victory result.
casualty. The Charge Combat procedure is
ignored.
Retreat! Immediately make a Retreat! Immediately make a Retreat! As Unformed above.
Retreat move + 4CD casualties. Retreat move + 4CD casualties.
Double Six! Any unit passing a Discipline Test by rolling a Double Six, also recovers one casualty.

79
Example:

Discipline Test 1
A Spanish Recruit battalion in line suffered three casualties from French artillery fire and must also
take a Discipline Test. The player looks at the table and sees that Recruits in line need a score of 8 or
more to pass. They roll 2D6, scoring just 5. They fail and become Unformed.

Discipline Test 2
A French artillery battery, graded as Line and having lost four casualties, has been hit by British counter-
battery fire. It loses a further two casualties, taking it to six, and must also take a Discipline Test. Due
to the 6+ casualty level, the Line troop grade receives one demotion to Recruit or Reservist, requiring a
score of 8 or more to pass. The player rolls 2D6 and scores a total of 4, a Retreat result. The unit must
immediately make a Retreat Move, becomes low on ammunition and suffers 4 CD casualties.

15.3 Morale Status Definitions • In the Movement Phase, Unformed units are
Tactical units have three states of morale; they are restricted to either:
either Formed, Unformed or Retreating. a) Reforming. See 9.8.
b) Retire to the Second Line.
Obeying Orders c) Reinforcing the Brigade Skirmish Line if they
The unit remains formed in good order and/or have the Skirmishers Reinforce Tasking.
completes any formation change, or turns Unformed d) Artillery may perform emergency limbering.
to face a Charge to their Flank or Rear.
• If Charged an Unformed unit reacts as per the
Unformed standard Charge reaction options.
The unit has temporarily lost order and discipline, Retreat
with officers unable to give effective commands. The Retreating units move directly away from the enemy
unit maintains its formation but has reduced ability for the first 10cm [6″] of the initial Retreat move.
to volley, cannot Support other units effectively and Close Order units will break-through and Unform any
is far more vulnerable in Charges and Combat. The friendly units behind them and within this distance.
unit should be marked with an Unformed marker. From that distance onwards, the unit must withdraw
A unit going Unformed has no other impact on the within a 45° rearward arc, will flow around friendly
Brigade. units and end their movement facing the enemy.
Limitiations for Unformed Units
A Retreating unit must retreat the full move, unless
Units that are Unformed will be affected, as follows:
it can halt behind a friendly Close Order unit. If the
• Unformed units may not declare Charges. If a unit Retreating unit can make contact with a friendly
becomes Unformed during a Charge, complete Close Order unit, it may then take as much additional
the Charge Unformed. movement as necessary to move behind the friendly
• In a Charge, Unformed supporting infantry are unit.
limited to firing and do not provide a support re-
roll. Where a Retreating infantry, artillery or Small cavalry
• Unformed defending cavalry provide a Support unit has six or more casualties it will Disperse if it is
re-roll in a Charge but cannot reinforce a second unable to fall back behind a friendly Close Order unit
Combat round. that is not retreating.
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Large or Standard size cavalry units with six or more 15.4 Withdrawing
casualties will not Disperse if unable to reach a Units may receive a Withdraw result due to Charges
friendly unit (due to their own reserve squadrons). or Combat. A Withdrawing unit is Unformed and
should be marked with an Unformed marker.
Garrisons that Retreat do not Unform any units
behind them. Withdrawing infantry and foot artillery units move
up to 30cm [18”] away from the enemy. They may
Limitations for Retreating Units halt their Withdraw move at any point if they make
Retreating units will be affected as follows until contact with a friendly Close Order unit.
rallied:
• Retreating units immediately Disperse if Charged. Withdrawing cavalry and horse artillery move up
• Retreating units immediately Disperse if required to 40cm [24”] away from the enemy, halting their
to take a Discipline Test. Withdraw move at any point if they make contact
• Retreating units may not voluntarily move or fire. with a friendly Close Order unit.
• Retreating units may not support a Charge.
Withdrawing units move directly away from the
• Artillery batteries retreating from either a Charge
enemy. For the first 10cm [6″] of the initial Withdraw
or Combat are Dispersed and removed from
move, Close Order units will break-through and
play. Otherwise they limber up for free and then
Unform any friendly units behind them and within
retreat.
this distance. From that distance onwards, the unit
• Retreating artillery go Low on Ammunition. must withdraw within a 45° rearward arc, and will
flow around any friendly units in their path.
15.3.1 Rallying Retreating Units
Retreating units will be automatically rallied Garrisons that Withdraw do not Unform any units
to Unformed if their Brigade Obeys Orders in a behind them.
subsequent Turn. The unit becomes Formed at the
end of the Movement Phase. See 9.8. If the Withdrawing unit can make contact with a
friendly Close Order unit, it may then take as much
additional movement as necessary to move behind
Units cannot be rallied or Reformed if their Brigade
that unit.
is Hesitant or Faltering. Where Hesitant, Retreating
units will remain in their current position, continue to
A Withdrawing unit must withdraw the full move,
be classed as Retreating and lose four Casualty Dice
unless it can halt behind a friendly Close Order unit.
casualties in the Command Phase. Where Faltering,
see 7.3 and apply the effects of the Faltering Brigade
Roll. Withdrawing Close Order infantry and cavalry units
maintain their original formation. Artillery are
15.3.2 Impact on Brigade limbered.
If two or more units from the same Brigade are
Retreating at any point in a Turn, the Brigade An artillery unit Withdrawing from a Charge will go
automatically Falters and must be marked with a Low on Ammunition.
Falter marker.
If two units from different Brigades Retreat from
On completion of a Withdraw move, the unit will
the same Combat, the Brigade with the lower troop
halt facing the enemy. Units Withdrawing have no
grade Falters. If both Brigades are the same grade
negative impact on the Brigade.
roll 1D6 to determine which one is affected.
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15.5 Casualty Dice in Withdrawal or Retreat cannot fall back on a friendly Support.
A Withdraw or Retreat result may be accompanied • It is Retreating and the Brigade receives a Sauve
by additional casualty loss. This will be indicated by qui Peut result.
any Casualty Dice shown in the Charge or Discipline • Is within two casualties of its Dispersal Point and
Test result, or when a Retreating unit fails to rally. the Brigade receives a Wavering or Sauve qui
Each Casualty Dice causes one casualty on a D6 Peut result.
result of 4, 5 or 6.
• Artillery is obliged to Retreat after an enemy
Charge or Combat.
15.6 Dispersal
• It is Retreating and the first 10cm [6″] of
Units may reach their Dispersal point as a result of
compulsory movement takes them into contact
enemy action or failed morale. At that point, the
with enemy units.
unit is no longer combat-effective; their morale has
collapsed, actual casualties are high, the men are • It leaves the table.
physically exhausted.
Any General attached to a Dispersed unit remains on
Close Order units that Disperse move directly away table; they are not removed from play but take a Risk
from the enemy for 10cm [6″] and will break-through to General roll, see 17.3
any friendly units behind and within this distance,
Unforming them. After this move, the Dispersed unit A unit Dispersing will immediately cause the Brigade
is removed from play. to Falter. Place a Faltering marker on the Brigade.

A unit Disperses in the following circumstances:


• It losses reach its casualty Dispersal Point.
• It is Retreating with six or more casualties and

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CHAPTER SIXTEEN
COMBAT
″The combat was very lively, the eagle of the 9th was seized by the enemy; but....the soldiers, animated
by an inconceivable ardour, rushed on the enemy, routed them and retook their eagle.″
Napoleon (55th Bulletin) of the 9th Légère, 1807 campaign.

16.0 Combat 16.1.2. Multiple Unit Combat


What is Combat? The first round of Combat Only the Lead units from both sides fight in the first
represents the psychological battle in the last stage round of Combat.
of the Charge, where one unit would probably break
before actual melee. If a second round of Combat occurs, two units from
each side is the maximum number of units that may
A second round of Combat involves the actual fight.
crossing of swords and bayonets.
Where two units on the same side are fighting in
Combat occurs when a Charge has produced a
a Combat, both units calculate their own modified
Combat result, with the charging or counter-
number of Casualty Dice. Once the total number of
charging unit moving into base-to-base contact with
dice to be rolled is calculated, the player can then
the enemy unit.
roll all of these together.
16.1 Combat Casualty Dice
Each unit in Combat rolls its Casualty Dice after The total dice scores indicate the result for all units
adding or subtracting any modifiers. See 16.2. on each side.

16.1.3 No Combat
• Infantry battalions begin with five Casualty Dice.
Skirmishers hit by a unit Charging On are Dispersed.
• Cavalry Regiments begin with five Casualty Dice.
No Combat takes place. The Attackers automatically
• Artillery batteries begin with three Casualty Dice. Take the Ground.

16.1.1 Attacked in Flank or Rear Retreating units or limbered batteries are Dispersed
Any unit attacked in the flank or rear rolls two if charged. No Combat is fought and the winners gain
Casualty Dice in the first round, before modifiers are a Victory result, see 8.5.1.
applied.

Garrisons may not be attacked in the flank or rear.


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16.2 Combat Modifiers
Take the Casualty Dice for each unit and then consult the Combat Modifiers Table, below, to determine which,
if any, modifiers apply and add or subtract Casualty Dice accordingly. Whilst all modifiers are cumulative, the
minimum number of dice either side will roll will be one Casualty Dice.
Combat Modifiers
Standard Modifiers Infantry Modifiers Cavalry Modifiers
Glory!(Post of Honour, +1CD Elite +1CD Elite +1CD
+2CD)
Élan +1CD Large, when Formed +1CD Heavy Cavalry +1CD
Lancers with Élan +1CD Attacking village, 1st round -1CD Heavy Cavalry vs. +1CD
only Campaign Cavalry/Foot
Elite or Veteran vs. Lower +1CD Attacking strongpoint -1CD Lancers vs. Foot +1CD
Grade
Formed Higher Grade vs. +1CD Attacking redoubt or high -1CD Large Regt. in Line if +1CD
Recruits wall formed
Recruits in Line -1CD Attacking up Steep Slope -1CD Large Regt. in Column +1CD
Second round only
Unformed -1CD Infantry in Line vs. Cavalry -1CD Cavalry vs. Square -2CD
Units has 6+ Casualties -1CD Small unit in garrison -1CD Small cavalry unit -1CD
Combat

Musings of the Marshal

Infantry fighting a Square in combat has no bonus. I’ve not heard of a single
account of an infantry square either being Charged or in melee with opposing
infantry. Historically, a square would have sufficient time to change formation to
column and back to square again when required, as infantry and cavalry could
not coordinate their Charges to the same unrealistic extent that we can on the
wargames table.

84
Combat Modifier Definitions
Glory! If the Brigadier General using Glory is attached, add one Casualty Dice. This lasts
for all Combat rounds. If the C-in-C is attached with Post of Honour add two
Casualty Dice.
Important: Any unit with Glory or Post of Honour fighting a second Combat
round requires a Risk to General roll, see 17.3.
Élan The Lead unit in Combat adds one Casualty Dice. This lasts for the first Combat
round only.
Lancers gain +2 CD. If vs. Cuirassiers, revert to the standard +1CD.
Exception: Reservists, Recruits and Cossacks do not gain the Lancer bonus.
Elite All elite infantry and cavalry units add one Casualty Dice.
Elite & Veteran vs. Add one Casualty Dice if Elites or Veterans are opposing a lower troop grade.
Lower Grade In a multiple unit Combat, an Elite or Veteran unit must have a morale grade
that exceeds the highest opposing unit.
Elites gain this advantage in addition to the separate Elite modifier.
Small Unit A Small infantry unit defending as a garrison, or attacking a garrison loses one
Casualty Dice.
If the unit is a Small cavalry unit, always lose one Casualty Dice.
Formed Higher Grade A formed higher troop grade unit versus Recruits gains one Casualty Dice.
vs. Recruits Unformed units do not gain this bonus.
Recruits in Line Recruits in Line formation lose one Casualty Dice. This does not apply if
defending a high wall.
Unformed Unformed units lose one Casualty Dice.
6+ Casualties If a unit has lost six or more casualties, lose one Casualty Dice.
Attacking a Village Infantry attacking a village lose one Casualty Dice. This lasts for the first Combat
round only.
Attacking Strongpoint Infantry attacking a strongpoint lose one Casualty Dice. This lasts for all Combat
rounds.
Attacking Redoubt or Infantry attacking a Redoubt or high wall lose one Casualty Dice. Use the
High Wall Infantry vs. Infantry results line.
Attacking Up Steep Infantry attacking up a steep slope lose one Casualty Dice.
Slope
Large Units A Large Infantry battalion adds one Casualty Dice if formed. This does not apply
when Unformed.
Exception: Infantry in square do not receive this bonus.
A Large cavalry Regiment in Line adds one Casualty Dice in the first round of
Combat only, if formed.
A Large cavalry Regiment in Column always adds one Casualty Dice in the
second round of Combat.
Infantry in Line vs. Infantry in Line vs. Cavalry lose one Casualty Dice.
Cavalry
Heavy Cavalry If the unit is Heavy Cavalry, add one Casualty Dice.
If the unit is Heavy Cavalry vs. either Campaign Cavalry, infantry or artillery, add
two Casualty Dice.
Lancers If the unit is lancers opposing enemy infantry or artillery, add one Casualty Dice.
Exception: Reservists, Recruits and Cossacks do not gain the Lancer bonus.
Cavalry vs. Square Cavalry in Combat with a square lose two Casualty Dice.

85
16.3 Resolving Combat
The players both roll all of the resulting Casualty Dice. Each Casualty Dice scores a hit on a 4, 5 or 6. Each hit
inflicts one casualty. Compare the number of hits achieved by both sides. The margin of victory determines
the result of the Combat, as shown on the table below.

All Combat results are applied immediately. In a multiple unit melee, all winning units apply the same winning
result. Likewise, all losing units apply the same losing result.
Combat Results
Casualty Difference Draw Win by 1 Win by 2+
Infantry Hard Fought! Winner: Take the Ground Winner: Take the
vs. Infantry or Artillery Unformed. Ground.
Losers: Retreat. Losers: Retreat.
Cavalry 1st Round: Fight On? 1st Round: Fight On? Winner: 1st & 2nd
vs. 2nd Round: Both 2nd Round: Losers Retreat. Round
Cavalry sides Withdraw Winner: Take the Ground Take the Ground or
Unformed. Withdraw.
Losers: Retreat.
Cavalry Cavalry: Withdraw. Winning Cavalry: Take the Winning Cavalry: Take
vs. Infantry: Stand. Ground Unformed. the Ground or Withdraw.
Infantry or Artillery Losing Cavalry: Withdraw. Losing Cavalry: Retreat.
Winning Infantry: Stand. Winning Infantry: Stand.
Losing Infantry: Retreat Losing Infantry: Disperse.
Infantry 1st Round: Fight On? 1st Round: Fight On? Winner: Take the Ground
vs. 2nd Round: Attackers 2nd Round: Losers Retreat. Unformed.
Garrison Withdraw. Winner: Take the Ground Losers: Retreat
Unformed.
Exception
Outnumbering: If one side has more than double their opponent’s CDs, then any loss or draw by the unit
or units with the most CDs immediately converts to a Take the Ground - Unformed result. The opponent
now Withdraws.

Combat Results Defined


Stand Unit remains in position Formed.
Fight On? Both units become Unformed and undertake the Fight On procedure. See 16.4.
Take The Lead unit & Supports may Advance up to 5cm [3”], Wheel up to 5cm [3”], or Stand.
Ground This is not permitted if the move ends within 5cm [3”] of enemy.
Take the Units act as above but are now Unformed.
Ground Winners of Village Combat: A reinforcing unit may swap places with the original attacking
Unformed unit or the defending Garrison.
Hard The higher troop grade wins. The losing infantry Withdraw.
Fought! If equal troop grade, the Defenders win.
Withdraw Units immediately conduct a Withdraw move. Withdrawing units will be Unformed.
Winning Cavalry: Cavalry may chose to Withdraw behind a Formed Rear or Flank Support that
was not involved in the Combat. The Support remains formed.
Casualties: Units do not suffer extra casualties, only the Combat casualties apply.
Retreat Units immediately conduct a Retreat move.
If artillery Retreats from Combat they Disperse instead.
Casualties: Units do not suffer extra casualties, only the Combat casualties apply.
Disperse Units are removed from play and the parent Brigade Falters.
86
16.3.1 Allocating Casualties winner, ignores any negative result and takes or
In a Combat involving two units on one side, holds the ground Unformed.
casualties taken are split evenly between the two
units. Any odd casualty will always go on the Lead 16.3.3. Risk To General
Charge unit in the Combat. A General is at risk in a Combat if a Glory! or Post
of Honour Tasking is in play and the unit that the
16.3.2 Pyrrhic Victories General is attached to has either:
Occasionally, a unit that won the Combat reaches • Fought two consecutive Combat rounds in one
their Dispersal Point during that Combat. In that Turn.
situation they Disperse and the loser gains a Pyrrhic • The unit either Retreats or Disperses.
victory. The original losing side now converts to the See 17.3.

Example:

Cavalry versus Infantry Combat


A Russian Line Cuirassier Regiment is in Combat with an Unformed French battalion, also graded as
Line and in column. The Russians roll a basic five Casualty Dice, but add a further two for Formed
heavy cavalry versus Foot, giving seven CDs in total. The player rolls the dice, needing 4, 5 or 6 to hit,
scoring three casualties. The French player starts with five Casualty Dice and loses one as the French
column is Unformed. They score just one casualty! A cavalry win over infantry of 2+ means that the
French are Dispersed and the Russian heavies now take the ground and remain formed.

Example:

Column Combat
A French column has entered Combat with Élan with an Unformed Prussian Landwehr column graded
as Reservists. The French are graded as Line and have no casualties so gain their standard five Casu-
alty Dice. They gain an additional Élan 1CD due to the Charge result, which applies as they in column,
so move to six CDs. They roll these and score four casualties.

The Prussians also have no casualties, so they gain five CDs but lose one CD as they are Unformed. The
Prussian player rolls his four dice, achieving two casualties. The French column is victorious! Looking
at the results table a score difference of two casualties means the Prussians immediately Retreat and,
the victorious French column takes the ground in good order.

Musings of the Marshal

Cavalry are not “blown” or Unformed after every combat. Combat can represent
units breaking with little actual melee. This takes into account that cavalry
could Charge significant distances, whereas wargame Charges are short.
Cavalry could also be involved in multiple combats, suffering only from minor
disruption before finally becoming disordered or blown, such as the Charge of
the Union Brigade at Waterloo.

87
Example:

Cavalry Combat & Reinforcing


The 5th French Dragoon Regiment, fresh, Standard size (Line - Campaign cavalry) are in Combat with
a Austrian Hussar Regiment, Standard size (Line - Battle cavalry) which has suffered six casualties.
Both Regiments are in line formation.

The French Dragoons roll five Casualty Dice and score two casualties. The Austrian cavalry get five
CDs but lose one dice due to their casualty state, bringing their total down to four dice. The Austrians
also score two casualties - a draw! Both players now apply their casualties and mark their units as
Unformed.

Both players must now decide on a Second Round action; either Withdraw, Fighting Withdrawal or
Stand & Reinforce. The French have a rear support, the 20th Dragoon Regiment, that can reinforce, so
elect to Stand & Reinforce. The French player places a shielded D6 with the 6 face upright, indicating
their choice of action. The Austrians have no Supports are available, so picks 5, indicating a Fighting
Withdrawal. Both dice are now exposed, and a second round is fought.

In the second round of Combat, the Austrian Hussars have a total of three Casualty Dice due to losing
one dice for their casualty level state and another for being Unformed. The 5th French Dragoons would
have four CDs as they lose one for Unformed. However the fresh 20th French Dragoon Regiment has
its full five CDs, so the French player elects to fight with his reinforcing unit, as only one unit may fight.
The second round is fought immediately with the odds against the Austrians.

88
16.4. Fight On? 16.4.2 Reinforcing
A Second Combat Round will only occur when the In the second round of Combat, each side can
Combat is between cavalry units or when the Combat reinforce the Combat with one unit. Reinforcing units
is in a village or strongpoint. must be both formed and within command influence
(30cm [18”]) of their Brigadier. No Tasking is needed
When a second round of Combat is fought, it is to reinforce a Combat.
done so immediately after the conclusion of the first
round. Players may commit one Reinforcing unit per Reinforcing units can be any friendly unit (even from
side. another Brigade) within 5cm [3”] of the flank or rear
of the engaged unit if infantry, within 5cm [3”] of the
16.4.1 Fighting the Second Round flank or 10cm [6”] of the rear of the engaged unit if
Both players place a D6 on the table, shielded and cavalry. Put simply, if the unit was in a Charge Support
hidden from the opponent. This dice should be position during the first round, it can reinforce.
positioned with the number face up that represents
their chosen second round action. The choice of Reinforcing units do not follow any Charge procedure;
Second Round actions is shown below. the player simply moves them to make contact with
any part of the engaged friendly unit, any part of the
Second Round Combat Actions engaged enemy unit, or the edge of any contested
Dice Result Built Up Area.
1 Withdraw! The unit immediately conducts
a Withdraw move. Opponent Takes the Reinforcing units enter the Combat Formed. All units
Ground or Withdraws. No combat is fought. on both sides calculate Casualty Dice individually.
2-5 Fighting Withdrawal! The original unit
fights a second round, whilst conducting a 16.4.2.1 Reinforcing Restrictions
fighting withdrawal.
• Units from a Hesitant or Faltering Brigade cannot
• If the opposing side ordered Stand and
reinforce.
Reinforce, that player may fight with
either one of their two units, but not • Infantry with lost Fire Discipline cannot reinforce.
both. • Artillery and skirmishers cannot reinforce.
• Both players apply the normal Combat
• Reinforcing is not allowed in a strongpoint
results but the player choosing Fighting
Combat.
Withdrawal will Withdraw, even after a
win. • Cavalry cannot reinforce an infantry Combat, and
• Garrison Combat: If an infantry vice versa.
opponent ordered Stand & Reinforce • If an enemy unit is to the front of, and within
but lost the Combat, they may still 15cm [9”] of, a proposed reinforcing unit, this will
occupy a village with the battalion that stop that unit reinforcing, in the same manner
didn’t fight in the second round.
as it would prohibit it acting as a Support in a
6 Stand & Reinforce! The Original unit
Charge. See 8.2.1.
continues to fight in a second round. It may
be reinforced with a supporting unit within
reach. If no units are able to reinforce ,the
original unit fights on alone.

89
16.5 Attacking Villages 16.6.1 Strongpoint Combat Restriction
A single village section can be attacked by a maximum Strongpoints can only be attacked by one battalion;
of one battalion in the first round. Units attacking a and, reinforcements may not be used to assist in
village lose one Casualty Dice in the first round only. defending or attacking a strongpoint.

Reinforcing: Both sides may reinforce, as described 16.6.2 Occupying a Village or Strongpoint after
in 16.4.2, with one battalion. A potential reinforcing Combat
unit can still reinforce regardless of its facing or The winning unit occupies the village or strongpoint.
formation, as long as its Formed. Where two units were involved in the Combat, the
player chooses which unit occupies the area. This
16.6 Attacking Strongpoints unit will be Unformed. The other unit must take
Strongpoints, such as churches, chateaux, or farms position outside, but in contact with, the village and
typified by La Haye Sainte at Waterloo, are always a is also Unformed.
single Built up Area section, and are garrisoned by a
maximum of one battalion. 16.6.3 Withdrawing or Retreating from a Village
or Strongpoint
Units attacking a Strongpoint lose one Casualty Dice Attacking or defending units Withdrawing or
in both Combat rounds. Retreating from a Combat in a village or strongpoint,
do not Unform friendly troops within 10cm [6”]
outside the village.

Red battalion A is the Garrison of a village and is charged by Blue column X.


Battalion A fires and battalion X now enters Combat. The first round of Combat results in a draw. In the
second round, the Red player could choose either Battalion B, C or D to reinforce, as they are all within
5cm [3″] of the village.

Battalion C, even though not facing in the direction of the chargers, can still reinforce as it is sufficiently
close to do so, in this reinforce situation, a unit facing is irrelevant.

90
Musings of the Marshal

In reality, villages were irregular in layout, with outbuildings, enclosures and


walls that restricted attackers to just a few viable assault avenues. Often the
only effective attack route was the main street leading in, which could be both
opposed and potentially barricaded. The idea that numerous attacking battalions
could all pile into a village with absolute ease is somewhat unrealistic.

16.6.4 Setting Villages & Strongpoints on Fire 16.6.5 Attacking Redoubts


A treble six rolled by either side in an infantry Combat Redoubts are attacked using the standard combat
over a village or strongpoint will cause a fire. Dice method, applying the appropriate modifiers. Use the
to randomly determine which side of the sector is infantry versus Infantry or Artillery Combat Results.
on fire. Conclude the Combat, and then place a fire Redoubts can only be attacked by cavalry from the
marker. Once on fire, this side cannot be attacked rear when they are classed as open terrain.
or moved through. The Garrison may not fire out of
that face for the rest of the game. Only one fire is
ever caused in each Built Up Area sector.

91
CHAPTER SEVENTEEN
DESTINY
″Vincent Dragoons....show yourselves worthy of your old fame and follow me!″
Archduke Charles, Wagram 1809.

17.0 Destiny Destiny Procedure:


Napoleon said that he would prefer a lucky General Each Double Six requires the player to roll 2D6 and
to a good one and luck plays its part in General immediately apply the Destiny Table result. Any unit
d’Armee. benefit result always applies to the unit that rolled
the double six.
17.1 Double Six
A roll of Double Six may create additional effects Destiny
during each separate Phase of the game Turn, with 2 Ammunition Explosion! A stray howitzer
the exception of Movement and Combat. See below. round lands in the opponent’s artillery
park, destroying one artillery caisson.
Double Six Events 3 Caisson! An additional artillery caisson
ADC Availability Gain one extra ADC for each arrives on the field! This can be used
Double Six rolled. immediately or held in Reserve.
Initiative Gain a C-in-C Command. 4-6 Infantry and Cavalry: Recover one
Charges Chargers roll on the Destiny Casualty or Combat with Élan.
Table. Artillery Firing: The closest enemy unit
Skirmish Firing Discipline Test on target if within 10cm [6”] of the target suffers an
Skirmishers Tasking in play. extra 2CD casualties
Artillery & Discipline Test on target, and 7-9 Cavalry and charging Infantry: Recover
Volley Fire firers roll on the Destiny Table. one Casualty, and immediately inflict two
Discipline Test The testing unit immediately CD casualties on the Lead enemy unit.
recovers one casualty. Infantry Firing: Recover one Casualty, and
may take a free move.
17.2 What is Destiny? Artillery: Recover one Casualty, and the
Destiny represents those moments of luck on the closest enemy unit within 10cm [6”] of the
battlefield and is represented through any initial roll target suffers an extra 2CD casualties.
of double six in: 10 - 11 Falter! High enemy officer casualties
• Charges, throws the opposing Brigade into
• Infantry Volley Fire or confusion! Opposing Brigade Falters.
12 Promotion! Recover one Casualty, and
• Artillery Fire.
replace Brigade’s Brigadier with a Bold
Destiny results do not apply to re-rolls. Brigadier!

92
Notes: The General figure is not physically removed from
• Opposing Brigade refers to the enemy Brigade play; it is assumed the next ranking officer steps up
being targeted by the firing unit that rolled to take his place. The officer model figure is left in
Double Six. place.
• Combat with Élan: the bonus Casualty Dice
applies equally to attacking or defending units The Brigadier quality remains the same, unless the
under a Destiny result. Brigadier who has been mortally wounded is Bold, in
• If presented with several options, the player which case he is replaced with a Standard Brigadier.
chooses just one option.
If the Brigade is already Faltering when the General
17.3 Risk to Generals is mortally wounded, there is no additional effect.
Risk to Generals applies if a Brigade General or
C-in-C attached to a Lead unit using Glory or Post of If the C-in-C is mortally wounded, lose all C-in-C
Honour loses a Charge or Combat with a Retreat or Commands and one ADC. Replace with a C-in-C of
Disperse result, or the unit he is attached to fights the next lower ability, in addition to the Brigade
two consecutive rounds of Combat in one Turn.
Faltering.

Roll 1D6. On a roll 1, the General is mortally wounded,


and the Brigade immediately Falters. A roll of 2 to 6
has no effect.

93
CHAPTER EIGHTEEN
VICTORY & DEFEAT
″Retire General? If we take one more pace to the rear, we are done for.″
Col. Pouzet, Austerlitz, 1805

18.0 Victory & Defeat • A force has no remaining cavalry Regiments when
A scenario or historical encounter will usually the enemy has at least two cavalry Regiments left
continue to its natural conclusion or the scenario at the end of the game. Cossacks do not count
objective has been achieved; however, if short of for this purpose. This applies even if a Division
time, such as on a club night, players may use the started the game with no cavalry Regiments.
Demoralisation system described here. • The C-in-C is mortally wounded.
Exception:
These games should last from 12 to 16 Turns with a
Division receiving one Demoralisation for each event If the enemy holds the Tactical Objective or
listed below at the end of that period. Objectives or the majority of villages, strongpoints
and/or redoubts at the end of the game, gain three
Demoralisations.
• Each time a friendly Brigade Falters.
• Every two friendly Close Order unit Dispersals. Victory!
This includes dissolving non-Light Infantry units Victory will go to the player with the fewest
into the Brigade Skirmish Line. Demoralisations at the end of the game. If a player
• The enemy holds off-table Reserves not wins by a margin of five Demoralisations, they gain a
committed at the end of the game. Glorious Victory.

94
CHAPTER NINETEEN
TRAINING CHARACTERISTICS
″The fire of the English was terrible....″
Pierre Giraud. Quatre Bras, 1815.
19.0 Training Characteristics
This appendix provides a summary of command and troop grading abilities. There then follows the Training
Characteristics of each army. These are bespoke rules that are applied to your particular army according to
the year the players are setting their battle in.

Troop Grade Summary


Grade Charges Movement Firing Combat Discipline Test
Rating
Elite Re-roll Change Formation Infantry +1CD & +1CD 5+
then Move do not lose And +1CD
Fire Discipline, vs. Lower
Artillery firing grade
canister +1CD
Veteran Re-roll vs. Change Formation Infantry in Line +1CD vs. 6+
Lower grade if then Move +1CD Lower grade
formed
Grenadier Re-roll vs. Change Formation - - 6+
Lower grade if OR Move
formed
Line - Change Formation - - 7+
OR Move
Reservist - Change Formation - - 7+ in Column/Square.
OR Move 8+ in Line
Recruit Inferior Change Formation Inferior Volley -1CD if in 7+ in Column/Square.
Support if in OR Move. Line 8+ in Line
Line
Drilled +1 CD to firing if in Line
Enthusiastic • French and Prussian Landwehr recruit brigades can be classed as Enthusiastic.
• Discipline Tests caused by enemy fire on Enthusiastic Recruits receive a one grade
promotion. This lasts until the first Discipline Test failure by any Recruit unit in that
brigade. They then revert to normal recruits.
• Grenz battalions are also classed as Enthusiastic whilst in skirmish order.

95
19.1 Linear Armies Exceptions:
From 1796 to 1808, all armies except the French are • Square and skirmish order can be adopted,
classed as Linear. From 1809, only the British and regardless of other formations.
Portuguese armies remain Linear.
• Brigade units repositioning during the game
may be in a different formation, as long as they
19.1.1 Linear Armies 1796-1808 use their full move each turn to do so, until the
Linear Armies are represented using the following
manoeuvre is complete.
rules.
• When occupying a village, strongpoint or
redoubt.
Infantry brigades commanded by Standard and Poor
Brigadiers may not deploy battalions with a mixture
19.1.2 Linear Armies 1809- 1815
of both line and column formations (e.g. the ″order
British & Portuguese Infantry may deploy with a
mixte″ formation). Close order battalions must either
mixture of column and line, but still lose the élan
be all in line or all in column.
bonus if charging in column, while maintaining the
élan bonus for Line.
An attacking infantry Line winning a Charge by a
score of 1 or 2 gains Élan. A Linear Army gains no
élan bonus for an infantry column winning a charge
by a score of 2 or 1.

Musings of the Marshal

Massed Columns: In General d’Armee players are permitted to deploy their


columns in what appears to be a massed formation. Why is this permitted? Well,
our wargame battlefields have been artificially shrunk and correspondingly so
have the deployment distances that inherently existed between units in reality.
Due to this artificial reduction of space we have to assume that wargame units
in base to base contact actually have a deployment gap between them - it’s just
not represented physically on the table top. Therefore massed wargame columns
are considered to be deployed historically and the way we show this is to echelon
supporting columns 5cm [3”] back from the front base edge of the lead unit.
Finally, the old wargame problem of numerous columns massing against a single enemy line has been
eliminated as the rules now only permit one Charge to be declared against one unit in a turn. This
means only one column can charge a line, so massed columns have lost their old tactical relevance.

Artillery Batteries: Players should be wary of fielding every battery listed in an historical order of battle;
these rarely reflect reality and almost always list batteries at full strength, not reflecting losses, wear
and tear, ammunition limitations or a commander’s desire to have some guns left for future battles.
As a result, players should scale down wargame batteries as this tends to be more representative of
reality.

96
19.2 Army Training Characteristics
Players apply the following characteristics for the particular army in play.

British Army
Linear Army up to 1808. From 1809, see 19.1.2.
Superior Training:
a) Drilled: All British and KGL infantry battalions graded as Grenadier and Line are classed as Drilled.
b) Rifles: The 95th Rifles and 1st KGL Light Battalions gain an extra 1SCD when deployed in skirmish order to
account for all ranks being equipped with rifles. This also applies if a Brigade Skirmish Line has two or more
bases from the 60th/95th/1st KGL.
Cavalry:
a) Tally Ho! Following a Victory result, British cavalry must Charge On if there are enemy units within reach
and do so Unformed. If no units are in reach, then Take the Ground Unformed.
b) Portuguese: From 1808 to 1811, all cavalry must be Recruits. From 1812, cavalry are limited to Recruits
or Reservists.
Infantry:
a) Counter-Charge: The lead defending British infantry battalion may immediately counter-charge following
an enemy charge that received a Halt & Volley result. The original British target unit must be both formed
and the brigade obeying orders to counter-charge. If so, move the British infantry straight into combat -
there is no charge procedure.
b) British & Portuguese Infantry: After 1808 may deploy with a mixture of column and line but lose any élan
bonus if charging in column. Élan is still gained for charging in line.
c) Portuguese: From 1808 to 1810, infantry cannot be graded above Line, and one brigade must be Recruits.
From 1811 infantry cannot be graded above Grenadier.
Artillery:
a) Shrapnel: From 1808, one British battery may be equipped with Shrapnel in accordance with a scenario
or if players agree. Whenever a battery with Shrapnel fires and inflicts a Discipline Test, the closest unit
within 10cm [6”] of the target unit suffers 2CD extra casualties in addition to any bounce-through. (N/A at
Canister Range.)
b) Rockets: These are classed as a Small horse battery, see 13.7.
Allies:
From 1808-1815 must have at least one Allied Line, Reservist or Recruit brigade. Main allies are Portuguese
and Spanish in the Peninsular. In 1815 the main allies are Belgian, Dutch, Hanoverian, Brunswick or Nassau.

Russian Army
A Linear Army up to 1808.
Skirmishers:
From 1792 - 1808 lose a skirmish base from each Brigade Skirmish Line at the start of the game.
Cossacks:
a) Russian armies under command of a Russian C-in-C in the 1812, 1813, and 1814 campaigns gain one
extra dummy deployment position when defending. (This represents Cossacks countering French cavalry
scouting ability.)
b) Cossack brigades are always commanded by Poor brigadiers.
c) Faltering Cossack brigades ignore the Divisional Morale Tasking requirement.
Artillery:
The first two Foot Batteries of any Russian Division are Large, any additional batteries are Standard size.
Horse Batteries may be Large or Standard, the player may choose size over mobility or vice versa.

97
French Army
Command:
a) Adjutant: Always gain an Adjutant from 1800 to 1808.
b) Initiative: In a divisional game, from 1796-1815, a French division will win initiative draws when versus
Austrian/Russian/Other.
Tirailleur:
a) Any French battalion graded as Line or better may reinforce the skirmish screen as per Light battalions.
See 11.2.4.
b) French Line battalions graded as Veteran may deploy in skirmish order and operate independently of the
brigade skirmish line.
c) Young Guard Tirailleurs Grenadiers and Tirailleurs Chasseurs are Light Infantry. Post 1811 only Young
Guard Regiments 1 to 6 of the Tirailleurs and Voltigeurs are classed as Light Infantry.
d) Dismounted dragoon regiments operate either as close order infantry or infantry skirmishers.
Conscripts:
a) From 1813-1814 at least 50% of all cuirassiers must be graded as Line or Reservists.
b) French Recruits may apply the Enthusiastic Recruits rule.
Imperial Guard:
a) All Old Guard brigades are commanded by a Bold brigadier and the first Middle Guard brigade fielded is
also commanded by a Bold brigadier.
b) Split Brigade. The player may divide an Elite or Veteran Imperial Guard brigade into two separate brigades
at any point in the game at a cost of 1 ADC on the turn the brigade is split. The player gains a Standard
brigadier to command the new brigade, but the new brigade does not gain an extra ADC. The Brigade
Skirmish Line can either be split in two or given entirely to one of the new brigades. Minimum Brigade sizes
must still be adhered to except for skirmishers. Once divided this cannot be reversed.

98
Prussian Army
Linear Army up to 1808
Skirmishers:
a) From 1792 - 1808, lose a skirmish base from each Brigade Skirmish Line at the start of the game.
b) Jäger and Schützen battalions gain an extra 1SCD when deployed in skirmish order to account for all
ranks being equipped with rifles. This also applies if a skirmish line has two or more Jager bases. No other
battalions were entirely equipped with rifles.
Drilled:
From 1792 - 1808 all battalions graded as Grenadier are classed as Drilled.
Befreiungskriege:
a) Prussian armies fighting in Prussia and ″Germany″ during the 1813 campaign gain one extra
deployment scouting attempt when attacking. This represents the operations of the Landsturm, and the
decline in French cavalry ability.
b) Late Prussian Recruits may apply the Enthusiastic Recruits rule.
Cautious Leadership:
From 1796-1808, Glory only applies in the first Combat Round the unit fights.

Austrian Army
Linear Army up to 1808
Skirmishers:
a) From 1792 - 1808, lose a skirmish base from each Brigade Skirmish Line at the start of the game.
b) Grenz: Grenz battalions are classed as Enthusiastic whilst deployed in skirmish order.
Large Regiments:
Every third Austrian Infantry Brigade is comprised of up to three Large Battalions.
Cautious Leadership:
From 1796-1808, Glory only applies in the first Combat Round the unit fights.

The Other Armies: Confederation of the Rhine, Spanish, Neapolitan, etc.


Linear Army up to 1808.
Skirmishers:
From 1792 - 1808, lose a skirmish base from each Brigade Skirmish Line at the start of the game.
Poor armies who were slow to modernise, such as the Spanish and Saxon, continue to lose a skirmish base
until 1812.
Poor Command:
a) These armies are classed as “Other” for all command and control rules.
b) All Spanish Cavalry brigades are commanded by Poor brigadiers.
c) Other Poor armies who were slow to modernise, such as the Saxons, start with a Poor brigadier until
1812. This is in addition to the usual method.
Poor Training:
a) Spanish:
From 1808 to 1811, must have at least one Recruit infantry brigade and two Reservist infantry brigades.
From 1812, infantry cannot be graded above Line and must have at least one Reservist infantry brigade.
Spanish Cavalry: must be Recruits and Small. The Lead unit and any supports must each take a Discipline
Test immediately after a charge declaration. Pass = charge as normal. Fail = the result stands. If the Lead
Charge unit fails, no Charge declaration on the target unit occurs. Charge cancelled.
b) Other armies: If three or more infantry brigades are fielded - must have at least one Reservist infantry
brigade. From 1813, must have one infantry brigade with at least two Recruit battalions and the rest classed
as Reservists.
99
APPENDIX
DIVISIONAL ORGANISATION
If not following a historical order of battle, players Attackers Advantage
may use the Divisional Organization shown here The attacking player adds one Infantry Battalion
to generate a fighting force. Players select a core (Line) to both the 1st and 2nd Brigades.
Division and then decide upon the size of the
engagement. This will indicate the number of Exception:
Divisional and Regimental Support options available British attacking players add one British Infantry
to the players to augment the core force. Battalion (Line) to 1st Brigade and one Allied Infantry
Battalion (Reservist) to 3rd Brigade.
Core Force
Step One Commander-in-Chiefs
Both sides start with a core Division of four Brigades, Players roll for, or choose, C-in-C quality, as per the
applying any national characteristics, see 19.2. usual rules.
Brigades are listed as the below example:

3rd Brigade - Infantry 4 x Line Battalions (Line) Step Two


Players now choose Divisional supports. These are
This shows the complement of the 3rd Brigade which Brigades that are added to your core Division.
consists of four infantry battalions. The Troop Grade
is always shown in brackets. In this example, they are
Each Divisional support option can be selected only
all graded as Line
once. The date will specify the period of the war
when the option is available. If there is no date, the
Unless otherwise stated, units are always Standard
option is available during the entire period.
size. That is the case in the above example.

Game Size: Step Three


Players decide upon the size of game they wish to Players now choose Regimental supports, which are
play. This determines the number of support options either limited improvements to individual units or an
that are available to each player, as shown below. additional unit which can be added to a Brigade.

Game Size and Number of Supports


Size Divisional Supports Regimental Supports Game Turns
Small 0 2 (3 if Attacking.) 12
Medium 1 3 (4 if Attacking.) 12-15
Large 2 5 (6 if Attacking.) 16+

100
Each Regimental support option can be selected only • British units cannot be mixed with Allied units
once. The date will specify the period of the war within the same brigade. Brigades must be all
when the option is available. If there is no date, the British or all Allied.
option is available during the entire period. • Redoubt - Assigned to a brigade position during
the deployment phase, and is not initially set
Step Four up on the table. The redoubt is deployed only if
Players now dice for Brigadier quality as usual and the Brigade position is successfully scouted; or
generate their Brigade Skirmish Lines based upon at the very end of the Deployment phase when
the final Brigade sizes. the defender reveals their un-scouted positions/
Brigades.
Step Five • There are no elite units in these organisations as
Deploy forces and begin the game! such units were generally a corps reserve asset.
• Heavy cavalry were also rare, but did make
Notes: an appearance at lower levels. Therefore, if
• Foot batteries must be assigned to infantry both players agree, you may choose the below
brigades. Infantry brigades can only have one Regimental Promotion at the cost of two
artillery asset, either a foot battery or regimental Regimental Support options, instead of one.
guns, but not both.
Replace 1 x Standard Dragoon or Hussar cavalry
• Exception: A French Recruit brigade in 1813-1814
regiment (Line) from 7th Brigade with a Standard
may have both regimental guns and a supporting
Heavy Cavalry Regiment (Grenadier).
battery.

101
The French Army
Core Division 1796 - 1808 1809 - 1812 & 1815 1813 - 1814
1st Brigade 2 x Line Battalions (Line) 3 x Line Battalions (Line) 3 x Line Battalions (Line)
Infantry 1 x Line Battalion (Grenadier)
2nd Brigade 3 x Light Battalions (Line) 3 x Light Battalions (Line) 3 x Light Battalions (Line)
Infantry
3rd Brigade 4 x Line Battalions (Line) 4 x Line Battalions (Reservist)2 x Line Battalions (Reservist)
Infantry 2 x Conscript Battalions (Recruit)
4th Brigade 2 x Chasseur Campaign 2 x Chasseur Campaign 2 x Chasseur Campaign
Cavalry Regiments (Line) Regiments (Line) Regiments (Reservist)
Artillery 1 x 8pdr/6pdr Foot Battery (Line), 1 x 8pdr/6pdr Foot Battery (Grenadier) & 2 x Caissons

Divisional Support Options


5th Brigade - Infantry 7th Brigade - Cavalry (1796 - 1808)
4 x Line Battalions (Reservist) 1 x Small Hussar Campaign Regiment (Line)
1 x Dragoon Campaign Regiment (Line)
OR
7th Brigade - Cavalry (1809 - 1815)
1 x Hussar Campaign Regiment (Line)
1 x Dragoon Campaign Regiment (Line)
6th Brigade - Infantry (1796-1812 & 1815) 8th Brigade - Elite Battalions/Young Guard
2 x Line Battalions (Line) 1 x Line Battalion (Veteran)
1 x Light Battalion (Line) 1 x Light Battalion (Grenadier)
OR 3 x Additional Skirmish Base Detachments
Conscripts (1813-1814)
5 x Enthusiastic Conscript Battalions (Recruit)
1 x Regimental Gun
Notes. Additional Skirmish Bases: Each base must be attached to an Infantry Brigade of your choosing.

Regimental Supports & Promotions


Promote 2 x Infantry Battalions (Line) from 1st or 2nd Promote 2 x Infantry Battalions to Large
Brigade to Grenadiers (1796 - 1808)
Promote 2 x Infantry Battalions (Line) from 6th Brigade to Promote 2 x Campaign Cavalry Regiments to
Grenadiers. (1796-1812 and 1815) Battle Cavalry
Promote 3 x Grenadier Infantry or Cavalry units to Promote 1 x Battle Cavalry Regiment (Line) to Grenadier
Veteran
Promote 1 x Infantry Battalion (Reservist) to Light Promote 1 x Standard Regiment of Campaign or Battle
Infantry (Line) and 1 x Infantry Battalion (Reservist) to Cavalry to Large (1796 - 1812)
Light Infantry (Reservist) from 5th Brigade
Add 1 x Line Battalion (Reservist) to any Infantry Brigade Promote 1 x Cavalry Regiment to Lancers (Line)
(1812-15)
Regimental Artillery Engineers (Defenders Only)
Add 1 x Small 6pdr Foot Battery (Line) to Deploy 1 x Redoubt in your Deployment area
5th or 6th or 8th Brigade Reserve Artillery
OR
Promote the Regimental Artillery to:
Add 1 x Small 6pdr Horse Battery (Line) to
7th Brigade
a Standard 12pdr Foot Battery (Grenadier) and
OR attach it to 5th or 6th or 8th Brigade
Add Regimental Guns to 2 eligible OR
Infantry Brigades (1796 - 1800 or 1812) a Standard 6pdr Horse Battery (Grenadier) and
attach it to 7th Brigade
Allies: French allies such as Swiss, etc, can be represented via the Line, Reservist or Recruit Brigades.

102
The Austrian Army
Core Division 1796 - 1805 1809 - 1812 1813 - 1815
1st Brigade 3 x Large Line Battalions (Line) 3 x Large Line Battalions 2 x Large Line Battalions (Line)
Infantry (Line) 1 x Large Landwehr Battalion
(Recruit)
2nd Brigade 3 x Line Battalions (Line) 3 x Line Battalions (Line) 2 x Line Battalions (Line)
Infantry 1 x Landwehr Battalion (Recruit)
3rd Brigade 4 x Line Battalions (Reservist) 2 x Line Battalions (Reservist) 2 x Line Battalions (Line)
Infantry 2 x Landwehr Battalions 1 x Line Battalion (Reservist)
(Recruit) 1 x Landwehr Battalion (Recruit)
4th Brigade 1 x Hussar Battle Regiment 2 x Hussar Campaign 2 x Hussar Campaign Regiments
Cavalry (Line) Regiments (Line) (Line)
1 x Hussar Campaign Regiment
(Line)
Artillery 2 x 6pdr Foot Batteries (Line) & 2 x Caissons

Divisional Support Options


5th Brigade - Infantry 8th Brigade - Avant Garde (1796 - 1805)
3 x Line Battalions (Reservist) 1 x Line Battalion (Line)
1 x Grenz Light Battalion (Reservist) 1 x Grenz Light Battalion (Reservist)
6th Brigade - Infantry 1 x Hussar Campaign Regiment (Line)
2 x Line Battalions (Line) 1 x Extra (Jager) Skirmish Base Attachment
1 x Grenz Light Battalion (Line) OR
Avant Garde (1809 - 1815)
7th Brigade - Cavalry
1 x Jager Light Battalion (Line)
1 x Small Cheveau-leger Battle Regiment (Line)
1 x Grenz Light Battalion (Reservist)
1 x Dragoon Campaign Regiment (Line)
1 x Hussar Campaign Regiment (Line)
(Jäger Battalions cannot be large)
Notes. Avant Garde: Apply Hesitancy rule.

Regimental Supports & Promotions


Promote 2 x Infantry Battalions (Line) from 2nd Brigade Promote 1 x Standard Regiment of Campaign or Battle
to Grenadiers Cavalry to Large
Promote 2 x Infantry Battalions (Line) from 6th Brigade Promote 2 x Campaign Cavalry Regiments to
to Grenadiers Battle Cavalry
Promote 2 x Grenadier Infantry or Cavalry units to Promote 1 x Battle Cavalry Regiment (Line)
Veteran to Grenadier
(Note: Large units cannot be Veteran)
Add 1 x Grenz Light Battalion (Reservist) to any Infantry Promote 1 x Cavalry Regiment from 7th Brigade to
or Avant Garde Brigade Uhlans
Promote 2 x Infantry Battalions to Large from Engineers (Defenders Only)
5th or 6th or 8th Brigade Deploy 1 x Redoubt in your Deployment area
Regimental Artillery (1809-1815) Reserve Artillery
Add 1 x Small 6pdr Foot battery (Line) to Promote the Regimental Artillery to:
5th or 6th or 8th Brigade a Standard 12pdr Foot Battery (Grenadier) and
OR attach it to 5th or 6th or 8th Brigade
Add 1 x Small 6pdr Horse Battery (Line) to OR
7th or 8th Brigade a Standard 4pdr Horse Battery (Grenadier) and
Regimental Artillery (1796 - 1805) attach it to 7th or 8th Brigade (1796-1805)
Add Regimental Guns to 2 eligible OR
Infantry Brigades a Standard 6pdr Horse Battery (Grenadier) and
attach it to 7th or 8th Brigade (1809-1815)

103
The British Army
Core Division 1808 - 1814 1815
1st Brigade Infantry 2 x Drilled Infantry Battalions (Line) 2 x Drilled Infantry Battalions (Line)
1 x Small Drilled Infantry Battalion (Line) 1 x Small Drilled Infantry Battalion (Line)
1 x extra 60th Skirmish Base 1 x extra 95th Skirmish Base
2nd Brigade Infantry 3 x Drilled Infantry Battalions (Line) 3 x Drilled Infantry Battalions (Line)
3rd Brigade Allied 1 x Cacadores Light Battalion (Line) 3 x Brunswick Battalions (Reservist)
Infantry 2 x Portuguese Battalions (Reservist) 1 x Brunswick Militia Battalion (Recruit)
1 x Portuguese Militia Battalion (Recruit)
4th Brigade Cavalry 2 x Light Dragoon Battle Regiments (Line) 2 x Light Dragoon Battle Regiments (Line)
Artillery 1 x 9pdr RA Foot Battery (Grenadier), 1 x Allied 6pdr Foot Battery (Line) & 2 x Caissons

Divisional Support Options


5th Brigade - Allied Infantry 6th Brigade - Allied Infantry
Spanish (1808 - 1814), Hanoverian (1815), Portuguese (1808 - 1814), Brunswick (1815)
Dutch-Belgian (1815) 3 x Infantry Battalions (Reservist)
1 x Light Battalion (Reservist) 1 x Light Battalion (Line)
1 x Infantry Battalion (Reservist) OR Nassau (1815)
3 x Militia Infantry Battalions (Recruit) 4 x Infantry Battalions (Reservist)
7th Brigade - British Cavalry 8th Brigade - British Infantry
1 x Hussar Battle Regiment (Line) 1 x Drilled Infantry Battalion (Line)
1 x 6pdr RA Horse Battery (Line) 2 x Provisional Infantry Battalions (Line)
OR OR
Allied Cavalry - Brunswick/Dutch-Belgian (1815) Light Division
1 x Hussar Campaign Regiment (Line) 1 x 95th Rifles Battalion (Veteran)
1 x Hussar Campaign Regiment (Reservist) 1 x British Light Battalion (Veteran)
(Note: Skirmish Line has 2 x 95th Rifle Bases)
Notes. The British may only choose one extra British brigade, either British cavalry or British infantry - but not both.

Regimental Supports & Promotions


Promote 2 x Infantry Battalions (Line) from 1st or 2nd Add 1 x Allied Infantry Battalion (Reservist) to any Allied
Brigade to Grenadiers Infantry Brigade
Promote 2 x Infantry Battalions (Line) from 8th Brigade Portuguese Cacadores (1811 - 1814)
to Grenadiers Promote 2 x Light Battalions (Line) to Grenadiers
Promote 3 x British Grenadier Infantry, Artillery or OR
Cavalry units to Veteran Nassau (1815)
Promote 3 x Nassau Battalions to Large from 6th Brigade
Promote 2 x Provisional Battalions to Large Brunswick Lancers (1815)
from 8th Brigade Promote 1 x Brunswick Hussar Cavalry regiment from
7th Brigade to Lancers
KGL Brigade (1811 - 1815) Allied Foot: Add 1 x Small 6pdr Dutch Belgian or Small
Replace 2nd Brigade with: 12pdr Spanish Foot Battery (Line) to 5th Brigade
1st KGL Drilled Rifles Light Battalion (Grenadier) OR
2nd KGL Drilled Light Battalion (Line) British Foot: Add 1 x Small 9pdr RA Foot Battery (Line) to
1 x Drilled KGL Foot Battalion (Line) 8th Brigade or Light Division
(Not available if Light Division is already Selected) OR
Promote 1 x Battle Cavalry Regiment (Line) to Grenadiers Dutch-Belgian (1815): Add 1 x Small 6pdr Dutch-Belgian
from 4th Brigade Horse Battery (Line) to 7th Brigade
OR
Promote 1 x Battle Cavalry Regiment (Line) to Grenadiers
British Horse: Promote 1 x 6pdr RA Horse Battery to
from 4th or 7th Brigade
Veteran and either gain Shrapnel on all British batteries
or (1813 - 1815) add 1 x Rocket Battery (Line) to any
eligible brigade.
Engineers (Defenders Only) Promote 1 x Small 9pdr RA Foot Battery to a Standard
Deploy 1 x Redoubt in your Deployment area 9pdr RA Foot Battery (Grenadier)

104
The Prussian Army
Core Division 1806 - 1807 1812 - 1815
1st Brigade Infantry 3 x Musketeer Battalions (Line) 2 x Musketeer Battalions (Line)
1 x Fusilier Light Battalion (Line)
2nd Brigade Infantry 3 x Musketeer Battalions (Line) 2 x Musketeer Battalions (Line)
1 x Fusilier Light Battalion (Line)
3rd Brigade Infantry 2 x Musketeer Battalions (Line) 2 x Musketeer Battalions (Reservist)
2 x Drilled Musketeer Battalions (Line) 2 x Landwehr Battalions (Recruit)
4th Brigade Cavalry 1 x Dragoon Battle Regiment (Line) 1 x Dragoon Campaign Regiment (Line)
1 x Hussar Campaign Regiment (Line) 1 x Hussar Campaign Regiment (Line)
Artillery 2 x 9pdr Foot Batteries (Line) & 2 x Caissons

Divisional Support Options


5th Brigade - Infantry (1806 - 1807) 6th Brigade - Infantry (1806 - 1807)
4 x Musketeer Battalions (Reservist) 3 x Musketeer Battalions (Line)
OR OR
Infantry + Fusilier (1812 - 1815) Landwehr (1812 - 1815)
1 x Fusilier Light Battalion (Reservist) 5 x Enthusiastic Landwehr Battalions (Recruit)
3 x Musketeer Battalions (Reservist)
7th Brigade - Cavalry (1806 - 1807) 8th Brigade - Avant Garde (1806 - 1807)
1 x Small Dragoon Campaign Regiment (Line) 2 x Fusilier Light Battalions (Line)
1 x Hussar Campaign Regiment (Line) 1 x Small Hussar Campaign Regiment (Line)
OR 1 x Extra (Jager) Skirmish Base Attachment
Cavalry + Landwehr (1812 - 1815) OR
1 x Dragoon Campaign Regiment (Line) Grenadiers + Jagers (1812 - 1815)
1 x Landwehr Campaign Regiment (Recruit) 1 x Jager Rifles Battalion (Grenadier)
1 x Grenadier Battalion (Veteran)
3 x Additional Frei Korp Skirmish bases
Notes. Freikorp Skirmish Bases: Each base must be attached to an infantry brigade of your choosing.
Avant Garde: Apply Hesitancy rule.

Regimental Supports & Promotions


Promote 2 x Infantry Battalions (Line) from 1st or 2nd Promote 1 x Standard Regiment of Campaign or Battle
Brigade to Grenadiers (Drilled in 1806-1807) Cavalry to Large (1806 - 1807)
Promote 2 x Infantry Battalions (Line) from 6th Brigade to OR
Drilled Grenadiers (1806-1807) Promote 1 x Standard Regiment of Campaign Cavalry to
Large from 7th Brigade (1812 - 1815)
Promote 3 x Grenadier Infantry or Cavalry units to
(Note: Large units cannot be promoted to Battle Cavalry
Veteran
during 1812 - 1815)
Promote 3 x Landwehr Infantry Battalions (Recruit) to Regimental Artillery (1812 - 1815)
Large (1812 - 1815) Add 1 x Small 9pdr Foot Battery (Line) to
Promote 1 x Battle Cavalry Regiment (Line) to Grenadier 5th or 6th or 8th Brigade
OR
Promote 1 x Dragoon Cavalry Regiment from 7th Brigade Add 1 x Small 6pdr Horse Battery (Line) to
to Uhlans (1812 - 1815) 7th Brigade
Engineers (Defenders Only) Regimental Artillery (1806-1807)
Deploy 1 x Redoubt in your Deployment area Add Regimental Guns to 2 eligible Infantry Brigades
Add 1 x Musketeer Battalion (Reservist) to any Infantry or Reserve Artillery
Avant Garde Brigade Promote the Regimental Artillery to:
Promote 2 x Campaign Cavalry Regiments to a Standard 12pdr Foot Battery (Grenadier) and
Battle Cavalry. (N/A to Landwehr Cavalry) attach it to 5th or 6th or 8th Brigade
OR
a Standard 6pdr Horse Battery (Grenadier) and
attach it to 7th Brigade or Avant Garde
105
The Russian Army
Core Division 1796 - 1808 1809 - 1812 1813 - 1814
1st Brigade 3 x Musketeer Battalions (Line) 3 x Musketeer Battalions (Line) 3 x Musketeer Battalions (Line)
Infantry
2nd Brigade 3 x Musketeer Battalions (Line) 3 x Jager Light Battalions (Line) 3 x Jager Light Battalions (Line)
Infantry
3rd Brigade 4 x Musketeer Battalions (Line) 4 x Musketeer Battalions 2 x Musketeer Battalions
Infantry (Reservist) (Reservist)
2 x Militia Battalions (Recruit)
4th Brigade Cav. 2 x Hussar Campaign Regiments (Line)
Artillery 2 x Large 9pdr Foot Batteries (Line) & 2 x Caissons

Divisional Support Options


5th Brigade - Infantry 7th Brigade - Cavalry
4 x Musketeer Battalions (Reservist) 1 x Small Dragoon Campaign Regiment (Line)
1 x Dragoon Campaign Regiment (Line)
6th Brigade - Jagers (1796 - 1808) 8th Brigade - Militia
2 x Jager Light Battalions (Line) 4 x Small Cossacks (Recruit)
1 x Musketeer Battalion (Line) 2 x Small Militia Battalions (Recruit)
OR 1 x Extra Pre-Game Scouting Roll
Grenadiers
1 x Grenadier Battalion (Grenadier)
2 x Grenadier Battalions (Line)
Note. 8th Brigade: Both Militia battalions must be attached to the same Infantry Brigade.

Regimental Supports & Promotions


Promote 2 x Infantry Battalions (Line) from 1st or 2nd Promote 2 x Campaign Cavalry Regiments to
Brigade to Grenadiers Battle Cavalry
Promote 2 x Infantry Battalions (Line) from 6th Brigade to Promote 1 x Battle Cavalry Regiment (Line) to Grenadier
Grenadiers
Promote 2 x Grenadier Infantry or Cavalry units to Promote 1 x Cavalry Regiment from 7th Brigade to
Veteran Uhlans
Add 1 x Musketeer Battalion (Reservist) to any Infantry Promote 1 x Standard Regiment of Campaign or Battle
Brigade Cavalry to Large (1796 - 1812)
Regimental Artillery (1806 - 1814) OR
Add 1 x Small 9pdr Foot battery (Line) to Promote 1 x Standard Regiment of Campaign Cavalry to
5th or 6th Brigade Large (1813 - 1814)
OR (Note: Large units cannot be promoted to Battle Cavalry
Add 1 x Small 6pdr Horse Battery (Line) to during 1813-1814)
7th Brigade Reserve Artillery
Virgin of Smolensk Promote the Regimental Artillery to:
Bless a Reservist or Recruit Infantry Brigade with the a Standard 12pdr Foot Battery (Grenadier) and
Virgin of Smolensk. That Brigade may re-roll up to three attach it to 5th or 6th Brigade
D6 scores during the game. OR
a Standard 6pdr Horse Battery (Grenadier) and
attach it to 7th Brigade
Regimental Artillery (1796 - 1805) Engineers (Defenders Only)
Add Regimental Guns to 2 eligible Deploy 1 x Redoubt in your Deployment area
Infantry Brigades

106
ALBUERA 1811
This scenario makes for an excellent introduction to General d’Armee 2, with an Anglo-Spanish force
taking on Marshal Soult in Spain.

Situation
Marshal Soult’s attempt to relieve the siege of Badajoz resulted in a confrontation with the combined
Anglo-Spanish forces under the command of Marshal Beresford at Albuera. Soult initially deployed to
face Beresford’s main line anchored on Albuera itself but then feinted and moved the bulk of his forces
to the Allied right flank, a position held by the Spanish. As the Allies scrambled to redeploy, the French
attacked in a large column formation. The battle deteriorated into a close musketry range duel with
Spanish and British infantry.

The Mission
The French win if they inflict a Wavering, Sauve qui Peut, or Dispersal result on two separate Anglo-
Spanish infantry brigades. The Anglo-Spanish win by avoiding the French victory conditions. The game
ends after sixteen turns.

Deployment
The French are the Attackers. The Anglo-Spanish are the Defenders. The French roll for brigadier quality
as per the standard rules. Allied brigadiers are shown in the order of battle. Both players deploy their
force following the standard deployment rules.

107
Anglo-Spanish Force
C-in-C General Beresford - Campaigner - 5 ADCs.
Brigade Unit Strength Grade
Zayas (Standard) Guards 2 x Standard Line
Irlanda 2 x Standard Line
Skirmishers 3 bases -
Ballasteros (Standard) Catalonia 2 x Standard Reservist
Barbastro 2 x Standard Reservist
Skirmishers 3 bases -
Colborne (Standard) 3rd Foot 1 x Standard Grenadier
Arrives Turn 2 2nd 48th Foot 1 x Standard Line
66th Foot 1 x Standard Line
Skirmishers 4 bases -
9pdr RA Foot battery 1 x Standard Line
Hoghton (Standard) 29th Foot 1 x Standard Line
Arrives Turn 4 1st/48th Foot 1 x Standard Line
57th Foot 1 x Standard Line
Skirmishers 4 bases -
Penne (Poor) Spanish cavalry 2 x Small Recruit - Campaign
Arrives Turn 4

French Force
C-in-C Marshal Soult - Campaigner - 5 ADCs
Brigade Unit Strength Grade
Girard 34th Line 2 x Standard Line
40th Line 2 x Standard Line
Skirmishers 4 bases -
Pepin 64th Line 2 x Standard Line
88th Line 2 x Standard Line
Skirmishers 4 bases -
Gazan 28th Legere 2 x Standard Line
103rd Line 2 x Standard Line
Skirmishers 5 bases -
Brayer 21st Legere 2 x Small Line
100th Line 2 x Small Line
Skirmishers 4 bases -
Latour-Maubourg 2nd Hussars 1 x Small Line - Campaign
(Reserve) Vistula Lancers 1 x Large Grenadier - Campaign

Artillery 8pdr Foot battery 1 x Standard Line

Special Rules
1. Latour-Maubourg’s brigade starts the game as an off-table reserve. It can be brought on table using the
standard procedure from Turn 1.
2. The French foot artillery must be assigned to an infantry brigade.
3. Anglo-Spanish reinforcements automatically arrive on the rear edge of the central table sector on the
turn shown during the Reserve Movement Phase.
4. Both sides have just one artillery caisson.

Terrain
The battle is fought over a gentle slope, classed as good elevated terrain. Table size: 6 foot x 4 to 5 foot for
15mm, larger for 28mm. The farm is classed as rough terrain and is not a built-up-area.

108
ECKMÜHL 1809
Eckmühl represents a typical Divisional size game of General d’Armee 2 which is ideal for a club
evening.

Situation
This scenario represents the attack of Friant’s division from Davout’s Third Corps against Austrian
forces from Rosenburg’s Forth Corps, holding a defensive line across the twin villages of Ober and
Unter Laichling, with the right flank resting on the village of Ober-Sanding. As Davout’s main attack
under St. Hilaire was directed at the twin villages of Laichling, Friant’s infantry attacked the right
flank of the Austrian line in order to engage and defeat the Austrian forces in this sector.

Mission
The French win if they inflict a Wavering, Sauve qui Peut, or Dispersal result on two separate Austrian
Brigades. The Austrians win if they prevent the French victory conditions. Ober-Sanding village is
classed as a Tactical Objective for Initiative purposes, see 4.1.1. The game ends after sixteen turns.

Deployment
The French are the Attackers. The Austrians are the Defenders. Both sides roll for Brigadier quality
as per the standard rules. Both sides use the standard deployment rules.

109
French Force
C-in-C General de Division Friant - Campaigner - 5 ADCs
Brigade Unit Strength Grade
Gilly 15th Legere 2 x Standard Grenadier
33rd Line 3 x Standard Line
Skirmishers 6 bases -
Grandeau 108th Line 2 x Standard Line
111th Line 3 x Standard Line
Skirmishers 5 bases -
Barbanegre 48th Line 3 x Standard Line
8pdr Foot battery 1 x Standard Line
Skirmishers 4 bases -
Artillery 8pdr Foot battery 1 x Standard Grenadier
Pajol 11th Chasseurs a cheval 1 x Standard Line - Campaign
12th Chasseurs a cheval 1 x Small Line - Campaign

Austrian Force
C-in-C General Hohenlohe - Commissariat - 5 ADCs.
Brigade Unit Strength Grade
Grill Ludwig 3 x Large Line
Grenz 1 x Large Reservist
Skirmishers 4 bases -
Neustadter Koberg 3 x Standard Line
6pdr Foot battery 1 x Standard Line
Skirmishers 4 bases -
Riese Chasteler 2 x Large Line
Landwehr 1 x Standard Recruit
Skirmishers 4 bases -
Artillery 6pdr Foot battery 1 x Standard Line
Radivojevich Stipsicz Hussars 2 x Small Line - Battle

Special Rules
1. The artillery must be assigned to an infantry brigade.

Terrain
The battle is fought over ground with high ground on both sides and a valley between. The slopes are good
terrain. The woods on both areas of high ground are rough terrain. Over-Sanding is a village of one sector.
The Austrian Deployment Line across the centre of the map is a stream.

Table size 6 foot x 4 to 5 foot for 15mm, larger for 28mm.

110
INDEX
Where the page number is shown in bold indicates Combat Casualty Dice, 83, 84
the primary reference. Combat with Élan, 47, 92
Column, 8, 9, 42, 45, 47, 52, 75, 85
About Face, 55 Commit the Reserves, 13, 22, 28
ADCs, 12, 17, 25, 28, 32 Corps Adjutant, 16
ADC Taskings, 26 Corps Artillery Reserve, 17, 26
Adjutant, 14, 16, 18, 25 Corps Commander, 15, 16, 17
Arc of Fire, 63, 66 Corps Orders, 16
Artillery Assault Fire Tasking, 18, 26, 69 Cossacks, 7, 8, 9, 10, 11, 38, 49, 57, 70, 94
Basing, 4, 5 Counter-charges, 42
Battle Cavalry, 6, 45 Counter-charge British infantry, 42, 47
Battle Orders, 34 Counter Attack Order, 27
Bold Brigadier, 10, 11, 16, 30, 92, 93 Cover, 57, 58, 64, 67
Bounce-Through, 71 Dead Ground, 58
Brigade Attachment Tasking, 26, 30 Deployment, 19, 20, 21
Brigade Generals, 10 Destiny, 92
Brigadiers Command Influence, 10, 26, 37, 56, 89 Divisional Morale Tasking, 27, 28, 31
Brigade Command Rolls, 30 Divisional Order, 16, 19
Brigade Command Status, 30, 31 Discipline Test, 37, 42, 64, 68, 71, 73, 76, 78, 79
Brigade Dispersal, 32, 33 Discipline Test during a Charge, 43, 78
Brigade Obeying Orders, 30 Dispersal, 31, 32, 82, 94
Brigade Organisation, 10 Double Six, 18, 25, 34, 49, 64, 68, 79, 92
Brigade Skirmish Line, 8, 9, 14, 61, 62, 63 Drilled, 8, 75, 95
Built Up Areas, 58 Elite, 7, 9, 14, 32, 45, 55, 60, 64, 75, 76, 85, 95
Campaign Cavalry, 7, 45, 85 Emergency Limbering, 56
Canister, 67, 69, 70 Enthusiastic, 8, 95
Caissons, 14, 17, 71, 72 Evading, 37, 41, 42, 47, 49, 60
Casualties, 9, 24, 71, 76, 87 Faltering Brigade, 18, 31, 32, 34, 38, 40, 61, 71, 73,
Casualty Dice, 68, 83 81, 82, 89, 93
Cavalry Charge Priority Targets, 38, 78 Fatigue Casualties, 71
Charge Defensive Fire, 42 Fight On, 89
Charges against a BUA or Strongpoint, 37 Fighting Withdrawal, 89
Charge Move Bonus, 41, 54 Fire & Movement, 67
Charge Restrictions, 38 Fire Discipline, 28, 38, 40, 53, 56, 76, 77, 89
Charge Supports, 39, 40, 47 Firing Overhead, 70
Charged in Flank or Rear, 37, 79 Flank Manoeuvre, 28
Charge On, 47 Flanked, 38
Chief of Staff, 28 Formation Changes, 55, 56
C-in-C, 12, 13, 14, 53, 93, 94 Fortified Villages, 59, 64
C-in-C Commands, 14, 18, 27, 28, 34, 93 Forwards Tasking, 16, 22, 26, 28, 41, 54, 66
Combat, 83, 84, 86 Game Turn, 23
111
Garrisons, 38, 40, 59, 64, 81, 83, 90 Reservist, 7, 8, 9, 47, 55, 60, 79, 95
Glory Tasking, 24, 26, 28, 41, 48, 54, 79, 85, 87, 93 Restricted Fire and Line of Sight, 67
Good Scouting, 21 Retire to the 2nd Line, 53, 55, 80
Grenadiers, 7, 45, 55, 60, 95 Retreat, 30, 37, 40, 43, 53, 57, 62, 66, 78, 80, 83, 90,
Heavy Cavalry, 6, 45, 85 93
Hesitant Brigade, 16, 30, 31, 34, 38, 53, 56, 61, 67, Risk to General, 27, 87, 93
69, 72, 81, 89 Rockets, 74
Infantry Assault Tasking, 27, 36, 41, 54 Rough Terrain, 53, 57, 58, 60
Initiative, 18, 23, 25, 27, 28, 34 Scouts Tasking, 18, 27, 34
Lancers, 8, 85 Scouting (Deployment), 21
Lead Charge Unit, 39, 41 Setting Villages & Strongpoints on Fire, 74, 91
Light Battalions, 5, 6, 8, 14, 59, 60, 61, 62, 64 Severe Terrain, 58
Line (formation), 8, 9, 41, 47, 52, 75 Skirmisher Casualty Dice, 63, 64
Line (troop grade), 7 Skirmishers Minimum Distance, 61
Linear Armies, 96 Skirmishers Tasking, 26, 64
Line of Sight, 21, 36, 57, 58, 63, 67 Skirmish Firing, 63, 64
Low on Ammunition, 26, 48, 69, 71, 81 Skirmisher Operational Radius, 60, 61
Maximum Units In Combat, 83 Skirmish Line Casualties, 61
Mixed Brigades, 30 Skirmishers Screening, 61
Moving to the Flank, 55 Square, 8, 26, 31, 40, 42, 46, 52, 53, 54, 56, 75, 85,
Movement Rates, 52, 53, 57 95
Multiple Targets, 63, 67, 68, 78 Stand with Me, 28
Now’s Your Time, 28 Steady the Buffs, 34
Obey Orders (unit), 79 Step Back, 55
Oblique Movement, 54 Strongpoints, 58, 64, 68, 74, 90, 94
Orchards, 57, 60 Tactical Objective, 19, 34, 94
Passage of Lines, 55 Tactical Units, 5
Poor Brigadier, 10, 11, 25 Take the Ground, 47, 49, 83, 86
Post of Honour, 28, 34, 85, 93 Terrain, 53, 57, 58
Priority Targets, 38, 63, 66 Troop Types, 6
Prolonging, 55 Troop Grading, 7, 32, 95
Ranges, 63, 68, 69, 70, 73, 75 Unformed, 30, 38, 40, 43, 44, 49, 53, 55, 59, 61, 78,
Recalling the Brigade Skirmish Line, 62 80, 90
Recruits, 8, 9, 14, 40, 47, 55, 62, 64, 73, 85, 95 Unit Size, 5
Redeploy Tasking, 20, 27 Veteran, 7, 45, 55, 60, 76, 85, 95
Redoubts, 58, 64, 67, 85, 91, 94, 101 Villages, 58, 67, 74, 90, 94
Regimental Guns, 73 Victory, 37, 43, 47, 49, 79, 83
Reinforcing Combat, 31, 77, 80, 89 Victory Conditions, 19, 94
Reinforcing the Brigade Skirmish Line, 26, 53, 61, Volleys, 47, 75, 76, 92
62, 94 Walls, Hedges, Streams, 57, 58
Reforming, 56 Wheeling, 54
Reforming a Light Battalion into Close Order, 60 Withdraw, 48, 49, 52, 57, 59, 81, 86, 90
Reserves, 13, 22, 26, 27, 94 Woods, 57, 58, 67
Reserves Movement, 52
Reserves Tasking, 27

112
GAME TURN
1. Command & 2. Charges 3a. Tactical 3b. Reserve 4. Firing 5. Combat
Initiative Movement Movement Skirmishers Artillery Volleys 1st Round 2nd Round

ADC TASKINGS
C-IN-C COMMAND! 2 (0) ADCs Use C-in-C Command this turn. Exception: Chief of Staff = Nil ADC cost.
GLORY! 1 ADC Promoted 1 troop grade for D/Ts. +1CD to Lead Unit in Combat. Cavalry Charge +5cm [3”].
BRIGADE ATTACHMENT! 1 ADC Re-roll Brigade Command or Faltering Brigade Command D6 Roll.
ARTILLERY ASSAULT FIRE! 2 ADCs +2CD to 1 Battery Fire. Ignore priority targets. N/A if 4+ casualties/Moved/Low Ammo.
SKIRMISHERS! 1 ADC 1) Skirmish Fire: +2SCD and any Double 6 inflicts Discipline Test. OR
2) Reinforce Brigade Skirmish Line.
FORWARDS! 2 (1) ADCs Add 10cm [6”] + 2D6 to Movement / Charge. No firing. 1 ADC if combined with Reserves.
INFANTRY ASSAULT! 1 ADC Charge with 1, 2 or 3 Supports. Charge move +5cm [3”].
REDEPLOY! 1 ADC Order Brigade to New Position in Battle Line or a Defending Brigade to Counter-Attack.
RESERVE! 1 ADC Commit off-table Reserve into the central sector. Add Forwards for 1 ADC.
SCOUTS! 1 ADC Re-roll 1D6 from final 2D6 Initiative score.
DIVISIONAL MORALE! 1 ADC Mandatory 1 ADC per Faltering Brigade. No ADC posted = Sauve qui Peut!

C-in-C COMMANDS
CHIEF OF STAFF! Attach C-in-C to brigade that is not Faltering. Brigade automatically obeys orders. Add 2 ADCs & re-roll failed ADC rolls.
POST OF HONOUR! Attach C-in-C to brigade that is not Faltering. Brigade automatically obeys orders. Charge! Apply Glory. Lead unit recov-
ers 1 casualty. Lead unit & supports charge with Forwards move OR Lead unit gains charge re-roll. Re-roll 1D6 from final 2D6 Initiative score.
NOW’S YOUR TIME! Attach C-in-C to brigade that is not Faltering. Brigade automatically obeys orders. Up to 2 brigade units recover 1 ca-
sualty. Lead Charge unit may Volley with +2CD, ignore a FD result, and then Charge in the Charge phase. Remaining close order infantry fire
with +2CD.
STAND WITH ME! Attach C-in-C to brigade. Brigade automatically obeys orders. Up to 3 brigade units recover 1 casualty. Ignore Divisional
Morale ADC requirement if brigade is Faltering.
COMMIT THE RESERVES! See 6.4 of the main rules. FLANK MANOEUVRE! See 6.4 of the main rules.

BRIGADE COMMAND ROLL


Bold Brigadiers roll 2D6 and use only higher score if on 1 or 0 taskings. Reserves: No Command Roll until Reserve Tasking issued.
SCORE OF 3+ = BRIGADE OBEYS ORDERS.
Act as player wishes. Retreating units rally to Unformed & may reform in the Movement phase.
SCORE OF 2 or less = BRIGADE HESITANT.
ADC Taskings fail. No Charges. Brigade cannot move towards enemy - except for Skirmishers. Arc of Fire Straight Ahead.
No Formation Changes within 15cm [9”] of close order enemy, except to form square.
A Brigade Skirmish Line on 2 bases is recalled. Retreaters halt & take 4CD casualties. Batteries cannot receive Caissons.

FALTERING BRIGADE COMMAND ROLL


SCORE OF 4+ = RALLY. For scores of 1,2,3 see below. (1D6 for all brigades including Bold brigadiers.)

Brigade / Score Elite Veteran & Grenadier Line Reservist & Recruit
3 Rally Rally Wavering Wavering
2 Wavering Wavering Wavering Sauve qui Peut!
1 Wavering Sauvé qui Peut! Sauve qui Peut! Sauve qui Peut!
Rally! Rally Retreating units to Unformed. All other units act as per Hesitant. Remove Falter marker and mark as Hesitant for this turn.
Wavering! Dispersals: Any unit within 2 casualties of its Dispersal point. Retreaters retreat +4CD casualties. All other units either: go Un-
formed +2CD casualties OR Retreat +4CD casualties. Skirmish Line on 2 bases is recalled. No movement or reforming permitted this turn.
Firing permitted but as per Hesitant rules. Brigade remains Faltering.
Sauve Qui Peut! Dispersals: All current Retreaters, any unit within 2 casualties of its Dispersal point & the Brigade Skirmish Line.
All other brigade units Retreat +4CD. Artillery goes low on ammo. No other actions permitted this turn. Brigade remains Faltering.
Brigade Dispersal: A brigade reduced to less than 50% of its original close order units is removed from play and an ADC lost.
Dispersal does not apply if all remaining units are either Elite or Large cavalry.

INITIATIVE
Both players start with 2D6. Add 1D6 for each Hesitant, Faltering or Dispersed Brigade this Turn. Add 1D6 if Lost a Tactical Objective. Roll all
the dice and take the total of the two lowest scores as the result. The higher score Wins the Initiative.
Draws: French win draws against Austrian/Russian/Other - otherwise player who held the initiative last turn wins.
If Scouts Tasking used, then that player may re-roll one of his final D6 scores.
CHARGES
1. DISCIPLINED. 2. SHAKEN. 3. DISORDERED
Lead Unit: Neither the Shaken nor a) Lead Unit Casualties: on 6+ or Suffered 3+ casu- Both Shaken situations apply (a & b).
Disordered situations apply. alties in charge. b) Lead unit Unformed. Cannot re-roll any scores of 1!
Roll 2D6. Roll 3D6 and take the two lower scores. Roll 4D6 and take the two lowest scores.
CHARGE ADVANTAGES
1. Elite Re-roll 5. Formed Veteran/Grenadier vs. Lower Troop
2. Heavy Cavalry vs. Campaign Cavalry Re-roll Grade
OR Formed Heavy Cavalry vs. Battle Cavalry Re-roll
3. Formed Cavalry vs. Infantry in Line Re-roll OR Formed Battle Cavalry vs. Campaign Cavalry
4. Formed Infantry Column vs. Battle/Campaign Cavalry Re-roll 6. Each Supporting Unit Re-roll
SUPPORTS: Supports may reroll 1D6 from the 2D6 result OR Fire OR Form Square.

RESULTS CHARGERS WON/LOST BY:


6+ 5 to 3 2 to 1 -1 to -2 -3 to -5 -6 or worse
INFANTRY vs. Victory Take the Ground. Combat with Élan. Halt & Volley. Lead unit Withdraw Broken!
INFANTRY Defender: Retreat + 4CD Defender: Lead Unit + 1CD casualties. Defender: Stand.
& ARTILLERY casualties! Supports Unformed. Unformed. Supports Halt + 1CD
Withdraw + 1CD Defender: Stand. casualties.
casualties British CtC? Defender: Stand.

CAVALRY vs. Victory Combat with Élan Close to Combat Close to Combat Unformed. Broken!
CAVALRY Defender Line vs. Column: Defender Combat with Defender: Stand.
Unformed. Combat with Elan Élan
CAVALRY vs. Victory Combat with Élan, Defender Unformed. All Units Withdraw + 1CD casualties. Broken!
INFANTRY If vs. Square = Cavalry Withdraw + 1CD. Defender: Stand + 1CD casualties. Defender: Stand.
& ARTILLERY Square Stands + 1CD casualty. Infantry in Line volley before Cavalry Withdraw/Retreat!
DRAW Close to Combat. Exception: Cavalry vs. Square = Cavalry Withdraw +1CD casualties. Square Stands +1CD casualties.

1. Victory! Infantry vs. Infantry & Cavalry vs. Cavalry = Lead Defending unit Retreats + 6CD casualties! Supports Retreat + 4CD.
Cavalry vs. Infantry = Lead infantry unit Dispersed. Supports Retreat + 4CD casualties.
Charge On! OR Take the Ground & Recover 1 casualty. Infantry in Line may opt to Volley rather than recover a
casualty.
Charge On! Cavalry advance 20cm [12”] and close to Combat with Élan with the nearest enemy unit in reach.
British, Reservist & Recruit Cavalry: Unformed. Must Advance & close to Combat with Élan if enemy unit is
within 20cm [12”].
Infantry advance 15cm [9”] in Column or 10cm [6”] in Line & close to Combat with Élan with nearest enemy unit
in reach.
2. Broken! The Lead Charge unit Retreats + 4CD casualties. Supports Withdraw + 1CD casualty.
3. Combat with Élan For infantry, only Columns gain Élan, unless a Linear Army or British/Portuguese when only Lines gain Élan.
4. Take the Ground Advance or Wheel up to 5cm or Stand. Charge Supports may also move up to take the Ground parallel to or
behind the lead unit and remain formed. Units cannot take the ground if they end the move within 5cm [3”] of
enemy units.
5. Halt & Volley All attacking units may fire if able. The lead attack unit goes unformed, supports remain formed.
6. British Infantry CtC? Defending British Lead Units may immediately Close to Combat if Formed and Brigade Steady.
7. Artillery Artillery goes low on ammunition if they withdraw. Artillery disperse if they retreat from a charge.
8. Risk to General! If Glory was used with a Retreat or Disperse Result = Roll 1D6. 1 = General KIA & Brigade Falters.

MOVEMENT
FORMATION LINE COLUMN SKIRMISH SQUARE WITHDRAW & RETREAT
Infantry 10cm [6"] 15cm [9"] 20cm [12"] 5cm [3"] Infantry: 30cm. [18”]
Cavalry 25cm [15"] 30cm [18"] - - Cavalry: 40cm. [24”]
Or Halt behind Supports.
Artillery Foot = 15cm [9"]. Horse = 25cm [15"]. - If Retreating on 6+ casualties, must
FORWARDS! Add 10cm [6"] + 2D6cm/" to Move or Charge. - fall back on a friendly Close Order
unit or Disperse! (not applicable if
Wheel/Prolong Inf./Cav: wheel up to 90°. Artillery Prolong: 5cm [3”].
Standard or Large cavalry unit)
About Face, Side- Half Speed for Close Order Inf. and Cav. Artillery use Prolong.
Step, Back Step
Rough Terrain Skirmishers = No Effect. Close Order Infantry = Half speed or full speed +1 casualty. Cavalry & Artillery = Not allowed.
CHARGE BONUS Infantry Assault = 5cm [3”] for Infantry Glory = 5cm [3”] for Cavalry Forwards = 10cm [6”] + 2D6cm/”
FORMATION CHANGES
INFANTRY & CAVALRY: Elite & Veteran = Change Formation and then Move. All Others = Change Formation or Move.
ARTILLERY: Foot Battery & Large Horse Battery = Change Formation or Move. Austrian/Russian/Other must be in command of brigadier.
Horse Artillery = Change Formation and Move or vice versa.
Reform/Recover FD: Entire Move. Retire to 2nd Line: = Withdraw + Retreat marker.

SKIRMISH & GARRISON FIRE


Brigade Skirmish Screen = 1SCD + 1SCD per Base. Light Battalion or Garrison 5SCD
Modifiers Skirmish Tasking = +2SCD Target in Cover or is Cavalry = -1SCD Target is a Garrison / in a Redoubt = -2SCD
Casualties 6+ = -1SCD Firers are Unformed or Recruits = -1SCD Elite/Rifles Light Battalion = +1SCD
Range = 20cm [12”]. Casualties - Each 4+ = Hit. Every 2 Hits = 1 Casualty.
REINFORCING THE BRIGADE SKIRMISH LINE. 7 bases maximum.
Small / Standard / Large Battalion = 2 / 3 / 4 Bases. Light Infantry = +1 base. Recruit = -1 base. Casualties: 6+ = -2 bases.
No reinforcing if battalion retreating or if final total generates 0 bases.

ARTILLERY FIRE
Cannon Type: Canister Range Effective Range Long Range - Flat / Elevated
3 - 4pdr guns 0 - 20cm [12"] 20+cm - 35cm [21"] 35+cm - 70cm [45"] / 90cm [58"]
6 - 9pdr guns 0 - 20cm [12"] 20+cm - 40cm [24"] 40+cm - 70cm [45"] / 100cm [65"]
12pdr guns 0 - 25cm [15"] 25+cm - 50cm [30"] 50+cm - 70cm [45"] / 115cm [75"]
Elevated = Either firer is elevated or target is elevated.
Artillery Fire Modifiers
Assault Fire +2CD 1) 6+ Casualties (Worn)
Canister Fire +2CD 2) Unformed
Elite or Large Battery at Canister Range +1CD 3) Low on Ammunition Inferior fire
Column Target at Effective/Canister Range +1CD 4) Target at Long Range modifier
Target in Square +1CD 5) Target in Cover/Redoubt
Bounce-Through Fire +1CD 6) Target is Skirmishers
Prolonged or Wheeled 1CD only 7) Target is a Garrison 1CD only
Battery Moved AND Unlimbered 1CD only 2 or more Inferior Fire Modifiers Weak Fire

ARTILLERY RESULTS 4 or less 5 to 6 7 to 8 9 10+ if moved 10+


STANDARD BATTERY FIRE FC 1+ DT if Canister 1+ DT if Canister 2 + DT 2 + DT 3 + DT
INFERIOR BATTERY FIRE FC - 1 1 + DT if Canister/Elite 1 + DT 2 + DT
WEAK BATTERY FIRE 1 CD

INFANTRY FIRE
Infantry Volley Range = 15cm [9”].
Elite +1CD 1) 6+ Casualties (Worn)
Veteran in Line or Drilled in Line +1CD 2) Unformed
Large Battalion in Line - no movement +1CD 3) Lost Fire Discipline Inferior fire
Charging Inf. Column at 5cm [3"] +1CD (N/A if Worn) 4) Firer is Recruit or a Small Battalion modifier
Target in Square +1CD 5) Firer in Woods
Firing when in Column or Square Weak Volley 1CD 6) Target in Woods/Cover
Target is a Garrison No Effect 7) Target is Skirmishers
Column or Square vs. Skirmishers No Effect 2 or more Inferior Fire Modifiers Weak Volley

VOLLEY RESULTS 4 or less 5 to 6 7 to 8 9 10+ if moved 10+


STANDARD VOLLEY FD* 1 2+ DT if Elite 3 + DT 3 + DT 4 + DT
INFERIOR VOLLEY FD* 1 1 2 + DT if Drilled/Veteran/Elite 2 + DT 3 + DT
WEAK VOLLEY 1 CD
a) FD = Lose Fire Discipline. * = Elites ignore Loss of Fire Discipline. FC = Fatigue Casualty on battery.
b) 1CD = Roll 1CD instead of 2D6 - Hit on 4+. Score of 1 = Fire Discipline & Fatigue Casualty result!
c) Low on Ammunition if: FC result when using Assault Fire or a result of Double One on 2D6. (N/A on first shot.)
d) Blocked LOS/Partially in Range: More than 50% of unit effected - fire with 1CD only. If 50% or less - fire at full effect.
e) 1st Volley: ignore Loss of Fire Discipline.
f) Bounce-through: Target 5cm behind = 1CD casualty.
ReisswitzPRESS
COMBAT
CASUALTY DICE per Unit: Infantry & Cavalry = 5 CDs Artillery = 3 CDs Hit in Flank/Rear (1st Round only ) = 2 CDs
Standard Modifiers Infantry Modifiers Cavalry Modifiers
Glory! (If Post of Honour! +2CD) +1CD Elite Infantry +1CD Elite Cavalry +1CD
Élan! +1CD Large - if formed (N/A in Square) +1CD Heavy Cavalry +1CD
Lancers with Élan (N/A vs. Cuirassiers) +1CD Attacking Village - 1st Round -1CD Heavy Cavalry vs. Campaign/Foot +1CD
Elite & Veteran vs. Lower Grade +1CD Attacking Strongpoint -1CD Large Regt in Line - if formed +1CD
Formed Higher Grade vs. Recruits +1CD Attacking Redoubt or high wall -1CD Large Regt in Column - 2nd round +1CD
Recruits in Line (N/A behind high wall) -1CD Attacking up Steep Slope -1CD Lancers vs. Foot +1CD
Unformed -1CD In Line vs. Cavalry -1CD Cavalry vs. Square -2CD
6+ Casualties -1CD Small Unit in Garrison Combat -1CD Small Cavalry Unit -1CD
COMBAT RESULTS
Casualty Difference Draw 1 2+
INFANTRY Hard Fought! Winner: Take the Ground - Unformed. Winner: Take the Ground.
vs. Winner: Stand - Unformed. Losers Retreat. Losers Retreat!
INFANTRY Loser: Withdraw
INFANTRY 1st Round: Unformed. Fight On? 1st Round: Unformed. Fight On? Winner: Take the Ground - Unformed.
vs. 2nd Round: Attackers Withdraw. 2nd Round: Losers Retreat. Losers Retreat.
GARRISON Winner: Take the Ground - Unformed.
CAVALRY 1st Round: Unformed. Fight On? 1st Round: Unformed. Fight On? 1st & 2nd Round Winner:
vs. 2nd Round: Both sides 2nd Round: Losers Retreat. Take the Ground or Withdraw.
CAVALRY Withdraw. Winner: Take the Ground - Unformed. Losers Retreat.
CAVALRY Cavalry: Withdraw. Winning Cavalry: Take the Ground Winning Cavalry: Take the Ground or
vs. Infantry: Stand. - Unformed. Withdraw.
INFANTRY Losing Infantry: Retreat. Losing Infantry: Disperse.
ARTILLERY Winning Infantry: Stand. Winning Infantry: Stand.
Losing Cavalry: Withdraw Losing Cavalry: Retreat.
1) Outnumbering. More than Double the Opponent’s CDs = converts a loss/draw to Take the Ground - Unformed . Opponent now Withdraws.
2) Fight On? 2nd Round? Players place hidden D6 on the table. 6 = Stand & Reinforce. 5-2 = Fighting Withdrawal. 1 = Withdraw.
3) Take the Ground Lead Unit & Supports Advance or Wheel up to 5cm [3”], or Stand. N/A if move ends within 5cm [3”] of enemy.
Infantry: Village Combat - A Reinforcing unit may swap places with the original attacking unit or the defending Garrison.
4) Withdraw. Withdraw Unformed. Winning Cavalry: May fall back behind a formed Rear/Flank Support with the support remaining formed.
5) Hard Fought! Higher troop grade wins. If equal troop grade then defenders win.
6) Risk to General! Glory in play = If the general’s unit fights a 2nd combat round or Retreats/Disperses! Roll 1D6. 1 = Brigade Falters.

DISCIPLINE TEST
Roll 2D6. Double Six! = Unit recovers 1 Casualty.
Morale Grade: Elite Veteran, Grenadier Line, Skirmish Line Reservist, Recruit Enfant Perdus
Pass on: 5 or more 6 or more 7 or more 8 or more 9 or more
Unformed on: 4-2 5-3 6-3 7-5 8-7
Retreat on: - 2 2 4 or less 6 or less
PROMOTED if: a) Glory! (x2 promotions if Post Of Honour.) DEMOTED if: a) 6+ casualties. b) Unformed.
b) Reservist or Recruit in Column/Square. c) Infantry in Line vs. Cavalry charge. (x2 demotions if Large.)
c) Enthusiastic. d) Charged in Flank/Rear & Roll 3D6 and use two lower scores.
PASS Obey Orders. Infantry vs. charging Cavalry = Form Square. Charged in Flank/Rear = Turn to Face - Unformed
UNFORMED Skirmishers +1 casualty. Inf. vs. charging Cavalry = Unformed & no def. fire. Charged in Flank/Rear = Chargers gain Victory!
RETREAT Retreat + 4 CD casualties. Charged in Flank/Rear = Chargers gain Victory Result!

RESULT DESTINY! Double Six in Charges, Volley Fire or Artillery Fire. (N/A to rerolls or CDs.)
2 Ammunition Explosion! A stray howitzer round lands in the opponent’s artillery park, destroying one artillery caisson.
3 Caisson! An additional artillery caisson arrives on the field! This can be deployed immediately or held in reserve.
4-6 Infantry and Cavalry: Recover 1 Casualty or Combat with Élan.
Artillery: The closest enemy unit within 10cm [6”] of the target unit suffers 2CD casualties.
7-9 Cavalry and charging Infantry: Recover 1 Casualty and immediately inflict 2CD casualties on the lead enemy unit.
Infantry Firing: Recover 1 Casualty and may take a free move.
Artillery. Recover 1 Casualty and the closest enemy unit within 10cm [6”] of the target suffers an extra 2CD casualties.
10 - 11 Falter! High officer casualties throws the opposing enemy brigade into confusion! Opposing Brigade Falters.
12 Promotion! Recover 1 Casualty, and replace your brigade’s brigadier with a Bold brigadier!

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