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Death or Glory! (Free Napoleonic Rules from the Napnuts) |
| NapNuts Singapore Wargamers | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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Introduction
These
rules are designed to simulate Napoleonic Brigade/Division sized battles. The basic manoeuver units are the infantry battalion, cavalry
squadron and artillery battery. The
rules are designed to be playable, without sacrificing too much realism. Basing and Scale Equipment Sequence
of Play Movement
is simultaneous. At the beginning of the turn, each player rolls a die
for initiative. The player with the initiative moves and fires first.
The turn sequence is as follows: COMMAND
/RALLY PHASE The
following actions take place during the Command/Rally Phase: Orders Each
brigade is given a general order at the beginning of the game.
This should be written down on a separate order sheet.
Each brigade commander is given wide discretion to achieve his
objectives. Drastic
changes of orders must be sent to the unit in question from the
Commanding Officer via messenger. New
orders may only be sent in the Command phase and will travel to the
brigade commander in question by light cavalry charge speed. Upon
arrival - i.e. messenger making base contact with brigade general - new
orders may only be acted upon after the command phase of the next turn
(This delay represents reading and reaction time).
If
the Commanding officer is with the brigade concerned, changes of orders
may be shouted out during the Command phase and acted upon immediately. Command
Ratings Command
ratings have effect on unit morale, rallying and control tests. If
a commander is not listed – players may agree on command ratings for
each commander taking into account the commander’s historical level of
performance. Otherwise, roll 1 fire die for each commander.
The resulting die roll is the commander's command rating for the
game. C-in-C
may influence fire and melee results if present with unit for the entire
turn (i.e. within 50m since the preceding command phase).
+1 modifier to fire and/or melee die rolls.
+2 if exceptional C-in-C – eg Ney, Soult, Picton, Moore,
Craufurd, Bluecher, Archduke Charles.
+3 if Napoleon or Wellington. Reforming
Unformed / Disordered Troops
Unformed
troops reform after 1 full turn of inaction. Disordered
troops become unformed after 1 full turn of inaction and reform after 2
full turns. If
unformed/disordered troops are fired upon while reforming – roll for
morale. They may only reform if they pass the morale test. Routing
troops attempt to rally
To be eligible for rally, routing troops must either be out of sight of
enemy troops, screened by friendly formed troops, or 250m from nearest
formed enemy troops. If
none of the above conditions are fulfilled, they continue to rout until
at least one condition is fulfilled; or they go off the table (whereupon
they are lost for game purposes). Roll 1 percentage die. Modified result must equal or be less than unit’s morale rating. Modifiers: Deduct morale rating of either Brigade, Divisional or Corps Commander
attempting to rally the unit (within 50m) – Commander must be from the
same parent unit. Routing
troops which rally are treated as disordered. Retreating
Troops
Retreating
troops automatically rally. They
are treated unformed. CHARGE
PHASE
Player
with initiative declares his charges.
Player without initiative declares reaction for units receiving
charges and declares his own countercharges.
Player with initiative then declares reaction for his units
receiving countercharges. Charge
Restrictions Charge
Movement Bonus Add
30m for infantry, 80m for cavalry
Notes Charge
Procedure Charge
Reaction Test Roll
1 percentage die Modified
result must equal to or be less than unit’s morale factor. Treat a
roll of 0 as 10. Modifiers Add
morale rating of commander present (within 150m) +20%
British +10%
Veterans -20%
conscripts, landwehr, militia -10%
infantry charged by lancers -10%
infantry charged by cuirassiers -10%
infantry in line charged by cavalry -10%
infantry attempting to change formation while being charged by cavalry -10%
unformed -20%
disordered -10%
tired -20%
exhausted If
a unit fails by 10%, it fires a ragged volley (1/4 firepower) and must
retire 50m (in good order and facing the enemy). If
a unit fails by 20%, it must about turn (1/4 move) and evade (being
disordered as it does so). This
is treated as a retreat – not a rout. If
a unit in square fails, it is shaken.
It does not retire nor retreat – but there is a negative
modifier for subsequent melee combat. If
they stand, they may fire/complete their manoeuver The
strength of fire depends on the fraction of the move required by
charging unit to make contact with defender.
ie if it takes half a move for the charging unit to make contact
with the defending unit, then the defending unit may only fire at half
strength. Range is averaged
out and appropriate modifier applied.
Special
rule for infantry being charged by cavalry: Since
a full cavalry charge move may exceed 400m and infantry muskets may only
fire at max 200m range, infantry being charged by cavalry may only fire
at half strength at most. Range
is averaged out and the appropriate modifier applied. Charging
Light cavalry finding themselves faced with a standing foe must test
morale, even if they did not come under fire, to see if they complete
their charge. All other
troops test morale only if required by combat result. FIRE
PHASE The
phasing player may fire all, some or none of his troops.
Those troops which fired during the fire phase may not move for
the remainder of the turn - they are assumed to be firing for the whole
move. Infantry
Fire An
infantry battalion may only fire upon any one target or combination of
targets within a 10 degree arc of its frontage.
However,
the firing battalion can only make one fire die roll.
Casualties are taken equally by each target unit.
Exception: Firing
units in square or with refused flank. In such cases, each side of the square or the refused flank
may make a separate die roll if firing at a different target unit. Only
the front 2 ranks of figures may fire. Range
is measured from the base of the firing unit to the base of the target
unit. In
cases where units are not parallel to each other - measure range from
the edges and centre of the firing unit to the respective edges and
centre of the target unit. Add
the ranges together and divide by 3. Procedure: -
roll 1 percentage die treating 1-3 as 1, 4-6 as 2, 7-9 as 3, 0 as 4 -
Add unit's firepower factor -
Add or subtract the following modifiers and consult the appropriate
casualty table -
In addition, a 0 die roll could result in a hit on any general within 50
m of the target unit. Roll
on separate General’s Risk Table to determine effect of hit on
general. Fire
Modifiers: +2
firing unit is British infantry in line (to represent effect of 2 deep
line) +1
firing unit is veteran +1
firing unit resting arms on wall/parapet +2
initial volley (only applicable once per game) -1
firing unit is unformed -1
for every 3 consecutive moves of firing (cumulative) -2
firing unit is disordered -2
firing unit is conscript, militia or landwehr -1
small arms vs cuirassiers -1
firing unit is itself under fire (except British and veterans) -2
firing unit is tired -3
firing unit is in skirmish order -4
firing unit is exhausted +1
target unit is more than 1 rank deep +1
for every rank of target unit (only applicable for artillery fire) -3
target unit is behind soft cover -4
target unit is behind hard
cover -4
target unit is in skirmish order -5
target unit is entrenched Range
Modifiers:
Skirmishers Skirmishers
may only be deployed up to a maximum of 200m from their parent
battalion, regt or brigade. They
may not be moved beyond 200m from their parent unit. Skirmishers
do not screen a target from artillery fire. A
skirmish screen only screens a target from infantry fire if it is
sufficiently dense: -
Infantry/Cavalry in line requires a minimum of 4 skirmisher figures -
Infantry/Cavalry in column requires a minimum of 2 skirmish figures -
an artillery battery requires a minimum of 2 skirmish figures Once
screened, a unit may not fire (except artillery) nor be fired upon. A
skirmish screen more than 2 figs deep blocks fire by friendly
skirmishers. Each
company of skirmishers may pick its own target. Skirmishers
may move and fire to full effect each turn. Skirmishers
may not approach closer than 40m to a body of formed troops.
If advanced upon by formed troops, they must retreat leaving the
40m gap. When charged by
infantry, skirmishers automatically evade.
If charged by cavalry, skirmishers must about face and attempt to
evade. If caught, they
count as routing troops and take casualties without fighting back. Skirmish
fire is resolved as per normal firing. Generals'
Risk Table 1-4-
light wound - no effect 3-7
- moderate wound - General's command factor halved for remainder of
game(rounded down) 8-9
- serious wound - General is out of play for remainder of game – if
campaign, roll for recovery 0-6 died of wounds.
7-9 recovers. 0
- General KIA Artillery
Fire Artillery
fire is resolved in the same way as infantry fire: -Roll
1 fire die -Add
result to unit's firepower factor -Add/Subtract
appropriate modifiers (same
list as for infantry fire) -consult
appropriate artillery range table for range modifier -consult
artillery table for casualties MOVEMENT PHASE Moving
player may move all, some or none of his troops which did not fire in
the Fire Phase up to the maximum of their movement allowance. Movement
allowances for each troop type are as follows. All measurements are in millimetres. Inf in Column 150 skirmishers 150 Light Cav in line 240 Light Cav in Column 300 Hvy Cav in line 200 Hvy Cav in Column 240 Foot arty 140 Horse arty 240 All
units (except skirmishers) may not move through other units.
If part of a unit is obstructed by another unit, the unit may not
move further.
FORMATION
CHANGES Infantry Cavalry
30-60
= 1/2
60-120
= 1
Conscripts, militia, landwehr - take double time Inf
German, Italian, Polish = French
Portuguese = Brit
Scandinavia = Russian Spanish and Neapolitan = Austrian Cav Polish, German, Italian, Scandinavia = French Portuguese = Brit
Spanish and Neapolitan = Austrian Arty Polish, German, Italian = French
Scandinavian = Prussian Portuguese = Brit Spanish and Neapolitan = Austrian MELÉE A
melée is formed when two bodies of troops move into base to base
contact. Only
the first 2 rows of infantry figures and the first row of cavalry figs
count during the first melée round.
All troops involved count in second and subsequent rounds. Units
with wider frontage may overlap the opposing unit by 1 figure only on
each flank during the first round of melee. Eligible
(i.e. see charge restrictions above) charging units may use their impact
+ confused melée factor for first round of melée only.
All units use confused melée factors only in second and
subsequent melée rounds. Each
infantry / gunner fig counts as 1; each cavalry fig counts as 2 (against
foot). Lancers count as
heavy cavalry only during first round - subsequent rounds as light
cavalry. Troops
inside buildings or behind hard cover count 50% more. Troops
entrenched or in fortifications count as double their number. A
cavalry unit or infantry column that wins the first round of melee
against a line or square, breaks through the line or square and attacks
the defenders in the rear during the second round of melee. An
infantry line which holds firm against an infantry column advances to
flow round the column's flanks during the second round of melee. A
cavalry unit which breaks into an infantry square attacks the infantry
in the back during the second round of melee. A
cavalry unit which inflicts 25% more casualties on an opposing cavalry
unit during any round of melee than it receives itself will break
through the enemy unit and go into an uncontrolled charge for the
remaining move distance allowed. Troops
with backs to enemy (ie routing and evading troops) take casualties
without fighting back. Units
may not charge into an already formed melee - however, they may
reinforce friendly units by moving into contact with the melee. Procedure Throw
1 percentage die. Treat 1-3
as 1, 4-6 as 2, 7-9 as 3, and 0 as 4.
Add
melee factors of unit using confused and impact factors (if applicable) Add
or subtract the following modifiers as appropriate: Melee
Modifiers +4 Outnumber enemy by 4:1 or more +3 Outnumber enemy by 3:1 +2 Outnumber enemy by 2:1 +1 Outnumber enemy by 3:2 +1 Veteran -1 2nd
line -2 conscript/militia +2 Heavy Cavalry +1 Cuirassiers +2 Lancers
(first round only) +6 Cavalry
vs skirmishers and arty +3 Cav vs
unformed foot +5 Cav vs
disordered foot +1 Cav vs
unformed cav +2 Cav vs
disordered cav -5 Cav
vs Inf in square +2 Cav vs
Inf in single rank (includes squares) -2 Cossacks vs formed cav +2 Inf in
column vs Inf in single rank line +2 Inf in
square vs cav +1 Inf vs
unformed +2 Inf vs
disordered +2 Inf vs
skirmishers +1 following up victory +1 uphill +3 In
buildings +4 In
fortifications/entrenched -1 unformed -2 disordered -2 tired -4 exhausted If
losers retreat or rout, winners must take control test If
winners are forced to halt or worse as a result of morale test, losers
must halt to reform for 1 move before attempting to follow up or
counterattack. All
troops are unformed after one round of melee.
Disordered after 2 or more rounds. All
troops are tired after 2 consecutive rounds of melee, exhausted after 4
rounds. (Troops in hard cover/fortifications are tired after 4
consecutive rounds, exhausted after 8.) EFFECTS
OF FATIGUE/EXHAUSTION Tired
/ Exhausted troops suffer negative modifiers for fire and melee combat. They suffer negative modifiers for morale tests.
They also suffer movement penalties. Tired
troops may recover after resting (no activity) for 1 turn. Exhausted
troops may recover after resting (no activity) for 2 turns. Utterly
exhausted troops may recover after resting (no activity) for 3 turns. Troops
reaching exhausted state may only fight one more round of melee / fire
for 2 more rounds before reaching utter exhaustion when they may no
longer conduct any activity whatsoever. MORALE When? infantry being charged charging units after losing a round of melee friends retreating within 150 m for each 10% casualties lost commander killed within sight strength falls below 50%
and when additional casualties taken thereafter How?
check unit's morale factor roll 1 percentage die add/subtract all applicable modifiers and commander's
commander rating - if the result is lower than unit's morale factor (taking into account
all applicable modifiers, then unit does not break and may act as
desired.
- if result equals unit's
morale factor, then unit is shaken - advancing/charging units halt.
Defending units retire 50m. Squares stand, but are not as
effective (see Melee Phase). if result exceeds unit's morale factor, unit breaks and routs
during rout phase. MODIFIERS -5% for every 10%
casualties -5% for each 10% casualties
lost this move -10% unformed -20% disordered -10%
tired -20% exhausted -10% for each flank threatened -20% attacked from rear -20% infantry not in square charged by
cavalry -10% conscript, militia, landwehr -10% for each routing unit within 150m +10% veteran +10% secure flanks +10% supported (friendly formed units to the rear) +10% British receiving charge +20% infantry in square charged by cavalry +20% unit in cover +20% charging cavalry CONTROL When? after winning melee when unit commander is killed after a charge which fails to make contact How? roll 1 percentage die add unit control factor add control factor of any senior officer present Modifiers
-
+1 enemy retiring within 100m
-
+2 enemy retreating
-
+3 enemy routing
-
-1 enemy standing
-
-2 enemy advancing
-
-3 enemy advancing to flank or rear
-
-1 friends retiring within 100m
-
-2 friends retreating
-
-3 friends routing
-
+1 friends standing
-
+2 friends advancing
-
+1 for each round of melee won within last 4 moves
-
-1 unit under fire from flank/rear
-
+-1 veteran Result | Charts 1 | Charts 2 | Nationality Charts 1 | Nationality Charts 2 | |
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