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GRENADIER

Miniature wargames rules for the Napoleonic wars

Table of Contents

Introduction
Scales and Equipment
Playing the Game
Turn Sequence
Initiative Rolls
Movement
Movement Modifications
Terrain Effects
Formations
Skirmishing and Open Order
Disordered Troops
Attaching and Detaching Units
Fire combat
Small Arms Fire
Gun Fire
Shell and Rocket Fire
Cannister Fire
Melee Combat Resolution
Losses
Break- and Disintegration Numbers
Commander Melee Combat and Unit Morale
Checking Morale
Command Control
Winning the Game
Glossary
National Rules
Optional Rules

If you wish, you can have the Table of Contents in a separate frame.
If you feel locked in a frame, you may break out!

Introduction
The rules in your hands represents an effort to make Napoleonic wargaming playable. In the past few years many rules
sets have been published that have greatly sacrificed playability without greatly increasing accuracy. These rules are
designed for swift resolution of battles up to army level. A non player referee is desirable but not absolutely necessary.
Please read these rules carefully before initiating play. Organize your unit information well in advance so that play can
proceed in an orderly fashion. If there is anything in these rules that you do not like, you are free to change it but not
while we are playing with you. If you have any questions please write us at sirjohann@hotmail.com and
sven_noren@yahoo.se respectively. Enjoy gaming and may your dice never let you down.

Kelly C. Boyle
Sven Norén

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Scales and Equipment


Scales
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1" (2.5 cm) = 25 paces
1 infantry figure = 50 infantrymen
1 cavalry figure = 50 cavalrymen
1 gun figure = 2 guns
1 gunner figure = 50 gunners
1 command figure = the commander, aides, and 20-40 staff.

Equipment

A tape measure graduated in inches


Several six-sided dice
15 mm Napoleonic figures correctly based

Figure Baseing

In order to play Grenadier it will be necessary for the player to accumulate a collection of 15mm Napoleonic figures.
These may be purchased from many reputable and reliable manufacturers and retailers. After painting these figures
mount them on wood, cardboard, or plastic bases in the following manner (dimensions are frontage × depth):

1. Artillery: ¾" × 1¼" or 1½" carrying one artillery piece and two gunners, or three gunners if British or
Volante(French Guard Horse) artillery. Do not glue the artillery piece to the base.
2. Cavalry: ¾" × 1¼" carrying one cavalry figure.
3. Infantry:
A. If the infantry is listed in the National Armies List as L (Line) mount four figures on a base 1½" × ½".
B. If the infantry is listed as S (Skirmish) mount two figures on a base ¾" × ½".
C. If the infantry is listed as BL (British Line) mount three figs on a base 1½" × ½".
D. If the infantry is listed as BS (British Skirmish) mount two figs on a base 1" × ½".
4. Commanders:
A. If the commander is a divisional commander mount one horse-mounted figure on a base 1" × 1¼".
B. If the commander is a corps, army, or national commander, mount two or more figures on a base 1" × 1½".
I. Cavalry corps: Two mounted figures.
II. Infantry corps: One mounted, one standing figure.
III. Army: Two mounted and one standing figure.
IV. National: Two mounted and two standing figures.

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PLAYING THE GAME


Turn Sequence

1. Roll for initative. Highest roller selects 1st or 2nd side.


2. First side move any or all units. May place charge, reaction or fire chits on units not moving. Resolve charge
melees at the end of the movement phase.
3. Both sides fire, first small arms then artillery.
4. Resolve melees.
5. Second side move any or all units. May place charge, reaction or fire chits on units not moving. Resolve charge
melees at the end of the movement phase.
6. Both sides fire, first small arms then artillery.
7. Resolve melees.
8. First side second cavalry move. Place reaction or charge chits on units not moving. Resolve charge melees.
9. Second side second cavalry move. Place reaction or charge chits on units not moving. Resolve charge melees.
10. Resolve melees.

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Initiative Rolls

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Both sides roll one die, and modifies as follows:

1. -1 to die roll for the player who won initiative last turn.
2. -1 to die roll if Austria or Russia is predominant force on the players side.
3. +1 to die roll if France is predominant on players side.
4. +1 to die roll for the french side if Napoleon is present on the table.

All modifiers are cumulative.

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Movement

Infantry
Formation March Quick Charge Rout Turning allowance
Open order 4" 6" -- 10" 360 °
Mixed order 4" 6" 9" -- 90 °
Column 4" 6" 9" -- 90 °
Closed column 3" 5" 9" -- 90 °
Mass 3" 5" -- -- 90 °
Line 3" -- 5" -- Oblique 45 °
Back/side step 2" -- -- -- Oblique 45 °/sideways
Square 2" -- -- -- Any direction

Cavalry
Walk Trot Charge Rout
Light 4" 6" 12" 20"
Medium 4" 6" 11" 20"
Heavy 4" 6" 10" 20"
Turning allowance 270° 180° 22.5° --

Artillery Movement
Limbered Unlimbered
Gun size
Foot guns Horse guns Prolonging
0 - 6 pdr 10" 12" 2"
7 -10 pdr 8" 10" 1"
11+ pdr 6" 8" ½"

1. All french guard artillery units add 1" to their movement rate.
2. French 12lb guns move as 10lb guns.
3. Routing artillery move 20" if limbered. If unlimbered, the crew abandon the guns and move 10"

Gun functions
French Line Foot, French Horse,
Gun size Line Foot Guns Guard Foot, or Guard Horse, or
Horse Guns Old Guard Guns
0-6 pdr 3 4 5
7-9 pdr 2 3 4
10-12 pdr 2 2 3
13-24 pdr 2 2 --
25+ pdr 1 -- --

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1. Firing costs one function.
2. Prolonging costs one function per prolong. A battery can perform as many prolonges as functions allow.
3. Limbering or unlimbering costs one function.
4. Limbered move costs one function.
5. Spiking guns costs two functions.

Note that all guns in a battery must face the same direction.

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Movement Modifications

1. Formation changes reduce movement by ½, except for:


A. Elite units may change formation without movement penalty.
B. Landwehr units may not change formation and move.
C. Prussian troops may not change formation and move during the same phase prior to 1809.
D. Russian infantry may not change formation and move during the same phase prior to 1808.
E. Minor nation troops may not move and change formation, exept portuguese after 1811.
2. Expansion or contraction of a units frontage by two figures reduce movement by ¼.
3. Formed troops may move through unformed troops but not vice versa. Routed troops are considered formed for
these purposes.
4. Formation changes may not be made if charging.
5. A charging unit may not change direction more than 22.5 degrees and this must be done at the beginning of the
charge movement.
6. After declaring the intent to charge, measure the distance to the target unit. If you end up short of the target, you
must make a full non-charge move toward the target unit and then you are disordered. The unit must reform in
your next movement phase.
7. Cavalry must be able to move at least 1" to get a charge bonus.
8. Whenever a unit of British cavalry in line formation faces an enemy unit within charge range it must make a
morale check to avoid charging at the next opportunity.
9. Reaction move: A unit of cavalry that does not move in the normal cavalry move may have a reaction chit placed
on it. If it is charged from the front it must counter charge by moving half the distance between it and the
opposing unit.
10. Opportunity charge: A unit that has not moved in it's normal turn may have a charge chit placed on it. It must then
take its move when something significant happens in front of it, such as enemy showing up. These chits may be
used between phases in the turn sequence.

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Terrain Effects

1. Movement entirely along roads are increased by 1".


2. Hills: Movement reduced by one inch moving up, no penalty moving down, no effect on melee.
3. Fords: Half speed to cross, no charges across fords.
4. Streams: May not be crossed except at bridges or fords.
5. Light woods: Reduce speed by ½ for cavalry and guns. No charges. Traversed only in column or open formation.
6. Medium woods: Reduce speed by ½ for all troop types. No charges. Traverse only in column or open order.
7. Heavy woods: Reduce movement by ½ for all types. No charges. Traversed in open order only. Units are harder
to hit with small arms fire.
8. Buildings: Entering a building takes one half move. Buildings are prohibited to cavalry and guns, except for barns.
Artillery may not fire from inside a barn. Units in buildings are harder to hit with small arms or cannon fire.

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Formations

Cavalry:

1. Column -- In this formation all figures of a unit are in contact with each other and at least two ranks deep.
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2. Line -- In this formation all figures of a unit are in contact with each other and one rank deep.
3. Skirmish or Open order -- In this formation none of the figures of a unit are in contact with each other and the unit
occupies twice the area that the unit occupies when all figures of the unit are in contact with each other.

Infantry:

1. Column -- In this formation all figures of a unit are in contact with each other and at least two ranks deep.
2. Closed column -- Same as column except the rearmost rank of figures face in the opposite direction from the rest
of the figures in the unit.
3. Line -- In this formation all figures of a unit are in contact with each other and one rank deep.
4. Anchored line -- A line formed between two solid obstacles, such as cliffsides, houses, or squares.
5. Square -- In this formation all the figures of a unit are facing outwards. The sides of the formation must have as
equal a number of figures as possible. The formation need not necessarily have four sides, but must have no fewer
than three sides.
6. Open order -- Can only be used by light infantry on two-figure stands. In this formation none of the stands in a
unit are in contact with each other and the unit occupies twice the area that the unit does in close order.
7. Road column -- Units in road column move 8" per turn, may not fire small arms and meele at a strength of zero
with no modifiers. All infantry units entering the table use this formation and may move toward the nearest
general figure or the command tent at the players choice. Once within command range they may perform a
formation change and move normally. They may make this change before reaching command range but they are
considered out of command with the penalties that apply. Units in road column must change to a normal formation
at first opportunity if attacked. Note: units in meele are not allowed to change formation.
8. Mixed Order -- Only French National infantry may perform this. In this formation a battalions line companies
form a column, the grenadier company forms a line on the right flank of the formation, and the voltigeur company
skirmishes in front of the battalion. A regiment using this formation lines up with three line companies on the left
in column, the grenadiers in the center in line and three line companies on the right also in column.The skirmishers
are placed in front as before. This allows the following advantages:
A. After artillery pre-contact fire, if the voltigeur company has any figure remaining on the stand, it may fall in
on the rear of it's parent battalion.
B. The entire unit has the morale of the grenadier company as long as that company has any figure remaining
on the stand.
C. The entire battalion has the melee number of the grenadier company as long as that company has any figure
remaining on the stand and is in the front rank. All casualties from the first round in melee are taken from
the grenadiers. On subsequent rounds they are taken as they occur.
9. Austrian Mass -- Only Austro-Hungarian infantry may perform this formation. In this formation all the figures in a
unit form a solid block and face outwards. Treat as a square with added rank bonus for defending against cavalry,
and as a column when attacked by artillery.

Artillery:

1. Artillery is in open order as long as the unit is formed in one rank, even when the stands are touching.
2. If the artillery stands are double ranked the artillery unit is considered to be in close order. Both ranks can still fire
without restrictions, measuring range from the front rank. Limbered artillery is never in close order.
3. Artillery never screens units behind it.

Formation changes are dealty with under the heading Movement modifications.

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Skirmishing and Open Order

Open Order or Skirmish Order is a formation in which none of the component figures of a unit are in contact with one
another. Some infantry and cavalry units have the ability to fight in open order. Artillery troops are always in open order
unless the guns are double ranked, one behind the other. Infantry that have the ability to fight in open order are so listed
in the National Armies List.

The purpose of open order is to reduce the casualties of the unit from being fired upon. Troops in open order are also
used to protect close order troops by interposing themselves between enemy weaponry and the friendly formed troops
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behind them. Use the following rules:

1. Small arms and artillery fire is degraded when firing at open order troops. Refer to the artillery and small arms
tables.
2. When open order troops are interposed between firing weapons and formed troops the firing weapons must fire at
the interposing troops unless a clear line of fire exists between the firing stand and the target. A clear line of fire is
defined as a line from the center of the firing stand to the center of the target stand that does not come any closer
than 1 ½ inches to an interposing skirmish stand, friendly or enemy, measured from the center of the skirmish
stand. Artillery does not screen the units behind them.
3. Units may fire over the heads of screening troops at close order troops if and only if:
a. the firing unit is on a higher elevation than either screening or target units, and the screening troops are
closer to the firing unit than to the target,
b. the target is on a higher elevation than either firing or screening units, and the screening troops are closer to
the target than to the firing unit.
c. both the firing unit and the target unit are on a higher elevation than any screening units.
4. Units may never fire over friendly troops even if they are on different levels.
5. Close Order troops may move through Open Order troops, as may other troops in Open Order.

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Disordered Troops

Troops that are routing becomes disordered. This is shown by placing the stands of a disordered unit in an irregular
clump. Routed troops do not throw dice for melee. Other units may not pass through disordered units.

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Attaching and Detaching Units

Forming large units:

1. During a players movement he may join two cavalry regiments or two infantry regiments together to form a
Brigade unit.
2. Artillery may form Grand Batteries by joining two or more batteries together with a commander.
3. Divisions may only be formed prior to set up. If units are detached they may not rejoin the formation. A division
must have a divisional commander.
4. Units larger than divisions may not be formed.

Detaching parts of a unit:

1. Detaching a unit from a brigade or larger unit is a formation change.


2. Any unit detached from a brigade or larger unit must make an immediate morale check. Failure results in the
detached unit not moving for that move.
3. (Optional Rule) A cavalry regiment may detach one or more squadrons to skirmish for the parent regiment. This is a formation change. It
does not require a morale check, as this was standard drill for all armies in the period.
4. (Optional Rule) A cavalry regiment may detach one or more squadrons to make a charge. In this case the non-charging squadrons must
remain directly behind the charging squadron(s) facing in the same direction. This is not a formation change and require no morale check,
as this was standard drill for all armies in the period.

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Fire combat

Fire Combat is divided into Small Arms and Artillery fire. Small arms are pistols, carbines, rifles, and muskets carried by
individual cavalry or infantry men. Artillery are larger pieces, long guns that fire round shot, howitzers that fire shells,
and rockets, that are served by a crew of several men. Russian Licornes are a kind of long howitzer.

The basic number needed to hit depends on the weapon and the range, and for muskets also on the training level of the
troops, as found below:
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Small Arms Fire

Pistol range: 0 - 1" - 2" - 3"


# Needed To hit: 10 11 12
Carbine range: 0 - 2" - 4" - 6"
# Needed To hit: 9 10 11
Rifle range: 0 - 3" - 7" - 10"
# Needed To hit: 9 10 11

Melee Musket Range


Number Class 0 - 3" - 6" - 9"
-0 1 11 12 --
1-2 2 10 11 12
3-5 3 9 10 11
6-9 4 8 9 10

Measure the distance between the firing unit and the target, to find the range band. In the case of muskets also
determine the Musket Class of the firing unit, based on the units Melee Number. Roll one die for each figure that is
firing, and pair the dice to form as many hits as possible. Cavalry firing pistols roll two dice for each figure firing. If the
resulting number is equal to or greater than the above, a hit has been scored and one target figure is removed.

All small arms fire is subject to the following restrictions and modifiers:

1. Units moving faster than March / Walk may not fire, except pre-contact fire.
2. Infantry units not moving may recieve a Fire Chit. This allows it to perform an extra small arms fire when ever the
player chooses to.
3. All figures of a unit must fire at the same target, if it is in their Arc of Fire. If this is not possible, such as for very
long lines, they may fire at any target that is. Squares may fire at up to four different targets.
4. No unit may be fired upon unless it is visible to the firing unit. A unit is not visible if it is entirely inside a wooded
area or behind a ridgeline.
5. Add one to the number needed to hit when firing pistol at cuirass equipped troops.
6. Add one to the number needed to hit when firing at troops in open order.
7. Add one to the number needed to hit when firing at targets in heavy woods.
8. Add one to the number needed to hit when firing at targets in buildings or fortifications or behind walls.
9. British, and other troops using British organization, throw four dice for every three figures firing. This is to
represent the improved firing of the two rank line. alternately they may subtract one from the number needed to
hit by the line infantry stands when firing in line formation. Decide which method you will use before throwing
the dice.

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Gun Fire

Number needed to hit:


Gun Range
Size 0" - 5" - 10" - 15" - 20" - 25" - 30"
0 - 4 lb 8 9 10 11 12 --
- 6 lb 7 8 9 10 11 12
- 8 lb 6 7 8 9 10 11
- 12 lb 5 6 7 8 9 10
>12 lb 5 5 6 7 8 9

Roll one die for each gunner figure that is firing, and pair the dice. If the result is equal to or greater than the number
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above, modified as necessary, a hit is scored and a figure is removed from the target unit. For every multiple rolled of
the number needed to hit, the defender must remove one casualty from the target unit.

Gun fire is subject to the following rules and modifiers:

1. No target may be fired upon unless it is visible to at least some part of the firing unit, and within the units Arc of
Fire.
2. All guns of a battery must fire at the same target. When a battery is firing at a mixed unit of close and open order
troops (units with inherent skirmishers deployed) the howitzer may fire at the close order part of the unit. (See
below for Shell Fire.)
3. A gun may always fire immediately prior to charge impact, even if this exceeds the number of functions available
to the gun type.
4. Add one to the number needed to hit when firing at troops in open order.
5. Add one to the number needed to hit when firing at targets in stone buildings or fortifications or behind walls.
6. Add one to the number needed to hit if direct-firing a howitzer.
7. Subtract one from the number needed to hit for every rank that is in contact with the front rank of the target unit.
Measure range to the last rank of the target troops.
8. Russian artillery add one to the number needed to hit prior to 1811.

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Shell and Rocket Fire

1. Shell may only be fired from howitzers. Shell may only be fired at targets that the howitzer crew can actually see,
there are no spotters of any type. Line of sight is not obstructed by skirmishers but is obstructed by close order
troops.
2. The maximum range for shell is 30", minimum is 10". Howitzers may fire directly at troops closer than 10", acting
like a long gun. However, this reduces their efficiency due to the short barrel and light projectile (see Gun Fire
Table).
3. A howitzer firing at a mixed unit of close and open order troops (units with inherent skirmishers deployed) may
fire at the close order part of the unit.
4. Roll two dice for each howitzer figure firing, or one die if there is only one gunner figure remaining on the stand.
5. A hit on the designated taget occurs if either dice comes up a six. Double sixes scores two hits on units in Close
Order only. If a 1 is rolled a friendly unit within 10" from the target and in front of the battery has been hit.
6. All hits remove one figure.
7. When firing shell whole units are attacked, not individual figures. The player controlling the target unit removes
figures of his choice. If more than one figure must be removed these figures must be adjacent to each other.
8. A howitzer may always fire immediately prior to charge impact, even if this exceeds the number of functions
available.
9. Rockets may only be fired from rocket launchers.
10. Maximum range for rockets is 30", minimum is 15".
11. Roll two dice for each rocket launcher figure firing, or one die if there is only one gunner figure remaining on the
stand.
12. A hit on the designated taget occurs if either dice comes up a six. Double sixes scores two hits on units in Close
Order only. If a 1 is rolled a friendly unit within 10" from the target and in front of the battery has been hit. If no
unit is within these ranges, the rocket hits it's own launcher. This was rare but did happen. There was good reason for the
Duke of Wellington prohibiting his gunners to bring these things to the 1815 campaign. Note that the gunners ignored his orders on this
point.
13. Remove one figure from the target unit for every hit. When firing rockets whole units are attacked, not individual
figures. The player controlling the target unit removes the figure of his choice. If more than one figure must be
removed these figures must be adjacent to each other.
14. If a cavalry unit recieves a hit from rocket fire that unit must immediately take a morale check.
15. Buildings or structures may be attacked by howitzers and rockets.
16. Roll to hit as for close order units above.
17. When a hit has occured on a building or structure no casualties occur, but you may refer to the table below for
possible fires. Roll one dice for each hit, and subtract one from the dice roll if the building is unoccupied:
Building Light Wood Medium Building Heavy Building
Fire occurs on: 3+ 4+ 5+
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18. If troops are occupying a building or structure that is on fire they must leave the structure on their next movement
phase. If two buildings on opposite sides of a street are on fire movement between them is prohibited. The fire will
spread to adjacent buildings on a roll of six on one dice. Roll at the end of every turn.
19. (Optional Rule) Shell and rocket fire may be performed even if friendly troops are interposed between the firing unit and it's target, but the
target must be visible to some part of the firing unit.

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Cannister Fire

The Cannister Fire Template is sector-shaped, 3/4" (2 cm) wide at the narrow end widening to 4" (10 cm) at 8" (20 cm)
length. It is partitioned into four sections, each 2" (5 cm) long, numbered one trough four.

When firing cannister, lay the template with the narrow end at the front of the gun stand firing and over the target unit.
Each figure that falls within the template is attacked. Roll one die per attacked figure and refer to the table below.

Cannister Fire Table


Size of Gun Section 1 Section 2 Section 3 Section 4
- 6 lb 3+ 4+ 4+ 5+
- 8 lb 3+ 4+ 4+ 4+
- 12 lb 2+ 3+ 4+ 4+
13 + lb 2+ 2+ 3+ 4+

If the result is equal to or greater than the number above, modified as necessary, a hit is scored and a figure is removed
from the target unit.
Cannister fire is subject to the following rules and modifiers:

1. The head of a figure must be within a template section to be a target.


2. Only the exterior rank of close order troops may be attacked.
3. If the target troops are in open order any number of ranks may be attacked.
4. A single figure may be attacked once per firing phase per gun, but may be attacked by more than one gun.
5. Only the first rank of target troops in close order may be attacked by a single battery in a fire phase.
6. Add one to the number needed to hit when firing at open order troops.

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[bokmärke]

Melee Combat Resolution

Melee will occur when units from two opposing armies come into stand to stand contact. Stands of units in melee that
are not in contact and are not charging nor in column or square may turn to attack flanks and the rear of the opposing
unit.

Cavalry and infantry units charging skirmish order troops or are allowed to continue their movement, even if they do not
kill the infantry figures they are meleeing. Charging troops that contact close order troops must end their movement. A
charging unit may not change direction more than 22,5 degrees, and that must be at the start of the charge move.

Artillerists throw only one die per stand, not one die per figure.

The procedure for resolving charge meeles is as follows:

1. Measure the charge distance. Set a marker at the limit of the charge move.
2. Move the charging unit to contact with the first enemy unit
3. Finish all other movement for the moving side
4. Resolve precontact fire, and then charge meele for each stand contacted
5. Open order infantry check morale after precontact fire and before meele is joined
6. Repeat this until you reach the marker or meele the first close-order unit
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7. This procedure may result in cavalry units becoming strung out; these units must reform on their next move
8. A fresh unit retains the fresh meele bonus for the entire charge move
9. A unit does not disintigrate or rout until the end of the charge move

In order to use the Melee Resolution Table you must first refer to the National Army List to determine the melee
number of the troops. Routed troops have a melee number of 0. The number needed to hit is then calculated per figure.

Melee Number 0 - 1 2 - 4 5 - 7 8, 9
# Needed To Hit: 6 + 5 + 4 + 3 +
The To Hit number is then modified as follows:
Charging -1
Lance -1 first turn only
Fresh Unit -1 until first casualty
Battle Cavalry -1 Cuirassiers or Dragoons
Close Order -1 vs. Open Order
Column -1 vs. line or square (not mass)
Rank Bonus -1 per each four ranks
General -1 when in front rank
Enemy routed -2
vs. Cuirasses +1
Infantry vs. Cavalry: +2 if not in square, mass, or anchored line
Infantry vs. Cavalry: +1 if in anchored line
Enemy in Cover +1 behind wall or other obstacle
General Killed +2 next melee round if in front line

Roll one dice per figure in melee. If the result is equal to or greater than the number above, modified as necessary, a hit
is scored and a figure is removed from the target unit. Cavalry kills two infantry figures unless infantry is in square.

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Losses

1. If one figure is killed on a stand that has more than one figure on it, place a casualty marker over that figure and
treat it as a loss for game purposes.
2. All losses due to melee or fire combat should be consolidated onto one stand of the unit, if of the same type.
3. In units of mixed quality the losses should be taken porportionaly on the better and worse troops when taking
losses due to gun or musket fire.
4. When all figures on a stand are killed, the stand should be removed from the table.
5. If a unit suffers more losses in one phase than it's Break Number, the unit breaks. A broken unit immediately goes
into disorder and retreats towards it's own table edge or behind friendly troops or cover. Retreating units recover
automatically at the end of the turn.
6. Cavalry that fails to break an infantry unit bounces back 5 inches, and becomes disordered.
7. Units that routs off the table may stop at the edge of the table if it has moved at least half of its rout move. Units
in this situation may only form at the edge of the table on their next move.
8. A unit that has less figures remaining than it's Disintegration Number, disintegrates. It is removed from the table at
the end of the small arms fire, artillery fire, or meele phase that it reaches its disintegration number.
9. Gunner figures that rout leave their guns if they are unlimbered. The gunners may only fire their guns on the turn
after they reoccupy them.
10. Gunner figures do not break from counter-battery fire.

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Break- and Disintegration Numbers

Break Numbers are determined by the units Morale Number and the size of the unit measured in figures. Disintegration
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Number is expressed as a percentage remaining of the unit:

Break numbers:
Morale Disintegration
Infantry Cavalry Artillerists
Number Number:
-15 / 16+ -8 / 9+ in Melee
9 2/4 1/1 1 50%
8 2/4 1/2 2 40%
7 3/5 2/2 3 30%
6 3/6 2/3 4 20%
5 3/7 3/4 10%
4 4/8 4/5 10%
3 5/9 5/5 2 Figures
2 5 / 10 6/6 2 Figures
1 5 / 10 6/6 2 Figures
Modifiers:

1. Break numbers are doubled for units in square.


2. Add one to the break number if a general is attached to the unit.
3. Round disintegration numbers down. All units except artillery disintegrate at two figures.

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Commander Melee Combat and Unit Morale

Commanders of divisional size forces or larger will be represented on the table by a commander figure appropriately
based. The figure represents the commander and his staff. If they are not attached to a body of troops they may not be
targeted by artillery or rocket fire. If they are attached to a unit that has been hit, roll 2D6. If a 12 is rolled the firing
player may, if he chooses, remove the command figure in lieu of another figure.

In order to calculate a commander figure's melee value roll 1D6. Add 4 to the score if the figure is a national leader, 3 if
an army commander, 2 if a corps commander, and 1 if a divisional commander.

Commanders and staff always move as light cavalry in open order. They always fight as heavy cavalry in close order.
They may not use small arms, and recieve no equipment bonus.

If a commander is attached to a unit in combat, one is added to that units break number. If a commander is attached to a
unit that must check morale, adjust the units morale number according to the Higher Commander Morale Modification
Table:

Commander National Army Corps Division


Level Leader Commander Commander Commander
Morale # Mod: -3 -3 -2 -1

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Checking Morale

A unit must check morale if it sees a general die. The event is considered seen if it happens within 10" forward of
the unit, 3" to the side, or in contact with the back of the unit.
Infantry must check if it is in open order and charged by formed cavalry. This happens after precontact fire and
before meele combat.
British cavalry in line formation within a charge move of the enemy must make a morale check to not charge at
the first opportunity.

To check morale, roll two dice per unit checking. If the sum is higher than the units' Morale Number, possibly modified
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for attached leaders as detailed above, the unit passes and will continue to function normally. If the dice come up equal
to the Morale Number the unit wavers, otherwise it fails.

A wavering unit may not move closer to the enemy, and may not change formation. If they are in contact with enemy
they will continue to fight.

Units failing a morale check break and routs, except for infantry in square which are treated as wavering.

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Command Control

Command must be traced from a command source. A command source is defined as a command tent, a general attached
to the tracing unit, or any general in a valid command chain. A command chain must begin at a command tent. A
command tent may only function as a command source if the highest ranking general on the side is within ten inches.
The chain then extends through a line of generals of equal or descending rank with no more than ten inches between
them. Generals attached to units can not be part of a command chain; however, the unit they are attached to is always in
command. Any unit within ten inches of any general in a command chain is in command. Command is checked at the
begining of their move. Units not in command are subject to the following restrictions:

The unit may not:

1. change formation and move


2. move more than a half move
3. recieve a charge or reaction chit (but may keep one it already has until used)
4. detach a squadron or battallion from the parent regiment
5. form a brigade

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Winning the Game

A player has won the game if:

1. His opponent surrenders.


2. His opponent retreats his troops from the board.
3. His opponent loses all his command figures.
4. His opponent fails to accomplish his objectives as determined by the referee or scenario.

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Glossary
Anchored Line
A unit of infantry in line formation having at both ends an impassable terrain feature or a square. The terrain
feature may be a building, clifface, or river. The edge of the table or a hillside will not do.

Arc of Fire
up to 45° to either side of straight forward. Measure from the corners of the firing unit.

Attach
To physically link together units, or add to an existing unit.

Battle Cavalry
Cavalry trained to deliver attacks in close order with sabres drawn. This includes cuirassiers, dragoons, and
carabiniers.

Light Cavalry
Cavalry trained to fight in skirmish or open order, possibly using carbines for ranged fire, as well as delivering
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close order attacks. This includes hussars, chasseurs, and cossacks.

Charge
A move straight forward at maximum possible speed, intended to destroy enemy forces.

Charge chit
A unit may be given a Charge chit instead of moving. This means that the unit will wait until any enemy unit(s)
shows up, when it will charge said enemy.

Chits, reaction- and charge-


A marker used to denote that a unit is saving its' move until something happens.

Cover
Any terrain feature that blocks visibility or prevents fire from being fully effective.

Detach
To physically separate or subtract from a unit.

Elite units
All guard units, and all units that have their own entry in the Armies' List are considered elite. Examples are the
French 57th Ligne, Austrian O'Reillys Chevaux-legere, Russian 6th Jaeger regiment, and the Scots Greys of
Britain.

Fire chit
A marker used to denote that an infantry unit, instead of moving, waits for an extra opportunity to fire. Firing is
done at any time in the turn, between the ordinary phases. A unit using a fire chit may fire three times in a turn.

Irregulars
Untrained combat troops.

Light Infantry
Infantry trained to fight in skirmish or open order, as well as in close order. Variously designated voltigeurs, jäger,
or rifles.

Line Infantry
Infantry trained to fight in close order only.

Melee
Hand to hand combat.

Reaction chit
A unit may be given a Reaction chit instead of moving. This means that the unit will not move until it, or a unit
directly in front of it, is charged, when it will perform a countercharge.

Retreat
Troops move away from the enemy in a somewhat ordered fashion.

Rout
Troops no longer obey their officers, go into disorder, face away from the enemy, and move away from the enemy
as rapidly as possible.

Skirmishers
Troops deployed in open order, to cover the front or flanks of friendly troops.

Square
A defensive formation adopted by infantry to protect themselves from cavalry.

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National Rules
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Austria

1. Modify initiative roll: -1 to die roll if Austria is predominant force on the players side.
2. Austrian Mass: Only Austro-Hungarian infantry may perform this formation. In this formation all the figures in a
unit form a solid block and face outwards. The formation combines the bonus of an infantry square when
defending against cavalry with the rank bonus of a column.

Britain

1. British line infantry roll four dice for each three figures firing. alternately: British line infantry stands in line
formation may subtract one from the number needed to hit.
2. British cavalry in line formation within a charge move of the enemy must make a morale check to not charge at
the first opportunity.

France

1. Modify initiative roll:


A. +1 to die roll if France is predominant on players side.
B. +1 to die roll for the french side if Napoleon is present on the table.
These modifiers are cumulative.
2. All french guard artillery units add 1" to their movement rate. French 12lb guns move as 10lb guns.
3. Mixed Order--Only French National infantry may perform this. In this formation a battalions line companies form
a column, the grenadier company forms a line on the right flank of the formation, and the voltigeur company
skirmishes in front of the battalion. A regiment using this formation lines up with three line companies on the left
in column, the grenadiers in the center in line and three line companies on the right also in column.The skirmishers
are placed in front as before. This allows the following advantages:
1. After artillery pre-contact fire, if the voltigeur company has any figure remaining on the stand, it may fall in
on the rear of it's parent battalion.
2. The entire unit has the morale of the grenadier company as long as that company has any figure remaining
on the stand.
3. The entire battalion has the melee number of the grenadier company as long as that company has any figure
remaining on the stand and is in the front rank. All casualties from the first round in melee are taken from
the grenadiers. On subsequent rounds they are taken as they occur.

Russia

1. Modify initiative roll by -1 if Russia is predominant force on the players side.


2. Russian infantry may not change formation and move during the same phase prior to 1808.
3. Russian artillery get plus one to the number needed to hit prior to 1811.

Prussia

Prussian troops may not change formation and move during the same phase prior to 1809.

Minor nations

1. Minor nation troops may not move and change formation, exept portuguese after 1811.
2. Portuguese line infantry roll four dice for each three figure stand firing. alternately: Portuguese line stands in line
formation may subtract one from the number needed to hit.
3. Minor nations, even if using the French organization system, cannot use Mixed Order.

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Optional Rules
Detachments

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1. A cavalry regiment may detach one or more squadrons to skirmish for the parent regiment. This is a formation
change. It does not require a morale check, as this was standard drill for all armies in the period.
2. A cavalry regiment may detach one or more squadrons to make a charge. In this case the non-charging squadrons
must remain directly behind the charging squadron(s) facing in the same direction. This is not a formation change
and require no morale check, as this was standard drill for all armies in the period.

Morale Variations

Modifications to Melee and Morale Numbers: Roll one die for each regiment. On a roll of 1 subtract one from melee and
add one to morale number for that unit. On a roll of 6 add one to melee and subtract one from morale number for that
unit.These modifications reflect a regiments variability of performance on any given day. This indicates how recently
the unit was paid or fed, it's confidence in it's leader, and how rested they are.

Updated 2 April 2001 | Home | email me

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