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OLD TROUSERS II

WARFARE IN THE HORSE & MUSKET ERA

BATTALION LEVEL NAPOLEONIC WARFARE

Version 1.0
oldgrumbler@hotmailcom Website: http://www.greatbasin.net/~johnkelly/

“Old Trousers: Warfare in the Horse & Musket Era”


Copyright 2005 by John P Kelly
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TABLE OF CONTENTS

RULES PHILOSOPHY................................................................................................................7

SCALE........................................................................................................................................7

BASING......................................................................................................................................7

EQUIPMENT...............................................................................................................................8

TROOP RATINGS ......................................................................................................................8

ARMY ORGANIZATION .............................................................................................................8

CAVALRY BATTLE GROUPS....................................................................................................8

SEQUENCE OF PLAY................................................................................................................9

INITIATIVE PHASE.....................................................................................................................9

RANDOM EVENT PHASE ........................................................................................................10

COMMANDERS........................................................................................................................11

COMMANDERS: RATINGS.....................................................................................................11

COMMANDERS: COMMAND RANGE......................................................................................11

COMMANDERS: ATTACHMENT & CASUALTIES...................................................................11

ORDERS: OUT OF COMMAND................................................................................................12

ORDERS ..................................................................................................................................12

ORDER ACTIVATION...............................................................................................................13

COMAND POINTS....................................................................................................................13

MOVEMENT: SEQUENCE........................................................................................................14

MOVEMENT: FORWARD MOVEMENT, FACING, & FLANKS .................................................14

MOVEMENT: ABOUT FACE ....................................................................................................14


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MOVEMENT: FACING CHANGE..............................................................................................14

MOVEMENT: OBLIQUE & RETROGRADE ..............................................................................14

MOVEMENT: CAVALRY ..........................................................................................................14

MOVEMENT: ARTILLERY........................................................................................................14

MOVEMENT: COMMANDERS .................................................................................................15

MOVEMENT: FORMATIONS....................................................................................................15

MOVEMENT: FORMATION CHANGES....................................................................................15

MOVEMENT: RATES ...............................................................................................................15

MOVEMENT: TERRAIN EFFECTS...........................................................................................16

MOVEMENT: OPERATIONAL..................................................................................................17

MOVEMENT: INTERPENETRATION........................................................................................17

MOVEMENT: CHARGES..........................................................................................................17

MOVEMENT: ROUTS...............................................................................................................17

DISORDER...............................................................................................................................18

FIRE COMBAT: SEQUENCE....................................................................................................18

FIRE COMBAT: MUSKETRY....................................................................................................18

FIRE COMBAT: ARTILLERY....................................................................................................20

FIRE COMBAT: FLANK FIRE BY ARTILLERY ........................................................................20

FIRE COMBAT: ARTILLERY BOUNCE THROUGH .................................................................21

FIRE COMBAT: OPPORTUNITY FIRE .....................................................................................21

FIRE COMBAT: VISIBILITY......................................................................................................21

CHARGES: GENERAL RULES ................................................................................................21


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CHARGES: SEQUENCE ..........................................................................................................21

CHARGES: FLANK ATTACKS ................................................................................................22

CHARGES: DEFENDERS REACTION .....................................................................................22

CHARGES: CHARGE TESTS...................................................................................................23

CHARGES: CAVALRY RECALL ..............................................................................................23

CHARGES: CAVALRY SKIRMISHERS....................................................................................23

CHARGES: COSSACKS & IRREGULAR CAVALRY ...............................................................24

CHARGES: OPPORTUNITY CHARGES ..................................................................................24

REACTION TEST .....................................................................................................................24

MELEE: CAVALRY VS CAVALRY ...........................................................................................25

MELEE: CAVALRY VS INFANTRY OR ARTILLERY................................................................25

MELEE: MATCHING UP COMBATANTS .................................................................................25

MELEE: COMBAT RESOLUTION ............................................................................................26

MELEE: MULTIPLE ROUNDS..................................................................................................27

MELEE: SQUARES VS CAVALRY..........................................................................................27

MELEE COMBAT: MULTIPLE UNITS ......................................................................................27

MELEE COMBAT: ATTACHED ARTILLERY ...........................................................................28

BREAKTHROUGHS .................................................................................................................28

BREAKTHROUGHS: IMPETUOUS UNITS...............................................................................28

BLOWN CAVALRY ..................................................................................................................28

TERRAIN..................................................................................................................................29

MORALE RATING & MORALE STATES..................................................................................29


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MORALE TESTS ......................................................................................................................29

RALLYING ROUTED UNITS.....................................................................................................30

VISIBILITY................................................................................................................................30

SKIRMISHERS .........................................................................................................................31

SKIRMISHERS: MOVEMENT ...................................................................................................31

SKIRMISHERS: APPROACHING CAVALRY ...........................................................................31

SKIRMISHERS: RETREAT BEFORE AN ADVANCING ENEMY..............................................31

SKIRMISHERS: COMBAT........................................................................................................31

SKIRMISHERS: SCREENS, VISIBILTY, & INTERPENETRATION ...........................................32

SKIRMISHERS: ORGANIC SKIRMISHERS..............................................................................32

TOWNS: BLOCKS....................................................................................................................32

TOWNS: MOVEMENT INTO & OUT OF TOWN BLOCKS ........................................................33

TOWNS: FIRE COMBAT ..........................................................................................................33

TOWNS: MELEE COMBAT ......................................................................................................33

TOWNS: ATTACKING A TOWN BLOCK FROM AN ADJACENT TOWN BLOCK....................33

TOWNS: CONTESTED BLOCKS .............................................................................................34

REDOUBTS..............................................................................................................................34

BRITISH INFANTRY.................................................................................................................34

OPTIONAL RULES...................................................................................................................34

PREBATTLE MANUEVER........................................................................................................34

VARIBLE TROOP QUALITY.....................................................................................................35

RANDOM CORPS COMMANDER ............................................................................................35


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VARIABLE LEADER ABILITY..................................................................................................35

IMPETUOUS TROOPS .............................................................................................................36

LEADER MOBILITY .................................................................................................................36

DIVISIONAL MORALE .............................................................................................................36

DEFINITIONS ...........................................................................................................................36

ILLUSTRATIONS......................................................................................................................38

DESIGNER NOTES ..................................................................................................................39


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RULES PHILOSOPHY
Those fascinated by Napoleonic tactics have long enjoyed playing battalion level miniature rules. Unlike in brigade
level games, the formations so characteristic of Napoleonic warfare are of great importance when playing at the
battalion level. There are several fine sets of battalion level rules on the market. Despite this the author has found most
of them to be too slow & difficult to learn for his tastes. This rule set is meant to address this circumstance. Hopefully,
players will find this to be a fast playing historically accurate battalion level game.
At each step in the creation of these rules I have consulted numerous references on the conduct of Napoleonic warfare.
A great deal of effort has been expended to ensure that all of the tactical modifiers used in the game accurately
represent what actually happened in Napoleonic warfare. Furthermore, the casualty rates have been carefully balanced
based on the available analyses of Napoleonic casualty rates.
These rules are meant to be relatively fast playing rules. A calculator is not necessary & every effort has been made to
limit the number of necessary game charts. A 9 foot by 5 foot ping pong table will allow one to represent a battlefield
that is 2.2 by 1.2 miles. This will accommodate battles such as Waterloo, Ligny, or Quatre Bras.
The rules should be read through once & then the player should set up a small battle of no larger than 1 division per
side. After one or two playings the game can be played from the game charts without reference to the body of the rules.

SCALE
These rules are written to be used with 10 or 15mm figures. They may be used with figures of other sizes by simply
multiplying all distance by 1.5 for 25 mm figures & dividing by 1.5 for 6 mm figures.
The basic units represented are the infantry battalion, the cavalry regiment, & the artillery battery. These units will
generally be the smallest unit size allowed in the game & will be the unit of maneuver.
Each infantry or cavalry figure represents 60 men. Each artillery piece represents 2 to 6 guns. Each turn represents 20
minutes & each inch is 35 yards.
Troops will be organized into brigades, divisions, & corps. Division, cavalry brigade, corps, & army leaders are
represented by figures. Infantry brigade commanders are not represented by figures.
The author finds that the 2 divisions & 1 or 2 cavalry brigades per player works very well. Larger games can be played
but the time required increases in a nonlinear fashion.

BASING
The exact basing of figures is not crucial to the game mechanics. With a little thought players should be able to adapt
other basing systems. What follows is the basing system used by the author.
Each infantry stand will generally represent 1 company. Each stand must contain a minimum of 2 figures so that in
some rare cases a stand will represent 2 companies. Infantry stands should never contain over 4 figures.
Each cavalry stand will contain 2 or 3 figures representing 1 squadron. Each artillery stand will contain 1 or more
model guns with each model representing from 2 to 6 real guns. Each artillery stand will have 1 to 3 artillerymen
figures.
All figures will be mounted in a single row. The infantry basing assumes a spacing of 22” to 24” per infantryman &
36” per horseman. Cavalry are assumed to form up in 2 ranks. The recommended stand size per figure is:
UNIT TYPE FRONTAGE DEPTH THREE FIGURE STAND
Infantry 3 rank 3/8 inch ½ inch 1 1/8” by ½”
Infantry 2 rank ½ inch ½ inch 1 ½” by ½”
Cavalry ¾ inch 1 ¼ inch 2 ¼” by 1 ¼”
Artillery per gun 3/8 inch 1 ½ inch 1 1/8” by 1 ½” (3 guns)
Command 1 ¼ inch 1 ¼ inch
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Figures should be mounted on bass wood, metal, or heavy cardboard bases. It is recommended that a common white
water soluble glue, such as often used in grade schools, be used to glue the figures to their stands.
The Army Lists have the suggested mounting for each country. The basing system is generally identical to the one used
by Empire published by The Emperor’s Press & From Valmy to Waterloo published by Clash of Arms Games.

EQUIPMENT
Players will need the following equipment to play:
The troops! Red, Yellow, Blue, & Black pipe cleaners
A 10 sided die Either counters or chips
A tape measure Casualty Caps
Those opposed to table clutter should forego the casualty caps & pipe cleaners & use a roster system.

TROOP RATINGS
Troops will be classified as infantry, artillery, or as cavalry. Each combat unit will be assigned a nationality, a starting
size, a morale rating, & a skirmish rating.
Troops may also classified as untrained or impetuous. Untrained troops will move poorly in a line formation &
impetuous troops will be harder to control in a charge.
Cavalry is classified as light, medium, or heavy. Cavalry will also be classified as to whether it is equipped with lances
or wears a cuirass.
Artillery is rated by the size of projectile that it fires (6 pdr, 8 pdr, 12 pdr) & its mode of transport. Foot artillery has the
gunners walk while horse artillery has mounts for its gunners.

ARMY ORGANIZATION
Most historical brigades contained from 2 to 6 battalions. Most historical divisions contained from 2 to 4 brigades. If
players do not wish to use historical units, or if a hypothetical battle is being fought, then it is recommended that each
infantry brigade contain 3 or 4 battalions & that each infantry division contain 3 brigades. Each Cavalry brigade should
contain 2 or 3 regiments & a cavalry division should contain 2 or 3 brigades. There should be about 1 artillery battery
per brigade.
A small scenario may not have a corps commander present. In such a case choose an appropriate rating for the corps
commander who will be off board. In this circumstance, the division commanders will always be considered to be
within command range.

CAVALRY BATTLE GROUPS


Cavalry regiments were frequently broken down & used as squadrons. If players wish, then they may agree to allow
cavalry to operate in battle groups. This will actually simulate historical tactics better then employing cavalry in full
regiments.
Each battle group must have at least 4 figures (generally 2 stands) when it is formed. Battle groups will function
independently of each other. They will check morale separately, receive separate orders, & keep separate track of any
casualties that are suffered. Battle groups may be reformed into full regiments. In order to do so the battle groups need
to end their move adjacent & in command.
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SEQUENCE OF PLAY
The game is composed of turns each of which has a defined sequence of events. Once a turn is completed then another
turn is begun. The player who’s Phase it is, is referred to as the Phasing Player & his units are the phasing units. The
other player is the nonphasing player.
I. Initiative Phase
Each player rolls 1D10 to determine who has the initiative.
II. Random Event Phase
Each player checks for any random events.
III. First Player’s Phase
A. Order Segment
Mark any combat that units that are out of command. Roll to activate any pending orders. Each Army & Corps
commanders may issue one new order which will arrive in the player’s next Order Segment.
B. Action Segment
1. Rally Subsegment
Leaders may move & attach or detach. The player may issue Rally orders to routed combat units & they may attempt to
rally. Any routed unit that does not rally must make a rout move.
2. Movement Subsegment
Units that are in command or that receive an order may move, charge, & change facing or formation. Units that are out
of command & that do not receive an order may only change facing, rally from a shaken status, or remove disorder.
Leaders not yet moved may move & attach or detach. Charging units will declare their charge & the defenders their
reaction. All charging & counter charging units are moved.
3. Stationary Fire Subsegment
All combat units belonging to the nonphasing player & those units, which belong to the phasing player that did not
move may now, fire. All fire during this subsegment is considered to occur simultaneously.
4. Charge Test Subsegment
Charging units must roll on the Charge Test Table. If they are successful then move them adjacent to their target. If
they are not then they remain halted.
5. Moving Fire Subsegment
Combat units, which belong to the phasing player, that have not yet fired may now do so. Generally these will be units
which just moved. Charging units which failed to close & melee may also fire.
6. Melee Subsegment
Resolve all melees resulting from any charges.
7. Breakthrough Subsegment
Conduct any breakthrough moves & melees by units which just won a melee.
IV. Second Player’s Phase
As for the first player.
V. End of Turn Phase
Check for victory.

INITIATIVE PHASE
Each player rolls 1D10 & modifies his die roll by all appropriate modifiers. The player with the highest modified roll is
the Initiative player. He may decide which player must move first. If the initial modified die roll is tied then the players
must reroll using no modifiers. Players continue to reroll with no modifiers till one player rolls higher.
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Each player modifies his initiative die roll by the rating of his senior ranking leader. The player’s staff rating will also
modify the initiative die roll. Each country has a rating for its military staff.
If a player has surprise then his initiative die roll will be modified by the surprise modifier. The scenario will state if a
player has surprise & for how many turns he will have it.
A player will apply the momentum modifier only if he moved first on the preceding turn. If a player wins the initiative
but does not choose to move first then his opponent will receive the momentum modifier.

INITIATIVE DIE ROLL MODIFIERS


Leader Rating Staff Rating Situation
Excellent +2 Superb +2 Surprise +2
Good +1 Professional +1 Momentum +1
Average +0 Competent +0
Fair -1 Inefficient -1
Poor -2 Incompetent -2

RANDOM EVENT PHASE


This phase may be considered to be optional. Each player rolls 1D10 to determine if he is subject to any random events.
On a die roll of 1 or 2 the player experiences a random event. He must now roll 1D10 to determine the nature of the
event.

RANDOM EVENT TABLE


DIE ROLL EVENT DIE ROLL EVENT
1 Uncontrolled rout 6 Inflamed piles
2 Wrong turn 7 Rain/Snow
3 Traffic jam 8 Hidden ford
4 Command confusion 9 Command bonus
5 Difficult terrain 10 Rout halted

Difficult terrain- Any units in woods or poor ground may not move or change formation this turn.
Uncontrolled rout- For this turn, the player may not attempt to rally any routed units.
Traffic jam- All reinforcements are delayed by 1 turn.
Wrong turn- The next scheduled reinforcement is delayed for 4 turns.
Hidden ford- The player may place a ford along any stream or minor river.
Inflamed piles- The players most senior commander may not voluntarily move for this turn.
Rain/Snow- All fire combat receives a –1 modifier for both players.
Command confusion- All of the player’s divisional commanders receive two less Order Points this turn.
Command Bonus- A side that has a staff rating of competent, professional, or superb receives three extra Order Points
per division commander.
Rout halted- All routed units recover to shaken status. They may not move this turn but they may fire.
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COMMANDERS
Army, Corps, Division, & cavalry Brigade (not infantry) Commanders & their staff will be represented by one or more
figures. Commanders may issue orders & attach to combat units. Commanders have no intrinsic combat value & may
not fire or add to a melee, though they may provide die roll modifiers in a melee.
All commanders may attach to combat units. Division commanders & cavalry brigade may issue orders to combat
units. Corps commanders may pass on Command Points & issue orders to their division & cavalry brigade
commanders. Army commanders function the same as corps commanders do.

COMMANDERS: RATINGS
Army & Corps commanders will have individual ratings. Cavalry brigade & division commander’s ratings will be
determined by their nationality. Corps & army commanders will be rated for overall leadership. The possible ratings
are:
Excellent +2 Fair -1
Good +1 Poor -2
Average +0
This rating will affect the initiative die roll & will affect the number of Command Points that each division commander
will receive. Corps & army commanders also have a tactical rating. Infantry division & cavalry brigade commanders
only have tactical ratings. The tactical rating will affect the die rolls of any unit that they are attached to. The possible
ratings are Good, Average, & Poor.

COMMANDERS: COMMAND RANGE


A leader’s command range is measured at the beginning of the player’s phase before any movement is made. If any
portion of a combat unit is within the commander’s range & line of sight then it is considered to be in command.
Neither friendly nor enemy units block line of sight for this purpose. Only terrain will block line of sight for command
purposes. Commanders have the following command ranges:

COMMANDER RANGE
Cavalry Brigade 5 inches
Infantry Division 10 inches
Cavalry Division 10 inches
Corps/Army 15 inches

If a commander is elevated above most of his troops & the battlefield then his command radius is increased by 5”.

COMMANDERS: ATTACHMENT & CASUALTIES


Commanders may attach themselves to combat units that are under their command. A commander may only attach
himself to one combat unit at a time. The commander is placed adjacent to the combat unit & remains attached to it &
moves with it until the player announces otherwise. A commander may only detach from a unit while the player is the
phasing player. An unattached commander may attach to a combat unit that is under his command & within 6 inches at
any time. This may even occur when the player is not the phasing player. A combat unit will receive modifiers if a
commander is attached to it.
If a commander is attached to a unit that suffers any combat losses then one must immediately roll 1D10 to determine if
the commander is disabled. For each casualty suffered there is a 10% chance that the commander is disabled & is
immediately removed from the game. As usual a low roll will bring an adverse result.
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A disabled commander will be replaced on the following turn. He must be placed within 2 inches of a unit under his
command. A replacement commander may move & attach on the turn that he appears on the table but he may not issue
any orders during his first turn. He will be ranked one category worse in all attributes than the commander he replaced.
A division or brigade without a functioning commander will automatically be out of command as will all of its combat
units. All of the usual penalties for out of command units will apply.

ORDERS: OUT OF COMMAND


During the Phasing player’s Order Segment, all combat units that are out of command should be marked with a black
pipe cleaner. Any unit that is out of command may change facing, may change formation, may fire, may opportunity
charge, & may remove disorder. It may not perform any other activities.

ORDERS
Each command (division or cavalry brigade) must at all times be operating under an order. It must act so as to remain
within the guidelines of its current order. Orders may only be issued by Army & Corps commanders. Each turn each
commander may issue only one order. That single order may, however, be sent to more than one command. Each
command must begin the battle with an order. The player may freely pick initial orders for all of his commands. The
following orders may be issued:
Attack- A marker is placed on the tabletop which indicates the object of the attack. Each turn at least 2/3 of the units in
the command must move toward this marker at least at whatever their maximum speed in a line formation is. Once 1/2
of the command’s units are within 8 inches of either the marker or an enemy unit, then the movement requirement is
dropped but at least either ¼ of all units in the command or two units, whichever is more, must either charge, engage in
musket fire with an enemy unit, or advance a full move toward the enemy each turn.
Engage- A marker is placed on the tabletop which indicates the object of the attack. Each turn at least 1/2 of the units in
the command must move toward this marker at least at whatever their maximum speed in a line formation is. Once 1/4
of the command’s units are within 8 inches of either the marker or an enemy unit, then the movement requirement is
dropped but at least one unit must engage in artillery or musket fire with an enemy unit each turn. No more than one
unit may initiate a charge each turn.
Maneuver- A marker is placed on the tabletop which indicates the object of the move. Each turn at least 2/3 of the units
of the command must move at least at whatever their maximum speed while in a line formation is toward the marker.
Units may not charge or fire. The command will stop whenever they reach the marker or any unit comes to within 8” of
an enemy unit that is not in skirmish formation. When the command stops they will convert to a Defend order.
Defend- The command must remain in place. A marker is placed onto the tabletop to mark the center of operations. The
marker must be placed so that it is within 6” of the command’s commander. It may not be moved once it has been
placed. Whenever any unit in the command that is over 8” away from the marker moves (other than to change facing or
formation) then it must move so as to be closer the marker. Skirmishers are exempt & may freely be located over 8”
away from the marker. Units may fire but they may not charge.
Withdraw- On each turn, at least 2/3 of the units in the command must move at least at whatever their maximum speed
while in line is toward their own baseline. They may charge any enemy units within charge reach that attempt to block
their movement. They will halt & convert to a Defend order when they reach the baseline.
Rally- The commander may not move. Any units in his command may only move so as to be closer to their
commander. No unit in the command may fire or charge. The commander must be at least 12” from the nearest enemy
unit in order to be issued a Rally order. All units in the command may attempt to rally each turn.
Each turn the player must make every possible effort to comply with each command’s order. Any unit that fails to
comply with the requirement becomes disorganized & shaken. Regardless of the order that a command is operating
under, its units may always perform an opportunity charge.
Example: A division of 12 units has an Attack order & has moved 6 of its units to within 8 of the enemy. On the next
turn the player does not advance with any units & charges with only two units. He has fallen one charge, fire, or
advance short of the requirement. He must select one unit in the command to become disordered & shaken.
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ORDER ACTIVATION
An order will automatically arrive at its destination on the turn after the one in which it was issued. Before an order
goes into effect it must be activated by the receiving command. The probability of an order being activated is
determined by the receiving command’s Leadership & Staff rating. Roll 1D20 & modify the die roll by the Leader
Rating of both the leader that issued the order & the leader that receives the order. The modified result must be greater
than the Staff Rating.

ORDER ACTIVATION TABLE


Staff Rating Leader Rating Modifiers
Superb 6 Excellent +2 Leader Attached -1
Professional 8 Good +1
Competent 10 Average +0
Inefficient 12 Fair -1
Incompetent 14 Poor -2

The Leader Attached modifier will apply separately to both the commander that issues the order & to the commander
that receives the order (i.e., the maximum modifier is –2.) A command will continue to operate under its old order until
a new one is activated. During each order Segment the player will roll to activate any pending orders. A order will
remain pending until it is activated or until the commander has issued an order to replace it.

COMAND POINTS
During each Order Segment each division & cavalry brigade commander will receive Command Points (CP). These
must be used during the turn they are received. They may not be saved up. CP’s may be used to issue an order to a unit
that is out of command range, to Rally a unit, or to allow an exception to the command’s current order. A unit that is
out of command that is issued an order (costs 1 CP) may perform any normally allowed activity. No unit may attempt
to Rally unless it is issued an order (costs 1 CP.) Each unit that deviates from the command’s current order must be
issued an order (cost 1 CP.)
Example: A division that consists of 10 infantry battalions & 2 batteries has been ordered to Defend. The commander
wishes to move two of its units out of its area of operations. It will cost him 1 CP per unit to do so.
Example: The same division has been ordered to Attack. The player is normally required to either charge or engage in
musket fire with three of his units each turn .If he does not wish to do this then it will cost him 1 CP for each unit that
fails to meet the requirement.
Each turn the number of Command points that a leader will receive will be determined by his Leadership Rating. Army
& Corps commanders receive the following CP’s:
Leader Rating Command Points
Excellent 4
Good 3
Average 2
Fair 1
Poor 0
Division & cavalry brigade commanders receive the following CP’s:
Leader Rating Command Points
Good 3
Average 2
Poor 1
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Army & Corps commanders may either only transfer their CP to a division or brigade commander that is under their
command & within their command range or use them to rally a combat unit that is within their command range.

MOVEMENT: SEQUENCE
The Phasing player will generally be the only player to move units. The only movement that may be conducted by the
nonphasing player is opportunity charges by cavalry, countercharges, & leader attachment. Combat units & leaders are
generally moved one at a time.

MOVEMENT: FORWARD MOVEMENT, FACING, & FLANKS


Each combat unit will have a facing. The front of the unit is the direction in which the miniature figures are facing. A
line drawn along the front edge of the unit perpendicular to the direction in which the figures point, defines the front of
the unit. Everything behind this line is the flank/rear zone of the unit.
The forward movement arc is a pie shaped wedge. The sides of the wedge angle out 22.5 degrees from the front of the
unit. To move a unit forward simply pick it up & move it forward such that it maintains the same facing & ends up in
the pie shaped forward movement arc defined by its initial position.

MOVEMENT: ABOUT FACE


A combat unit may make an about face at any time during its move. To do so simply face the unit in the opposite
direction from which it is currently facing. An about face costs a unit ¼ of its total movement allowance.

MOVEMENT: FACING CHANGE


A unit may change its facing as part of its movement. Facing changes may be done at anytime during a unit’s
movement. As a unit changes it’s facing then its forward movement arc will change.
To perform a facing change, rotate the unit about one of its forward corners so that one corner remains stationary.
Measure the amount of ground covered by the moving forward corner.
A unit that makes no movement may also make a facing change. In such a case simply face the unit in any desired
direction. To do so rotate the unit about its center.

MOVEMENT: OBLIQUE & RETROGRADE


Infantry may move in a direction out of its forward movement arc. Move the unit in the desired direction while
maintaining its current facing. When moving in this fashion all movement costs are doubled.

MOVEMENT: CAVALRY
In general cavalry will move the same as infantry. As it is generally impossible to ride a horse in formation in any
direction but forward, cavalry may only move into its frontal movement arc. It may never make oblique or retrograde
moves. It may about face.

MOVEMENT: ARTILLERY
Artillery may be limbered or unlimbered. Unlimbered artillery is deployed & ready to fire. Limbered artillery is ready
to move & is unable to fire.
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Unlimbered artillery has a facing which is the same as infantry & cavalry. When unlimbered artillery wishes to move it
must be moved by hand by the gunners. This is called a prolong move & is very slow.
Limbered artillery has no facing & hence movement in any direction is counted as forward movement. Limbered
artillery is moved by horses.
It costs artillery ½ of its movement to either limber or unlimber. Hence an artillery unit may either limber & move or it
may unlimber & prolong. A unit may not limber, move, & unlimber all in the same turn. Artillery may fire on the same
turn that it unlimbers. It will, however, receive the –1 die roll modifier for moving.

MOVEMENT: COMMANDERS
Commanders may move up to 20 inches per turn. An unattached commander may not voluntarily approach to with 3
inches of an enemy unit. An unattached commander will automatically immediately retreat from an advancing enemy
unit so as to stay 3 inches away from the enemy unit. See the optional rules regarding commander movement.

MOVEMENT: FORMATIONS
Infantry may be in column, line, square, or skirmish formation. Cavalry may be in column, line, or skirmish formation.
Artillery may be limbered or unlimbered.
Any formation that is 3 stands wide moves as a line. Any formation that is 2 or more stands deep takes fire as a column.
A line should generally be perfectly straight. It may only curve to conform to a terrain feature such as a wall or sunken
road. A line may not refuse a flank.
A square is a formation with its stands facing in all four directions. A square does not have a facing & has no flank.
A company column is 1 stand wide. An attack column is 2 stands wide. French & French allied infantry units, Austrian
infantry beginning in 1809, & Russian infantry may use an attack column. Refer to the troop lists for other infantry
that may use an attack column. All cavalry units may use an attack column. One should note that both the company
column & attack column are combat formations. Neither represents a march column. A march column is abstractly
represented by the Operational Movement rules.
A unit in skirmish order is placed with its stands not touching. It will have a frontage of 1 to 2 inches per infantry figure
& 2 to 3 inches per cavalry figure. Units in skirmish formation have no facing & may move in any direction with no
penalty.
Limbered artillery may be placed in any arrangement so long as all of the stands of the battery are touching another
stand of the battery. Unlimbered artillery is placed in a line with all of the stands facing in the same direction.
Except for skirmish formations & routed units, all of the stands of a unit must be in contact with another stand of the
unit. Routed units have their stands placed randomly in close proximity to one another. Routed units have no facing.

MOVEMENT: FORMATION CHANGES


It costs French infantry (& some French allies) ¼ of its movement to change formation. All other infantry pays ½ of its
movement to change formation. It costs all cavalry ¼ of its movement to change formation.
When a unit changes its formation it must maintain the same facing. A unit may change its formation at any point in its
move. Its maximum movement allowance will be that of the slowest formation that it has been in. If it has exceeded the
movement allowance of a formation that it has just changed into then it must immediately stop.

MOVEMENT: RATES
When moving across clear terrain combat units will move at the following movement rates:
Old Trousers by John P Kelly 16

MOVEMENT TABLE
COMPANY ATTACK
TROOP TYPE LINE COLUMN COLUMN SKIRMISH SQUARE
Infantry 4” 8” 6” 12” 2”
Light Cavalry 9” 18” 14” 18” --
Other Cavalry 8” 16” 12” 18” --
LIMBERED PROLONG
Foot Artillery 8” 2”
Artillery 12 pdr or greater 4” 1”
Horse Artillery 16” 2”

Infantry will receive a charge bonus of 1D6” & cavalry 2D6”. Some units, generally militia, will be classified as
untrained. Untrained infantry units that move over 2 inches when in a line formation will become disordered. Any
square that moves becomes disordered.

MOVEMENT: TERRAIN EFFECTS


The following rules should only be interpreted as guidelines as to the effects of terrain. When setting up a scenario
players should determine the exact effects of terrain on their battlefield. If your contours are particularly steep then
increase the movement penalty & if your streams are wide & overflowing then adjust their effects. Otherwise terrain
has the following effects on movement rates:

TERRAIN TYPE MOVEMENT EFFECT


Poor Ground Formed units move at ½ speed
Light Woods Formed units move at ½ speed
Medium Woods Formed units move at ½ speed, Cavalry may not enter
Heavy Woods Formed units may not enter
Up a Contour Costs infantry 1”, cavalry & artillery 2”
Streams & Ditches Cost infantry 1”, cavalry & artillery 2”, May disorder any unit that crosses it if
sufficiently wide or deep (Increase penalty as needed for larger obstacles)
Rivers May not be entered
Bridges Must be crossed in company column or skirmish
Stone Walls & Redoubts Cost infantry 3”, cavalry 6”, artillery may not cross
Wooden Fences Costs all formed units 1”
Hedges Costs all formed units 1”

Formed units are all artillery, infantry, & cavalry units that are not routed & are not in skirmish formation. Any unit
that changes formation while in poor ground or in any form of woods becomes disordered. Cavalry may never charge
into any sort of woods or into a town block.
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MOVEMENT: OPERATIONAL
Whenever a combat unit begins & ends its movement over 8” from the nearest enemy it may use Operational
Movement. A unit using Operational Movement will move at double its normal rate. Units doing so may not charge,
fire, or change formation.

MOVEMENT: INTERPENETRATION
A combat unit may never move through an enemy combat unit. Enemy leaders & enemy skirmishers will automatically
retreat before an advancing formed enemy combat unit. Commanders will automatically retreat so as to stay at least 3
inches away from all enemy units. Skirmishers will retreat so as to stay 2 inches away from an approaching enemy
infantry unit that is not itself in skirmish formation. Skirmishers may be caught by approaching enemy cavalry. See the
section labeled Skirmishers for further details.
Units in skirmish formation may move through & may be moved through by other friendly units with no penalty. Any
unit may move through friendly artillery with no penalty. Friendly leaders may be ignored during movement.
A friendly column or square may move through a friendly combat unit in line & vice versa. A column or square may
never move through another column or square. The moving unit will become disordered at the completion of its
movement & may not declare a charge for this turn. The unit that is moved through will become disordered if it moves
this turn.
If there is an overlap of ½ of a stand then a unit is considered to have interpenetrated the other unit.

MOVEMENT: CHARGES
Whenever a combat unit declares a charge then it receives a movement bonus. Infantry will receive a charge bonus of
1D6” & cavalry will receive a charge bonus of 2D6”. In order to receive the charge bonus a unit must have declared a
charge. A charge may only be declared by a unit that has either a Charge or a Move order.
A charging unit may change its facing by up to 45 degrees & formation, paying the usual movement cost, prior to
making any charge movement. The unit must then complete its charge movement in a straight line until it contacts an
enemy unit or exhausts its movement allowance. The charge movement must be a straight line that is somewhere in the
unit’s front movement arc. Once a combat unit has begun its charge movement it may no longer make any facing or
formation changes. The movement must be performed so that the center of the charging unit will contact somewhere on
the target of the charge. See the section labeled Charges for further details.
A combat unit may not approach to within 2 inches of an enemy unit unless it has charged.

MOVEMENT: ROUTS
Each turn that a routed unit does not rally it will move toward its baseline. Routed infantry & artillery units will move
2D6” & cavalry 3D6” per turn.
A routed unit will move in, as nearly as possible, a straight line toward its baseline. Except for terrain that is
impassable, it will not deviate for terrain. On the first turn of its rout it will fall back in a straight line directly away
from the enemy for 6 inches. During this initial rout move it will not try to avoid friendly units. After the initial 6
inches of movement & on any turn after the first rout move, it may try to avoid friendly units. There must be a space of
at least 1 inch available for a routed unit to move through or it will interpenetrate friendly units. Routing units are
considered to have a frontage of 1 inch. A routed unit will attempt to remain at least 6 inches away from all enemy
units.
Friendly units that are interpenetrated by a routing unit may not move & will automatically become shaken &
disordered.
A routed unit that rallies will make no movement on the turn that it rallies. A rallied unit may be immediately placed in
any formation other than skirmish. Routed units that do not rally will continue moving until they exit the tabletop. Once
they have left the tabletop then they may not return.
All unlimbered artillery units will abandon their guns when they rout. The guns will remain in place & may be
remanned if the routed unit should rally. Guns may not be fired on the turn that they are remanned.
Old Trousers by John P Kelly 18

DISORDER
In general there are 2 types of disorder in miniature wargame rules. One type of disorder relates to the morale of the
unit. In this rule set this state is called “Shaken” & is dealt with under the morale rules. The second type of disorder is a
mechanical one in which the unit’s formation becomes somewhat “jumbled up.” This is referred to as disorder in this
rule set. A combat unit will become disordered if any of the following occurs:
A square formed after passing a Reaction Test is disordered
A square that suffers casualties from artillery fire is disordered
Any square that has a lower modified melee combat roll than an attacking cavalry unit is disordered
A square moves
An untrained infantry unit moves more than 2 inches in a line formation
A unit changes formation while in poor ground or any type of woods
A formed unit moves through another formed unit
A unit moves after being moved through by another formed unit
A unit is moved through by a routed unit
A unit fails a Reaction Test
A unit fails a Charge Test
A unit loses a melee
Any cavalry unit that charges is disordered at the end of the charge/melee.
A disordered unit may not charge, countercharge, roll on the Reaction Table, or change formation. A disordered unit
will receive a die roll modifier of –1 when firing & adverse modifiers in melee.
To remove disorder a unit must sit stationary for ½ of its move. It may then immediately remove the disorder & expend
its remaining movement. A unit may not charge on the turn that it removes a disorder. A unit that is completely broken
down into skirmish formation will not suffer disorder. Mark a disordered unit with a blue pipe cleaner.

FIRE COMBAT: SEQUENCE


During the Stationary Fire Subsegment all nonphasing units & phasing units that did not move may fire. Combat units
whose only movement was to change facing or formation count as moving & may not fire during this phase. All fire
during this subsegment is considered to occur simultaneously.
During the Moving Fire Subsegment combat units which have not yet fired may now do so. Generally these will be
units which have just moved.
If possible, all of the fire on a single target should be added together for a single die roll.

FIRE COMBAT: MUSKETRY


Only infantry may conduct musketry. Cavalry & artillery may not conduct musketry. Only the front rank of figures in a
formation may fire.
Musketry range is 4 inches. Units armed with rifles have a range of 8 inches. A unit has a musketry arc that extends out
45 degrees from its front toward its flanks. It is possible that only some of the figures in a unit will be able to fire at a
target. If it is not possible for all of the figures in a unit to fire on the same target then they may split their fire on to
more than one target.
To conduct musketry total up the fire points of all figures firing on the target. The fire points per infantry figure are:
British Infantry 3 points Other Infantry with enfilade 3 points
Other Infantry 2 points Infantry skirmishers 2 points
British Infantry with enfilade 4 points Cavalry skirmishers 1 point
Old Trousers by John P Kelly 19

A figure will count as having enfilade on a target if it is firing on the target’s flank/rear. To fire on a target’s flank the
firer must be located behind the front of the target. It is possible that some stands of a firing unit will get flank fire
while other stands will not.
Total up all of the fire points firing on a target. Roll 1D10, apply any die roll modifiers, & consult the Fire Combat
Table. Cross index the proper number of fire points & the modified die roll to determine the number of hits that are
scored. All hits on artillery by musketry kill crew figures.
FIRE COMBAT TABLE
Fire # of Hits
Points 0 1 2 3 4
1-5 1-8 9-10 >10 -- --
6-10 1-5 6-9 10 >10 --
11-15 1-4 5-8 9-10 >10 --
16-20 1-4 5-6 7-9 10 >10
21-25 1-3 4-5 6-9 10 >10
26-30 1-2 3-5 6-7 8-9 10
31-35 1 2-4 5-6 7-9 10
36-40 <1 1-3 4-6 7-8 9-10
41-45 <0 1-2 3-5 6-7 8-10
46-50 <0 0 1-4 5-7 8-10
DIE ROLL MODIFIERS
Target is: Firer is:
In Cover Old Guard\Superior\Excellent +1
Light -1/0 Fair\Poor -1
Medium -2/-1 Skirmishers -2
Heavy -3/-2 Russian\Turkish –1
Unlim Art -2 Shaken -1
Column/Square +1/+2 Moving -1
Organic Skirmishers –1 Disordered -1
Skirmishers –3 Point Blank +2
Fr/Brit Skirmishers -4 Artillery Screened -1
Town –1 Artillery in DOB +2
Firefight +2 Artillery 2nd Round +1

In Cover- To receive the cover modifier at least ½ of the unit must be in cover. The number to the left of the slash is the
cover modifier against musketry. The number to the right of the slash is the cover modifier against artillery
(musketry/artillery.)
Unlim Art- Applies to unlimbered artillery.
Column/Square- The number to the left of the slash is for musketry fire & the number to the right of the slash is for
artillery fire.
Firefight- This applies to musketry that occurs in the Stationary Fire Subsegment. If the target began the Action
Segment in musketry range then apply this modifier. This reflects the fact that the target was within musketry range for
the entire 20 minute turn.
Town- Applies to any unit in a town. Cover modifiers will also apply.
Old Trousers by John P Kelly 20

Organic skirmishers- An infantry unit that has organic skirmishers or a skirmish ability receives this modifier when it is
fired on by enemy skirmishers. This does not apply when fired on by formed infantry or artillery.
Skirmishers- Is for any fire against a nonFrench or nonBritish combat unit that is broken down into skirmish order.
Fr/Brit Skirmishers- Is for any fire against a French or British combat unit that is broken down into skirmish order.
Russian\Turkish- This modifier only applies to musketry.
Moving- If a unit only changed facing then it does not count as moving. Does not apply to the nonphasing player.
Artillery Screened- Applies to firing artillery if enemy skirmishers are within musket (4”) or rifle (8”) range. This will
also apply if an artillery unit is firing through friendly skirmishers. See skirmishers.
Artillery in DOB- Artillery firing in defense of the battery. This applies only when an artillery unit has passed its
Reaction Test & it is firing on a unit that is charging it.
Point Blank- Applies to an infantry unit that is the target of a charge & has passed its Reaction Test to fire at point
blank range.
Artillery 2nd Round- A firing battery receives this modifier when it has not moved & it is firing for the second (or more)
consecutive time at the same target. The target must’ve moved less than 3 inches since the last fire.
For each hit scored one figure is killed. Place a casualty cap on a figure to represent the hit.

FIRE COMBAT: ARTILLERY


Only unlimbered artillery may conduct artillery fire. Artillery has a fire arc of 30 degrees. Units may conduct artillery
fire without an order. All hits on artillery by artillery destroys guns. Remember that each model cannon represents two
to six guns. The fire points per gun (not per stand) are:

Gun Range
Size Canister Effective Long
>12 pdr 5 3 2 Canister range = 8”
12 pdr 5 2 1 Effective range = 20”
8-9 pdr 4 2 1 Long range = 35”
6 pdr 4 1 0
<6 pdr 3 1 0

To conduct artillery fire total up the fire points of all guns firing on the target. Apply any appropriate die roll modifiers
& roll 1D10 on the Fire Combat Table. Musketry & artillery fire may be combined into one die roll.

FIRE COMBAT: FLANK FIRE BY ARTILLERY


When an artillery unit is firing on the flank of an enemy then increase its fire 1 fire point per gun. Flank fire against a
column is per the usual definition of enfilade fire.
Artillery will get the +1 fire point for flank fire when firing on a line if it fires from within a flanking arc. A flanking
arc is defined as extending 30 degrees from the end of the line toward the front & 30 degrees from the end of the line
toward the rear. Use the artillery arc game aid to determine this. Place it on the end of the line receiving fire. If the
firing battery lies within 30 degrees of the end of the line then it will receive the +1 fire point per gun for flank fire. The
line will suffer the flank fire modifier in any required morale test.
Old Trousers by John P Kelly 21

FIRE COMBAT: ARTILLERY BOUNCE THROUGH


Artillery fire will have bounce through. Any unit that is located directly behind & within 5 inches of the rear stand of
the target combat unit is subject to bounce through fire. Draw a line from the center of the firing unit through the center
of the target unit. Any unit within 5 inches behind the target unit & within 1 inch of the line will suffer bounce through
fire.
To determine casualties inflicted by bounce through fire use the same die roll (do not roll again) & the same modifiers
but only ½ of the fire points. Apply any casualties to each unit receiving the bounce through fire.
Artillery bounce through will not occur under muddy conditions (determined by scenario rules), it will not carry into
poor ground or woods, it will go not uphill, & it will not cross a significant linear obstacle such as a creek or stone wall.

FIRE COMBAT: OPPORTUNITY FIRE


Nonphasing firing units may fire on a moving unit at any point during its move. The moving unit will complete its
move & the firer simply designates at what point during its move it chooses to fire. Do not apply bounce through fire
when performing opportunity fire.

FIRE COMBAT: VISIBILITY


To be a target for musketry or artillery fire the firing unit must have a clear line of fire to the target. For a unit to be a
legitimate target at least one of its stands must be in range & line of sight. Both friendly & enemy units may block the
line of fire. An open firing lane between the firing unit & its target that is at least 2 inches wide that is free of all units
& obstructions is required.

CHARGES: GENERAL RULES


Units that conduct a charge will receive a movement bonus of 3 inches for infantry & 8 inches for cavalry.
Disordered units may not charge or countercharge. A unit may not charge on the turn that it removes disorder. Infantry
may never charge or countercharge cavalry. Artillery & infantry skirmishers may never charge. Cavalry may never
charge into any sort of woods or into a town block.
A charging unit will receive a favorable modifier in any resulting melee. Infantry receive a +2 DRM & cavalry receive
a +5 DRM. If a charging unit crosses a terrain obstacle during the last 3 inches of its charge movement then it will not
receive the charge modifier in any melee

CHARGES: SEQUENCE
When an infantry unit declares a charge it does so before it makes any movement, formation, or facing changes. It must
announce the target of its charge at the time that the charge is declared. It may only declare a charge against an enemy
unit that is in its forward movement arc. The target of the charge will then announce its reaction.
When a cavalry unit declares a charge then it does so before it makes any movement, formation, or facing changes. It
will not immediately declare a target. It may, however, only declare a charge against an enemy unit that is in its
forward movement arc. The defender then announces any formation or facing changes by any potential targets of the
charge. Next the charging unit declares the target of its charge. Finally the defender must attempt any formation or
facing changes that he announced.
Once the defender has completed any formation or facing changes then the charging unit will be moved. The charger
may change its facing & formation prior to making any movement. If the defender countercharged then the movement
of the units are prorated & they are moved into contact. A Charge Test will not be necessary whenever the defender
countercharges.
If the defender choose to stand then the charging unit is moved until it is 2 inches away from the defender & movement
is then halted. During the Stationary Fire Subsegment the charging unit will receive any premelee fire. A charging unit
may also be subject to fire from units other than the target of the charge. Casualties suffered during a charge movement
do not require that the unit undergo a Morale Test. The Charge Test will serve to substitute for the Morale Test.
Old Trousers by John P Kelly 22

After all defensive fire is completed the charging unit will take a Charge Test during the Charge Test Subsegment. If it
passes then it is moved into contact with its target. If it fails then it is disordered. Infantry will halt in place & cavalry
will fallback 2D6” directly away from & facing the target. Infantry may still fire during the Moving Fire Subsegment.
The general sequence of play when conducting a charge is:
1. Declare Charge- Movement Subsegment
2. Defenders Announce Reaction- Movement Subsegment
3. Declare Target of Charge- Movement Subsegment
4. Defender Reacts- Movement Subsegment
5. Charge Movement- Movement Subsegment
6. Premelee Fire- Stationary Fire Subsegment
7. Charge Test- Charge Test Subsegment
8. Melee- Melee Subsegment
9. Breakthrough- Breakthrough Subsegment

CHARGES: FLANK ATTACKS


A charging unit will be eligible for a flank attack if at least one of its stands began its charge movement in the
flank/rear zone of the target.

CHARGES: DEFENDERS REACTION


The target of the charge may choose one of the following actions:
Stand
Countercharge
Flee
If the charged unit chooses to stand then it may attempt to change facing or formation. To do so it must pass a Reaction
Test. A unit that stands will fire at the charger before he takes a Charge Test & before contact is made. The defender
will fire at a range of 2 inches. If the defender chose to stand & did not take a Reaction Test to change its facing or
formation then it must take a Reaction Test to fire at point blank range. If the defender passes then, if infantry, it will
receive the +2 DRM for fire at point blank range. If it is artillery then it will receive the +2 DRM for firing in Defense
of the Battery. If the defending unit fails then it will be disordered & it will suffer the –1 DRM for fire by a disordered
unit.
If the defender chooses to countercharge then both the charging unit & the countercharging unit immediately move.
Their movement is prorated. No charge test is taken by either unit as a melee will automatically result.
A unit may choose to flee. When an infantry or cavalry unit does so it immediately falls to rout status & immediately
flees one rout move. It is possible that a fleeing unit may be caught by the charging unit. The charging unit will
automatically complete its charge & take the ground which was formerly occupied by the fleeing unit. If the charging
unit wishes then it may continue its charge till it contacts an enemy unit or till it runs out of movement. Movement will
continue in a straight line in the unit’s forward movement arc. Any such defending unit contacted will be taken by
surprise & may only choose to stand. It may not change facing or formation. If the fleeing unit did not move through it
then it may, however, perform premelee fire & roll on the Reaction Table for point blank fire.
An artillery unit that chooses to flee will not automatically rout. If limbered then it may move a 2D6” away from the
charger. If unlimbered then the artillerists may join any infantry unit that is within 6 inches. If no infantry unit is within
6 inches then they will rout. They will abandon their guns & may rejoin their guns on a subsequent move. They may
not fire the guns on the same turn that they rejoin them. See Melee Combat: Attached Artillery.
Old Trousers by John P Kelly 23

CHARGES: CHARGE TESTS


If the target of a charge has chosen to stand then the charger must take a Charge Test. If the target of the charge chose
to flee or to countercharge then no Charge Test is necessary. Roll 1D10 on the Charge Test Table. If the modified die
roll is greater than the number listed in the die roll column then the charging unit closes with the enemy. If the modified
die roll is equal or less than the number listed then the charging must halt 2 inches away from its target & becomes
disordered. Halted infantry may fire during the Offensive Fire Subsegment.

CHARGE TEST TABLE


Troop Die Die Roll
Rating Roll Modifiers Each New Hit -1
Old Guard 2 Cavalry +4 Leader +2/+1/+0
Superior 3 vs Flank +5 Impetuous +1
Excellent 4 vs Routed +5 Organic
Good 5 Infantry vs Square +2 Skirmishers +1
Fair 6 Cavalry vs Square -3 Skirmish
Poor 7 Shaken –2 Screen +1
vs Cover –1 Infantry column +1
vs Artillery –1 National Bonus +1

Each New Hit –1. This refers to each hit suffered by the charging unit this turn. Any hits suffered on a previous turn do
not count.
Organic Skirmishers- Any infantry unit with organic skirmishers or with a skirmish ability receives this modifier when
charging.
Skirmish Screen- Any unit that charges through a friendly skirmish screen during the last 3 inches of its movement
receives this modifier. A unit may not receive both the Organic Skirmishers & the Skirmish Screen modifiers.
National Bonus- This will only apply to infantry units. If the charger is in a formation favored by its national doctrine
for attacking then this bonus is applied. The intent of this rule is to encourage historical formations. The formations for
which a national bonus will be received are listed in the army lists. The major countries are listed below:
Line- Great Britain, British allies, Spain, Wurttemburg, Austria thru 1809, Prussia thru 1809, Saxony thru 1809
Attack Column- France, French allies, Russia, Austria after 1809.
Company Column- France, French allies, Russia, Ottoman Empire, Austria after 1809, Prussia after 1809. All countries
receive this modifier if a town or fortification is being attacked.

CHARGES: CAVALRY RECALL


If cavalry has announced a charge against an infantry unit that has successfully formed square then the Charging Unit
must, as usual, take a Charge Test. Before the player rolls he must announce if he is rolling "To Close" or if he is
rolling "To Recall". If the unit passes the test then the player may do as he announced. If he Recalled the cavalry then it
will be placed 6 inches away from the square, facing the square, & disordered. Cavalry receive a -3 die roll modifier
when charging a square.

CHARGES: CAVALRY SKIRMISHERS


Skirmish cavalry may charge either limbered or unlimbered artillery. It may not charge any other type of unit. Charging
skirmish cavalry must have a frontage of at least 2” per figure. The cavalry may be placed in a column so long as the
column has the proper frontage. Either the entire cavalry unit may charge or only a portion of the cavalry unit may
charge. If only a portion charges then it must contain at least 4 figures & the cavalry unit will be considered to be
Old Trousers by John P Kelly 24

broken down into skirmishing battle groups & will be treated as such for all purposes relating to the melee combat.
Only charging castings that overlap the artillery unit by no more than 2” will take part in the melee. Charging skirmish
cavalry will never receive the +5 modifier for cavalry charging.

CHARGES: COSSACKS & IRREGULAR CAVALRY


Cossacks & Austrian Insurrection Cavalry may not charge an enemy unit unless one of the following conditions apply:
The defending unit is disordered or routed
The attacking unit is conducting a flank or rear attack
The defender is in skirmish order.

CHARGES: OPPORTUNITY CHARGES


Cavalry units may conduct opportunity charges. An opportunity charge may only be conducted by the nonphasing
player. Disordered units may not conduct opportunity charges.
To conduct an opportunity charge an enemy unit must make some form of movement while within 8 inches of the
charging unit while in its forward movement arc. A facing change & a formation change count as movement for this
purpose.
The opportunity charging unit announces its charge & the moving unit must immediately stop its movement. It may not
complete either a formation change or a facing change. The unit which is opportunity charging must pass a Reaction
Test before it may charge. If it fails the Reaction Test it is disordered & the moving unit continues with its movement.
If it passes the Reaction Test then it conducts a charge.
The charged unit may stand, flee, or countercharge. It may only countercharge if the opponent is in its forward
movement arc. If it chooses to stand then it must pass a Reaction Test before it can change facing or formation. It may
change facing or formation, but not both.
Any combat is resolved immediately. An opportunity charging cavalry unit has a total movement of 8 inches.

REACTION TEST
Units must take a Reaction Test when attempting any of the following:
Performing an opportunity charge,
Changing facing or formation in response to a charge,
Attempting to stand before a charge.
If a unit is reacting to a charge then it may change facing or formation, but not both. It must pass a Reaction Test to do
so. An infantry unit that chooses to stand before a charge & that does not attempt to change its facing or formation must
still roll on the Reaction Test Table in order to fire at point blank range. If it passes then it will receive a +2 die roll
modifier to its fire. If it fails then it will be disordered & it will receive the -1 DRM for firing by a disordered unit.
Artillery is not required to take a Reaction Test. Artillery that is charged may not change it’s facing & will always
receive the +2 defense of battery modifier when firing at the charging unit.
Roll 1D10 on the Reaction Test Table. If the modified die roll is greater than the number listed under the Die Roll
column then the unit is successful in performing its action. Any unit that fails a reaction Test immediately becomes
disordered.
Old Trousers by John P Kelly 25

REACTION TEST TABLE


Troop Die Die Roll
Rating Roll Modifiers
Old Guard 2 Shaken –2 *French infantry +1
Superior 3 Leader attached +2/+1/+0 *Charged at <6” -2
Excellent 4 Attempting PBF +1 *Reacting to Cavalry –3
Good 5 National Bonus +1 *Infantry Column +1
Fair 6 *Reacting to Infantry +2
Poor 7 *Charged at >12” +3

Attempting PBF- Applies to an infantry unit that is attempting point blank fire.
Modifiers marked with a * apply only to units that are attempting to change facing or formation in response to a
charge. A disordered unit may not take a Reaction test. It must either flee from a charge or stand without changing its
facing or formation or attempting point blank fire.

MELEE: CAVALRY VS CAVALRY


The standard doctrine (despite what other misguided rules such as Piquet might have you believe) was for cavalry to
fight cavalry while deployed in a line. The goal was to gain advantage by wrapping around the flanks of one’s
opponent. Even the most superficial reading of the works of the modern writers Nosworthy, Jeffries, or Nafziger will
provide ready evidence for this. Nosworthy’s reprints of original sources in translation are readily available for those so
inclined.
When resolving cavalry vs cavalry melees only the front 2 ranks of cavalry figures will be fully counted in a the melee.
Only ½ of any figures located behind the second rank will be counted in the melee.
Cavalry in addition to receiving the mass modifier cavalry will also receives a +# overlap modifier for each figure that
it overlaps its cavalry opponent up to a maximum of +4. The # is equal to the number of figures by which it overlaps its
opponent.

MELEE: CAVALRY VS INFANTRY OR ARTILLERY


When attacking infantry, a glance at the sources previously mentioned sources will reassure the reader that the standard
cavalry formation for attacking infantry was the column. The cavalry was generally sent in one squadron at a time, with
the idea that the later columns would strike the infantry after they had discharged their muskets.
When attacking infantry or artillery cavalry figures that are directly in contact with the enemy & up to two overlapping
figures on each flank will be counted in the melee. All cavalry figures in following ranks will be counted if they are
directly behind a front rank figure that has been counted.
Cavalry will not receive an overlap modifier when meleeing infantry or artillery.
Infantry or artillery in any formation will be defeated if the cavalry modified die roll exceeds the infantry’s by 3 or
more. Defeated infantry & artillery will rout & suffer a number of casualties equal to the number of figures in the
victorious cavalry unit.

MELEE: MATCHING UP COMBATANTS


Once contact has been made then the opposing units should be physically matched up as well as possible. This may
require that the charging unit exceed its movement allowance & make an additional facing change. “Square up” the
opposing stands as well as possible. All of the stands of an infantry or artillery unit will always take part in a melee.
Old Trousers by John P Kelly 26

MELEE: COMBAT RESOLUTION


Melee combat occurs when a combat unit successfully charges an enemy unit. The stands of the meleeing units are
placed in contact with each other. Both sides will determine the modified melee value of their unit involved in the
combat. Take the base melee value of the unit & apply any relevant modifiers. Both sides will then roll 1D10 & add
this to the modified melee value of their unit. The player with the greater total is the winner.

Troop Base Melee


Rating Value Melee Modifiers
Old Guard 20 Mass Cover
Superior 17 1.5 to 1 +2 Light +2
Excellent 15 2.0 to 1 +3 Medium +4
Good 13 3.0 to 1 +5 Heavy +6
Fair 10 4.0 to 1 +6 Sappers vs cover +2
Poor 8 vs Flank +12 Uphill +1
vs Routed +12
Shaken –2 Cavalry vs Infantry Cavalry vs Cavalry Infantry vs Infantry
Artillery -4 Charging +5 Charging +5 Charging +2
Cuirassier +2 Lancers +3 Heavier +2 Square +6
Leader attached vs Square –9 Overlap +# Disordered –2
+2/+1/+0 vs Disordered Square -5 Disordered -2
Breakthrough: No Charge Bonus vs Anchored Line -2
Disordered -4

Mass- Total the number of figures on both sides. The side with the most figures receives a mass modifier. Does not
apply in cavalry vs infantry or cavalry vs artillery melees.
vs Flank- If the attacking unit contacts the target on its flank or rear then this modifier will apply.
Cover- Applies only to the defender if he stood & did not countercharge or flee.
Uphill- Applies to the defending unit if it began the phase on a higher elevation & choose to stand.
Cavalry vs Cavalry, Heavier- If a unit is heavier than its opponent then apply this modifier.
Cavalry vs Cavalry, Overlap- If one side has a frontage that is greater than the other then apply this modifier. The side
with the greater frontage will receive a +1 for each figure it has greater than its opponent up to a maximum of +3.
Infantry vs Infantry, Square- If the opponent is in square then apply this modifier.
Cavalry vs Infantry, Disordered Square- Any square that has been formed after passing a Reaction Test in response to
a charge is disordered. See Melee: Squares.
Cavalry vs infantry, Anchored Line- Infantry in a line formation that has a column, square, or terrain obstacle within ½
inch of each end of the line
Subtract the higher total from the lower total. Consult the melee table to determine the effects on the fighting units.
Cavalry defeating infantry or artillery by a die roll difference of 3 or more will rout the enemy & cause a number
casualties equal to the number of cavalry figures. Artillery defeated in melee will always rout & the guns will be
captured. Infantry & artillery losing to cavalry will always rout & suffer a number of casualties equal to the number of
attacking cavalry figures.
A unit that is already shaken and then suffers a shaken result will rout. Impetuous units must breakthrough. See
Breakthroughs: Impetuous Units. If a unit must fall back as the result of a melee then it will disorder any friendly units
Old Trousers by John P Kelly 27

that it interpenetrates. It will continue to fall back until it is clear of all friendly units & has enough space on the
tabletop.

MELEE TABLE
Die Roll Combat
Difference Result
>5 Loser suffers 3 casualties & routs.
Winner takes ground, is disordered, & may breakthrough. Squares never breakthrough.
3 to 5 Loser suffers 2 casualties is shaken, & is disordered. Infantry falls back 4”, cavalry falls back 12”.
Winner takes ground & is disordered
0 to 2 Both sides become disordered & suffer 1 casualty. Roll again without any Charging
or Uphill modifiers.

MELEE: MULTIPLE ROUNDS


After each round of combat, if there is no winner, then either side may attempt to break off from the melee. The
attacker is the first to announce if he wishes to break off. In order to break off the unit must pass a morale test. If it fails
then it falls 1 morale level (good to shaken or shaken to routed). If it passes then it suffers 1 casualty, is disordered, &
falls back 4 inches ( 8 inches for cavalry) facing the opponent. The victor may elect to take the ground. Artillery may
not roll to break off. Infantry may not break off when fighting cavalry.
When the Die roll difference is 0 to 2 & both sides choose to continue combat then die roll to resolve another round of
melee combat. Do not count charging or uphill modifiers.

MELEE: SQUARES VS CAVALRY


There are no special rules governing a square in combat with infantry. Such a combat will be handled in the usual
fashion. The following rules apply when a square is attacked by cavalry.
If a second round of combat occurs then the cavalry will not receive the +5 charging bonus. Cavalry must pass a
Morale Test to break off. The square does not need to pass a morale test as it will automatically stand for a second (or
more) round of combat. A square will only suffer a disorder if the cavalry has a higher modified melee combat die roll.
A square will be disordered under the following circumstances:
if it is formed after passing a Reaction Test in response to a charge,
if it suffers casualties from artillery fire,
if it moves,
if it has a lower modified melee combat roll than an attacking cavalry unit.

MELEE COMBAT: MULTIPLE UNITS


An attacking combat unit must direct its attack against a single defender. In each combat there will always be only one
defending combat unit. If the attacking unit overlaps onto another defending unit then that overlapped defender will not
be effected by the combat. The figures that are overlapped may be included by the defender when determining mass.
They will not effect any other combat modifiers.
More than one attacking unit may take part in a combat. When this occurs & the attackers are infantry then the
attacking player must pick one unit as the primary attacker. All of the combat modifiers, except for mass, will be
determined by the primary attacker. Any other attacking units will only effect the mass modifier. All attackers will be
affected by the combat result. At least ½ of any casualties must be taken from the primary attacker.
Old Trousers by John P Kelly 28

If multiple cavalry units attack a cavalry unit then the combat is handled the same as for multiple infantry units
attacking an infantry unit. If multiple cavalry units attack an infantry or artillery unit then each unit will attack
separately. The attacker will decide the order in which the units attack. If the infantry unit is routed then any remaining
attackers may automatically breakthrough.
An infantry & a cavalry unit may never simultaneously charge the same enemy unit.

MELEE COMBAT: ATTACHED ARTILLERY


During the phasing player’s turn he may attach an artillery unit to an infantry unit. The infantry unit may be in any
formation but skirmish. The artillery unit must end its movement unlimbered & touching the infantry unit. The attached
artillery unit may be placed in front of the infantry unit or on either of its flanks. A limbered artillery unit may never be
attached to an infantry unit. An artillery unit may only be attached to one infantry unit at a time.
The attached artillery unit is considered to be part of the infantry unit. Whenever either unit takes a morale test then
both units must take a morale test. They will test morale separately, but if either unit routs then they will both rout.
When a melee occurs then the attacker must melee the infantry unit. He may not choose to melee the artillery unit. If
the attacker contacts the artillery unit then the artillerist are considered to have taken refuge with the infantry unit & the
melee will be fought with the infantry unit. The results of the melee will be applied to both the infantry & the artillery
unit. Any casualties must be taken from the infantry unit.
An attached artillery unit that is charged may fire normally prior to the artillerymen taking refuge with its attached
infantry. The artillerymen may not remann their guns until their next movement phase.
The attached artillery may be detached during the player’s phase. Simply announce that it is detached & shift the stands
slightly so that they are no longer touching the infantry.

BREAKTHROUGHS
If an attacker is eligible for a breakthrough then it may attack any enemy unit located in its forward movement arc &
within its charge bonus distance (3 inches for infantry & 8 inches for cavalry.) If there is no unit to attack then it may
advance up to its charge bonus.
When a unit conducts a breakthrough charge it will not apply the effects of disorder until after it has completed all of its
breakthrough movement. Cavalry may breakthrough more than once. Infantry may only breakthrough once.
A unit that is struck by a breakthrough charge may not change facing or formation. It may, however, elect to flee. The
defender will not be allowed to perform premelee fire if any unit interpenetrated it while fleeing or routing. The
defender must take a Reaction Test for point blank fire as usual & it will be disordered if it fails the Reaction Test. The
charger must pass a new Charge Test in order to close. It will, however, disregard any casualties that it has suffered up
to this point.
Units that breakthrough will have special modifiers that apply to them on the Charge table & in Melee.

BREAKTHROUGHS: IMPETUOUS UNITS


Impetuous units must make its first breakthrough attack & breakthrough movement. The breakthrough movement is
increased for impetuous units to 2D6” for infantry & 3D6” for cavalry units. If an impetuous unit charges off of the
tabletop then it will not return to the battle. All other units will stop before they charge off of the tabletop. Impetuous
cavalry must make a morale check before making a second or third (or more) breakthrough movement. If it passes the
morale check then the player may elect to forego further breakthrough movement.

BLOWN CAVALRY
After participating in a charge horses will generally be exhausted. To represent this, any cavalry unit that takes part in a
charge becomes disordered at the end of all breakthrough attacks.
Old Trousers by John P Kelly 29

TERRAIN
Cover is classified as light, medium, or heavy. Players should agree on the cover ratings of various terrain features prior
to the start of the battle. The following ratings are suggested:
Light- All woods & hedges, DRM –1 for musketry & 0 for artillery fire
Medium- Most buildings & stone walls, DRM –2 for musketry & -1 for artillery fire
Heavy- Most field fortifications, DRM –3 for musketry & -2 for artillery fire
A unit will receive the cover modifier if it is at least 50% in the cover. As artillery fire is more effective against units in
cover than musketry the modifier for artillery fire is not as strong.
Cavalry may never enter towns, medium, or heavy woods. Cavalry may move into light woods but may not charge in
light woods.
An attacker may charge a target in cover & the target will receive the cover modifier in the melee. There will be no
other penalty to the charger. If the attacker crosses a terrain obstacle during the last 3 inches of its charge movement
then he will not receive the charge bonus modifier in any melee. Possible terrain obstacles includes walls, ditches, &
streams.

MORALE RATING & MORALE STATES


All combat units will have a morale rating. This rating is fixed & does not change during the course of a game. The
possible morale ratings will be assigned as follows:
Old Guard- French Old Guard
Superior- All other guard units
Excellent- Grenadiers of most nationalities
Good- Veteran line troops of most countries
Fair- Non-veteran or lower quality veteran troops of most countries.
Poor- Militia
All combat units will also have a morale state. The unit’s morale state is not fixed & may change during the course of a
game. The possible morale states are:
Good- No effects.
Shaken- Will receive adverse die roll modifiers.
Routed- May not fire or charge. Must make a rout move each turn.
A colored marker such as a pipe cleaner should be placed on the unit to indicate its morale state. Suggested markers
are:
Good morale-No Marker
Shaken Morale-Yellow Marker
Routed-Red Marker

MORALE TESTS
A combat unit’s morale must be checked whenever one of the following circumstances occurs:
The unit suffers a loss due to fire combat
A friendly routed unit is within or moves within 4 inches
A division, corps, or army commander is disabled
The unit attempts to rally
Old Trousers by John P Kelly 30

Morale checks are not made for losses suffered during a melee or for losses suffered to fire while charging. The Charge
Test that is required of a charging unit replaces the Morale Test. A morale check is only made a maximum of once each
player’s turn for each of the above reasons.
No unit need ever check morale for routing skirmishers. Any unit with a morale rating (not morale state) of Good or
better (Old Guard, Superior, Excellent, or Good) need never check for a routing unit with a lower morale rating.
Whenever a morale check is required then it will be performed immediately. The player will roll 1D10 for each combat
unit making a check & consult the Morale Table. If the modified die roll is greater than the number listed on the table
then the unit will pass its morale check.
A unit that is attempting to rally will increase its morale state by one level if it passes its Morale Test. If it fails the test
then there is no penalty. Units which fail their Morale Test because they were forced to take one for any other reason
will have their morale state drop by one level. Any unit that falls to rout status will immediately move one rout move.

MORALE TABLE
Morale Die Roll Die Roll Modifiers
Old Guard -1 Routed -4 Casualties
Superior 0 Shaken -1 20% -2
Excellent 1 Flanked -4 33% -4
Good 2 Light Cover +1 50% -6
Fair 3 Medium Cover +2 Leader Attached
Poor 4 Heavy Cover +2 +2, +1, +0
Canister –1

Shaken\Routed- The unit’s current morale state will modify the die roll. Only one of these modifiers will apply at a
time.
Flanked- This modifier will apply if the unit has just taken fire from its flank or rear.
Cover- If at least 50% of the combat unit is in cover then one of these modifiers will apply.
Canister- This will apply if the unit has just been fired on by artillery in canister range.
Casualties- Calculate the percentage of losses the unit has suffered based on its starting strength. Apply one modifier.
Artillery units total together both guns & crew.
Leader Attached- A leader attached to the combat unit will apply his modifier.

RALLYING ROUTED UNITS


Routed units will only be required to check morale when they are attempting to rally. A unit may attempt to rally from
rout whenever a CP has been spent on it & it is not within 8 inches of a formed enemy unit. If successful then the unit
will improve by one morale state, from routed to shaken. It should then be placed in any desired formation other than
skirmish. Any turn that a routed unit fails to rally then it will then make a rout move.
A unit may attempt to rally from shaken status whenever a CP is spent on it. Once a routed unit moves off of the table
top then it will not return.

VISIBILITY
Line of sight must be established by a combat unit to a target unit before it may be fired upon or charged. All units have
a line of sight that extends in all 360 degrees. The maximum line of sight under ideal conditions is 35 inches. Woods
may be seen into to a depth of one inch.
Old Trousers by John P Kelly 31

For a unit to be visible at least 1 stand must be visible. Line of sight is blocked by any friendly & enemy troops that are
not in skirmish formation. Line of sight is also blocked by terrain features such as woods, buildings, & hills. Terrain
features that block line of sight (at least those that are not obvious) should be defined by the players prior to the
beginning of a scenario.
It is possible to see over troops if on a higher elevation or if the unit one is spotting is on a higher elevation. To see over
troops they must be at least 4 inches away from both the spotter & the spotted unit. This means that it will be possible
for artillery to fire over units if the artillery or its target is on a higher elevation.

SKIRMISHERS
Some infantry & cavalry units are allowed to skirmish. These units may have all or only a portion of their figures
skirmish. The troop lists state which units may skirmish & which may not.
Some infantry units will be listed as having Organic Skirmishers. Each such unit will be able to detach a certain
number of figures to skirmish. Prior to the beginning of a battle these organic skirmishers may be taken out of their
parent battalions & converged into skirmish battalions. Once they have been reorganized in this fashion then they must
remain so for the entire battle.
Units in skirmish formation have their stands spaced out so that infantry occupy 1 to 2 inches per figure & cavalry
occupy 2 to 4 inches per figure. Skirmish units have no facing & no flanks.
Skirmishers may not be deployed between opposing formed units that are within 4 inches of each other. If they begin a
turn deployed between opposing formed units that are within musket range of each other then they must be withdrawn.

SKIRMISHERS: MOVEMENT
It costs a unit all of it’s move to break down into skirmish formation. The cost of the formation change includes the
movement necessary to properly space out the castings into skirmish formation. Either all or only a portion of a unit
may break down into skirmish formation.
Skirmishers will move through all passable terrain as if it were clear terrain. They may move through friendly units &
be moved through at no penalty.

SKIRMISHERS: APPROACHING CAVALRY


Cavalry was the greatest enemy of skirmishers. Infantry skirmishers may not approach to within 5 inches & within the
charge arc of formed enemy cavalry. Infantry may only approach to within 5 inches of formed enemy cavalry if either
it remains out of the cavalry’s charge arc or if it occupies ground that the cavalry may not charge into. This includes
any type of woods, towns, or across a river.

SKIRMISHERS: RETREAT BEFORE AN ADVANCING ENEMY


Skirmishers will automatically retreat before any advancing formed units. They will be moved so as to always stay two
inches away from advancing formed combat units. Advancing formed cavalry will force skirmishers back until the
skirmishers have moved their full movement, which is 12 inches for infantry & 18 inches for cavalry. If the cavalry
continues to advance then the infantry skirmishers will immediately rout & lose 1 figure for every two advancing
cavalry figures. Formed cavalry may drive back & even run down enemy skirmishers by merely advancing. It is not
necessary for the cavalry to charge. If the cavalry charges skirmishers then it will receive the charge bonus. Cavalry
skirmishers will always continue to retreat enough to remain 2 inches out of reach.

SKIRMISHERS: COMBAT
Infantry skirmishers will fire as normal infantry & will receive 2 fire points per figure. They may not, however, fire at
other skirmishers. Skirmishers will only conduct melee combat with other skirmishers. No charge test is conducted.
Old Trousers by John P Kelly 32

Simply move the skirmishers into contact with the opposing skirmishers. Neither side will receive a die roll modifier
for charging. All skirmishers within 4 inches of an enemy skirmisher will be included in the battle.
Cavalry skirmishers may fire the same as infantry skirmishers though they will only receive 1 fire point per figure. This
is the only time that cavalry may fire.

SKIRMISHERS: SCREENS, VISIBILTY, & INTERPENETRATION


Skirmishers do not block visibility. Artillery may fire through enemy skirmishers at a target behind them. The firer
completely ignores the skirmishers. The subject of the fire may take the first hit caused by the artillery from the
skirmishers. Infantry & skirmishers may not fire through skirmishers.
If enemy skirmishers are within musket (4”) or rifle (8”) range of artillery then the artillery suffers a –1 “screened”
modifier whenever it fires.
Combat units may move through friendly skirmishers with no penalty. Artillery may fire through friendly infantry
skirmishers that are located beyond canister range with a penalty of a –1 DRM on the Fire Combat Table. If the
artillery rolls a 0 or negative result when firing then the friendly skirmishers suffer 1 casualty.
Infantry units that charge through a friendly screen of skirmishers during the last 3 inches of its charge movement are
considered to be partially screened from hostile fire during the charge. They will receive a +1 die roll modifier
(skirmish screen) when rolling on the Charge Test Table.

SKIRMISHERS: ORGANIC SKIRMISHERS


Infantry units with organic skirmishers, or with a skirmish ability, receive favorable die roll modifiers when fired at by
enemy skirmishers (-1) & when conducting a Charge Test (+1). The organic skirmishers are handled abstractly & are
assumed to be deployed at the appropriate moment. No figures are actually detached from the battalion & moved
separately.
Combat units that have had their organic skirmishers removed prior to the battle & converged into skirmish battalions
do not count as having organic skirmishers.

TOWNS: BLOCKS
Combat & movement in built up areas follows special rules. Towns will be divided up into town blocks. Blocks may be
purchased or they may be made out of felt or wood. It is suggested that no block be smaller than 2 X 2 inches nor
larger than 6 X 6 inches. Each block will contain multiple structures. This should be represented by placing a building
on each block.
Blocks of the same town should be placed next to each other. They may be separated by a road, stream, or river. Unless
defined otherwise in a scenario, a town block will be considered to be adjacent to another town block if it is within 2
inches of it & there is no impassable obstacle between them.
The size of the town block will determine how many combat units that it may hold.

SIZE (Sq inches) # OF UNITS


4 to 6 1
6.1 to 16 2
16.1 to 26 3
26.1 to 36 4
Old Trousers by John P Kelly 33

TOWNS: MOVEMENT INTO & OUT OF TOWN BLOCKS


Cavalry may never enter a town block. Infantry or artillery expends ½ of its movement to either enter or exit a town
block. Units that occupy a block have no formation. Units that exit a block are immediately placed adjacent to the block
in any desired formation. They may then continue with their movement. Artillery in a town block is always assumed to
be unlimbered.
Combat units may move directly from one town block to an adjacent town block. It consumes all of their movement to
do so.

TOWNS: FIRE COMBAT


Combat units may fire into a town block. In addition to the cover modifier they will also apply the town modifier.
Combat units in a town block are dispersed & are in no set formation. This additional modifier reflects this dispersal.
When firing at a town block the block is the target, not a specific unit. Casualties will be distributed by the defender as
evenly as possible amongst all units in the town block. Combat units in a town block may fire out of the town block
normally. Up to 1 figure per inch may fire out of each side.

TOWNS: MELEE COMBAT


Combat units may charge defenders in a town block. A charging unit must target only one defender in the town block.
The defender may choose which combat unit will defend. All other defending units in the town block will be counted
toward the defender’s mass, but they will not be effected by the combat.
If multiple combat units charge a town block then the defender will still choose which units will defend. A targeted
defender may not add its mass into any other combat.
A charged combat unit that is in a town block must choose to stand. It may not choose to countercharge or flee. Combat
units in a town block may not charge out of the block. They must first exit the block & be placed into a formation. On a
subsequent turn they may then charge normally.
If the defender losses the melee die roll by a difference of >5 in favor of the attacker then the defender will be forced to
leave the town block. He may be placed in any formation desired with any desired facing at the appropriate distance
from the block.
If the defender losses the melee by a difference of 3 to 5, then the defender will remain in the town block & the attacker
will enter the town block. The town block will now be contested.
A winning charger will always enter a town block. A breakthrough may never be conducted by a winner in a town
block.

TOWNS: ATTACKING A TOWN BLOCK FROM AN ADJACENT TOWN BLOCK


A combat unit may attack into an adjacent enemy occupied town block. The procedure is as follows:
During the Movement Subsegment announce the attack
Defending units in the attacked block fire at the attacker in the Stationary Fire Subsegment
The attacking unit may fire at the defender in the Moving Fire Subsegment
Resolve the Melee in the Melee Subsegment
The attacking unit will not receive a cover modifier when fired upon if it must cross a road, stream, ditch, or other
significant open area to reach the defending town block. It will otherwise receive an appropriate cover modifier.
Both the attacking & defending unit will be required to take a Morale Test should either suffer any casualties as a result
of fire. The attacker will not be required to take a Charge Test.
Old Trousers by John P Kelly 34

TOWNS: CONTESTED BLOCKS


After a melee has occurred it is possible that the Phase will end with troops of both sides occupying the same town
block. Any units that begin their phase occupying the same town block as enemy units must engage them in melee.
Follow the procedure as outlined in the section “Towns: Attacking a Town Block from an Adjacent Town Block.”
Instead of conducting a melee the player may elect to withdraw such units from the contested block.
Fire combat may not be conducted by units outside of the town block on units which occupy a contested block.

REDOUBTS
Infantry & artillery units may be placed in redoubts. Units in a redoubt will only suffer flank fire if they are attacked
through an open side of the redoubt. The stands should be distributed so as to defend all contested sides of the redoubt.
Most redoubts will only hold 1 infantry battalion. In addition there may be 1 artillery battery per face of the redoubt.
Players may need to make alterations as determined by the size of the redoubt model.
Units defending in a redoubt may never charge out of the redoubt through one of its faces. They may, however, charge
out of an open side of the redoubt. Artillery in a redoubt may be attached to any infantry which may also be in the
redoubt. A redoubt will generally count as heavy cover.

BRITISH INFANTRY
British infantry that is in line & that is charged by enemy infantry may elect to fire with a –1 die roll modifier &
counter charge. British infantry that elect this option do not take a Reaction Test.

OPTIONAL RULES

PREBATTLE MANUEVER
In historical battles troops will be deployed as per their actual locations (or at least as best as can be learned from
sources.) For nonhistorical battles in which there is to be no prebattle maneuver, it recommended that both sides make
up 3 x 5" cards each with the name of a formation (usually a brigade) written on one side. The cards should be placed
face down onto the tabletop into the area that the represented unit will deploy. Once all cards are deployed they are then
turned face up & the represented units are placed onto the tabletop. Units must be placed within 3" of their card.
When there is to be prebattle maneuver then the following procedure should be utilized. Cards will be deployed onto
the tabletop. Players may wish to have each light cavalry unit represented by its own card. Players will then die roll for
initiative with the player winning the initiative moving all of his cards. Once his movement is completed the opposing
player is allowed to move any pure light cavalry units. Then die roll again for initiative. The winning player will once
again move all of his units.
Cards representing infantry & foot artillery may move 8" & cards representing cavalry & horse artillery may move 16".
A card may never be moved closer than 16" to an enemy card. Once a card is 16" from of an enemy card it is
considered to be pinned & may not be moved again. All pinned cards are immediately turned up so that all players may
see which units they represent. Instead of moving a card the player may deploy its troops. The troops should be placed
on the tabletop in any desired formation. They must be placed within 3” of the card. Deployed troops may not be
further moved during prebattle movement.
Movement is continued for at least 4 initiative die rolls. After 4 initiative die rolls have been completed then the player
with the initiative may decide to end prebattle movement. An initiative player may end prebattle instead of moving his
cards (i.e., he must announce an end to prebattle movement as soon as he wins the initiative. He may not move all of
his cards & then announce an end to movement.) It is possible that one player may never win the initiative & will never
get a chance to move.
When prebattle movement is completed all cards then have their troops set up onto the tabletop. The troops must be
placed within 3” of their card. It is recommend that both players be allotted a few dummy cards. Dummy cards are
removed from play once they are turned up & will not pin enemy units.
Old Trousers by John P Kelly 35

VARIBLE TROOP QUALITY


Needless to say, units did not always behave in a predictable fashion. To allow for this, players may wish to use this
option providing for some unpredictability in troop performance. The first time a unit must use its morale rating roll
1D10 on the Troop Quality Chart to determine its actual rating. The unit will have this rating for the remainder of the
game.

Troop List Actual Game Rating


Rating Old Guard Superior Excellent Good Fair Poor
Old Guard 10-6 5-3 2-1 --- --- ---
Superior 10 9-4 3-2 1 --- ---
Excellent 10 9-8 7-4 3-2 1 ---
Good --- 10 9-8 7-4 3-2 1
Fair --- --- 10 9-8 7-4 3-1
Poor --- --- --- 10-9 8-6 5-1

If Napoleon or Wellington is present as the commander, then modify that sides troop quality die rolls by +1. Battalions
may be labeled by using one of the common sticky labels sold at office supply stores. Place the label of the bottom of
the command stand.

RANDOM CORPS COMMANDER


Players may wish to die roll to randomly select a corps commander. Roll 1D10 on each of the below tables to
determine the Corps commanders leadership rating & tactical rating.

Die Roll Leadership Rating Die Roll Tactical Rating Die Roll Modifier
10 Excellent 9, 10 Good Great Britain, France +2
8,9 Good 3 to 8 Average Austria, Prussia +0
5,6,7 Average 1, 2 Poor Russia -1
2,3 Fair Spain, Turkey -2
1 Poor

VARIABLE LEADER ABILITY


This rule makes provision for the fact that a commander may be having a particularly good or bad day. To determine
the rating of a Corps or Army commander roll 1D10. The modified die roll will determine the commanders rating for
this day. On a multiple day battle roll again for each day.

Die Roll
10 Up 2 levels
8, 9 Up 1 level
4, 5, 6, 7 Use Standard Rating
2, 3 Down 1 level
1 Down 2 levels
Old Trousers by John P Kelly 36

IMPETUOUS TROOPS
During the first Action Phase that impetuous troops are phasing & begin within charge range of an enemy unit they
must roll for an uncontrolled charge. Roll 1D10. On a 1 or 2 they must charge any enemy that is within charge range.
This roll need only be made once per unit per game.

LEADER MOBILITY
One quality characteristic of better leaders was their ability to move about the battlefield observing what was
happening & taking control of difficult situations. In the basic rules all leaders may move 20 inches per turn. Players
may wish to modify the mobility of their leaders as suggested below.
French & British leaders: 20 inches
Austrian & Prussian leaders: 16 inches
Russian, Ottoman Empire, Spanish leaders: 12 inches
Excellent: Increase movement allowance by 4 inches
Poor: Decrease movement allowance by 2 inches

DIVISIONAL MORALE
In some battles it will be useful to have a point at which a force must quit fighting & withdraw from the field. This will
be particularly useful if players are playing out a campaign game. To accomplish this total up the number of infantry
battalions, artillery batteries, & cavalry regiments in each division. For this purpose all brigades should be assigned to a
division. When the % of routing combat units that belong to a division is equal to the Withdrawal % of an army then
the division must withdraw from the field. When a division is required to withdraw it will no longer need to roll for
order points. All of the units in the division must be placed in column formation & must move toward their edge of the
board at the operational movement rate. Players may want to simply end the game at this point rather than play out the
withdrawal. If they choose to end the game then increase the casualties suffered by the withdrawing side by 20%.
Sample Withdrawal %’s of armies are as follows:
France 60% Prussia 50%
Great Britain 60% Spain 40%
Russia 60% Ottoman Empire 40%
Austria 50%

DEFINITIONS
About Face- To perform an about face simply face the unit in the opposite direction from which it is currently facing.
An about face costs a unit ½ of its total movement allowance.
Anchored Line- Infantry in a line formation that has a column, square, or terrain obstacle within ½ inch of each end of
the line counts as being in an anchored line for melee.
Attack Column- An attack column is 2 stands wide. French & French allied infantry units, Austrian infantry beginning
in 1809, & Russian infantry may use an attack column. Refer to the troop lists for other infantry that may use an attack
column. All cavalry units may use an attack column
Blown Cavalry- Any cavalry unit that takes part in a charge becomes disordered at the end of all breakthrough attacks.
Breakthrough- If an attacker is eligible for a breakthrough then it may attack any enemy unit located in its forward
movement arc & within its charge bonus distance,. Cavalry may breakthrough more than once. Infantry may only
breakthrough once.
Cavalry Battle group- Cavalry may form battle groups. Each battle group must have at least 4 figures when it is formed.
Battle groups will function independently of each other. They will check morale separately, receive separate orders, &
keep separate track of any casualties that are suffered.
Old Trousers by John P Kelly 37

Charge Arc- A unit may only declare a charge against an enemy unit that is in its forward movement arc.
Charge Bonus- Units that conduct a charge will receive a movement bonus of 1D6” for infantry & 2D6” for cavalry.
Command Range- If any portion of a combat unit is within the commander’s range & line of sight then it is considered
to be in command. Neither friendly nor enemy units block line of sight for this purpose. Only terrain will block line of
sight for command purposes.
Defense of Battery- Artillery firing in defense of the battery. This applies only when an artillery unit is firing on a unit
that is charging it. Artillery need not pass a Reaction Test to receive this modifier.
Disorder- In general there are 2 types of disorder in miniature wargame rules. One type of disorder relates to the morale
of the unit. In this rule set this state is called “Shaken” & is dealt with under the morale rules. The second type of
disorder is a mechanical one in which the units formation becomes somewhat “jumbled up.” This is referred to as
disorder in this rule set
Disordered Square- Any square that has been formed after passing a Reaction Test in response to a charge is
disordered. Any square with a disorder marker on it is a disordered square.
Engagement Range- A unit is considered to be engaged with the enemy when it begins the phase in which it is a
Phasing unit with a nonrouted enemy unit that is not in skirmish formation within 8 inches.
Firefight- A firefight can apply to musketry that occurs in the Defensive Fire & Firefight Subsegment. If the target
began the subsegment in musketry range then apply this modifier. This reflects the fact that the target was within
musketry range for the entire 20 minute turn.
Flank- For artillery fire a flanking arc is defined as extending 30 degrees from the end of the line toward the front & 30
degrees from the end of the line toward the rear. Use the artillery arc game aid to determine this. Place it on the end of
the line receiving fire. If the firing battery lies within 30 degrees of the end of the line then it will receive the +1 fire
point per gun for flank fire. For all other purposes a flank is defined as follows. The front of the unit is the direction in
which the miniature figures are facing. A line drawn along the front edge of the unit perpendicular to the direction in
which the figures point, defines the front of the unit. Everything behind this line is the flank/rear of the unit.
Forward Movement Arc- The forward movement arc is a pie shaped wedge. The sides of the wedge angle out 22.5
degrees from the front of the unit.
Impetuous- An impetuous unit must make its first breakthrough attack & breakthrough movement. The breakthrough
movement is doubled for impetuous units to 6 inches for infantry & 16 inches for cavalry units
Interpenetration- If there is an overlap of 1 full figure then a unit is considered to have interpenetrated the other unit.
National Bonus- This will only apply to infantry units. If the unit is in a formation favored by its national doctrine for
attacking then this DRM is applied to the Charge Test & to the Reaction Test. The intent of this rule is to encourage
historical formations
Oblique Movement- Infantry may move in a direction out of its forward movement arc. Move the unit in the desired
direction while maintaining its current facing. Each inch moved will count as double.
Operational Movement- Whenever a combat unit begins & ends its movement out of engagement range it may use
Operational Movement. A unit using Operational Movement will move at double its normal rate.
Organic Skirmishers- Some line infantry units contain a company of skirmishers. These are called organic skirmishers.
The organic skirmishers are handled abstractly & are assumed to be deployed at the appropriate moment. Units with
organic skirmishers receive a DRM on the Fire Combat Table & on the Charge Test Table.
Point Blank Fire- Applies to an infantry unit that is the target of a charge & has passed its reaction test to fire at point
blank range.
Shaken- This is a poor morale state. A unit that is shaken will receive adverse DRM when firing, meleeing, charging, or
attempting to rally or react.
Skirmishers- Some infantry & cavalry units are allowed to skirmish. These units may have all or only a portion of their
figures skirmish. The troop lists state which units may skirmish & which may not.
1

LEADER RATINGS Version 2.1


Leaders marked with a + may serve as an army commander.
Where a leader has a different rating as an army commander than as a corps commander he is listed twice,
with the + rating being his army commander rating.
------------------------------------------------------------------------
AUSTRIA
Leader Rating Morale
+Archduke Charles Good Good
+Archduke Ferdinand Poor Poor
+Archduke John Poor Average
Archduke Louis Poor Average
+Alvintzy Poor Poor
Bellegarde Fair Average
+Francis II Poor Poor
Gyulai Average Average
Hiller Fair Average
Hohenzollern Fair Average
Jellanic Poor Poor
Kienmayer Fair Average
Klenau Poor Poor
Kollowrat Fair Poor
Liechtenstein Average Average
+Mack Poor Poor
Rosenberg Poor Poor
Reuss-Plauen Poor Poor
+Schwarzenburg Fair Poor
Schwarzenburg Average Poor
+Wurmser Poor Poor

------------------------------------------------------------------------
FRANCE
Leader Rating Morale
Augereau# Good Good
+Bernadotte# Average Poor
Bessieres# Good Good
+Brune# Good Poor
+Davout# Excellent Good
d'Erlon Good Poor
+Eugene Average Average
Eugene Good Average
Exelmans Good Poor
Gerard Good Average
+Grouchy# Average Poor
Grouchy# Excellent Poor
+Jerome Fair Poor
+Junot Average Poor
Kellerman (young) Excellent Average
+Kleber Good Average
Kleber Excellent Average
Lannes# Excellent Good
Latour-Maubourg Excellent Average
Lefebvre# Good Average
+Marmont# Good Average
Marmont# Excellent Average
2

Leader Rating Morale


+Massena# Excellent Good
+ McDonald# Fair Poor
McDonald# Good Poor
Milhaud Good Poor
Montbrun Excellent Average
Mortier# Good Average
+Murat# Poor Good
Murat# Excellent Good
Nonsouty Excellent Average
+Napoleon Excellent Good
+Ney# Average Good
Ney# Good Good
+Oudinot# Average Good
Oudinot# Good Good
Pajol Average Average
+Pontiatowski# Average Good
Pontiatowski# Good Good
Reille Good Poor
Reynier Good Poor
+Saint-Cyr# Good Poor
Saint-Cyr# Excellent Poor
Sebastiani Average Average
+Soult# Excellent Average
+Suchet# Excellent Poor
+Vandamme Fair Poor
Vandamme Good Poor
Victor# Average Average
#Marshal of France

-------------------------------------------------------------------------
GREAT BRITAIN
Leader Rating Morale
+Abercromby Good Average
+Beresford Average Poor
Graham Good Poor
Hill Excellent Average
Hope Average Poor
+Moore Excellent Average
Prince of Orange Fair Poor
Stapelton-Cotton Good Poor
Uxbridge Good Average
+Wellington Excellent Good

-------------------------------------------------------------------------
OTTOMAN EMPIRE
Leader Rating Morale
+Djezzar Pasha Average Good
+Grand Vizier Fair Good
Hasen Bey Fair Average
+Ibrahim Bey Poor Average
Jussuf Bey Fair Average
Mahmet Pasha Fair Average
+Murad Bey Poor Average
3

Leader Rating Morale


+Mustapha Pasha Fair Average
+Pasha of Damascus Poor Average
Sir Sidney Smith Good Average

-------------------------------------------------------------------------
PRUSSIA
Leader Rating Morale
+Blucher 1813+ Good Good
+Duke of Brunswick Poor Poor
1806
+Duke of Brunswick Poor Average
1809-15
von Bulow 1813+ Average Poor
+King Fredrick III Poor Poor
+Hohenlohe 1806 Poor Poor
Kleist 1813+ Good Poor
Pirch 1815 Good Poor
Ruchel 1806-07 Poor Poor
Thielman 1815 Average Average
Yorck 1812+ Good Average
Ziethen 1815 Good Poor

------------------------------------------------------------------------
RUSSIA
Leader Rating Morale
+Tsar Alexander I Fair Good
Bagavout Fair Poor
+Bagration Average Good
Bagration Good Good
+Barclay de Tolly Average Average
Barclay de Tolly Good Average
+Benningson Fair Poor
Borosdin Fair Poor
+Buxhowden Poor Poor
Buxhowden Fair Poor
+Constantine Poor Good
Docturov Average Poor
Essen Poor Poor
Eugen of Wurttemburg Fair Poor
Kanemski Average Poor
Korf Fair Poor
+Kutuzov Average Average
+Langeron Fair Poor
Mildoravitch Fair Average
Ostermann-Tolstoi Average Poor
Platov Fair Good
Prebeyshevsky Poor Poor
Raevski Average Poor
+Sacken Fair Poor
Sievers Fair Poor
+Suvarov Good Average
+Tormasov Fair Poor
Tormasov Average Poor
4

Leader Rating Morale


Tuchkov Fair Poor
Uvarov Fair Average
+Wittgenstein Average Average

------------------------------------------------------------------------
SPAIN
Leader Rating Morale
Blake Fair Average
Castanos Average Average
+de la Cuesta Poor Good
Palafox Average Good
Romana Fair Poor
1

ARMY LISTS Version 3.0


Abbreviations
Unt = Untrained; Rf = Rifles: Lgt = Light; Med = Medium; Hvy = Heavy:
Ln = Lancers: Cu = Cuirass; pdr = Pounder; Imp = Impetuous Excelt = Excellent
Size #/# = For Infantry & cavalry the first # is the figures per stand & the
second # is the number of stands. For artillery the first # is the number of
guns & the second # is the number of crew castings.
Skirmish- “Yes” means that all stands may skirmish. “Og” means that the unit
has Organic Skirmishers. A # indicates the number of companies that may be
detached to skirmish. No number means that the skirmisher companies may not be
detached.
The troop Ratings for morale are: Old Guard, Superior, Excelt, Good-A (1st Rate
Line), Good-B (2nd Rate Line), Good-C (3rd Rate Line), Fair, & Poor. The Morale
rating affects Charge Tests, Reaction Tests, Morale Tests, & Melee strengths.
Good A, B, & C will be the same in all respects except for melee strengths. The
melee values will be Good-A 13, Good-B 12, & Good-C 11.

AUSTRIA
UNIT MORALE SKIRMISH OTHER SIZE
Landwehr Poor No Unt 2/4, 2/6
Landwehr 1813-15 Fair No Unt 2/4, 2/6
Freicorps Fair Yes Unt 2/6, 3/6
Archduke Charles Good-B Yes ------ 2/3, 2/6
Legion
Freiwilliger Poor Og-2 Unt 2/4, 2/6
Freiwilliger Jagers Fair Yes Unt/Rf 2/6, 3/6
Line Good-C No ----- 3/6
Line 1813-15 Good-B Og ----- 3/6
Jagers Excelt Yes Rf 2/6, 2/7
Grenzers Good-B Yes ----- 3/6, 4/6
Grenadiers Excelt No ----- 2/6
Grenadiers 1801-05 Good-A No ------ 2/6
Insurrection Poor Yes Lgt 2/4, 2/6
Cavalry
Chevauxleger 1800-09 Exclt Yes Lgt 2/8
Chevauxleger 1812-15 Good-A Yes Lgt 2/8
Hussars Excelt Yes Lgt 2/10
Uhlans 1800-09 Good-A Yes Lgt/Ln 2/8
Uhlans 1810-15 Good-C Yes Lgt/Ln 2/8
Dragoons Good-A No Med 2/6
Cuirassier Excelt No Hvy/Cu 2/6
Insurrection Cavalry Fair Yes Lgt 2/3,2/4,2/6
Brigade Battery Good-A ----- 3 or 6 pdr 6/3, 8/3
2

UNIT MORALE SKIRMISH OTHER SIZE


Position Battery Good-A ----- 6 or 12 pdr 6/3
Cavalry Battery Good-A ----- 3 or 6 pdr 6/3
All infantry is mounted as 3 rank troops. Division/Brigade commander
rating: Poor. Staff Rating: Competent. Infantry may not use an attack column (2
company wide column) till 1809.

BADEN
UNIT MORALE SKIRMISH OTHER SIZE
Landwehr Poor No Unt 2/6
Line Good-C No --- 2/6,3/5
Jagers Good-B Yes Rf 2/6
Liebgarde Excelt Yes --- 3/5
Cavalry
Hussars Excelt Yes Lgt 2/3,2/6
Uhlans Good-A Yes Lgt/Ln 2/5
Light Dragoons Excelt Yes Lgt 2/5
Guard du Corps Excelt No Hvy 2/1
Foot Battery Good-B ----- 6 pdr 6/3,8/3
Horse Battery Good-B ----- 6 pdr 6/3,8/3
All infantry is mounted as 3 rank troops. Division/Brigade commander
rating: Average

BAVARIA
UNIT MORALE SKIRMISH OTHER SIZE
Line 1800-08 Good-C No --- 3/5,3/6,2/6
Line 1809-12 Good-B No --- 3/5,3/6,2/6
Line 1813-15 Good-C No --- 3/5,3/6,2/6
Light 1800-12 Good-B Yes --- 3/5,2/6
Light 1813-15 Good-C Yes --- 3/5,2/6
Jagers Good-A Yes Rf 3/5,2/6
Landwehr Fair No Unt 2/4,2/6
Reserve Line Fair No --- 3/5,2/6
Freiwilliger Jagers Poor Yes Rf 2/6
Provincial Legion Poor No --- 2/4,2/5
Grenadier Guard Excelt Og-1 --- 2/6,3/5
Cavalry
Chevauleger Good-C Yes Lgt 2/5,2/6
Hussars Good-B Yes Lgt 2/8
Uhlans Good-C Yes Lgt/Ln 2/5,2/6
Dragoons Good-C Yes Med 2/5,2/6
3

UNIT MORALE SKIRMISH OTHER SIZE


Cuirasser Good-A No Hvy/Cu 2/4+1/2
Guard du Corps Excelt No Hvy/Cu 2/6
Foot Battery Good-B ----- 6 or 12 pdr 6/3
Horse Battery Good-B ----- 6 pdr 6/3
All infantry is mounted as 3 rank troops. Division/Brigade commander
rating: Average. Staff Rating: Competent.

BRUNSWICK
UNIT MORALE SKIRMISH OTHER SIZE
Line 1809 Good-B No --- 2/4
Line 1815 Good-C No --- 3/4
Avantegarde Good-B Yes --- 3/4
Leib Good-B Yes --- 3/4
Light Fair Yes --- 3/4, 2/8
Light 1815 Good-C Yes --- 3/4, 2/8
Reserve Poor No Unt 3/4
Schutzen Good-B Yes Rf 3/1
Oels Jagers Good-C Yes --- 2/6
Rifles Good-B Yes Rf 2/1
Cavalry
Hussars Excelt Yes Lgt 2/4, 2/2
Hussars 1815 Good-C Yes Lgt 2/6
Uhlans Excelt Yes Lgt/Ln 2/1
Uhlans 1815 Good-C Yes Lgt/Ln 2/2
Foot Battery Good-C ----- 6 pdr 8/3
Horse Battery Good-B ----- 6 pdr 4/2, 8/3
The Oel Jagers & other units that served with the British in Spain should
be mounted as 2 rank troops. All other infantry is mounted as 3 rank troops.
Division/Brigade commander rating: Average. Staff Rating: Competent.

CLEVE-BERG
UNIT MORALE SKIRMISH OTHER SIZE
Line Good-B No --- 2/4,2/6
Cavalry
Chevauleger Excelt Yes Lgt 2/4
Lancers Excelt Yes Lgt/Ln 2/5
Foot Battery Good-B ----- 6 pdr 6/3
Horse Battery Excelt ----- 6 pdr 6/3
All infantry is mounted as 3 rank troops.
4

CONFEDERATION OF THE RHINE


UNIT MORALE SKIRMISH OTHER SIZE
Line Good-C No --- 4/3,2/6
Light Good-B Yes Rf 2/6
Cavalry
Chasseurs Fair Yes Lgt 2/2
Hussars Good-B Yes Lgt 2/2
Dragoons Good-B Yes Med 2/2
Foot Battery Good-B ----- 6 pdr 8/3
All infantry is mounted as 3 rank troops.

DUTCH-BELGIAN 1815 (NETHERLANDS)


UNIT MORALE SKIRMISH OTHER SIZE
Militia Poor No Unt 2/5,2/4
Line Fair No --- 2/6,2/5
Light Good-C Yes --- 2/6,2/5
Jagers Good-C Yes --- 2/6,2/5
Swiss Excelt Og-1 --- 2/4,2/5
Cavalry
Light Dragoons Fair Yes Lgt 2/4,2/5
Hussars Fair Yes Lgt 2/4,2/5
Carabiniers Good-C No Hvy 2/3,2/4
Foot Battery Good-C ----- 6 pdr 8/3
Horse Battery Good-C ----- 6 pdr 8/3
All infantry is mounted as 3 rank troops. Division/Brigade Commander: Average

FRANCE
UNIT MORALE SKIRMISH OTHER SIZE
Legere 1800-12 Good-A Yes 2/6
Legere 1813-14 Good-B Yes 2/6
Legere 1815 Good-A Yes 2/6
Line 1800-07 Good-A Og-2 4/2+2/2*
Line 1808-12 Good-B Og-2 4/2+2/2*
Line 1813-14 Good-C Og-2 4/2+2/2*
Line 1815 Good-A Og-2 4/2+2/2*
Grenadiers Excelt Yes 2/6
National Guard Fair No Unt 2/4, 3/4
Marines Fair No 2/4
Cavalry
Chasseurs 1800-12 Good-A Yes Lgt 2/4, 3/4
5

UNIT MORALE SKIRMISH OTHER SIZE


Chasseurs 1813-14 Good-B Yes Lgt 2/4, 3/4
Chasseurs 1815 Good-A Yes Lgt 2/4, 3/4
Hussars 1800-12 Excelt Yes Lgt 2/4, 3/4
Hussars 1813-14 Good-A Yes Lgt 2/4, ¾
Hussars 1815 Excelt Yes Lgt 2/4, 3/4
Lancers Excelt Yes Lgt/Ln 2/4, ¾
Lancers 1813-14 Good-A Yes Lgt/Ln 2/4, 3/4
Dragoons 1800-07 Good-A Yes Med 2/4, 3/4
Dragoons Excelt Yes Med 2/4, 3/4
Dragoons 1813-14 Good-A Yes Med 2/4, 3/4
Cuirassier Excelt No Hvy/Cu 2/4,3/4
Cuirassier 1814 Good-A No Hvy/Cu 2/4,3/4
Carabiniers Excelt No Hvy/Cu 2/4, ¾
Corps Battery Good-A ----- 12 pdr 6-8/3
Divisional Battery Good-A ----- 6 or 8 pdr 6-8/3
Horse Battery Excelt ----- 4,6,8 pdr 6/3
FRENCH GUARD
Old Guard Old Gd Yes 3/4
Middle Guard Superior Yes 3/4
Young Guard Excelt Yes 3/4
Young Guard 1814 Good-A Yes 3/4
Guard Marines Superior No 2/4, 3/4
Cavalry
Chasseurs a Cheval Old Guard Yes Lgt 3/6
Mamelukes Old Guard Yes Lgt 2/1
Polish Lancers Old Guard Yes Lgt/Ln 3/5+1/1
Dutch Lancers Superior Yes Lgt/Ln 3/5+1/1
nd
2 Lancers Excelt Yes Lgt/Ln 3/5+1/1
Lancers of Berg Excelt Yes Lgt/Ln 2/4+1/2
Lithuanian Tartars Excelt Yes Lgt/Ln 2/1
Eclaireurs Lancers Excelt Yes Lgt/Ln 2/6
Eclaireurs Excelt Yes Lgt 2/6
Gardes d’Honneur Excelt Yes Lgt 2/8
Empress Dragoons Superior Yes Med 3/5+1/1
Grenadiers a Cheval Old Guard No Hvy 3/5+1/1
Gendarmes d’Elite Old Guard No Hvy 2/4
Young Guard Cavalry
Chasseurs a Cheval Excelt Yes Lgt 3/6
Grenadiers a Cheval Excelt No Hvy 3/5+1/1
6

UNIT MORALE SKIRMISH OTHER SIZE


Empress Dragoons Excelt Yes Med 3/5+1/1
Guard Foot Battery Old Guard ----- 12 pdr 8/3
Guard Horse Battery Old Guard ----- 6 pdr 6/3
FRENCH ALLIES
UNIT MORALE SKIRMISH OTHER SIZE
Albanian Poor No Unt 2/4, 3/4
Chasseurs d’Orient Poor No Unt 2/4, 3/4
Illyrians Fair Og-2 --- 2/6,4/2+2/2
Neuchatel Excelt Og-2 --- 2/6,4/2+2/2
Polish
Italian Legion Excelt Og-2 --- 2/6,4/2+2/2
Legion du Danube Excelt Og-2 --- 2/6,4/2+2/2
Legion du Nord Excelt Og-2 --- 2/6,4/2+2/2
Vistula Legion Excelt Og-2 --- 2/6,4/2+2/2
Vistula Uhlans Excelt Yes Lgt/Ln 2/4, 3/4
Portuguese Legion
Line Fair Yes --- 3/3
Chasseurs Poor Yes Lgt 2/4
Foot Battery Fair ----- 6 pdr 8/3
Spanish (Joseph’s Troops)
Line Good-C Og-2 2/6,4/2+2/2
Light Good-C Yes 2/6
Lancers Good-C Yes Lgt/Ln 2/2
Dragoons Good-C Yes Med 2/2
Foot Battery Good-C ----- 6 or 12 pdr 8/3
Horse Battery Good-C ----- 6 pdr 6/3
Royal Guard
Grenadiers Good-A Og-2 --- 2/6
Tirailleurs Good-A Yes --- 2/6
Fusiliers Good-A Og-2 --- 2/6
Hussars Good-A Yes Lgt 2/4
Foot Battery Excelt ----- 6 pdr 8/3
Swiss Line Excelt Og-2 --- 2/8
All infantry is mounted as 3 rank troops. Division/Brigade commander
rating: Good/Average. Staff Rating: Superb/Professional
* French line (& other units so listed) may be mounted with 2 companies (4
figures) on a stand which is designated as 4/2+2/2. If this is done then there
should be 2 stands with only 2 figures each. These represent the light & the
grenadier companies.
7

GREAT BRITAIN
UNIT MORALE SKIRMISH OTHER SIZE
Line Good-A Og-2 --- 2/5
Lights Excelt Yes --- 2/5
Fusiliers Excelt Yes --- 2/5
Rifles Excelt Yes Rf 2/5
Highland Line Excelt Og-2 --- 2/7
Highland Light Excelt Yes --- 2/5
Guard Superior Og-2 --- 2/8
Cavalry
Hussars Excelt Yes Med/Imp 2/4
Light Dragoons Excelt Yes Med/Imp 2/4
Heavy Dragoons Excelt No Hvy/Imp 2/4
Dragoon Guards Superior No Hvy/Imp 2/3
Household Cavalry Old Guard No Hvy/Imp 2/3
Royal Foot Btty Excelt ----- 6 or 9 pdr 6/3
Royal Horse Btty Excelt ----- 6 or 9 pdr 6/3
BRITISH ALLIES
UNIT MORALE SKIRMISH OTHER SIZE
Brunswickers
Oels 1809-11 Good-A Yes --- 2/6
Oels 1812-14 Good-C Yes --- 2/6
Rifles Fair Yes Rf 3/1
Hussars Excelt Yes Lgt 2/4,2/2
King’s German legion
Line Good-A Og-2 --- 2/5
Lights Excelt Yes --- 2/5
Hussars Excelt Yes Med 2/4
Lgt Dragoons Excelt Yes Med 2/4
Hvy Dragoons Excelt No Hvy 2/4
Foot Battery Excelt ----- 6 or 9 pdr 6/3
Horse Battery Excelt ----- 6 or 9 pdr 6/3
Portuguese
Militia Poor No Unt 3/4
Line 1800-08 Poor No --- 2/4,2/5
Line 1809-11 Good-C Og-1 --- 2/4,2/5
Line 1812-14 Good-B Og-1 --- 2/4,2/5
Cacadores 1800-08 Poor Yes --- 2/5
Cacadores 1809-11 Good-B Yes --- 2/5
Cacadores 1812-14 Good-A Yes --- 2/5
8

UNIT MORALE SKIRMISH OTHER SIZE


Dragoons1800-12 Fair Yes Lgt 2/3
Dragoons 1813-14 Good-C Yes Lgt 2/3
Foot Battery Good-B ----- 6 pdr 6/3
All infantry is mounted as 2 rank troops. Division/Brigade commander
rating: Good. Staff Rating: Superb/Professional Infantry may never use an
attack column. British infantry that is in line & that is charged by enemy
infantry may elect to fire with a –1 die roll modifier & counter charge.
British infantry that elect this option do not take a Reaction Test.
Note that the KGL receives 3 fire points per infantry figure.

HANNOVER
UNIT MORALE SKIRMISH OTHER SIZE
Line Good-C No --- 2/5
Line w/KGL Good-A Og-2 --- 2/6
Light Good-A Yes --- 2/5
Landwehr Fair No Unt 2/5
Cavalry
Hussars Fair Yes Lgt 2/4,2/5
Foot Battery Good-C ----- 9 pdr 6/3
All infantry is mounted as 3 rank troops. Division/Brigade Commanders:
Poor

HESSE DARMSTADT
UNIT MORALE SKIRMISH OTHER SIZE
Line Good-A Og-1 --- 2/4,2/6
Fusilier Good-A Yes --- 2/4,2/6
Jagers Good-A Yes --- 2/3,2/4
Landwehr Poor No Unt 2/4,2/6
Cavalry
Chevauleger Excelt Yes Lgt 2/3,2/4
Guard du Corps Excelt No Hvy 2/1
Foot Battery Good-A ----- 6 pdr 6/3
Horse Battery Excelt ----- 6 pdr 6/3
All infantry is mounted as 3 rank troops.

HESSE KASSEL
UNIT MORALE SKIRMISH OTHER SIZE
Line Good-C No --- 3/4
Jagers Good-C Yes --- 3/4
Landwehr Poor No Unt 3/4
Grenadier Guard Excelt No --- 3/4
9

UNIT MORALE SKIRMISH OTHER SIZE


Leib Grenadier Gd Excelt Yes --- 3/4
Cavalry
Light Dragoons Good-B Yes Lgt 2/4
Hussars Good-B Yes Lgt 2/4
Foot Battery Good-B ----- 6 pdr 8/3
All infantry is mounted as 3 rank troops.

NAPLES
UNIT MORALE SKIRMISH OTHER SIZE
Line Fair No --- 2/4,2/5
Legere Fair Yes --- 2/4,2/5
Marines Poor No --- 2/4
Velite Grenadiers Good-A No --- 2/4
Guard Voltigeurs Good-A No --- 2/4
Guard Grenadiers Excelt No --- 2/4,2/5
Guard Marines Good-A No --- 2/4
Cavalry
Chasseurs Good-C Yes Lgt 2/2+1/1
Chevauleger Lancers Good-B Yes Lgt/Ln 2/2+1/1
Gendarmes Fair Yes Med 2/2+1/1
Guard Chevauleger Good-A Yes Lgt/Ln 2/4,2/6
Guard Hussars Excelt Yes Lgt 2/4,2/5
Guard Dragoons Good-A Yes Med 2/4
Guard Cuirassier Good-A No Hvy/Cu 2/4
Guard Gendarmes Good-C No Med 2/4
Guards d’Honor Good-A Yes Lgt 2/4
Foot Battery Fair ----- 6 pdr 8/3
Horse Battery Fair ----- 6 pdr 6/3
Guard Foot Battery Good-A ----- 12 pdr 8/3
Guard Horse Battery Good-A ----- 4 pdr 6/3
All infantry are mounted as 3 rank troops. Division/Brigade commander
rating: Poor. Staff rating: Competent

NASSAU
UNIT MORALE SKIRMISH OTHER SIZE
Line Good-B No --- 3/4,2/6
Orange Line Good-B No --- 2/6
Freiwilliger Jagers Fair Yes Unt 3/1
Mounted Jagers Good-C Yes Light 2/2
10

All infantry is mounted as 3 rank troops.

KINGDOM OF NORTHERN ITALY


UNIT MORALE SKIRMISH OTHER SIZE
Line 1805-09 Good-C Og-1 --- 2/6,4/2+2/2
Line 1810-12 Good-B Og-1 --- 2/6,4/2+2/2
Line 1813-14 Good-C Og-1 --- 2/6,4/2+2/2
Legere 1805-09 Good-B Yes --- 2/6
Legere 1810-12 Good-A Yes --- 2/6
Legere 1813-14 Good-B Yes --- 2/6
Velite Guard Excelt Yes --- 2/6
Grenadier Guard Excelt Og-1 --- 2/6,4/2+2/2
Guard Chasseurs Excelt Yes --- 2/6
Conscript Guard Excelt Og-1 --- 2/6,4/2+2/2
Guard Marines Good-A Og-1 --- 2/6
Cavalry
Chasseurs Good-A Yes Lgt 2/3,2/4
Chasseurs 1814 Good-B Yes Lgt 2/3,2/4
Dragoons Excelt Yes Med 2/3,2/4
Dragoons 1813-14 Good-A Yes Med 2/3,2/4
Guard Dragoons Excelt Yes Med 2/3
Honor Guard Excelt Yes Med 2/4
Foot battery Good-B ----- 6 or 12 pdr 6/3,8/3
Horse Battery Good-A ----- 6 pdr 6/3
Gd Foot Battery Excelt ----- 12 pdr 8/3
Gd Horse Battery Excelt ----- 6 pdr 6/3
All infantry is mounted as 3 rank troops. Division/Brigade commander
rating: Good. Staff Rating: Competent

OTTOMAN EMPIRE
UNIT MORALE SKIRMISH OTHER SIZE
Janissaries
Solaks Excelt Yes Imp 3/4,4/4
Beulaks Good-B No Imp 3/4,4/4
Djemaats Good-C No Unt/Imp 3/4,4/4
Nizam-I-Jedid Good-B Og-1 --- 3/4
Seg-I-Jedid Good-B Og-1 --- 3/4
Sekhans Poor Yes Unt 2/6,3/4,4/4
Sekhans Fair Yes Unt 2/6,3/4,4/4
Albanian or Serbian
11

Martolos Poor Yes Unt 2/6,3/4,4/4


Derbents Poor Yes Unt 2/6,3/4,4/4
Fellahin Poor Yes Unt 2/6,3/4,4/4
Rayas Fair Yes Rf 2/1
Azaps
Kale Azaplari Poor No Unt 2/6,3/4,4/4
Deniz Azaplari Poor No Unt 2/6,3/4,4/4
Cavalry
Suvarileri
Silahtars Excelt Yes Hvy/Ln 2/6
Sipahi Oglan Excelt Yes Hvy/Ln 2/6
Ulufecijan Good-A Yes Med/Ln 2/6
Gureba Good-A Yes Med/Ln 2/6
Sipahis Good-A Yes Lgt/Ln/Imp 2/6
Mameluks Good-A Yes Lgt/Imp 2/6
Djellis Good-B Yes Lgt/Imp 2/6
Yoruks Fair Yes Lgt/Imp 2/6
Arab cavalry Poor Yes Lgt/Imp 2/6
Topijis Good-C ----- Various 6/3,8/3,10/4
Mercenaries Good-B ----- Various 6/3,8/3,10/4
Engineers Excelt No --- 2/1
Janissaries, Nizami-I-Jedid, & Sekhans are mounted as 3 rank troops.
Others may be mounted as 2 or 3 rank troops. All cavalry may be equipped with
lances. Division/Brigade commander rating: Average. Staff Rating: Incompetent

PRUSSIA 1800-1809
UNIT MORALE SKIRMISH OTHER SIZE
Musketeers Good-A No --- 3/4
Fusiliers Good-A Yes --- 3/4
Jagers Excelt Yes --- 3/4
Grenadiers Excelt No --- 3/4
Guard Grenadiers Excelt No --- 3/4
Liebgrade Superior No --- ¾
Cavalry
Towarczy Good-A Yes Lgt/Ln 2/8,2/10
Hussars Excelt Yes Lgt 2/10
Dragoons Good-C No Med 2/6
Cuirassier Excelt No Hvy/Cu 2/6
Gensdarmes Excelt No Hvy 2/6
Guard du Corps Superior No Hvy/Cu 2/6
Foot Btty Good-B ------ 6 or 12 pdr 8/3
12

UNIT MORALE SKIRMISH OTHER SIZE


Horse Btty Good-A ------ 6 pdr 8/3
Gd Foot Btty Exclet ------ 6 pdr 8/3
Gd Horse Btty Exclet ------ 6 pdr 8/3
Divisional/Brigade commander rating: Poor Staff Rating: Incompetent

PRUSSIA 1810-1815
UNIT MORALE SKIRMISH OTHER SIZE
Landwehr Fair No Unt 3/4
Landwehr 1814 Good-C No Unt 3/4
Freiwilliger Jagers Fair Yes Unt/Rf 2/1
Reserve Musketeers Good-C No --- 3/4
Reserve Fusiliers Good-C Yes --- 3/4
Musketeers Good-A Og --- 3/4
Fusiliers Good-A Yes --- 3/4
Jagers Excelt Yes --- 3/4
Grenadiers Excelt No --- 3/4
Guard Musketeers Superior Og-1 --- 3/4
Guard Fusiliers Superior Yes --- 3/4
Guard Jagers Superior Yes --- ¾
Cavalry
Hussars Excelt Yes Lgt 2/4,2/5
Uhlans Excelt Yes Lgt/Ln 2/4,2/5
Landwehr Fair Yes Lgt 2/3,2/4
National Cavalry Fair Yes Lgt 2/3,2/4
Dragoons Good-B No Med 2/4,2/5
Cuirassier Excelt No Hvy/Cu 2/4,2/5
Guard Hussars Excelt Yes Lgt 2/4,2/5
Guard Uhlans Excelt Yes Lgt 2/4,2/5
Guard Dragoons Excelt No Med 2/4,2/5
Garde du Corps Superior No Hvy/Cu 2/4,2/5
Foot Battery Good-B ----- 6 or 12 pdrs 8/3
Horse battery Good-A ----- 6 pdrs 8/3
Guard Foot Btty Excelt ----- 6 or 12 pdrs 8/3
Guard Horse Btty Excelt ----- 6 pdrs 8/3
All infantry are mounted as 3 rank troops. Division/Brigade commander
rating: Good. Staff rating: Competent Infantry may never use an attack column.
Note that Infantry regiments #1 through #12 are Good-A.
13

RUSSIA
UNIT MORALE SKIRMISH OTHER SIZE
Opolochenie Poor No Unt 2/4,3/4
Line 1800-12 Good-B No --- 2/4,3/4
Line 1813-15 Good-C No --- 2/4,3/4
Jagers 1800-10 Good-C Yes --- 2/4,3/4
Jagers 1811-12 Good-A Yes --- 2/4,3/4
Jagers 1813-15 Good-B Yes --- 2/4,3/4
Grenadiers Excelt No --- 2/4,3/4
Guard Superior No --- 3/4
Guard Jagers Superior Yes --- 3/4
Guard Marines Superior No --- 3/4
Guard Sappers Superior No --- 3/4
Cavalry
Cossacks Poor Yes Lgt 2/3,2/4
Chasseurs Good-B Yes Lgt 2/6
Hussars Excelt Yes Lgt 2/8,2/10
Uhlans Good-A Yes Lgt/Ln 2/8,2/10
Dragoons Good-B No Med 2/5,2/6
Cuirassier Excelt No Hvy/Cu 2/5,2/6
Guard Cossacks Good-A Yes Lgt 2/5,2/6
Guard Hussars Superior Yes Lgt 2/8
Guard Uhlans Excelt Yes Lgt/Ln 2/8
Guard Dragoons Excelt Yes Med 2/6
Guard Cuirassier Superior No Hvy/Cu 2/6
Horse Guards Superior No Hvy/Cu 2/6,2/8
Chevalier Guard Superior No Hvy/Cu 2/6,2/8
Heavy Foot Btty Excelt ----- 12 pdr 12/4
Light Foot Btty Excelt ----- 6 pdr 12/4
Horse Battery Good-A ----- 6 pdr 12/4
Guard Foot Btty Superior ----- 12 pdr 12/4
Guard Horse Btty Superior ----- 6 pdr 12/4
Cossack Battery Fair ----- 2 pdr 12/4
All infantry are mounted as 3 rank troops. Division/Brigade commander
rating: Poor. Staff rating: Incompetent. Russian infantry had a reputation for
being very steady & sustaining significant casualties. When calculating the
percentage of casualties for the purpose of determining adverse Morale Test
modifiers, it is suggested that players use a base battalion size that is
increased by 50%. That is a 12 figure infantry battalion would be counted as an
18 figure battalion when determining morale. Russian Jagers were not always
able to skirmish effectively. For each brigade of Russians Jagers roll 1D10. On
a 8, 9, or 10 the Jagers may skirmish.
14

SAXONY
UNIT MORALE SKIRMISH OTHER SIZE
Landwehr Poor No Unt 2/4
Freiwilligen Fair Yes --- 2/4
Line 1800-06 Good-B No --- 2/5, ¾
Line 1807-12 Good-C No --- 2/5, ¾
Line 1813 Fair No --- 2/5, ¾
Light Good-B Yes --- 2/4, 3/4
Jagerkorps Good-A Yes Rf 2/1
Shutzen Excelt Yes --- 2/4
Grenadiers Good-A No --- 2/4
Leib Guard Excelt No --- 2/4
Cavalry
Chevauxleger Excelt Yes Lgt 2/4
Hussars Excelt Yes Lgt 2/4
Uhlans Excelt Yes Lgt/Ln 2/5
Cuirassier Superior No Hvy/Cu 2/5
Carabinier Superior No Hvy/Cu 2/5
Garde du Corps Superior No Hvy/Cu 2/5
Foot Battery Good-C ----- 6,8,12 pdr 6-8/3
Horse Battery Good-C ----- 6 pdr 6-8/3
All infantry is mounted as 3 rank troops. Division/Brigade commander
rating: Average. Staff Rating: Competent

SPAIN
UNIT MORALE SKIRMISH OTHER SIZE
Militia Poor Yes Unt 2/4,3/4
Line 1800-11 Fair No --- 2/4
Line 1812-14 Good-C No --- 2/4
Light Good-C Yes --- 2/6,3/6
Grenadiers Good-A No --- 2/4
Guards Excelt No --- 3/4
Cavalry
Militia Cavalry Poor Yes Lgt 2/3,2/4
Hussars Poor Yes Lgt 2/4
Dragoons Poor No Med 2/4
Foot Battery Good-B ----- 6 or 9 pdr 6/3
All infantry is mounted as 3 rank troops. Division/Brigade commander
rating: Poor. Staff Rating: Incompetent
15

SWEDEN
UNIT MORALE SKIRMISH OTHER SIZE
Varvade Line Good-B Og-1 --- 2/5
Indelta Line Good-B Og-1 --- 2/5
Indelta Jagers Excelt Yes Rf 2/4
Light Good-A Yes --- 2/5
Grenadiers Excelt No --- 2/4
German Line Good-C No --- 2/4,2/5
Marines Good-C No --- 2/4
Foot Guards Excelt Og-1 --- 2/6
Foot Guard Jagers Excelt Yes Rf 2/6
Cavalry
Hussars Good-A Yes Lgt 2/5,2/8
Light Dragoons Good-C Yes Lgt 2/5,2/6
Heavy Dragoons Good-C No Med 2/6
Cuirassier Excelt No Med/Cu 2/10
Life Guards Superior No Lgt 2/4
Foot Battery Good-B ----- 3,6, or 12 pdr 8/3,6/3,4/3
Horse Battery Good-A ----- 6 pdr 8/3
All infantry is mounted as 3 rank troops. Division/Brigade commander
rating: Average. Staff Rating: Competent Infantry never use an attack column.

DUCHY OF WARSAW
UNIT MORALE SKIRMISH OTHER SIZE
Line 1807-09 Good-C Og-2 --- 2/6,4/2+2/2
Line 1810-12 Good-B Og-2 --- 2/6,4/2+2/2
Line 1813 Excelt Og-2 --- 2/6,4/2+2/2
Cavalry
Chasseurs Excelt Yes Lgt 2/4+1/1
Uhlans Excelt Yes Lgt/Ln 2/4+1/1
Hussars Excelt Yes Lgt 2/4+1/1
Kracus Good-B Yes Lgt/Ln 2/4+1/1
Guides Excelt Yes Lgt 2/1+1/1
Cuirassier Excelt No Hvy/Cu 2/3+1/1
Foot Battery Good-B ----- 6 or 12 pdr 6/3
Horse Battery Excelt ----- 6 pdr 6/3
All infantry are mounted as 3 rank troops. Division/Brigade commander
rating: Good. Staff rating: Professional
16

WESTPHALIA
UNIT MORALE SKIRMISH OTHER SIZE
Line Good-C Og-2 --- 2/6,4/3
Light Good-B Yes --- 2/6
Karabiniers-Jagers Excelt Yes Rf 2/6
Guard Jagers Excelt Yes --- 2/6
Grenadier Guards Excelt Og-2 --- 2/6,4/2+2/2
Konigin Excelt Og-2 --- 2/6,4/2+2/2
Cavalry
Hussars Good-A Yes Lgt 2/5
Chevauleger Good-C Yes Lgt 2/5
Cuirassier Excelt No Hvy/Cu 2/5
Chevauleger Guard Excelt Yes Lgt 2/5
Guard du Corps Superior No Hvy 2/1
Foot Battery Good-B ----- 6 or 8 pdr 8/3
Horse Battery Good-B ----- 6 pdr 6/3
Guard Horse Battery Excelt ----- 6 pdr 6/3
All infantry are mounted as 3 rank troops. Division/Brigade commander
rating: Poor. Staff rating: Competent

WURTTEMBURG
UNIT MORALE SKIRMISH OTHER SIZE
Landsturm Poor No Unt 3/4
Landbataillone Poor No Unt 3/4, 3/5
Line Good-B No --- 3/4
Light Good-B Yes --- 3/4
Fussjagers Good-B Yes --- 3/4
Schutzen Good-A Yes Rf 2/1
Garde zu Fuss Excelt Og-2 --- 3/4, 4/4
Cavalry
Chevauleger Good-A Yes Lgt 2/4
Mounted Jagers Good-A Yes Lgt 2/4
Dragoons Good-A Yes Med 2/4
Garde zu Pferd Excelt Yes Med 2/1, 2/4
Foot Battery Good-B ----- 6 or 12 pdr 6/3, 8/3
Horse Battery Good-B ----- 6 pdr 6/3
Guard Foot Battery Excelt ----- 6 or 12 pdr 6/3, 8/3
Guard Horse Battery Excelt ----- 6 pdr 6/3
All infantry are mounted as 3 rank troops. Division/Brigade commander
rating: Good. Staff rating: Competent
17

MEXICAN-AMERICAN WAR 1846-48


The basing system is slightly different for the Mexican-American War. This is
done so as to have maximum compatibility with other rules systems. In this
system, the ground scale remains 1” = 35 yds, but each figure will now
represent 33 men. Each infantry stand will be 1” by ¾” & will contain 3
figures. Cavalry is mounted 2 figures per stand. Each cavalry stand should be
1” by ¾” or 1” by 1”. Artillery should be mounted with 1 gun figure on a 1” by
1” stand, representing 2 actual guns. Each stand should have 1 or 2 artillery
crew figures.
One could use the regular Old Trousers basing system. To do so one must only
remember that infantry of armies in this war were normally deployed in 2 ranks
rather than 3. American battalions normally had 10 companies while Mexican
battalions had 8 companies. Hence a typical Mexican infantry battalion would
have 14 figures. One could mount these 2 per stand on 7 stands per battalion &
closely approximate the typical battalion organization. Each stand with 2
figures would be 1” by ½”. American battalions would have 18 figures mounted 2
per stand on 9 stands. One could fudge a little & give both Mexican & American
battalions 2 extra figures so that one would have 8 stands per Mexican
battalion & 10 stands per American battalion.

MEXICO
UNIT MORALE SKIRMISH OTHER SIZE
Militia Poor No Unt 3/8
Line Fair Og-2 --- 3/8
st
1 Light Fair Yes --- 3/8
nd rd th
2 , 3 , 4 Light Good-C Yes --- 3/8
Grenadier Guards Good-C No --- 3/8
st th
1 to 9 Cavalry Fair No Lgt 2/4
Lgt Cavalry Good-C Yes Lgt 2/4
Guard Hussars Good-A Yes Lgt 2/6
Tulancingo Reg Good-C No Lgt/Cu 2/6
Jalisco Lancers Good-C No Lgt/Ln 2/4
Mounted Rifles Fair No Lgt 2/4
Militia Cav Poor No Lgt 2/3
Foot Battery Good-C ----- 6, 8, or 12 pdr 2/3
Division/Brigade commander rating: Poor. Staff rating: Incompetent. All
Mexican troops receive a -1 fire modifier for musketry. As it used civilian
drivers Mexican artillery may not limber up again once it has been unlimbered.
It may not approach to within 20” of the enemy while limbered.

UNITED STATES
UNIT MORALE SKIRMISH OTHER SIZE
FIRE COMBAT TABLE DIE ROLL MODIFIERS INFANTRY FIREPOINTS
Fire Number of Hits Target is: Firer is: British 3 British enfilade 4
Points 0 1 2 3 4 Cover OldGd +1 Other Infantry 2 Other enfilade 3
1-5 1-8 9-10 -- -- -- Light –1/0 Supr\Excel +1 Infantry skirmishers 2
6-10 1-5 6-9 10 >10 -- Medium –2/-1 Fair\Poor -1 Cavalry skirmishers 1
11-15 1-4 5-8 9-10 >10 -- Heavy –3/-2 Skirmishers -2
16-20 1-4 5-6 7-9 10 >10 Town -1 Russian -1 ARTILLERY FIREPOINTS
21-25 1-3 4-5 6-9 10 >10 Unlim Art -2 Turkish -1 Gun Size Cannister Effective Long
26-30 1-2 3-5 6-7 8-9 10 Skirmishers -3 Shaken -1 >12 pdr 5 3 2
31-35 1 2-4 5-6 7-9 10 Fr/Brit Skirm –4 Moving -1 12 pdr 5 2 1
36-40 <1 1-3 4-6 7-8 9-10 Organic Disordered -1 8-9 pdr 4 2 1
41-45 <0 1-2 3-5 6-7 8-10 Skirmishers -1 Art Screened -1 6 pdr 4 1 0
46-50 <0 0 1-4 5-7 8-10 Firefight +2 Art in DOB +2 <6 pdr 3 1 0
Musketry range = 4”, Rifle range = 8” Colmn/Square +1/+2 Art 2nd Shot +1 Cannister range is 8”
Point Blank +2 Effective range is 20”
Version 1.0 Long range is 35”
Flank fire +1 FP per gun
CHARGE\REACTION TEST TABLE Roll 1D10, ># is successful.
Troop Die CHARGE DIE ROLL MODIFIERS REACTION DIE ROLL MODIFIERS
Rating Roll Cavalry +4 Infantry column +1 *Affects units changing facing or formation
Old Guard 2 vs Flank +5 Impetuous +1 *French Infantry +1
Superior 3 vs Routed +5 Organic *Reacting to Cavalry -3
Excellent 4 Infantry vs square +2 Skirmishers +1 *Reacting to Infantry +2
Good 5 Cavalry vs Square -3 Skirmish *Infantry Column +1
Fair 6 Shaken -2 Screen +1 *Charged at <6” -2
Poor 7 vs Cover -1 National Bonus +1 *Charged at >12” +3
vs Artillery -1 Leader Attached +2\+1\+0 Leader Attached +2\+1\+0
Each Hit -1 Shaken -2
National Bonus +1
Attempting PBF +1
MORALE TABLE MORALE DIE ROLL MODIFIERS
Morale Die Roll Roll 1D10, Routed -4 Casualties CAUSE OF A MORALE TEST
Old Guard -1 ># is successful Shaken -1 20% -2 Casualty due to fire
Superior 0 Flanked –4 33% -4 Routed unit within 6”
Excellent 1 In Cover 50% -6 Commander disabled
Good 2 Light +1 Leader Attached Impetuous Unit attempting to halt
Fair 3 Medium +2 +2\+1\+0
Poor 4 Heavy +2 Canister -1

MELEE VALUES MELEE MODIFIERS


Troop Base Melee Mass Cover Cavalry vs Cavalry Artillery -4
Rating Value 1.5 to 1 +2 Light +2 Charging +5 Shaken -2
Old Guard 20 2 to 1 +3 Medium +4 Heavier +3 Cuirassier +2
Superior 17 3 to 1 +5 Heavy +6 Overlap +# Leader Attached +2\+1\+0
Excellent 15 4 to 1 +6 Sappers vs cover +2 Disordered -2 Breakthrough: No Charge Bonus
Good 13 vs Flank +12 Uphill +1
Fair 10 vs Routed +12 Cavalry vs Infantry
Poor 8 Infantry vs Infantry Charging +5
Charging +2 Lancers +3
vs Square +6 vs Square -9
Disordered -2 vs Disordered Square -5
MELEE TABLE vs Anchored Line -2
Die Roll Combat Disordered -4
Difference Result
>5 Loser suffers 3 casualties & routs.
Winner takes ground, is disordered, & may breakthrough.
3 to 5 Loser suffers 2 casualties is shaken, & is disordered. Infantry falls back 4”, cavalry falls back 12”.
Winner takes ground & is disordered
0 to 2 Both sides become disordered & suffer 1 casualty. Roll again without any Charging
or Uphill modifiers.
Infantry or artillery defeated by 3 or more by cavalry routs. Infantry or artillery losing to cavalry suffers a # of casualties equal to the number of
attacking cavalry figures.

EFFECTS OF DISORDER
May not charge, counter-charge, change formation, or roll on the Reaction Test Table
Receives adverse modifiers when firing or meleeing
MOVEMENT TABLE
Company Attack COST TO CHANGE FORMATION
Troop Type Line Column Column Skirmish Square Troop Type Cost
Infantry 4” 8” 6” 12” 2” French Infantry ¼ move
Light Cavalry 9” 18” 14” 18” -- Other Infantry ½ move
Other Cavalry 8” 16” 12” 18” -- All Cavalry ¼ move
Limbered Prolong
Foot Artillery 8” 2” Charge Bonus 3” Infantry Untrained infantry moving >2” in line become disordered
Artillery, >12 pdr 4” 1” Charge Bonus 8” Cavalry Oblique\Retrograde move costs x2
Horse Artillery 16” 2” Commanders move 20” About face costs ¼ move
Limber/Unlimber ½ move Remove Disorder costs ½ move

TERRAIN COSTS
Terrain Type Movement Effect Terrain Type Movement Effect
Poor Ground Formed units move at ½ speed Rivers May not be entered
Light Woods Formed units move at ½ speed Bridges Must be crossed in company column or skirmish
Medium Woods Formed units move at ½ speed Streams Cost Infantry 1”, Cavalry & Artillery 2”
Heavy Woods Formed units may not enter & Ditches May cause disorder if wide or deep
Up a Contour Costs Infantry 1”, Cavalry & Artillery 2”
Down a Contour Costs Cavalry & Artillery 1” INITIATIVE DIE ROLL MODIFIERS
Leader Rating Staff Rating
Excellent +2 Superb +2
Good +1 Professional +1
SEQUENCE OF PLAY Average +0 Competent +0
I. Initiative Phase Fair -1 Inefficient -1
II. Random Event Phase Poor -2 Incompetent -2
III. First Player’s Phase Situation
A. Order Segment Surprise +2
B. Action Segment Momentum +1
1. Rally Subsegment
2. Movement Subsegment RANDOM EVENT TABLE
3. Stationary Fire Subsegment Die Die
4. Charge Test Subsegment Roll Event Roll Event
5. Moving Fire Subsegment 1 Uncontrolled Rout 6 Inflamed Piles
6. Breakthrough Subsegment 2 Wrong Turn 7 Rain\Snow
IV. Second Player’s Phase 3 Traffic Jam 8 Hidden Ford
V. End of Turn Phase 4 Command Confusion 9 Command Bonus
5 Difficult Terrain 10 Rout Halted

INITIATIVE DIE ROLL MODIFIERS ORDER ACTIVATION TABLE


Corps Leader Staff Rating COMMAND RANGES Staff Rating Leader Rating Modifiers
Excellent +2 Superb +2 Army\Corps 15” Superb 6 Excellent +2 Leader Attached -1
Good +1 Professional +1 Division 10” Professional 8 Good +1
Average +0 Competent +0 Cavalry Brigade 5” Competent 10 Average +0
Fair –1 Inefficient -1 Commander elevated +5” Inefficient 12 Fair -1
Poor –2 Incompetent -2 Incompetent 14 Poor -2

ORDERS
Attack- Indicate the object of the attack. At least 2/3 of the units in the command must move toward this marker. Once 1/2 of the command’s
units are within 8 inches of either the marker or an enemy unit, then at least either ¼ of all units in the command or two units, whichever is more,
must charge, engage in fire, or advance a full move toward the enemy each turn.
Engage- Indicate the object of the attack. At least 1/2 of the units in the command must move toward this marker. Once 1/4 of the command’s
units are within 8 inches of either the marker or an enemy unit, then at least one unit must engage in artillery fire each turn. No more than one
unit may initiate a charge each turn.
Maneuver- Indicate the object of the move. 2/3 of the units of the command must move toward the marker. Units may not charge or fire. The
command will stop whenever they reach the marker or any unit comes to within 8” of an enemy unit that is not in skirmish formation. When the
command stops they will convert to a Defend order.
Defend- Mark the center of operations. The marker must be within 6” of the commander. Whenever any unit in the command that is over 8” away
from the marker moves (other than to change facing or formation) then it must move so as to be closer the marker. Skirmishers are exempt & may
freely be located over 8” away from the marker. Units may fire but they may not charge.
Withdraw- 2/3 of the units in the command must move toward their own baseline. They may charge any enemy units within charge reach that
attempt to block their movement. They will halt & convert to a Defend order when they reach the baseline.
Rally- The commander may not move. Any units in his command may only move so as to be closer to their commander. No unit in the command
may fire or charge. The commander must be at least 12” from the nearest enemy unit in order to be issued a Rally order. All units in the command
may attempt to rally each turn.

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