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battles at two tactical levels. We have tried to make each level as distinct as possible. At the lower level, players use battalions and regiments as the basic tactical units to resolve corps-level actions. This appeals to the player who believes that Napoleonic warfare is best simulated at this funda- mental unit level and who enjoys the tactical speci- ficity and regimental detail appropriate to that scale. Most of the smaller historical engagements (certainly up to 40,000 men) can be simulated with this version. Sm permits players to fight Napoleonic At the higher level, entire divisions are used as the basic tactical units, permitting players to refight the largest battles of the period in the roles of army commanders. Here, the detailed operations of the regiment give way before the massive strokes typified by the epic clashes; primarily, player-generals consider the "big picture." Both games share some mechanics, but each provides an entirely different gaming experience appropriate to the level it attempts to simulate. Because the rules are quickly under- stood, a game may be concluded in a single evening at either tactical level of play. As in all previous periods, the nations that fought during the Napoleonic wars employed battle systems. It is important to simulate how these systems operated, and to represent the fundamental differences between them. Despite tactical advances compared with previous eras, armies during the Napoleonic wars still functioned in relatively clumsy formations which could easily be thrown into confusion. Consequently, SHAKO simulates the difficulties inherent in moving and maintaining order within large formations. The system of Orders used in SHAKO emphasizes the pre-battle planning and battle management necessary to fight such battles. With all their similarities, armies nevertheless employed different battle systems. Therefore, a SHAKO French army is doctrinally different than the British (or other powers), without applying artificial and highly theoretical mechanics such as increased melee ability for the French and firing advantages for the British. Such traditional modes of simulation over-simplify these fighting systems and mislead gamers. Shako's Combat Deployment modifiers reflect both the differences and similarities in the battle systems. We hope you'll find that your battles have a believable (Napoleonic) look to them. A good way to begin SHAKO is to read the entire rulebook through without stopping; then read the specific sections more carefully. Then, each player (or you can do it solo) should take a single mixed division of about a dozen units or so, and fight it out in a small area of the tabletop. This will enable players to get the feel for the game, Because of the simple firing and melee mechanics, SHAKO can be played with many units, but it is always best to start small just to get the procedures down. After a few games, you will be playing larger games and will rarely need to refer your Quick Reference Sheet. ‘You will be responsible for assembling your units and forming them into Divisions (and Corps in the higher- evel game). You will create the battleplan by giving orders to these divisions, and then change it as required by the circumstances of the battle by issuing new orders and committing reserves. Each command decision, though easy to adjudicate, powerfully influ- ences the battle's outcome. SHAKO provides ready-made army Orders of Battle for players who wish to organize pick-up games and tournaments with a minimum of pre-game activity. Each army has a reasonable chance at defeating its opponents. Your response to SHAKO will guide us in creating scenario and campaign supplements. Until then, we encourage experienced players to organize their own scenarios and campaigns. Long Life & Victory Arty Conliffe Note: As mentioned, SHAKO provides two tactical combat levels. In order to play the higher-level game it is necessary to know the rules which immediately follow. The higher-level game is simpler, but it alters, adds, or ignores concepts found in the lower-level game. Again, the best way to lear either level is to skim through the entire rulebook and Army Orders of Battle before reading SHAKO again in detail. ‘GAME PREPARATION Game Scales .. ‘The Figure Basing System.. Scales of Measurement Unit Condition Markers. Unir Tyres Unit Organization .. ‘The Anatomy of a Unit Morale Rating (MR) . ‘Tae GENERAL AND HIS SUBORDINATES ARMY DEPLOYMENT Attacker and Defender.. Division Composition ‘Attached Artillery ‘Army Batteries. Cn Attached Skirmishers... Onpers Initial Orders Entering the Table Attack Orders... Obligatory Movement French Flank Marches Defend Orders. Timed Orders... Timed Arrivals Reserve Orders.. Changing Orders. MOvEMENT... Unit Movement Infantry Formations Light Infantry and Skirmishers Formed to Skirmisher Formation. Movement and Fire. Cavalry Movement Artillery Movement ‘Wheeling. Changing Formation Changing Face Unit Interpenetrations Movement Prokibitions Terrain Effects Chart ‘ARTILLERY Battery Type Round Types Artillery and Movement ‘Artillery Effects ... 94a 941 95 96 97 10.0 10.1 10.2 10.3 104 10.5 1.0 MW U2 12.1 Kills and Staggers Counter Battery Terrain/Anillery Target Priorities.. Artillery Fire Prohibitions... SMALL ARMs "MuSKETRY" Skimnisher Fire Volley Fire.. Masketry Modifiers . Firing into Melees.. Pass Through Fire McLee... General Principles of Melee ‘Types of Melees Skimmisher Melee . 11.2.La Formed units against Skirmishers... 11.22 1.23 11.2:4a Disordered Morale Rating 1.2.5 Formed Unit Melees... Frontal Melees...... Severity of Defeat/Results Multiple Unit Melees Flank/Rear Attack Melees Breakthrough ..... Counter Charging Staggered Units Blown Cavalry and Cavalry Recall ‘Tue ComMAND PHASE... Rallying Units Division Morale ... Division Breakpoin Rallying Divisions Amy Breakpoint . ‘TERRAIN Terrain Effects Chart. ‘Terrain Generation Chart Hills. Woods. ‘Woods and Movement . OrrionaL RULEs.. RULES FOR LARGE NAPOLEONIC BATTLES.. RULES FOR 7 YEARS WAR BATTLES. ARMY OrpeRs OF BATTLE. Axtllery/Ski . Victory Conditions/Attackers The following items are needed to play SHAKO: 1. An opponent. At least two opposing Generals are required, although any number of players may participate as subordinate commanders. 2, Two six-sided dice per player. 3. Optional artillery sticks; see pg. 15, 4. Figures. To play the game, miniature replicas of the actual avalry, infantry and guns are used; these may be of any size, from Smm-30mm. SHAKO works with all figure scales. 5. A table or gaming surface to play on. SHAKO should be played on a 96” x 60” table for 25mm, or a 64” x40” table for 15mm and smaller scales. Terrain pieces are also necessary which include: hills, woods, streams, etc. 1.1 Game Seales SHAKO scales are flexible approximations: one infantry battalion or cavalry regiment represents 400-800 soldiers for a unit on campaign. Since SHAKO's basing system is flexible, the traditional one figure equals x number of men conversion method is unnecessary. The time scale is about one turn equals 20-30 minutes. The Artillery and Musketry scale is distorted (decreased and increased, respectively) to allow for proper relationships between fire and movement on the tabletop. 1,2 The Figure Basing System All units in SHAKO contain a number of movement "stands." The number of figures on a stand is irelevant. If you have figures based for another game, there is no need to re-base, although the opposing armies in your game should be similarly based. If you have not yet based your figures, suggestions are given on page 2 based upon popular basing systems, If players choose to play with units larger than those shown, they may add additional stands to provides the sense of unit mass that pleases them. However, units of the same basic type and size should have the same frontage: Light battalions have the option to fight Formed or as skir- mishers. When fighting Formed they use the same size stands as other Formed units. When fighting as skirmishers each Light battalion uses a single stand as wide as a normal battalion in line formation. This may be accomplished by having additional skir- mishing stands with just a few figures suggesting a skirmishing cloud, or by cutting shadow bases from cardboard for your regular stands. Light units which fight only as skirmishers use only this open-order method. 1.3 Scales of Measurement When using 15mm figures, 2/3 of the game measurements given for 25mm are used; ie a 9" move is 6." Alternately, players may photo-reduce a ruler 66% and use the game measurements as, given, 1.4 Unit Condition Markers SHAKO uses terms like Staggered, Fall Back and Blown to describe a unit's condition. These conditions are usually temporary. Kills are also used to represent a reduction in the combat endurance of a unit. Kills are permanent. These terms are described later in the appropriate sections. We suggest using casualty figures or small clumps of terrain (rocks, bushes, etc.) t0 represent unit condition and Kills. FIGURE BASING Cavalry uns Stn tree Stand drapenension—__ Crop tinea ond ipo one oe eons oS e e B eee Tex txt eee SE a TET Se eo ty 4 ey ery c ee Command aT seve us se vee otal General Steere Sp he trae Tat Tear} suggested basing schemes (A B,C) shown coespond to Napoleonic hrision Command (ae eae aera, ( ( ( ( ( ( sas nyt a Rasa efor iti anny. te siti re speaiaeek ite suey, es ae | | SEUSS wey ee nh teas a an armen _ Sore Sar imnmmasomnes| Sieur) 2.0 Unit Types Dragoon Regiments The following is a description of the unit types in SHAKO. For pick-up games, SHAKO does not usually distinguish between units of different armies that are of the same basic Troop Type. Line Infantry Battalions ‘These are the basic ‘meat and potatoes’ of an army comprising Regulars or excellent Conscripts and Militia Secon: Battalions ‘These include Regulars that are not quite up to par, conscripts and good quality Mil Light Infantry Battalions These include infantry capable of fighting as either a Formed Battalion or as Skirmishers. Examples include Austrian Grenzers and Jagers, Prussian Jagers, late war Fusilier battalions, Shutzen and some Russian Jager Battalions Skimisher Companies These include light companies detached from parent battalions, as well as other infantry that fight primarily as skirmishers, Examples include Voltigeurs and British Rifles. Elite Infantry Battalions These are an army's crack assault troops and include Junior, or Light Guard Battalions, Grenadiers and superior Regulars. British Highlander and Fusilier battalions may be included here. Guards These are typically the best troops in the army and include Senior Guard Battalions, such as French Old and Middle Guards, British, Russian and Prussian Heavy Foot Guards. Light Cavalry Regiments These include Hussars, Chasseurs, Mtd. Jagers, Light Dragoons, Lancers, Unlans, Chevau Leger, etc. ‘A common type of Heavy cavalry often brigaded with Cuirassier regiments, Heayy Regiments These include mostly Cuirassier regiments with or without breastplates and all French Carabiners Second Rate Cavalry Regiments These include Militia and other cavalry that are poorly trained. SHAKO makes no cistineion between Heavy or Light Cavalry regiments that fall into this category. Guard Regiments Essentially the cavalry equivalent of Guard Infantry. Heavy and lighter Guard cavalry are differentiated in their fighting ability; see Unit Morale Ratings, sec. 2.3 Unreliable These represent the worst fighting troops (cavalry and infantry) of an army, such as Cossacks. divided into Heavy Foot, Foot, and Horse Batteries. In pick-up games, all artillery has the same Morale Rating though atillery effectiveness may differ; see Orders of Battle General Unit Organization ‘An army is composed of a number of units which are then combined to form Divisions. Each army varies as to the number and type of units it contains. The Army Orders of Battle (sec 17.0) provides unit type mixtures for pick-up games. Command Figures SHAKO requires one overall General figure (or command group) and one figure/group for each Division commander. Single horsemen are used for the General's Aides. See Orders, sec. 7.0 UNIT ANATOMY Battery Rear Line Flr Les tended n ge ad end ut: Asal previ eas anfs the "anton cat aught ta one Flank nes aes prime oi futaet oem and Meee aswel Sep those an oer sertons fr reese rs appcatons Squares ave ho aks.) cavalry 1 Unit Organization e smallest part of an army is a single skirmisher stand, herwise, battalions, regiments and batteries represent the great jority of units, each containing several stands, Units may be med or operate as Skirmishers when permitted. Stands of med units are always in base-to-base contact with other stands the same unit. An artillery battery is a Formed unit that may erate, independently. Light infantry battalions (and some line ry battalions) may operate as Formed units or skirmishers, following rules explain how units move, shoot and fight. ecial units are described in the OBs. 2 The Anatomy of a Unit hen the stands of a Formed unit are placed in contact with each ier they are considered in Formation. Units in line or column rmations are defined by: one Front Line, one Rear Line, two unk Lines. These lines will be referred to in the sections on tllery, sec. 9.0, Musketry, sec. 10.0 and Melee, see. 11.0. Units square have special rules; see sees. 8.2 and 11.2.4a 3 Unit Morale Rating(MR) ¢ use the term Morale to express the overall fighting power of a rmed unit, In SHAKO, a unit's MR is its most important ribute. The MR reflects a unit's ability to absorb and inflict nishment. Units with a higher MR are more effective in every pect of fighting. The first number is the unit's Frontal MR 1ich is used in most combat situations; the second number is » Disordered MR and is used when fighting at a disadvantage; Melee, sec. 11.2.4a. ‘The manner in which the MR influences mbat is described in the sections pertaining to artillery, isketry and melee. Units operating as Skirmishers do not use » MR procedures. The Unit Types given above determine the sic MR categories. For specific scenario battles and campaigns > unit MRs may be adjusted. “All Batteries Unit Type Frontal/Disordered MR Infantry Battalions Guards 6/2 Elites 512 Regulars 4 Second Rate 3/0 | | Unreliable 20 Skirmishers : ‘avalry Regiments All Heavy 6/2 (and Guard Dragoons) | | Dragoons 5/2 (and Light Guard cavalry) Light an Second Rate 3/0 | Unreliable 20 ia 3/08 “The comparatively high MR for artillery reflects a final, point- blank grapeshot round when batteries are charged from the Front, Light Battalions: Formed and Skirmisher When deployed as Formed units, most Light Battalions use the MR of Regulars. Guard Light battalions have a MR of 5/2. 2.3.1 Unit Breakpoint ‘A unit is Broken when it has received a number of Kills equal to or ‘greater than its Erontal MR, When Deployed as skirmishers, Light Battalions use only one stand which receives 3 Kills before removal; see sec. 8.2.1a. A unit or skirmisher stand is removed from play at the end of the Phase in which it is Broken; see ‘Sequence of Play, sec. 3.0. See also Division Breakpoin, sec, 12.3, Large Units (Optional rule) A unit larger in manpower than normal units of their type contains one additional stand and receives 1 additional Kill; note that the unit's MR remains unchanged. Most Austrian line units fall into this category. 3.0 The Sequence of Play ‘The Sequence of Play explains the precise order in which players may move, shoot, and melee with their units each game turn. The Sequence of Play begins after the armies have Deployed and are ven Orders; see secs. 5.0 and 7.0. Certain Phases are conducted ultaneously. This means the effects are simultaneous, but for the sake of order, players may choose to resolve these steps one side ata time, orin one section of the field at atime 1. Artillery Phase: see. 9.0 In order to "prepare" enemy positions for assaults, artillery fire (ballshot and canister fire) is adjudicated first. Artillery Fire is adjudicated simultaneously by both players for all eligible batteries. Any Broken units are removed at the end of the phase. 2. Movement Phase/Attackers Option: sec 8.0 SHAKO is a move/countermove game. The side with the greater percentage of Divisions under Attack Orders has the option of moving the first Division or letting the opponent move the first Division. Example: The Prussians have 10 Divisions, six (60%) are under attack Orders. The French have 6 Divisions, four (66%) are under Attack Orders, so the French have the move option; the French win ties. Players then alternate moving one Division at a time. Ifa player does not move a Division when itis his tum to do 0, he has "passed" and may not move move again that turn (except for Support Charges, Breakthroughs and Cavalry Recalls; see below). His opponent may then move his remaining Divisions. 2a Flank Marches (sec. 7.3.2) Any French Flank Marching Divisions that are scheduled to arrive on the following turn are announced to the opposition before any movement in the beginning of the current turn. On the tum which Flank Marching Divisions are scheduled to arrive, the French player must roll to see if they do arrive, This roll is made at the beginning of the Movement Phase. 2 Support Charges (sec. 8.9.1) After both players have moved, any Formed units which have moved up to half of their maximum movement allowance may now Charge enemy Formed units that have moved within reach, 3. Small Arms Phase: sec. 10.0 Both players execute Small Arms, which includes volley fire and skirmisher fire. Fire is simultaneously adjudicated by both players for all eligible units. However, skirmisher fire (and its effects) is resolved before Volley fire. Any Broken units are removed at the end of the Small Arms Phase. 4, Melee Phase: sec. 11.0 Melee is simultaneous. Melees produced during movement are now resolved. Broken units are removed when they reach their unit Breakpoint, or when Melee results mandate an automatic Break; see Severity of DefeaResulis, sec. 11.2.5. 4a, Breakthrough, and Rees u These movements are performed after all melees have been completed. Cavalry units on either side which have been victo- rious in melee are entitled to either a Breakthrough Movement or a Recall Movement; dice to determine which side performs Breakthroughs first. Any Elite Infantry (and British Regulars) may also Countercharge enemy infantry that were Staggered while charging, 5, Command Phase: sec 12.0 Perform the following steps inthis order: 1, Dispatch aides with new orders; send orders to the Reserve; see secs. 7.7-7.8, 2. Rally individual Units from Stagger and Fall Back conditions by rolling less than the Frontal MR of the unit; see sec. 12.1. 3. Rally Divisions that have retreated from a previous turn; see sec. 12.4, 4. Check Morale of Divisions; see sec. 12.2; remove Divisions that have reached Division Breakpoint; see sec. 12.3 5. Check the Morale of the Army when 1/2 of its units are elimi- nated; see Army Breakpoint, sec 12.5. 4.0 The General and his Subordinates Each side has one overall general with other players functioning as his subordinates. The general creates the initial battleplan composes and deploys his Divisions and distributes them to his subordinates. After the battle begins he may alter his initial plan by changing orders and committing reserves. Only those players who control their units may move or roll dice for them. See Orders, sec. 7.0. The general must establish a stationary command post for the battle. He may move (in the Command Phase) only if an enemy unit moves within charge reach. A command figure or command group is used to represent the overall General and each Division Commander; see sec. 7.3 There are no rules for killing generals in pick-up games. ‘The Initial deployment must be committed to a scale map of the battlefield before play begins and shows when and where any divisions that are not initially deployed are scheduled to arrive. ‘The map must display the terrain and the positions of all the units in his army as restricted by the Battlefield deployment Rules. The deployment is drawn in secret and revealed when the game is ready to begin. As an altemative to mapping, a cardboard “blind” that stretches across the table may be used, so that players may simultaneously deploy in secret. 5.0 Army Deployment In some ways Napoleonic armies deployed similarly to the armies of all previous eras. Soldiers fought in comparatively close order and units were arrayed in close proximity to each other. Armies often bivouacked within artillery range of each other the night before the battle. However, a nineteenth century command structure permitted entire Divisions to arrive anywhere on the battlefield at different times of the day—though only the French were proficient at achieving such coordination with any consistency. Further, the battleplan issued to units at the beginning of a battle could be changed—though not easily. A Napoleonic battle developed in two phases: 1. The deployment of units in preparation for the fighting. 2. The actual fighting and the commitment of reserves or other amiving di ions. The individual units may deploy in a Deployment Area permitted for their unit type only. Within these Areas, they may face in any direction desired. Units may move into any other Areas after deployment. There are three Initial Deployment Areas for each army. 1/3 of the units in an army must be deployed; the rest may enter the table no later than turn two, unless Flank Marching; see secs. 7.2 and 7.3.2. Check the quick reference sheet for a diagram of the deployment areas for 25mm and 1Smm scales. Center (the central 72" of the table); 48" for 15mm, All units may deploy here. Left Flank (up to 12" in from the table side); 8* for 1Smm. Only Cavalry regiments, Light Battalions, Skirmishers and Horse Batteries may deploy here. Right Flank (up to 12 in from the table side); 8* for 15mm, Only Cavalry regiments, Light Battalions, Skirmishers and Horse Batteries may deploy here. 5.1 Attacker and Defender The Defending army may deploy units up to 24” in from the baseline, The Attacking army may deploy units up to 18" in from the baseline. The baseline refers tothe friendly (rear) table edge. Marching so enter the table in the Shallow Flank and Deep Flank areas; see French Flank Marches sec. 7.3.2. Note that these deployment rules are for pick-up games and should be used with the army OBs provided later. The deployment restrictions should be modified, or ignored alto- gether, when re-enacting actual battles or scenarios. 6.0 Division Composition ‘After the general has assembled his force, the infantry battalions and cavalry regiments that comprise it must be grouped into Divisions. The general determines the size and composition of his Divisions subject to the restrictions given below. Once the Divisions are organized, they are given orders. The size and composition of a Division determines its effectiveness; larger Divisions are more durable, but smaller Divisions may be more easily controlled. See Division Morale (sec. 12.2) and Orders (sec. 7.0). Special Divisional rules are provided in the Army Orders of Battle. Although the brigade was also a field formation, it is not represented as an independent organization in SHAKO. Corps organizations may be used in large games; see Optional rules, sec. 14.0. Again, the testrictions listed below may be altered, or ignored entirely, when playing scenario battles. Infantry Divisions Infantry Divisions are 6-12 battalions strong. An infantry Division may contain any mixture of non-guard battalion types (Regulars, Elites, Light battalions and Second Rate units), walry Divisions Cavalry ’ A cavalry Division may contain any mixture of regiment types (eg Heavy, Dragoon and Light), How juard cavalry may not be combined with non-guard cavalry, unless otherwise specified in the OBs. Note iment formations are technically "brigades" which funetion in SHAKO like Divisions, Any and all non-guard cavalry regiments may be attached to non- guard infantry Divisions providing that the total number of talions and Cavalry regiments does not exceed 12 units. Also, the cavalry units may not comprise greater than 1/3, of the total number of units in the Mixed Division. Elite Infantry Divisions (which may contain both Guard and Elite battalions) may be from 4-12 battalions strong. These Divisions ‘may contain attached cavalry as listed above, but may suffer in Morale: see sec. 12.2, Guard battalions may be combined only with other Guard or Elite battalions. Armies containing fewer than 4 Guard battalions may operate these units in a single Division. Similarly, Guard Cavalry Divisions totaling fewer than 4 regiments must operate as a single Division. 6.1 Attached Artillery Divisions may have artillery batteries attached to them, There is no limit to the number or type of batteries a General may attach to a single Infantry Division. Only Horse gun batteries may be attached to Cavalry Divisions. Batteries must fire in support of the Divisions to which they are attached; see Artillery, sec. 9.6. If BATTLEPLAN and DEPLOYMENT Austrian 24" Delender Ast Caval Dhision (14 HILL 102 HILL 101 2nd Division rst pivision (AT) Cassone > (13) 18" Atacker | Set-On The Orders othe st Cava Dion the rd Dison adhe Guard Recare ‘ver sued etre Depeyment. Orders forthe 1 and na Disions vere sued ate Deployment (eal he French lye sur the Austrian Deploymant. Te st Dison wl aaron tum 6, ti than under Deena Orda, Division is eliminated due to a Morale failure, all attached batteries must be immediately removed from the table, Unlike other Formed units, attached batteries do not increase the size of the Division for Morale purposes. 6.la Army Batteries Army batteries represent Corps artillery assets and are not speci ically attached to Divisions. Army Batteries may be of any type. Army batteries may fire on any eligible target from turn to turn, unlike attached batteries that must fire in support of their Division, The number of Army batteries that a General may employ is restricted by the specific army OB. The ratio of Army Batteries permitted is based upon the flexibility of the specific army's command structure, 6.2 Attached Skirmishers Armies that used light companies (eg. Voltigeurs) in their battalion organizations receive a variable number of skirmisher | units (ie. stands) listed in the OBs. These skirmishers receive 3 Kills each and must be attached proportionally to the Divisions from where they were originally generated and must operate in support of those Divisions. Attached Skirmishers may not be massed into Formed units. Attached skirmishers do not count towards the Division size Note arly postions. Payers must aac tteres to vis and indicate cent ‘Amy Guns. The Austrian Deployments nt shown French ‘The’ Dison attempting a Salo lank tack on tur 3 ‘stGrvly Dvsion satompting a Deep Fan tack on Tun 4, ‘TheFrench General nus anpoute he presence ane tum Betore for scheduled aval ne, 7.0 Orders The essential feature of SHAKO is the importance of the general's plan for his battle, Given his awareness of the terrain, his force availability, and his objectives, the battle unfolded according to how the general planned. As the general you must now do the same. Your primary responsibility is giving orders to your Divisions. You are responsible for all orders, changes of orders, and commitment of reserves during the battle Orders are instructions given to Divisions to Attack or Defend specific areas of the battlefield. Orders emphasize the importance of tactical planning and reduces the unrealistic advantages of the player's “helicopter view.” Orders also reflect the relative inflexi- bility of committed Units and localize combat. Once play begins, only Reserve Divisions remain uncommitted. Orders require generals to make a quick sketch of the battlefield and its terrain. SHAKO may be played without Orders, but the resulting freedom of action will compromise the historical simulation 7.1 Initial Orders ‘The Initial Orders for deployed Divisions are given by the General after players see each other's deployment, However, Divisions that are Flank Marching, or scheduled to arrive along the baseline on turn one or two, must be given orders before deployments are revealed. Each Division that is not part of the Reserve (sec. 7.7) receives one Initial Order, Initial Orders are binding and commit the Divisions that receive them to specific courses of action on the tabletop. Initial Orders need not specify unit formations. Initial Orders may be changed as per the rules in section. 7.8. Artillery units are not subject to orders per se, but must fire in support of the Divisions to which they are attached, This means they must face and move in the general direction of the Division they are supporting. There are four different Orders that may be given in SHAKO: + Attack Orders + Flank Marches (a type of Attack Order for the French only) + Defend Orders + Timed Orders 7.2 Entering the Table Orders for all Divisions not initially deployed must be written before deployment, and must specify a definite turn and point of baseline entry onto the table. Divisions which enter the table are under Attack Orders, Flank March Orders, or Timed Orders. 73 Attack Orders Battles are won when attacking Divisions either carry the day or fail. Orders for Divisions to move, no matter the direction or the distance travelled, are considered Attack Orders. When giving Attack Orders the general must draw a Command Arrow. The Command Arrow is just a single Tine with an arrowhead at the end. A Command Arrow indicates the general path that the Division's Attack will follow. A Command Arrow may be any Jength and may be drawn over any area of ground in which the troops are permitted to move; see Terrain sec. 13.0. The arrowhead of a Command Arrow indicates where the Division must stop. At this point the Division is considered to be under Defend Orders (see below). The Division may not attack again until it receives new Attack Orders. The Division Commander One Division commander figure is required for each Division. In order to indicate clearly the path of a Division's attack as it moves across the tabletop, the Division Commander “tides” the physical path of the Command Arrow you have drawn. A Division Commander moves up to 18° per tum and may move before or after all other units in his division, He may move "through" units of his division, All battalions or cavalry regi- ments of his Division must remain within a specified distance of the Division Commander; see Command Zone, sec 7.9. The Division Commander has no other role in the game except to receive new orders; he may not be attacked or killed. If he gets in the way of enemy units simply move him to another position, Optional rules that give the Division Commander's special qualities are listed in section 14.0. 7.3.1 Obligatory Movement While under Attack Orders all units (except artillery batteries) of a Division must move at least 1/2 maximum speed per turn (based upon formation), providing the lead units are not engaged in fighting, ie, engaged in musketry or melee. This means a Division with Attack Orders must advance where its Command Arrow specifies and carry out attacks regardless of what the player can “see” on the tabletop. This obligation to move continues until the turn when any of the Division's Formed units (except its guns) engages in fighting or until the Division receives a Defend Order; see Defend Orders, sec. 7.4. Once skirmishers enter their musketry range (9°) they may move as desired within their Division Command Zone. Players must not perform unnecessary, consecutive, formation changes to avoid their obligation to attack. However, players are not forced to pile their second line units into the backs of leading engaged units. Cavalry Obligation Since cavalry do not fire muskets in SHAKO, regiments under Attack Orders fight only in melee. Therefore, cavalry Regiments ‘must charge enemy Formed units (even squares) if they begin a turn within 9° (half move) of such enemy. If there is a choice of targets available the player has the option of which one to charge. Cavalry regiments that are part of infantry Divisions may move atthe speed of their infantry, until forced to charge. Flank and Rear Threats (Breaking Off an Attack) If an attacking Division is approached from the flank (90° perpendicular to its attack) or the rear by an enemy Division, it may Break-Off the attack and assume a defensive position to counter the threat. The threatened enemy Division must have units (or skirmishers) within 18” of this enemy for it to Break-Off the attack. When and ifthe threatening enemy units are defeated, the Division must immediately resume the attack as indicated by its previous orders. 7.3.2 French Flank Marches The French and the allies used different army command struc- tures. Influenced by Frederick the Great, the battle system of the allies required that the entire army (for the most part) operate under the direct guidance of the general, which limited the oper- ating range of the army. Napoleon utilized a corps system whereby large parts of the army, each commanded by a subor- dinate general, operated independently. Thus, one French corps could pin an opponent while other forces converged on the battle- field at different times of the day and in unexpected areas. Often the allies had no idea where or when an independent French comps could arrive, or even if such a corps existed. The following rules permit the French to enter forces along the flank (side table edge) of an allied army. This does not suggest that the allies could not, or did not, attempt similar operations in the later war years, But the French advantage in this area was so marked that it is reasonable to permit only the French to do it. Players should feel free to modify these rules when re-enacting battles in which the allies demonstrated this flexibility. A Flank March is an Attack Order that must be issued before deployment. Up to one third of the total number of French units in a game may be allocated to Flank Marching Divisions. Divisions given this order may enter the battlefield on either (or both) of the short sides of the table, For each Division, an Entry Point must be designated for the Command Arrow, anywhere along either of the two table sides; this describes the Division's attack path once it enters the table. The arrow may cross over any portion ofthe tabletop, though the actual point of entry is limited, see below. In addition, a designated Time of Arrival (the turn on which the Division wilFenter) must also be indicated.

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