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/AttackersThe 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
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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. 7.0UNIT 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
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Sep those an oer sertons fr reese
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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 do0, 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. IfBATTLEPLAN and DEPLOYMENT Austrian
24" Delender
Ast Caval
Dhision (14
HILL 102
HILL 101
2nd Division
rst pivision (AT)
Cassone >
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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 theReserve (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.