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Larry Reeves' rules for 15mm Napololeonic Battles
If Only We Could All Be Napoleon!
Updated 02/17/06
Sequence of action
Bombardment phase (artillery units only)1.Test initiative to see who may move first. Roll D6 - winner may decide to move first or second.2.Command Response phase for side moving first.3.Movement phase for side moving first.4.Command Response phase for side moving last.5.Movement phase for side moving last.6.Fire phase (all units fire simultaneously - moving or not)7.Morale & Rally phase8.Melee Phase9.Breakthrough Melee Phase10.
Formations
Line - Each stand side by sideBattalions Mass - Austrians and French only. Multiple Battalions (up to a brigade's worth) together on a2 or 3 stand frontage. Only the front rank of stands can fire. All stands fight in melee. If two standsfrontage, mass moves as column. If three stands frontage, mass moves as line.March column- Each stand behind each other in one lineField Column- Column two stands in width (also known as attack column).Square - Infantry stands arranged in square or rectangle.
Command Response and Movement
Command Radius is 15".1.Artillery needs no command response but needs to be within command radius of an officer in order tounlimber.2.Roll a D-6 and add the modifiers below to the result.3.ModifiersA. Napoleon (Automatic pass)B. Army Commander +4C. Corps Commander +3D. Divisional Commander +2 (Prussian Brigadier)E. Brigade Commander +1 (Prussian Colonel)F. Flanks secured +1G. Rear Support +1H. Unit in charge distance to rear -2I. Unit in charge distance to flank - 1J. Officers can be accumulativeK. British +1L. Disordered -1Units need the following total on command response to be able to moveMilitia: 7 or greater Line: 6 or greater 
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Elites 5 or greater Guard 4 or greater Movement rates & Terrain Effects for Infantry and CavalryColumnColumnChargeLineLineChargeRoadHillsWoodsWateLinear ObstacleInfantryFormations10"12"5"8"x21/21/2-1D63"SkirmishInfantry Skirmishers move 10", no terrain penalties.LightCavalry18"20"16"18"X2None1/2-1D63"HeavyCavalry16"18"14"16"x21/4 NotAllowed-2D64"ArmoredCavalry14"16"12"14"x21/2 NotAllowed-3D65"Movement rates & Terrain Effects for ArtilleryLimberedProlongRoadHillsWoodsWater Linear ObstacleLight Guns10"3"x21/21/2-1D6CannotCrossMedium Guns8"2"x21/2CannotEnter -2D6CannotCrossHeavy Guns6"1"x21/2CannotEnter -2D6CannotCross Notes on ArtilleryArtillery does not test morale when gunners are lost due to enemy fire. Instead, it tests "effectiveness"for the next turn (bombardment phase and fire phase). Line artillery will roll a D8, and elite artillery(such as French guard artillery) will roll a D10 to test.Die rollResult1-21/4 of guns may fire3-41/2 of guns may fire5-63/4 of guns may fire7+All guns may fireFor purposes of guns being able to fire, round fractions UP1.Horse guns may add 4" to the Limbered move.2.Foot Artillery can perform two functions per turn and Horse artillery can perform three functions.These Functions are:Limber Unlimber FireMoveProlong Move3. Note that the fire functions may be only used twice per turn and the move function only once.4.When the fire function is used twice, the first fire is in the "Bombardment" phase and takes place before any movement.5.As an example, a horse gun can fire in the bombardment phase, then limber and then move (three functions).A foot battery could fire in the Bombardment phase, then fire again in the normal fire phase.Extra Rules
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You can move through your own units but at a minus of one inch per rank. This will disordered Bothunits. You can move through your skirmishers or rounted units at no penalty.1.Line and militia class unit loses half of it's movement if it changes formation.2.Elites change formation at one quarter movement lost.3.Guards change formation freely.4.Square moves at 5"5.Flank companies must stay within 3" of thier parent battalion.6.A unit must form square in place (cannot move).7.Formed units are disordered in woods.8.Infantry can refuse its flank by 45 degrees9.Infantry can move by the flank at one half movement.10.Routed units cannot move unless it passes morale. When it misses morale it become disordered.11.Disordered can always move but in order to reorder it must stay in place one full turn.12.Any unit can fall back at any time if it has not moved.13.Cavalry may fall back if charged by Infantry14.When a unit falls back it will become disordered and face the enemy.15.Units change formation at the end of its movement.16.Units in line can Wheel oblique 45 degrees, move by the flank up to half its movement.17.Skirmishers may not approach closer than 1" to the front of formed troops.18.Infantry which takes any fire casualty is disordered, does not matter if morale is tested or not.19.Cossacks fight in looser order than formed cavalry but are not true skirmishers. They may chargeenemy formed troops (true skirmishers may not) but not frontally. Cossacks are never disordered. Theymay be arranged on the table in any manner, not needing to keep any special formations.20.
Morale
- When to check: Note that Infantry and Cavalry use this morale system for casualties due to fire, to close into combat, to standafter combat and to determine if the loser in a melee routs or merely falls back. Artillery does not use thismorale system for casuaties due to fire, but it does for all other possible checks.Once 25% of the unit has been lost, then test each time the unit receives a fire casualty.1.When trying to close into melee2.When trying to stand in melee3.After losing a melee.4.How to check Roll a D-6 add Modifiers + or 1 to the die.Modifiers:Rear support +2Flank secured +1Behind stone wall +2Unit is less than half strength remaining -1Being charged in flank by enemy -1Being charged in rear by enemy -2For each attached officer:Infantry attempting to form emergency square -1 Napoleon or Wellington - automatic passArmy commander +4Corps commander +3Divisional commander +2 (Prussian Brigadier)Brigade commander +1 (Prussian Colonel)If you just lost a melee you are -1for the remaining of the turn.Morale scores needed to pass:Militia must score 7 or better Line must score 6 or better Elite units must score 4 or better 
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