Professional Documents
Culture Documents
II ©
By M B Hildreth
Version
Current Version 2.4.0
Last updated 19th June 2007
Disclaimer
All references to the Warmaster Ancients rules are the copyright of Warhammer Historical Games.
Copyright © M B Hildreth.
Play Testers
Introduction
On the whole I feel this conversion manages to give players a good feel for Napoleonic warfare without
departing too drastically from regular WMA or getting too complicated with too much extra detail.
This was by no means an attempt to re-write WMA, simply a few tweaks to a perfectly good set of
rules to enable battles to be played in an era when warfare, weapons, and tactics were quite different.
As I have avoided replicating the WMA rulebook a copy of it (or Warmaster) will be needed to make
use of these rules.
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Game Values
Unit sizes
Basing
Army Organisation
Napoleonic armies were organised in a much stricter, Regimented way than Ancients armies with fairly
rigid command structures. To represent this armies should be organised using the following rules when
being created.
Brigades cannot mix Infantry and Cavalry. However Infantry Brigades may contain a Foot Artillery
Unit and Cavalry Brigades may contain a Horse Artillery Unit. Artillery can also form it’s own
Brigades (or Grand Batteries).
Troop Formations
Column Formation - A units stands are placed one behind the other when in column.
Units in column formation may move at full pace.
Units attacking in column add +1 to their dice rolls in close
combat. This is in addition to any bonuses for supporting stands.
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Units in line formation may ignore the highest dice rolled for drive
back caused by artillery fire.
Square Formation Stands are places so as to form a square or column with the stands
facing outwards.
The unit only has one die of shooting per face.
Units in square are not driven back by shooting but automatically
become confused instead. If drive back is more that the unit’s
normal full pace move then it is destroyed.
Units in square count as fortified against enemy cavalry
Units in square never count support from friendly stands.
Although infantry units can form square on initiative they may also
be ordered to do so.
An infantry unit may attempt to form square instead of electing to stand and shoot at charging
enemy cavalry. To successfully form square before the cavalry contacts the unit a 4+ must be
rolled on 1D6. The player may add +1 to this dice roll for guard and veteran troops but must
subtract –1 to the result for militia and conscript troops. The player may also add a further +1
to the roll if the enemy cavalry is about to contact the unit due to an Advance move.
A unit is destroyed if it is driven back more than it’s full pace move in any formation
including square.
If a unit in square formation looses a stand as a casualty in close combat it must immediately
re-form into line formation as it has been broken. If a further round of combat is fought due to
a pursuing enemy then all benefits of being in square are lost.
Only Open Order Troops can move through woods.
Artillery
Light Artillery
Cavalry taking a hit from light artillery ignores any saving throw it would normally have.
A single Light Artillery stand has not one but two shots and therefore rolls two dice against its
target.
Light Artillery can shoot at units charging it.
A Light Artillery stand can shoot into a zone 45 degrees to it’s front edge.
A Light Artillery unit may not move and fire in the same turn. Unless making a ‘prolong’
move.
Medium Artillery
Cavalry taking a hit from medium artillery ignores any saving throw it would normally have.
Medium Artillery can shoot into a zone 45 degrees to its front edge
A shot from Medium Artillery can strike up to three touching stands within the missiles line of
flight. These can be stands from the same or different units. The only consideration it that
the stands are touching so that the shot passes over an unbroken area of bases. The missile
automatically follows the shortest route from the front edge of the artillery stand and the
closest part of the target
When shooting at units charging it Medium Artillery shoots as Light Artillery.
A Medium Artillery unit may not move and fire in the same turn. Unless making a prolong
move.
Heavy Artillery
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Infantry
Infantry which uses skirmishers may shoot at up to 20cm range until it looses it’s first stand as
a casualty. The unit’s range is then reduced to 15cm for the rest of the battle. This represents
skirmishers being forced back into line to fill the gaps and re-enforce the Battalion.
Cavalry
Shock cavalry may be mounted facing the short base edge or may be given an additional +1 to it’s dice
rolls in close combat on the turn it charges. Only one of these options can be chosen but different units
may choose different options. It will be obvious from the basing method as to which option is being
used.
Cavalry doctrine during the period dictated that cavalry did not receive a charge at the halt. Cavalry
would counter-charge enemy cavalry if it was approaching within it’s charge arc. Therefore if a unit of
cavalry is charged from within it’s own charge arc both units count as charging and receive bonuses as
appropriate. Note that the unit that is counter-charging is not actually moved, only the charging enemy
unit.
Initiative
In addition to the rules in the WMA rule book Infantry Units may form Square on Initiative if enemy
cavalry is visible within 20cm. Infantry in Square counts as Fortified against attacking cavalry.
Command Penalties
Units must be allocated to a Brigade before the battle. A single order may be issued to all the
Units within that Brigade so long as they are in the Command range of the Officer issuing the
order
If a Brigade is given an order and any unit within it is out of command range of the ordering
officer then that Unit(s) may not be moved with the rest of the Brigade
If Units within a Brigade are not touching when they are given a Brigade order they must
move into contact with each other if possible during their move
Units moving as a Brigade complete their entire move as a Brigade unless charging
An Officer attempting to order a unit which was driven back by enemy artillery in the
previous turn will suffer a –1 to command that unit.
Movement
Distance
Attacks
Drive Back
Rockets roll 1 extra dice for Drive Back when targeting cavalry
Shooting at Chargers
If a charging Unit looses 1 or more stands during the Shooting phase it may not complete its
charge and must remain halted
Commanders
Orders
The Commander in Chief can give orders to any Brigade or Unit in the army if within 100cm
Corps Commanders can give orders to any Brigades or Units within 80cm, but suffer a
Command penalty for giving orders to Brigades or Units that are not a part of their Corps
Division Commanders can give orders to any Brigade or Unit within 60cm. Division
Commanders suffer a Command penalty for giving orders to Brigades or Units which are not a
part of their Division
Brigade Commanders can give orders to their Brigade or any Unit within it if within 20cm.
Brigade Commanders trying to order Units or Brigades other than their own suffer a penalty to
their Command Value.
It may happen that a player may want to switch command of a unit from one Brigade or Division to
another. Maybe a Brigade or Division needs extra troops, cavalry support or artillery, which needs to
come from another command. To achieve this the unit or units to be transferred need to be within the
command radius of both their current commander and the commander who is to take control of it. Both
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commanders then make a command roll and if both are successful the unit is successfully transferred.
For the remainder of the game or until the command is changed again the unit is treated in all respects
as if it is one of it’s new commander’s units and part of the new Brigade or Division. If either
commander fails his command roll the transfer does not take place and neither may give any more
orders that command phase as normal. The Commander in Chief may be used to make the roll instead
of one of the commanders involved if he is within command radius. However if the Commander in
Chief fails this roll the command phase is ended as normal.
Optional Rules
These rules are written to cater for battles involving a couple of Divisions or so totalling around 12-20
units or Battalions. However if you want to play larger scale actions involving perhaps even several
Corps then this is easily possible with a few minor changes.
All other rules remain the same. Formations remain the same. It can be assumed that a Brigade in
Square or Column actually consists of several such formations formed at Battalion level within that
Brigade’s area of influence with the same effect. A Brigade in Line would likely consist of several
Battalions in overlapping, consecutive or echeloned lines, again with much the same overall effect.
As Brigades varied a lot in size, another option would to model the units by taking their historical
strength and representing it with a proportionate number of stands. This is easily done if you use 1
stand to represent 500 infantry or 250 cavalry. This should result in very small or weak Brigades
consisting of as few as 2 stands and larger stronger Brigades consisting of 6 or more stands.
Historically some Brigades consisted of a mix of troop types such as the 1 st Brigade of the 3rd
Netherlands Infantry Division at Waterloo. This Brigade was made up of Belgian Light, Dutch Line
and Dutch Militia. My advice in this would be to go with the majority, which in this case would have
been the Dutch Militia. If a Brigade was made up of equal amounts of troops such as the 2nd KGL
Brigade at Waterloo which was half Light and half Line, I would choose one type and pay the points
accordingly. I would suggest in the latter case going with the Light option as the Brigade spent most of
the battle defending La Haie Sainte, a roll more suited to Light Infantry.
Brigade Artillery could be represented by adding an extra dice to the unit’s shooting, perhaps adding a
single Light Artillery stand to the unit as a reminder (this would only be there as a reminder and would
be ignored for all other purposes).
Buildings
Built up areas or complexes of buildings should be divided up into areas 6cm x 6cm.
Each 6cm x 6cm area may house 1 defending Unit.
Individual buildings or complexes smaller than 6cm x 6cm are too small to be of any tactical
importance and cannot be defended
Each defending Unit can shoot one stand’s worth of it’s shooting out of each face of the area
Units defending buildings have no facing and are never attacked in the flank or rear
When a building is hit, calculate damage as for shooting
When the specified number of hits are reached in a single turn, the buildings are destroyed.
Roll 1D6 for each occupying stand. A roll of 6+ results in the stand being destroyed
Destroyed areas of buildings can still be used and troops within them count as Defended
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Weather Conditions
Score Season
7 or less Summer
8 or 9 Spring
10 or 11 Autumn
12 winter
Score Weather
8 or less Normal
9, 10, or 11 Poor
12 + Extreme
Players may test again for weather at the beginning of each game turn
Weather effects
Fighting stops for the day at the end of the last turn of daylight
Fighting on subsequent days begins at sunrise
Both players may make one full move with each Unit during the night
Troops moving during the night may not move closer to the enemy unless there is a friendly
unit between it and the enemy (toward its own front lines but not beyond them)
Divisions may be re-allocated to different Corps during the night
Brigades may be re-allocated to different Divisions during the night
Units may be re-allocated to different Brigades during the night
Game turns are assumed to take 2 hours
A dice is rolled at the start of the second and subsequent days and the number rolled is added to the
time of daylight shown on the table above. If the weather is Poor add 1 to the roll, if the weather is
extreme add 2 to the roll. The result is when the first turn takes place
At the end of the day both sides recover half of all stands lost during that day (rounding down)
Casualties from previous days may not be recovered
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A Unit must have at least one stand remaining to re-gain casualties
If the battle was a Draw then both sided recover two thirds (round up) of the stands destroyed
If one side voluntarily withdraws it may recover half of the stands destroyed, the other side
recovers half of all infantry and cavalry stands destroyed and all artillery stands
If one side if forced to withdraw it may recover one third (rounding up) of its infantry and
cavalry stands and none of its artillery stands. The other side will recover two thirds (round
up) of its infantry and cavalry stands and all its artillery stands
It is assumed that a Unit of infantry or cavalry represents 500-750 men, but for a Unit to be considered
destroyed it only needs to suffer about 2/3 casualties. The rest of the Brigade becomes ineffective for
the rest of the day due to shock, fatigue, and disorder.
In multiple day battles the Unit can function again after a night of rest and reorganization, so appears
the next day with its remaining personnel.
If the battle ends after the first day (as most did) it will instead recover up to two stands of its strength
because some of the casualties suffered were actually just stragglers who left the ranks and a number of
lightly wounded men who return to the ranks within two or three days
An army choosing to withdraw (assumed to be more orderly with a rearguard) however, often will lose
stragglers and lightly wounded during the retreat, and an army forced to withdraw (assumed to be more
of a rout) will lose even more men to pursuit as demoralized units surrender en masse. As a result
casualty recovery is lower for those armies.
Engineers
Treat engineer units as a single stand cavalry unit with 0 Attacks, 2 Hits, and 0 Save
Army lists include an additional column indicating which year or years a particular Unit type may be
fielded or special rule is in effect.
Points values in italics are suggested values for players who want to maintain a balanced game.
These should be ignored by players who prefer a more historically accurate game and may result in
poor quality officers or better quality troops being fielded at no cost to points values depending on the
year in question.
Some armies did not use the Corps as a formation until later in the period. If fielding such an army
then the highest ranking officer will be the Division Commander with the General or Commander in
Chief using the Division Commander statistics (with the usual +1 leadership and 100cm command
radius).
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