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FIGHTING NAPOLEONIC BATTLES WITH MODEL SOLDIERS

BY
DREW BIRKMYRE
CREDITS
Written by
Drew Birkmyre

Game Design
Drew Birkmyre, Bill Davis

Graphic Design, Production and Layout:


Drew Birkmyre, Matthew Lin

Playtesters:
Andrew Fogg, Bill Davis, Brad Cook, Gav Costello, Bill Davis

Re-enactment Photos:
David Pl Lewis, Algefoto, Oskar Orsag, Ekaterina Bykova, Pavel Koesek/Shutterstock.com

Photography:
A special thanks to the following gentlemen for sharing their photos with us -
Nathan Vinson from Elite Miniatures Australia, http://www.eliteminiaturesaustralia.net/,
Peter Cross, Andrew Fogg and Paul Turner

Images:
Some of the historical images in this book are public domain and permission
is granted to copy under the GNU free document license.

Miniatures:
A vast array of miniatures are pictured including in 28mm - Elite Miniatures, Perry,
Front Rank, Warlord Games and in 15mm – AB, Eureka Miniatures and Old Glory 15’s.

Terrain & Modelling:


Gavin Costello, Miniature World Maker, Paul Hannouf, and Glynn Harnell

All rights reserved. No part of this publication may be reproduced and circulated in any form
or by any means without the written consent of the publisher.

(C) Copyright Siege Works Studios, 2014


CHAPTER 1: OPTIONAL RULES Support Lines 48
Big Bash “Multi-player” 5 Reserve Lines 48
Weather 10 Army Reserve Lines 48
Forced March 13 National Summary 49
Scouting 14
Local Knowledge 15 CHAPTER 6: A SAMPLE ARMY
Supply Wagons 15 Overall Commanding General 51
Field Hospitals 16 1st Dutch Division 52
Recoil 18 2nd Dutch Division 53
Fast Play Victory Charts 19 Sample Dutch Army OOB 54
Small Wars 20
Modifying Missions 21 CHAPTER 7: THE KINGDOM OF
Master Lists 22 HOLLAND PARADE HANDBOOK
Introduction 56
CHAPTER 2: MULTI-DAY BATTLES Allies 57
Night-Time 27 National Traits 57
Night-Fighting 30 Headquarters 58
Battle Lines 59
CHAPTER 3: LINKED CAMPAIGNS Support Lines 60
Ladder 31 Reserve Lines 61
Tree 32 Summary 62
Map 33
Card 36 CHAPTER 8: FAST PLAY MISSIONS
CHAPTER 4: TOURNAMENTS Bloody Fury 64
Tournament Guidelines 38 Unleash the Horse 65
River Crossing 66
CHAPTER 5: RAISING AN ARMY Rear Guard 67
Missions 40
Parade Handbooks 41 CHAPTER 9: GENERIC NATIONAL
Allies 42 SUMMARIES
National Traits 43 National Summary 70
Headquarters 43
Battle Lines 48 INDEX 92
“May the odds be forever in your favor!”

THE SURRENDER OF DUPONT AT BAILEN, 1808


Welcome to Legion d’honneur, our gaming In this chapter we look at the role of
supplement for Grand Battles Napoleon. various special rules to enhance and “mix
This supplement is designed to spice up up” your games of Grand Battles
Napoleonic games with new and exciting Napoleon. Before any of the following
fast play missions, rules for big games, rules are added to a mission, linked
generating narratives for your battles and campaign or standard game, both players
loads more! All the rules in this supplement must agree.
are optional and we encourage players to
tinker with the rules and create new rules as The special rules we look at in this chapter
suits their group. are Big Bash Multiplayer Games, Medals of
Honor, Weather, Forced Marching,
We also encourage players to share their Scouting, Local Knowledge, Supply
games, battle reports and ideas with us at Wagons, Recoiling, Field Hospitals and the
www.forum.siegeworksstudios.com.au use of Master and Battle lists.

At some point or other you and a group of gaming extravaganza. So without further
mates will want to get together and fight a ado, grab some mates and go on and
massive battle. Certainly as the author I am organize a “Big Bash” weekend.
very partial to hosting large games. Like me,
most players yearn to field all the troops A big bash does not have to be a
they have lovingly painted, unfettered by multiplayer affair. It might simply be two
point’s restrictions, time and table space friends, with large armies, challenging each
and this is the perfect moment for such other to a mega-large grudge match!
megalomania! “The Big Bash”, as we like Although fighting big bash’s is great fun
to call it, is a wonderful opportunity to run with just two players, it is equally exciting
your entire guard and grenadier corps, with two, three or more players per side.
fearsome heavy cavalry corps and large
artillery reserves, not to mention the Each player takes on the persona of a
numerous regular divisions at your disposal. corps, wing or army commander. Strictly
speaking, there is no need for there to be
It is also an excellent opportunity to give an equal number of players on each side.
into that primeval need to come together in To be fair and balanced though, it is
a group and test your mettle against an recommended that the points on each side
equally determined foe! In this instance be of equal value.
however, it is groups of gentleman gamers
and not brawling sports fans or tribal clans, For big bash games to work we recommend
fighting, not with fist or unpleasant that the points per side be 3000 points or
language, but with model soldiers. Neither more. It is up to the players to divide up the
blood nor bad manners will dampen this points as they see fit. Nonetheless, each
time honored traditional. player should be assigned at least one corps
to command in the up and coming battle.
There is nothing as agreeable as the
spectacle of massed model soldiers, on One player takes over the role of overall
huge terrain filled tables, while basking in commanding general (army general) and is
the warmth of light hearted banter, fine responsible for commanding the reserves,
wine and a grand old BBQ to end the issuing orders and rolling for initiative.

5
Viva l’espagne!

The army general, in a big bash game, is bash game. They can monitor who is
responsible for activating multiple divisions activating divisions and keep this as even as
per round as outlined on page 24 of your possible, check out rules while players keep
Grand Battles Napoleon rulebook. Use the moving and generally sort out points of
“Initiative Over 1000 Points Chart” to work contention to the mutual benefit of all. As
out exactly how many divisions must be gentleman gamers it is assumed we can sort
activated each initiative round. out any conflict in a genuinely agreeable
fashion, however the use of an umpire
The best way to allocate activations is by merely assists in reminding us all of our
dividing the number of activations allocated manners across the tabletop. After all it is as
each round, between the players on each an important rule as any other, that the
side, with each player activating a division Umpire is always right and his word is final!
under their command. For example, if He can change rules, invent new ones and
there are 3 players per side and the size of generally mix up the game objectives and
the game is 3000 points, the winner of the rules governing them in any way he likes.
initiative round must activate one division
per player or force his opponents to Naturally the umpire should always be
activate one of their divisions per player. impartial, know the rulebook and generally
brief everybody properly beforehand, if
Where sides are uneven, the points sized there is going to be a different
games are massive or players have already interpretation on any existing rules or new
activated all the divisions under their rules for that matter!
command, some players may be forced to
activate more than one division each round. Umpires are also extremely useful for
If this happens try to make the number of adding extra narrative and tactical decision
activations each player must activate as even making layers to a big bash game. The
as possible. umpire might be responsible for creating
the forces and reason for the battle in the
UMPIRES first place, presenting each player with
Having an umpire is a great idea for a big briefing notes and the background events

6
leading up to the battle. He might add corps commanders if there are no wing
objectives per side or even more commanders) and the wing commanders
interestingly, objectives per player, as well then give orders to their corps commanders
as mission objectives, with extra rewards to either attack or defend.
towards the teams overall victory.
Each wing commander places an objective
The umpire might be responsible for within 8 inches of the very centre of the
marking out deployment for each player on enemy forces if attacking or friendly forces
a predetermined map of the battlefield, if defending. If the objective is a terrain
with each player marking out where their piece then place an objective within 8
forces are going to be positioned and quite inches of the centre of the terrain. The
possibly changing dispositions based on same applies to corps commanders ordered
faulty military intelligence or incompetent to attack a set piece of terrain, enemy to
adjutants getting the divisions deployment their front or defending terrain or a general
zone mixed up with another division. area.

GRAND STRATEGY ORDERS ATTACK


The army general is responsible for An attack order can either be given against
planning the grand plan regards the up and a specific terrain piece or generally against
coming battle and writing preliminary the enemy to your front. At least half of
orders for his subordinate commanders to your divisions must be within 16 inches of
follow. The grand strategy of an army the objective you are attacking within 4
general is either attack or defend or a turns of the Grand Strategy order first being
combination of the two. As such there are issued. If a player does not conform to this
two Grand Strategy Orders, over and above requirement he may suffer a loss in prestige
the Grand Tactical Orders in the rulebook. at the end of each turn the orders are not
These are Attack and Defend! complied to. A division is considered
within 16 inches of the objective if at least
Prior to the start of the battle the army one unit in the division is within 16 inches
general gives an order to each wing (or of the objective.

Austrian regiments in column attack!

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DEFEND Furthermore, on any turn where the
A defend order works differently to an objective is held, uncontested, by an enemy
attack order. The defender does not need unit, the defender player may lose prestige
to be inside range of the objective in order points.
Furthermore, he might have access to
hidden information regarding terrain, These mission points are added to the
weather and so on. Is there a secret ford whole army’s Battle points total at the end
nobody knows about? A hidden track of the big bash.
through the woods or is that ground muddy
and disordering as a result of the rain the PRESTIGE
night before? Prestige represents the amount of respect
and skill a general holds amongst his peers.
MULTI –DAY GAMES A general that follows his orders will be
At the end of each day the army general held in high regard by his commanding
will write new Grand Strategy orders during general as well as peers. A general that
the “Night-time” period for the next day’s disobeys his orders or fails to conform to
fighting. New objectives will be placed for them will lose respect among the other
each subordinate commander for the new generals in the army. Players can gain or
day and the loss or gaining of objectives and lose prestige based upon what happens in a
prestige begins all over again. big bash game.

OBJECTIVES LOSING PRESTIGE


At the end of the battle, if an objective is Each turn a player fails to conform to his
held, uncontested, by the attacking player, Grand Strategy orders he may lose prestige
they gain 1 mission point. At the end of the points. At the end of any turn this occurs
battle, if the defender holds the objective, roll a D6 and on a D6 roll of 4+ the player
(it can be contested), he gains 1 mission reduces the total army points he won
point. during the battle by 50 points.

If at the end of the game the defender does Players will notice that they can lose
not hold the objective or is even contesting multiple prestige points in a game.
he will lose 1 mission point.

“On to Paris!”

8
Bavarian regiments from Deroi’s division defend their ground!

For example, at the end of the battle the PLAYER VICTORY POINTS
player playing Junot inflicted 475 army Not only can one team win the game, but
points upon his opponent, but failed to individual players on both sides may also
comply with the conditions of his Grand gain victory points, for those players that
Strategy orders on 2 turns during the battle wish to keep score. Gaining points works
and so loses 100 points (2x 50 points) at the differently for each level of command.
end of the battle.
Army, wing and corps battle points will vary
GAINING PRESTIGE from player to player and victory points
At the end of each turn a player conforms should always be awarded based on the size
to his orders he gains 10 points on a D6 of the force opposite you. For the army
roll of 4+. general it’s the size of their opposite’s
reserves, for wings commanders it’s based
NO TALKING on the size of their opposites wing and for
All orders and strategy must be worked out corps commanders it’s based on the size of
via written messages between players. their opposite corps or if facing more than
Players may not discuss orders or plans one corps, the total points for all of these.
unless the player’s commanders are in base
to base contact. It takes one full turn to ARMY
send a message between players. On the The army general gains battle points for the
first turn the message is written and sent. total number of battle damaged enemy
reserve divisions, at the end of the game, as
At the start of the next turn the player well as 2 battle points for forcing the enemy
receiving the message rolls a D6 and on any army to withdraw and 1 mission point for
score other than a 6 receives the message. If each subordinate wing (or corps if there an
a 6 is rolled the message did not get no wing commanders) achieving their
through and the messenger is considered to Grand Strategy objectives.
have been killed.

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The army general always has a reserve force their subordinate corps commanders, if the
of at least 500 points under his command. game is big enough!
The reserves may be commanded by a
corps or even a wing commander if the CORPS
game is large enough, however these A player running a corps gains battle points
divisions are always considered the army for each battle damaged enemy division
generals for game purposes. opposite as well as 1 mission point for
achieving their Grand Strategy objective.
WING
Battlefields should always be divided up OVERALL WINNER
into a left flank, centre, right flank and The player with the most individual battle
reserve if there are 3 or more players or just points is best player overall. This type of big
left flank and right flank and reserve if there bash also makes for a great tournament
are less than three players per side. Wing weekend, with an overarching narrative as
commanders gain battle points for each well as the chance for individual players,
battle damaged enemy division of their even on the losing side, to shine and show
opposite wing, as well as 1 mission point for their metal!
each Grand Strategy order achieved by

There is nothing so fickle for the military numerous allied cavalry regiments to
strategist as weather. Napoleon discovered exploit the situation to their advantage.
this one truth to his and the Grand Armee’s
detriment during the 1812 campaign, where This is why we have introduced the Bad
the summer and the winter were both some Weather table, to reflect the unpredictable
of the harshest experienced in over 100 nature of weather on the battlefield. This
years. By the end of the 1812 campaign the table is an optional alternative to the Bad
weather had played such an extraordinary Weather rules in Chapter 10 of Grand
role in the defeat of the French that Battles Napoleon. Players may use these
France’s “pride and vain desire lay expanded rules for Bad Weather instead of
scorched and burned by winter’s fire”. the rulebook options if they wish.

BAD WEATHER HEATSTROKE


Not all battles are fought on a lovely bright Although a bright sunshiny day is rarely
summer’s day. The campaign season, in considered bad weather, too much sun can
these rules, extends from spring through be fatal. For example the French Corps
summer all the way to fall. Historically, suffered horribly from sunstroke during the
rain, sleet and snow all had a weighty Battle of Bailen in Spain, 1808.
impact on the outcome of a battle. For
example at the Battle of Dennewitz, So here is a quick guide for fighting battles
September 1813, the French Marshal Ney in Spain, Middle East, India and even
lost the battle, despite successfully pushing Russia. Each turn roll a D6 and on a score
the allies onto the back-foot, due to a of 6 the attacker suffers from Heatstroke.
sudden violent rainstorm, negating the There is a -1 modifier on all response tests
French successes and allowing the the attacker takes that turn.

10
RAIN & SNOW 6. All shooting is performed with a -1
The terrain effects of rain and snow can be to hit modifier in all rain and snow.
quite drastic on the outcome of a battle. 7. All cavalry re-roll break the
bayonets tests and all lancers add +1
Below are the movement and shooting to the test to break the bayonets in
effects as a result of bad weather. heavy in storms and heavy rain and
snow.
1. All primary roads become 8. All command and unit response
secondary roads in storms and tests are performed with a -1
heavy rain and snow. modifier to pass the test in storms
2. All secondary roads become rough and heavy snow.
1 in storms and heavy rain and 9. All streams and rivers are
snow. impassable in storms and heavy
3. All clear ground becomes rough 1 rain.
and causes disorder on a D6 roll of 10. All fords automatically cause
5+ in storms and heavy rain and disorder moving into or out of the
snow. fords in rain storms and heavy rain.
4. All rough 1 ground becomes rough 11. All rivers and streams are passable
2 and is automatically disordering in and are rough 2 and cause disorder
storms and heavy rain and snow. in snow storms and heavy snow.
5. All rough 2 ground remains rough 2
and is impassable to artillery in All pursuit moves may only be performed
storms and heavy rain and snow. on a D6 roll of 4+ in storms and any snow.

BAD WEATHER CHART


CAMPAIGN SEASON, D6 SCORE
WINTER, D6 SCORE OF A 6
BETWEEN 1-5
D6 RESULT
RAIN SLEET & SNOW RAIN SLEET & SNOW
D6 SCORE 1-4 D6 SCORE 5-6 D6 SCORE 1-2 D6 SCORE 3-6
LIGHT 1-2
HEAVY (Sleet and Snow in winter is heavy on a D6 roll of 2-4, not 3-4) 3-4
STORM 5-6
VISIBILITY
LIGHT HEAVY STORM D6 RESULT
8 inches 4 inches 2 inches 1
10 inches 6 inches 3 inches 2
12 inches 8 inches 4 inches 3
14 inches 10 inches 5 inches 4
16 inches 12 inches 6 inches 5
18 inches 14 inches 8 inches 6
CHANGE IN WEATHER
DESCRIPTION D6
Drop 2 steps (if the current visibility is 12 inches in light rain, the visibility will
1
drop to 8 inches)
Drops 1 step 2
No change 3
No change 4
Improve 1 step 5
Weather clears 6

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Austrian Uhlans patrolling in winter.

BAD WEATHER PROCEDURE Player Who Wins the First Initiative -


To determine whether it is the campaign To determine how much visibility there is
season or winter, whether it is rain or snow, in the bad weather, the player who wins the
if the rain or snow is light, heavy or if there 1st initiative test rolls a D6 and cross-
is a storm and what the effects of that bad references the score with the violence of the
weather will be on visibility and combat, use rain or snow.
the following procedure:
Players will see that the visibility in light rain
Prior To Deployment - or snow is greater than in heavy rain or
Decide if the battle is going to be fought in snow or in a storm.
the campaign season or during winter. Prior
to deployment roll a D6 and on a roll of 1- The visibility distance is the maximum
5 the battle is in the campaign season, range for that turn the unit can see out to.
(March through to October in these rules) For example, if a score of 4 occurs in a rain
and on a roll of 6 in winter (November or snow storm the maximum visibility any
through to February in these rules). unit can see out to is 5 inches.

Very few battles were actually fought in Change in Weather -


winter, which is why you will only suffer The weather may change from turn to turn,
wintery bad weather on a D6 roll of 6. so starting on Turn 2, the player who wins
the 1st initiative rolls a D6 and cross-
Once the season has been established, roll references the score with the change in
a D6 to determine if the bad weather is rain weather description. For example, on a D6
or snow. Players will notice that in the roll of a 2 the maximum visibility in the
campaign season there is much less chance same rain or snow storm as described
for snow to fall than in winter. above, will drop from 5 inches to 4 inches
this turn.
Lastly, roll a further D6 to determine if the
rain or snow is light, heavy or if there is a Continue rolling for the change in weather
violent storm. each turn until the battle ends or until the
weather clears up.

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Some of the missions allow divisions to infantry regiments now move twice in line,
“Force March”! A forced march is except the regiment in square which passes
performed by the whole division. All units a morale test to change formation out of
in the division must be in command at the square and uses two operations to move in
start of their activation in order to perform line. Both skirmish battalions move twice as
a forced march. When forced marching well and the unlimbered foot battery
each unit gains an extra operation, but may limbers and moves twice. The infantry
only use that operation moving. regiments are outside of musketry range
and so may not shoot. Since all the infantry
To represent the pressure troops are under have ended their movement they all take
while forced marching, including fatigue, their forced march attrition hit. The
broken wagon and limber wheels unable to limbered battery also takes an attrition hit.
be repaired in time as well as other negative The skirmish battalions each have one
effects of a forced march, all units in the operation left and now being in musketry
division suffer an attrition hit. This is done range may shoot. Before they do, each
as soon as each unit in the division ends it must take an attrition hit as well. One of the
move operations. skirmish battalions is already shaken from
artillery fire and has suffered two hits. The
For example, a British infantry division is forced march attrition hit means it loses a
activated. The division has two infantry base and must perform a shaken test for
units in line and one in square, 2 skirmish losing a base. The battalion fails the test
battalions and an unlimbered gun The and retreats, having been shaken twice. The
division declares it is performing a forced other skirmish unit is affected by the fleeing
march. All units have three operations, two skirmishes within 4 inches and now also
normal operations for being Napoleonic takes a shaken test but passes. The other
infantry or skirmish or foot artillery and skirmish battalion may now shoot.
one extra for the forced march. All the

Saxon cavalry on the move!

13
Good intelligence from your light troops as 1. Light divisions and light cavalry
they push ahead of the main column and divisions +50 points
out to the flanks, is essential, if you army 2. Advanced guard divisions and light
wishes to gain any advantage in the battle. cavalry divisions with medium
cavalry +25 points
Reliable scouting lets the general know 3. Light cavalry divisions and irregular
where the enemy is, the terrain they hold, divisions where half or more of the
how many troops the enemy has and how cavalry are poor or irregular, or
best to crush them. where the majority of the troops are
irregular infantry +10 points
SCOUTING PROCEDURE 4. Heavy Cavalry -25 points per
Before deployment each player writes regiment
down which divisions they are attaching to
the scouting forces. The divisions that may Add these modifiers to the army points of
be used are light divisions, irregular each division scouting and refer to the
divisions, advanced guard divisions, light Scouting points table below for each 1000
cavalry divisions and cavalry divisions. points being played.

Add the total points of each force, and the SCOUTING WINNER
winner of the scouting is the player with the The benefits of out-scouting your opponent
highest score. are as follows; the winner may move or
remove 1 piece of terrain per 1000 points
MODIFIERS from the battlefield and also re-roll the
Some divisions are better at scouting than result of a flank march.
others and will gain extra points on top
their actual divisional army point’s in SCOUTING DRAW
scouting actions. In the case of a draw both players may
move or remove one piece of terrain per
Opposite are the point’s modifiers for each 1000 points, and reroll a bad result while
division scouting. flank marching or cancel a flank march
reroll.

SCOUTING CHART
1000 2000 3000 4000 5000 6000
SCORE
POINTS POINTS POINTS POINTS POINTS POINTS
1-49 0-99 0-149 0-199 0-249 0-299 1
50-99 100-199 150-299 200-399 250-499 300-599 2
100-149 200-299 300-449 400-599 500-749 600-899 3
150-199 300-399 450-599 600-799 750-999 900-1199 4
200-249 400-499 600-749 800-999 1000-1249 1200-1499 5
250-299 500-599 750-899 1000-1199 1250-1499 1500-1799 6
300-349 600-699 900-1049 1200-1399 1500-1749 1800-2099 7
350-399 700-799 1050-1099 1400-1599 1750-1999 2100-2399 8
400-449 800-899 1100-1349 1600-1799 2000-2249 2400-2699 9
450-500 900-1000 1350-1500 1800-2000 2250-2500 2700-3000 10

14
In some of the missions the defender gains If scouting is in play and both sides end
the “Local Knowledge” special rule. Local with a draw, the defender wins due local
knowledge allows the defender to move or knowledge!
remove one piece of terrain per 1000
points anywhere on the table. This ability is If scouting is in play and the attacker wins
over and above any optional rules like the scouting contest, then the players are
scouting. Sometimes it helps fighting on assumed to have a draw, the local
one’s own soil or if one has the help of knowledge and the scouting cancelling each
locals in the area. other out.

Another layer that players may want to add to artillery, then it is also impassable to
to their battles is the introduction of supply wagons.
wagons. Although there is a little bit of
record keeping involved in having supply WAGON COST
wagons on the table does give a great visual Players may purchase one supply wagon for
appeal to the look of your battles. +30 points for each 1000 points being
played. Players may also purchase a train
BASING WAGONS guard to protect the wagon for +10 points.
We recommend using an army command
base (in 15mm this is a 50mm octagon) for RESUPPLY
your supply wagon. For larger or smaller Supply wagons negate the effects of low on
scales use the template for the army general ammo. Each supply wagon carries 5 points
in that scale as a guide to basing your of supply. Player may automatically
wagons. Using a larger base like the army resupply artillery batteries or grand batteries
command base also allows players to also low on ammo and within 48 inches of the
make each wagon its own vignette. wagon at the end of any turn they become
low on ammo. To resupply an individual
WAGONS IN BATTLE battery costs 2 supply points. To resupply a
Wagon bases have three hit points and may grand battery costs the whole 5 supply
be shot at by any unit in engagement range. points.
If there is a train guard players may always
shoot with 1D6 and defend in melee with a Once a wagon has used up all its supply it
morale class of 4. If there are no train still remains on the table. Players may
guards the wagons may not shoot and are transfer supply to other wagons during the
automatically destroyed in melee. battle at the end of each turn. So if a wagon
is out of supply another wagon may send it
Wagons have 1 operation and may move 4 some supply points. This allows players to
inches. They count as artillery when keep very large battlefields in supply at all
moving. So if a terrain piece is impassable times.

15
Baron Larrey doing his bloody work!

Medical services during the Napoleonic However, it is a bit of fun and we quite
wars were barbaric and usually involved enjoy placing field hospital bases down on
treating most wounds on the battlefield with the games table, if for no other reason than
amputation. Post surgical patients ran a for the coolness of the vignettes.
high risk of infection and death because
there were no antibiotics or even BASING FIELD HOSPITALS
rudimentary concepts regarding hygiene. A field hospital base should be the same
size as the army general’s base. It can be
That said some surgeons like the famous larger or smaller, to suit player’s tastes, but
French Surgeon-in-Chief Baron Larrey, we use this as a basing guide for players
sought to improve medical conditions and using a field hospital.
save lives with the development of the
ambulances volantes as well as improving “THE RUMORS OF MY DEATH
medical conditions and practices. HAVE BEEN GREATLY
EXAGGERATED”
On a personal note, if anyone ever gets a The field hospitals rule also helps to
chance to read the Memoirs of Baron laterally represent such events as the
Larrey they will be amazed by some of the rumors of Blucher’s death at the end of the
life saving operations he performed and Battle of Ligny. After some rhubarb and
with such humanity and Hippocratic brandy ointment and hard liquor later that
devotion to human life. night, “Marshal Vorwarts” was back in the
saddle and assisting in the course of events
As a dedication to the medical men in the that would lead to the Battle of Waterloo
Napoleonic wars we have introduced an and the end of the French Empire under
optional rule for the use of field hospitals. Napoleon!
It is very much a stretching of actual events
concerning recovery times for soldiers and
generals to heal from their wounds.

16
FIELD HOSPITAL COST of 2+. This roll is made instead of the
Players may purchase 1 field hospital for normal field hospital of 5+ roll to save a
+50 points. general.

SAVING GENERALS Also in a multi day battle, roll a D6 for each


If a general is killed during the game, the base in one division only, on a D6 roll of
result is ignored on a D6 roll of 5+. Instead 6+ all destroyed bases are returned to the
a Horse Shot from Under Him result is unit. Because a single base is removed from
applied to the general. play at the end of the turn, a unit will always
start the next day’s battle with at least 2
HOSPITALS & MULTI - DAY bases. For example, in the event that only
BATTLES one base in a unit is saved, two bases will
Roll a D6 for leaders killed that day and on return, so that there are at least two bases in
a D6 roll of 5+ these generals are the unit.
considered to have only suffered light
wounds. Their wounds have been dressed Only the French may purchase Baron
and the generals are now ready to fight the Larrey!
good fight during the next day’s fighting.
HOSPITALS & REINFORCEMENTS
BARON LARREY If the players have a Master list and wish to
As chief surgeon of the French Grande “reinforce” due to battlefield casualties in a
Armee, Larrey saved the lives of countless linked campaign or tournament and
generals, officers as well as rank and file. In deployed the field hospital in the previous
fact it has been said of the Baron that his battle treat the new battle as if it was the
“conduct was characterized by heroism and next day of a multi-day battle. Any leaders
humanity during almost innumerable killed in the battle will return for the next
dangers, from his first campaign in 1792 battle on a D6 roll of 5+ at the end of the
down to the Battle of Waterloo in 1815…” battle as well as rolling to save generals
(Memoirs of Baron Larrey, Preface, throughout the game. If Baron Larrey is
Worley Publications, 1997). used choose a division and roll to see how
many bases come back.
Baron Larrey costs an additional +25 points
on top of the +50 points for the field None of these loses will cost the player
hospital. Once per battle, ignore the result reinforcement points, but still count
of killed for one single general, on a D6 roll towards army points at the end of the battle.

Replica cartouche eagle from


Peter Cross’s collection

17
There are certain missions that allow troops limbered.
to recoil. In these missions only the
defender can use the “Recoil” special rule. Impassable terrain negates the ability of the
The Recoil special rule is applied during unit to recoil. All other terrain effects are
the player’s activation or as a response to ignored during the movement. If there is
being charged. impassable terrain in the unit’s path, the
unit may not recoil. Also if an enemy unit
Below are the criteria for performing is in the recoil path, the recoiling unit may
recoils: move in any direction around the enemy
unit provided that there is a minimum gap
1. During the players activation he of 1” available. If there no room to move
may recoil any units within around the enemy, the unit may not
engagement range of an enemy unit. perform a recoil move.
2. If the enemy is charging the
defending player and the defender ATTRITION
passes their morale test and Recoiling in the face of the enemy is quite
response test may choose to recoil. taxing on the nerves of the troops and there
is always going to be some attrition as a
A recoil move may only be made by a unit result of such demoralizing maneuvers,
once each game turn. even if these help save the troops in the
long run. If a unit elects to recoil during its
RECOIL PROCEDURE activation, it automatically performs the
If a unit elects to recoil, that unit can recoil. The recoiling unit will suffer an
immediately about turn, at no cost, and attrition loss of 1 figure as it recoils. If
move up to 12 inches towards his own reacting to an enemy charge and the unit
baseline, facing the enemy in the formation passes its morale and response tests it may
it was in before it recoiled. Artillery automatically recoil, but suffers 2 attrition
batteries must always end their recoil move hits.

Death of John Moore, Corunna, 1808.

18
Standard games use the Battle Points Victory charts for players wishing to play
Victory chart on page 107 of the Grand 450, 500 and 600 points missions from
Battles Napoleon rulebook for determining Legion d’honneur.
how many army and mission points each
player won. However because fast play Players are free to use these additional
missions use smaller amounts of points victory point charts for one off fast play
than a standard sized game we have mission, linked campaigns and
provided a set of fast play Battle Points tournaments.

FAST PLAY VICTORY CHART


GAME SIZE POINTS LOST BATTLE POINTS WON
1-59 1
60-119 2
120-179 3
450 POINTS 180-239 4
240-299 5
300-359 6
360+ 7
1-69 1
70-139 2
140-219 3
500 POINTS 220-289 4
290-359 5
360-429 6
430+ 7
1-89 1
90-179 2
180-269 3
600 POINTS 270-359 4
360-449 5
450-539 6
540+ 7

Bavarian light infantry defend a hedgerow.

19
At the back of this supplement we have a directly command the rest. Players may
comprehensive list of units in the national purchase more than 1 divisional general,
summaries for the era Empire to Liberation even if they have less than seven units.
1808-1815. Each unit has a basic summary
and points cost. The national summaries However, each player must choose a higher
can be used as a points and unit guide for echelon general chosen from the corps,
playing small wars games. wing or army headquarters options. This
general is the overall commanding general
GETTING STARTED and must purchase an Initiative rating as
The size of small wars games is 300 points. well as adding the cost for the higher
Players will need the Grand Battles echelon general’s tactical rating.
Napoleon rulebook. The rules are exactly
the same, except where they differ below. ACTIVATING UNITS
Units act via initiative rolls. Each time a
UNIT SIZE player wins initiative they may activate one
Small wars games are not tied to a specific unit or force their opponent to activate a
scale. Because small wars games are exactly unit.
as the title suggests – “small”, the units may
represent anything from a platoon, “FOLLOW ME!”
company, battalion or regiment of infantry If an activated unit wishes to charge, they
and a troop, company, squadron or may call on another unit within 4 inches to
regiment of cavalry. follow them into the assault. This is the
only occasion when multiple units may be
OFFICERS activated at once
Likewise we refer to our commanders as
divisional, corps, wing and army for ease of SMALL WARS ARMY MORALE
reference, but they may actually be Army morale is worked out by checking
representative of any command structure. how many units are destroyed or retreating
For example a Divisional general may instead of how many battle damaged
represent a colonel, chef de battalion or divisions there are on the table.
even a lieutenant.
Such games can be a lot of fun and are
COMMAND STRUCTURE perfect for getting started using 28mm
For each seven or more units, players must without having to blow the budget or use
choose a divisional general to command at large tables.
least 2 units. A corps or higher general will
Here is a victory chart for playing small
wars games.
GAME SIZE POINTS LOST BATTLE POINTS WON
1-39 1
40-79 2
80-119 3
300 POINTS 120-159 4
160-199 5
200-239 6
240+ 7

20
Throughout this supplement we talk about mission found on page 143 of the Grand
modifying missions. This is a very simple Battles Napoleon rulebook, which we shall
thing to do and players may modify fast to modify down to a 600 point fast play
play missions up to standard size by using mission. First we shall scale the table size
the Victory points Chart for 1000 point or down to a 3 by 4 foot table. Next we shall
larger games on page 107 of the Grand scale down the measurements noted in the
Battles Napoleon rulebook. To modify a map on page 143. Lastly, we shall follow
standard mission change the size of the the mission guidelines as normal.
table from 3 by 4 foot to 6 by 4 foot and
doubling the distances in the maps. Thus in a flash we have modified the
Standard sized missions can be scaled down standard 1000+ point mission down to a
to fast play missions by choosing 450, 500 600 point fast play mission.
or 600 points, changing the table size from
6 by 4 foot to 3 by 4 foot and using the Fats
Play Victory Points chart in this supplement
instead of the Victory Chart on page 107.

DEPLOYMENT
It is important to note that while the scale
and size of missions changes, the
deployment distance between the attackers
and defender will always remain the same.
In most missions the deployment distances
between the attacker and defender is 12
inches apart.

MODIFIED MISSION EXAMPLE


For our example we shall use March to the
Sound of the Guns, a standard sized

A French Grand Battery from Peter Cross’s collection.

21
If players are going to play a linked (which adds 100 extra points per 1000
campaign or a tournament we recommend points used. Players will need to calculate
adding this Master list rule. Players select the additional points these special options
how many points they are going to have as give in their Master list and each Battle list.
their army. The whole army list is called a For example in a 450 point game this
player’s “Master List”. We recommend that would give 45 extra points, in a 500 point
players select 1000 points as their whole game 50 extra points and in a 600 point
army or Master list. It must comply with all game 60 extra points.
the national requirements as identified in
any of the Parade Handbooks from Each Battle list must be created from the
Revolution to Empire or Empire to Master list as stated earlier. Any
Liberation. Headquarters, division and independent
unit options in the Master list may be
BATTLE LISTS selected for your Battle list. Players may not
Before each mission or tournament round, break up divisions in the Master list and
players select commanders and divisions only add some units of the division to their
from their Master list up to the total points Battle list. For instance, if a British player
required for each mission. Using the selects a British division with 4 regiments
smaller fast play missions in Legion and a 6# foot battery from their Master list,
d’honneur players will notice the largest the entire division must be used in the
mission is only 600 points. Nonetheless the Battle list. They cannot take 3 regiments
Mast list allows players to draw divisions and half a battery, for example.
from their whole and throw them into each
battle during the tournament or linked HEADQUARTERS STAFF
campaign. These smaller forces are called To compliment a player’s Master list, each
your “Battle” lists. Battle lists must comply player may have a Headquarters staff as
with the mission guidelines as outlined in well. We recommend 80 points and only
each mission, for example in “Unleash the add +20 points for each 1000 points over
Horse” players will be expected to field up this. A player may include up to 80 points
to 450 points of cavalry formations selected of Headquarters staff, to spend on
from their Master list. command, in addition to his Master list.
Thus a 1000 point Master list will, in point
At the end of each mission, unit casualties of fact, be 1080 points. 1000 points spent
are recorded in the Master list and are from the Parade Handbooks, as normal, in
carried over into each new game. Players Headquarters, Battle, Support and Reserve
may choose to “Reinforce” units in their Lines choices and a special Headquarters’
army before the start of each new mission Staff worth 80 points, allowing players to
at the cost of Battle (victory) points at the purchase other generals, other overall
end of the tournament or campaign. commanding generals, field hospitals,
engineers and charisma for the generals.
Some Parade Handbooks allow players to
take special options that increase the size of MISSION TRAITS
their Master list and by default Battle lists. There are occasions when formations from
One such option is the Sub continent the Master list just do not quite slot into a
Indian army option “Divided Loyalties” Battle list for a particular mission. Often

22
players will find that they are 5 – 10 points can drain a nation’s economy. Such
under or over as a result of adding ethereal notions regarding campaign
complete divisions into the Battle list from attrition and replacing battlefield losses are
the Master list. When this happens, players reflected in the following special rule
may upgrade or downgrade units in the “Reinforcements”. Reinforcements allow
divisions so that they are not missing out on units which are completely destroyed or
large chunks of points, or so they do not go suffering battlefield casualties to be
over the allotted point’s total. A player may “reinforced” up to their starting unit size at
downgrade any unit’s morale by 1 step for - the beginning of the linked campaign or
10 points. A player may upgrade the tournament.
morale of any unit by 1 morale step for +10
points. Players may also downgrade up to 4 For the purposes of calculation, only those
units to weak and or provisional for -5 figures that are casualties can be replaced.
points per option. At the completion of every mission,
casualties are recorded per unit and those
No more than 4 options may be used to units can only continue in the next battle at
downgrade units in this way or 2 options to the recorded level unless they are
upgrade units in any given battle. reinforced by the player. Units completely
destroyed must be reinforced up to 2 bases
BATTLEFIELD CASUALTIES worth of figures before the unit is eligible to
One of the unique aspects of using a fight in a future battle.
Master list is the role battlefield casualties
play on a player’s Battle lists from game to CALCULATING REINFORCEMENT
game. At the end of each game, record the POINTS
battlefield casualties each unit suffered The process for calculating reinforcement
against the Master list. Each model hit in points per model is a bit fiddly to begin
the game is a battlefield casualty. Each with, but players will quickly come to grips
battlefield casualty recorded against the with the mechanics. We have provided a
Master list will not return for the next quick formula to assist players in the
battle. Additionally, each unit entirely process of determining the cost for each
destroyed will not return next battle either. figure in the division.

Units that are retreating or have retreated Take the total points value of the division
from the table at the end of a mission are or independent formation and divide this
not considered casualties at the end of the by every single model in the formation, to
game. All the figures (disregarding determine the cost of each figure in a unit.
battlefield casualties) in units that have TFP (total formation points) ESM (every
retreated during the battle will return for single model) = CPM (cost per model). For
the next battle. example a French infantry division in Spain
with an experienced divisional general, 4x
It is conceivable that players which take 16 figure line infantry regiments, each with
massive casualties early in the linked 1 screen, a light battalion, and a 6# foot
campaign or tournament may not have artillery battery costs 195 points and has a
many functional combat units towards the total of 82 figures (64 infantry, 4 screens, 8
end of the tournament, just like in a real life skirmish light infantry and 6 gunners/hits
campaign! for a battery). So to get the cost per figure,
we will need to divide 195 by 82 figures for
REINFORCEMENTS a CPM of 2.37. Thus the cost of each single
Recruiting, training and equipping troops model, (regardless of the unit it comes
during a campaign, is a costly exercise, and from), will cost 2.37 reinforcement points.

23
The French Marshal plans the town’s defence!

(Notice the cost of the experienced part thereof, the player will lose 1 battle
divisional general is not added to the total point from the total battle points won. For
cost for the division as divisional generals example if the player ended up with 14
are paid for separately). battle points in a three game tournament
and used 85 points worth of reinforcements
REPURCHASING GENERALS he would lose 2 battle points. So at the end
All generals killed must be repurchased at of the tournament the player will have a
their Master list cost, or else they may not total score of 12 battle points not 14.
be used in the next battle. Divisions that
lose their divisional general will return next There is no compensation for divisions that
battle with an average divisional general, are fielded in a weakened state after a few
unless they began as poor, in which case battles. If a player uses a division, which
they will remain as poor divisional general. suffered battlefield casualty’s last game, in a
If the divisional general was experienced, new game, it will cost the same amount of
good, excellent or superior or the general is points to field as it did in the original Maser
a higher echelon general, (army, wing and list. Casualties do not reduce the cost of the
corps) they will only return if the total division to field it game to game, nor does it
points they cost are restored. reduce the cost in army points if it is battle
damaged at the end of a new game either.
If the player only has only one overall
commanding general option in his Master However the Break Point number will
list, including Headquarters staff options, change based upon how many formed
and he was killed last turn, the infantry and cavalry bases are currently in
commanding general must be repurchased the division. At the start of each new battle
for the next game and suffer the lost battle readjust the break point number needed to
points for purchasing headquarters for a division to become battle damaged.
reinforcements.
HONOR & DISHONOR
LOSING BATTLE POINTS During the Napoleonic wars many officers
All reinforcement points are added up at and rank and file alike, received great
the end of the campaign or tournament. rewards for their bravery, skill and
For each 50 points of reinforcements, or determination on the battlefield. Many of

24
the medals, like the Legion d’honneur, 3. Upgrade a unit to steadfast
were given in recognition of their deeds. 4. Upgrade a unit to devastating volley
5. Upgrade an infantry unit 1
In contrast, many regiments and individuals maneuver step Poor Regimental to
were stripped of their honors for cowardly Regimental, Regimental to
or dishonorable deeds on the battlefield. Napoleonic, Napoleonic to March,
To represent the fickleness of fate on the March to Mach and Hard Marching
battlefield here is a guide to gaining and 6. Upgrade artillery by one fire grade
losing honors. to Trained, or trained to Expert or
Expert to Guard
At the end of a battle, each player rolls two
different coloured six sided dice. Allocate SELECTING DISHONORS
one dice for an honor and the other for Units which retreat without losing any
dishonor. A D6 score of 6 on either dice casualties, or lose a melee after gaining an
will give a unit an honor or a dishonor. overwhelming advantage or keep missing
Both units and leaders may gain or lose every volley are destined for dishonor.
honors.
Equally destined for dishonor are generals
SELECTING HONORS whose divisions panic or keep failing
Units which distinguish themselves through command checks or squander their troops
glorious charges, a stoic defense or despite having an overwhelming advantage
doggedly holding on after losing massive against the enemy. Players which
casualties are the units destined for honor. distressingly roll a dishonor may select any
Similarly, generals who prove themselves unit or leader to be downgraded.
worthy of a Marshal’s baton will also gain
honors. Players which successfully roll an Just like honors, it’s up to the players to
honor may select any unit or leader with an agree on what dishonors to select from
upgrade. prior to the start of a game, but here a few
ideas get you started.
It’s up to the players to agree on what
honors to select from prior to the start of a 1. Downgrade the tactical rating of a
game, but here a few ideas get you started. general 1 step
2. Downgrade the morale class of a
Please note, no unit may ever be upgraded unit 1 step
higher than morale class 7. 3. Downgrade a unit to weak
4. Downgrade a unit to poor shots
1. Upgrade the tactical rating of a 5. Downgrade an unit to provisional
general 1 step 6. Downgrade artillery to low on
2. Upgrade the morale class of a unit 1 ammo on a 5-6
step

25
“The Battlefield is a scene of constant chaos. The winner will be the
one that controls the chaos, both his own and the enemies!”
- Napoleon

THE BATTLE OF LEIPZIG, 1813


Many battles during the Napoleonic wars 16. The Battle of Leipzig, 16-19th of
took more than a single day to resolve. In October 1813
fact some 18 or so multi day battles were 17. The Battle of Arcis-sur-Aube, 20-
fought during the Napoleonic wars. Here is 21st of March 1814
a comprehensive list of Napoleonic battles 18. The Battle of Wavre, 18-19th of
that were fought over several days. June 1815.

1. The Battle of Dego, 14-15th of April END OF THE DAY


1796 A game day usually consists of 12 turns. If
2. The Battle of Arcole, 15-17th of neither side is forced to withdraw, and both
November 1796 players agree, the battle will continue on the
3. The Battle of Rivoli, 14-15th of following day.
January 1797
4. The Battle of Trebbia, 17-19th of NIGHT-TIME
June 1799 The period of time between game days,
5. The Battle of Eylau, 7-8th of over multiple days of fighting, is always
February 1807 referred to as night-time. During night-time,
6. The Battle of Bailen, 18 – 22nd of players may reorganize and redeploy their
July 1808 divisions, form or dissolve grand batteries,
7. The Battle of Espinoza, 10-11th of plan flank marches and a reserve for the
November 1808 next day’s fighting.
8. The Battle of Aspern-Essling, 21-
22nd of May 1809 Players also recalculate the battle damaged
9. The Battle of Wagram, 5-6th of July status of each division and record the new
1809 divisional break point (BP) number, prior
10. The Battle of Znaim, 10-11th of July to the start of the next day’s fighting.
1809
11. The Battle of Talavera, 27-28th of SETTLING DOWN FOR THE NIGHT
July 1809 When the enemy is too close, during the
12. The Battle of Fuentes de Onoro, 3- night, tensions run high. The sentries are
5th of May 1811 spooked by the slightest noise. Muskets are
13. The Battle of Borodino, 5-7th of discharged and no one gets any sleep. As
September 1812 such, a little bit of distance between the on-
14. The Battle of the Berezina, 26-29th table armies must be established after a
of November 1812 hard days fighting.
15. The Battle of Dresden, 26-27th of
August 1813

Out of the night they come!

27
A full Prussian division deployed for battle.

REDEPLOYING UNITS REDEPLOYING DIVISIONS


At the end of a game day all units within As long as no unit in the division is in
engagement range and also within 4 inches engagement range of the enemy, divisions
of enemy units must fall back 2 inches, so within 12 inches of the enemy may make a
that no unit is within 4 inches of the enemy. redeployment move. All units in a division
These moves are performed simultaneously redeploying may move up to 12 inches and
by each side. end their redeployment move facing any
direction and in any formation. Units
Troops behind enemy lines and inside 4 redeploying may never come within
inches of the enemy must keep moving engagement range of the enemy (8 inches).
away from the enemy until they are outside Units making a divisional redeployment
of 4 inches of all enemy units. move must remain in command at all
times. Any units out of command may
If one side is the defender or holding move up to 24 inches in order to get back
terrain, like BUA’s, hills, field works, into command of divisions redeploying.
streams or woods, they do not have to
move at all, only the troops not holding key Divisions outside of 12 inches may make a
terrain features must be moved outside 4 32 inch redeployment move. The division
inches. A bit of common sense is necessary may move off table and become a reserve,
when determining who is holding terrain move onto the table, if the division was in
and who is not. reserve and off table, or move to a new
position on the table. All units making a 32
All units that began night-time engaged but inch redeployment move must stay outside
outside of 4 inches of the enemy may move of 12 inches of the enemy at all times.
4 inches in any direction or change
formation instead. Each side takes turns redeploying divisions
until each side has moved everything they
All units out of command must move up to wish in preparation for the next day of
8 inches towards their commanders. battle.

28
GRAND BATTERIES FLANK MARCHES
So long as there are no enemy units inside Players intending to perform flank marches
of 4 inches of a grand battery it may be write down what off table reserves are being
dissolved and the artillery batteries moved used with the flank march and what flank
to individual divisions or back into a corps they are marching down and how long the
or army artillery reserve, within 32 inches of flank march is going to be.
the grand battery. The artillery general is
sent to the rear (off table for the next day of If a player performed a flank march on the
battle). No artillery battery may ever move previous day and has at least one division
inside engagement range as it moves to its within 12 inches of the table edge, no flank
new division. march may be assigned to that flank by the
enemy general.
Players that wish to create a grand battery
for the next day’s fighting may move RESERVES
artillery batteries from anywhere in side 32 No divisions may come on as reserves
inches of the form up point for the battery, behind enemy divisions within 12 inches of
so long as no battery moves inside of 8 the players own table edge. This area is
inches of the enemy as it moves to the considered held by the enemy and the
grand battery. player may only deploy reserves in front of
the enemy division.
Lastly player may move a Grand Battery,
which is not inside 8 inches of the enemy, Furthermore, if a player performed a rear
up to 32 inches to a new position on or off flank march, the day before, and has at least
the table. one division inside 12 inches of the
enemy’s own table edge, the entire zone
DAY 3- LOW ON AMMO flanked is considered held and no enemy
Starting on day 3 batteries suffer low on divisions may come on as reserves along
ammo on a D6 roll of 5-6. this sector of their own sides’ table edge.

Fresh reserves, just in the nick of time!

29
Battles may be fought at night. Players ensuing melee. If the melee is a draw both
wanting to fight at night may perform four sides retreat as if they lost the melee. So
turns worth of combat. The battle may start much for blundering around in the dark!
at sunset and carry on into the night. Start
during the night or start during the night BREAKING THE BAYONETS AT
and end at sunrise. NIGHT
Cavalry charging infantry reroll failed break
Players do not have to agree if one side the bayonets tests during night-fighting. If
wishes to continue fighting into the night. the cavalry are lancers they will re-roll the
But be warned, night-fighting is messy and failed break the bayonets test with a +1
confusing and doesn’t normally benefit bonus modifier to the test.
either side. All units and leaders
performing shaken, disorder, response and SUNRISE & SUNSET
command tests suffer an additional -1 Line of sight is reduced or increases based
modifier when fighting at night and all on whether it is sunset, sunrise or actually
attrition hits are doubled. night. To determine the visibility in a night
fight roll a D6 on turn 1 for sunset and then
At the end of a night-fight, the day officially a D6 for the other 3 night turns.
ends and it becomes night-time.
If it is a night-fight that finishes at sunrise or
SHOOTING AT NIGHT the start of the battle begins earlier than
When shooting at night there is a -1 to hit sunrise roll a D6 for the night turns and
modifier. Also 2 or more 1’s equals a then a D6 again on the sunrise turn. The
blunder shooting. Move all hits onto the result is the visibility distance units can see
closest unit, friendly or enemy, even if the out to.
unit is to the side or rear of your unit. If the
enemy unit is the closest, hits are allocated If there is bad weather use whichever
as normal. visibility is the worst. If it is worse using
night-fight then that is the visibility players
MELEE AT NIGHT will use, but on the other hand if the bad
Roll a D6 for each melee, the winner of the weather makes it harder to see, use that
roll gains an additional +1 modifier in the visibility distance instead.

The last rays of sunlight fall


on the Russian lines.

30
“Read over again and again the campaigns of Alexander, Hannibal,
Caesar, Gustavus, Turenne, Eugene and Frederick.... This is the only
way to become a great general and master of the art of war!”
- Napoleon

NAPOLEON’S RETREAT FROM MOSCOW, 1812


After fighting a particularly tense and hard mauled in the previous encounter? Well,
fought battle, have you ever wondered what just maybe, linked campaigns might be the
would happen next, if the battle was not the way to go
end of the story? Have you ever wondered
how your army would handle further Linked campaigns, as the name suggests,
campaigning and battles after suffering are a number of battles linked together to
casualties in the initial battle? How would form a narrative. There are four ways of
you, as the army general, handle another approaching a linked campaign. They are
battle but without the cuirassier division ladder, tree, map and card based.

Ladder campaigns are the simplest type of from the Master list, unless you want to
linked campaign. Battles progress based sacrifice Battle points to reinforce shattered
upon a predetermined linear pathway set divisions is all used together for a climactic
out prior to the start of the campaign. big bash! So to kick off such a ladder
campaign, players might begin with a Seize
A ladder campaign involves three or more the Crossroads mission modified from
missions chosen from any Grand Battles Grand Battles Napoleon, to say 600 points,
Napoleon or Legion d’honneur mission. then move onto a 500 point Rear Guard
mission from Legion d’honneur and finally
Each player works out a Master list and end the campaign with a Big Bash 1000
then creates Battle lists for each mission. point Fields of Fury mission, again from
The size of the Master and Battle lists may Grand Battles Napoleon, but this time
vary according to how large you want each unmodified. The options are endless!
game to be.
However, in the example below, both
Battle points are awarded for each mission players only have an afternoon and so are
based upon army and mission points and keen to keep to quick and simple. The
all the Battle points for the missions are French and Austro-Russian player decide to
added up at the end of the campaign, recreate a small version of the events
deducting Battle points for surrounding the Battle
reinforcements. The winner is the DRESDEN CAMPAIGN 1813 of Dresden up to the
player with the most Battle points! debacle at Kulm.
Mission 1:
Bloody Fury
Always feel free to tinker with They both agree on the
your ladder campaigns. You want following three fast play
Mission 2:
to play a climactic Big Bash at the Unleash the Horse
missions from Legion
end of the ladder campaign. Each d’honneur, Bloody
player creates a 1000 point Fury, Unleash the
Mission 3:
Master list and creates Battle lists Rear Guard
Horse and Rear Guard
for the first two missions and for Mission.
the last mission whatever is left

32
The next type of linked campaign is a Tree prior, similar to a flow chart. As you can see
campaign. Tree campaigns are a little more from the flow chart below tree campaigns,
complicated than ladder campaigns. This is as the name suggests, look decidedly like a
because each mission leads to a series of tree, with branches sprouting out from each
options based on events in the missions mission!

At the end of each mission follow the will not necessarily know what mission they
branches to the next mission, depending on are fighting in the next game. When used in
whether the attacker or defender won the conjunction with Master and Battle lists,
game just fought. tree campaigns are far more exciting as a
narrative backdrop than ladder campaigns,
Tree campaigns are not as rigid or linear in although ladder campaigns are heaps of fun
their structure as ladder campaigns. Players too!

The next type of linked campaign is a map counters being moved along key points on
campaign. Just like ladder and tree the map as you repel enemy attacks and
campaigns, map based campaigns link expand your territories. Not only that, but
games of Grand Battles into an exciting you can involve multiple players in a map
narrative. based campaign.

Furthermore there is an added visual Although map based campaigns are a


element involved in map based campaigns. geographical medium for generating battles
There is a real thrill seeing your army there is no reason why the maps cannot

33
have rivers, roads and strategically and follow all the normal rules for fast play
important features like bridges and missions.
mountain passes. The scale of maps may be
localized, regional or continent based, while OPTIONAL MAP CAMPAIGN RULES
the style of the maps might be composed of We got a bit creative with this campaign
hexagons, squares or irregular sections. and added a few interesting layers, not
officially part of the optional rules in the
Creativity is an exciting side effect of map Legion d’honneur supplement, but they
based campaigns. There is no right or work well for map based campaigns and we
wrong way to draw maps and the level of recommend players follow these guidelines
detail can be as simple or as detailed as below.
your wish.
Again feel free to tinker with the format we
MAP COUNTERS use for a game turn in your own campaigns.
To play a map based campaign players will Such creative layering is an example of how
need national counters to mark which players can tinker with their own map based
territories they control and army counters campaigns, as we have done here for the
to show where their forces are located on Saxony campaign.
the map. In this campaign example below,
we have also added a supply depot counter Here are our guidelines below:
for each side.
1. To determine the mission for each
THE MAP sector we created a Mission chart.
The map based campaign we played during Players roll a D6 and cross-
playtesting is a simple regional map reference the score with the attacker
centered on Saxony in 1813. Each sector is or defender column. This
square shaped, with roads between the determines which mission the
sectors along which armies may move to players will be fighting. The player
new squares. We have also added rivers to that won the last mission may ignore
the map for a bit of visual appeal. the mission option selected for the
next mission and play a modified
The French player begins with 4 locations Seize the Crossroads mission
shown in blue and the Austro-Allied player instead so long as there is more
also begins with 4 locations marked orange. than one road in the sector.
Torgau is a contested sector and this is 2. Each player nominates a controlled
where an army counter from each side sector as their supply depot and
begins the campaign. Players also have 2 places a depot counter in that
other army counters representing the other sector. If they lose the sector they
forces in the area. lose a Battle point. The depot is
moved to a new friendly location
MASTER LISTS and becomes the new supply depot
Together all three army counters on each at the start of the next campaign
side represent the troops that make up the turn.
Master list. Standard missions are 1000 3. A campaign turn is performed via
points, with some standard missions unmodified initiative tests. Each
reduced to 600 points although the Master time a player wins an initiative
list for this campaign example is 1250 round he may move an army to a
points with 100 Headquarters staff.. All the new sector or hold the sector he
fast play missions are from this supplement currently holds. Armies that lose a
battle must fall back to a friendly

34
sector. No sector may ever have back bumps the other friendly army
more than two friendly armies. If an to a new sector. If there are no
army is forced to fall back it may sectors to fall back to the army is
either be disbanded or as it falls also disbanded.

SAXONY CAMPAIGN MISSION OPTIONS CHART


DESCRIPTION 1 2 3 4 5 6
To the
Flank Encounter
Bloody Sound of Unleash Fields of
Attacker March Battle
Fury the Guns the Horse Fury
600 pts 600 pts
600 pts
Unleash Rear Defend to
Defender Rear Guard Bloody Fury Rear Guard
the Horse Guard the Last
The winner of the last battle may elect to play a Seize the Crossroads 600 pts mission on a
location with more than 1 road intersecting it.

WINNING A MAP CAMPAIGN before reinforcements are deducted


Players should be given a number of ways from the total score.
to win. The options for winning a campaign
should include: ADDITIONAL BATTLE POINTS
For each enemy location captured, players
1. The first player to capture a should receive one battle point.
number of map locations (in our Additionally, the player that wins the battle
campaign it was 4). rolls a D6 and on a score of 6 gains an extra
2. Destroy all the enemy armies, (in Battle point. This extra Battle point
our campaign we had 3 army represents the overwhelming strategic
counters) importance of the sector to either the
3. Be the first player to reach a total defender or attacker.
score of 25 battle points or higher,

GRUNBERG
MOCKERN SAXONY 1813

HOYERSWERDA

WARTENBERG

TORGAU

BAUTZEN

LEIPZIG

LUTZEN DRESDEN

35
The last type of campaign, players may battles, much like the ladder campaign we
choose to run, is a card based campaign. discussed earlier, or it could be more
There is something entirely satisfying about involved with missions determined by who
cards as part of a game. Perhaps it is the wins and who loses, as we outlined in the
tactile pleasure of holding cards in ones tree campaign, or each mission could be
hand whilst taking cards from the other determined via a random dice roll similar
players’! to the mission options chart in the Saxony
campaign.
When organizing a card based campaign
work how many missions are going to be Here are some examples of cards for your
played as part of the campaign and pick up campaign. For this card campaign we
a card for each mission. Each card agreed on following a simple ladder
represents a geographic region. After each campaign set in the Peninsular with 3
mission the loser hands the winner one of battles to decide the campaign. Each player
their cards. At the end of the campaign had a Master list of 1000 points and 40
each player gains an additional Battle point points of Headquarters Staff. Each mission
for each card they hold in their hand. was taken from Legion d’honneur and
followed the preset Battle lists
Players may use the format for ladder, tree requirements. The missions were Rear
or map based campaigns to determine what Guard, Bloody Fury and Unleash the
each mission will be. For example the Horse.
campaign may be linear with 3 preset

Austrian Jaeger, high up in the Tyrolean mountains!

36
“Between a battle won and a battle lost, the distance is immense!”
- Napoleon

THE SURRENDER OF GENERAL MACK AT ULM ,1805


For those that enjoy competition gaming, 2. Tournaments should use a Round
rankings or simply love to keep score, we Robin system and be flexible
have devised a set of guidelines for playing enough to include any number of
speed tournaments or standard players. In the example table below
tournaments for that matter, using the we have settled on eight (8)
various missions from Grand Battles participants.
Napoleon and the Legion d’honneur 3. For fast play missions we
supplement. recommend setting aside 1.5 hours
per game and for standard 1000
1. Four (4) missions for a tournament point missions we recommend
is a good round number. In total setting aside 3 hours per game.
there are ten missions to choose 4. The tournament winner is the
from, six standard missions in player able to convert the chaos of
Grand Battles Napoleon and four each battle to his advantage. Battle
fast play missions in Legion points gained from army and
d’honneur. Together there are mission points, and any additional
enough missions for a tournament victory points as awarded by the
organizer to prepare any type of tournament organizer, are recorded
tournament, whether it is just a at the end of each game. The player
speedy one day affair or over a long with the most Battle points at the
weekend. As the tournament end of the tournament is the
organizer you can use standard winner.
missions from the Grand Battles 5. To enhance the tournament gaming
rulebook, pitched at 1000 point experience we really do
games or modify these standard recommend using the Master list
missions to be shorter or larger, special rules, as it adds an extra
depending on how much you wish layer of strategy and narrative to the
to mix it up! For a single day speed games specifically and the
tournament we recommend using tournament event generally!
the Legion d’honneur missions as a
starting point, as they are
intentionally designed to be fast Armed with these 5 guidelines on how to
play. For multi day tournaments the run your very own tournament we wish you
standard missions or a combination all the best for your first Grand Battles
of both fast play and standard Napoleon event!
missions is recommended.

UNLEASH THE RIVER


MISSION BLOODY FURY REAR GUARD
HORSE CROSSING
1 1 vs 2 1 vs 3 1 vs 5 1 vs 6
2 3 vs 4 2 vs 4 2 vs 6 2 vs 7
3 5 vs 6 5 vs 7 3 vs 7 3 vs 8
4 7 vs 8 6 vs 8 4 vs 8 4 vs 5

38
“Napoleon’s presence on the battlefield is worth 40 000 men”
- Duke of Wellington

THE BATTLE OF WATERLOO, 1815


One of the greatest joys of raising an army the other side, since the forces are
is working out what troops you are going to predetermined by what each player actually
paint and place in the army. What has in that area of the campaign map.
dioramas each command stand will have Armies can be organized based on
and how you plan to wield the force on the historical OOB’s or using Grand Battles
battlefield. When playing points there is Napoleon Parade Handbooks.
also the added fun in pouring over the
Parade Handbooks trying to get the Our handbooks have been exhaustively
toughest and meanest army you can using play tested and researched. They are
the troop options and points available. designed to allow players to create almost
all the historical orders of battle during the
HISTORICAL RE-FIGHT Napoleonic wars, (various garrison and rear
To play Grand Battles Napoleon you will line divisions notwithstanding). For
need to build an army. Re-fighting famous example the entire French Armee du Nord
battles using specific historical OOB’s in 1815 may be created using the French
(orders of battle) is one way to build an Empire to Liberation Parade Handbook.
army. There are many wonderful websites
and books with comprehensive orders of POINTS BASED MISSIONS
battle, players can use to generate their own Points based games are played using
army list. Some of these include specific missions, inspired broadly by actual
http://www.napoleon-series.org/, battles. For example the Seize the
Castiglione, 1796 by B Voykowitsch, Scott Crossroads mission is inspired by the Battle
Bowden’s works such as Napoleon and of Quatre Bras in 1815. Missions are a
Austerlitz, Armies of the Danube: 1809 and great way to get a fair and balanced game
Napoleon’s Grande Armee 1813, George up and running quickly at the local club or
Nafziger’s works, Napoleon’s Invasion of mate’s place. Using our comprehensive set
Russia: 1812, Lutzen and Bautzen, of Parade handbooks, which covers all the
Napoleon at Dresden and Napoleon at major and minor states during the
Leipzig 1813, James Arnold, Crisis on the Napoleonic wars, you can create your army
Danube, Peter Hofschroer’s works like list in no time. It’s easy organizing a mission
Waterloo 1815, Quatre Bras and Ligny and based point’s game. All players need to do
Wavre, Placenoit and the race to Paris, is agree on a mission and how many points
Richard Riehn’s book, 1812 Napoleon’s they are going to use and build their army
Russian Campaign, Alexander lists from one of the many Grand Battle’s
Mikaberidze’s masterful work, The Battle Napoleon Parade handbooks.
of Borodino and Mark Adkin’s mammoth
work, The Waterloo Companion, to name Now that you have agreed on points, select
just a few excellent authors, books and a mission to play. There are 6 missions in
resources available to the Napoleonic the rulebook and another 4 mini missions
gamer that enjoys refighting historical in our Grand Battles supplement – Legion
battles. d’honneur. For a standard 2-3 hour game
we recommend a 1000 point game using a
CAMPAIGNS mission from the rulebook. For a fast play
The second way is via campaigns. game 40 minutes – 1.5 hours use the
Campaigns are very popular in the gaming Legion d’honneur supplement and choose
community. These types of games however a mission from there. Once you have
are not always balanced unless playing selected a mission and decided on how
linked campaigns from this supplement! many points you’re going to use, it’s now
Often one side may have more troops than time to refer to the Parade Handbooks.

40
Canadian Militia, Skirmishing during the War of 1812

The Napoleonic wars cover some 25 years Napoleon’s fight to consolidate the new
of nearly constant warfare, with important found empire, the enforcement of the
tactical developments in the conduct of continental system (an economic solution to
warfare emerging out of the chaos of the British maritime trade monopoly) in
revolution. The way armies were organized both Spain and Russia and Napoleon’s
and fought changed during the Napoleonic demise as Europe is slowly liberated from
quite drastically. As such, we have identified French influence between 1813 and 1815.
two major periods within the Napoleonic
wars. The first is Revolution to Empire, Consequently, there are two Parade
1790-1807. Handbooks for most major and minor
states, one for the era Revolution to Empire
REVOLUTION TO EMPIRE and the other for Empire to Liberation.
This era covers the strident use of linear Some states, like the Ottomans only have
warfare by the majority of European states one Parade Handbook which covers both
as well as the rise of Napoleon, the eras, because the armies and style of
overthrow of the Republic and Napoleon’s warfare did not change very much at all.
empire building in Italy, Austria, Poland, Some states, like Bavaria may even have
Prussia and the Rhine. two Parade Handbooks within a single era.
This is because some of the minor states,
EMPIRE TO LIBERATION like the Bavarian’s, fought for and against
The second era is Empire to Liberation, Napoleon during the era 1808-1815 and
1808-1815. This era covers the rise of the structure and type of units they raised
column tactics and corps structure among changed with the change in alliances.
the nations of Europe, as well as

41
UNDERSTANDING THE FORMAT options as they want. However, players may
Every Parade Handbook has a standard not choose more support or reserve line
format with national traits, organizations options than battle line options. For
and troop options for your army. All example, if you have three battle line
Parade Handbooks are formatted in the options you may select up to three support,
following manner: three reserve and one army reserve option.
(Players must have 2 full reserve line
1. Allies options for each 1 army reserve line
2. National Traits option!)
3. Headquarters
4. Battle Lines When playing points based games, stick to
5. Support Lines keeping on or under the agreed total, unless
6. Reserve Lines playing against a good friend who doesn’t
7. Army Reserve Lines mind the extra 5 points or so over. Not
8. Summary only is this the gentlemanly thing to do, it is
also part of the skill in building an army list.
THE BASICS It takes quite a deal of skill to recruit the
Every army, no matter what size, must have best possible force without overspending!
an overall commanding general. Each army
may choose from battle, support, reserve One last thing, we are going to use The
and army reserve options from their Kingdom of Holland Empire to Liberation
handbook or allied handbooks. Players Handbook as our guide regarding how to
may always choose as many battle line raise an army.
amount of affairs that went on, one can
ALLIES safely say often), we allow players to select
Most of the major and minor nations, in troops from allied Parade Handbooks as
the Napoleonic wars, at one time or well as selecting troop options from their
another fought with or against the other own nation’s handbook.
nations. For example, during the
Napoleonic wars, the Kingdom of Naples Players may select as many allied options as
fought against the British, French, Austrians they are allowed (there is normally a points
and Sicilians at one point or another and restriction per 1000 points), so long as the
was also allies of the British, French, number of national and allied
Austrians and Sicilians at other times support/reserve and army reserve options
during the same turbulent period of history. do not exceed the combined national/allied
Because alliances changed almost as often battle line options.
as their king’s underwear, (considering the

10mm French Grand Battery, defended by a Cuirassier division.

42
NATIONAL TRAITS OVERALL COMMANDING GENERAL
The size of regiments, their training and When purchasing an overall commanding
organization varied considerably during the general combine the points cost for the
wars. National Traits helps add colour and army leadership class per 1000 points with
variety to your standard divisional options. the most senior general. For instance, if you
For example, in the French National Traits have a wing and two corps generals, the
section players may upgrade their standard wing general must be the overall
16 figure infantry regiments, found in the commander.
battle/support/reserve/army reserve
divisional options, to 24 and 32 figure Another example, now specifically relating
regiments. Such options are available to the Kingdom of Holland lists is as
because the size of French regiments varied follows. Because the highest command
considerably from campaign to campaign. option is a corps commander, a corps
At the start of the 1812 campaign the size of commander must always be the overall
many of the French regiments, especially in commanding general. Add the army
the first three infantry corps averaged leadership class (in this instance a Class 1
between 2-4000 men or 24 -32 figure initiative rating for +15 points) with the cost
regiments. By contrast, most of the French for the corps commander (in this instance
infantry regiments in many of the other an Experienced Corps commander for +10
campaigns between 1808 and 1815 did not points) for a total of 25 points for a Class 1,
exceed 1800 men or 16 figure regiments in Experienced Dutch Corps commander.
game terms. This commander is now your armies’
overall general. The Dutch player will roll
Options for adding screens, battalion guns, for initiative for each Dutch and allied
upgrading and downgrading the size of division in his army using this 25 point,
units, quality of units and unit training can Class 1, experienced corps general.
also be found here.
Some nations are not large enough to
HEADQUARTERS purchase an overall commanding general
Commonly each national handbook has a with an initiative rating. If there is only a
Headquarters with an army leadership divisional option and no army leadership
class, engineers, charisma and army, wing, options, the nation may only be chosen as
corps and divisional general options. From allies. Contingents from Baden, Berg,
these options players choose their army, Hessen-Darmstadt and Rhinbund between
wing, corps and divisional generals as well 1808 and 1813 may only be chosen as
as pioneer, pontooniers and artillery allies.
generals.

43
Sicilians from the Mediterranean division
hold the high ground!

NATIONAL HEROES hero’s total points, specifically for 1000


Some national Parade Handbooks have point games. For each 1000 points over this
national heroes, (a liberal term as some add the difference in points for the army
generals were famous for their good leadership class. For example the Crown
generalship, while others were infamous Prince of Sweden, Bernadotte costs 105
and decidedly lacking generalship qualities points and is a Class 1, Good army general,
in their role as ruler and or general of that with the Trachenberg Plan special rule, (see
nation’s armies). The Dutch army in the the Swedish Empire to Liberation Parade
Empire to Liberation handbook only lasted Handbook for more information on the
until 1810 before being annexed by France. Trachenberg Plan special rule). If the game
Consequently the nation did not have is 2000 points add the difference in points
enough time to cultivate any colorful between a Class 1 initiative rating army
characters, however many other Parade general for 1000 points and a Class 1
Handbooks do, such as Sweden, France, initiative rating army general for 2000
Austria, Russia, Prussia and Great Britain. points. In a 1000 point game a Class 1
general’s cost 15 points and in a 2000 point
INITIATIVE COST PER 1000 POINTS game a Class 1 general costs 30 points. The
When choosing a national hero, as your difference is 15 points, so in a 2000 point
overall commanding general, keep in mind game, add 15 points to 105 points for
that the points cost for the leader’s initiative Bernadotte’s total cost. In this example the
rating has already been calculated into the Crown Prince now costs 120 points for a
2000 point game.

44
ARTILLERY GENERALS generals. While those that do, have only
Due to the very deliberate and planned very limited numbers allowed in a game.
nature of Grand Batteries not all nation Likewise there are restrictions on how
states had the ability or resources to employ many generals may be rated lucky or
them. Grand Batteries were designed to unlucky. Despite the restrictions on the
dominate a battlefield strategically and bring number of generals upgraded to lucky or
superior fire to bear across a large swathe of downgraded to unlucky, generals from all
the battlefield. This is very different from national handbooks may be upgraded or
having guns deployed tactically across the downgraded.
whole line or deploying 2-3 batteries down
together to bring superior fire to bear ENGINEERS
locally on a single point. The French and The last section in a nation’s headquarters
Russians consistently deployed grand is engineers. Engineers may be either
batteries to dominate the battlefield and to pioneers or pontooniers. Engineers are a
a lesser degree so too did the Austrians and valuable but limited commodity in the
Prussians, which is why these nations have game. There are strict limitations on how
the ability to purchase an artillery general many engineers may be purchased. Some
and form a Grand Battery. nations are so small that they do not have
an engineer option in their headquarters.
DIVISIONAL GENERALS As such of players desiring engineers will
Players will find that every division in the have to purchase them from an allied
Parade Handbooks comes with a free nation’s handbook and attach them prior to
average divisional general, with a 3 inch the start of the game.
command range. You may change the
quality of each divisional general for the LEADER PROFILES
appropriate change in points. For example, All leader profiles are found in the
in our sample Kingdom of Holland Parade Headquarters section and not in the
Handbook players may downgrade a summary. The leader profiles have a
divisional general to Poor for -15 points or description, initiative class, tactical rating,
upgrade a divisional general to Experienced command range, command response,
for +5 points or Good for +10 points. leader notes, minimum and maximum
numbers and their points cost per 1000
CHARISMA points. All generals have a tactical rating
In the Headquarters options players may that represents their command ability.
upgrade and downgrade the charisma and Their response number and command
luck of their generals. Higher echelon range further denote a general’s skill level.
commanders (army, wing and corps) may Apart from the fact that the overall
be upgraded to charismatic, while only commanding general has an initiative
divisional generals may be upgraded to modifier instead of a response number all
superior. Not every Parade Handbook of the character profiles are the same for
allows for charismatic and or superior army, wing, corps and divisional generals

ARMY INITIATIVE RATING EXAMPLE

ARMY INITIATIVE RATING


INITIATIVE ARMY POINTS
RATING 1000 2000 3000 4000 5000 6000
INITIATIVE CLASS 0 5 10 15 20 25 30
INITIATIVE CLASS 1 15 30 45 60 75 90

45
ARMY GENERAL/NATIONAL HERO EXAMPLE

DESCRIPTION INITIATIVE TACTICAL RANGE RESPONSE NOTES MAX POINTS


Gneisenau,
40
Blucher Class 1 Good 3+ Hard 1 175
inches
Marching

WING, CORPS & DIVISIONAL GENERAL EXAMPLE

DESCRIPTION TACTICAL RANGE RESPONSE NOTES MAX POINTS


Division Experienced 4 inches 4+ Lucky 0-3 15

INITIATIVE RATING TACTICAL RATING


Players may upgrade or downgrade their All army, wing, corps and divisional
general’s tactical rating by one step higher generals are assigned a tactical rating. There
or lower than his initiative class. There are are five ratings, Excellent, Good,
five initiative classes in all -1, 0, 1, 2 and 3. Experienced, Average and Poor. Tactical
Despite there being five initiative class ratings are used in Grand Battles Napoleon
ratings to choose from, not every army list to classify the command and control
will have all five initiative rating options capabilities of each nation’s officers. The
available. Some nations had better quality staff size and effectiveness of those officers
generals than others. To reflect this, the are built in to the tactical ratings. In a
initiative rating options available to each similar way to initiative class rating not every
nation vary accordingly. nation had quality commanders and as such
not every army lists will have all five tactical
A Poor tactical rating is equivalent to a -1 ratings options available in their
initiative class, an Average tactical rating is headquarters section.
equivalent to a +0 initiative class an
Experienced tactical rating is equivalent to a COMMAND RANGE
+1 initiative class and so on. For instance, Command range differs between the
Player A has an army general with a class 0 various echelons of command. The higher
initiative rating. He may select one of three the echelon of command the greater the
possible tactical ratings, poor, average or command ranges. An experienced army
experienced. general has a command range of 32 inches
while an experienced corps general only
The initiative rating modifies the D6 has a command range of 12 inches.
initiative roll by the initiative class number.
For example a general with an initiative All subordinate general’s must be in
class of 3 will add +3 to the D6 initiative roll command range of the higher echelon
each time the player has to perform an general’s base to be in command. All units
initiative test. A general with an initiative in a division must be within command
class of -1 will subtract 1 from the D6 range of the divisional general to be in
initiative roll each initiative test. command.

46
18mm AB Bavarians, painted by Andrew Fogg.

RESPONSE permitted in the army lists. Where this


All generals have a command response occurs special rules will be in the leader
rating. This response number is used when notes column. A good example of this is
the general is out of command range of his the Prussian army general Blucher who has
commanding general performing a the HARD MARCHING,
demoralized divisional test or when a CHARISMATIC and GNEISENAU
general wishes to perform a Grand Tactical special rules in the leader notes column.
order. The worse a general is, the higher
the response number, the better a general is ATTACHMENTS
the lower the response number. To pass a In some Parade Handbooks there is the
response test the general must roll equal to option of purchasing individual skirmish
or higher than their modified response battalions, infantry regiments and cavalry
number in order to pass the test. So a good regiments in the battle, support, reserve or
general will pass a response test on a D6 army reserve lines as attachments. These
roll of 3+, while a poor general will pass a units must be attached to divisions in your
response test on a D6 roll of 6. army. It takes two full attachment options
to equal one battle/support/reserve or army
NOTES & MAXIMUMS reserve line option. If you have less than 2
Each nation has restrictions on the quality attachments they will not be considered a
of their generals and how many of each the line option when determining the ratio of
nation is allowed. This is found in the battle lines to support and reserve lines.
maximums column in the Headquarters
section of the Parade Handbooks. Also It is important to keep in mind that army
leader notes detail the charisma rating of reserve attachments may not be selected
the general. Is he an unlucky or lucky unless two reserve line options have been
general? Is he charismatic? Is he a superior selected first. Note these must be reserve
divisional general? Does he have any line options not two reserve line
defining special rules? Sometimes the attachments (which only makes up one
option to take actual historical generals reserve line option), before purchasing an
(National Heroes) with their own unique army reserve division or army reserve
special rules instead of a generic general is attachment option.

47
BATTLE LINES make up the majority of support line
As the name suggests battle lines represent options.
the most common divisions fighting in the
front lines of any given battle. Although RESERVE LINES
most battle lines are usually composed of Reserve lines consist of the troops held
infantry divisions, some handbooks also back in reserve for the decisive blow or to
have cavalry divisions and attachments blunt enemy breakthroughs. Premier
amongst their battle lines. Russian Cossack infantry divisions like grenadiers, elite line
divisions, being just one example of a divisions, medium and heavy cavalry
cavalry division option available in a divisions and corps artillery reserves make
nation’s battle line options. up the majority of reserve line options.

A player must select at least two battle lines ARMY RESERVE LINES
from their own national Parade Handbook Army reserves represent the crème de la
before purchasing allied options. crème of the army, such as the French Old
and Middle Guard or troops very rarely
SUPPORT LINES seen on a battlefield like Partisans. Almost
Support line options in the Parade the entire French Imperial Guard options
Handbooks are composed of divisions and are found in the army reserve lines of the
attachments, common in the front lines of a French Empire to Liberation Parade
battle. The role of these support troops Handbook.
historically, was to support the infantry
divisions burdened with the lion’s share of Players may not purchase an army reserve
the fighting. Light cavalry divisions, line option unless they have purchased at
advanced guards, light divisions, support least two reserve line options. For every full
cavalry attachments and divisional batteries two reserve line options a player may
purchase one army reserve line option.

A British division deploys in the fields.

48
NATIONAL SUMMARY French Old Guard. To represent all these
In war, not all troops have the same troops we have 5 different headings to help
profiles. Some are tougher, more resilient describe each unit in an army list. These
and have better fire discipline and drill, are classed simply as unit profiles. The
while others are poor shots, unreliable, less profiles are Troop Description, Size,
disciplined and drilled. Morale Class, Notes and Army
Restrictions.
In the game we list the variations in troop
quality, size and morale throughout the DESCRIPTION
army in the summaries at the back of the The description lets you know what sort of
Parade Handbooks. unit is in the summary, is the unit light, line
or guard infantry? Is it a 6# foot battery?
There are many different types of troops in Are the cavalry lancers, cuirassiers and so
the game, from Spanish partisans to the on?

TROOP PROFILE EXAMPLE

DESCRIPTION SIZE MORALE NOTES MAX


Light 16 5 Napoleonic, March, Light Infantry 35 regiments

SIZE MORALE
The size of a unit helps identify if it is a A unit’s morale class defines how capable,
skirmish battalion or an infantry or cavalry how well trained and how reliable it is. The
regiment. The sizes of infantry and cavalry higher the morale class the better the
units are recorded in numbers of figures. quality of the troops. Also the higher the
For example a regiment of Bavarian line morale class the greater the chance to pass
infantry is 16 figures. morale. Units with a morale class greater
than 6 will never fail a straight, unmodified
Sometimes units may end up smaller or morale test because you cannot roll a 7 or
larger than the size listed in the army more on a D6.
summary. This is because some Parade
Handbooks allow players to upgrade or All morale tests, disorder tests and shaken
downgrade the size of a regiment in the tests are performed using a unit’s morale
“National Traits” section. class. Additionally, a unit’s morale class is
used when conducting melee.
Artillery, pioneer and pontoonier sizes are
recorded via the number of bases not NOTES
figures. For example, a Portuguese 6# foot The notes column highlights unit qualities
battery, with a size of 2, means that the and abilities, as well as adding historical
battery has two bases in the battery. While flavor and personality. Napoleonic,
pioneers and pontooniers with a size of 1, regimental, light cavalry, old guard, light
indicates there is only one base. Also each infantry, irregular, exploit, unreliable and
screen and battalion gun is recorded as 1 horse artillery are examples of unit notes
base, where listed in the summaries. that identify the quality and flexibility of the
unit.

49
MAX regiment became the Dutch Lancers of the
The point of the army restrictions is to Imperial Guard. Nonetheless, all regiments,
prevent players from building more of a such as the Dutch Cuirassiers and Horse
particular unit than was actually recruited Guards are each mentioned in the lists.
during the Napoleonic Wars. Not every
unit in the army lists was present Occasionally there is no limit in the army
throughout the entire Napoleonic wars. For list summaries, especially when referring to
instance, many Dutch regiments, during the artillery batteries. Where there is no
Kingdom of Holland’s brief existence, were maximum recorded, it is because the actual
disbanded or reformed into other Parade Handbooks themselves will prevent
regiments. The Dutch Cuirassiers, for players from ever accumulating more than
example, were reformed into the Horse is realistically acceptable and so we have not
Guards light cavalry regiment in 1810. bothered getting bogged down in
When the Kingdom of Holland was unnecessary detail and have left the box
annexed and absorbed in France later in blank.
1810 the Dutch Horse Guards light cavalry

Russian Cossacks and Turkish cavalry clash outside Batyn, 1811.

The picture is from the collection of Nathan Vinson of Elite Miniatures Australia fame
http://www.eliteminiaturesaustralia.net/

50
“A general trusts in national soldiers, not mercenaries!”
- Napoleon

THE BATTLE OF MEDINO DE RIOSECO, 1808


Using the Kingdom of Holland Parade However, for this battle and to save on
Handbook from the Empire to Liberation complexity, all the units will be chosen
era as our guide we are going to build a 600 exclusively from the Dutch handbook.
point Dutch army. To raise our Dutch Starting with the average divisional general,
army we will need a commanding general let’s upgrade him to experienced, for +5
and a number of divisions chosen from the points. The upgrade option is found in the
handbooks battle, support and reserve line Headquarters section under divisional
options. Here is a point by point generals. Next let’s add 1 divisional
explanation on how to use the handbooks skirmish battalion for +15 points. This
to build your army. Please refer to the represents the additional skirmishing ability
Parade Handbook starting on page 57 and of the division’s infantry regiments. To
the sample 600 point army on page 54, as bolster the core force another 2x Dutch
we go through the detailed account of infantry regiments are added to the division
raising a 600 point army together. for +25 points per regiment.

PURCHASING AN OVERALL Lastly, we’ll add a 6# foot battery for +30


COMMANDER points so that the division has some ranged
The most senior commander in the Dutch fire.
handbook is a Corps commander. He will
be our overall commanding general. An Outside of adding a Light regiment, which
experienced corps commander (+10 points) we are not going to do for this division, we
with an Initiative class of 1 (+15 points) have pretty much exhausted all the options
costs a total of 25 points. To add a bit of available in this divisional box. All the
authenticity we shall call him Dumonceau, same, the division still needs some infantry
a French commander who historically screens and cavalry, so we are going to the
commanded a Dutch corps at one point. National Traits and Support and Reserve
lines for the rest.
1ST DUTCH DIVISION
The first division we are raising is a Dutch From the National Traits section we will
Line Infantry Division drawn from the add 1 screen to each infantry regiment for
battle line options. We shall name him +5 points per screen.
Gratien, historically a Dutch divisional
general. Initially the division will costs 50 For the cavalry we are going to the support
points and like all divisions begins with an lines section and purchasing a Dutch
average divisional general and 2x Dutch Hussar regiment from the support cavalry
line infantry regiments. attachments option for +45 points. We will
then upgrade the Hussars to Cuirassiers for
At this point we will need to expand the +25 points.
core forces in the division. A division with
only two infantry regiments is very brittle So our first Dutch Division costs 240 points
and will easily become battle damaged. To and has a break point of 10. (10 bases need
bolster the division we could recruit some to be destroyed or retreating before the
battle line attachments from the French, division in battle damaged). It has integral
Royal Spanish, Westphalian or Rhinbund cavalry support and at least one battery of
Parade Handbooks as these were all allies foot artillery. Quite a tough division!
of and fought with the Kingdom of Holland
troops during its brief existence.

52
2nd DUTCH DIVISION that only formed infantry and cavalry
For the 2nd Dutch Division we will again regiment bases count towards the division’s
choose a Dutch Line infantry Division from break point and not screen, artillery or
the battle line options and upgrade the skirmish bases. The total for both divisions
divisional general from average to good for and the corps commander is exactly 600
+ 10 points. To do this, just refer to the points – perfect!
costs to upgrade divisional generals in the
Headquarters section of the Parade We have also kept well and truly within the
Handbook, just like we did for Gratien. ratios of battle line to support and reserve
Next we are going to add a light battalion line options. Both divisions have been
for +20 points and a light regiment for +30 chosen from the battle line options.
points. We shall also select the Dutch Although we have two reserve line
Guard regiment from the reserve options attachments, (Guard Infantry and Guard
for +65 points. Lastly, to this division, we Hussars) they only count as a single reserve
will add the Guard Hussars for +65 points line choice. We also have one support line
from the reserve options, a Guard Horse choice, (Guard Horse Battery) and one
Battery for +45 points and one screen for support line attachment, (Cuirassiers), so
each of the infantry regiments and the again we are well within the required limits
Guard Hussars for +5 points per screen. of battle to support/reserve lines.

All up, the 2nd Division costs 335 points and The Dutch 600 point army is ready to fight
also has a break point of 10. Remembering, a Legion d’honneur mission!

The Dutch Grenadier Guards defend the fields!

53
Below is the actual sample army, with the response number and command range in inches for
the generals as well as the break point of each division in brackets.

DUTCH CORPS
Dumonceau – Class 1, Experienced (4+), Corps Commander (12 inches) - 25 points

1ST DUTCH DIVISION


Gratien – Experienced Divisional General (4+) (4 inches) (10 BP) - 5 points
Divisional Skirmish Battalion – Class 5, Skirmish - 15 points
1st Dutch Line regiment – Class 5, Napoleonic, 1x Screens - 30 points
2nd Dutch Line regiment – Class 5, Napoleonic, 1x Screens - 30 points
3rd Dutch Line regiment – Class 5, Napoleonic, 1x Screens - 30 points
4th Dutch Line regiment – Class 5, Napoleonic, 1x Screens - 30 points
Dutch 6# Foot Battery - Class 6, Medium, Trained - 30 points
Dutch Cuirassiers – Class 6, Heavy Cavalry, Exploit - 70 points

2nd DUTCH DIVISION


Daendels – Good Divisional General (3+) (5 inches) (10 BP) - 10 points
Light Skirmish Battalion – Class 5, Light Infantry Skirmish - 20 points
1st Dutch Line regiment – Class 5, Napoleonic, 1x Screens - 30 points
2nd Dutch Line regiment – Class 5, Napoleonic, 1x Screens - 30 points
1st Dutch Light regiment – Class 5, Napoleonic, Light Infantry, 1x Screens - 35 points
Dutch Guard regiment – Class 7, Napoleonic, March, Guard, Exploit, 1x Screens - 70 points
Dutch 6# Foot Battery - Class 6, Medium, Trained - 30 points
Dutch Guard Hussars – Class 7, Light Cavalry, Exploit, 1x Screens - 65 points
Dutch Guard 6# Horse Battery – Class 7, Medium Horse, Trained - 45 points

Total -600 points

The “Dutch” Red Lancers

54
“Voor Koening enVaterland!”
On the 5th of June, 1806, the state of independence of Holland and the Dutch
Batavia was reconstructed into a new state people.
called the Kingdom of Holland and
Napoleon sent his third brother, Louis Despite Holland’s short existence as an
Bonaparte, to be crowned king of this independent state, the troops that fought
newly constructed country. under her banners were tough and
performed remarkably well. At least two
It was Napoleon’s intention that Holland be Dutch regiments were amalgamated into
nothing more than a puppet state, ruled the French Imperial Guard after Holland
nominally by his brother. However from was annexed. The first Dutch regiment - the
the outset King Louis governed Holland Guard Grenadiers, became the 3rd French
benevolently, not as a de-facto prefect of Old Guard Grenadier regiment and the
France, as Napoleon wished! Louis’ second Dutch regiment – the Guard Light
affection for Holland brought him into Horse, became the 2nd Lancers of the
constant conflict with his brother, which French Imperial Guard, commonly called
eventually cost him his crown. “the Red Lancers” on account of their Red
uniforms.
He refused to implement conscription,
denying Napoleon a huge source of Dutch Furthermore, the regular Dutch regiments
manpower, only nominally enforced the distinguished themselves during the
continental blockade, preferring to protect peninsular war. The 3rd Dutch Hussars
Dutch sea trade over the Continental fought so well that they were upgraded to
system, fought against his brother on behalf the Guard Hussars in 1809 as a reward for
of the Dutch bankers concerning distinguished service in Spain. While in
Napoleon’s plan to reduce France’s debt to Germany, the Dutch Cuirassiers and Line
Holland at the expense of the Dutch infantry assisted in putting down the
people and finally he refused to act Westphalian and Northern German
decisively against the British forces uprisings including the dramatic capture of
operating in the southern provinces of Stralsund.
Holland in 1809.
On a personal note, because the army is so
The events surrounding the Walcheren small, you will need to flesh out your Dutch
campaign, in 1809, was the last straw and divisions with allies from the various
the ostensibly amicable relationship handbooks, when building a Kingdom of
between Napoleon and his younger brother Holland army. The Dutch army is solid,
turned into outright hostility. In the month with some very good individual cavalry and
of June, 1810, France invaded Holland and infantry regiments. With carefully chosen
Napoleon forced Louis to abdicate. A allies to support your Dutch Corps you will
month later, on 9th of July, Napoleon easily sweep the enemy before you.
annexed Holland, absorbing the country
into greater France, thus ending the “Voor Koening enVaderland!”

56
The Kingdom of Holland was short lived, Hessen-Darmstadt, Royal Spanish, Danish,
lasting only four years, 1806 – 1810. Italian and Neapolitan allies. Dutch players
Nonetheless being a satellite state of may select any battle, support reserve and
France, the Dutch army fought in army reserve line options from the
numerous wars during its short existence Westphalian, Baden, Berg, Hessen-
alongside the French and numerous French Darmstadt, French and Rhinbund Parade
allies. Between 1808 and 1810, Dutch Handbooks and any battle, support or
forces helped protect Denmark from reserve line options from the Royal
invasion, fought against the Spanish during Spanish, Danish, Italian and Neapolitan
the first years of the Peninsular war, assisted handbooks. Players may select any options
Westphalia in suppressing numerous from the National Traits sections to
uprisings and finally, halted a serious upgrade or downgrade the various units
British invasion of southern Holland with from those nations.
the help of a French army.
Divisions, in the various Parade
To reflect the international flavor and Handbooks, NOT allowed as allies are the
diversity of the Dutch-allied army at this following, any French, Spanish, Italian,
time Dutch players may take up to 500 Neapolitan or Danish Guard infantry and
points per 1000 points of French, Cavalry divisions or attachments or Grand
Rhinbund, Westphalian, Baden, Berg, Batteries.

TINY
Use the following national traits to Downgrade any infantry or cavalry units to
personalize the size and quality of the tiny for -15 points per regiment/battalion.
Dutch troops in your army.
HALF BATTERY
SCREENS Downgrade any battery to a half battery for
Add 1 screen to any infantry or cavalry -15 points per battery.
regiment for +5 points per regiment.
4# BATTERY
PREMIER Downgrade any 6# medium foot or horse
Upgrade 1 line or light infantry regiment to battery to a 4# light battery for -10 points
premier for +10 points. per battery.

PROVISIONAL 8# BATTERY
Downgrade any infantry or cavalry regiment Upgrade any 6# medium foot battery to an
to provisional for -5 points per regiment. 8# medium-heavy battery for +10 points per
battery.
WEAK
Downgrade any infantry or cavalry units to
weak for -5 points per regiment/battalion.

57
A Dutch army must have 1 overall commanding general and 2 Dutch divisions before any allies may be purchased.

LEADERSHIP RATING

INITIATIVE 1000 2000 3000 4000 5000 6000


RATING POINTS POINTS POINTS POINTS POINTS POINTS
CLASS 0 5 10 15 20 25 30
CLASS 1 15 30 45 60 75 90

CHARISMA RATING

CHARISMA MAX POINTS


UNLUCKY 0-1 / 1000 POINTS -10
LUCKY 0-1 / 1000 POINTS +10

CORPS COMMANDER

TACTICAL COMMAND RESPONSE NOTES MAX POINTS


AVERAGE 10 inches 5+ - 0-2 5
EXPERIENCED 12 inches 4+ - 0-1 10
GOOD 14 inches 3+ - 0-1 15

DIVISIONAL COMMANDER

TACTICAL COMMAND RESPONSE NOTES MAX POINTS


POOR 2 inches 6+ - 0-1 -15
AVERAGE 3 inches 5+ FREE 0-4 0
EXPERIENCED 4 inches 4+ - 0-2 5
GOOD 5 inches 3+ - 0-1 10

ENGINEERS, FIELD HOSPITALS & SUPPLY WAGONS

A Dutch army may purchase 1 Pioneer base per 1000 points for +30 points.
A Dutch army may purchase 1 Pontoonier base for +50 points.

OPTIONAL ONLY!

A Dutch army may purchase 1 Supply Wagon base per 1000 points for +30 points per wagon.
A Dutch army may upgrade each Supply Wagon to include a Wagon Train Guard for +10 points.
A Dutch army may purchase 1 Field Hospital base for +50 points.

58
A Dutch army must contain two battle line divisions.

DUTCH LINE INFANTRY DIVISION 50 POINTS


Average General

Dutch Line Dutch Line

Add 1 6# Foot Battery for +30 points


Add 1 Divisional Skirmish Battalion for +15 points
Upgrade Divisional Skirmish Battalion to a Light Battalion for +5 points
Add 1-2 Line Regiments for +25 points per regiment
Add 1 Light Regiment for +30 points

DUTCH-ALLIED LINE INFANTRY DIVISION 50 POINTS


Average General

Dutch Line Rhinbund Line

Dutch Hussars

Add 1 Dutch, Baden or Hessian 6# Foot Battery for +30 points


Add 1 Dutch, Baden or Hessian Divisional Skirmish Battalion for +15 points
Add 1-2 Rhinbund Line Regiments for +25 points per regiment
Add 1 Baden Line Regiment for +35 points
Add 1 Hessian Line Regiment for +35 points

59
DUTCH LINE INFANTRY ATTACHMENTS 25 POINTS

Dutch Line

Upgrade the Line Regiment to a Light Regiment for +5 points

A Dutch army must never have more Support lines than Battle lines.

DUTCH CAVALRY ATTACHMENTS 45 POINTS

Dutch Hussars

Upgrade the Hussar Regiment to a Cuirassier Regiment for +25 points

DUTCH FIELD BATTERY 30 POINTS

Dutch 6# Battery

Upgrade the 6# Foot Battery to a 6# Horse Battery for +10 points


Upgrade the 6# Foot Battery to a 6# Guard Horse Battery for +15 points

60
A Dutch army must never have more Reserve lines than Battle lines.

DUTCH GUARD INFANTRY ATTACHMENTS 65 POINTS

Dutch Guard

The Dutch Guard Regiment must be attached to a Dutch, Middle or Old Guard Division

DUTCH GUARD CAVALRY ATTACHMENTS 60 POINTS

Dutch Guard Hussars

Replace the Guard Hussar Regiment with a Guard Light Horse Regiment for free

DUTCH HEAVY BATTERY 55 POINTS

Dutch 12# Battery

Upgrade the 6# Foot Battery to a 6# Horse Battery for +10 points

61
DESCRITPION SIZE MORALE NOTES MAX
Screens 1 - Screen -/-
Divisional Skirmish Battalion 8 5 Skirmish 2
Light Battalion 8 6 Skirmish Light Infantry 1

Line Regiment 16 5 Napoleonic 6


Light Regiment 16 5 Napoleonic, Light Infantry 1
Guard Regiment 16 8 Napoleonic, Exploit 1

Hussars 8 6 Light Cavalry 2


Cuirassiers 8 6 Heavy Cavalry, Exploit 1
Guard Hussars 8 7 Light Cavalry, Exploit 1
Guard Light Horse 8 7 Light Cavalry, Exploit 1

4# Foot Battery 2 6 Light, Trained 2


4# Horse Battery 2 6 Light, Horse, Trained 1
6# Foot Battery 2 6 Medium, Trained 2
6# Horse Battery 2 6 Medium, Horse, Trained 1
6# Guard Horse Battery 2 7 Medium, Horse, Trained 1
8# Foot Battery 2 6 Medium-Heavy, Trained 2
12# Foot Battery 2 6 Heavy, Trained 1

Pioneer Company 1 - Engineer 3


Pontoonier Company 1 - Engineer, Pontoons 1

Much needed ammunition is raced to the front!

62
“When you have resolved to fight a battle, collect your whole force.
Dispense with nothing. A single battalion sometimes decides the day!”
- Napoleon

THE BATTLE OF WAGRAM, 1809


Despite the light frost on the ground, DEPLOYMENT
heralding an early winter, the day has From a Master list, players are to select a
dawned bright and clear. As the general 600 point Battle list. This list must include
wraps his cloak a little tighter to shield an infantry division, cavalry division and at
against the early morning chill, he gazes least one battery.
intently towards the enemy encamped on
the farther side of the valley. A frown Both players roll an unmodified 1D6 and
begins to form on his brow as he the player with the highest score chooses
concentrates on the enemy positions, which short table edge to deploy from. The
formulating grand plans for the coming other player deploys from the other short
battle. With a load snap, he shuts the table edge. Starting with the player that
telescope, satisfied that his army will chose sides, each player deploys a division
overwhelm the enemy in a whirl of bloody until both sides have deployed all their
fury! forces.
ATTACKER/DEFENDER Alternatively, before deployment, a large
Your mission, should you choose to accept screen should be erected across the centre
it, is to destroy the enemy before you. line of the table. The screen should be of
sufficient height and width (probably in
SET UP cardboard) to restrict line of sight into each
This mission uses the standard mini table, 3 deployment zone. Once this is erected,
x 4 foot. Players deploy from each of the army commanders deploy all of their forces
into their deployment zones.
short table edges.
At least one unit of every division in the
MAP army must be deployed at the forward edge
of the deployment zone i.e. 6” from the
centre line of the table. All skirmish
12”/30cms battalions must be deployed in the Skirmish
Deployment Zone but no closer than 2”
from the centre line of the table.
Deployment Zone
VICTORY CONDITIONS
Skirmish Deployment Zone The game lasts 6 turns or at the end of the
12”/30cms allotted time, whichever comes first. If one
side breaks, the other receives 2 mission
Skirmish Deployment Zone
points. If both sides break, neither player
Deployment Zone receives mission points.

Additional battle points are awarded as per


12”/30cms BPS.

64
With trumpets blaring and pennants SPECIAL RULES
flapping vigorously in the wind, rank upon - Battlefield Flank March
rank of brightly uniformed horsemen move
purposefully towards the enemy. To begin DEPLOYMENT
with, there is only the faintest murmur of Prior to deployment, both players must
the earth shattering violence about to befall select a total of 450 points or less of cavalry
the enemy. This quickly escalates into a from the Master list. Only cavalry divisions
thunderous roar, as ten thousand horsemen and horse artillery selected from your
fall upon the foe in a fit of reckless abandon Master list may be chosen. Cavalry includes
and bloody violence! heavy cavalry, medium cavalry, light cavalry,
camel and elephant cavalry.
ATTACKER/DEFENDER
Your task is to destroy the enemy cavalry Both players roll an unmodified 1D6 and
column. the player with the highest score becomes
the attacker. The attacker chooses which
SET UP edge of the table to march onto. The
This mission uses the standard mini table, 3 defending player marches from the
x 4 foot. Players deploy from opposite table opposite table edge. Players march
edges. divisions onto the table in any formation
from their own table edge once the division
has been activated via initiative.
MAP
Players may select divisions for a battlefield
flank march.

VICTORY CONDITIONS
The game lasts 6 turns or until the end of
the allotted time, whichever comes first. If
one side breaks, the other side receives 2
mission points. If both sides break, neither
side receives mission points.

Additional battle points are awarded as per


BPS.

65
Only half your forces are defending this DEPLOYMENT
part of the river line against the enemy. The defender deploys half his divisions,
However the enemy has chosen this point rounded down, in the 18 inch defender
to concentrate his forces. You have deployment zone. The remaining divisions
deployed what troops you have available for come on as ready reserves.
battle and have sent word for the rest of the
army to join you here. You secretly hope Once the defender has finished deploying
you have enough men to contest the his divisions, the attacker then deploys all
crossing until the reinforcements can arrive. his forces in the attacker’s 12 inch
deployment zone.
ATTACKER/DEFENDER
Your task is to destroy the enemy cavalry The attacker may also deploy three
column. crossings, (one bridge and two fords). No
crossing may be closer than 8 inches from
SET UP each other. None of the crossings may be
This mission uses the standard mini table, 3 wider than 3 inches (15mm games).
x 4 foot. Players deploy from opposite table
edges. RIVER LINE
Any regiment moving across the river will
MAP be disordered on a D6 roll of 5+. All
regiments charging over the river are
automatically disordered. Any unit
defending the river bank gains a +1 cover
bonus in melee. Artillery may only cross at
a crossing.

VICTORY CONDITIONS
The game lasts 6 turns or until the end of
the allotted time, whichever comes first. If
one side breaks, the other side receives 2
mission points. If both sides break, neither
side receives mission points.

Additional battle points are awarded as per


BPS.
SPECIAL RULES
- Ready Reserves

66
The army has been forced to fall back in SPECIAL RULES
the presence of the enemy. Their advanced - Battlefield Flank March
guard has marched hard and is now - Battlefield Blinds and Dummies
snapping at the heels of the rear guard. In - Recoil
order to give the baggage and main army
time to break contact with the enemy, you DEPLOYMENT
troops have been ordered to hold this Prior to deployment both players will need
ground and give those “damned rascal’s to build a 500 point Battle, list selected
hell!” from their Master list. The Battle list must
have an army general and a battle line
DEFENDER division.
Delay the enemy advance for as long as
possible while. ATTACKER
Both players roll an unmodified 1D6 and
ATTACKER the player with the highest score becomes
Destroy the enemy rear guard as quickly as the defender. The defender chooses which
possible and break through to the retreating short edge of the table to defend. The
main army beyond. opposing player is the attacker and deploys
on the opposite table edge. As the
SET UP advantage lies with the rear guard, the
The mission uses the standard mini table, 3 attacker deploys first in an area up to 6” in
x 4 foot, with players deploying from each from the allotted table edge.
of the short table edges.
The attacker must deploy a minimum of
MAP half of his divisions, rounded down, on the
table. The remainder of his divisions may
deploy onto the table on any turn the
attacker chooses.

24”/60cms The attacker may not use the “Battlefield


Blinds and Dummies” special rule, but may
use the “Battlefield Flank March” special
rule.

Rear Guard Deployment Zone DEFENDER


Once the attacker has met the minimum
deployment requirements, the defender
12”/30cms then deploys in the Rear Guard
Deployment Zone. The defender must
deploy half of their divisions, rounded
down, into the rear guard deployment zone.
6”/15cms
All other formations may deploy up to 24”
from the defender’s table edge using the

67
“Battlefield Blinds and Dummies” special army (whichever is easier), over half way
rule. across the table, by turn 6.

All units in the rear guard deployment zone If the defender stops the attacker getting
must begin deployed. No blind or dummy half of his divisions or half the units in his
markers may be deployed in this zone. The whole army, off the table by end of turn 8,
defender may not use the battlefield flank the defender receives 1 mission point.
march special rule.
If the attacker gets half of his divisions or
ENGINEERING WORKS half the units in his whole army, over half
If the defender has included an engineer way across the table by the end of turn 6, he
base in the list, 2 sets of engineering works, will receive 2 mission points.
per engineer base, may be included with
the rear guard and must be constructed If the attacker gets half of his divisions or
inside the rear guard deployment zone. half the units in his whole army, off the
table by end of turn 8, he receives 1
VICTORY CONDITIONS mission point.
The game lasts 8 turns or until the end of
the allotted time, whichever comes first. If These mission points are cumulative, for
one side breaks, the other side receives 2 example, if the defender meets both victory
mission points. If both sides break, neither criteria, the defender could receive 3
side receives mission points. mission points.

The defender will receive 2 mission points, Additional battle points are awarded as per
if he stops the attacker from getting half of BPS.
his divisions or half the units in his whole

Siege of Tarifa, 1812

68
“Impossible” is a word only to be found in the dictionary of fools!”
- Napoleon

THE BATTLE OF ARCOLE, 1796


HEADQUARTERS

OVERALL COMANDING GENERAL’S INITIATIVE RATING


INITIATIVE ARMY POINTS
RATING 1000 2000 3000 4000 5000 6000
Class -1 (Poor) -15 -15 -15 -15 -15 -15
Class 0 (Average) 5 10 15 20 25 30
Class 1 (Experienced) 15 30 45 60 75 90
Class 2 (Good) 35 70 105 140 175 210
Class 3 (Excellent) 50 100 150 200 300 405
CORPS COMMANDER
LEADERSHIP RATING COMMAND RANGE POINTS RESPONSE
Poor 8” 20cm -5 6+
Average 10” 25cm 5 5+
Experienced 12” 30cm 10 4+
Good 14” 35cm 15 3+
Excellent 16” 40cm 25 2+
DIVISIONAL COMMANDER

LEADERSHIP RATING COMMAND RANGE POINTS RESPONSE


Poor 2” 5cm -15 6+
Average 3” 7.5cm 0 5+
Experienced 4” 10cm 5 4+
Good 5” 12.5cm 10 3+
Excellent 6” 15cm 15 2+
CHARISMA

NAME ARMY WING CORPS DIVISION

Charismatic 40 40 40 N/A

Superior N/A N/A N/A 40

Lucky 10 10 10 10

Unlucky -10 -10 -10 -10

SCREENS

NAME POINTS

French, British, Prussian, Italian, Polish and USA may have 0-2 screens per infantry regiment 5

All other infantry and cavalry regiments may have 0-1 screen pre regiment 5

NATIONAL LISTS

AUSTRIA
NAME SIZE MORALE NOTES MAX POINTS
Insurrection 8 4 Irregular, Skirmish Light 12 5
Infantry, Unreliable
Grenz 8 5 Skirmish Light Infantry, 17 20
Jager 8 6 Skirmish Light Infantry, 12 35
Rifles
Insurrection 16 4 Napoleonic, Unreliable, 12 5
Irregular, Light Infantry
Landwehr 16 4 Napoleonic, Poor shots 10 10
Grenz 16 5 Napoleonic, Light 17 30
Infantry
Freikorps 16 5 Napoleonic, Light 2 25
Infantry, Unreliable
Line 32 5 Napoleonic 64 50
Grenadier 16 7 Napoleonic, Exploit 10 50
Insurrection Cavalry 8 4 Irregular Light Cavalry 14 10
Grenz Hussars 8 5 Poor Light Cavalry 5 25
Streifkorps 8 5 Light Cavalry 2 35
Mixed Streifkorps 10 5 Light Cavalry, Streifkorps 2 45

70
Uhlans 12 5 Light Cavalry, Lancers 4 55
Chevauleger 12 6 Light Cavalry 7 60
Hussars 12 6 Light Cavalry 7 60
Dragoons 8 6 Medium Cavalry 6 55
Cuirassier 8 7 Heavy Cavalry, Exploit 8 80
3# Foot 2 6 Light, Trained 12 20
3# Grenz Horse 2 5 Light, Horse 1 25
6# Foot 2 6 Medium, Trained -/- 30
6# Horse 2 6 Medium Horse, Trained 16 40
12# Foot 2 6 Heavy, Trained -/- 55
Pioneers 1 - Engineer, Field Works 8 35
Pontooniers 1 - Engineer, Pontoons 3 50
Artillery General 1 - Grand Battery General 3 40
BAVARIA
NAME SIZE MORALE NOTES MAX POINTS
Volunteers 8 4 Skirmish Light Infantry, 1 20
Rifle Companies
Light 8 5 Skirmish Light Infantry 7 20
National 16 4 Napoleonic 6 15
National Light 16 4 Napoleonic, Light 2 20
Infantry
Line 16 5 Napoleonic 12 25
Gendarmes 8 5 Poor Light Cavalry 1 25
National 8 5 Hesitant Light Cavalry 1 30
Mounted Jager 8 5 Hesitant Light Cavalry 1 30
Chevauleger 8 5 Light Cavalry 6 35
Dragoons 8 5 Medium Cavalry 2 45
Battalion Guns 1 - Light Battalion Guns 12 5
Streifkorps 3# Horse 2 5 Light Horse 1 30
6# Foot 2 6 Medium, Trained 12 30
6# Horse 2 6 Medium Horse, Trained 4 40
8# Foot 2 6 Medium-Heavy, Trained 2 40
12# Foot 2 6 Heavy, Trained 3 55
COALITION BAVARIA 1813-1815
NAME SIZE MORALE NOTES MAX POINTS
Jager 8 5 Skirmish Light Infantry 1 25
National 16 4 Napoleonic 6 15
Line 16 5 Napoleonic 12 25
Guard 16 6 Napoleonic, Exploit 1 40
National 8 5 Hesitant Light Cavalry 1 30
Chevauleger 8 5 Light Cavalry 6 35
Hussar 8 5 Light Cavalry 1 35
Uhlan 8 5 Light Cavalry, Lancers 1 40
Cuirassier 8 6 Heavy Cavalry, Exploit 1 70
Guard Du Corps 8 7 Heavy Cavalry, Exploit, 1 65
Tiny
6# Foot 2 6 Medium, Trained 12 30
6# Horse 2 6 Medium Horse, Trained 4 40
12# Foot 2 6 Heavy, Trained 3 55
BADEN
NAME SIZE MORALE NOTES MAX POINTS
Jager 8 5 Skirmish Light Infantry, 1 25
Rifle Companies
Line 16 5 Napoleonic, Hard Nosed 4 35
Guard 16 6 Napoleonic, Tiny 1 20
Hussars 8 7 Light Cavalry, Exploit 1 60
Light Dragoons 8 7 Light Cavalry, Exploit 1 60
Battalion Guns 1 - Light Battalion Guns 1 5
6# Foot 2 6 Medium, Trained 2 30
6# Horse 2 6 Medium Horse, Trained 1 40
COALITION BADEN 1813-1815
NAME SIZE MORALE NOTES MAX POINTS
Jager 8 5 Skirmish Light Infantry, 1 25
Rifle Companies
Landwehr 16 4 Napoleonic 2 15
Line 16 5 Napoleonic 4 25
Guard 16 6 Napoleonic, Tiny 1 20
Light Dragoons 8 6 Light Cavalry 3 45
Mounted Jager 8 5 Light Cavalry 1 35
6# Foot 2 6 Medium, Trained 2 30

71
6# Horse 2 6 Medium Horse, Trained 1 40
BERG
NAME SIZE MORALE NOTES MAX POINTS
Divisional Skirmish Battalions 8 5 Skirmish 1 15
Line 16 5 Napoleonic, Hard Nosed 4 35
Chevauleger 8 6 Light Cavalry, Exploit 1 50
Lancers 8 7 Light Cavalry, Exploit 2 60
4# Horse 2 6 Light Horse, Trained 1 30
6# Foot 2 6 Medium, Trained 1 30
6# Horse 2 6 Medium Horse, Expert 1 45
8# Foot 2 6 Medium-Heavy, Trained 1 40
COALITION BERG 1813-1815
NAME SIZE MORALE NOTES MAX POINTS
Divisional Skirmish Battalions 8 5 Skirmish 1 15
Landwehr 16 4 Napoleonic 2 15
Line 16 5 Napoleonic, March 2 30
Gendarmes 8 5 Poor Light Cavalry, 1 20
Weak
Hussars 8 6 Light Cavalry 1 45
4# Horse 2 6 Light Horse, Trained 1 30
8# Foot 2 6 Medium-Heavy, Trained 1 40
BRUNSWICK
NAME SIZE MORALE NOTES MAX POINTS
Light 8 5 Skirmish Light Infantry, 1 25
Rifle Companies
Insurrection 16 4 Napoleonic 3 15
Line 16 5 Napoleonic, Fire Drill, 1 35
Linear Training
Light 16 5 Napoleonic, Fire Drill, 1 40
Linear Training, Light
Infantry
Legion 16 6 Napoleonic, Linear 1 40
Training
Guard 16 6 Napoleonic, Fire Drill, 1 50
Linear Training, Light
Infantry
Hussars 8 6 Light Cavalry 1 45
Uhlans 8 6 Light Cavalry, Lancers, 1 35
Tiny
Totenkopf Hussars 8 6 Light Cavalry, Exploit 1 50
6# Foot 2 6 Medium, Trained 1 30
6# Horse 2 6 Medium Horse, Trained 1 40
DENMARK
NAME SIZE MORALE NOTES MAX POINTS
Light 8 5 Skirmish Light Infantry, 7 25
Rifle Companies
Guard Light 8 6 Skirmish Light Infantry, 1 35
Rifles
National 16 4 Napoleonic, Mountain 7 20
Line 16 5 Napoleonic, Linear 16 30
Trained
Light 16 5 Napoleonic, Light 5 35
Infantry, Linear Trained
Marine 16 6 Napoleonic, Linear 1 40
Trained, Poor shots,
Matelots
Grenadier 16 6 Napoleonic, Linear 2 45
Trained, Mountain
Guard 16 6 Napoleonic, Linear 2 50
Trained, Exploit, Fire
Drill
Lancers 8 5 Hesitant Light Cavalry, 1 20
Tiny, Lancers
National 8 5 Hesitant Light Cavalry 1 30
Light Dragoons 8 5 Light Cavalry 5 60
Hussars 8 6 Light Cavalry 1 45
Reiters 8 6 Heavy Cavalry, Exploit 3 70
Lifeguard Reiters 8 7 Heavy Cavalry, Exploit 1 80
Guard Du Corps 8 7 Heavy Cavalry, Exploit 1 80
Battalion Guns 8 - Very Light Battalion 5 5
Guns
3# Foot 3 6 Light, Trained -/- 30

72
3# Mountain Foot 3 6 Light, Trained, Mountain 3 35
3# Horse 3 6 Light Horse, Trained 5 40
6# Foot 3 6 Medium, Trained 5 40
6# Horse 3 6 Medium Horse, Trained 2 50
Howitzer 3 6 Medium, Trained, 1 45
Indirect
12# Foot 3 6 Heavy, Trained 2 65
Rockets 2 6 Medium, Indirect, 1 40
Rockets
FRANCE
NAME SIZE MORALE NOTES MAX POINTS
Divisional Skirmish Battalions 8 5 Skirmish -/- 15
Light/Foreign Light 8 5 Skirmish Light Infantry -/- 20
Young Guard 8 6 Skirmish Light Infantry 4 25
Guard 8 7 Skirmish Light Infantry 2 30
Mediterranean 16 4 Napoleonic, Desertion 3 10
Marie Louise 16 4 Napoleonic, Marie 25 15
Louise, March
National, March, Reserve 16 4 Napoleonic 25 15
Legion 16 4 Napoleonic 8 15
Legion Light/Freikorps 16 4 Napoleonic, Light 2 20
Infantry
Line 16 5 Napoleonic, March 137 30
Legere 16 5 Napoleonic, March, Light 35 35
Infantry
Foreign Light 16 5 Napoleonic, March, Light 3 35
Infantry
Swiss 16 6 Napoleonic, March, 4 40
Steadfast
Marines 16 6 Napoleonic, March, 4 40
Exploit, Poor Shots
Grenadiers 16 6 Napoleonic, March, 6 45
Exploit
Young Guard 16 6 Napoleonic, March, 16 45
Exploit
Middle Guard 16 7 Napoleonic, March, 4 65
Exploit, Fear, Guard
Old Guard 16 8 Napoleonic, March, 4 75
Exploit, Fear, Guard
National/Gendarmes/Legion/Freikorps/March Light 8 5 Poor Light Cavalry 8 25
Cavalry
Chasseurs 8 5 Light Cavalry, Fire at the 30 25
Halt
Hussars 8 5 Light Cavalry 12 35
Lancers 8 5 Light Cavalry, Lancers 6 40
Dragoons 8 6 Medium Cavalry 24 55
Cuirassiers 8 7 Heavy Cavalry, Exploit 12 80
Carabinier 8 7 Heavy Cavalry, Exploit 2 80
Young Guard Scouts 8 5 Hesitant Light Cavalry, 3 35
Lancers
Young Guard Velites/Guards d’honneur 8 6 Light Cavalry, Exploit 8 50
Guard Gendarmes d’elite 8 7 Light Cavalry, Lancers, 1 65
Exploit
Guard Lancers 12 7 Light Cavalry, Lancers, 2 80
Exploit
Guard Chasseurs 12 9 Light Cavalry, Exploit 1 95
Guard Dragoons 8 8 Medium Cavalry. Exploit 1 80
Grenadiers a Cheval 8 9 Heavy Cavalry, Exploit 1 100
Battalion Guns 1 - Light Battalion Guns -/- 5
4# Foot 2 6 Light, Expert -/- 25
4# Horse 2 6 Light, Expert -/- 35
6# Foot 2 6 Medium, Expert -/- 35
6# Horse 2 6 Medium Horse, Expert -/- 45
8# Foot 2 6 Medium Heavy, Expert 8 45
8# Horse 2 6 Medium Heavy Horse, 8 55
Expert
12# Foot 2 6 Heavy, Expert -/- 60
Young Guard 6# Foot 2 7 Medium, Expert, Guard 6 50
Guard 6# Foot 2 8 Medium, Expert, Old 4 60
Guard
Guard 6# Horse 2 8 Medium, Expert, Old 4 75
Guard Volante
Guard 12# 2 8 Heavy, Expert, Old 5 90
Guard

73
Pioneers 1 - Engineer, Field Works -/- 35
Pontooniers 1 - Engineer, Pontoons 8 50
Artillery General 1 - Grand Battery General 3 40
FRENCH REBELLIONS (La Vendee etc)
NAME SIZE MORALE NOTES MAX POINTS
Partisans 8 3 Skirmish Light Infantry, 10 10
Poor Shots, Short range
Sharpshooters 8 4 Skirmish Light Infantry, 4 25
Rifles
Peasants 24 4 Mobs, Improvised 30 15
Weapons, Pike, God &
King
Militia 24 4 Regimental, Poor Shots, 15 20
God & King
Avengers of the Crown 16 5 Regimental, God & King 6 25
Legion 16 6 Regimental, God & King 1 35
Light Cavalry 8 5 Poor Light Cavalry 4 25
Noble Cavalry 8 6 Hesitant Light Cavalry, 1 35
Weak
4# Foot 2 5 Light 2 10
6# Foot 2 5 Medium 2 20
8# Foot 2 5 Medium-Heavy 2 30
Heavy Culverins 2 5 Siege, Immobile 1 50
GREAT BRITAIN
NAME SIZE MORALE NOTES MAX POINTS
Divisional Skirmish Battalions 8 5 Skirmish -/- 15
Foreign Light 8 5 Skirmish Light Infantry 1 20
Light/Canadian Light 8 6 Skirmish Light Infantry, 12 30
Rifle Companies
Rifle 8 7 Skirmish Light Infantry, 3 40
Rifle
Militia/Provisional 16 4 Napoleonic, Steadfast, 10 30
British Fire, Linear
Line/KGL 16 5 Napoleonic, Steadfast, 22 40
British Fire, Linear
Light/KGL 16 6 Napoleonic, Light 4 55
Infantry, Steadfast, British
Fire, Linear
Scots Line 16 6 Napoleonic, Steadfast, 2 55
British Fire, Linear,
Exploit
Scots Light 16 6 Napoleonic, Light 1 60
Infantry, Steadfast, British
Fire, Linear, Exploit
Guard 16 7 Napoleonic, Steadfast, 3 75
British Fire, Linear,
Exploit, Guard, Exploit
Yeomanry 8 5 Light Cavalry, Impetuous 6 30
Light Dragoons 8 6 Light Cavalry, Impetuous 15 40
KGL Light Dragoons 8 6 Light Cavalry, Exploit 2 50
KGL Hussars 8 6 Light Cavalry, Exploit 3 50
Hussars 8 6 Light Cavalry, Impetuous 4 40
Dragoons 8 6 Medium Cavalry, 6 50
Impetuous
KGL Dragoons 8 7 Medium Cavalry, Exploit 2 70
Dragoon Guards 8 7 Heavy Cavalry, 7 75
Impetuous, Exploit
Guard Cavalry 8 8 Heavy Cavalry, 3 85
Impetuous, Exploit
3# Foot 2 6 Light, Expert 2 25
6# Foot 2 6 Medium, Expert -/- 35
6# Horse 2 7 Medium Royal Horse, 3 65
Expert, Guard
6# Howitzer 2 7 Medium Royal Horse, 1 65
Expert, Guard, Indirect
Rocket Battery 2 6 Medium, Indirect, 1 40
Rockets
9# Foot 2 6 Medium-Heavy, Expert 5 45
2 7 Medium-Heavy Royal 3 75
9# Horse
Horse, Expert, Guard
Pioneers 1 - Engineers, Field Works 4 35
Pontooniers 1 - Engineers, Pontoons 2 50
COALITION HANNOVER 1814-1815

74
NAME SIZE MORALE NOTES MAX POINTS
8 5 Skirmish Light Infantry, 1 30
Jager
Rifles
16 4 Napoleonic, Linear 8 20
Landwehr
Trained
Legion 16 4 Napoleonic 1 15
16 5 Napoleonic, Linear 1 35
Line
Trained, Fire Drill
16 5 Napoleonic, Linear 1 40
Light Trained, Fire Drill, Light
Infantry
Chevauleger 8 5 Hesitant Light Cavalry 1 30
Hussars 8 5 Light Cavalry 3 35
6# Foot 2 6 Medium, Trained 1 30
9# Foot 2 6 Medium-Heavy, Trained 1 40
HANSEATIC 1813-1815
NAME SIZE MORALE NOTES MAX POINTS
16 4 Napoleonic, 2 15
Line
Befreiungskriege
Light Cavalry 8 5 Hesitant Light Cavalry 2 30
6# Foot 2 5 Medium 1 20
6# Horse 2 5 Medium 1 30
HESSEN-DARMSTADT
NAME SIZE MORALE NOTES MAX POINTS
Divisional Skirmish Battalions 8 5 Skirmish Light Infantry 1 20
Line 16 6 Napoleonic, Hard Nosed 1 45
Light 16 6 Napoleonic, Hard Nosed, 1 55
Light Infantry
Guard 16 7 Napoleonic, Hard Nosed, 1 65
Exploit
Chevauleger 8 7 Light Cavalry, Exploit 1 60
6# Foot 2 6 Medium, Trained 1 30
COALITION HESSEN-DARMSTADT 1813-1815
NAME SIZE MORALE NOTES MAX POINTS
Light 8 5 Skirmish Light Infantry 1 20
Line 16 5 Napoleonic 3 25
Light 16 6 Napoleonic, , Light 1 40
Infantry
Grenadier 16 6 Napoleonic, Exploit 1 40
Guard 16 7 Napoleonic, Exploit 1 50
Chevauleger 8 6 Light Cavalry, Exploit 1 60
Light Dragoons 8 6 Light Cavalry, Exploit 1 60
Hussars 8 6 Light Cavalry, Exploit 1 60
6# Foot 2 6 Medium, Trained 1 30
HOLLAND
NAME SIZE MORALE NOTES MAX POINTS
Divisional Skirmish Battalion 8 5 Skirmish 2 15
Light 8 5 Skirmish Light Infantry 1 20
Line 16 5 Napoleonic 6 25
Light 16 5 Napoleonic, Light 1 30
Infantry
Guard 16 7 Napoleonic, March, 1 65
Guard, Exploit
Hussars 8 6 Light Cavalry 2 45
Guard Hussars 8 7 Light Cavalry, Exploit 1 60
Horse Guards 8 7 Light Cavalry, Exploit 1 60
Cuirassiers 8 6 Heavy Cavalry, Exploit 1 70
4# Foot 2 6 Medium, Trained 2 20
4# Horse 2 6 Medium Horse, Trained 1 30
6# Foot 2 6 Medium, Trained 2 30
6# Horse 2 6 Medium Horse, Trained 1 40
6# Guard Horse 2 7 Medium Horse, Trained 1 45
8# Foot 2 6 Medium-Heavy, Trained 2 40
12# Foot 2 6 Heavy, Trained 1 55
ITALY
NAME SIZE MORALE NOTES MAX POINTS
Divisional Skirmish Battalions 8 5 Skirmish 4 15
Light 8 5 Skirmish Light Infantry 4 20
Line 16 5 Napoleonic, March 7 30
Light 16 5 Napoleonic, March, Light 4 35
Infantry

75
Dalmatian 16 5 Napoleonic, March, Light 1 35
Infantry
Velites/Milan Guard 16 6 Tiny, Napoleonic, March, 3 30
Light Infantry
Guard Light 16 6 Napoleonic, March, Light 1 50
Infantry, Exploit
Guard 16 7 Napoleonic, March, 1 60
Guard, Exploit
Chasseurs 8 5 Light Cavalry 4 35
Dragoons 8 5 Medium Cavalry 2 45
Guard Dragoons 8 6 Medium Cavalry, Exploit 1 60
Guards d’honneur 8 6 Tiny, Heavy Cavalry, 1 55
Exploit
6# Foot 2 6 Medium, Expert -/- 35
6# Horse 2 6 Medium Horse, Expert 6 45
12# 2 6 Heavy, Expert 3 60
6# Guard Foot 2 7 Medium, Expert, Guard 1 50
6# Guard Horse 2 7 Medium Horse, Expert, 1 60
Guard
COALITION MECKLENBURG-STRELITZ 1813
Jager 8 5 Skirmish Light Infantry 1 20
Landwehr 16 4 Napoleonic, Poor Shots, 3 5
Unreliable, Political
Reticence
Line 16 5 Napoleonic 1 25
Guard 16 6 Napoleonic, Provisional 1 30
Mounted Jager 8 5 Light Cavalry 1 35
Hussar 8 6 Light Cavalry 1 45
6# Foot 2 5 Medium 1 20
NAPLES
NAME SIZE MORALE NOTES MAX POINTS
Divisional Skirmish Battalions 8 5 Skirmish 1 15
Provincial Light 8 4 Skirmish Light Infantry, 2 20
Rifle Companies
Light 8 5 Skirmish Light Infantry 4 20
Velite 8 6 Skirmish Light Infantry 1 25
Provincial Line 16 4 Poor Regimental 5 5
Civic Guard 16 4 Regimental 1 10
Line 16 ? Conspirators & Brigands 12 10
Light 16 ? Conspirators & Brigands, 4 15
Light Infantry
Velites 16 6 Napoleonic, March, Light 1 45
Infantry
Guard 16 6 Napoleonic, March, 1 55
Exploit, Guard
Gendarmes 8 4 Hesitant Light Cavalry 2 15
Chevauleger/Chasseurs 8 4 Light Cavalry 4 20
Guard Hussars 8 6 Light Cavalry 1 45
Guard Chevauleger 8 6 Light Cavalry 1 45
Guard Lancers 8 6 Light Cavalry 1 50
Guard Cuirassiers 8 6 Heavy Cavalry, Exploit 1 70
Guards d’honor 8 6 Heavy Cavalry, Exploit, 1 65
Weak
4# Foot 2 5 Light 4 10
4# Horse 2 5 Light Horse 2 20
6# Foot 2 5 Medium 8 20
6# Horse 2 5 Medium Horse 2 30
6# Guard Horse 2 6 Medium Horse, Trained 1 40
Gunners
8# Foot 2 5 Medium-Heavy 30
12# Foot 2 5 Heavy 2 25
COALITION NASSAU 1814-1815
NAME SIZE MORALE NOTES MAX POINTS
Landwehr 16 5 Napoleonic, Linear 1 25
Trained, Provisional
Line 24 5 Napoleonic, Linear 2 50
Trained, Fire Drill
Chevauleger 8 5 Light Cavalry 1 35
NETHERLANDS 1814-1815
NAME SIZE MORALE NOTES MAX POINTS
Colonial Light 8 4 Skirmish Light Infantry 1 15
Chasseurs 8 5 Skirmish Light Infantry 3 20

76
Colonial Line 16 4 Napoleonic, Linear 1 20
Trained
Colonial Light 16 4 Napoleonic, Linear 1 25
Trained, Light Infantry
Line 16 5 Napoleonic, Linear 4 35
Trained, Fire Drill
Light 16 5 Napoleonic, Linear 2 40
Trained, Light Infantry,
Fire Drill
Light Dragoons 8 5 Light Cavalry 2 35
Hussars 8 5 Light Cavalry 2 35
Carabineers 8 5 Heavy Cavalry, Exploit 3 60
6# Foot 2 5 Medium 3 20
6# Horse 2 5 Medium Horse 2 30
OTTOMAN EMPIRE
NAME SIZE MORALE NOTES MAX POINTS
Light 8 4 Skirmish Light Infantry -/- 15
Sailors 12 5 Braves, Poor Shots, 2 25
Matelots, Amphibious
Janissary Light 8 6 Skirmish Light Infantry 2 25
Rayas/Arnauts 8 6 Skirmish Light Infantry, 2 35
Rifle Companies,
Marskmen
Fellahin 16 4 Tribal, Irregular, Poor -/- 5
Shots
Derbents 16 4 Poor Regimental, 24 10
Oriental
Martolos 16 4 Regimental, Oriental 12 15
Sekhan 16 5 Regimental, Oriental 40 20
Marines 16 5 Regimental, Light 4 30
Infantry, Matelots,
Oriental
Arnauts 16 5 Regimental, Light 4 30
Infantry, Oriental, Wild
Charge
Governors Guards 16 5 Napoleonic 4 25
Segban-i-Jedid 16 5 Napoleonic, Linear 8 30
Trained
Djemaats Janissaries 24 5 Regimental, Oriental 101 35
Benluk Janissaries 24 6 Regimental, Oriental 54 45
Light Janissaries 24 6 Regimental, Light 2 50
Infantry, Oriental
Bektasi Janissaries 24 6 Tribal, Wild Charge, 1 50
Exploit
Guard Janissaries 32 6 Regimental, Exploit, 1 60
Oriental
Feudal Light Cavalry 8 4 Irregular Light Cavalry, -/- 25
Lancers, Javelins,
Impetuous
Arab Camelry 8 4 Irregular Light Cavalry, 2 25
Lancers, Impetuous,
camels
Sipahi 16 4 Light Cavalry, Lancers, 16 45
Impetuous
Guard Sipahi 16 5 Light Cavalry, Lancers, 10 55
Impetuous
Guard Ulufecijan 12 5 Medium Cavalry, 2 60
Lancers, Impetuous
Suvarileri 12 5 Heavy Cavalry, Lancers, 30 70
Impetuous
Djellis 8 6 Light Cavalry, Lancers, 6 45
Impetuous
Guard Mamelukes 8 6 Light Cavalry, Lancers, 1 55
Exploit
Sultan’s Guard 8 6 Heavy Cavalry, Lancers, 3 75
Exploit
Abus 3 5 Light -/- 20
Abus Howitzers 3 5 Light, Indirect Fire 1 25
Surats 2 5 Medium 10 20
14” Humbaraci 3 5 Medium Mortar, 1 30
Immobile, Indirect Fire
European 6# Foot 2 5 Medium, Trained 4 25
Camel Battery 2 5 Light Horse, Zanburuck, 2 30
Camels

77
Guard 6# Horse 2 6 Medium Horse, Trained 4 40
Sahi 3 5 Medium-Heavy, 4 35
Immobile
22” Humbaraci 3 5 Medium-Heavy Mortar, 1 40
Immobile, Indirect Fire
Balyemez 3 5 Heavy, Immobile 4 40
36” Humbaraci 3 5 Heavy Mortar, Immobile, 1 45
Indirect Fire
Siege Guns 3 5 Siege, Immobile 2 50
Siege Humbaraci 3 5 Siege Mortar, Indirect 1 55
Fire, Immobile
Lagimciyan 1 - Engineers, Field Works, 2 50
Palankos
Pontooniers 1 - Engineers, Pontoons 2 50
PIEDMONT-SARDINIA 1814-15
NAME SIZE MORALE NOTES MAX POINTS
Divisional Skirmishers 8 5 Skirmish 8 15
Light 8 5 Skirmish Light Infantry 5 20
Militia 16 4 Napoleonic, Poor Shots 12 10
Line 16 5 Napoleonic 10 25
Marine 16 5 Napoleonic, Poor Shots, 1 25
Matelots
Guards 16 6 Napoleonic, Exploit 1 40
Light Cavalry 8 5 Hesitant Light Cavalry 3 30
Dragoons 8 5 Medium Cavalry 2 45
Cavalleria 8 5 Heavy Cavalry, Exploit 2 60
Guard 8 6 Heavy Cavalry, Exploit, 1 55
Tiny
3# Foot 2 6 Light 4 15
6# Foot 2 6 Medium 3 25
6# Horse 2 6 Medium Horse 1 35
12# Foot 2 6 Heavy 1 50
POLAND
NAME SIZE MORALE NOTES MAX POINTS
Divisional Skirmishers 8 5 Skirmish 8 15
Vistula Skirmishers 8 6 Skirmish 1 20
Line 16 5 Napoleonic, March, Dla 20 40
Polska, Exploit
Vistula 16 6 Napoleonic, March, Dla 4 50
Polska, Exploit
Chasseurs 8 5 Light Cavalry 3 35
Lancers 8 5 Light Cavalry, Lancers 15 40
Hussars 8 6 Light Cavalry 2 45
Vistula Lancers 8 6 Light Cavalry, Lancers, 2 55
Exploit
Cuirassiers 8 6 Heavy Cavalry, Exploit 1 70
6# Foot 2 6 Medium, Trained -/- 30
6# Horse 2 6 Medium Horse, Trained 4 40
12# Foot 2 6 Heavy, Trained 1 55
PRUSSIA
NAME SIZE MORALE NOTES MAX POINTS
Landwehr 8 4 Skirmish 8 10
Freikorps 8 5 Skirmish Light Infantry 20 20
Fusilier 8 5 Skirmish Light Infantry 20 20
Jager 8 6 Skirmish Light Infantry, 6 30
Rifle Companies
Guard Jager 8 6 Skirmish Light Infantry, 2 35
Rifles
Landwehr 16 4 Napoleonic, March, 39 15
Befreiungskriege, Poor
Shots
Freikorps 16 4 Napoleonic, 2 15
Befreiungskriege
Reserve 24 5 Napoleonic, March 12 45
Line 24 6 Napoleonic, March 20 55
Grenadier 16 7 Napoleonic, Tiny, March, 6 40
Exploit
Guard 24 7 Napoleonic, March, 2 65
Exploit, Guard
Landwehr 8 4 Poor Light Cavalry 29 10
National 8 5 Hesitant Light Cavalry 2 30
Freikorps 8 5 Light Cavalry 3 35

78
Uhlans 8 5 Light Cavalry, Lancer 7 40
Mixed Streifkorps 10 5 Light Cavalry, Streifkorps 2 45
Hussars 8 6 Light Cavalry 12 45
Guard Uhlans 8 6 Light Cavalry, Lancers, 1 55
Exploit
Guard Hussars 8 7 Light Cavalry, Exploit 1 60
Dragoons 8 5 Medium Cavalry 8 45
Guard Dragoons 8 6 Medium Cavalry, Exploit 1 60
Cuirassiers 8 7 Heavy Cavalry, Exploit 4 80
Garde Du Corps 8 8 Heavy Cavalry, Exploit 1 90
6# Foot 2 5 Medium -/- 20
Freikorps 6# Foot 2 5 Medium 1 20
Howitzers 2 5 Medium, Indirect Fire 4 25
6# Horse 2 5 Medium Horse 18 30
Guard 6# Foot 2 6 Medium, Expert 1 35
Guard 6# Horse 2 6 Medium Horse, Expert 2 45
12# Foot 2 5 Heavy 18 55
Pioneers 1 - Engineers, Field Works -/- 35
Pontooniers 1 - Engineers, Pontoons 2 50
Artillery General 1 - Grand Battery General 1 40
PORTUGAL
NAME SIZE MORALE NOTES MAX POINTS
Guerillas 8 3 Skirmish, Short Range, 3 5
Unreliable, Blunderbuss
Cacadores 8 6 Skirmish Light Infantry 9 25
Militia 16 4 Poor Regimental, Poor 4 5
Shots, Unreliable
Lusitanian Legion 16 5 Regimental, Linear, Fire 1 25
Drill
Line 16 5 Napoleonic, Linear, Fire 24 30
Drill
Light 16 6 Napoleonic, Linear, Fire 1 45
Drill, Light Infantry
Guerrillas 8 4 Irregular Light Cavalry 2 10
Light Dragoons 8 5 Hesitent Light Cavalry 12 30
3# Foot 2 6 Light, Trained 3 20
6# Foot 2 6 Medium, Trained 3 30
9# Foot 2 6 Medium-Heavy, Trained 3 40
RHINBUND (Nassau, Wurzburg, Mecklenberg, Waldeck, Reuss, Saxon Duchies etc)
NAME SIZE MORALE NOTES MAX POINTS
Divisional Skirmishers 8 5 Skirmish 1 15
Line 16 5 Napoleonic 9 25
Chasseur 8 5 Light Cavalry 1 35
Chevauleger 8 5 Light Cavalry 2 35
Mounted Jager 8 5 Light Cavalry 1 35
6# Foot Battery 2 6 Medium, Trained 1 30
COALITION RHINBUND 1813-1815 (Anhalt, Thuringia, Oldenburg, Reus, Saxon Duchies etc)
Divisional Skirmishers 8 5 Skirmish 1 15
Light 8 5 Skirmish Light Infantry 1 20
Landwehr 24 4 Napoleonic 4 30
Line 16 5 Napoleonic 4 25
Light Cavalry 8 5 Light Cavalry 1 35
6# Foot Battery 2 6 Medium 1 25
RUSSIA
NAME SIZE MORALE NOTES MAX POINTS
Foot Cossacks 8 3 Skirmish Light Infantry 12 5
Jager 8 5 Skirmish Light Infantry -/- 20
Guard Jager 8 6 Skirmish Light Infantry 2 25
Militia 16 4 Napoleonic, Poor Shots, 12 15
Pike, Stoic
Militia Jager 16 4 Napoleonic, Stoic, Light 3 25
Infantry
Russo-German Legion 16 5 Napoleonic 3 25
Line 16 5 Napoleonic, Stoic 100 30
Jager 16 5 Napoleonic, Stoic, Light 50 35
Infantry
Converged Grenadier 16 6 Napoleonic, Stoic 15 45
Grenadier 16 6 Napoleonic, Stoic, 12 50
Exploit
Carabinier 16 6 Napoleonic, Stoic, 6 55
Exploit, Light Infantry
Guard Jager 16 6 Napoleonic, Stoic, 2 55

79
Exploit, Light Infantry
Guard 16 7 Napoleonic, Stoic, 6 65
Exploit, Guard
Cossacks 8 3 Irregular Light Cavalry, 65 10
Lancers
Don Cossacks 8 4 Irregular Light Cavalry, 60 15
Lancers
Mixed Streifkorps 10 4 Light Cavalry, Streifkorps 3 30
Russo-Prussian Legion Hussars 8 5 Light Cavalry 2 35
Chasseurs 8 5 Light Cavalry 6 35
Uhlans 12 5 Light Cavalry, Lancers 5 55
Hussars 12 6 Light Cavalry 11 60
Dragoons 8 5 Medium Cavalry 30 45
Cuirassiers 8 7 Heavy Cavalry, Exploit 8 80
Guard Cossacks 8 5 Light Cavalry, Lance 1 40
Guard Uhlans 12 6 Light Cavalry, Lancers 1 65
Guard Hussars 12 7 Light Cavalry, Exploit 1 75
Guard Dragoons 8 6 Medium Cavalry, Exploit 1 60
Guard Cuirassiers 8 8 Heavy Cavalry, Exploit 2 90
3# Cossack Horse 3 5 Light Horse 2 20
Russo-Prussian Legion 6# Horse 2 6 Medium Horse, Trained 2 45
6# Foot 3 6 Medium -/- 35
6# Horse 3 6 Medium Horse -/- 45
6# Guard Foot 3 7 Medium, Trained, Guard 2 45
6# Guard Horse 2 7 Medium Horse, Trained, 2 45
Guard
12# Foot 3 6 Heavy -/- 60
Pioneers 1 - Engineers, Field Works -/- 35
Pontooniers 1 - Engineers, Pontoons 4 50
Artillery General 1 - Grand Battery General 2 40
SAXONY
NAME SIZE MORALE NOTES MAX POINTS
Light 8 5 Skirmish Light Infantry 2 20
Line 16 5 Napoleonic 8 25
Light 16 5 Napoleonic, Light 2 30
Infantry
Grenadier 16 6 Napoleonic 4 35
Guard 16 7 Napoleonic, Exploit, 1 35
Tiny
Uhlans 8 5 Light Cavalry, Lancers 1 40
Chevauleger 8 6 Light Cavalry 3 45
Hussars 8 7 Light Cavalry, Exploit 1 60
Cuirassiers 8 8 Heavy Cavalry, Exploit 1 90
Guard Cuirassiers 8 9 Heavy Cavalry, Exploit 1 100
Guard Du Corps 8 9 Heavy Cavalry, Exploit 1 100
6# Foot 2 5 Medium 4 20
6# Horse 2 5 Medium Horse 2 30
8# Foot 2 5 Medium-Heavy 2 30
12# Foot 2 5 Heavy 2 45
SPAIN
NAME SIZE MORALE NOTES MAX POINTS
Guerillos 8 3 Skirmish, Short Range, 12 5
Blunderbuss
Cazadores 8 5 Skirmish Light Infantry 12 20
Guard Light 8 6 Skirmish Light Infantry 1 25
Militia 16 ? Sons Of Spain, Poor 20 5
Shots
Line 16 ? Sons Of Spain 34 10
Foreign Line 16 5 Sons Of Spain 10 20
Cazadores 16 5 Sons Of Spain, Light 6 25
Infantry
Grenadier 16 ? Sons Of Spain 4 35
Guard 24 6 Regimental, Exploit 2 50
Guerillos 8 4 Irregular Light Cavalry, 6 15
Lancers
Light Cavalry 8 ? Sons Of Spain Cavalry 14 25
Lancers 8 ? Sons Of Spain Cavalry, 2 30
Lancers
Dragoons 8 ? Sons Of Spain Medium 6 40
Cavalry
Heavy Cavalry 8 ? Sons Of Spain Heavy 12 55
Cavalry
Guard Cavalry 8 6 Heavy Cavalry, Exploit 2 70

80
4# Foot 2 6 Light, Trained -/- 20
4# Horse 2 6 Light Horse, Trained 6 30
6# Foot 2 6 Medium, Trained 6 30
6# Horse 2 6 Medium Horse, Trained 3 40
8# Foot 2 6 Medium-Heavy, Trained 8 40
12# Foot 2 6 Heavy, Trained 4 55
Pioneers 1 - Engineers, Field Works 8 35
Pontooniers 1 - Engineers, Pontoons 2 50
FRENCH ALLIED ROYAL SPANISH 1808-1813
Divisional Skirmish Battalions 8 5 Skirmish, Desertion 1 10
Light 8 5 Skirmish Light Infantry 2 20
Guard Light 8 6 Skirmish Light Infantry 1 20
Line 16 5 Napoleonic, Weak, 4 15
Desertion
Foreign Line 16 5 Napoleonic, Weak 1 20
Light 16 5 Napoleonic, Light 2 25
Infantry, Weak
Guard Light 16 6 Napoleonic, Weak, Light 1 35
Infantry
Guard 16 6 Napoleonic, Weak, 2 35
Exploit
Chasseurs 8 5 Poor Light Cavalry, 4 15
Weak, Desertion
Guard Chevauleger 8 5 Light Cavalry, Exploit, 1 35
Weak
Guard Hussars 8 6 Light Cavalry, Exploit, 1 45
Weak
6# Foot 2 6 Medium, Trained 2 30
6# Horse 2 6 Medium Horse, Trained 1 40
SICILY
NAME SIZE MORALE NOTES MAX POINTS
Light 8 5 Skirmish Light Infantry 4 20
Militia 16 ? Spanish Bourbons, Poor 4 5
Shots
Line 16 ? Spanish Bourbons, 5 10
Light 16 ? Spanish Bourbons, Light 1 15
Infantry
Marines 16 ? Spanish Bourbons, 1 15
Matelots
Grenadiers 16 ? Spanish Bourbons, 1 35
Guard 16 6 Napoleonic, Linear 1 45
Trained, Exploit
Light Dragoons 8 ? Spanish Bourbons 4 25
Guard 8 5 Heavy Cavalry, Exploit, 1 35
Tiny
4# Foot 2 5 Light 3 10
4# Horse 2 5 Light Horse 1 20
6# Foot 2 5 Medium 2 20
6# Horse 2 5 Medium 1 30
8# Foot 2 5 Medium-Heavy 1 30
SWEDEN
NAME SIZE MORALE NOTES MAX POINTS
Light 8 5 Skirmish Light Infantry, 6 25
Rifle Companies
Guard Light 8 6 Skirmish Light Infantry, 1 35
Rifles
Landvarnet 16 4 Napoleonic, Poor Shots 10 10
Line 16 5 Napoleonic 21 25
Marine 16 5 Napoleonic, Poor Shots, 1 25
Matelots
Grenadier 16 6 Napoleonic, Exploit 1 40
Guard 16 7 Napoleonic, Exploit 1 50
Light Dragoons 8 5 Light Cavalry 2 35
Hussars 8 6 Light Cavalry 1 45
Dragoons 8 5 Medium Cavalry 1 45
Carabineers 8 6 Heavy Cavalry, Exploit 1 70
Guard Cuirassiers 8 7 Heavy Cavalry, Exploit 1 80
Guard Du Corps 8 7 Heavy Cavalry, Exploit 1 80
3# Foot 2 6 Light, Trained -/- 20
6# Foot 2 6 Medium, Trained -/- 30
6# Horse 2 6 Medium Horse, Trained 4 40
12# Foot 2 6 Heavy, Trained 2 55

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SWITZERLAND 1815
NAME SIZE MORALE NOTES MAX POINTS
Divisional Skirmish Battalions 8 5 Skirmish 4 15
Sharpshooters 8 5 Skirmish Light Infantry 3 20
Garrison 16 5 Napoleonic 4 25
Line 16 5 Napoleonic, Steadfast 12 30
Light Cavalry 8 5 Light Cavalry, Provisional 3 30
6# Foot 2 6 Medium, Trained 10 30
6# Horse 2 6 Medium Horse, Trained 2 40
12# Foot 2 6 Heavy, Trained 2 55
WESTPHALIA
NAME SIZE MORALE NOTES MAX POINTS
Light 8 5 Skirmish Light Infantry 5 20
Guard Light 8 6 Skirmish Light Infantry, 1 35
Rifles
Line 16 5 Napoleonic 8 25
Guard Light 16 6 Napoleonic, Light 1 40
Infantry
Guard Grenadier 16 6 Napoleonic, Tiny, 1 25
Exploit
Chevauleger 8 5 Light Cavalry 2 35
Hussars 8 5 Light Cavalry 2 35
Guard Chevauleger 8 6 Light Cavalry 1 45
Cuirassiers 8 7 Heavy Cavalry 2 80
6# Foot 2 5 Medium, Trained 5 30
6# Horse 2 5 Medium Horse, Trained 2 40
12# Foot 2 5 Heavy, Trained 2 55
WURTTEMBERG
NAME SIZE MORALE NOTES MAX POINTS
Light 8 5 Skirmish Light Infantry 5 20
Line 16 5 Napoleonic, Hard Nosed 7 35
Light 16 5 Napoleonic, Hard Nosed, 1 40
Light Infantry
Jager 16 6 Napoleonic, Hard Nosed, 1 50
Light Infantry
Guard 16 6 Napoleonic, Hard Nosed, 1 35
Exploit, Tiny
Mounted Jager 8 5 Light Cavalry 2 35
Chevauleger 8 5 Light Cavalry 4 35
Horse Grenadiers 8 7 Heavy Cavalry, Exploit 1 70
6# Foot 2 6 Medium, Trained 4 30
6# Horse 2 6 Medium Horse, Trained 2 40
6# Horse 2 7 Medium Horse, Trained 2 45
12# Foot 2 6 Heavy, Trained 1 55
COALITION WURTTEMBERG 1813-1815
NAME SIZE MORALE NOTES MAX POINTS
Light 8 5 Skirmish Light Infantry 4 20
Jager 8 6 Skirmish Light Infantry 2 25
Landwehr 16 4 Napoleonic, Poor shots 8 10
Line 16 5 Napoleonic 8 25
Light 16 5 Napoleonic, Light 2 30
Infantry
Jager 16 6 Napoleonic, Light 1 40
Infantry
Guard 16 6 Napoleonic, Exploit 1 40
Mounted Jager 8 5 Light Cavalry 3 35
Dragoons 8 5 Medium Cavalry 1 45
Cuirassiers 8 6 Heavy Cavalry, Exploit 1 60
Horse Grenadiers 8 7 Heavy Cavalry, Exploit 1 70
6# Foot Battery 2 6 Medium, Trained 4
6# Guard Foot 2 7 Medium, Trained 1
6# Horse Battery 2 6 Medium Horse, Trained 2
6# Guard Horse Battery 2 7 Medium Horse, Trained 1
12# Battery 2 6 Heavy, Trained 1 55
USA
NAME SIZE MORALE NOTES MAX POINTS
Sailors 12 5 Braves, Poor Shots, 1 25
Matelots, Amphibious
Indian Allies 12 5 Braves, Savage, Short 1 20
Range, Poor Shots,
Ambush

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Rifles 8 6 Skirmish Light Infantry, 8 35
Rifles
Northern States Militia 16 4 Napoleonic, Linear, Light 15 25
Infantry, Marksmen
Southern States Militia 16 4 Napoleonic, Linear, Light 15 30
Infantry, Fire Drill,
Marksmen
Kentucky Militia 16 4 Napoleonic, Linear, Light 6 40
Infantry, Devastating
Volley, Marksmen,
Savage
Line 16 5 Napoleonic, Linear, Fire 12 30
Drill
W. Scott’s Brigade 16 6 Napoleonic, Linear, 1 45
Devastating Volley
Marine Guards 16 6 Napoleonic, Linear, 1 40
Devastating Volley,
Matelots, Tiny, Light
Infantry
Northern Militia States Hussars 8 5 Poor Light Cavalry , 3 20
Weak
Southern Militia States Hussars 8 5 Hesitant Light Cavalry, 3 25
Weak
Mounted Rifles 8 5 Hesitant Light Cavalry, 1 35
Dismount, Rifle
Companies, Weak
Light Dragoons 8 5 Light Cavalry, Weak 4 30
Dragoons 8 5 Medium Cavalry, Weak 1 40
Kentucky Mounted Rifles 8 6 Light Cavalry, Dismount, 3 50
Rifle Companies, Exploit,
Weak
Horse Guards 8 6 Heavy Cavalry, Tiny 1 50
4# Horse 1 6 Light Horse, Expert, Half 4 15
Battery
6# Medium Foot 2 6 Medium, Expert 10 35
12# Foot 2 6 Heavy, Expert 1 60
Pioneers 1 - Engineers, Field Works 8 35
Pontooniers 1 - Engineers, Pontoons 2 50

SPECIAL RULES

SKIRMISH
Screens Screens represent the myriad of light, line and grenadier companies detached from the regiment’s main body in
order to harass the enemy and shield their own troops.
On each D6 to hit roll of 6 a screen must be removed. A screen may be removed instead of a figure from the
regiment even if a 6 was not scored to hit the regiment. Removing screens does not cause a shaken test. All
screens gain 1 D6 when shooting, even cavalry screens.
Skirmish When large bodies of light and line companies are detached from the main body this is called a skirmish or
divisional skirmish battalion.
Skirmish battalions have 2 operations and may use both moving. Each Skirmish base shoots with 1D6 and a
skirmish battalion needs 3 hits before a base is removed. Bases removed cause shaken tests
Skirmish Light Infantry Dedicated Light battalions that are acting in loose order ahead of the division are called Skirmish Light Infantry
battalions.
Skirmish battalions have 2 operations and may use both moving. Each Skirmish base shoots with 1D6 and a
skirmish battalion needs 3 hits before a base is removed. Bases removed trigger shaken tests. Skirmish Light
infantry gain a +1 to response tests because they are Light.
Rifle Companies During the Napoleonic Wars rifles were still a specialist weapon and most of the light troops did not carry them.
However to give a light battalion a bit more accuracy and grunt specialist riflemen were attached the unit. Such
men were usually gamekeepers or hunters in their civilian lives.
A Light battalion with rifle companies will re-roll 1 failed hit but only if the battalion did not move this turn.
Rifles Where all or the majority of the Light battalion was issued rifles the unit gains rifles special ability.
A Light battalion with rifles will re-roll all failed hits but only if the battalion did not move this turn.
Jager Screen Jager screens are comprised of rifle armed sharpshooters. The Prussians had large numbers of small Jager
attachments deployed with the infantry regiments.
Any regiment with a Jager screen that does not move may reroll a failed hit per Jager screen shooting.
Mounted Jager Screen Mounted Jager screens are comprised of rifle armed troopers. The Danes had a few of these mounted Jager
attachments deployed with the cavalry regiments.
Any cavalry regiment with a mounted Jager screen that does not move may reroll a failed hit per Jager screen
shooting.
Mixed Weapons Bows and javelins are rather exotic weapons are really only common on oriental armies especially the various
Indian armies.

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When shooting with mixed weapons troops ½ the bases may shoot up to 2 inches and ½ the bases may shoot
up to 4 inches
Bowmen Again Bowmen are rather exotic and are really only seen in Indian armies
Fire over friendly units +1 to hit and obstacles as cover has no effect. Range is 4 inches.
Amphibious Skilled in the arts of Seaborne and River-borne invasion, these troops are always the first to land and the first to
transport regular troops.
Instead of using a normal move the unit can move across a river. The unit must start the turn in base contact
with the riverbank and will end up directly across the other side of the river bank. It may perform a charge as
part of the amphibious operation if there is an enemy unit in the other bank. If another friendly formed or
skirmish infantry unit is in base contact it may transport that unit across, the friendly unit landing instead of the
amphibious unit. However the friendly infantry unit will charge disordered and shaken if there is an enemy unit
on the opposite bank.
Braves “Braves” is often attributed to American Indian fighting formations, which was a mix of skirmishing and formed
order assaults. This very loose form of fighting could also describe sailors and other loose order troops like
Barbary pirates.
Braves act like Skirmish Light Infantry for movement and responses and independent action tests, but fight like
dismounted infantry in melee.
Savage As the name suggests troops allocated the Savage special ability are ruthless in hand to hand, they take no
prisoners and fight like banshees.
If a unit classified as savage wins a melee they double the hits before attrition inflicted on the enemy. They also
receive +1 on their morale test if charging, not if receiving a charge.
Note: The bonus does not carry over to melee.
FORMED INFANTRY
Poor Regimental Regimental armies are a carryover from the 18th century doctrines on warfare, where troops were deployed
piecemeal and fought ad hoc, usually in line. Poor regimental represents the worst drilled, neglected or
undisciplined troops.
Poor Regimental infantry only receive 1 operation.
Regimental Trained to fight using outdated tactical doctrines, Regimental infantry represent most the regular troops during
the Revolutionary era, (what we like to term Revolution to Empire, 1790-1807) or poorly drilled troops during
the games second era of the Napoleonic Wars (Empire to Liberation 1808-1815).
Regimental infantry only receive 1 operation +2 inches. They may use the +2 to move and use the operation to
change facing, formation, shoot. However a unit may not add the +2 inches movement to a standard move
operation.
Napoleonic Trained to fight and manoeuvre in larger bodies like divisions and corps, the regiments fighting doctrines are
what we call Napoleonic, because they represent the most up to date and common fighting doctrines of the
French and later almost all the rest of the European troops from 1808-1815.
Napoleonic infantry have two operations and may use 1 operation moving and the other on changing facing,
formation, shooting. Only on certain Grand Tactical orders may Napoleonic units use both operations moving.
Light Infantry Some infantry regiments in an army were dedicated with the title Light Infantry. Although not always the case,
the Light regiment was supposed to be more flexible in rough terrain and performing loose as well as formed
order operations.
A regiment designated with the Light Infantry special ability will ignore a result of disorder on a 4+. Light
infantry gain a +1 to response tests because they are Light. Also the regiment may change formation to Skirmish
Light Infantry swapping base for base. While in Skirmish bases are removed per 3 hits not per 4 as is the case
with formed infantry.
March The March ability is assigned to only the most aggressive and mobile nations of the Napoleonic Wars. France
has the ability throughout the whole wars 1790-1815, while Prussia gains the ability in the second supplement
Empire – Liberation 1808-1815.
Infantry regiments with March may use both Napoleonic operations moving tactically, in column and march
column. March may not be used if in any other formation.
Linear Trained Adept at fighting in any formation including line these regiments will not be easily disordered while fighting and
moving in line formation.
Linear Trained troops add +1 to their morale when performing a disorder test whenever they move in or
changing formation from or to line formation.
Linear Linear regiments fight in line and consider it namby-pamby to fight in any other formation, especially column –
God forbid!
Linear regiments never take a disorder test for changing into or out of line or moving in line. However Linear
troops may not form column, only march column. Lines are for fighting in, not columns. Righto got it chaps!
Hard Nosed Professionals Consummate professionals. These (mostly German) regiments are unruffled by the flights of emotion. They are
called to duty and that is exactly what they shall do.
Any morale test, if charged, being charged, disorder, shaken or to change out of square etc is conducted with a
+1 morale bonus to the roll.
Steadfast As calm under fire as if on a Sunday morning stroll.
Regiments with the Steadfast ability reroll any failed shaken tests.
Steadfast Divisions also add +1 to pass Divisional Command tests and add +1 base before becoming battle
damaged.
Stoic It seems the only way to get these troops to withdraw is by the bayonet. They will not retreat easily otherwise.
Regiments with the Stoic ability add +1 to their morale when conducting shaken tests. Stoic Divisions also add
+1 to pass Divisional Command tests and add +2 bases before becoming battle damaged.
Dla Polska For Poland!
Polish infantry regiments with Dla Polska ability gain +1 morale when charging or being charged. They also gain
+1 to their morale in melee, if they are fighting only infantry and artillery. If over half of the infantry regiments

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are Polish each Polish gains Steadfast and the division also gains Steadfast.
Wild Charge Furious on the attack these troops are to be feared as they charge the enemy.
Troops with Wild charge gain +1 morale when charging and in melee.
Fear The reputation of some regiments such as the Old and Middle Guard was such that the very sight of them
approaching was enough to break the will of the enemy. Elephants also have this effect upon the morale of the
enemy.
Any unit with a fear rating causes an immediate morale test as soon as the unit comes within 4 inches and
another morale test at the very start of the army morale phase before any other actions are performed.
Pike By 1808 there were very few European regiments still using the Pike, of these most were militia or rebels or in
the Orient.
An infantry regiment with Pike count as poor shots, short range unless the unit notes state “no weapons”. Pike
armed units have only a smattering of pistols and muskets and many had none. However Pike armed units may
countercharge infantry if they pass their morale tests and count as +1 morale in the melee phase. Pikes are also a
3+ in line and 4+ in column or tribal column to break the bayonets.
Exploit Once more into the Breach dear friends once more!
Any unit with Exploit may use an operation to charge after having won a melee.
Guard Only the very best of the best gain Guard status. Of all the armies elites only the most well drilled artillery and
infantry may be given the Guard ability.
Infantry and artillery units with Guard status gain +1 dice when shooting, (any formation except limbered or
march column) and gain +1 when taking independent action tests.
Matelots No sailor worth his salt goes without his trusty and sharp hand weapon. Used to the brutal cut and thrust sailors
and some marines gain this ability.
Any unit with matelots gain +1 in melee.
Fire Drill Only infantry regiments well drilled in volley and platoon fire gains this ability.
Any regiment in line formation ONLY, may reroll one failed hit each time it fires.
British Fire Whether you hold to the notion that British fire is propaganda, myth or downright fact, one thing is certain,
there is a so load of discussion on the effectiveness of British fire. As one witness states, “They (the French)
came on in the same old way and we sent them packing in the same old way!”
Any British regiment, in line, with British Fire rerolls all failed hits each time the regiment shoots.
Devastating Volley Units with Devastating Volley ability are considered to be almost as good as the British but not quite. Such
discussions on some of the American regiments was such that they were rightly or wrongly as good or almost as
good a shots as their British rivals in the Anglo-American War 1812-1815.
Any infantry regiment, in line, with devastating Volley ability rerolls all failed hits each time the regiment shoots.
Marksmen Even as late as the Napoleonic wars it was just not the done thing to deliberately target officers. Such civilities
eroded as the wars grew in desperation and national sentiment. However the British and Americans never had
much time for such niceties and were notorious for deliberately ordering their riflemen to target officers!
Any infantry regiment or skirmish battalion with the marksmen ability may elect one base to shoot at any
command stand within 4 inches (10cm) providing terrain such as hills is not blocking LOS. (Units do not block
LOS in this instance). Declare the base is shooting and roll 2d6 as if rolling on the Fallen General chart. The
other bases may shoot as normal. As soon as the first base (not screen) in the unit is removed the unit no longer
has the Marksmen ability.
Weak Not every regiment or skirmish battalion was up to regular, let alone full strength, especially once the campaign
was underway. Attrition or merely the fact that the unit was small to begin with may be the reason for its being
classified as weak.
For each weak unit reduce the division’s break point by 1 base.) Although skirmish and artillery units do not
normally affect divisional morale if the skirmish battalion is rated weak it will go against the divisional morale, in
this instance).
Tiny Really weak units are classified as tiny.
For each tiny unit reduce the division’s break point by 1 base.) Although skirmish and artillery units do not
normally affect divisional morale if the skirmish battalion is rated weak it will go against the divisional morale, in
this instance). Also reduce the number of hits to be suffered before removing a unit base by 2. So a regiment of
infantry or cavalry will remove a base once 2 hits are suffered and not 4 hits as normal, while a skirmish, braves
or dismounted unit will remove a base after every hit.
Provisional Most regiments of infantry had 2-4 dedicated battalions of the same regiment who all trained and fought
together as a single entity. The same goes for most cavalry regiments, which had 2-5 cavalry squadrons, all
trained to work in a mutually supporting manner. However ad hoc regiments, those are regiments with a
number of battalions from different regiments were occasionally thrown together at times of great need, like the
French army did in 1813 and 1814, were not used to fighting as cohesively and suffer for it.
Note: The British, USA and British trained armies like the Dutch-Belgians and Hanoverians fought as single
battalion regiments – usually, and the provisional rule is ignored for them.
Any unit classified as Provisional suffers a -1 in melee.
Tribal Tribal regiments represent large mobs of undrilled or very poorly drilled troops. Most rebel forces like in the La
Vendee and Serbia as well as Oriental Feudal troops are classed as tribal.
Tribal regiments may only fight in 2 base frontage columns and must be in this formation at all times. They may
not form square or line, but may form march column.
Oriental The Ottoman, Egyptian, Persian and Indian States are all classified as Oriental. These lands of mystery and
magic to the east of Europe fascinated the imaginations of Europeans. Napoleon most certainly was intrigued by
the Orient and for reasons personal and political longed to drive through Turkey, Persia and India just like
Alexander the Great had once done before. Western military technology had so far had very little impact on the
east and weapons like the bayonet were limited in use if used at all by Oriental armies.
Infantry classed as Oriental cannot form square. Each infantry regiment with Oriental has 1 inch of hasty field
works that they may place down in the deployment phase. If the player has a Lagimciyan (Pioneer) base the

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player can instead place half the number of hasty field works (rounded down) as field works.
Lagimciyan A Lagimciyan is an Oriental Pioneer. Lagimciyan act just like a pioneer Engineer.
Palankos A Palankos is a fortified field found in the armies of the Ottoman empire. An Ottoman army must have a
Lagimciyan in order to build a Palankos
A Palankos must be deployed prior to the start of the battle. A Palankos acts like a 4 inch BUA, it may be
garrisoned and is always considered loopholed. Up to 8 bases may be deployed in a Palankos.
Engineer Engineers usually attracted the brains of the army. Skilled in building, science and mathematics they were ideal
for creating bridges and field works. An engineer may either be a Pioneer or Pontoonier. For more information
on Engineers refer to page 127 of Grand Battles Napoleon.
Field Works You can have hasty field works or just plain field works. Field works can be upgraded by Pioneers. For more
information on Field works refer to pages 127-128 of Grand Battles Napoleon.
Hasty Field Works Refer to page 128 of Grand Battles Napoleon.
Pioneer Refer to pages 127-128 of Grand Battles Napoleon.
Pontoonier refer to pages 127-128 of Grand Battles Napoleon.
Irregular Irregular soldiers were usually extremely fierce and capable individual warriors, however they lacked the
discipline and regular drilling needed to make them excellent and cohesive fighters in formed order. Russian
Cossacks are an excellent example of irregular troops.
All irregular troops suffer a -1 melee penalty and may never consolidate. Irregular troops will not force shaken
tests on any other units which are not also Irregular
Unreliable Unreliable troops are usually extremely flighty, inexperienced or downright dubious and unwilling soldiers.
Reroll any successful morale test for charging or being charged.
Short Range Short range weapons describe anything that is not a standard issue infantry musket. Carbines, pistols, etc all fall
into this category.
Units may only fire out to 3 inches maximum.
Poor Shots Many of the more inexperienced troops suffered from poor shooting. Prussian Landwehr fall into this category.
Although eager to fight they were drilled in performing the various volley and platoon fire drills adequately.
Units with poor shots special rule shoot with a -1 to hit modifier. If they normally will hit their target on a 4+ it
will now be a 5+ to hit.
Blunderbuss The blunderbuss was an extremely short range weapon favoured by the citizenry and partisans. An early
shotgun, if you will, it spewed out a mass of whatever was available at hand and was lethal to anyone unfortunate
to find themselves to its front.
At 2 inches reroll 1 failed hit when shooting with a unit with blunderbusses.
Improvised Weapons Mostly applies to rabbles and mobs of armed citizenry who have picked up farm implements, tools and the
occasional musket.
Units with improvised weapons may only fire with 1 shot, short range, but gain a +1 modifier in melee.
Mob These raucous gentry deserve nothing more than a whiff of grapeshot!
Acts just like tribal, 2 base frontage, no forming line or square.
Mountain These units are used to operating in the mountainous regions where rough terrain and snow are common.
Mostly, refers to troops from Denmark-Norway and Sweden.
4+ ignore disorder and effects of snow.
Full Strength In the game full strength regiments have 6 bases.
Upgrade any infantry or cavalry unit to 6 bases from 4 bases.
Overstrength In the game over strength regiments have 8 bases. Only the very largest infantry regiments like the French in
1812 or the Austrians were over strength. Only a very small number of cavalry regiments like the Austrian
Blankenstein Hussars of the French Old Guard Chasseurs a Cheval ever made it to be so large as to be eligible
as over strength.
Upgrade any infantry or cavalry unit to 8 bases from 4 bases.
Premier Confident, experienced and usually veterans of numerous campaigns Premier troops are the best the army has
to offer. Regiments such as the French 108th line or Russian 1st Jagers or Prussian infantry regiments 1-12 are
considered premier.
Add +1 morale to the starting morale of the unit. If it started as a Class 5 it will now be class 6.
To the Knife Guerrillas and Militia divisions do not affect army morale, will lose army points and take Divisional morale tests
like any other division.
Ambush This rule generally applies to North American Indians but can be found with other units as well.
For each Ambush unit add a 4-8 inch wood, which may be placed anywhere on the table after all other units
have been deployed. Any unit with Ambush rule may deploy in or behind any cover, after all units have been
deployed, so long as they are outside of 8 inches of any enemy when they are deployed.
Teutonic Pride A very few Austrian regiments were noted for their elite status in the army, such regiments as the Hoch und
Deutschmeister may be rated with Teutonic Pride.
Teutonic Pride units are Class 6, Steadfast and may Exploit
L’incomparable Historically assigned specifically to the French 9th light infantry regiment, this special rule defines a very select
few of France’s finest infantry regiments such as the 9th Light and 57th Line.
All L’incomparable units are Class 7 and may Exploit
Tenacious
CAVALRY
Irregular Light Cavalry Irregular soldiers were usually extremely fierce and capable individual warriors, however they lacked the
discipline and regular drilling needed to make them excellent and cohesive fighters in formed order. Russian
Cossacks are an excellent example of irregular troops.
All irregular cavalry suffer a -1 melee penalty. Irregular cavalry may never consolidate and gain no charge bonus.

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The loss of Irregular Divisions as battle damaged will not affect army morale until over 2 divisions per 1000
points are battle or permanently battle damaged. Irregular divisions do not trigger panic tests in any divisions
other than other Irregular divisions.
Poor Light Cavalry Poor Light Cavalry are not noted for their battlefield prowess. Prussian Landwehr Cavalry, Austrian Grenz
Hussars, most Gendarmes and USA Militia cavalry fall into his category.
Poor light cavalry gain no charge bonus in melee and may not consolidate. Does not double hits on infantry
defeated in melee and not in square.
Hesitant Light Cavalry Hesitant light cavalry lack the necessary drill or motivation to be considered solid, reliable light cavalry.
Portuguese light cavalry, Hanoverian and Hanseatic 1814-1815 light cavalry fall into his category.
Hesitant light cavalry only gain a +1 charge bonus in melee and may not consolidate. Does not double hits on
infantry defeated in melee and not in square.
Light Cavalry Good, solid all round light cavalry, useful on the battlefield and also on campaign.
Gains +2 in melee when charging and may consolidate. Doubles hits on infantry defeated in melee and not in
square.
Medium Cavalry Good, solid all round cavalry, useful on the battlefield and also on campaign. Dragoons are the most common
type of medium cavalry.
Gains +3 in melee when charging and may consolidate. Doubles hits on infantry defeated in melee and not in
square.
Heavy Cavalry Battlefield cavalry. Its purpose was to drive off the enemy cavalry and ride down the infantry. These men were
usually quite large with long straight edged swords for stabbing and rode large intimidating horses.
Gains +4 in melee when charging and may consolidate. Doubles hits on infantry defeated in melee and not in
square.
Lancers Lance armed cavalry were no better against other cavalry, despite their extra reach as an experienced cavalryman
could use his sword to deflect the lance. However lance armed cavalry was especially useful against infantry.
Reroll failed break the bayonets tests.
Impetuous Wellington once remarked about the British cavalry, "British cavalry gallop at everything ... They never consider
the situation, never think of manoeuvring before an enemy, and never keep back or provide for a
reserve." Although the Impetuous rule is directed mostly at British cavalry some oriental cavalry also suffer from
being impetuous as well.
After each successful melee Impetuous cavalry must test for uncontrolled and will go uncontrolled on a D6 of 5-
6.
Poor Horseflesh The French, especially in Spain, were noted for their lack of care with their mounts. The poor horseflesh rule
represents the lower quality of horses bred by the nation and just as importantly the lack of care in maintaining
their mounts.
Cavalry with Poor Horseflesh suffer a -1 penalty in melee.
Dismount By the time of the Napoleonic wars most cavalry regiments acted mounted. On campaign they would dismount
and occasionally such actions were quite large as was the case in 1812 between a Saxon infantry brigade and
Russian cavalry force during the skirmish at Kobrin. Other places where cavalry, in this case French Dragoons
dismounted were partisan hunting in Spain.
It takes an operation to mount or dismount cavalry. Cavalry dismounted fire 1 per base as poor shots at 3 inches
or less. Dismounted cavalry act like skirmishers but use the dismounted column in melee.
Fire at the Halt In the rules all cavalry may elect to shoot instead of counter charging (Grand Battles Napoleon page 92).
However we felt that a Special rule specifically for the French chasseurs was important. For some strange reason
French Chasseurs consistently fired at the halt instead of counter charging. More often than not it failed.
Chasseurs were probably the most inconsistent of all Napoleon’s cavalry. On occasion they could perform feats
of brilliance and then slide back to their old ways again. Thus the Fire at the Halt rule is not the same as cavalry
firing at the halt in the rules.
Each time a French chasseur regiment is charged or charging roll a D6 and consult the chart.

FIRE AT THE HALT


D6 D6RESULT
1 +2 morale in melee if charging and +1 if being charged
2 +1 morale in melee if charging and +0 if being charged
3 Pass morale test
4 Fire at the halt. All bases may shoot as Poor shots. 2+ to break the bayonets s.
5 Shaken and Fire at the halt. All bases may shoot as Poor shots. 2+ to break the bayonets th
6 Retreat and suffer 1 attrition hit
Camel Recruited from the Wahhabite territories of the Ottoman Empire Camels served as both cavalry and mobile
artillery.
Horses attempting to charge camels must reroll successful charge tests and cavalry suffer a -1 morale in melee vs
camels.
Streifkorps The various commando and units employed by the Prussians, Austrians and Russians during the years of
liberation 1813-1814 were also known as Streifkorps. Mixed quality, at times and also mixed infantry and
cavalry. These small raiding and harassing forces did not often take the field. Although some fought at Leipzig in
1813.
Cavalry with the special rule Streifkorps have 2 infantry or cavalry screens automatically attached, which may
always shoot.
Storm During the Napoleonic wars there were very few occasions when cavalry assaulted defensive works. The Polish
Light Horse in 1808 and the Saxon Heavy Cavalry in 1812 are two examples where cavalry charged field works.
May Charge fortifications and field works but the defensive works counts as a solid square and a break the

87
bayonets roll of 6 is needed to break into the fortifications and field works.
Partisan Hunters The French pursued the Spanish and Russian partisans with an iron determination, especially in Spain. Mostly
composed of Dragoons these partisan hunting parties were ruthless and were in turn treated ruthlessly if caught.
May dismount and +1 in melee vs any irregular or militia infantry or cavalry.
ARTILLERY
Very Light In Norway the terrain is mostly rugged and has snow for much of the year on the mountains. Very light artillery
was employed in these regions.
A Very Light artillery base fires one shot out to 8 inches and two canister shots out to 4 inches. Very Light
artillery do not trigger shaken tests. Only very light and light batteries may use an operation to prolong 1 inch, all
other foot batteries may not prolong.
Light Throughout the Napoleonic wars light batteries were employed in support of the divisions. They could be both
horse and foot batteries and most were either 3# pound or 4# pounder guns. (A pound referring to the weight of
the cannon ball).
A Light artillery base fires one shot out to 10 inches and two canister shots out to 4 inches. Light artillery do not
trigger shaken tests. Only light batteries may use an operation to prolong 1 inch, all other foot batteries may not
prolong.
Medium By 1808 many of the lighter batteries were beginning to be substituted for the longer ranged 6# pounder cannon
and by the end of the Napoleonic wars all the major nations deployed (almost exclusively) 6# foot and horse
batteries to support the divisions.
A Medium artillery base fires one shot out to 12 inches and two canister shots out to 4 inches. Medium artillery
do trigger shaken tests.
Medium-Heavy Medium-Heavy batteries were employed in the Revolution and early Empire stages of the Napoleonic wars by
all the major nations until about 1808, the medium-heavy battery and by 1810 was phased out of most major
nations field arsenals by then. They could be both horse and foot batteries and most were either 8# pound or 9#
pounder guns. The British found the medium-heavy cannon an excellent compromise in place of a heavy
battery in the rough terrain of Spain and used them to support both the infantry and cavalry divisions
throughout to excellent effect using them all the way up until Napoleon’s demise in 1815.
A Medium-Heavy artillery base fires one shot out to 14 inches and three canister shots out to 4 inches. Medium-
Heavy artillery do trigger shaken tests.
Heavy Affectionately called the Emperor’s daughters by the French, the 12# heavy battery was a fearsome weapon. The
noise was unnerving and although the actual effect of a 12# cannon ball upon a human body was not much
different to a 4#, it was the psychological effect upon the enemy that was the key.
A Heavy artillery base fires one shot out to 16 inches and three canister shots out to 4 inches. Heavy artillery do
trigger shaken tests. A unit hit by heavy artillery suffers a -1 to their shaken test.
Siege Not very commonly used in the field Siege artillery did occasionally find its way onto the battlefield. The
Ottomans certainly deployed Siege artillery during many of their battles against the Russians between 1808 and
1811.
A Siege artillery base fires one shot out to 18 inches and four canister shots out to 4 inches. Siege artillery do
trigger shaken tests. A unit hit by siege artillery suffers a -1 to their shaken test. Siege artillery once deployed are
immobile.
Mortar Again mortars were not very commonly used in the field. However, mortars were employed by the Ottoman
armies throughout the Napoleonic wars on the battlefield. Mortars can be light, medium, medium-heavy, heavy
or siege.
All mortars have a dead zone and may not perform defensive fire. Refer to the Shooting chart on page 81 of
Grand Battles Napoleon for more information on range and firepower of mortars.
Indirect Fire Howitzers, mortars and Rockets are all indirect fire weapons capable of lobbing shells over the heads of enemy
troops to explode on a target behind them. Refer to the pages 83-84 of Grand Battles Napoleon for more
information on conducting indirect fire.
Zanbaruck Zanbaruck guns were very light cannons, usually about ½ pounders that could be deployed in support of the
troops as field pieces or as mobile artillery on the backs of camels. The Oriental armies used these extensively.
A Zanbaruck artillery base fires two shots out to 8 inches. Zanbaruck batteries may perform defensive fire but
do not trigger shaken tests, not may they fire canister.
Horse The Russians were the first to employ mobile batteries to support their cavalry during the Great Northern war
1700-1721. Frederick the Great of Prussia perfected the mobile battery, which was the first modern horse
battery during the Seven Years Wars 1756-1763. Horse batteries had extra horses hitched to the limber so that
they could pull the guns along quickly and keep up with the cavalry. During the Napoleonic wars horse batteries
were used extensively and ranged in calibre from 3# pounders to 9# pounders.
All horse batteries have three operations as opposed to the normal two operations allocated to foot batteries. All
medium and light horse batteries may prolong.
Royal Horse/Old Guard The British Royal Horse artillery and the Old Guard Volante batteries were the best in the world. Their skill,
Horse (Volante) training and pluck were unpatrolled. As such they gain a special status among horse artillery.
All Royal Horse and Old Guard Volante batteries have 4 operations instead of the normal three allocated to
horse batteries.
Trained Trained gunners have had been professionally trained at an artillery school and have shown an above average
skill working their weapons. Most countries have trained gunners.
Reroll 1 failed ball or shell shot. Never reroll canister shots.
Expert Expert gunners have had been professionally trained at an artillery school and have excelled in the art of artillery
fire. The French and British are among the few nations with expert gunners.
Reroll all failed ball or shell shots. Never reroll canister shots.
Improved Gunnery In 1813 the new model Prussian army had to expand rapidly and many of the trained gunners were spread thin
across numerous batteries. By 1814 the artillery were beginning to find their stride.
Upgrade all artillery batteries to Class 6, trained.

88
Immobile As the name suggests immobile batteries once deployed may not be moved.
Very Light Battalion Guns In areas where the terrain was not conducive to lugging cannon around such as Norway very light artillery was
employed to give the infantry some ranged fire.
Very light battalion guns may fire 1 shot up to 8 inches away. If a 6 is rolled against a unit with battalion guns the
battalion guns must be the first option removed, unless there are it also has screens then the screen must be the
first removed. Battalion guns can fire through their own screens.
Battalion Guns Used extensively in the Revolutionary era of the Napoleonic wars (1790-1804) they began to fall out of favour
during the early part of the Empire 1805-1807 and by 1808 again most armies were not using them. The
battalion guns were excellent for supporting regiments locally, but the collection of guns into single batteries had
a far greater psychological effect upon the enemy and so batteries became the norm.
A Battalion gun base may fire 1 shot out to 10 inches. If a 6 is rolled against a unit with battalion guns the
battalion guns must be the first option removed, unless there are it also has screens then the screen must be the
first removed. Battalion guns can fire through their own screens.
Medium Battalion Guns Some countries parcelled out their 6# batteries into very small parcels along the entire line as battalion guns.
The Russians in the Revolutionary and early Empire eras were notorious for it. This gave them a ranged
superiority locally but no concentrated fire globally across the whole battlefield. From 1810 onwards this was
quickly abandoned in place of dedicated medium batteries. From 1812 onwards almost no medium battalion
guns were employed, except for the occasional piece or two in any of the major nation’s armies.
A Battalion gun base may fire 1 shot out to 10 inches. If a 6 is rolled against a unit with battalion guns the
battalion guns must be the first option removed, unless there are it also has screens then the screen must be the
first removed. Battalion guns can fire through their own screens.
Howitzers and Howitzer Although not stated in the lists all artillery batteries have a dedicated howitzer section. These can fire on BUA’s
Sections to cause fires or indirectly if the targets are not visible using normal LOS rules.
Refer to pages 83-85 of Grand Battles Napoleon for more information on the role of howitzers and howitzer
sections.
Half Battery On account of losses or intentionally artillery batteries may be split into two during a battle or on campaign.
If there are 2 bases a half battery is only 1 base. If there are 3 bases, like the Danes, Ottomans and Russians
batteries become 2 bases.
Camel Battery Camel batteries were employed by the Ottomans and other Oriental armies throughout the Napoleonic wars.
Camel batteries employed Zanbaruck and light cannons onto their backs.
A camel battery acts just like a horse battery. It has 3 operations, may prolong and limbers and unlimbers like
any other horse battery. (The camels were halted and made to sit while the camel crew/rider aimed and fired the
weapon, hence the need to limber and unlimber.)
NATIONAL
Political Reticence Sweden went through a period of instability as they changed rulers after the disasters in the Finnish, 1808-1809.
The French Marshal Bernadotte was invited to become the new ruler. Understandably Bernadotte did not wish
to go the way of his predecessor and yet still wanted to expand his territory. When the chance arrived to solidify
his new crown during the wars of liberation in 1813, Sweden provided a large corps which ended up doing very
little fighting during the whole campaign. As such the Swedish army suffers from political reticence
A Swedish division suffering from political reticence will potentially become battle damaged once 1 base less
than half is retreating or destroyed. For example, if there are 16 formed infantry bases in a Swedish division
normally the division would be considered battle damaged once 8 or more bases were retreating or destroyed.
Because the Swedish division suffers from political reticence it is now battle damaged when 7 or more bases are
retreating or destroyed.
Stoic Army Russians have always been known for their stubbornness in the face of fire. As Suvorov stated “We do not
retreat!” Inured to the hardships of life the average Russian soldier right up to the Army general were loathe to
budge once they had decided to fight.
Stoic armies re-roll failed army morale tests.
Hard Marching During the campaigns of 1813-1815 Prussia was fanatically anti-French. Not surprising considering the
occupation of Prussia by French troops since 1806. No matter the cost Prussia was determined and relentless in
its fight against Napoleon. Fuelled by such patriotism and hatred in equal proportions Prussian troops marched
hard and fought hard, eager to get to grips with their enemy.
All Prussian divisions given a Grand Tactical order may move an extra 8 inches if all the division is in column,
march column or limbered (skirmishes excluded). Also all flank and reserve rolls are +1 to arrive if the Prussian
army has the Hard Marching rule.
Sons Of Spain All brave and true Sons of Spain must fight the evil French in this patriotic war for liberation against tyranny and
heathen revolutionary ardour!
For each Spanish infantry and cavalry division roll a D6 and consult the chart below. The number affects all
regiments in the division. Follow the number on the chart for all regiments in the division. Place a number
marker next to the divisional general so that you can readily check profile of each different regiment.

SONS OF SPAIN
Foreign/ Grenadier/
D6 Militia Line LC/LLC MC/HC
Cazadores Guard
Class 4, Class 5,
Class 4, Class 4,
Poor Class 5, Poor Regimental.
1 Poor Poor Light Class 4
Regimental, Regimental Linear
Regimental Cavalry
Unreliable Trained
Class 6, Class 4,
Class 4, Class 4,
Class 4, Poor Regimental, Hesitant
2 Poor Poor Class 4
Regimental Linear Light
Regimental Regimental
Trained Cavalry

89
Class 6,
Class 4, Regimental, Class 4,
Class 4, Class 5,
3 Poor Linear Light Class 4
Regimental Regimental
Regimental Trained, Cavalry
Exploit
Class 6,
Class 5,
Regimental, Class 4,
Class 4, Class 4, Regimental,
4 Linear Light Class 4
Regimental Regimental Linear
Trained, Cavalry
Trained
Exploit
Class 6,
Class 5, Class 5, Class 5,
Regimental,
Class 4, Regimental, Regimental, Hesitant
5 Linear Class 5
Regimental Linear Linear Light
Trained,
Trained Trained Cavalry
Exploit
Class 6,
Class 5, Class 5,
Napoleonic, Class 5,
Class 4 Napoleonic, Napoleonic, Class 5,
6 Linear Light
Napoleonic Linear Linear Exploit
Trained, Cavalry
Trained Trained
Exploit
Conspirators & Brigands The army of Naples was burdened by intrigue and disunity. The officers belonged to so many different secret
societies that it was impossible to stop petty jealousy and even downright sabotage of the successful efforts of
rivals both on and off the battlefield. Furthermore the Neapolitan soldier had a penchant for deserting and
pillaging and plundering the local countryside as well as his own supply trains.

For each Neapolitan infantry and cavalry division roll a D6 and consult the chart below. The number affects all
regiments in the division. Follow the number on the chart for all regiments in the division. Place a number
marker next to the divisional general so that you can readily check profile of each different regiment.

CONSPIRATORS & BRIGANDS


D6 RESULT
1 Class 4, Poor Regimental, Desertion
2 Class 4, Poor Regimental
3 Class 4, Regimental
4 Class 5, Regimental
5 Class 5, Napoleonic
6 Class 5, Napoleonic, March

Desertion Many men were not always loyal to the colours or on account of a broken contract would leave the colours. For
example the Swiss fighting for the French in Spain had an agreement that they would not fight their own Swiss
compatriots fighting for the Spanish. On one occasion the French commander ignored this and the Swiss
fighting for the French all up and to a man changed sides and fought for Spain for the rest of the war.
Roll a D6 for each regiment with desertion prior to the start of the game but after set up. On a D6 roll of 6 the
unit has deserted and will not take any further part in the battle.
Befreiungskriege War of Liberation! Befreiungskriege was the cry of by Northern Germany against French occupation and
interference in 1813 – 1815. Many of the volunteers and Landwehr believed in the rightness of their cause. Such
national fervour was the first sign of what we now call modern German nationalism!
Each time a regiment with Befreiungskriege is charged or being charged, roll a D6 and consult the chart.

BEFREIUNGSKRIEGE
D6 RESULT
1 +2 morale in melee if charging and +1 if being charged
2 +1 morale in melee if charging and +0 if being charged
3 Pass morale test
4 Pass morale test but does so shaken if being charged
5 Shaken and may not charge
6 Retreat and suffer 1 attrition hit

Fanatical Determination Fuelled by uncompromising hatred some armies will fight on bitterly contesting every inch of ground. The Poles
were known for their fanaticism and determination in the face of enemy, especially the Russians.
Add a +1 bonus to each Army morale test. If the army will withdraw on a 5+ as a result of battle damaged
divisions and panicked divisions, it will now withdraw only a roll of 6.
Independent Some divisions were capable of acting independently of the main body. Such divisions were able to do so
because of the superior leadership of the divisional general or because they were an advanced guard, light or
streifkorps division used to operating independently.
All Independent divisions are never out of command of their commanding general.
Light Division Austrian and British light divisions were noted for their independent and aggressive character.
All light divisions are independent. All Light infantry regiments in line may move twice, whether tactically or
grand tactically and all light divisions gain +1 to reserve and flank march rolls.

90
Reverse Slopes The British army was noted for deploying defensively on the reverse slopes of a hill, shielded from the worse
effects of the enemy fire by the natural protection of the terrain and the myriad of British skirmishers protecting
the main body.
All divisions will need to suffer one more formed base lost before the division will be considered battle
damaged. If there are 16 formed infantry bases in the division for example, it will become battle damaged once
9 bases, not 8 are retreating or destroyed. Because British infantry divisions are also steadfast a British division
with reverse slopes rule and 16 formed infantry bases will only be considered battle damaged once 10 bases
have been destroyed or are retreating.
Spanish Bourbons The Spanish line of the Royal House of Bourbon ruled over much of the Mediterranean. At the start of the
French Revolution there were Spanish Bourbons ruling in Spain, Naples, Parma and Sicily. The Sicilian
Bourbons being related to the Spanish Crown ruled over the Island of Sicily. Just like the Spanish the Sicilian
Bourbons relied on British aid for their beleaguered military forces from 1808 onwards.
For each Sicilian infantry and cavalry division roll a D6 and consult the Sons of Spain chart. The number affects
all regiments in the division. Follow the number on the chart for all regiments in the division. Place a number
marker next to the divisional general so that you can readily check profile of each different regiment.

Bailen, 1808 French vs Spanish 16,000/32,000 Spanish victory


Burgos, 1808 French vs Spanish 24,000/9,000 French victory
Corunna, 1808 French vs British 32,000/16,000 British victory
Alba de Tormes, 1809 French vs Spanish 16,000/32,000 French victory
Abensberg, 1809 French vs Austrians 55,000/42,000 French victory
Aspern-Essling,1809 French vs Austrians 66,000/91,000 Austrian victory
Bergisel, 1809 Bavarian vs Tyrolean 15,000/5,000 Bavarian victory
Ocana, 1809 French vs Spanish 29,000/52,000 French victory
Wagram, 1809 French vs Austrians 154,000/158,000 French victory
Bussaco, 1810 French vs British 65,000/50,000 British victory
La Barossa, 1811 French vs Spanish 10,000/15,000 Spanish victory
Albuera, 1811 French vs British 24,000/35,000 Draw
Salamanca, 1812 French vs British 49,000/52,000 British victory
Smolensk, 1812 French vs Russian 175,000/135,000 French victory
Borodino, 1812 French vs Russian 130,000/110,000 Draw
Berezina, 1812 French vs Russian 49,000/64,000 French victory
Lutzen, 1813 French vs Coalition 170,000/93,000 French victory
Bautzen, 1813 French vs Coalition 115,000/96,000 French victory
Dennewitz, 1813 French vs Coalition 58,000/100,000 Coalition victory
Dresden, 1813 French vs Coalition 135,000/214,000 French victory
Warternberg, 1813 French vs Prussian 10,000/18,000 Prussian victory
Leipzig, 1813 French vs Coalition 155,000/430,000 Coalition victory
Arcis-sur-Aube, 1814 French vs Coalition 28,000/80,000 French victory
Chateau-Thiery, 1814 French vs Coalition 20,000/30,000 French victory
Craonne, 1814 French vs Coalition 37,000/16,000 French victory
Chippawa, 1814 USA vs British 3,500/2,100 US victory
Tolentino, 1815 Neapolitan vs Austrian 30,000/15,000 Austrian victory
Quarte Bras, 1815 French vs British-Allied 20,000/36,000 British-Allied victory
Ligny, 1815 French vs Prussian 68,000/84,000 French victory
Waterloo, 1815 French vs British-Allied 72,000/118,000 British-Allied victory

91
A Headquarters Staff, 22 Portugal, 79
Allies, 42, 57 Heatstroke, 10 Prestige, 8, 9
Artillery Generals, 45 Hessen-Darmstadt, 75 Prussia, 78, 79
Army Reserve Lines, 48 Holland, 56, 57, 75 R
Attachments, 47 Honor & Dishonor 24, 25 Rain, 11
Austria, 70, 71 I Raising an Army, 39, 40
B Initiative costs per 1000 points, Rear Guard, 67, 68
Bad Weather, 10, 11, 12 44 Recoil, 18
Bad Weather Procedure, 12 Initiative Rating, 46 Redeploying Divisions, 28
Baden, 71, 72 Italy, 75, 76 Redeploying Units, 28
Baron Larrey, 17 L Reinforcements, 23, 24
Battlefield Casualties 23 Ladder Campaigns, 31 Reserves, 29
Battle Lines, 48, 59 Leader Profiles, 45, 46 Reserve Lines, 48, 61
Battle Lists, 22 Linked Campaigns, 30-34 Response, 47
Bavaria, 71 Local Knowledge, 15 Revolution to Empire, 41
Berg, 72 Losing Battle Points, 24 River Crossing, 66
Big Bash “Multiplayer” 5-10 Low on Ammo, 29 Rhinbund, 79
Big Bash Player Points 9, 10 M Russia, 79,80
Bloody Fury, 64 Map Based Campaigns, 33, 34 S
Breaking the Bayonets at Night, Map Counters, 34 Saxony, 80
30 Map Campaign Rules, 34 Scouting, 14
Brunswick, 72 Master Lists, 22 Shooting at Night, 30
Building a Sample Army, 51-54 Maximums, 47, 50 Sicily, 81
C Mecklenberg-Strelitz, 76 Snow, 11
Card Campaigns, 36 Melee at Night, 30 Small Wars, 20
Charisma, 45 Missions, 40, 63-68 Small Wars Victory Charts, 20
Command Range, 46 Mission Traits, 22, 23 Selecting Dishonors, 25
D Modifying Missions, 21 Selecting Honors, 25
Day 3 – Low on Ammo, 29 Multi-Day Battles, 8, 27-30 Special Rules, 83-91
Denmark, 72, 73 N Spain, 80, 81
Divisional Generals, 45 Naples, 76 Sunrise & Sunset, 30
E Nassau, 76 Support Lines, 48, 60
Empire to Liberation, 41 National Heroes, 44 Supply Wagons, 15
Engineers, 45 National Summary, 49, 62, 69- Sweden, 81
F 91 Switzerland, 82
Fast Play Mission Victory National Traits, 43, 57 T
Charts, 19 Netherlands, 76, 77 Tactical Rating, 46
Field Hospitals, 16, 17 Night-Fighting, 30 Tournaments, 37, 38
Flank Marches, 29 Night-time, 27 Tree Campaigns, 32, 33
Forced March, 13 Notes, 47, 49 U
France, 73, 74 No Talking, 9 Unleash the Horse, 65
G O Umpires, 6
Grand Batteries, 29 Ottoman Empire, 77, 78 USA, 82, 83
Grand Strategy Objectives, 8 Overall Commanding General, W
Grand Strategy Orders 7, 8 43, 70 Westphalia, 82
Great Britain, 74 P Winning Map Campaigns, 35
H Parade Handbooks, 41 Wurttemberg, 82
Hannover, 74, 75 Parade Handbook Format, 42
Hanseatic States, 75 Piedmont-Sardinia, 78
Headquarters, 43, 58, 70 Poland, 78

92

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