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Napoleon at War

3rd edition
Contents

Napoleon at War: The Game ............................................................................................................................................ 3


Basic Concepts .................................................................................................................................................................. 4
Valeur et Discipline ....................................................................................................................................................... 5
Unit Formations .......................................................................................................................................................... 11
Initial Phase ..................................................................................................................................................................... 19
Movement Phase ............................................................................................................................................................ 20
Declaring a Charge ...................................................................................................................................................... 24
Command and Control ................................................................................................................................................ 25
Firing Phase ..................................................................................................................................................................... 26
Infantry........................................................................................................................................................................ 28
Cavalry......................................................................................................................................................................... 30
Artillery........................................................................................................................................................................ 30
Discipline when Firing ................................................................................................................................................. 32
Removing Casualties ................................................................................................................................................... 33
Command Casualties................................................................................................................................................... 34
Force Morale ............................................................................................................................................................... 35
Combat Phase ................................................................................................................................................................. 36
Reactions to a Charge ................................................................................................................................................. 37
Infantry charged by Infantry ....................................................................................................................................... 37
Infantry charged by Cavalry ........................................................................................................................................ 40
Cavalry charged by Cavalry ......................................................................................................................................... 42
Artillery charged by Cavalry or Infantry ...................................................................................................................... 43
Support Fire................................................................................................................................................................. 45
Élan Test ...................................................................................................................................................................... 46
Breakthrough Charge .................................................................................................................................................. 47
Intercept Charge ......................................................................................................................................................... 47
Settlement of Combat................................................................................................................................................. 49
Combat Exhaustion ..................................................................................................................................................... 50
Command Casualties................................................................................................................................................... 50
Reorganization ............................................................................................................................................................ 51
Support Phase ................................................................................................................................................................. 52
Reserves ...................................................................................................................................................................... 52
Rallying ........................................................................................................................................................................ 52

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Support Move ............................................................................................................................................................. 53
End of Turn.................................................................................................................................................................. 53
Settlements ..................................................................................................................................................................... 54
Optional Rules ................................................................................................................................................................. 57
Scenarios ......................................................................................................................................................................... 59
Scenario 1 – Attack on a prepared position................................................................................................................ 64
Scenario 2 – Flank Attack ............................................................................................................................................ 66
Scenario 3 – Rear-guard Action................................................................................................................................... 68
Scenario 4 – Vital Bridge ............................................................................................................................................. 70
Scenario 5 – Hot Pursuit.............................................................................................................................................. 72
Scenario 6 – Fight at Dusk ........................................................................................................................................... 74
Characteristics ................................................................................................................................................................. 76

2
Napoleon at War: The Game A measuring tape – to be able to check
measures during the game.
Napoleon at War (NAW) allows two or more
A good number of dice – six-sided dice or D6.
players to re-create an historical battle, or part
of it, in scale on a tabletop using splendid
As already mentioned, in order to play a game
painted miniatures, dice, measuring tape and
of NAW there will be need of two armies ready
the game rules included in this book.
to fight each other. Miniatures can be
purchased from https://newlinedesigns.co.uk/
A battle is usually fought between two sides,
and www.ciboslittledudes.com. The army lists
with each side represented by an entire army
will provide all relative information about all
controlled by one single player. Many war-
units (infantry, cavalry and artillery) available
gamers enjoy larger battles, where each side
to be included in your Army with the related
could involve several players.
Points Value attached to each type of unit. Your
Army will be divided into different “Forces”:
Armies in NAW are represented by a number of
different units (infantry, cavalry or artillery)
1. Headquarter Commander – mandatory.
organized into battalions for infantry,
regiments for cavalry and batteries for artillery.
2. Core – with a list of the mandatory units as
Usually armies are represented to the size of a
well as additional optional units which can
division.
be picked or discarded.
With NAW you can re-create battles of the
3. Support – with a list of all additional
Napoleonic Wars, trying to change history itself
available units which can be picked.
through your commanding skills (and also pure
luck!).
4. Reserve Forces – with a list of all additional
available units which can be picked.
To play NAW you will need:
Before a game can start, players should decide
Two miniature armies – organised and painted
which Nation they want to play with and also
as best you can to historical authenticity. Units
agree on the maximum value of points to be
should follow the basing configuration:
spent for each side (for example 2,000 points).
Unit Type Length Width At this point players will need to choose one of
Infantry 26mm 32mm the scenarios representing typical situations in
Skirmisher 30mm 15mm which generals found themselves involved
Cavalry 45mm 40mm with.
Artillery 32mm 40mm
Commander 45mm 40mm Each scenario will provide instructions on how
Sub-commander 26mm 32mm to set up the battlefield and how each side may
Limber 32mm 110mm deploy his different forces forming up the
entire army as well as providing victory
A tabletop – preferably as large as possible and conditions.
ideally enriched by adding nice looking terrain
features (such as hills, woods, rivers and
villages).

An opponent – as the game is for two or more


players.

3
Basic Concepts When the “active” player has completed all 5
phases, the opponent follows the same steps in
“Do not look for any kind of beauty, or burden the men
the same order. Once both sides have
with anything which might detract from the essentials completed all 5 phases during each individual
of the business.” – Mikhail Kutusov turn, a game turn is completed.

Before going through the actual rules, it is A Battle usually lasts six game turns.
important to be familiar with some basic
concepts that are essential for this game. Measurements

Game Sequence In Napoleon at War distances are measured in


inches. Players are allowed to measure
NAW battles are played with alternating turns distances at any time during a game.
between opponents, similar to chess.
Each game turn is divided into an individual Distances between stationary units are taken
turn for each player; therefore, in each turn one from the closest part of a unit to the closest of
player is always “active”, even though the other the enemy unit.
player is also participating actively as we shall
see later. When measuring movements, we need to
measure from the front of the command base
Each “active” player’s turn is divided into five (movements as we will see later on, are always
phases: carried out with the command base) once it has
been turned. All other close order bases are
1. Initial Phase repositioned along the command base;
therefore, the non-command bases could end
2. Movement Phase up moving more than the actual movement
allowance, while the command base cannot
3. Firing Phase move more than its movement allowance.

4. Combat Phase When we need to measure a distance in


regards to firing ranges, the measurement is
5. Support Phase taken in the same way – the shortest possible
distance, but always within the firing zone of
As we shall see later, each player can take the attacking unit, as we will see.
certain actions during each phase.

4
Declaring Movements Half or more than half

It is suggested for players to indicate their Whenever the rules make reference to this
intentions when moving units. For example, if concept, half is intended as the larger number,
you state your intention to enter a wood in so if we have 5 dice to be rolled and the
order to take advantage of the protection it number is to be halved, 3 dice are rolled. If
offers (if you manage to place at least half of more than half of the units can be deployed,
your unit’s bases within it). By doing so, all and we have 6 units available, then we will be
players will be aware of the situation making able to deploy 4 units.
the game more enjoyable and with a faster
flow. Valeur et Discipline
Dice Rolls These two words which we find emphasized on
all the flags and standards of Napoleon's forces,
Napoleon at War is played using standard 6- and that we have chosen as emblematic, define
sided dice (or D6 as commonly referred to). the factors we will use throughout the game of
Every time there is need to make a die roll, the Napoleon at War.
rules always indicate the result you must equal
or exceed in order to be successful; for All units in Napoleon at War, irrespective of
example, if 4+ is indicated, all rolls resulting in being infantry, cavalry, artillery, commanders
4,5 or 6 would be successful, while 1,2 or 3 or sub-commanders are defined by these two
would be considered unsuccessful. characteristics.

When several dice are rolled, each result is to Valeur


be treated separately unless the rules clearly
state the sum of the rolls should be used. Valeur indicates the ability of the troops to
overcome confrontations that were particularly
In some cases, the rules state that +1 or +2D6 dangerous for Napoleonic soldiers: charging
or -1 or -2D6 should be rolled. In addition, in against the enemy, being hit by artillery or
some cases the rules may state that the number musket fire or continuing fighting, even when
of rolls to be taken should be doubled or prudence would have them abandon the
halved, in such case first add or subtract the battlefield and flee in search of a safe haven.
number of dice and then double or halve the
number of dice. For example, a unit which Discipline
needs to roll 6 dice in combat, may be in a
situation where the unit can add +2D6 under a Discipline will help us determine to which
certain circumstance, making the total number degree the troops can manoeuvre, change from
of dice to be 8D6, but at the same time there one formation to another according to training,
might also be a need to halve the number of fire and reload arms under the pressure of
dice the unit may roll. So, in this specific case, enemy fire or react to the changing
the final number of dice to be rolled would be circumstances of a Napoleonic battle.
4D6.

In some cases, the rules may permit or require


the first roll to be repeated, this is called re-roll.
In such case, you have to ignore the first roll
and take the second roll result as valid. Unless
clearly stated no roll may be repeated more
than once.

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Morale Tests and Discipline Tests In some situations, a unit may be at both
advantage and disadvantage simultaneously, or
Whenever the rules state the need to roll with a mix of several of each. In such case we
Morale Test (which uses the Valeur have to add up all modifiers in the following
characteristic)or Discipline Test (which uses order:
the Discipline characteristic) in order to
establish whether a unit is successful, or can First, add or subtract the number of dice to be
take a certain action, we are checking our unit’s rolled (for example, for an advantage, number
abilities using these two characteristics by of skirmisher bases, etc), then double or halve
rolling a dice and comparing the result to the the number of dice, always rounding up, as
following tables. many times as the situation dictates.

Valeur Example: A French artillery battery, which has


Brave 3+ unlimbered during its Movement Phase, fires at a
Courageous 4+ British infantry battalion located with a wood.
Insecure 5+
The number of firing dice rolled by the French
artillery battery is calculated thus; 4 bases, firing 2D6
Discipline per base (as the unit has previously moved) is 8D6.
Elite 3+ This number this halved, as the woods provides
Drilled 4+ protection to the infantry, finally resulting in 4D6.
Raw 5+

So, for example when the rules state that a unit


must pass a Morale Test in order to complete a
charge, if the unit is Courageous, it would need
a score of 4+ to be successful.

In addition to these two characteristics many


types of forces and commanders/sub-
commanders have other specific characteristics
that emphasize a particular ability that gives a
true taste of the different armies that fought in
the Napoleonic wars. All special rules
particular to each type of soldier are always
applied, even if in contradiction with the
general rule.

You will find these special rules in the army Favourable and Unfavourable
lists.
In certain circumstances or due to special rules,
Advantage and Disadvantage a roll may be favourable or unfavourable.
In certain circumstances or due to special rules, If favourable, 2D6 are rolled, with the higher
a unit may be at an advantage or disadvantage score counting as valid.
when rolling a die.
If unfavourable, 2D6 are rolled, with the lower
When a unit is at advantage, add +2D6 to the score counting as valid.
number of dice to be rolled.

When a unit is at disadvantage, halve the


number of dice to be rolled.

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As before, there may be situations whereby The French battalion has the characteristic Élan,
rolls are both favourable and unfavourable. giving them a favourable roll, however due to taking
a casualty, the roll is also unfavourable, and these
Always remember that in this case a roll can two factors cancel each other, resulting in a normal
never be better than favourable or worse than roll.
unfavourable, so you cannot roll more than
2D6 to resolve it. However, as the British artillery battery has fired in
the flank of the French battalion, the roll becomes
unfavourable again.
At times, you may be in a situation where rolls
are both favourable and unfavourable at the
same time, there may be several separate cases Committed
for favourable or unfavourable. In this case,
you should match up each favourable case with When units entered within the firing range of
each unfavourable case, as they cancel each enemy’s muskets, their way of acting became
other out. If you are left with one favourable or more cautious and less predictable, resulting in
unfavourable situation, the roll is either more difficulty in receiving orders and taking
favourable or unfavourable. actions in general.

If after matching up all cases, you are left with


neither favourable nor unfavourable, the roll is
a normal one with 1D6.

Example: A French battalion charges a British


battalion that is supported by an artillery battery.
The battery has fired as support during the British
defensive fire, and the French battalion has taken a
casualty.

The French battalion must now pass an Élan Test in


order to commit to the battle.

This is represented with the concept of


committed. A unit is considered committed if it
is 6” or less from any enemy unit.

A unit can be committed even if it is 6” or less


from an enemy unit that cannot fire at it
(cavalry for example), or even if it is not within
the firing zone of an enemy unit.

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Engaged

During battles, battalions were able to move


with a fair amount of agility and flexibility
when they were far from enemy units;
however, once enemy units were relatively
close, all sorts of actions became more
complicated to perform and good officers made
a huge difference.

In Napoleon at War, this is represented by the


concept of engaged.

A unit is considered engaged if any of the


following:

1. It is 12” or less from an enemy cavalry unit.

2. It is within the short or medium firing zone


of an enemy artillery unit, and is a valid
target, or is eligible to receive ricochet fire. Example B: The French infantry battalion is not
engaged by the British artillery battery, as it is not
3. It is committed. within the firing zone, nor within 6” or less.

Therefore, a unit can be engaged without being The French cavalry is engaged by the British artillery
committed, while a committed unit is always battery, as it is also committed by them.
also engaged.

Example A: The British horse artillery is not a valid


target, and therefore is not considered engaged by
the French artillery.

The British cavalry is however is considered engaged


as it is eligible to receive ricochet fire.

The British infantry is engaged by the French artillery


battery.

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Example C: The British cavalry is engaged by the Enemy units may not enter within this zone
French artillery battery, as it is eligible to receive unless a charge is being carried out.
ricochet fire, and is also committed by them.
Units must not be within the ZOC of any enemy
Both British infantry battalions are engaged, since unit, nor may they cross over an enemy unit
they are either within short or medium range of an during their Movement Phase.
enemy artillery battery, or are committed by them.
If you place your units correctly on the
Example D: The French infantry are engaged by the battlefield, some of your units may be able to
British cavalry, as they are within 12” of them.
support each other by taking advantage of their
ZOCs of 4” thus avoiding enemy units from
getting too close.

Commanders and sub-commanders do not


have a ZOC.

Zone of Control (ZOC)

All units in Napoleon at War have a 4” area


surrounding them called zone of control or
ZOC.

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Withdraw Gaming area/table

As you will notice in several sections of these If a unit goes beyond the edges of the gaming
rules, a unit will be forced to “withdraw”, either table, it is totally eliminated from the game.
because it has been defeated in close combat, There are some exceptions to this rule which
or for other reasons. can be found in some scenarios and other
special rules.
To do this, form a column and move the unit
along the same route which it came (or directly Game Phases
away from the enemy), the maximum allowed
distance for a column (6” for infantry, 12” for In this section of the book, each phase of the
cavalry), moving sideways up to 2” if necessary game will be explained in more details.
to avoid obstacles and units.
You will find explanations on how to move, fire,
If, in order to carry out its move, the unit has to and fight with your forces during a game of
cross through a friendly unit, it can do so by Napoleon at War.
taking a Discipline test.
Forces
If the test is passed, move the retreating unit
until the friendly unit is crossed without In order to simplify things, your army will be
further consequences. organized into Forces. The basic types of units
that will be part of your army are infantry
If the test is not passed, move the retreating battalions, cavalry regiments and artillery
unit in any case but remove one base as batteries. These units can either be grouped
casualty due to the confusion caused by loss of into brigades or regiments or they can also be
Discipline. independent units under the direct control of
the commander.
If the unit has to cross through friendly
artillery that has fired during the same turn, Generals
the unit automatically loses its Discipline test
and removes one base as casualty. The main functions of generals, whether the
commander or any of the sub-commanders, is
You are not allowed to end your Withdraw to maintain their Forces under close command
inside an enemy unit’s ZOC. If, for whatever as explained in the section of command and
reason this happens, your unit will lose one control later on, within the Movement Phase
base for each enemy unit’s ZOC that your unit section.
crosses and the unit continues moving until it is
completely out of any enemy unit’s ZOC. If the A general may be attached directly to a unit
unit cannot move out of the enemy units ZOC, under his control. This must be done during the
due to impassable terrain or crossing over an Movement Phase.
enemy unit, it is completely eliminated and
removed from the tabletop. In order to attach a general to a unit, just move
the general until it is in base contact with the
Any unit that comes into contact with the edge unit itself, obviously using the general’s
of the table while withdrawing is eliminated movement allowance.
and removed immediately.
Once a general is attached to a unit, it will add
several advantages during the various phases
of the game.

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If a Sub-commander or Commander’s base gets Unit commanders
in the way of a friendly unit at any point in the
game, you are allowed to move the base All units must have an identifiable command
enough to allow the movement to be base.
performed or to place the unit. Simply move
the base in whichever direction you prefer, by Movement Phase
the minimum distance in order to carry out the
move of the unit in question. A unit with a general attached is allowed to use
the general’s value of discipline instead of its
There are 2 types of generals in Napoleon at own for Discipline Test for Complex Moves.
War:
Combat Phase
Commander (army general)
A unit with a general attached is allowed to use
This is the general who commands the entire the general’s value of Valeur instead of its own
army. for Élan Test when receiving Defensive Fire
during a charge, and Morale Tests for
The commander’s position on the battlefield is counterattacks.
strategically very important as it determines
which units are within his command distance, A unit with a general attached is allowed to roll
or to which unit he has been attached to, also 1 extra combat dice; generals only add 1 extra
allowing units to benefit on possible bonuses at combat dice, even if rated as Brave.
different stages of the game.
Support Phase
The commander is represented on the
battlefield with a mounted model based on a A unit with a general attached is allowed to use
cavalry base. the general’s Discipline value instead of its own
when attempting to rally troops.
Sub-commanders (brigade generals)
Unit Formations
These generals are those in charge of each
singular force making up the entire army. Each type of formation that your units can
adopt in Napoleon at War has its own
The sub-commanders play the same role as the advantages and disadvantages.
commander with the only difference being that
the commander is allowed to command or Infantry Formations
attach himself to any unit within the entire
army, while the sub-commander is only Line
allowed to command or attach himself to a unit
within his own force. This is a typical infantry formation. It allows for
greater firing power, but it makes it more
A sub-commander is represented with a difficult to maintain formation while moving.
mounted model based on an infantry base.

All generals are rated as Courageous and


Drilled unless rated differently in specific Army
Lists.

11
This formation is represented in Napoleon at This formation is represented in the following
War as in the following way: way:

All light infantry units have the option to adopt


either close order or open order formations.
Column
When a light infantry unit adopts an open
The column formation allows units to move order formation, the following special rules are
faster across the battlefield. applicable:

At the beginning of the Napoleon Wars only the 1. The unit has ½” (10mm) width between
French attacked in columns, but later the use of each base.
this infantry formation became more and more
common across different armies of the period. 2. The unit does not have skirmisher bases
after adopting this formation; they will be
This formation is represented in the following recovered once unit goes back to any close
way: order formations.

3. The unit may still fire 2D6 per base after


moving with a successful Discipline Test.

4. The unit move rate: road 8”; clear 8”; rough


6”; difficult 4”.

Other specific rules will be explained in more


details later on.

Open Order

“The physical ability and high intelligence of the


common man enables the French to profit from all
advantages offered by the terrain and the general
situation.” – General Gerhard von Scharnhorst

Some light infantry units were trained to adopt


a looser formation as opposed to the classic
close order formations. Such units may opt to
adopt open order formation at any time during
a game.

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Square This formation is represented in the following
way:
Infantry adopted this formation in order to
defend themselves from cavalry charges.
However, the disadvantage of this formation
was that movement across the battlefield was
almost impossible.

This formation is represented in the following


way:

Skirmishers in infantry units

Infantry units may have skirmisher bases


attached to them. The number of skirmisher
bases attached to a unit must not exceed the
number of close order bases, at any point
during the game. In the event that the number This formation can be adopted only on roads or
of close order bases is reduced below the outskirts.
number of skirmisher bases, remove
skirmisher bases until they are equal. Cavalry Formations
The role of these skirmishers will be explained Ordre Mince
in details throughout the rules.
In Napoleon at War this formation is used to
March Column represent the linear formations of cavalry
squadrons as well as the various types of
This formation was mainly used to move echelon formations that were commonly
soldiers quickly along roads or through adopted by armies of the Napoleonic Wars.
populated areas. However, it was dangerous to
march in column near enemy soldiers, as this is The extended order formation made it difficult
not a combat formation. for infantry units to judge the real distance of
the charging cavalry and also allowed to charge
the flanks of infantry units with reduced
frontage.

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This formation is represented in the following
way:

Ordre Profond (Column)

This formation allows for greater agility across Artillery Formations


the battlefield but sometimes reduces the
combat capacity of the unit Unlimbered

This formation is represented in the following This is the standard formation for artillery
way: units while firing, with all the cannons
positioned in a close line with limbers and
wagons behind.

Place your unlimbered artillery bases as shown


below:

March Column

Cavalry in march column suffers the same


disadvantages in battle as infantry when in this
formation.
Unlimbered in Compressed Frontage
This formation can be adopted only on roads or
outskirts.
At times artillery batteries were forced to
deploy their cannons closer together than
This formation is represented in the following
normally done due to lack of space or other
way:
tactical circumstances. This formation
considerably increases the chance of higher
casualties as a result of enemy fire.

14
This formation is represented in the following Massed Battery
way:
Some armies have this special rule. If this is the
case, an artillery general may be included, and
the player may then decide to join up to three
artillery batteries, with a minimum of six bases,
into a single force. A Massed Battery is
considered as a single force, being commanded
by the artillery general. Once formed the
Massed Battery may not split and must remain
as a force for the remainder of the game.

The separate artillery units forming up the


Massed Batteries must remain at 4” or less
from each other. If for whatever reason, the
units become separated by more than 4”, they
need to be moved to regain such position. In
If an unlimbered artillery unit is involved in an addition, the Massed Battery must remain
interaction that requires a command base, the within 12” or less from its artillery general
centre base is considered the command base or (command range).
one of the centre bases if there is an even
number of bases. Moving a Massed Battery is only allowed by
limbering or Prolonge. When limbering and
Limbered moving, the Massed Battery force must all
limber or they must all unlimber. Individual
When cannons are attached to the limbers and batteries of the Massed Battery may not limber
ready to be moved, substitute all artillery bases or unlimber separately.
for one limber base as shown in the diagram.
The entire artillery battery is represented by Batteries in a Massed Battery fire in the same
one single base as long as it remains in this manner as a standard artillery battery but with
formation. +2D6 to its firing dice. French batteries in a
Massed Battery add +3D6 to their firing dice.

If the artillery general is killed for whatever


reason, he cannot be replaced for the entire
duration of the game. The Massed Battery unit
may still continue to operate as such if it is
within command range of the commander
(army general), maintaining the +2D6 bonus
(+3D6 for French army) on firing dice.

Units with an odd number of bases

Units with an odd number of bases due to


casualties are still considered to be regular in
shape, as if the missing base was still there.

An infantry unit with only 4 bases is deployed 2


bases wide and 2 bases deep when in column
formation.

15
A cavalry unit with only 2 bases is always All units formed in squares, limbered artillery
deployed 2 bases wide and 1 base deep and units and units in Settlements have no flank or
considered to be in Ordre Profond formation. rear side. So, the enemy is always considered to
the front.
An artillery battery in compressed frontage
with only 2 bases is deployed 1 base wide and Example A: The French cavalry unit charges the
2 bases deep. British infantry unit. This charge is not to the flank,
as the charging unit does not have more than half of
Front, Flank and Rear their bases in the flank sector of the enemy unit.

In Napoleon at War firing and close combat Example B: The French infantry unit charges the
actions are greatly influenced by the fact of British infantry unit. This charge is not to the flank,
whether it is done on the front, flank or rear as the charging unit does not have more than half of
their bases in the flank sector of the enemy unit.
side of a unit.

To establish whether a unit is to the front, flank


or rear side of an enemy unit, you just need to
trace an imaginary line along the front part of
the bases situated in the frontline of the unit in
question.

A unit must have at least half of its bases


completely behind the frontline of the unit in
question; either at the beginning of the Firing
Phase or Combat Phase, or whenever it is
necessary to determine if the unit is at the
front, flank or rear.

Example C: The French cavalry unit charges the


British infantry unit. This charge is to the rear, as the
charging unit has more than half of their bases in the
rear sector of the enemy unit.

When cavalry makes a Breakthrough Charge,


the position of the first close combat has to be
used to determine whether the second charge
(Breakthrough) will be to the flank or rear of
the second enemy unit, and not the initial
position at the start of the Combat Phase.

16
Terrain Hill – slightly sloped terrain, considered as
open ground unless another type of terrain is
Terrain areas are represented on the gaming found there.
table by decorated terrain features on which
we can place some tree, plants, buildings or Ridgeline – a series of connected Hill features
whatever else clearly represents the type of forming a line at least 20” in length. Any rules
area. regarding Hill features apply to Ridgelines, in
addition to being considered as rough terrain.
The suggested size of such features would be a
minimum length of 6” to a maximum of 12” at Broken Ground – areas with a lot of
any point. undergrowth or rocky areas that make the
unit’s formation and movement very difficult
Different types of terrain affect movement and but provide good cover for light infantry.
combat as reported in the Terrain Effects Chart.
The scenery on the gaming table may affect or Marsh – marshes or swamp lands, flooded
obstruct line of sight in the Firing Phase. We agricultural areas or any other type of wetland
suggest you discuss among players about the through which men, animals and carts have
major terrain features placed on the gaming great difficulty to move on.
table and possible consequences to the line of
sight before starting the game. Outskirts – outlying streets, hedges, gardens,
walls and other possible features around
In Napoleon at War the various possible types villages; all villages have an outskirts area
of terrain features are contained in the (radius of 4” from village). The village base is
following categories: impassable terrain but can be occupied as
explained in the Village section on page 54.
Open Ground – any part of the table that does
not contain any terrain feature. Rivers – can be impassable in its full length or
completely fordable, or a mix of both. Decide
Fields – unfenced agricultural fields with small exactly which parts of the river, if any, can be
fruit trees, cereal crops or other plants that are crossed before the game begins.
not complicated to overcome and do not
provide cover. A river that is not crossable is so for all types of
units. The areas where a river is crossable are
Enclosed Fields – agricultural areas surrounded considered as difficult terrain with regards to
by walls or fences that separate one field from movement, but have no effect on fire or
another. Certain types of units get an advantage combat.
during close combat if located within enclosed
field, at the same time movement is more Streams – are the same as a river, but crossable
difficult. Such type of protection covers both along its whole length.
infantry and artillery fire. When 2 units are
both inside this type of terrain, they both Roads – allow a unit in March Column
receive the bonuses and penalties. formation to move the entire distance as
portrayed in the Movement Table, as long as
Woods – timbered areas that make movement they begin and complete their move on the
in formation difficult but provide a little cover. road.
Woods block line of sight except units inside a
Woods can see up to 4” within or out of the The effects of moving over rough or difficult
woods. Units outside a Woods can see up to 4” terrain are explained in the Movement Phase
into the Woods, provided they are within 4” of section.
the Woods.

17
Terrain Effects Chart
Enclosed Broken
Unit Type Open Ground Field Woods Marsh Outskirts
Field Ground
Fire P D P&D D P&D
Infantry Combat D D D
Move Difficult Difficult Rough Difficult Rough
Fire P P P D P&D
Combat A D
Move Rough
Light Infantry
Open Order Fire P P P P P D
Open Order Combat D D D D D D
Open Order Move Rough
Fire P P
Cavalry Combat D D D
Move Rough Difficult Rough Rough Impassable Rough
Fire P&D D P&D P
Artillery Combat
Move Rough Difficult Difficult Difficult Impassable Rough

For a unit to be considered within a certain When a unit of any type comes into contact
type of terrain when applying modifiers in with or moves over a bridge it is always
firing and close combat, it must have at least considered as crossing rough terrain. The only
half of its bases within the terrain in question. exception to this rule is when a unit is
performing a Drill Move.
In any case, an attacking unit is always affected
by the terrain type of the defending unit, Artillery may only cross a bridge if limbered.
regardless whether the attacking unit is within
that terrain type or not. Units that start their Combat Phase in contact
with or on a bridge can charge the nearest
When a unit moves, its movements are affected enemy unit to their front as long as they are
by the terrain type as soon as any of its bases within charging distance even if the unit needs
(no matter how few) are within the terrain to change facing in order to do so.
type, or touch it at any time during its move.
If when the charge move is finished the unit
Bridges can be placed in a formation that is not in
contact with a bridge, the restrictions relating
Bridges are often strategically extremely to the bridge will no longer be applicable. If the
important in battles. In Napoleon at War the unit is still in contact with a bridge once the
rules related to bridges are as follows: charge move is completed, it rolls its combat
dice with disadvantage.
1. A bridge is considered as an area that has
some effects on units that are in contact If a unit charging an enemy unit that is in
with it. contact with or on a bridge it will also roll its
combat dice with disadvantage, even if the
2. A unit on or in contact with a bridge is charging unit is not physically in contact with
disadvantaged in firing or in combat. the bridge.

3. Units in contact with a bridge must adopt Any unit that receives a charge on a bridge also
column or march column in order to cross. rolls its combat dice with disadvantage.
This formation has to be kept for as long as
the unit is in contact with a bridge.

18
Example A: The unit on the bridge can charge against
the enemy unit located to its front. Since the
charging unit can form column formation without
touching the bridge at the end of its move, the
combat is carried out without penalties.

Example B: This unit has charged across the bridge


but still has bases touching the bridge at the end of
its move; as a result, both units will be
disadvantaged in combat.

Example C: This unit has charged a unit located on a


bridge. Even if the charging unit is not in contact with
the bridge, both units will be disadvantaged in
combat.

Initial Phase
This phase can be considered as an
administrative phase where the army’s morale
could be checked (if needed) or if one side has
managed to meet all victory conditions and
therefore end the game.

In the rules for each scenario you will find the


different conditions for both the attacker and
defender side to claim victory.

19
Movement Phase If a unit has to cover several types of terrain
within the same move, the maximum distance
allowed would be the shortest one (taken from
Sequence of play:
the most complicated type of terrain).
1. Select a force.
Units crossing over a different terrain type who
2. Move units of that force.
have already moved up to the maximum
3. Move sub-commander of that force.
distance allowed in such terrain type, are
4. Repeat above steps until all forces have
forced to stop at the edge and wait until their
moved.
Movement Phase during the next game turn.
5. Move the commander.
6. Declare and mark potential charges and
Movement and Formations
Firefights.
Different types of formations are also affecting
During the Movement Phase, you can move
a unit’s movement rate.
your forces in any order and any distance
within the stipulated limits. You could choose
Unit Road Clear Rough Difficult
not to move any unit at all if you wished. General 16” 16” 16” 8”
Once you have selected a force, move each unit Cavalry 16” 12” 8” 6”
individually. The leader of a force (sub- Horse Artillery 16” 12” 8” n/a
commander) is moved last, after all the other Infantry 8” 6” 4” 4”
units. All units must be kept within its sub- Open Order
8” 8” 6” 6”
commander’s command distance (or its Infantry
commander’s) in order to avoid being Foot Artillery 8” 6” 4” n/a
penalized either during the Movement Phase or
Combat Phase.
Infantry in square cannot move at all, and
Then another force is selected and so on. infantry units formed in line can only move up
to a maximum of 4” regardless of terrain.
Finally, once each force has been moved, the
commander is also moved to the required Light infantry units formed in open order
position at which point the Movement Phase is formation may move up to: road 8”; clear 8”,
concluded. rough and difficult 6”.

Selecting a Force Changing Formation

During each turn you can move any, all or none Units performing any type of move are allowed
of the units that make up your army forces to change formation at the beginning of the
(and units within them) can be moved in any move. The unit movement is now restricted by
order, but units of different forces cannot be the rules governing that particular formation,
moved at the same time. Once all units within a and the chosen formation must be kept for the
force have been moved, select another force entire move.
and so on until all forces in your army have
been moved. When changing formation, the command base
stays where it is and the other bases are
Moving Units arranged around it.

The Movement Table indicates the maximum Units may not adopt a formation if they do not
distances each unit can normally move up to, physically fit in the place they have opted to
depending also on terrain type, during one position themselves. Bases cannot be placed
single Movement Phase. one on top of each other or be placed on top of
buildings or even on terrain not adequate for
the type of unit.
20
Drill Move Example A: This movement is not a Drill Move since
even if the unit has started its move from an
A unit that starts and remains unengaged unengaged position; the unit ends its move at less
throughout its entire movement is allowed to than 12” from the enemy cavalry unit, therefore
perform a Drill Move. becoming engaged.

In order to perform this move, simply move the Example B: This unit is unengaged from the enemy
unit’s command base to wherever desired cavalry unit, so it can move performing a drill move
as long as it does not enter within the engaging
position within the allowed distance,
distance of the enemy unit.
considering terrain and formation, facing any
direction. Once the unit’s command base is
Example C: First, the command base is moved.
moved to its new position and direction, all
other bases are then placed along adhering to
Example D: Then the rest of the bases making up the
the chosen formation. unit are moved along the command base
maintaining the same formation.
The command base cannot, at any point, pass
through an enemy firing zone, or comes within
12” of an enemy cavalry unit or 6” of an enemy
infantry unit, the move

The command base cannot end their move


inside an enemy artillery fire zone, not at 12”
or less from an enemy cavalry unit, or not at 6”
or less from any other enemy unit, when
performing a Drill Move.

21
Example A: This is not a Drill Move since one of the If the test is not passed, the unit is still allowed
bases is located within the artillery’s firing zone at to carry out a Simple Move.
the end of its movement.
Remember that your unit cannot enter inside
Example B: This movement is not a Drill Move since any enemy unit’s ZOC (less than 4”) at any time
one of the bases has crossed over the artillery’s firing either during or at the end of the move.
zone during its movement.
Sometimes it may be better to measure both
Example C: This unit can complete a Drill Move since the distances and gaps or spaces through which
it did not enter the artillery’s firing zone at any time,
you want your unit to move to. It may also be
and it is placed at more than 6” from the artillery
useful to mark the starting position of a unit
battery.
with a base as a reference before initiating the
move. In this way, if the movement you wish to
perform is not allowed by the rules, you can
easily return your unit to its starting position.

Simple Move

Units performing a Simple Move can only move


the command base in a straight line in any
direction, but without being able to change
facing at the end of its move. Then the other
bases forming the units are placed in the same
formation adopted before moving.

Remember that your unit cannot enter inside


any enemy unit’s ZOC (less than 4”) at any time
either during or at the end of the move.

Example: The cavalry unit is committed, as it is less


Complex Move than 6” from the enemy cavalry unit, and so it may
only perform a Simple Move. In this case, the unit
In the previous section, we have described how turns to face the enemy and advances until it is 4”
units performing a Drill Move enjoy a fair from the enemy cavalry unit and declares its
amount of liberty to turn and change their intention to charge in the Combat Phase.
facing as long as they remain unengaged. Unit
may perform a similar move while engaged (or
becoming engaged during its move); this is
called a Complex Move.

In order to perform a Complex Move, the unit


must not be committed at the start of its
Movement Phase, and must take a Discipline
Test.

If the test is passed, move the unit’s command


base within its maximum movement allowance
according to terrain and/or formation, in any
direction and then place it in any facing. Place
all the other bases forming the unit, in the same
formation adopted before moving.

22
Moving artillery units In order to limber up, an artillery battery must
pass a Discipline Test, unless performing a Drill
Artillery units are usually formed into Move. If the test is not passed, the unit is not
batteries, with 2 types being available: either able to limber up, and is unable to move
foot or horse. (including Bricole and Prolonge), and unable to
fire in its Firing Phase.
Each type has a different number of actions
permitted. This means that it may be fairly difficult to
limber up an artillery battery when engaged
Foot Artillery (or becoming engaged during its move).

Foot artillery batteries can perform following: When an artillery battery is moving limbered
up, you can turn or change direction as you like
1. You can move and unlimber during your as long as the unit does not move more than its
Movement Phase, but you will not be able to maximum distance permitted by the worst
fire in the Firing Phase. terrain type it crosses.

2. You can limber up and move (of course Limbered artillery is not considered to have
artillery batteries cannot fire while flanks or rear side, so during the game enemy
limbered). units are always considered as positioned to
the front.
3. You can unlimber (without moving) during
your Movement Phase and fire in the Firing Bricole and Prolonge
Phase.
Unlimbered artillery units that have not
Horse Artillery changed formation during the same Movement
Phase can move by Bricole or Prolonge.
Horse artillery batteries can perform following:
Artillery units moving by Bricole can move
1. You can move and unlimber during your forward up to 2”, or turn the command base up
Movement Phase, and fire in the Firing to 45° and place all the other bases forming the
Phase. unit, in the same formation adopted before
moving.
2. You can limber up, move, and then
unlimber during your Movement Phase; but Units that have moved by Bricole may roll 2D6
you will not be able to fire in the Firing for each base when firing round shot, and 3D6
Phase. for each base when firing canister, in their
Firing Phase.
3. You can unlimber during your Movement
Phase, and fire in the Firing Phase. Artillery units moving by Prolonge can move
backwards up to 2” maintaining its current
When an artillery battery unlimbers and fires facing, or turn the command base 180° and
during its Firing Phase within the same turn, it place all the other bases forming the unit, in the
is considered as if it has moved, as explained in same formation adopted before moving.
more details in the Firing Phase section.
Units that have moved by Prolonge may roll
When an artillery battery is unlimbered, 1D6 for each base when firing round shot, and
replace the limber base with one artillery 2D6 for each base when firing canister, in their
base, aligned where the front of the limber was; Firing Phase.
this is the command base. Then place the
remaining bases adjacent to it.

23
Artillery units moving by Bricole or Prolonge
are not affected by terrain type but cannot
enter terrain that is impassable to artillery.

Moving through Friendly Units

Units are allowed to move through friendly


units if the following circumstances apply:

1. You can move through an unlimbered


artillery battery, however, the artillery
battery will not be able to fire on its Firing
Phase.

2. You can move through any friendly unit


(with the exception of artillery batteries
which have already fired) during a Support
Move.

3. You can move through any friendly unit if


both are performing Drill Moves.

Units performing a Complex or Simple Move


cannot move through other units as easily as
when performing a Drill Move.

Declaring a Charge

Infantry or cavalry units who have changed


formation in their Movement Phase cannot
Example 1: Both French and British infantry units
declare a charge.
could charge the other, bearing in mind the effects of
terrain both for movement and combat. The woods
An infantry unit can declare a charge at any will not prevent either unit from performing
enemy unit located at 4” directly to their front, Defensive Fire as a reaction.
with the following exceptions:
Example 2: The French line can charge the British
1. An infantry unit may only declare a charge line, and vice versa.
at a cavalry unit that is located in woods, or
is in March Column formation. Example 3: The French cavalry unit may charge either
British cavalry unit, however, only the first British
2. Light infantry formed in Open Order cannot cavalry unit may charge the French cavalry unit, as
charge enemy infantry units in column or the second one is Out of Command.
line formation.

A cavalry unit can declare a charge at any


enemy unit located at 6” or less, directly to
their front.

Artillery batteries can never declare a charge at


any type of enemy unit.

24
Command and Control Out of Command

“… the commanding officer, with great coolness Units beginning their Movement Phase out of
remained in observation: on a little rising ground, command range are only allowed to move to a
moving his horse about en vedette, and watching for a position which brings them closer to their sub-
favourable opportunity to renew the attack.” – North commander or commander’s command range,
Ludlow Beamish and are not allowed to declare a charge.

All commanders and sub-commanders have a A unit charged whilst out of command range
command range of 12”; all units should be kept can react to the charge as normal.
within command range of their sub-
commander or commander to avoid suffering Infantry units beginning their Movement Phase
penalties as described further down. outside of command range may perform
Return and Support Fire in their Firing Phase.
Units who are within command range at the
beginning of their Movement Phase, are Cavalry units beginning their Movement Phase
allowed to move out of their command range, outside of command range may perform an
as the sub-commander base will be moved later Intercept Charge.
in a position from where ideally all units under
his command are within his command distance. Independent units

Sub-commanders are moved only once all units Some units are allowed to be under the direct
within his force have already being moved. command of the commander; some artillery
Commanders are moved last of all, once all batteries, cavalry regiments or infantry
forces under their command have being moved. battalions can operate on their own without a
If a commander or sub commander gets into direct sub-commander and be treated in the
contact with an enemy unit, it must same way as any other force, with the
immediately attach to the nearest friendly unit. exception of being composed of a single combat
unit.
All substitute commanders or sub-commanders
always have attributes of Courageous and Independent units must stay within command
Drilled. distance of the commander alone, since they
have no direct sub-commander.
In the case of a commander or sub-commander
becoming a casualty, you may attempt to
replace him at the beginning of a Movement
Phase. To do this, you must obtain a result of
4+ on 1D6. Replacement commanders and sub-
commanders have to be placed in command
range of at least one of their force.

In order to simulate the chaos caused among


your units for not having their sub-commander
in charge, all the units included in the force
under his charge are immediately considered
to be “out of command” until a new substitute
sub-commander arrives, unless they are within
command distance of the commander or some
other sub-commanders who can lead them.

25
Firing Phase If any part of the target unit is within the
attacking unit’s firing zone, the entire target
unit is considered to be in range of the
Sequence of play:
attacking unit. Similarly, if part of the target
unit is within canister range of an artillery
1. Select a force.
battery, the entire target unit is considered
2. Select a unit within that force.
within canister range.
3. Choose and indicate a target.
4. Roll firing dice and remove any
Firing Ranges
casualties.
5. If possible, defender unit can proceed “The faces of the men and the facings of their
with Return Fire. uniforms may be seen clearly at 300 to 400 paces, and
6. Settle the Firefights (units who have not at 70 to 100 paces, the eyes of some of the men will
moved firing at each other). appear like dots.” – General Gerhard von Scharnhorst
7. Repeat the above steps until all units
within the same force (that are able to Infantry units equipped with muskets, or
fire) have fired. artillery that is firing canister, may fire at a
8. Select another force and repeat the distance of up to 6”.
above steps.
9. Determine if any sub-commanders or For artillery firing round shot, see the table
commanders have become casualties. below.
10. Check force morale.
Weapon Round Shot
Firing is compulsory for all units with a valid Short Medium Long
target, even if this action may cause a Light 0” – 12” 12” – 24” 24” – 30”
disadvantage. Reason being that this action Artillery 4+ to hit 5+ to hit 6 to hit
may still trigger a Return Fire from enemy Medium 0 – 20” 20” – 32” 32” – 48”
Artillery 4+ to hit 5+ to hit 6 to hit
units.
Heavy 0 – 24” 24” – 36” 36” – 68”
Artillery 4+ to hit 5+ to hit 6 to hit
Selecting a Unit
Choosing a Valid Target
Pick a force and check which units can shoot at
an enemy unit. Sort out firing for each unit at A unit is considered a valid target if all of the
the time (including potential Return Fire from following conditions are met:
defending unit) forming the force in any order.
1. Any part of the target unit is within the
Then choose another force and repeat the attacking units firing zone.
process, until all units in your army with an
enemy unit within range have fired and have 2. There are no friendly units in the attacking
received Return Fire if applicable. units firing zone closer than the target unit.
In order to be able to shoot at an eligible target, 3. More than half of the bases of the attacking
the enemy unit must be at least partially within unit have a clear line of sight to the target
your unit’s firing zone. unit.
The firing zone is an area defined by extending To determine if the attacking unit has a clear
an imaginary rectangle from each sides of the line of sight, draw a line from the front of each
firing unit in a straight line from its front, up to firing base, to any part of the target unit that is
the maximum range allowed by the unit’s within the firing zone. Any line that passes
weapons. through a village, hill, or woods, means that
base does not have a clear line of sight.

26
If the target unit cannot be seen by all the firing Example 1: The British line is considered the Priority
bases, but can be seen by at least half, then the Target, as it has more than half its bases within the
number of firing dice is reduced by half. French unit's firing zone, and as it is closer than the
British column, the French must fire at the line.
Example: The French line cannot fire since it has a
friendly unit within its firing zone. Example 2 & 3: The British line is considered the
Priority Target, as it has more than half its bases
within the French unit's firing zone, however, as the
British column is closer (or equally distant), the
French may fire at either.

Example: The French artillery cannot fire at the


cavalry as the woods are blocking its line of sight. It
cannot fire at the infantry either, as at least half of
its bases need a clear line of sight to do so.

Priority Targets

Any enemy unit that has more than half of its


bases within the attacking unit’s firing zone is
considered a priority target.

It is always mandatory for the attacking unit to


fire at the closest priority target. The only
exception to this rule is when the closest unit is
not a priority target, in which case the
attacking unit may fire at either.

27
Infantry Example: The French infantry unit moves forward,
into firing range of the British infantry, and fires with
How infantry fire 1D6 (1D6 per front base, minus 2 due to the British
skirmishers) and scores 1 hit. The British unit makes a
“Light infantry should be able to fire 6 shots a minute, successful saving throw and suffers no casualties.
but under the stress of battle 4 should be allowed for.”
– Marhsal Maurice de Saxe The British line now performs Return Fire, with 10D6
(2D6 per front base, minus 2 due to the French
skirmishers) and scores 8 hits, causing 2 direct
An infantry unit rolls 1D6 for each close order
casualties.
base on its front line. If the infantry unit did not
move in the Movement Phase, it can increase
its rate of fire, rolling 2D6 instead.

Light infantry units that are in Open Order


formation, may move (in their Movement
Phase) and still roll 2D6 per base. To do this,
the unit must pass a Discipline Test. If the test
is failed, the unit may still fire with 1D6 per
base.

An infantry unit will always fire with a


minimum of 1D6 regardless of deductions and
disadvantages.

When an infantry unit rolls its firing dice, each


result of 4+ is considered as a hit.

Example: The British infantry unit moves forward,


into firing range of the French infantry, and fires with
5D6 (1D6 per front base, minus 1 due to the French
skirmisher). The French infantry make a successful
Saving Roll, and may now perform Return Fire.

Skirmishers

When an infantry unit fires at the front of an


enemy infantry unit, each skirmisher base of
the defending unit will “take away” 1D6 from
the firing units’ number of dice. This rule is to
represent the fact that skirmishers are doing
their job by shooting down enemy infantrymen.

When an infantry unit fires at the flank or rear


side of an enemy unit, 1D6 is added to the
number of firing dice for each skirmisher base
attached to the firing unit.

28
Every time an infantry unit fires at the front of 3. An infantry unit in Square or March Column
an enemy infantry unit, and the result has three formation cannot fire in the Firing Phase
or more equal scores on the firing dice, one but may Return Fire with 1D6 (per unit).
skirmisher base is removed, even if no hits
were inflicted. Only one skirmisher base is lost 4. Infantry units in Square formation are
regardless of how many triples are rolled. allowed to perform Support Fire, while it is
not allowed for infantry units in March
Example: A French infantry unit moves forward, into Column formation.
firing range of the British infantry, and fires with 5D6
(1D6 per front base, minus 1 due to the British Firefight
skirmisher), and scores the following: 1, 2, 2, 2, 3. The
French infantry has not achieved any hits, however, When an infantry unit fires on its own turn
since they have three identical results of 2, the against an enemy unit, without having moved
enemy unit has to remove one of his skirmisher bases during its Movement Phase, and provokes
as a casualty.
corresponding Return Fire, the result is a
Firefight.
However, if the scores were the following: 4, 4, 5, 5,
6, the French infantry have achieved 5 hits, which
The procedure to carry out a Firefight is the
means the enemy unit has to remove one base as
direct casualty and make a Saving Roll of 2+ in order
following:
to avoid losing one additional base, but no
skirmisher base is lost since there are no three 1. The firing unit declares its target and fires,
identical results. throwing 2D6 for each base on its frontline.

If the French unit was rated as Raw, it would need to 2. The defending unit then returns fire only
re-roll any successful hit. For example a roll of 1, 2, 2, with the surviving bases (if any casualty has
4, 4, 5, scores three hits that have to be confirmed, been caused), also throwing 2D6 for each
these need to be rolled again, getting a 2, 5, 5. The base on its frontline, plus possible Support
final results are the following: 1, 2, 2, 2, 5, 5. The Fire from friendly units.
French infantry have achieved two hits, provoking a
Saving Roll of 3+ and since they have three identical 3. At this point the unit that has managed to
results of 2, the enemy unit has to remove one of his eliminate more bases is the winner of the
skirmishers bases as a casualty. Firefight.

Square or March Column formations If there is a draw, that is both sides have
eliminated an equal number of bases, both
When you fire at an enemy infantry unit who units maintain their current position.
has adopted either the Square or March
Column formation, there is need to apply the If a unit is defeated during a Firefight, it must
following additional rules: Withdraw, as explained on page 10.

1. Any unit firing at a Square or March Column If an artillery battery is involved in a Firefight
formation repeats all failed firing dice, with and loses, it limbers up and then Withdraws.
the second roll being considered as
definitive. However, no skirmisher base can
be used to add extra firing dice when firing
at enemy infantry units having adopted
either type of formation.

2. Any skirmisher base attached to an infantry


unit forming a Square or March Column
formation are put aside and ignored.

29
Cavalry Artillery

Firing at cavalry How artillery fire

If a cavalry unit is designated as a target of “Except for when dictated by the circumstances, one
musket or canister fire, it may opt to evade (fall never should fire over your own infantry but rather
back) out of range before the firing unit throws advance with her.” – Frederick the Great
his firing dice.
An artillery battery can opt to fire either
In order to do so, the cavalry unit must pass a canister or round shot (depending on range).
Discipline Test. Round shots also have three possible ranges:
Short, Medium, and Long.
If the test is passed, move the unit in the same
manner as performing a Complex Move of 4”, An artillery battery rolls 1D6 for each base
the unit needs to keep out of any enemy unit’s when firing round shot, and 2D6 for each base
firing zone. when firing canister. If the artillery battery did
not move in the Movement Phase, it can
If, in order to carry out its move, the unit has to increase its rate of fire, rolling 2D6 for round
cross through a friendly unit, it can do so by shot, and 3D6 for canister. The increased rate
taking a Discipline Test. also applies if the artillery units moved by
bricole.
If the test is passed, move the evading unit the
friendly unit is crossed without further When artillery batteries are formed in a
consequences. compressed frontage formation all bases are
allowed to fire and not only those located at the
If the test is not passed, move the evading unit front.
in any case but removing one base as casualty
due to the confusion caused by loss of Artillery batteries placed on a hill cannot fire
Discipline. over the heads of friendly units.

If the unit has to cross through friendly When an artillery battery rolls its firing dice,
artillery that has fired during the same turn, the score required to hit is based on the range.
the unit automatically loses its Discipline Test Refer to the weapon range table.
and removes one base as casualty.
Firing at artillery batteries
Cavalry units may try to evade as many times
as it is designated as a target of musket or Artillery batteries in Napoleon at War can be
canister fire. either limbered or unlimbered.

If a cavalry unit manages to evade from an A limbered artillery battery has only one base
enemy unit fire, the firing unit may not change since the limber is mounted on a single base.
its target within the same Firing Phase. This makes it quite a vulnerable target. This
means that if the limber base becomes a
If a cavalry unit evades from canister range, it casualty, the entire artillery battery is
cannot be fired by round shot as well (artillery eliminated.
battery cannot switch to round shots so fast!).
An unlimbered battery is more difficult to
A cavalry unit who is evading may move destroy as there are several artillery bases.
through friendly artillery that has not fired
within the current turn.

30
If an artillery battery is not in a compressed For each result of 6, an additional hit is caused
frontage formation, all successful hits must be to the first unit (friendly or enemy) after the
re-rolled if they are received from the front, target, provided it meets all of the following
and enemy infantry units rated as Raw must re- conditions:
roll all successful hits twice (this is an
exception to the Dice Roll rule on page 5). 1. The unit is within 20” of the targeted unit.

Example: The French artillery battery fires at the 2. The unit is within the firing zone of the
British artillery Battery, rolling 8D6, and achieves 3 attacking artillery battery.
hits. Since the British artillery battery is deployed in
Compressed Frontage formation, the French battery 3. The unit is not on a hill, or within or behind
is not required to re-roll successful hits. a village.
The British artillery battery must make a Saving Roll The unit does not need to be physically behind
of 4+ in order to avoid losing a base. The British the targeted unit.
battery rolls a 2, and therefore loses one base as a
casualty.
Ricochet rolls caused by heavy artillery shots
do not generate additional chances to hit on a
The British artillery battery now performs Return
roll of 6 (“cascade”).
Fire, rolling 4D6, and achieves 4 hits. However, as the
French artillery battery is not deployed in
Compressed Frontage formation, the British battery Ricochet rolls on unlimbered artillery batteries
must re-roll successful hits, resulting in only 1 hit. that are not in a compressed frontage
formation must be re-rolled, needing a score
The French artillery must make a Saving Roll of 2+ in equal to 6 in order to hit. Ricochet hits are
order to avoid losing a base, and are successful with converted into casualties in the same manner
a roll of 5. as normal hits.

Example: The French artillery battery fires round shot


at the British line, rolling 8D6, and achieving 4 hits.
The British line removes one base as direct casualty,
and the column behind it suffers ricochet fire, with
4D6.

The French artillery battery obtains one result of 6,


therefore the British column must make a Saving Roll
of 2+ in order to avoid losing a base.

Ricochet

When an artillery battery fires round shot at


short or medium range, all successful hits are
set aside and re-rolled.

31
Counter-battery fire Return Fire and Support Fire
“They received the order not to shoot against the Return Fire
enemy’s guns, only against his troops. It was difficult
to get them to follow this order.” – Wellington When an infantry or artillery unit receives fire
from an enemy unit within its firing zone, and
When an artillery battery is fired at by an that can be considered as a valid target, and
enemy artillery battery it can Return Fire even once potential casualties have been removed,
if the enemy artillery battery would not be the defending unit may Return Fire at the
considered a priority target. However, the attacking unit using the same procedure as
enemy artillery battery must be considered a before.
valid target, as explained previously.
Return fire is subject to the same target
Discipline when Firing priority rules as any other type of fire.

The conscripts should “fire a few rounds so that they Remember that the unit returning fire will
would know which eye to use in aiming.” – Marshal always be considered as stationary when
Berthier considering the number of dice per base to be
rolled, as it did not move in the previous
A unit’s Discipline acts as a modifier during Movement Phase.
most firing.
Return fire is not simultaneous to the fire
Musket/Artillery Fire Chart received from the attacking unit. First apply
Elite 4+ (+2D6) and remove, if applicable, all inflicted casualties
Drilled 4+ (direct and potential extra base) and only then
Raw 4+ (repeat successful rolls) the defending unit may Return Fire with its
remaining bases.
For example, an infantry unit rated as Elite,
having six bases in a line formation and firing An artillery battery that does Return Fire may
after having moved during its Movement Phase cause Ricochet.
rolls 8D6 (one for each base for having moved
= 6D6 + 2D6 for being rated as elite). A single unit may perform Return Fire as many
times as it is eligible to during the same Firing
An infantry unit rated as Raw, having six bases Phase.
in a line formation and firing after having
moved during its Movement Phase – rolls 6D6
(one for each base for having moved), but it
needs to re-roll any successful hit, with the
second score being definitive.

Units rated as Drilled are unaffected when


firing.

32
Example: The French artillery battery fires at the Whereas Return Fire may have ricochet,
British artillery battery on the right, and inflicts no Support Fire cannot.
casualties.
A single unit may Support Fire as many times
The British artillery battery may now perform Return as it is eligible to during the same Firing Phase.
Fire, rolling 7D6 (2D6 per base, plus 1D6 as Support
Fire from the other British battery). Example: The British line fires at the French line,
rolling 4D6 (1D6 per base, as it has previously moved,
minus 2D6 due to the French skirmishers) and scores
4 hits, causing 1 direct casualty.

The French line may now perform Return Fire, rolling


9D6 (2D6 per base, plus 1D6 as Support Fire, minus
2D6 due to the British skirmishers).

Support Fire

Infantry and artillery units which have an


enemy unit within 6” and inside their firing
zone cannot Return Fire if they have not been
fired at. However, they may opt to Support Fire
by adding 1D6 to the number of dice to a
friendly defending unit returning fire.
Removing Casualties

If Support Fire is carried out by an infantry unit A unit removes one base as direct casualty for
(with skirmisher bases) to the flank or rear of every 4 hits received, without any saving roll.
the target unit, each skirmisher base adds an When more than 4 hits or multiples are
suffered, the unit is obliged to pass a Saving
extra 1D6 to the number of dice to be rolled.
Roll of 1D6, requiring a result higher than the
If the defending unit is completely eliminated number remaining as balance after deducting
by enemy fire, there cannot be Return Fire and all direct hits (4 or multiples of 4) in order to
therefore no Support Fire as well (even if it avoid losing one additional base.
could have potentially taken place).

Support Fire is also affected by the unit’s


Discipline value, as is the case for normal fire.

For example, if the unit carrying out Support


Fire is rated as Raw, hits must be re-rolled and
if the unit is rated as Elite, 2D6 is added to the
number of dice to be rolled as Support Fire.
33
Example: The French artillery battery fires canister at If an action could have been performed at the
the British infantry unit, rolling 12D6 (3D6 per base, start of the Firing Phase (i.e. Charge, Fire,
as the artillery has not previously moved) and scores Retreat, etc.) it can still be carried out even if
9 hits. distances between units may have become
larger due to the removal of bases during the
This causes 2 direct casualties and requires a Saving current Firing Phase.
Roll of 2+ (4+4+1=9)
Command Casualties
Rifleman Thomas Plunket of the 1st Battalion, 95th
Rifles, shot French General Colbert at an unknown but
long range (as much as 600 yards). He then shot
Colbert’s aide-de-camp, Latour-Maubourg, who went
to the aid of his general.

At the end of each Firing Phase, check each


commander or sub-commander base. Both
sides must do this check.

Each player, starting with the active one, rolls


2D6 for each enemy commander or sub-
commander found at 6” or less from any of that
player’s infantry units. This is also applied to
commanders and sub-commanders attached to
a unit that has received any type of fire, even if
it is further than 6” from that players units, for
Units are removed as soon as they suffer more example, a unit that has received artillery fire.
than 50% casualties (i.e. 4 bases for infantry, 3
bases for cavalry) without getting a chance to With the result of 11+ the commander or sub-
Return Fire or Counterattack. commander is removed from the battlefield as
a casualty.
When removing one or more bases from a unit,
the formation of the unit must be maintained, Remember that if a commander or sub-
with the command base keeping its central commander is attached to a unit that is
position as much as possible. eliminated, the commander or sub-commander
is eliminated along with the unit.
In cases where after removing bases as
casualties the unit is no longer within the firing
zone of an enemy unit, it can still be fired at (so
basically the unit is still temporarily considered
within firing zone) in the following Combat
Phase.

Remember also that distances of each unit from


other units, be it friend or enemy are still
temporarily considered as those at the start of
the Firing Phase, before removing bases as
casualties.

34
Force Morale
“The roundshot, fired at close range, pierces not only
all opposite lines; but the whistle and the noise that
they cause, cause a hidden terror among the enemy
troops which, joined by the cries of the wounded and
dying, causes a feeling much stronger than the blood
drawn by grapeshot at short range.” – Frederick the
Great

At the end of the Firing Phase, if a force has lost


half or more of its original number of units for
whatever reason, with the exception of units
having moved out of the tabletop due to special
rules or a specific scenario, the remaining
Force must pass a Force Morale Test in order to
continue fighting.

For this specific test, we use the sub-


commander’s Valeur attribute. If the test is not
passed, all remaining units along with their
sub-commander are eliminated and removed
immediately from the tabletop.

If a force required to carry out a Force Morale


Test has no commander, because he has been
removed as casualty and a replacement has not
yet arrived, the Force Morale Test is
automatically failed.

35
Combat Phase You cannot cross through a friendly unit during
the charge move, except for unlimbered
artillery units that have not moved or fired
Sequence of play:
during the same turn, even if they have only
performed a change of formation or advance by
1. Select a force
bricole.
2. Select a charging unit within that force
and its declared target
If a commander or sub-commander gets into
3. Move to contact
contact with an enemy unit, it must
4. The defending unit declares its reaction
immediately attach to the nearest friendly unit.
to the charge and takes appropriate
action
Remember that charge moves are affected by
5. If applicable, settle combat and remove
terrain. This means for example that a cavalry
any casualties
unit cannot charge a unit if it is located in
6. Determine the winner
outskirts (as they cannot charge in March
7. The losing unit Withdraws
Column formation), and units cannot also enter
8. If a charging cavalry unit wins, it can
or cross through impassable terrain.
perform a breakthrough charge
(repeating the above steps) Example: The French cavalry unit in Ordre Mince
9. Repeat above steps until all declared formation can charge the British infantry unit as it
charges have been resolved can move forward in a straight line in order to move
10. Determine if any sub-commanders or into contact.
commanders have become casualties
11. Check force morale The French cavalry unit in Ordre Profond can charge
12. Reorganize your units as required the British infantry unit as it can move forward in a
straight line to make contact, but it must first move
Selecting a Unit sideways to avoid the French column that is standing
on its way.
The first thing to do is to select one of your
units that have declared a charge against an The French column cannot charge the British line
enemy unit. because it cannot make contact by moving forward
in a straight line.
What units can charge or be charged at:

Units that have fired in the previous Firing


Phase can only charge the unit they have fired
at as long as they have not fired 2D6 per base,
only 1D6 per base is allowed if the intention for
the firing unit is to charge in his next Combat
Phase.

Move to contact

The charging unit can only move in a straight


line, without turning either at the beginning or
during its charge, until it makes contact with
the defending unit.

The charging unit may move up to 2” to the


side at the beginning of the charge move in
order to avoid an obstacle or a friendly unit
standing on its way.

36
Reactions to a Charge unit does not need to pass an Élan Test in
order to complete its charge.
Defending units may react in different ways,
depending on if they are cavalry, artillery or 3. Light infantry formed in open order can try
infantry and also if they are being charged by to execute Defensive Fire. In order to do so,
cavalry or infantry. the unit must take a Discipline Test.

Infantry charged by Infantry If the test is passed, the unit can execute
Defensive Fire with 1D6 per base.
In Napoleon at War, you have to decide
whether the enemy charge is dangerous If the test is not passed, the unit must
enough to eliminate your unit or if you can stop retreat a full move directly away from the
the charge with a good round of defensive fire, enemy, maintaining their open order
even if at times it may be better to surrender formation.
some terrain to the enemy.
In Defensive Fire, neither the charging unit’s
Infantry units charged by infantry can choose nor the defending unit’s skirmisher bases are
to either perform Defensive Fire, or to Retreat. taken into account; all skirmisher bases move
aside, taking cover within their parent units
Defensive Fire and therefore may neither become casualties,
nor fire, nor execute defensive fire.
An infantry unit being charged at from its front
Example: The French column charges the British line.
by another infantry unit can carry out
The British infantry reacts with point blank Defensive
defensive fire at the charging unit with the
Fire. In order to be able to do so, the British unit rolls
hope that the enemy may not pass the Élan
a Discipline Test and passes. It now fires 12D6 (2D6
Test needed to complete its charge move. per front base).

There are three separate ways by which an The Defensive Fire is resolved without any French
infantry unit may opt to execute Defensive Fire casualties.
against a charging enemy infantry unit:
Before continuing with its charge, the French infantry
1. Declare the intention to execute Defensive column must pass an unfavourable Élan Test since it
Fire and roll 1d6 for each base on its received point blank defensive fire; but as the French
frontline. The charging unit must pass an unit is eligible to have the special “Élan”
Élan Test in order to complete its charge characteristic, the roll taken as normal.
(regardless of hits or casualties).
The French unit rolls for its Élan Test and fails. The
2. Declare the intention to execute point blank French column is now forced to perform a Stand and
Defensive Fire. The unit carrying out point Fire.
blank Defensive Fire must take a Discipline
Test.

If the test is passed, the unit can execute


Defensive Fire with 2D6 for each base on its
front line (this is to represent experienced
soldiers waiting till last minute to fire). The
charging unit must pass an unfavourable
Élan Test in order to complete its charge
(regardless of hits or casualties).

If the test is not passed, the unit cannot


execute Defensive Fire and the charging
37
If the test is not passed, move the retreating
unit in any case but removing one base as
casualty due to the confusion caused by loss of
discipline.

If the unit has to cross through friendly


artillery that has fired during the same turn,
the unit automatically loses its Discipline Test
and removes one base as casualty.

You are not allowed to end your retreat inside


an enemy unit’s ZOC. If, for whatever reason
this happens, your unit will lose one base for
each enemy unit’s ZOC that your unit crosses
and the unit continues moving until it is
completely out of any enemy unit’s ZOC. If the
Retreat unit cannot move out of the enemy units ZOC,
due to impassable terrain or crossing over an
An infantry unit being charged by infantry can enemy unit, it is completely eliminated and
opt to retreat, keeping its facing towards the removed from the tabletop.
enemy charging unit. In order to be able to do Any retreating unit that comes into contact
so it must take a Discipline Test. with the edge of the table is eliminated and
removed from the game.
If the charge is aimed at the flank or rear side
of the defending unit, the Discipline Test is If the unit being charged by infantry has
unfavourable. formed square and passes its Discipline Test, it
immediately changes its formation to column
If the test is passed, the infantry unit moves 4” and proceeds with the retreat move. If it fails
directly away from the enemy unit, and in the the test, the unit remains formed in square and
same direction as the direction of the charge, cannot conduct defensive fire.
and placed face to face with the enemy unit,
moving sideways up to 2” if necessary to avoid Retreating units may not charge in the next
obstacles and units. game turn because they are in disarray and
confused. This rule only applies to infantry
If the test is not passed, combat is settled in the units retreating as a reaction to being charged,
standard way as explained in Settlement of not to any other type of unit, or even if the unit
Combat. has retreated for other reasons.

Light infantry units formed in open order may


opt to retreat without need to pass a Discipline
Test, even if the enemy unit’s charge is aimed
at the flank or rear side of the defending unit.

If, in order to carry out its move, the unit has to


cross through a friendly unit, it can do so by
taking a Discipline Test.

If the test is passed, move the retreating unit


until the friendly unit is crossed without
further consequences.

38
Example 1: The battered British infantry line is
charged by the French infantry column and is under
threat from the other French infantry unit. In this
situation, the British unit decides to retreat. In order
to be able to do so, it must pass a Discipline Test,
which it does with a score of 5. The British infantry
unit retreats 4” from the French unit’s frontline and
becomes disorganised.

Example 2: The British line charges the French line to


its flank side, the French unit decides to retreat to a
safer position. In order to be able to do so, the French
unit has to take an unfavourable Discipline Test, as
the charge is aimed to its flank.

Example 3: The damaged British line is being charged


by the French column. The British unit decides to
retreat and passes a Discipline Test. However, in
order to retreat, it must pass through another British
infantry line. The retreating British unit needs to
make a Discipline Test to pass through the friendly
unit. If this Discipline Test is not passed, the
retreating unit loses a base and in this particular
situation is destroyed.

39
Infantry charged by Cavalry If the test is passed, the infantry will
immediately rearrange its bases to form
“In column with opened divisions, the Guard marched square. Note that the charging unit does not
across open field and had individual skirmishers lose the chance to charge even if the change of
accompany her march at a distance of some 60 paces. formation may have caused the defending unit
There could not have been a more desirable sight for to be out of charge range.
our cavalry.” – Major Joseph Stutterheim
If the Discipline Test to form a square is passed,
Infantry units, in line or column, being charged the charging cavalry unit has the option of
by enemy cavalry must either: either completing the charge or breaking off.

1. Form Square If the cavalry unit decides to break off the


charge, it must take a Discipline Test, being
2. Execute defensive fire unfavourable for Impetuous Cavalry and
favourable for Light cavalry.
3. Run for it
If the test is passed, the cavalry unit returns to
Infantry units in Open Order, being charged by its original position maintaining its formation
cavalry must either: and facing, and is considered to be defeated in
combat.
1. Execute defensive Fire
If the test is not passed, or if the cavalry unit
2. Run for it decides to complete the charge, the combat is
settled in the standard way as explained in
If in the event that an infantry unit in Open Settlement of Combat.
Order cannot execute Defensive Fire and
cannot perform a Retreat, the charging cavalry Defensive Fire as a result of failing to form a
unit automatically completes its charge. square

Form Square If the defending infantry unit does not pass the
Discipline Test for attempting to form square, it
“The cuirassiers made a vigorous attack but quickly will not be able to change formation or facing
paid a heavy price for their audacity. All squares, but may execute Defensive Fire.
acting with firmness, opened fire and delivered
battalion volleys.” – Colonel Alexander Kutuzov To be able to execute Defensive Fire against
charging cavalry, an infantry unit must take an
To be able to form a square while being unfavourable Discipline Test.
charged by cavalry, an infantry unit must pass a
Discipline Test if the cavalry begins its If the test is passed, the unit can execute
Movement Phase less than 12” from the Defensive Fire against the charging cavalry,
intended target, or a favourable Discipline Test with only 1D6 rolled for the unit.
if it begins its Movement Phase more than 12”
away from the intended target. If the test is not passed, the unit cannot execute
Defensive Fire and the charging unit does not
If the charge is aimed at the flank or rear side need to pass an Élan Test in order to complete
of the defending unit, it must pass an its charge.
unfavourable Discipline Test in order to form
square, regardless of the distance from which Regardless of hits and subsequent casualties
the charge begins from. caused to the charging unit the Élan Test for
the cavalry unit to charge against an infantry
unit which has attempted and failed to form
square will always be normal.

40
Defensive Fire If no hits were inflicted, the cavalry unit
automatically completes its charge. If hits were
“The Luneberg Battalion had laid down in the ditch inflicted, the cavalry unit must then pass a
along the main road . Just as the enemy came into favourable Élan Test. If casualties were taken,
range, the Luneberg Battalion stood up and fired from the test is done as normal.
30 paces with such effect that the larger part of the
enemy fell with many of them killed.” – Colonel Best Infantry units that formed a square in their
own turn can perform Defensive Fire with only
An infantry unit being charged at from the 1D6 even if the unit is rated as elite.
front by cavalry may opt to execute Defensive
Fire instead of forming a square, provided they Retreat
are within a terrain feature that is rough or
difficult to cavalry, such as an enclosed field, or To be able to make a Retreat, the defending
wood. unit’s command base must be within 4” of a
terrain feature which is rough or difficult to
There are two separate ways by which an cavalry, such as an enclosed field or wood, and
infantry unit may opt to execute Defensive Fire must be being charged from the front.
against a charging enemy cavalry unit:
To make a Retreat, the defending unit must
1. For infantry in line or column to perform pass a Discipline Test. For a unit in line or
Defensive Fire the unit must take a column the Discipline Test is normal if the
Discipline Test. cavalry unit begins its Movement Phase more
than 12” from the intended target and
If the test is passed, the unit can execute unfavourable if closer than 12”.
Defensive Fire against the charging cavalry
unit; it does so with only 1D6 per base but For a unit in Open Order the Discipline Test is
at a disadvantage, even if they have not favourable if the cavalry unit begins its
moved before. Movement Phase more than 12” from the
intended target and normal if closer than 12”.
If the test is not passed, the unit cannot
execute Defensive Fire and the charging If the test is passed, the unit can be moved to
unit does not need to pass an Élan Test in within the terrain feature, facing the cavalry
order to complete its charge. unit which charged it. To do this, move the
command base of up to 4” and within the
2. For Light Infantry in Open Order to perform terrain feature, facing the enemy unit. Then the
Defensive Fire the unit must take an rest of the bases are placed with the same
unfavourable Discipline Test. formation as before the charge occurred. The
unit must then pass a Discipline Test or lose a
If the test is passed, the unit execute can base.
Defensive Fire against the charging cavalry,
it does so with only 1D6 per base, even if If the test is not passed, combat is settled in the
they have not moved before. standard way as explained in Settlement of
Combat; however the Morale Test to
If the test is not passed, they are still able to counterattack will be unfavourable.
fire, but with only 1D6 rolled for the unit.

If the enemy cavalry unit completes its


charge, the Light Infantry unit in Open
Order is at a disadvantage in combat.

41
If, in order to carry out its move, the unit has to Cavalry charged by Cavalry
cross through a friendly unit, it can do so by
taking a Discipline test. If the test is Cavalry units charged by enemy cavalry can
successfully passed, move the unit until the choose among and declare one of the following
friendly unit is crossed without further reactions:
consequences. If the test is not passed, move
the unit in any case but removing one base as Countercharge
casualty due to the confusion caused by loss of
Discipline. If the unit has to cross through A cavalry unit being charged by an enemy
friendly artillery that has fired during the same cavalry unit may opt to countercharge. In order
turn, the unit automatically loses its Discipline to be able to do so it must take a Discipline
test and removes one base as casualty. Test. This test is favourable if charged from the
front, or normal if charged to the flank or rear.
If infantry unit manages to make successful
Retreat from the charge, the charging cavalry If the test is passed, the command base is
unit is not allowed to make a breakthrough turned around until it is facing the charging
charge. enemy unit and then the rest of the bases are
placed with the same formation as before the
Skirmisher bases and cavalry charges charge occurred. Move the defending unit up to
2” in the direction of the charging cavalry, and
Skirmisher bases are extremely vulnerable to then move the attacking unit into contact.
cavalry charges. When charged by cavalry they Combat is simultaneous, with both sides rolling
immediately look for cover behind their their combat dice at the same time.
comrades who are in close order formation.
If the test is not passed, the defending cavalry
When a cavalry unit declares a charge against unit is not able to react timely to the incoming
an infantry unit, the infantry unit’s skirmisher enemy charging cavalry unit. The defending
bases must immediately pass a saving roll of 3+ unit remains stationary, and the charging unit
in order not to be eliminated. moves up to make contact with the enemy. In
this case combat is not simultaneous, the
Note that each skirmisher base has to throw a charging unit strikes first, to represent the
separate saving roll. impetus of the charge. If the charge was to the
flank or rear side, and the unit receives
casualties, it automatically fails the required
Morale Test and loses the combat.

If the defending cavalry unit wins the combat, it


is not allowed to perform a breakthrough
charge, but it can reorganize as explained later.

If the attacking cavalry unit wins the combat, it


can perform a breakthrough charge being a
cavalry unit who has won combat during the
first charge.

If combat results in a draw (equal number of


casualties), the attacking cavalry unit is
considered as the winner.

42
Evade the Charge

A light cavalry unit may opt to evade a charge


from an enemy cavalry unit except when a
special rule does not allow it. In order to be
able to do so it must take a Discipline Test. This
test is normal if charged from the front, or
unfavourable if charged to the flank or rear.

If the test is passed, the unit must make a 6”


Simple Move. Move the evading unit directly
away from the charging unit with the usual
restrictions on movement (not entering enemy
unit’s ZOC, not crossing enemy units). Cavalry
units making evade moves cannot change Artillery charged by Cavalry or
formation. Infantry
If the test is not passed, combat is settled in the The possible reactions of artillery units being
standard way as explained in Settlement of charged are as follows:
Combat.
Stand and Shoot
If, in order to carry out its move, the unit has to
cross through a friendly unit, it can do so by “They should never fire with grapeshot at distances
taking a Discipline Test. over 100 paces, because, beyond this distance, the
balls extend and disperse.” – Frederick the Great
If the test is passed, move the evading unit until
the friendly unit is crossed without further An unlimbered artillery battery being charged
consequences. from its front may opt to fire a volley of
canister fire at the enemy charging unit, with
If the test is not passed, move the evading unit the hope of causing enough casualties and
in any case but removing one base as casualty forcing them to stop.
due to the confusion caused by loss of
discipline. In order to be able to stand and shoot, an
artillery battery is required to pass a Discipline
If the unit has to cross through friendly Test if it is not supported by a friendly unit
artillery that has fired during the same turn, within in 4” or a favourable Discipline Test if
the unit automatically loses its Discipline Test the artillery unit is supported by a friendly
and removes one base as casualty. infantry unit within in 4”.

If a light cavalry unit manages to evade from a If the test is passed, roll 3d6 for each base on
charge, the charging cavalry unit is allowed to its frontline. The charging unit must pass an
make a Breakthrough Charge. Élan Test in order to complete its charge
(regardless of hits or casualties).
Example: The French Cuirassiers decide to charge the
British Hussars. The Hussars opt to avoid the charge. If the test is not passed, combat is settled in the
To do so, they must make a Discipline Test. They standard way as explained in Settlement of
manage to pass the test and so the Hussars move 6”
Combat.
away from the Cuirassiers.

43
Fire and Flee If the charging unit is attacking on the flank or
rear side, the evading artillery unit must pass
An unlimbered artillery battery being charged an unfavourable Discipline Test.
from its front may choose to fire at the enemy
charging unit, with the hope of causing enough If the test is passed, it manages to limber up
casualties and forcing them to stop, and then and move away up to a full move from the
flee to take cover behind friendly infantry, charging unit without entering an enemy ZOC
abandoning their guns. or crossing an enemy unit.

The unit may only take cover behind a friendly If the test is not passed, and the charging unit
infantry unit if it is located at 4” or less. passes an unfavourable Élan Test, the charge is
successful and combat is settled without the
In order to perform this option, the artillery charging unit receiving any defensive fire.
battery needs to pass a Discipline Test. If the
charging unit is cavalry and the defending unit Limbered artillery batteries (both foot and
is foot artillery, the Discipline Test is horse) have to take a Discipline Test when
unfavourable. On the other hand, if the charged in order to flee. If the roll is not
attacking unit is infantry and the defending successful the entire battery (single base) is
unit is horse artillery, the Discipline Test is destroyed and removed from the game. Even if
favourable. there is no actual combat, this action counts as
combat for the charging unit in any case.
If the test is passed, 1D6 is rolled for each base,
and then artillery gunners run to the friendly Fleeing without guns
infantry unit looking for cover.
In any subsequent phase, the gunners can go Any type of unlimbered artillery under attack
back to their guns, as long as the infantry unit that has a friendly infantry unit within 4” or
they have attached themselves to, is located at less may abandon their guns and take cover
a distance of 4” or less from the artillery bases. behind their comrades, as in the previous case
but this time the unit does not need to take a
This operation is going to take one entire move Discipline Test.
to complete (during their Movement Phase).
They are still able to fire in the same turn, but If the gunners flee without guns and the
with only 1D6 for round shot, and 2D6 for charging unit passes an unfavourable Élan Test,
canister for each base since they have moved. the charging unit ends its charge move when
getting in contact with the guns location. The
If the test is not passed, and the charging unit unit cannot make a breakthrough charge;
passes an unfavourable Élan Test, combat is however, it is only allowed to make a
settled. reorganisation move.

Fleeing with guns The artillery bases that are left behind
(representing the abandoned guns) do not
A limbered artillery battery being charged may “create” a ZOC of their own. Units can move
opt to flee. In order to do that, it must pass a across them or finish their moves on top of
Discipline Test. them without any effect.

If the charging unit is cavalry and the defending Artillery in Combat


unit is foot artillery, the Discipline Test is
unfavourable. On the other hand, if the Note that if for whatever reason an artillery
charging unit is infantry and the defending unit battery is forced to fight in close combat and it
is horse artillery, the Discipline Test is does not win, it is completely destroyed even if
favourable. it has not lost half or more of its bases.

44
Spiking guns

If a unit starts its turn 4” or less from an


abandoned enemy artillery battery without any
other enemy unit being within 4” from it, the
battery is automatically destroyed and
removed from the game along with its crew.

Reoccupying guns

If during a subsequent Movement Phase when


the battery crew abandoned their posts there is
no enemy unit at 4” or less from the guns, the
gunners must immediately retake their
position manning their guns, and may now
perform their Movement Phase as normal.

The battery can open fire in their next Firing


Phase with 1D6 for round shot, and 2D6 for
canister for each base since reoccupying the The French artillery battery is charged by the British
guns is considered as a move. Furthermore, it is cavalry unit. The French artillery battery performs
compulsory for the gunners to retake their Defensive Fire, and causes one direct casualty to the
guns at the first opportunity; they may not stay British cavalry unit. The British cavalry unit pass their
hidden even if the position of the battery is Élan Test and complete their charge.
precarious.
In the subsequent combat the French artillery loses
two bases and the British cavalry none. Even if the
If for whatever reason the unit where the
French artillery battery has not lost more than half of
gunners have taken cover is located at more
its bases, it is destroyed anyway because it did not
than 4” from the abandoned guns, the entire win in close combat.
artillery battery (guns and gunners) are lost
permanently and removed from the game.
Support Fire
Example: The French cavalry unit decides to charge
the British artillery battery. The artillery abandon Infantry and artillery units who have an enemy
their guns to seek cover behind one of the two British unit within their firing zone and within a
infantry units located at 4” or less. The gunners maximum range of 6” that is in the process of
decide to take cover behind the infantry unit in charging a friendly unit may execute Support
square formation, since it offers better protection Fire as explained during the Firing Phase.
from the French cavalry unit.
Eligibility for Support Fire is determined by the
In the next turn the British battery’s gunners have position of the charging unit at the end of its
taken cover behind the British infantry line, charge move. If a unit passes through another
abandoning their guns. As the French cavalry unit is unit’s firing zone but finishes outside of it, this
at 4” or less from the guns, the gunners have not other unit will not be able to provide Support
been able to reoccupying them yet. During the last Fire as the charging unit is no longer within its
movement phase, the French cavalry unit has moved firing zone at the end of its charge move.
to more than 4” from the guns, allowing the gunners
to reoccupy them in the next British movement phase Units can provide Support Fire even when the
and to prepare them to open fire. unit being charged cannot execute defensive
fire (i.e. it is being charged on its flank). Note
that this kind of Support Fire is different from
Return Fire that can happen during the Firing
Phase.
45
If Support Fire dice are generated by an Units that fail an Élan Test
infantry unit to the flank or rear of the target,
each skirmisher base adds an extra dice. If a charging infantry unit fails an Élan Test, it
must initiate a Stand and Fire. To do this, move
The Support Fire dice are considered to have the unit along the same route which it came,
the benefits or detriments as the supporting until it is located at 4”, facing the defending
unit: if the supporting unit is Raw, hits from the unit.
supporting fire dice are re-rolled, and if the
supporting unit is an Elite unit adds two dice to The charging infantry may then fire with 1D6
the supporting fire for each base on its frontline, since it has
moved before firing.
Élan Test
Skirmisher bases do not count for either side
“More undaunted courage never was displayed by during a Stand and Fire, as they are considered
French troops than on this occasion: it could not have to have joined their respective parent units.
been surpassed, for their columns advanced in despite
of a tremendous fire of grape and musketry from our Compare the eliminated bases caused by
troops in position in the rocks.” – Colonel Waller Defensive Fire and those, if any, caused by the
attacking unit. The side causing more casualties
Every time a unit is fired at while charging the is the winner of the Stand and Fire. If the result
enemy, its willingness to press on with the is a draw (both sides suffer equal number of
charge may be compromised even if it does not casualties), both units maintain their current
suffer any casualties. position.

When a charging unit receives any type of If an artillery battery is involved in a Stand and
defensive fire, regardless of any casualties Fire (having been charged) and loses, it limbers
caused, it must pass an Élan Test in order to up and then Withdraws, as explained on page
complete its charge move, except when a 10.
special rule does not require it.
If a cavalry unit fails an Élan Test, or an
If a charging unit loses one or more bases due infantry unit is defeated in a Stand and Fire, it
to Defensive Fire, receives Defensive or must Withdraw, as explained on page 10.
Support Fire to its flank or rear side, or
receives point blank Defensive Fire it must take Flank fire on a charging unit – Élan Test
an unfavourable Élan Test.
We have already explained the terrible effect
If any unit, infantry or cavalry, charges an on morale when a charging unit receives fire on
artillery unit from the front, the charging unit its flank or rear side, even if it does not cause
must pass an unfavourable Élan Test, whether any casualties.
the charging unit has been fired upon or not.
If all or part of the fire that causes the charging
If the test is passed, the combat is settled in the unit to take an Élan Test is flank fire, the
standard way as explained in Settlement of charging unit must pass an unfavourable Élan
Combat. Tests

However, if the Élan Test is not passed, the An infantry unit that fails its Élan Test caused
outcome is very different. by flank fire may not take part in a Stand and
Fire but must instead Withdraw, as explained
on page 10.

46
Breakthrough Charge Example: The British cavalry unit charges the French
infantry line, forcing them to retreat after
If a cavalry unit charges and wins the combat, it eliminating two bases in combat. During the
may perform another charge of 4” in a straight Breakthrough Charge, the British cavalry unit comes
into contact again with the same enemy unit that is
line against the first enemy units it meets.
immediately eliminated. The British cavalry cannot
carry out a second Breakthrough Charge.
Perform the additional new charge and
possible combat in the same way as normal
charges as explained earlier with the exception
of the cavalry coming into contact with the
same enemy unit it defeated during its original
charge.

If the unit performing a Breakthrough Charge


comes into contact again with the same enemy
unit, the enemy unit is immediately eliminated.

If the charging cavalry unit receives an


Intercept Charge by an enemy cavalry unit, the
charging cavalry unit may not perform a Intercept Charge
Breakthrough Charge, even if combat is won.
The enemy unit targeted in the Breakthrough Cavalry units of the non-active player can
Charge cannot declare or perform a charge protect other friendly units of any type that are
reaction. being charged by carrying out an Intercept
Charge. This is a reaction to a charge that is
Example: The British cavalry unit charges the French unique as it is carried out by a cavalry unit that
cavalry unit and manages to eliminate it completely
is not being charged, but in support to a
during combat. The British cavalry unit is now
friendly unit who is being charged.
allowed to perform a Breakthrough Charge, moving
in a straight line, and manages to charge the French
infantry line.
For a cavalry unit to be able to launch an
Intercept Charge, the following circumstances
must apply:

1. The Intercepting cavalry unit must be


within 6” of the attacking unit at any time
during its charge move.

2. The Intercepting cavalry unit must move in


a straight line to get into contact with the
enemy unit that has caused the Intercept
reaction, moving sideways up to 2” if
necessary to avoid obstacles or units.

3. The Intercepting cavalry unit must pass a


Discipline Test.

47
If an Intercept Charge is carried out, the
attacking unit’s movement stops in the place
chosen by the Intercepting cavalry unit and
then the Intercepting cavalry unit immediately
moves into contact (always consider possible
terrain restrictions), and at this point the
Intercept Charge is settled as a normal charge.

The attacking unit cannot perform a reaction to


an Intercept Charge.

Remember that if the Intercepting cavalry unit


executes an Intercept Charge against another
enemy cavalry unit, then combat is
simultaneous.

If the Intercepting cavalry unit wins the


combat, it is not allowed to perform a
Breakthrough Charge, but it can reorganize as
explained later. If the attacking cavalry unit
wins the combat, in this specific case, it is also
not allowed to perform a Breakthrough Charge
due to the sudden confusion caused by having
being intercepted by an unexpected enemy
cavalry unit. Example: The British cavalry charges the French
cavalry. The second French cavalry regiment
launches an Intercept Charge. The intercepting
If combat results in a draw (equal number of
cavalry manages to pass its Discipline Test and
casualties caused), the attacking cavalry unit is
advances to make contact with the British cavalry’s
considered the winner. flank in time before it manages to make contact with
the French cavalry in Ordre Mince.
The same cavalry unit may execute an
Intercept Charge more than once during the
same turn as long as the above circumstances
are met.

Example: The French column initiates a charge


against the British artillery battery.

As the French column enters within the British


cavalry’s charging range, the British decides to carry
out an Intercept Charge, crossing the friendly
artillery battery that has not fired.

A Discipline Test is passed and the British cavalry


advances to contact the surprised French column.

48
Settlement of Combat when fighting other light infantry in open order
formation.
“I have seen melees of infantry in defiles and in
villages, where the heads of columns came in actual When a unit rolls its combat dice, each result of
collision and thrust each other with the bayonet.” – 4+ is considered as a hit. A unit removes one
General Jomini base as direct casualty for each hit received.
The defending unit may now be able to
Once all possible reactions have been declared counterattack. In order to be able to do so it
and resolved, as well as required Élan Test, the must take a Morale Test. If the charge is
charging unit begins combat. received in the flank or rear, and the unit
receives casualties, the unit automatically fails
Units roll different numbers of combat dice this Morale Test.
according to their type, Valeur, formation or
opponent as indicated in the following tables: If the test is passed, the defending unit is able
to counterattack (throwing its combat dice),
Valeur Roll to Hit and casualties caused to the enemy are
Brave 4+ w/ advantage removed.
Courageous 4+
Insecure 4+ w/ disadvantage If the test is not passed, the defending unit is
considered defeated in combat.
A cavalry unit fighting in Ordre Mince against
enemy cavalry units in Ordre Profond will roll The only exception to this rule is when combat
their combat dice with advantage (+2D6). takes place between two cavalry units, where
the defending cavalry unit has passed its
An infantry unit fighting a cavalry unit that is in Discipline Test necessary to allow a
rough or difficult terrain will roll their combat Countercharge to be performed, creating a
dice with advantage (+2D6). situation where combat becomes simultaneous,
where both players roll their combat dice at the
A charging infantry unit formed in column roll same time (before removing casualties).
their combat dice with advantage (+2D6),
except when the enemy infantry unit is formed The unit that has managed to cause more
in column, or when charging a settlement, casualties is the winner. If combat results in a
including strongholds. draw (equal number of casualties caused), the
defending unit is considered the winner.
Light infantry in open order formation roll
their combat dice with disadvantage, except A unit defeated in combat must Withdraw, as
explained on page 10.

Limbered
Infantry in
artillery or Infantry Cavalry Artillery
Square
marching unit
Limbered
artillery or – 1D6 per unit 1D6 per unit 1D6 per unit –
marching unit

Infantry 1D6 per base 1D6 per base 1D6 per base 1D6 per unit 1D6 per base

Infantry in
– 1D6 per unit – 1D6 per unit –
Square

Cavalry 2D6 per base 2D6 per base 1D6 per unit 1D6 per base * 2D6 per base

Artillery – 1D6 per unit – 1D6 per unit –

* All cavalry units fighting in combat with other cavalry units have their combat dice halved.
49
Special Rule: Square Formation Command Casualties
Infantry units formed in square fighting in At the end of each Combat Phase, check each
close combat against cavalry are always commander or sub-commander base. Both
assumed to pass the required Morale Test to sides must do this check.
counterattack. In addition, infantry in square is
always considered the combat winner Each player, starting with the active one, rolls
regardless to the number of casualties caused 2D6 for each enemy commander or sub-
by the enemy cavalry unit. commander that has been attached to a unit
that has charged, or tried to charge, that has
The only exception to this rule would be if the received a charge, or has participated in a
cavalry unit managed to completely wipe out Stand and Fire. This happens regardless of
the infantry unit in square. whether the unit with the attached commander
or sub-commanders has suffered casualties or
Infantry units formed in square can only roll not.
1D6 even if rated as Brave. An infantry unit will
always have a combat advantage over a cavalry With a result of 7 as the sum of both dice
unit that is in rough or difficult terrain. (only 7, not 7+), the commander or sub-
commander is removed from the battlefield as
A cavalry unit charging an infantry unit formed a casualty.
in square can only roll 1D6 even if rated as
Brave. Remember that if a commander or sub-
commander is attached to a unit that is
Cavalry units with the Lancers characteristic eliminated, the commander or sub-commander
would still eliminate two bases with a roll score is eliminated along with the unit.
of 6. If a commander is attached to a cavalry
unit with the Lancers characteristic, the extra Force Morale
1D6 is also affected by the same rule.
At the end of the Combat Phase, if a force has
Combat Exhaustion lost half or more of its original number of units
for whatever reason, with the exception of
If a unit has participated in one or more units having moved out of the tabletop due to
combats during the same Combat Phase and special rules or a specific scenario, the
has not lost any bases as casualties, either from remaining Force must pass a Force Morale Test
defensive fire or during the combat itself, it still in order to continue fighting.
loses one base at the end of the Combat Phase,
after performing a Breakthrough Charge but For this specific test, we use the sub-
before taking a Force Morale Test, and before commander’s Valeur attribute. If the test is not
any Reorganization Move. passed, all remaining units along with their
sub-commander are eliminated and removed
Combat exhaustion can cause the unit’s bases immediately from the tabletop.
to be below half strength and therefore be
removed from the tabletop. If a force required to carry out a Force Morale
Test has no commander, because he has been
Combat exhaustion occurs once all combats removed as casualty and a replacement has not
have been resolved. yet arrived, the Force Morale Test is
automatically failed.

50
Reorganization Example: The French column charges the British line
and loses the combat with two bases removed as
Any unit that had declared a charge is allowed casualties. The French column cannot perform a
to perform a Reorganization Move, as long as Reorganization Move since it has lost combat.
the unit has not been defeated in combat.

If the charging unit failed an Élan Test caused


by Defensive Fire it cannot perform a
Reorganization Move.

A Reorganization Move can be done in the


following way:

Units can perform a complete move but must


place themselves 4” or more from all enemy
units. This move is carried out in the same
manner as a Complex Move but without the
need to pass a Discipline Test, with the
exception that units are allowed to cross enemy
ZOCs.

In case a unit needs to cross a friendly unit in


order to remain at least 4” from all enemy Example: The French cavalry formed in Ordre Mince
units, it needs to pass a Discipline Test, charges the British light cavalry unit. The British
removing possible bases as casualty due to decides to evade the charge and by doing so it also
confusion in the same manner outlined in the avoids the possible charge from the French cavalry
retreat section explaining infantry reactions to unit formed in Ordre Profond. The French cavalry
charges. may still perform a Reorganization Move.

Remember also that there might be units


belonging to the non-active player who are
allowed to perform a Reorganisation Move for
having Countercharged and won the combat.
Any Reorganisation Move allowed to units
belonging to the non-active player should be
carried out prior to units belonging to the
active player.

Remember that at the end of all the


Reorganisation Moves, there cannot be any unit
less than 4” from an enemy unit, so it is
possible in some cases that your units are
obliged to carry out a Reorganisation Move.

51
Support Phase the units that enter as reserves during this
game turn and from this exact point. If, on
deploying these units they find themselves
Sequence of play:
engaged or committed, a Discipline Test must
be passed in order to perform a Complex Move.
1. Check if reserve forces come into play.
2. Place any incoming reserve forces and
If the test is passed, the units can perform a
perform reserve moves.
Complex Move as usual considering all possible
3. Check which units may recover casualty
rules that regulate the move, but without
bases and roll to rally.
performing a change of formation at the start of
4. Check which units may perform support
the move.
moves.
5. Perform support moves.
If the test is not passed, the units may only
6. End of turn.
perform a Simple Move without becoming
committed to an enemy unit.
Reserves
If, despite everything, it is not possible to place
The army list, or at times the scenario rules, your reserve units on the tabletop in any way,
may prevent some of your forces to be consider the roll as unsuccessful and try again
deployed at the start of the game. Such forces at your earliest possible occasion during your
are called reserves and can only become next turn.
available during the Support Phase.
As in any normal circumstances, each unit’s
Usually each scenario clearly indicates during move must be completed before starting to
which game turn reserves may become move another unit, at the same time all units
available to join their comrades on the within a specific force must be moved before
battlefield. starting to move units belonging to another
force within your army, including obviously
If there are no such indications, reserves may sub-commanders.
enter the battle during turn 1. At the beginning
of your Support Phase, roll the same number of
Rallying
D6s as the current turn number (i.e. during
turn 1, roll 1D6, during turn 2, roll 2D6 and so
In Napoleon at War, units that have suffered
on).
casualties may attempt to recover one of their
lost bases that have been removed at this point
You can choose one force out of your reserve
during each game turn. The following
forces for each roll with a score equal or lower
conditions must be met for a unit to try rallying
than the current turn number. For example,
its troops:
during turn 2 you roll 2D6 and get 1 and 3 as
scores, therefore you can deploy one of your
1. The unit must be within command range.
reserve forces.
2. The unit must not be engaged or
Deploying and moving Reserve Forces
committed.
Place the force sub-commander base or a base
3. The unit must pass a Morale Test.
if it is an independent unit, at any point within
your side of the tabletop, or in a place
Both close order and skirmisher bases can be
determined by a specific scenario, to indicate
rallied. Units may not have more bases than
the exact point of the table from where your
they did at the start of the game. Units cannot
reserve force will come into play.
rally all of their lost bases unless a special rule
or scenario allows it.
You must place this first base more than 6”
away from any enemy unit. Now you can move
52
For example, an infantry battalion with six Units are not allowed to change formation
bases and two skirmisher bases that has lost during the Support Phase. This includes
one skirmisher base and three close order limbering/unlimbering as it is considered as a
bases may try to rally two normal bases within change of formation.
two successive game turns (as long as it meets
all outlined conditions above). Unlimbered artillery batteries can be moved by
bricole during a Support Move, but only if it
But it may not recover the total number of six meets all necessary conditions.
bases except when a special rule allows it (as
for example “over-strength”). Infantry units may enter a village base during
the Support Phase if they start the phase
Units that attempt to rally troops may not adjacent to it.
perform a Support Move within the same
phase. All commanders or sub-commanders are
allowed to perform a Support Move, even if
Artillery units are allowed to rally troops even they have moved or charged during its
when limbered. previous phases.

Support Move End of Turn

Some of your units including your commander The active player’s turn ends once all Support
or sub-commanders are now allowed to Moves have been performed. Now the non-
perform a second move that is called a Support active player’s turn begins from its Initial
Move. Phase.

In order to qualify for such additional Support Remember that Napoleon at War games usually
Move a unit must meet all of the following last 6 game turns.
conditions:

1. The unit must be within command range.

2. The unit must not be committed, or


engaged, either at the beginning or during
the Support Move.

3. The unit must not have charged or fired


during the same game turn.

This move is carried out in the same manner as


a Complex Move but without the need to pass a
Discipline Test.

No unit is allowed to enter within the firing


zone of an enemy artillery battery during a
Support Move.

All units performing a Support Move must


remain more than 6” away from any enemy
infantry or artillery unit and 12” away from any
enemy cavalry unit throughout the entire
Support Move.

53
Settlements Isolated Buildings

Isolated Buildings, such as Dölitz Manor House


Villages
or La Haye Sainte farm house, should be
represented by an appropriate model on a base
Settlements are made up of one or more
measuring up to 6” per side. Isolated Buildings
villages position apart up to 4”, and surrounded
do not have an outskirts area but may have an
by outskirts.
enclosed field of the same size as the Isolated
Building base, for example measuring up to 6”
per side.

An example of an Isolated Building could be a


farm or a church base with an enclosed field or
cemetery base.

Moving and Settlements

An infantry unit can be placed inside of a


village. Cavalry and artillery units may not
occupy and type of village.

In order to enter or leave a village, the infantry


A village can be represented by one building unit must start its Movement Phase or Support
model or a group of building models on a single Phase adjacent to it. When determining if an
base, the base measuring up to 4” per side. infantry unit is qualified to enter or leave a
village, at least one base needs to be adjacent to
the village itself. Place the close order bases
around the village to indicate that it is occupied
and leave the skirmisher bases aside.

Entering or leaving a village takes up the entire


move capacity of the infantry unit. A village
may not be occupied if any type of enemy unit
is less than 4” away from it.

Remember that an infantry unit leaving a


village may not be placed at 4” or less from any
enemy unit and therefore the unit is not
allowed to charge an enemy unit within the
An outskirt is an area around each village base same turn it leaves the village.
measuring out 4” from each side of the village
base and is considered as rough terrain. Rough Infantry units may be deployed inside a village,
terrain has an effect on a unit’s movement, but if they are located within your initial
not for shooting or combat. The village base is deployment area on the tabletop.
considered impassable terrain and also blocks
line of sight. Cavalry and artillery units may not enter inside
an outskirts unless formed in march column, or
limbered.

54
The infantry unit’s skirmisher bases are set Combat and Settlements
aside and not taken into consideration until the
unit leaves the village it is occupying. In Napoleon at War, only infantry units are
allowed to charge against an enemy infantry
Infantry units placed inside a village still have a unit placed inside a village.
ZOC.
Infantry units charged by infantry cannot
Infantry units placed inside a village are still retreat from the village, and can execute
considered engaged by enemy cavalry units defensive fire, but with only 1d6.
located within 12” or less form them.
Infantry units fighting in close combat when
Firing and Settlements placed inside a village have the following
advantages:
Infantry units are not allowed to fire at enemy
infantry units deployed inside a village. 1. Infantry units occupying a village will roll
their combat dice with advantage (+2D6).
Infantry units deployed inside a village cannot
fire in their Firing Phase, but may perform 2. Infantry units occupying a village
Defensive Fire as a reaction when charged, automatically pass their Morale Test
with only 1D6 rolled for the unit. required to counterattack.

Infantry units inside villages do not have a 3. Infantry units who are defending or
flank or rear side, so all charges are always charging a village fight with their number of
considered to be to their front; therefore, they combat dice reduced by half on top of any
may fire at any enemy unit that is charging at other applicable modifier.
them.
Infantry units attempting to charge a village
Artillery batteries may fire at a village bases that fail their Élan Test must retreat back to 4”
with the aim of setting them on fire. from the village, but may not fire (as musket
fire cannot damage a village).
An artillery battery rolls 1D6 for each howitzer
base within the artillery battery, regardless of Strongholds
whether they have moved. This represents the
whole artillery battery firing at the buildings, A stronghold is a fortified building or perhaps
not just the howitzer base. one with special characteristics that make it
easy to be defended by few men. To reflect the
The score required to hit is based on the range, importance of strongholds, we use a set of
as with normal firing. If any hits are achieved, special rules.
the village is set on fire.
Remember that a stronghold also counts as a
While the village is on fire, an infantry unit that village so the rules of movement, firing and
is deployed inside must make a Saving Roll of combat in villages must be applied. When there
3+, at the end of their turn. is a conflict of rules between the stronghold
rules and the village rules, the special
If the roll is not passed, the infantry unit loses stronghold rules take precedence.
one base as casualty.
Strongholds are isolated buildings and
In order to stop the fire, the unit must to make therefore do not have an outskirts area.
a roll with 1D6, and achieve a score of 5+, at the
beginning of each Movement Phase, or when
entering a village.

55
Combats and Strongholds

In addition to advantages of a village, all units


defending strongholds have a Saving Roll in
close combat.

The defending unit makes a Saving Roll for


each hit sustained in combat, and on a 5+ that
hit saved. This is the only case where troops
throw a saving roll in combat.

Troops defending a stronghold are not


disadvantaged in combat and always
considered the victors of the combat; even if
they cause fewer casualties than the attacking
unit, and they never receive combat exhaustion
loses at the end of the melee if they suffer no
casualties during the combat.

You can only take a stronghold by completely


eliminate its defenders.

Placing Strongholds

You can use the Stronghold terrain feature in


any scenario with the Assault special rule. Once
the terrain is on the table, the Defending player
can independently roll 1D6 for each Settlement
within their deployment zone. With a result of
6, that settlement becomes a “Stronghold”.

Remember that strongholds are isolated


buildings and therefore do not have an
outskirts area. British defending players add +1
to the dice.

Note that you can only place one stronghold


per scenario.

56
Optional Rules Rain or Light Fog

Rain has begun just as it was looking good.


This section covers optional rules. Players
shouldn’t feel they have to introduce all the
Roll 1D6 for each unit each turn, on a roll of 1
rules in this section if at all.
the unit fires with a disadvantage.
Overhead Artillery Fire
Artillery is only able to fire at short range.
An artillery battery may fire over the heads of
Round shot does not ricochet.
friendly units, if all the following conditions are
met:
Fine
1. The artillery battery is on a hill.
No effects good Fighting weather
2. There are no friendly units in the artillery
Heavy Fog
battery’s firing zone closer than 12”.
A heavy fog has descended, obscuring vision on
3. There are no friendly units in the artillery
the battlefield.
battery’s firing zone that are within 12” of
the target unit.
Units must perform Complex Moves instead of
Drill Moves.
All unsuccessful hits are set aside and re-rolled.
For each result equal to 6, a hit is caused to
Artillery range is reduced to 12”, and any unit
each friendly unit within the artillery battery’s
at more than 6” from an enemy artillery unit is
firing zone and between the artillery battery
not considered engaged even though it is
and the target unit.
within its firing zone.
There is no ricochet rolls when firing overhead.
Units cannot perform Support Fire.
Weather
Sweltering Heat/Freezing Cold
Roll 2D6 and consult the table below:
The sky has little cloud cover and the sun is in
full view making a very hot and trying day or
Score Weather the weather has turned from being cold to foul
2 Mud and your troops are beginning to freeze and are
3 Rain or Light Fog unable to do much.
4 – 10 Fine
11 Heavy Fog After turn 3 of the game, roll 1D6 for each unit
12 Sweltering Heat/Freezing Cold each turn. On the roll of 1 the unit cannot move
as it’s too cold or got stuck in thick snow or is
Mud suffering from heat exhaustion, nor can units
rally lost bases.
Thick mud has hampered a swift attack and
slowed your troops down.

Roll 1D6 for each unit each turn. On a roll of 1


that unit’s move distance is reduced to half, and
charge distance is reduced to 4”.

Round shot does not ricochet.

57
Artillery Firing Ranges
2D6 Score Egyptian Terrain Features
Artillery firing round shot fires 2D6 per base 2 Impassable
when firing at short range, and 1D6 per base 3 Settlement of 1, 2 or 3 villages
when firing at long range. 4 Open Ground
5 Hill
Short Long 6 Broken Ground
Artillery Type
Range Range 7 Open Ground
Light Artillery 12” 18” 8 River
Medium Artillery 20” 28” 9 Impassable
Heavy Artillery 24” 34” 10 Hill
11 Settlement of 1, 2 or 3 villages
Terrain Chart
12 Stronghold
2D6 Score Russian Terrain Features
2D6 Score Scandinavian Terrain Features
2 Ridgeline
2 Impassable
3 Settlement of 1, 2 or 3 villages
3 Settlement of 1, 2 or 3 villages
4 Woods
4 Woods
5 Hill
5 Hill
6 Woods
6 Broken Ground
7 Hill
7 Hill
8 River
8 Woods
9 Open Ground
9 Woods
10 Hill
10 Hill
11 Broken Ground
11 Settlement of 1, 2 or 3 villages
12 River
12 Stronghold
2D6 Score Peninsular Terrain Features
2 Settlement of 1, 2 or 3 villages
3 Hill
4 Woods
5 Ridgeline
6 River
7 Hill
8 River
9 Open Ground
10 Ridgeline
11 Broken Ground
12 Stronghold

58
Scenarios If there is no agreement between players, or if
it is a tournament game, there should be
between four and six terrain features on the
Although it would be good fun to keep on
table. To decide the exact number of terrain
playing a game of Napoleon at War until one
features, roll 1D3 (that is roll 1D6 and count 1
side is completely destroyed, the challenge
and 2 as “1”, 3 and 4 as “2”, and 5 and 6 as “3”),
increases when a specific mission has to be
and then add 3 to the result in order to
accomplished, and it also makes the battle
establish the number of terrain features you
more realistic.
and your opponent should place on the table.
We have included 6 different scenarios to
It is possible to place the features by mutually
represent situations that often Generals of the
agreeing with your opponent, choosing from
Napoleonic era had to face.
your collection of models. This method is ideal
for friendly games or historic re-enactments.
Scenario Framework
However, in a competitive game or tournament
a more controlled system for placing terrain
Description – A brief description of the
features may be preferable.
situation at hand. In most scenarios, one side is
the Attacker, and the other side is the Defender.
As an alternative, you can use the following
guidelines to generate and place different
Special Rules – These are special rules
terrain features on the table.
applicable to each scenario.
Once a scenario has been chosen and who is
Essential Terrain – An overall view of the map,
going to be the Attacker and Defender,
showing any required scenery.
according to the rules of each scenario, the
defending player throws 1D6 to determine of
Orders – A list of orders received by each side’s
terrain features to be placed on the table.
General, from their respective superiors.
Once the total number of terrain features has
Deployment – A detailed explanation of the
been defined, each player (starting from the
layout of the gaming table, including the
Defender) take turns rolling 2D6 and place a
deployment zone, and possible addition terrain
terrain feature according to the following chart:
features applicable to the scenario.
2D6 Score Terrain Features
Winning the Battle – The conditions to be met
by each side in order to claim victory. 2 Impassable
3 Settlement of 1, 2 or 3 villages
Placing Terrain Features 4 Broken Ground
5 Field
In each scenario, there is a detailed description 6 Hill
of what types of terrain features are available 7 Hill
and also how to place them on the gaming 8 Wood
table. 9 Enclosed Field
10 Wood
Battles on a completely flat area were not 11 Settlement of 1, 2 or 3 villages
particularly frequent, this is also reflected in 12 Marsh
Napoleon at War by adding hill, woods,
agricultural land or villages that affect the
battle and also make games more interesting
and varied.

59
In the case a Settlement is generated, roll 1D6 Fordable areas of the river must be decided by
to determine the number of villages forming it. the Defender. To do this, roll 1D6. With a result
With a result of: of:

 1: Isolated Settlement.  1 or 2: nil.

 2 or 3: one village base with outskirts.  3 or 4: 1 fords.

 4 or 5: two village bases with outskirts.  5 or 6: 2 fords.

 6: three village bases with outskirts. Objectives in Scenarios

You can place a terrain feature wherever you An objective is an area of the gaming table or a
want. For example, if a hill has already been terrain feature that is important to control in
placed on the table, you can place a wood on order to successfully complete your mission.
top of it if you wish. Not only does this add historical interest to the
game, but it also makes playing more
Players should use common sense here, interesting.
without creating impossible combinations, like
placing a wood on top of an enclosed field or on If objectives are models, they should be on a
top of a village, etc. base of 45mm x 40mm on which anything can
be placed from a simple pile of boxes to a
Try to place terrain features in a way that could broken gun or a complete General with
be “realistic” and not only to create an obvious corresponding ADCs.
advantage; after all, players still do not know
on which side of the table your forces will be Controlling an Objective
deployed from.
A player controls an objective if, during any
Once all terrain features are on the table, both Initial Phase, one his unit is located at 4” or less
players roll to determine their “side of the from it and the opposing player does not have a
table”. This is a basic roll of 1d6, with the unit within that area.
highest score choosing which side of the table
is theirs. In scenarios where one player is the You cannot control an objective with a
Defender, their roll is favourable. Commander or Sub-commander base or even
dispute one objective (for being at 4” or less).
If both players get the same score, they should
keep on throwing until one side wins. In this Victory Points
case, the Defenders roll is done as normal.
Victory Points (VPs) are used to establish who
River Crossings has won the battle. When one side has more
VPs than to the number of operative Forces of
Before the game starts determine the number his opponent, the battle is ended, and that side
of non-bridge crossings available. These is the winning side.
crossings must be a minimum 12” away from
any bridge or other crossing. These sections Each scenario describes how VPs are gained. In
can only be crossed in March Column or when some scenarios only the Attacker may gain VPs
artillery limbered. for controlling objectives, while in other
scenarios both sides may gain VPs. In any case,
remember that controlling objectives or at least
disputing them is still important as it does take
points away from your opponent (even if they
do not confer points to your side).
60
In most scenarios, VPs are also gained for each Retreat and Replacement of Forces – In
exhausted enemy force. A force stops being scenarios have this special rule, one or both
operative and is considered exhausted as soon sides can remove some of their operative
as it has lost half or more than half of its Forces from the table and replace them with
combat units. other units (from the Reserves or
Reinforcements list).
Special Rules
In the Support Phase, players can try to remove
Special rules are used to reflect some unique an operative Force from the table, once per
circumstances applicable to specific scenarios, turn. To do this, the following steps must be
and at the same time they add realism and carried out:
increase tactical challenges to Napoleon at War
battles. 1. Choose the Force you want to remove. The
Force must have its own sub-commander
Here is a list of all applicable special rules on the table. Independent units must be
(according to different scenarios): within command range of the commander.

Assault – The Attacker and Defender are 2. If all the units forming the Force are
established by taking the aggressiveness level unengaged, you can remove the whole
from the applicable army list. If both sides have Force immediately.
equal an aggressiveness level, both players roll
1D6 (re-roll ties) and the highest result will be 3. If any of the units forming the Force are
the Attacker. engaged, they must make a Disciple Test in
order to be able to remove them, using its
Reserves – Units bought as “reserves” in the sub-commander’s discipline value or the
army list are not available to fight at the start of commander’s discipline value for
the battle unless a special rule allows it. These independent units.
units arrive on the battlefield at the beginning
of the Support Phase indicated in each 4. If the Discipline Test is passed, remove the
scenario. If there are no such indications in a Force from the table as described.
scenario, Reserve units may enter the battle
from Turn 1. At the start of your Support Phase, 5. If the Discipline Test is failed, you cannot
roll as many D6s as the number of the current remove the Force and may not try again
Turn (e.g. in Turn 2 roll 2D6, in Turn 3 roll 3D6, during this turn.
etc). You can choose one Force from your
Reserves for each score equal to or lower than If a unit of the Force you wish to remove is
the current turn number (e.g. in Turn 3, you engaged with an enemy cavalry unit, the
roll 3D6 and get scores of 1,3 and 4. You are Discipline Test is unfavourable.
therefore allowed to deploy two of reserve
Forces). Any time you remove a Force from the table in
this way, you can then deploy another Force
Reinforcements – A certain number of your you have in Reserve or as Reinforcements onto
units (as defined by the scenario) are the gaming table. Use the rules for the
converted to Reserves, even if they are not deployment of Reserves to do this.
considered so in the army list. From this
moment on all Reinforcement units are
considered as Reserves, and enter in the
Support Phase as per normal.

61
Vanguard - Players can choose to deploy one of Test to move normally. If the Discipline Test
their Forces on the table at the beginning of the is not passed, the unit can always perform a
game as a Vanguard Force. The Vanguard Force Simple Move as described in the movement
is the first out of all the Forces to be deployed, section.
even if the chosen Force is listed as Reserve, it
may be deployed before all other forces. 3. Units cannot perform Support Fire.

Once deployed, the Vanguard units can perform


a Drill Move. This move is carried out before all
other forces are deployed. If both players have
Vanguard forces, the Attacker carries out this
move first.

Remember that being a Drill Move, Vanguard


units cannot become engaged with the enemy
while performing this move. Once all Vanguard
units have moved, both players continue
deploying their Forces, with the normal
restrictions contained in each scenario.

Keep in mind that if the scenario rules state


that all forces have to be deployed at a
minimum of 12” from any enemy Force, or any
other similar indication, the enemy Vanguard
units should be treated like a deployed Force
even though this means that you cannot deploy
Forces in part of your own deployment zone.

Hurried Arrival - Reinforcements and Reserves


that arrive hurriedly must roll 1D6 to
determine from which part of the table they
arrive. It is not relevant if Forces are
considered reserves to be eligible to be
deployed from the start of the game.

Dusk – As light fades out, distinguishing


between uniforms becomes more complicated.
From turn 1 and throughout all successive
turns, each player must roll 1D6 at the end of
their turn. If the result is 1, the daylight has
become so faded that it becomes difficult to do
battle in the normal way and from that moment
on until the end of the battle, the following
restrictions apply:

1. Artillery can only fire up to a distance of


12”. A unit at more than 12” from an enemy
artillery unit is not considered engaged
even though it is within its firing zone.

2. All Drill Moves must be done as Complex


Moves: each unit must pass a Discipline

62
63
Scenario 1 – Attack on a prepared The Defender deploys their Forces in their half
position of the table. The Reserve Forces must stay off
the table and only enter in play through the
Description Reserves special rule.

On many occasions, one side receives orders to The Attacker deploys their Forces in their half
attack and gain control over a specific area of the table, and at 12” or more from any
controlled by enemy forces. defending unit. The Reserve Forces must stay
off the table and only enter in play through the
The defenders role is obviously to make sure Reserves special rule.
his enemy does not achieve his mission as well
as causing the maximum number of casualties. The Defender may now change the facing
and/or formation of all deployed Forces.
Special Rules
The Attacker plays first in all the game turns.
The Assault and Reserves special rules are
applicable in this scenario. Winning the Battle

Essential Terrain The Attacker wins if the Defender has been


forced to retreat before the end of game turn
There is no essential terrain. six. To force a retreat, the Attacker must have
more VPs than the Defender has operative
Orders forces on the table.

Attacker: your mission is to control the battle The Attacker obtains one VP for each
zone represented on the table and pushing exhausted Defender Force or each controlled
your enemy out by making them retreat. objective.

Defender: your mission is to deny the attacker If the Attacker controls both objectives at the
control of this zone. You must withstand the beginning of any Initial Phase, victory is
assault up to the end of the battle or inflict immediate.
enough casualties obliging the enemy to give
up. The Defender wins one VP for each exhausted
attacking Force.
Deployment
The Defender wins if, at the end of six complete
The attacking and defending sides are decided game turns, the Attacker has not succeeded to
by applying the Assault special rule. force his enemy to retreat.

Set the terrain features using the Terrain The Defender also wins if the Attacker is forced
Generation table. to retreat by accumulating more VPs than the
attacker has operative Forces at the beginning
Each side rolls 1D6, adding +1 to the of any Initial Phase of either the Attacker or
Defender’s result. The side with the highest Defender.
modified result chooses one of the long sides of
the table as their own side. The other long side The Defender does not gain VPs for controlling
of the table is the opponent’s. objectives.

Starting with the Defender, each player places


an objective in the Defender’s deployment zone
at least 8” from the edges of the table and from
any other objective.
64
65
Scenario 2 – Flank Attack The Defender deploys up to half of their Forces
in their half of the table. The Reserve Forces
Description must stay off the table and only enter in play
through the Reserves special rule.
In this scenario, the Defender maintains a
strong position, and so the Attacker decides to The rest of the Defending Forces enter the table
send part of his forces around, trying to attack as Reinforcements in the Support Phase in the
the enemy flank. game turn after the appearance of the first
attacking Reinforcements.
The Defender tries to block this action by
sending in turn some of his Forces. The Attacker deploys up to half of their Forces
in their half of the table, and at 12” or more
Special Rules from any defending unit. The Reserve Forces
must stay off the table and only enter in play
The Assault and Reserves special rules are through the Reserves special rule.
applicable in this scenario.
The rest of the Attacking units enter the
Essential Terrain battlefield as Reinforcements in the Support
Phase of game turn 1, at any side of the
There is no essential terrain. Defender’s deployment zone. Once the Attacker
chooses from what short side of the table his
Orders reinforcements are deployed, all of the
Attacker’s Reinforcement Forces must enter
Attacker: your mission is to control the battle from that same side.
zone represented on the table and pushing
your enemy out by making them retreat. The Defender may now change the facing
and/or formation of all deployed Forces.
Defender: your mission is to deny the attacker
control of this zone. You must withstand the The Attacker plays first in all the game turns.
assault up to the end of the battle or inflict
enough casualties obliging the enemy to give Winning the Battle
up.
The Attacker wins if the Defender has been
Deployment forced to retreat before the end of game turn
six. To force a retreat, the Attacker must have
The attacking and defending sides are decided more VPs than the Defender has operative
by applying the Assault special rule. forces on the table.

Set the terrain features using the Terrain The Attacker obtains one VP for each
Generation table. exhausted Defender Force or each controlled
objective.
Each side rolls 1D6, adding +1 to the
Defender’s result. The side with the highest If the Attacker controls both objectives at the
modified result chooses one of the long sides of beginning of any Initial Phase, victory is
the table as their own side. The other long side immediate.
of the table is the opponent’s.
The Defender wins if, at the end of six complete
Starting with the Defender, each player places game turns, the Attacker has not succeeded to
an objective in the Defender’s deployment zone force his enemy to retreat.
at least 8” from the edges of the table and from
any other objective.

66
The Defender also wins if the Attacker is forced
to retreat by accumulating more VPs than the
attacker has operative Forces at the beginning
of any Initial Phase of either the Attacker or
Defender.

The Defender wins one VP for each exhausted


attacking Force.

The Defender does not gain VPs for controlling


objectives.

67
Scenario 3 – Rear-guard Action Starting with the Defender, each player places
an objective in the objective deployment zone
Description at least 12” from the edges of the table and 8”
from any other objective.
In this scenario, the Defending side knows it
has a disadvantage and must retreat, but it The Defender deploys up to half of their Forces
needs to gain time. The Attacking side is not in their deployment zone, at least 24” from the
completely aware of its superiority and Attacker’s edge of the table, and up to 12” past
attempts to gather more Forces before the centre of the table. The Reserve Forces
attempting to crush the enemy rear-guard that must stay off the table and only enter in play
fights to hold the line with the aim to give time through the Reserves special rule.
to their main body to retreat.
The rest of the Defending Forces enter the table
Special Rules as Reinforcements in the Support Phase of game
turn 3.
The Assault, Reserves, and Reinforcements
special rules are applicable in this scenario. The Attacker deploys their Forces in their half
of the table, and at 12” or more from any
Essential Terrain defending unit. The Reserve Forces must stay
off the table and only enter in play through the
The only essential terrain is the road that Reserves special rule.
crosses the table from side to side as shown on
the map. One short side belongs to the The Defender may now change the facing
defender and the opposite side to the attacker. and/or formation of all deployed Forces.

Orders The Attacker plays first in all the game turns.

Attacker: your mission is to cross the defensive Winning the Battle


line, inflicting as many casualties as possible
and to reach the retreating enemy. The Attacker wins if the Defender has been
forced to retreat before the end of game turn
Defender: your mission is to prevent the enemy six. To force a retreat, the Attacker must have
reaching the main body of your army, inflicting more VPs than the Defender has operative
on the Attacker as many casualties as possible. forces on the table.

Deployment The Attacker obtains one VP for each


exhausted Defender Force or each controlled
The attacking and defending sides are decided objective.
by applying the Assault special rule.
If the Attacker controls both objectives at the
Set the terrain features using the Terrain beginning of any Initial Phase, victory is
Generation table. immediate.

Each side rolls 1D6, adding +1 to the The Defender wins if, at the end of six complete
Defender’s result. The side with the highest game turns, the Attacker has not succeeded to
modified result chooses one of the short sides force his enemy to retreat.
of the table as their own side. The other short
side of the table is the opponent’s. The Defender also wins if the Attacker is forced
to retreat by accumulating more VPs than the
attacker has operative Forces at the beginning
of any Initial Phase of either the Attacker or
Defender.

68
The Defender wins one VP for each exhausted
attacking Force.

The Defender does not gain VPs for controlling


objectives.

69
Scenario 4 – Vital Bridge Starting with the Defender, each player places
an objective in the objective deployment zone
Description at a maximum of 8” from the bridge.

The Vanguard of each army fights for the The Defender deploys up to half of their Forces
control of an important bridge ideal for in their half of the table. The Reserve Forces
establishing a good line of communication and must stay off the table and only enter in play
supplies. through the Reserves special rule.

Special Rules The rest of the Defending Forces enter the table
as Reinforcements in the Support Phase of game
The Assault, Reserves, and Reinforcements turn 1.
special rules are applicable in this scenario.
The Attacker deploys up to half of their Forces
Essential Terrain in their half of the table, and at 12” or more
from the bridge or any defending unit. The
Essential terrain features in this scenario are Reserve Forces must stay off the table and only
the road that crosses the table from side to enter in play through the Reserves special rule.
side, with a solid bridge in the middle that
crosses a river running across the table as The rest of the Attacking units enter the
shown in the map. battlefield as Reinforcements in the Support
Phase of game turn 1, at any side of the
The river is fordable from the edges of the table Attacker’s deployment zone.
up to 12” form the bridge. The rest of the river
is not fordable. The Defender may now change the facing
and/or formation of all deployed Forces.
Orders
The Attacker plays first in all the game turns.
Attacker: your mission is to control the bridge
at the end of the battle. Winning the Battle

Defender: your mission is to prevent the enemy The Attacker wins if the Defender has been
from taking control of the bridge. Control of the forced to retreat before the end of game turn
bridge must be maintained until the end of the six. To force a retreat, the Attacker must have
battle. more VPs than the Defender has operative
forces on the table.
Deployment
The Attacker obtains one VP for each
The attacking and defending sides are decided exhausted Defender Force or each controlled
by applying the Assault special rule. objective.

Set the terrain features using the Terrain The Defender obtains one VP for each
Generation table. No terrain model may be exhausted Attacker Force or each controlled
placed less than 12” from the bridge. objective.

Each side rolls 1D6, adding +1 to the If either side controls both objectives at the
Defender’s result. The side with the highest beginning of any Initial Phase, victory is
modified result chooses one of the long sides of immediate.
the table as their own side. The other long side
of the table is the opponent’s.

70
The Defender wins if, at the end of six complete
game turns, the Attacker is forced to retreat by
accumulating more VPs than the attacker has
operative Forces.

71
Scenario 5 – Hot Pursuit Starting with the Defender, each player places
an objective in the objective deployment zone
Description at least 12” from the edges of the table and the
leading edge of the Defender’s deployment
Usually the chance to pursue an enemy zone, and 8” from any other objective.
becomes achievable when the enemy has been
defeated and attempts to flee the battlefield. In The Defender deploys up to half of their Forces
this scenario, one side attempts to deal a final in their deployment zone. The Reserve Forces
blow to a retreating enemy trying to maintain must stay off the table and only enter in play
order. through the Reserves special rule.

Special Rules The rest of the Defending Forces enter the table
as Reinforcements in the Support Phase of game
The Assault, Reserves, and Retreat and turn 1.
Replacement of Forces special rules are
applicable in this scenario. The Attacker deploys their Forces in their half
of the table, and at 12” or more from any
Essential Terrain defending unit. The Reserve Forces must stay
off the table and only enter in play through the
The only essential terrain is the road that Reserves special rule.
crosses the table from side to side as shown on
the map. One short side belongs to the The Defender may now change the facing
defender and the opposite side to the attacker. and/or formation of all deployed Forces.

Orders The Attacker plays first in all the game turns.

Attacker: your mission is to destroy the Winning the Battle


retreating enemy, delivering a final blow so
that it cannot fight another day. The Attacker wins if the Defender has been
forced to retreat before the end of game turn
Defender: your mission is to abandon the six. To force a retreat, the Attacker must have
battlefield with as few casualties as possible in more VPs than the Defender has operative
order to regroup with the main body of the forces on the table, including voluntarily
army and continue the campaign. retired but still operative units.

Deployment The Attacker obtains one VP for each


exhausted Defender Force or each controlled
The attacking and defending sides are decided objective.
by applying the Assault special rule.
If the Attacker controls both objectives at the
Set the terrain features using the Terrain beginning of any Initial Phase, victory is
Generation table. immediate.

Each side rolls 1D6, adding +1 to the The Defender wins one VP for each exhausted
Defender’s result. The side with the highest attacking Force, and one VP for each operative
modified result chooses one of the long sides of force of those initially deployed at the start of
the table as their own side. The other long side the battle that is successfully replaced, using
of the table is the opponent’s. the Retreat and Replacement of Forces special
rule.

72
The Defender also wins if the Attacker is forced
to retreat by accumulating more VPs than the
attacker has operative Forces at the beginning
of any Initial Phase of either the Attacker or
Defender.

73
Scenario 6 – Fight at Dusk Starting with the Defender, each player places
an objective at a maximum of 16” from the
Description centre of the table, and at least 8” from any
other objective.
Both sides advance for their designated
position as the battle rages on. Suddenly they The Defender deploys his force designated as
both come across increasing and unexpected Vanguard within his deployment zone. The
enemy activity. Attacker now deploys his Vanguard within his
deployment zone, at more than 12” from any
Special Rules enemy unit.

The Assault, Vanguard, Hurried Arrival, Dusk, Starting with the Attacker, both players can
Reserve and Reinforcement special rules are perform a Drill Move with their Vanguard units.
applicable in this scenario.
Both players, starting with the Defender,
Essential Terrain deploy up to half of their Forces in their
designated deployment zone. The Reserve
There is no essential terrain. Forces must stay off the table and only enter in
play through the Reserves special rule.
Orders
The rest of the Forces of both players enter the
Attacker: your mission is to repel the enemy table as Reinforcements in the Support Phase of
and reach your targeted deployment zone. To game turn 1, using the Hurried Arrival special
do this, you must take control of both rule, at a maximum of 8” from the arrival point
objectives. determined by the Hurried Arrival roll.

Defender: your mission is to protect this vital Roll 1D6 for each separate force that comes
deployment zone from enemy control. You into play as reinforcements to determine their
must maintain control of both objectives. arrival point. With a result of 1 or 2, the arrival
point is the left-hand corner of his own side;
Deployment with a result of 3 or 4, the arrival point is the
centre of his own side table edge; a result of 5
Mark the centre of the table and divide it into or 6 marks the right-hand corner as the arrival
four quarters. point (see map). Place the sub-commander at a
maximum of 8” from the arrival point and
The attacking and defending sides are decided move the units forming up the Force from this
by applying the Assault special rule. zone. You must move all the units of a force
before determining the arrival point of other
Set the terrain features using the Terrain possible reinforcements.
Generation table.
The Attacker plays first in all the game turns.
Each side rolls 1D6, adding +1 to the
Defender’s result. The side with the highest Dusk
modified result chooses one of the long sides of
the table, and one of the two quarters in From turn 1 and throughout all successive
contact with their side, as their deployment turns, each player must roll 1D6 at the end of
zone. The other long side of the table is the their turn. If the result is 1, the daylight has
opponent’s, with their deployment zone being become so faded that it becomes difficult to do
the quarter diagonally opposite. battle in the normal way and form that moment
on until the end of the battle; the restrictions
outlined in the Dusk special rule come into play.

74
Winning the Battle The Defender obtains one VP for each
exhausted Attacker Force or each controlled
The Attacker wins if the Defender has been objective.
forced to retreat before the end of game turn
six. To force a retreat, the Attacker must have The Defender wins if the Attacker is forced to
more VPs than the Defender has operative retreat by accumulating more VPs than the
forces on the table, including voluntarily attacker has operative Forces at the beginning
retired but still operative units. of any Initial Phase of either the Attacker or
Defender.
The Attacker obtains one VP for each
exhausted Defender Force or each controlled If either side controls both objectives at the
objective. beginning of any Initial Phase, victory is
immediate.
If the Attacker controls both objectives at the
beginning of any Initial Phase, victory is
immediate.

75
Characteristics An infantry unit charging a unit formed in
Batalionmasse roll 1D6 per base.
Acemilas: Movement is reduced to 4” in all
An infantry unit formed in Batalionmasse do
terrains (6” on roads)
not receive +2D6 for column formation.
Aggressive: Units with this characteristic
An infantry unit formed in Batalionmasse roll
never make an unfavourable Élan Test.
1D6 per unit when in combat against cavalry.
Alte Regiment: These units have an advantage
Units in Batalionmasse have neither flank nor
(+2D6) for all combat rolls.
rear.
Artillery Notions: Any French artillery unit
Battle Cavalry: Any unit combating with the
which also has the characteristic of Guard, and
front of a Battle Cavalry unit must repeat
is within 4” from a unit with this characteristic,
successful throws unless it itself is considered
rolls a favourable Saving Roll.
Battle Cavalry.
Artillerie de Marine (Naval Artillerymen):
Bayonet: These units must lose at least two
Any French artillery unit that is within 4” from
bases from Defensive Fire for their Élan Test to
a unit with this ability, rolls a favourable Saving
become unfavourable.
Roll.
Brittle Morale: These units are automatically
Bad Powder: When a unit with Bad Powder
removed from any force that becomes
rolls a 4 when firing at short range, or a 5 when
exhausted.
firing at medium range, it is counted as a 1 (a
miss).
Cavalry Battery: Units with this characteristic
have the movement rate of Horse Artillery, but
Bagpipes: These units have an advantage
perform as Foot Artillery for all other purposes.
(+2D6) for all combat rolls.
Cold Blooded: While in line, these units have
Batalionmasse: Units in column with the
favourable Discipline Tests to perform point
Batalionmasse rule which are within 12” of
blank Defensive Fire.
enemy cavalry are considered in
Batalionmasse, with no test required.
Column Drilled: Units with this characteristic
are only allowed to charge while in column
When targeted by artillery, the artillery re-roll
formation.
misses.
Cuirassier: Units with this characteristic do
The unit is restricted to not more than a 4”
not remove a base due to combat exhaustion,
movement in all terrain and 6’’ on roads.
except when attacking a square, provided they
pass a Discipline Test.
Infantry in Batalionmasse automatically passes
its Morale Test when it fights against cavalry
Doubtful Dependability: The first time a unit
and that cavalry pitted against infantry in
with this characteristic has to pass a Valeur or
Batalionmasse is always considered as
Discipline Test, roll 1D6. A score of 4 or less
defeated, even if it has caused more casualties.
means the unit and all Doubtful Dependability
An exception would be if the cavalry unit
units in the Force are considered Insecure
completely eliminated the infantry unit in
/Raw, while a score of 5+ means they are
Batalionmasse.
Courageous /Raw. This applies for the duration
A cavalry unit charging an infantry unit formed
of the battle.
in Batalionmasse can only roll 1D6 even if
rated as courageous or brave.
Élan: These units have favourable Élan Tests.

76
Fearsome: Any unit charging a unit with this Hidden Deployment: After your enemy has
characteristic to its front must pass a Morale deployed his units on the table, you can deploy
Test before commencing the move to contact. If units with this characteristic anywhere on the
it fails, it cannot charge, but may still perform a table, if all the following conditions are met:
Reorganisation Move.
1. Cavalry units must be deployed within
Field Fortifications (10pts per inch): A single Woods or Outskirts, or out of LOS of enemy
battery or infantry battalion maybe positioned units.
behind fieldworks. Artillery in field
fortifications must be in compressed formation, 2. Infantry units must be deployed with
artillery and infantry are “Protected” from fire Woods, Outskirts, Villages, Enclosed Fields,
and the attacker is at a “Disadvantage” when in or Fields, or out of LOS of enemy units.
combat. Once deployed in a field fortification,
an artillery battery cannot move, except by 3. The unit must not be committed.
bricole to wheel or turn. Infantry movement is
‘difficult’ terrain when crossing field 4. Units must not be deployed within 12” of an
fortifications. Objective.

Fire is Fickle: When a unit with this Units with this characteristic can be out of
characteristic rolls firing dice, it hits on a 5+ command range and still move, fire and charge
instead of a 4+. as if they were in command range.

Gebt Kein Pardon: Units with this Horse Archers: These Light cavalry formed in
characteristic have favourable Morale Tests to Ordre Profond have the following rules applied
counterattack. to them.

Grosse Bataillon: Units with this characteristic The unit may move 16” on road, 12” in clear,
have favourable Saving Rolls and Morale Tests 10” in rough terrain and 6” in difficult terrain.
to rally, even after having lost a base, and may
rally all close order bases eliminated during the Horse Archer units have no flanks.
battle.
The unit is at disadvantage in combat, unless
However, they have unfavourable Discipline fighting against other enemy Horse Archers
Tests to perform Complex Moves, while in line formed in Ordre Profond or infantry in open
formation. order formation.

Guard: These units have favourable Morale This unit may fire in the Firing Phase with
Tests to counterattack, and never have to 1D6/base, and can fire with all bases in the
throw an unfavourable roll where their Valeur unit. If this unit is firing to the flank or rear side
score is used; in these cases, a normal roll of the enemy unit, it can instead fire with
would be used. 2D6/base. Horse Archer firing range is 4”.

Guerra y Cuchillo (War & knife): Units with Horse Artillery: These units have favourable
this ability have advantage in combat when Discipline Tests to perform Complex Moves.
fighting in buildings or outskirts.
Impetuous: Units with this characteristic must
Heavy Artillery: A Heavy Artillery battery perform a Breakthrough Charge where
throws an additional firing dice for each result possible. If not possible, the unit must move 4”
of ‘6’ rolled when firing. Further results of ‘6’ in directly forward.
the second or consequent rolls permit
additional throws. Indelta: Units with the Indelta special rule may
make a Morale Test to remain and fight if their

77
force failed the Force Morale Test. If the roll is skirmisher bases before deployment, and
successful, the unit remains and fights, if not, it attach them to the different infantry units
is removed from play. In either case, the force within the army. A Light Infantry unit which
is still exhausted. Indelta units have deploys some of its soldiers as skirmishers
unfavourable Discipline Tests. becomes understrength if it was previously of
normal size and normal if it was previously
Irregulars: These units have unfavourable over-strength. Light Infantry may not deploy
Morale Tests. In addition, they are skirmishers if it is understrength.
automatically removed from any force that
becomes exhausted. If the force contains only Limited Light Infantry: Units with this
units with this characteristic, it does not count characteristic are considered Light Infantry for
for Victory Points. movement, firing and combat purposes

Jagers: These units have an advantage (+2D6) Line Drilled: Units with this characteristic are
for all firing rolls. only allowed to charge while in line formation,
except when crossing bridges.
JägerVorhut: You can add up to two skirmish
bases for +10 points each and the unit acquires Low Motivation: Units with this characteristic
the special rule “Jagers” have unfavourable Morale Tests when their
force is exhausted.
La Garde Recule: The player who succeeds in
eliminating or exhausting an enemy Force with Massed Batteries: Up to three separate
at least one unit with this characteristic gets artillery units forming up the Massed Batteries
two Victory Points instead of only one. must remain at 4” or less from each other. If for
whatever reason, the units become separated
Lancers: With each result of 6 in combat rolls, by more than 4”, they need to be moved to
units with this characteristic eliminate two regain such position. In addition, the Massed
bases instead of one. Batteries must remain within 12” or less from
its Artillery General (command range).A
Lekka Jazda Góry (Superior Lt Cavalry): Massed Batteries fires in the same manner as a
Units with this characteristic are considered standard artillery battery with +2D6 to its
Battle Cavalry only when in combat against firing dice. French Massed Batteries had +3D6
cavalry without the Battle Cavalry special rule. to their firing dice.

Lekka Piechota: Units with this characteristic Massed Batteries units repeat failed shots
are considered Light Infantry for movement, when firing with the second results taken as
firing and combat purposes. definitive.

Le Mot de Cambronne: Forces containing A Massed Batteries is considered as a single


units with this characteristic are not force, being an independent unit that is
considered exhausted until all the units are commanded only by the artillery general. Once
eliminated. formed the Massed Batteries may not split and
must remain as a force the remainder of the
Lendule: The unit’s Valeur is Brave when game.
performing a Morale Test to counterattack.
If the Artillery General is killed for whatever
Light Cavalry: Light Cavalry units may evade reason, he cannot be replaced for the entire
charges from any other units. duration of the game. The Massed Batteries
unit may still continue to operate as such if it is
Light Infantry: Light Infantry units can deploy within command range of the Commander
part of their bases as skirmishers. To do this, a (Army General), but it loses the +2D6 bonus
Light Infantry unit can generate up to two (+3D6 for French Army) on firing dice.

78
they are engaged by any other enemy unit
Overstrength: Units with this characteristic (other than the charging one), they are
have favourable Saving Rolls as long as they eliminated.
have all their close order bases on the table,
and may rally all close order bases eliminated Siege Artillery: A Siege gun battery throws an
during the battle. additional firing dice for each result of 6 rolled
when firing. Further results of 6 in the second
Poorly Equipped: When units with this or consequent rolls permit additional throws.
characteristic throw a 6 in firing or combat All Siege artillery can destroy buildings similar
rolls the score is counted as 1, as if their to Howitzers but roll 2D6 for each siege gun
weapon had misfired or broken. base within the artillery battery firing at the
targeted settlement. Siege artillery will inflict
Poor Horse Artillery: Units with this hits on units in buildings. Siege artillery will
characteristic have the movement rate of Horse inflict hits on units in buildings. Siege Artillery
Artillery, but perform as Foot Artillery for all is considered as Heavy Artillery for the purpose
other purposes. of determining range.

Poor Powder: A unit with this characteristic Sharpshooter: When determining Command
ignores one successful hit when firing (to a Casualties in the Firing Phase, a score of 10+
minimum of 1 hit). Eg. if the player rolls 4 hits (instead of 11+) is required for commanders
this is reduced to 3 hits. and sub-commanders located at 6” or less from
a unit with the characteristic.
Preserve the Army: These units have
favourable Discipline Tests to retreat. Stoic: The unit’s Valeur is Brave when
performing a Morale Test to counterattack.
Pro Gloria et Patria: These units have
favourable Morale Tests to rally. Starzy Wrogowie (Old Enemies): When
charging or counterattacking Russians, all
Rockets: Rockets are counted as Howitzers Polish units make favourable Morale Test.
when firing at buildings and as artillery when
firing at cavalry, infantry, or artillery units. Stubborn: While in line, units with this
When firing at infantry or artillery units, they characteristic cannot Retreat when charged,
always fire as Raw. and make favourable Morale Test to
counterattack.
Sappers: All armies have engineers or sappers
that can negate the advantage (+2D6) of the Tres Manoeuvrier: These units have
defending unit in an assault on a village or favourable Discipline Tests to perform
stronghold. All nations can acquire the Complex Moves.
characteristic Sapper for 10 points per
battalion. Understrength: Units with this characteristic
cannot rally casualties at any time during the
Scurry: Units with this characteristic must battle. Cavalry units with this characteristic
evade when designated as a target of musket or cannot adopt Ordre Mince formation.
canister fire, and automatically pass their
Discipline Test to do so. Vertigen: Units with this characteristic are
considered Light Infantry for movement, firing
Units with this characteristic must to pass a and combat purposes, and have favourable
Morale Test to charge. Élan test while in a terrain other than Open
Ground.
Units with this characteristic must Evade if
charged, and their Discipline Test to do so is Veteran Regiment: These units have an
favourable. If at the end of the Combat Phase, advantage (+2D6) for all combat rolls.

79
Viva Fernando: Units with this characteristic
have a favourable Morale Test to counterattack,
if their Valeur score is the same or superior to
the charging enemy unit.

Volley & Charge: Units in line formation with


this characteristic may immediately perform a
unique charge against an enemy unit which has
not passed an Élan Test on charging them.

This charge is carried out outside the normal


turn sequence and without physically moving
any of the units involved, and the unit receiving
this unique charge cannot perform a reaction.

The combat is settled in the standard way as


explained in Settlement of Combat, however,
the unit executing this charge cannot perform a
Reorganisation Move after settling the combat.

Voltigeur: Units with this characteristic may


opt to lose a skirmisher base instead of a close
order base in the Firing Phase when fired at by
muskets from the front.

Zanasząiwasząwolność (For your freedom):


Units with this characteristic have favourable
Morale Tests to counterattack.

80
Advantage ...................................................................................... 6 Limbered ...................................................................................... 15
Artillery ................................................................................. 31, 44 Line ................................................................................................. 11
Breakthrough Charge............................................................ 48 March Column ............................................................ 13, 14, 30
Bricole ........................................................................................... 24 Marsh ............................................................................................. 17
Bridges .......................................................................................... 19 Massed Battery.......................................................................... 15
Broken Ground.......................................................................... 17 Measurements ..............................................................................4
Cavalry................................................................................... 31, 43 Move to contact......................................................................... 37
Characteristics .......................................................................... 77 Movement Phase....................................................................... 21
Column.......................................................................................... 12 Open Ground............................................................................... 17
Combat Exhaustion................................................................. 51 Open Order .................................................................................. 12
Combat Phase ............................................................................ 37 Optional Rules............................................................................ 58
Command ..................................................................... 26, 35, 51 Ordre Mince ................................................................................ 13
Commander ................................................................................ 11 Ordre Profond ............................................................................ 14
Committed...................................................................................... 7 Out of Command ....................................................................... 26
Complex Move ........................................................................... 23 Outskirts ....................................................................................... 17
Compressed Frontage ............................................................ 14 Overstrength............................................................................... 80
counterattack ............................................................................ 50 Priority Targets......................................................................... 28
Counter-battery fire ............................................................... 33 Prolonge ....................................................................................... 24
Countercharge .......................................................................... 43 Rally................................................................................................ 53
Declaring a Charge ................................................................. 25 Reactions ...................................................................................... 38
Defensive Fire ............................................................. 38, 41, 42 Rear ................................................................................................ 16
Dice Rolls ........................................................................................ 5 Removing Casualties............................................................... 34
Disadvantage ................................................................................ 6 Reoccupying guns .................................................................... 46
Discipline .................................................................................5, 33 Reorganization.......................................................................... 52
Drill Move .................................................................................... 22 Reserves ........................................................................................ 53
Élan Test ...................................................................................... 47 Retreat .................................................................................. 39, 42
Enclosed Fields.......................................................................... 17 Return Fire .................................................................................. 33
End of Turn ................................................................................. 54 Ricochet ........................................................................................ 32
Engaged .......................................................................................... 8 Ridgeline....................................................................................... 17
Evade ............................................................................................. 44 Rivers ............................................................................................. 17
Favourable ..................................................................................... 6 Roads.............................................................................................. 17
Fields ............................................................................................. 17 Settlement of Combat ............................................................. 50
Fire and Flee .............................................................................. 45 Settlements.................................................................................. 55
Firefight ....................................................................................... 30 Simple Move ................................................................................ 23
Firing ...................................................................................... 29, 31 Skirmishers................................................................... 13, 29, 43
Firing Phase ............................................................................... 27 Spiking guns ............................................................................... 46
Firing Ranges ............................................................................ 27 Square..................................................................... 13, 30, 41, 51
Flank .............................................................................................. 16 Stand and Shoot ........................................................................ 44
Flank fire ..................................................................................... 47 Streams ......................................................................................... 17
Fleeing with guns..................................................................... 45 Strongholds ................................................................................. 56
Fleeing without guns ............................................................. 45 Sub-commander........................................................................ 11
Foot Artillery ............................................................................. 24 Support Fire ........................................................................ 34, 46
Force Morale ....................................................................... 36, 51 Support Move ............................................................................. 54
Forces ............................................................................................ 10 Terrain .................................................................................. 17, 19
Formations .......................................................................... 11, 21 Understrength ........................................................................... 80
Front .............................................................................................. 16 Unfavourable.................................................................................6
Game Phases .............................................................................. 10 Unit commander ....................................................................... 11
Game Sequence ............................................................................ 4 Unlimbered.................................................................................. 14
Generals ....................................................................................... 10 Valeur ...............................................................................................5
Hill .................................................................................................. 17 Valid Target ................................................................................ 27
Horse Artillery........................................................................... 24 Villages .......................................................................................... 55
Independent units.................................................................... 26 Withdraw ..................................................................................... 10
Infantry ......................................................................... 29, 38, 41 Woods ............................................................................................ 17
Initial phase ............................................................................... 20 Zone of Control (ZOC)................................................................9
Intercept Charge ...................................................................... 48

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