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Battles of Napoleon Rules
Battles of Napoleon Rules
VO Lu mE I :
ruLES OF PL ay
By
uGO DI mEGLIO
aND
SErGIO GuErrI
F IrST EDI T I O N
2009
All the faces of the English squares were attacked at
once . A frenzied whirl enveloped them .
That cold infantry remained impassive . The first rank
knelt and received the cuirassiers on their bayonets,
the second rank shot them down; behind the second
rank the gunners charged their guns, the front of the
square parted, permitted the passage of an eruption
of grape-shot and closed again .
The cuirassiers replied by crushing them . Their great
horses reared, strode across the ranks, leaped over
the bayonets and fell, gigantic, in the midst of these
four living wells . The cannon-balls ploughed furrows
in these cuirassiers; the cuirassiers made breaches
in the squares . Files of men disappeared, ground to
dust under the horses . The bayonets plunged into
the bellies of these centaurs; hence a hideousness
of wounds which has probably never been seen
anywhere else .
The squares, wasted by this mad cavalry, closed up
their ranks without flinching . Inexhaustible in the
matter of grape-shot, they created explosions in
their assailants’ midst . The form of this combat was
monstrous . These squares were no longer battalions,
they were craters; those cuirassiers were no longer
cavalry, they were a tempest . Each square was a
volcano attacked by a cloud; lava contended with
lightning .
“Les Miserables” by Victor Hugo
Su mm a ry
GAME SET-UP . . . . . . . . 22
VO LUME I I : Scenarios
THE GAME TURN . . . . . . . 22
Tur n S e qu en ce . . . . . . . . . . . . . . . . . 22
E n d of t h e Game . . . . . . . . . . . . . . . . 22 SCENARIO STRUCTURE . . . . . . 2
In t ro du c t i on . . . . . . . . . . . . . . . . . . . 2
O rders of B a t t le . . . . . . . . . . . . . . . . . 2
THE COMMAND PHASE . . . . . . 23 D ep loy m en t a n d B a t t lef i e ld . . . . . . . . . . . 3
S en din g O rders . . . . . . . . . . . . . . . . . 2 3
Len gt h of B a t t le . . . . . . . . . . . . . . . . . 3
Orders . . . . . . . . . . . . . . . . . . . . . 24
S p e c i a l Ru le s . . . . . . . . . . . . . . . . . . 3
Attack Order . . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Vi c tor y Con d i t i on s . . . . . . . . . . . . . . . 3
Defense Order . . . . . . . . . . . . . . . . . . . . . . . . . . 24
Maneuver Order . . . . . . . . . . . . . . . . . . . . . . . . . 24
Reserve Order . . . . . . . . . . . . . . . . . . . . . . . . . . . 24 SCENARIos . . . . . . . . . 4
Move Comman ders- i n - Chief . . . . . . . . . . 25 S cen a r i o 1 : Ma i d a . . . . . . . . . . . . . . . . 4
Car r y O ut O rders . . . . . . . . . . . . . . . . 2 5 S cen a r i o 2 : Cer ro D e Me de l li n . . . . . . . . . . 6
In it iat ive of a Un it Gro u p . . . . . . . . . . . 25
T HE BAT T L E O F S ALAM AN C A . . . . . . . . . 8
Che ck for O ut of Comma n d Un its . . . . . . . . 2 7
S cen a r i o 3 : Mi r a n d a de Az a n . . . . . . . . . . . 8
Out of Comman d Un its . . . . . . . . . . . . . 2 7
S cen a r i o 4 : Los Ar a p i le s . . . . . . . . . . . . 10
S cen a r i o 5 : G a rc i a Her n a n de z . . . . . . . . . . 12
DRAW EVENT/REACTION CARDS PHASE 28
Even t /Rea c t ion Ca rd s . . . . . . . . . . . . . . 2 8 T HE O N E - HU N D R E D DAYS C AM PAI G N . . . . 14
Play in g Even t /Re a c t i on Ca rd s . . . . . . . . . . 2 8 S cen a r i o 6 : T h e Ro a d to Na mu r . . . . . . . . . 14
S cen a r i o 7 : T h e Wo o d s of B os su . . . . . . . . 16
S cen a r i o 8 : Jerom e . . . . . . . . . . . . . . . 18
S cen a r i o 9 : T h e At t a ck of t h e 1 s t Cor p s . . . . . 20
S cen a r i o 1 0 : T h e Mi s er a ble s . . . . . . . . . . 22
3
B AT T L ES OF N A POLEON
T H E E AG LE AND TH E LION
Introd uction In addition, after you choose a scenario to play, you then
need to fit the figures onto their colored stands according
For nearly twenty years, from 1796 until his final the scenario's setup instructions..
defeat at Waterloo in 1815, Napoleon Bonaparte and
his generals created an empire and legacy forged on
battlefields across Europe.
H ow to Pl ay
Battles of Napoleon is not just one game, but rather
a gaming system that enables you to recreate many In Battles of Napoleon – The Eagle and the Lion, one
important historical battles of this period. The Battles player controls the French army while the other player
of Napoleon system is easy to learn and play. However, controls the British army. These two forces fight against
it is a system based on serious historical research. This each other (sometimes supported by allies of other
is not only a game that is challenging and quick playing, nations) in a historical battle called a scenario.
it is also a game whose players face the same tactical The scenario determines the battlefield (game boards),
problems that commanders of the Napoleonic era had the orders of battle detailing which troops are available
to face. Well-coordinated use of infantry, cavalry, and to the two sides (commander and unit cards and plastic
artillery, plus skillful maneuvering of your units, and figures), the duration of the game (how many turns the
understanding your troops strengths and weaknesses, game lasts), the victory conditions, and any special rules
are essential in leading your army to victory. that may apply.
The Eagle and the Lion, the first game in the Battles Each player takes the role of commander-in-chief (CC)
of Napoleon series, provides everything you need to and is represented in the game by a specific commander
recreate many of the major clashes between the French card and figure.
and British armies – traditional enemies – on the
battlefields of Belgium, Spain and Italy. Ten separate Armies are divided into unit groups of infantry, cavalry,
battles are featured, each of them based on a major and artillery and are led by their respective unit group
historical campaign. commanders (UGC). Every unit group comprises one
or more units, and a unit corresponds to the figures
contained in a single hex. Every unit has its own
4
In addition, the chaos of battle is further portrayed by In this booklet, we list and describe the game
the drawing of Event/Reaction cards that may be used components and give you a brief explanation of their
in your turn, or during your opponent's turn use in the game (see game Components, page 6)
The combat results, from both fire and mêlée, are Next, we explain the structure of the game, beginning
determined by the roll of a ten-sided die, which is with a description of the organization of the armies
modified by the terrain on the game board, the unit's (see Troops, page 11) Some fundamental concepts of
formation, and the values of the unit cards involved The the game, like formations (page 14) and their use in a
modified die roll total is then cross-indexed with the battle are initially explained here
icons shown on the left side of an Event/Reaction card
that is drawn to determine the results for that combat Then, other Basic Concepts (page 19) are explained:
Results include disorder, retreat, remove a figure, make a Morale (page 19), Zones of Control (page 20), Line of
morale roll, or a commander is wounded or killed Sight (page 21), and groups Make sure you understand
these basic concepts before reading further
Finally, your troops' morale will be the most decisive
factor that leads to victory or defeat Based on the value After a description of the game Set-up (page 22), the
shown on the unit card and on the number of figures in core rules are presented including the game Turn (page
the unit at that moment, a morale roll using the ten-sided 22), followed by details of the four main phases in a
die is modified by the presence of a capable officer, Turn: the Command Phase (page 23), the Draw Event/
the Event/Reaction card, and by other factors You Reaction Cards Phase (page 28), the Action Phase
must limit disorder to your forces, rally your routing (page 29), and the Rally Phase (page 42)
troops, and inflict serious casualties and disorder upon The command and the action phases are very important
your opponent's troops in order to be a victorious and quite detailed, because they contain most of the
Napoleonic commander! rules you will use to play the game
5
G a m E COm PONENTS
x12
4 officer figures on foot
12 grenadiers
12 CAvALRy figuRES, AND ThEiR hoRSES, DiviDED
AS foLLoWS:
2 ARTiLLERy BATTERiES, CoMPoSED of:
x2
x3 x3
6
B r ITIS H F O rC ES 48 iNfANTRy figuRES DiviDED AS foLLoWS:
x12 x12
x6 x6
4 officer figures on foot
12 grenadiers
12 CAvALRy figuRES AND ThEiR hoRSES, DiviDED
AS foLLoWS:
2 ARTiLLERy BATTERiES, CoMPoSED of:
x2
x3 x3
x3 x3
7
STaNDS G a m E B Oa r D a N D
Battles of Napoleon includes several stands to contain T E r r a I N F E aT u r E S
the figures:
Four game boards are provided with terrain and hexes
printed on both sides
8
C arDS
B B
4 4 3 4 4 3 3 3
GUARD
INFANTRY
*** *****
5 7
1 19
1
+ 0 1815
25ème Régiment de infanterie de ligne
Sergent-major grenadier
+3 + 2 1815
2nd Foot Guards
(Coldstream)
18 French unit cards (3 artillery, 6 cavalry, 22 British unit cards (3 artillery, 6 cavalry,
and 9 infantry) and 13 infantry)
1 CHARGE
Scotland for
ever!
One of your cavalry
O r DE r m a r K E r S
11 -2 unit groups, including
any disordered
units, may make one
12 -2 additional charge in
this turn.
13 -2
14 -2 MÊLÉE
Fall Back
15 -2 One of your infantry units
that is being attacked in
mêlée may move to one
16 -4 of its rear hexes without
changing formation or
facing. This card cannot
17 -4 be played as a reaction to
a charge. The enemy unit
must advance into the
18 +
vacated hex.
9
CO uNT Er S
4 Square counters: Used to mark the
reduced infantry units that have formed
6 fire counters: Used to mark the a square
infantry and artillery units shooting
during the action phase
10
T rO OPS
uNITS aN D u N I T
GrO uPS
Each player controls an army composed of commanders
and units (one or more units is called a unit group)
A unit is equivalent to the figures that are placed in Commander (on foot)
a single hex, and can be one of three kinds: infantry,
cavalry and artillery
Commander (mounted)
infantry unit. An infantry unit is normally
composed of 4 figures, mounted on two bases of
two figures each
Cavalry unit. A cavalry unit is normally composed The illustration shows how to mount figures on
of 3 figures, including horses, each mounted on a infantry and cavalry stands
single base
gunner
11
EXAMPLE of AN iNfANTRy uNiT CARD EXAMPLE of A CAvALRy uNiT CARD
CAVALERIE
DE LA
GUARDE
French infantry a French cavalry
***
unit *****
unit
5 8
INF
1 14
+1 0 +4
Morale: The number shown under the flag Morale: The number shown under the flag
is the value used for the unit's morale tests is the value used for the unit's morale tests
(see page 19) (see page 19)
Card Number: This identifies the card Card Number: This identifies the card
fire: This shows the die roll modifier when Mêlée: Shows the die roll modifier when the
the unit is shooting (see page 33) unit is in hand-to-hand combat (see page
35)
Mêlée: Shows the die roll modifier when the
unit is in hand-to-hand combat (see page The icons in the lower left corner show
35) the number of figures (3 in this case) that
compose a unit
The icons in the lower left corner show
the number of figures (4 in this case) Quality of the troops: each unit is ranked
that compose a unit Using the optional with a quality from (lowest) to
rules, each different icon corresponds (highest) This rank will only be used with
to a different troop type with different future expansions of the game
characteristics (see page 43)
Quality of the troops: each unit is ranked The composition of infantry, cavalry and artillery unit
with a quality from (lowest) to groups and the commanders taking part in the battles are
(highest) This rank will only be used with listed in the scenarios
future expansions of the game
Generally, groups are composed as follows:
One or more units are grouped in unit groups, whose — An infantry unit group comprises 2 to 4
composition is detailed in the scenarios Normally all of infantry units;
the units in a group are alike and use the same unit card — A cavalry unit group comprises 1 to 3 cavalry
for the icons and values of those troops units;
— Every artillery unit is considered a unit group
Each unit group generally has its own commander, called on its own Artillery unit groups have no
the unit group commander (ugC) The commander of commanders (no UGC)
a single unit, such as a battalion, is not represented in the
game According to the scenario, a unit group should have all
its figures mounted on stands of the same color (black,
All of the UGCs are subordinate to a commander-in- green, blue or red) This will allow players to easily
chief (CC) who represents the player on the battlefield differentiate between individual unit groups
and is in overall command of the player's army
Each unit group will have:
The capabilities of commanders are detailed in the
commander cards rules — A commander card for its UGC;
— One or more unit cards;
12
EXAMPLE of AN ARTiLLERy uNiT CARD EXAMPLE of A uNiT gRouP
a British artillery
***
unit
39 4 3 3 3
+4 +2 +1 5
UGC card “ E ”
Unit type
13
FOrm aT I O N S
Cavalry may use a
fro
Infantry, cavalry and artillery units use different battle nt nt single formation,
fro
formations Each unit must always be in one of the equivalent to a
following formations Players must learn to use the column, for both
flank
flank
formation that is best for the situation at hand movement and
close combat,
These diagrams show how to place the stands of figures Re and does not
ar ar
to represent a formation Note the indication of the Re shoot Although
unit's front, flank and rear historically cavalry
used different
Any time a unit adopts a new formation during the formations, these
game, reposition its stands as per the illustrations are considered
equivalent to a
infantry may be deployed in the following formations:
column for game
play
Column: To
fro
nt nt move, maintain
fro Artillery may be:
some firepower
(shooting) and
flank
flank
maximize hand-
Limbered, that
to-hand combat nt
fro
fro
nt is, “towed” for
Re ar
(mêlée) capacity
ar Re movement
Limbered artillery
flank
flank
may not fire
Line: To maximize
fro
nt nt firepower
fro Re
ar ar
(shooting) and Re
maintain some
flank
flank
hand-to-hand
unlimbered, to
combat (mêlée) nt
fro
fro
nt fire Unlimbered
Re ar
capacity
ar Re artillery may not
move
flank
flank
Square: To defend
fro
nt nt against enemy
fro Re
ar ar
cavalry charges Re
front
front
fro
Note that different units in the same unit group may be
nt nt placed in a different formation at the same time during
fro
any turn
open order: To important: Independently of their formations,
fro
nt nt move and fight
fro stands are always facing towards one vertex of the
through woods hexagon as shown in the examples
and built up areas
front
front
such as a village or
walled farm
Re raNKS O F a u NI T
ar ar
Re
Every unit has a number of ranks that usually equal the
number of rows the unit occupying a hex is formed into
For example, two ranks for infantry in column, one rank
for infantry in line
14
EXAMPLE of A CoMMANDER-iN-ChiEf CARD EXAMPLE of A uNiT gRouP CoMMANDER
CARD
A A
5 5 5 5 5 4 4 5
D D
5 3 3 3 4 3 3 3
Colored ribbon: Shows the army of the CC
(blue: French, red: British) Colored ribbon: Shows the army of the
UGC (blue: French, red: British)
identification letter: Identifies the officer/
card identification letter: Identifies the officer/
card
orders: The die roll modifier to have the
CC's dispatches (orders) efficiently received orders: The die roll modifier used to try
and performed by his subordinate units and and pass a change order test to carry out
UGC (see page 25) the orders received by dispatch from the CC
(see page 25)
Mêlée: this is the CC's die roll modifier
for mêlée attacks made by the unit he is Mêlée: This is the UGC's die roll modifier
grouped with (see page 36) for mêlée attacks of the unit he is grouped
with (see page 36)
Morale: This is the CC's die roll modifier
for morale rolls of the unit he is grouped Morale: This is the UGC's die roll modifier
with (see page 19) for morale rolls of the unit he is grouped
with (see page 19)
Leadership: This shows the CC's hex
distance for command radius and rally Leadership: This shows the UGC's hex
radius, the maximum number of routing distance for rally radius and the maximum
units that he may try to rally (see page 42), number of routing units he may try to rally
the maximum number of Event/Reaction (see page 42)
cards he may hold, and the maximum
number of dispatches he may send
Each CC has a card showing his game capabilities
15
uNIT GrOuP COmmaNDErS
EXAMPLE of A REPLACEMENT CoMMANDER ( u G C)
CARD
The unit group commanders (UGC) carry out the CC's
orders and modify the die rolls of the units under their
command
16
T HE B aTTLEFIELD
Battles of Napoleon is played on a hex map that is These cardboard tiles include:
assembled according to the scenario, using the four
boards provided Each game board is marked with a — A three-hex farm (used to represent the
number for identification Hougoumont farm at Waterloo), one hex of
farm and two of woods terrain – the opposite
On every board, there are various terrain features that side shows a village;
can affect maneuver and combat For example, a terrain — A two-hex farm (used to represent the
feature can limit a unit's movement and also modify the La Haye Sainte farm at Waterloo), one hex is a
die roll for attacks walled orchard and the other is the farm – the
opposite side shows an earthwork;
There are five different types of hexes or hexsides — A sandpit (also a feature at Waterloo);
depicted on the game boards: open, open with features, — A village;
woods/orchard, hedge, crest — Earthworks;
Additionally, other terrain features, such as villages, — A fortress/fortified farm
appear on separate cardboard tiles that are placed on top Each cardboard tile is double sided, with different
of the game boards according to the scenario terrain features on each side This allows for more
variations to potential battlefields
Woods or Orchard Difficult terrain Cavalry and -1 on fire (shooting) and mêlée attacks against
artillery may not enter woods targets in the hex
Blocks Line of Sight
Hedge Partially hinders any attack -1 on fire (shooting) and mêlée attacks against
through it targets behind it
Blocks Line of Sight beyond the first hex
17
TERRAiN TyPE DESCRiPTioN EffECT
Farm with Woods One hex of farm and two See scenario 8
(Hougoumont) hexes of woods
Farm with Orchard One hex of farm, one hex of See scenario 9
(La Haye Sainte) walled orchard
Wall Difficult terrain Cavalry and -1 on fire (shooting) and mêlée die
artillery may not move rolls against an enemy on the other
through it side
Blocks Line of Sight beyond the
first hex
Redoubt Difficult terrain Cavalry and -1 on fire (shooting) and mêlée die
artillery may not move rolls against an enemy on the other
through it side of the redoubt representation
drawn on the hexes
Blocks Line of Sight beyond the
first hex
18
B aSI C CONCEPTS
mOraLE
MoDifiER REASoN
A unit's morale value is the quality of its soldiers, their
training, experience, and fighting motivation +Mv MV is the unit's basic morale
value
Each unit card has one basic morale value, ranging from
1 (the worst) to 8 (the best) +1 Per figure currently in the
unit
In certain situations, players will have to make morale
tests (TM die roll), to see if a unit will perform an +C “C” is the morale value of
action in the game, or maintain its position in the face one commander, chosen
of unfavorable events from those grouped in the
hex with the unit if both the
CC and the UGC are present
Here is a summary of the circumstances that
-2 If the unit is disordered
trigger a morale test (TM die roll) by a unit:
-4 If the unit is routing
1) Required by certain fire (shooting)
and mêlée combat results -2 If the unit has a maneuver
order
2) Required by the target unit of an
enemy cavalry charge, specifically: -2 If the morale test is caused by
— When charged infantry units an attack on the flank or on
want to form a square; the rear of the unit
— When unlimbered artillery
units want to fire at the -2/-4 If the unit is trying to form
a square as a reaction to a
charging cavalry
charge by cavalry at two
hexes distance: -2; if cavalry
3) Death of a commander grouped with
is adjacent: -4
the unit
-C If a UGC or the CC was
4) When a cavalry unit tries a recall (see present in the hex, and the
Recalling Cavalry, page 29) morale test is caused by the
death of that commander,
5) When a reserve unit is attacked subtract the "C" morale
modifier shown on that
6) To rally one routing unit commander card
19
consequences If the French die roll had been 5 or player rolls a 4, adds a +5 (morale of the unit) and
lower, the morale test would have failed and the unit +3 (number of figures), for a sum of 12 A -2 must
would become disordered now be subtracted (for the result of the combat) and
another -2 due to the disordered status of the unit,
Example: Due to a previous attack, the same unit for a final result of 8 The morale test therefore fails
has lost a figure and is disordered It is attacked again and the unit, already disordered, is routed
and suffers a result of (TM-2) The French
Z O NE O F CO NT rO L
The zone of control (ZoC) of a unit comprises the
hexes adjacent to its front (see the diagrams in the
formations chapter, page 14) There is no ZOC to a
unit's flank or rear
ZoNES of CoNTRoL AND CoMBAT
An infantry unit can only fire (shoot) at enemy units in
its ZOC
20
LINE O F SI GHT
The Line of Sight (LoS) is an imaginary line that
crosses the centers of two hexes (the starting hex and the
destination hex)
STaCKING
A single hex may only contain one unit It may, however,
also contain any number of commanders friendly to that
unit
21
G am E Set- Up The Ga m e Turn
The figures in the Battles of Napoleon box are ready The game is played in turns. Turns are divided into
for use, with the exception of cavalry-men figures that phases to be performed in strict sequence. Some phases
need to be glued onto their horses. Put a drop of glue may be further divided into segments.
appropriate for plastic models (such as Italeri Plastic
Cement) on the saddle and then firmly press the figure Battles of Napoleon does not use the familiar you-go-
on it. I-go style of rigid game play. Instead, players alternate
their actions based upon a unit group's orders and that
A gun is assembled by inserting its two wheels on the order's initiative value.
carriage, and then inserting one of the two available
barrels. The gun can be assembled by slotting the pieces The length of the game and the number of turns
together or gluing them. depends upon the scenario played.
T u r n S e qu ence
need to be punched out and sorted by type.
Each player then takes his dispatch counters and keeps E nd of the G am e
them handy, arranged by order type.
Each scenario specifies the length of the battle and the
The order markers should be stacked in a pile with their victory conditions.
back visible, or placed in an opaque container, such as
Even if they are different in every scenario, the victory
a coffee mug. A player will draw one order marker at
conditions are based upon the following key concepts:
random during the game each time a unit needs to carry
out a new order. — Losses you suffer and damage you inflict
on the enemy in terms of figures, guns,
Event/Reaction cards are shuffled into a single deck
commanders;
from which both players will draw.
— Control of terrain objectives (specified in the
Other counters and markers are put aside, to be used
scenarios);
only when required.
— Other special factors depending upon the
Read the victory conditions and any special rules that
scenario.
may apply to the scenario and you are ready for battle!
22
T he C o m m a nd Pha se
In the Command Phase, you assign orders by sending 4) Checking for out of command units
a dispatch counter with that order (attack, defense, Players check which units are out of their UGC's
maneuver, reserve) to each UGC or unit without a UGC command radius, and are also not adjacent to a friendly
in your army. If the die roll to receive this dispatch is unit of their group that is within this radius, and mark
successful, a unit group then draws randomly an order them with an "Out of Command" counter. These units
marker which replaces their current order marker. are considered out of command until this segment of
the following turn. Only units in command may carry
The order marker shows the four possible orders that out their UGC's orders.
can be assigned to one unit group (attack, defense,
maneuver, reserve) and an initiative value for each of
them (1 is the best, 2 the next best, etc.).
23
OrDErS maNEu V Er O rDEr
Unit groups with a maneuver order must
oRDER MARkER
move to a certain area of the battlefield,
Attack order
avoiding combat with the enemy until the
maneuver is completed
Defense order
— Only infantry or cavalry unit groups may
Maneuver order receive a maneuver order (Limbered artillery
may only move with an attack or defense order )
Reserve order — Units with this order may move forward
(toward the enemy), in open terrain (not in
woods, village, etc ) at double speed – up to 2
hexes instead of 1
— Units with this order may not fire (shoot),
aT TaCK O rD Er fight in mêlée, charge or change formation,
but may wheel (turn)
Unit groups with an attack order must
— Infantry units must use a column formation
advance towards the enemy to seize
to maneuver
objectives and/or break the resistance of
— Units with this order may not move into a hex
enemy troops
adjacent to any enemy unit
— Units with this order may change their — If attacked in mêlée or by enemy fire while
formation/wheel, or fire (shoot) / attack in moving, the units maneuvering automatically
mêlée, or charge (cavalry only) change to the Defense order in the next
— Units with this order may generally move only Command Phase (at the beginning of the next
forward (towards the enemy) turn) to a column formation If they must test
— Unit groups with attack orders may not morale for any reason, the die roll modifier is -2
voluntarily retreat (for example, moving into
the hexes at the rear of the unit); if forced to
retreat because of a combat result, such units
rESErVE O rDEr
must, as soon as possible and if they are in Unit groups with a reserve order basically
command, move towards other non-routing stay in place and do not take part in
units belonging to their unit group, and end fighting, instead they wait to be sent orders
their movement adjacent to at least one of for a more active role
these units or adjacent to their UGC (player's
choice) — Units with this order may only change
formation and/or wheel (this includes
forming a square if they are charged by enemy
DE F E N S E OrD Er cavalry), or fire (shoot)
— Infantry or artillery units in reserve may only
Unit groups with a defense order must hold
fire against enemy units moving into their
their position and may not advance towards
ZOC (in the first segment of the action phase)
the enemy; they may voluntarily retreat
In addition, unlimbered artillery in reserve
(move away) from the enemy
may fire at enemy cavalry that charges them
— Units with this order may change their (in the second segment of the action phase)
formation/wheel, fire (shoot), fight in mêlée — If one unit of the reserve group is attacked
— Units with this order may not charge, or in mêlée or by fire, or if enemy units move
advance after fire or mêlée combat; in other adjacent to them, each of the units in that
words, they may not move forward, towards reserve group must test morale If a morale test
the enemy, but they may move away from the fails, that unit is disordered In the command
enemy (voluntary retreat) phase of the following turn the units in the
— A unit with a defense order that was separated group that was attacked automatically change
from other units of its group because of a their order to a defense order
combat result, may move forward only in — For every unit group of infantry or cavalry
order to end up adjacent to at least one unit you have in reserve, the maximum number of
of its group or adjacent to their UGC (player's Event/Reaction cards you may have in your
choice) The unit may only move in this way if hand increases by one as long as these unit
it is still in command groups remain in reserve
mOV E COm ma N D Er S -
IN -CHIEF I N I T I aT I V E O F a
In this segment, the CC with the highest command
u NI T G rO u P
value decides whether he will go first or second In case The order markers drawn at random in the
the values are equal, the French CC decides command phase have numbers on them that
determine the initiative of that unit group
CCs may move up to two hexes Moving enables them
The initiative value controls the sequence of
to keep UGCs and artillery units within their command
that unit group's actions in the current turn
radius, or to take control of single units
There is a number under each icon on the
The hexes the CC moves through must be free of enemy order marker that determines the sequence in
units and must not be adjacent to enemy units, unless which a unit group acts in the action phase The
these hexes also contain friendly troops number below the icon matching the current
order of the unit group is the initiative value
Remember that the CC may move again if he is attached of that group All of the units within the same
to a unit that moves during the Action Phase unit group share the same initiative number
The unit group with the lowest number takes its
action first, then the next highest number and
C arry O uT O r D Er S so on until those units with the highest number
take their action last
In the first turn, orders assigned to groups are Unit groups with attack orders take their action
automatically received, with no need for die roll tests first, followed by unit groups with maneuver
to change orders Players simultaneously turn the order orders, followed by unit groups with defense
markers assigned to all of their unit groups face up, orders, and finally by unit groups in reserve
and these orders may be carried out in the initiative
sequence for the first and second segments of the action Here are the initiative
phase numbers associated
with each order type:
In the following turns, the UGCs who receive a dispatch attack numbers are
counter must make a die roll test to see if they receive lower (1 to 25) than
and understand these dispatches and may modify their maneuver numbers
orders or initiative They reveal the dispatch (turn it (26 to 50), which are
over to reveal the order), and attempt a test to carry out lower than defense
orders numbers (51 to 75)
which are lower than
To pass a test to carry out orders, roll one die. The test reserve numbers (76
is passed if the die roll plus the orders value printed on to 100)
the ugC card totals 11 or more.
25
Example: At the beginning of the game all of the unit groups had an attack order In the "send dispatches" segment of the
command phase of the second turn, the French player wants to assign a maneuver order to his cavalry and light infantry
which are deployed on the wing (black and green unit groups) to prepare them to go into action The commander-in-
chief (CC) has a leadership value of 3 and thus a command radius of 3 hexes
Since the black unit group commander (UGC) is 1 hex distant, and the green UGC is 2 hexes distant, the CC may send
both UGCs a dispatch with a new order
His leadership value would allow him to send a third dispatch, but the French player does not want to change orders to
his other groups However, the CC may not send a dispatch to the red group, because the distance between the CC and
the red UGC is more than 3 hexes – the red group must therefore maintain their attack order
Example: Continuing the previous example, the French black group and green group receive the dispatches sent by their
commander-in-chief, with a maneuver order The CC has an orders value of 3
The cavalry (black group) UGC has an orders value of 5 The French player rolls a 4 on the die; he adds a +3 for the
orders value of the CC and +5 for the orders value of the UGC, for a total of 12 The test is successful, and the French
player draws an order marker, assigning it to the group that currently has a maneuver order
The light infantry (green group) UGC has an orders value of 4 The French player rolls a 3; adding +3 for the CC and
+4 for the UGC, a total of 10 is obtained This is lower than 11, so the test is not successful, and the unit maintains the
attack order it had before receiving the dispatch
26
CHECK FO r O u T O F
C O mm aND uN I T S
The UGCs transmit orders from the CC to the units in
the groups under their command
27
Dr aW EV ENT/r EaCTION
C ar D S PH a SE
During the draw phase of the first turn, each player During the draw phase in the second and in each of the
builds a hand of cards drawing a number of cards equal following turns, players draw two new Event/Reaction
to the leadership value on his CC card from the Event/ cards.
Reaction card deck
Any cards exceeding the total of the CC's leadership
The number of cards that a player may draw/hold is value, plus one for each group of units in reserve, must
increased by one for each group of infantry or cavalry be discarded (player's choice) and is placed face up in a
units with a reserve order. separate discard pile
The CC's leadership value plus one for each unit in Example: During the second turn, the French player
reserve represents the maximum number of cards a assigns a maneuver order to one of the two reserve
player may have at any moment during the game groups He will therefore be allowed to have up to
4 cards in his hand, and at the end of the card draw
Cards are always drawn secretly from the deck and are phase of the following turn he must discard any
shown to your opponent only when played or discarded excess cards in his hand, so as not to have more than
Example: The French CC has a leadership value of 3, 4 cards in his hand
and the French player has two unit groups with a reserve
order Therefore in the first turn the French player may
draw and hold 5 Event/Reaction cards in his hand
E V E N T/r E aC T I ON C a rD S You will use only the event text, or only the reaction text,
of the card Once you have declared your intention to
Event/Reaction cards create game effects such as random play either the event or reaction on the card, follow the
events or special combat actions performed by the troops instructions provided by the appropriate section of text
ANAToMy of EvENT/REACTioN CARDS
on the card In case there is a contradiction between the
At the top of each card there is an event that is only card and the rules, the text of the Event/Reaction card
playable during your action take precedence over other rules of the game Events
and reactions marked with the French flag can only be
At the bottom there is a reaction that is only playable played by the French player, and those marked with the
when your opponent is doing an action British flag can only be played by the British player
After a card is played, it goes face up on the discard pile
The event or reaction specifies in which phase or If you run out of cards, reshuffle the discard pile into a
segment the card can be played to activate its effect new draw deck
On the left side of the card is a combat result table (see
EXAMPLE of EvENT/REACTioN CARD
page 32)
Combat Result
PL ay IN G EV EN T / rEaC T I ON 1 CHARGE
Scotland
otland for
ever!
One of your cavalry
Table
C ar DS 11 -2 unit gr
groups, including
any disordered
Phase or Segment
units, may make one
12 -2 additional charge in
Event/Reaction cards can be played before, during or this turn.
(reaction) Players decide how many, if any, and which Fall Back
15 -2 One of your infantry units
Phase or Segment
cards in their hand they will play in every turn that is being attacked in
mêlée may move to one
16 -4 of its rear hexes without
only one card may be played per phase on a single changing formation or
facing. This card cannot Reaction
unit. you may not use any cards on your "out of 17 -4 be played as a reaction to
a charge. The enemy unit
command" units. must advance into the
18 + vacated hex.
Card number
28
aC T I O N PH a SE
29
If the recall morale test fails, the cavalry does not move
and is not disordered – unless it was already disordered
in which case it remains disordered
m OV E m E NT
Movement is always from a hex to an adjacent hex and
is voluntary unless required by a retreat combat result
Only units in command may move
MovEMENT of CoMMANDERS
When his unit group acts, the UGC may move up to
two hexes The UGC may never move into a hex that is
adjacent to an enemy unit, unless the hex also contains a
friendly unit
30
command phase, so it is possible that a unit retreats out
of contact with its group, but is still in command during
the current turn
31
F I r E aND m Ê L É E
Fire and mêlée use similar game mechanics, but with a
few notable exceptions explained below
The rules regarding fire (page 33) and Mêlée (page 35)
explains which units, and under which circumstances,
are allowed to attack
Example: French unit A, already in the ZOC of British All fire or mêlée combats of units within the same group
unit B, may not move into hex H, as that hex is part of an must be declared at the same time, before rolling any
enemy ZOC (both of unit's B and C) Note that the move dice All combat effects inflicted by units of the same
to H would also be prohibited even if unit C was not in its group are considered simultaneous
position
To keep track of which units are
firing or engaging in mêlée,
place a “Fire” or “Mêlée”
counter in their hex – this
counter is removed at the end of the appropriate segment
32
MuLTiPLE uNiT ATTACkS
Normally, each unit attacks separately However, units
belonging to the same group may attack together (either
by fire or mêlée) against the same enemy unit that is in
their combined ZOCs
Additionally:
33
number of stands crossed by enemy fire (for
example, a non-reduced infantry unit in line is
considered as having 2 ranks, a 3-figures cavalry
unit is considered as having 3 ranks, etc )
Artillery 1
Cavalry 1
Infantry in Column 2
Infantry in Line 1
Infantry in Square 4
fiRE MoDifiERS
ARC of fiRE All of the following modifiers are cumulative
Example: The French artillery may fire against British
infantry unit A but not against unit B MoDifiER EXPLANATioN
firer
Target
Terrain
fiRiNg RESTRiCTioN
— Routing units can never fire
34
ADvANCE AfTER A fiRE CoMBAT
An infantry unit with an attack order that destroys or forces 1 2
an enemy unit to retreat or rout as a result of its fire, may
advance into the hex left vacant by the enemy target unit at
the end of its group's action This advance is optional and
not required
Artillery and infantry in square cannot fight in mêlée. foRMATioN ATTACk DEfENSE
35
MÊLÉE MoDifiERS
All the following modifiers are cumulative
MoDifiER EXPLANATioN
general
Target
Terrain
RESTRiCTioNS To MÊLÉE
— infantry cannot perform mêlée attacks
against cavalry (but can be the target of
cavalry mêlée attacks)
— Cavalry cannot perform mêlée attacks against
units in a difficult terrain hex or behind an
impassable hex-side (such as a wall)
— Routing units cannot attack in mêlée combat
(but can be the target of a mêlée attack)
— An infantry unit fighting in mêlée (or
supporting a mêlée attack) while in line
formation is automatically disordered at
the end of the mêlée If the unit was already
disordered, it remains disordered and does
not rout
36
— A cavalry unit attacking in mêlée or
supporting a mêlée against an infantry unit in 1
square is automatically disordered at the end
of the mêlée If the unit was already disordered,
it remains disordered and does not rout
ADvANCE AfTER MELEE CoMBAT
After a mêlée, it is possible for the attacked hex to become
vacant because the defending unit retreats or is destroyed
In such cases, an attacking infantry or cavalry unit with
an attack order must advance
C aVaLry CH a rGE
Only non-disordered cavalry with an attack order can
charge
37
if the charged unit is infantry in square, or a non-
1 disordered cavalry unit charged frontally, the charging
cavalry uses the normal mêlée combat procedure with
the usual modifiers: The cavalry charge attack is successful
on a die roll total result of 11 or more Apply all mêlée
modifiers shown on page 36
38
C O m B aT r ESu LTS
r E m OV E a F I Gu rE
iNfANTRy
An infantry unit generally comprises four figures Every
time the unit receives a “Remove a Figure” combat
result, one figure is immediately removed from the unit
— On the third loss, remove one of the stands The player controlling a reduced infantry unit may
that has a single figure When an infantry unit choose to remove it voluntarily from the game when a
loses a stand, the unit is considered reduced formation change is permitted (in the first or second
and has only a minimal movement and segment of the action phase)
combat capability — On the fourth loss suffered, an infantry unit
is completely eliminated and the final stand
is removed A UGC or CC grouped with that
unit is also eliminated
CAvALRy
Each cavalry unit generally comprises three figures (each
a rider on a horse), each on its own stand
A reduced infantry unit has no ZOC, cannot attack
in mêlée, cannot support other units in fire or mêlée For each loss suffered by the cavalry unit, a figure and its
attacks, cannot voluntarily enter enemy ZOCs, and stand are immediately removed
cannot move in a way that would cause enemy units to
Cavalry units are not reduced like infantry, as explained
end up in its front hexes
above, but can act normally as long as they have at least
A reduced infantry unit may move into its rear hexes one figure When the last figure is removed, the unit is
even without a defense order completely eliminated from play A UGC or CC grouped
with that unit is also eliminated
The formation of a reduced infantry unit is equivalent
to a column, but it is considered to have only one rank ARTiLLERy
The infantry unit may adopt a square formation to An artillery unit comprises one gun and 2 to 4 gunners
defend against a cavalry charge who are not mounted on a stand
To mark this status, use the “Square” One gunner is immediately removed for each loss
counter since the unit has only one stand suffered by the artillery unit
39
Artillery units are not reduced like infantry, as explained above, rET rEaT
but may act normally as long as they have at least one figure
Units suffering a retreat result must move one hex,
When the last gunner is removed, the gun is also chosen by their player, away from enemy units and, if
removed and the unit is completely eliminated from play possible, towards friendly units and may not voluntarily
A UGC or CC grouped with that unit is also eliminated enter enemy ZOCs
DI SO rDEr
Units suffering a disorder result have reduced tactical
capabilities, and rout if they receive another disorder
result
A disordered unit:
40
A disordered unit that receives an additional disorder
result, or fails a morale test, for any reason, immediately
routs (see below)
rOu T
There is no “Rout” combat result A rout is caused by the
cumulative effects of disorder or failed morale tests
41
R ally Pha se
After all of the unit groups have acted in both segments Routing units that fail this rally morale test, or that are
of the action phase, both players may perform a rally unable to perform a rally test, must immediately make
phase. The CC with the highest leadership value chooses the one hex rout move.
if he will act before or after his opponent. If the CC
values are equal, the French player chooses. Routing units that pass the rally morale test
immediately remove the "Rout" counter and are now
In the rally phase, the CCs, or UGCs (limited to the disordered. They are not required to make a rout move.
units in their unit group), may attempt to rally units in
rout within their command radius, as determined by the Infantry units that pass the rally morale test adopt a
leadership value printed on their commander card. column formation, or adopt an open order formation if
they are not in open terrain.
Each commander may attempt to rally only a number of
units equal to or less than his leadership value for every Example: A routed British infantry unit tries to rally,
rally phase. thanks to the presence of the UGC in the same hex.
The unit has a morale of 5 (+5), 3 figures – having
Only one rally attempt may be made for each unit in lost one during the rout – (+3), and the commander
rout. If more than one commander is available for the has a morale value of 3 (+3): the total is +11. A -4
rally attempt, the player chooses whether to use his CC modifier must be subtracted for the routed unit, for
or the UGC of the group that the unit belongs to. a final modifier of +7. With a roll of 4 or higher, the
unit will be rallied and placed in column, disordered.
To be rallied, the unit must pass a morale test with all With a roll of 3 or lower, the unit will stay routed,
the usual modifiers (see page 19). and must retreat immediately one hex towards its
Remember that units in rout have a -4 morale test die side of the battlefield.
roll modifier and the rallying commander's morale value
is applied only if he is grouped with the routing unit
(same hex).
Now you are ready to play Battles of Napoleon! Choose a battle from the scenario
booklet and set up the game. When you feel you have mastered the basic rules, you can
add one or more of the optional rules shown on the following pages.
42
O P T I O Na L r u LES
Rules in this section can be added to the game once you If you use the optional rules in this section, we
are familiar with the basic rules suggest to use them in their entirety (that is, if you use
skirmishers, also use grenadiers and rifles, if required by
Each scenario suggests which optional rules to use (or to the scenario)
avoid!) to make for a better game
***
in game terms, players may detached from their parent unit as indicated in the
compose a unit by placing the scenario
5 appropriate figures on a stand
A maximum of one skirmisher may occupy a hex with
Example: The unit represented its parent unit
by this card comprises (left-to-
right) one line infantryman, one uSiNg SkiRMiShERS
1
43
TyPE iCoN figuRE TyPE iCoN figuRE
fRENCh BRiTiSh
Line Line
Skirmisher Skirmisher
Grenadier Grenadier
44
A hex where a Rifles figure is deployed may not contain
other Rifles or other skirmishers
Fro Fro
nt nt nt nt
Fro Fro
RifLES MovEMENT
Rifles act at the same time as the unit group their parent
Front
Flank
unit belongs to, always abiding by the normal limitations
based on orders and play phase
Re Re nk
Rifles can only move or fire; they perform no change of ar ar
Fla
formation (they have none to start with) and may not
attack in melee
CovERiNg A fLANk
If they move, they may move with their parent unit
Example: In the situation shown in the illustration,
They can also opt to remain motionless, or move into
the unit on the left (A) covers the flank of the unit on the
an adjacent hex, as long as at the end of the group's
right (B)
movement they are in the same hex as one of the group's
units The unit they are grouped with at the end of the
movement, if different from the previous one, becomes
their new parent unit If the parent unit advances after the mêlée, the Rifles
advance with it If the parent unit is eliminated, retreats
CoMPuLSoRy MovES or routs because of a mêlée, the Rifles do the same as
When the parent unit advances, is eliminated, retreats, their parent unit
or routs, the Rifles also advance, are eliminated, retreat
or rout with their parent unit (If routed, Rifles return iNDEPENDENT RifLE figuRES
to operational status if and when their parent unit is A scenario may feature Rifles figures placed individually
rallied) on the map, unrelated to any parent unit
RifLES fiRiNg These figures cannot move, they can only fire
For firing, Rifles act like a unit of only one figure with a
profile as per their unit card The scenario will specify which group the Rifles figure is
related to for initiative purposes
Rifles are the only infantry unit that may fire in all
directions and up to two hexes away (using the second
attack modifier shown on their card), using normal line COV ErI NG a FL aNK
of sight rules (see page 21)
If two or more friendly infantry units are in line, and are
Any morale test of an enemy unit hit by Rifles fire is at placed in a way that the zone of control of one of them
-1 occupies one flank hex of the other, the latter will count
The Rifles figure itself may not be directly targeted by as having its flank covered
enemy fire When the parent unit must remove a figure Covered flank hexes count as front only for purposes of
because of enemy fire, the owning player may remove calculating modifiers of a unit performing a morale test
the Rifles figure instead or being attacked by enemy fire (including at range) or
If the parent unit is eliminated, retreats or routs because in mêlée (including as result of a charge)
of enemy fire, Rifles do the same as their parent unit
RifLES iN MÊLÉE
Rifles may not attack in mêlée and/or advance after a
mêlée They can be involved in a mêlée, and follow the
fate of their parent unit
45
a rT I L L E ry O P T I O NaL
ruLES
ammu NI T I O N
During a battle, artillery units may fire a maximum
number of times as per the ammunition number shown
on their unit card
After the last shot has been fired, an artillery unit may
fire only at one hex range, using the lowest of the three
voLuNTARy RETREAT 1 fire values shown on the card
voLuNTARy RETREAT 2
46
CaVaLry O P T I O N a L
r uLES
CaVa L ry FaT I Gu E
Charging cavalry units are fatigued at the end of the
charge phase
maS S CH a rG E
In the second action segment, two or more cavalry units
belonging to the same group may declare a mass charge
47
A game by uG O D I mEGLI O and S ErGI O GuErrI
Dedicated to E .G .
ENGLI S H EDI T I O N
English Edition Translation a NDrEa S F I LI GO I and PaO LO mO rI
Editing DaNa LO mB arDy
P L ay TESTEr S Marco Benato, Roberto Boccanera, Federico Burchianti, Stefano Del Tongo,
Roberto Di Meglio, Alfredo Di Monte, Simone Fineschi, Maurizio Guerri, Stefano Magliocchi,
Marcello Malpezzi, Mauro Petrini, Fabrizio Rolla, Salvatore Pierucci
SPECIa L TH a NKS T O Stefano Del Tongo, Simone Fineschi e Stefano
Magliocchi for their outstanding playtesting efforts; to Kevin Duke, Hans Korting and
Jason Roach for their help in reviewing these rules
© 2009 NG International Srl Battles of Napoleon™ & The Eagle and The Lion™ are trademarks of NG International Srl
Made in China WARNiNg! Not suitable for children under 3 years of age due to small parts Choking hazard