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Alberto Loi (orde #943702)

Introduction to the Hurlbat Publishing Edition

Welcome to the Hurlbat Publishing edition of ‘Micro Warfare Series: Micro Napoleonics’

This series of thirteen games was original published by Tabletop Games in the 1970s with this title being published in 1976. Each
game in the series aims to recreate the feel of tabletop wargaming with large numbers of miniatures but using printed counters
and terrain so that games can be played in a small space and are very cost-effective.

In these new editions we have kept the rules and most of the illustrations unchanged but have modernised the layout and
counter designs to refresh the game.

If you enjoy this game then it can be expanded further with a pack of additional armies for the period that contains organisation
charts and counters for Austrian, Polish, Prussian, Russian and Spanish armies. The other games from the series will be released
shortly and we would welcome feedback via our website, www.hurlbat.co.uk where plastic versions of all the counters will also
be available soon.

Happy gaming!

Dave Polhill
Hurlbat Publishing
February 2012

© Copyright 2012 Hurlbat Publishing


Edited by Kris Whitmore and Dave Polhill

Contents

Pages 3 to 17 Main Rules

Pages 18 to 20 Quick Reference Sheets

Page 21 Record Sheets

Pages 22 to 23 Army and Terrain Counters

Tip

For best results when printing counters, please set your Page Scaling option to “None”.

Alberto Loi (orde #943702)


Micro Napoleonic Warfare

This game recreates a battle during the Napoleonic era between a British and French army.

The French army counters represent a force of some 45,000 troops and the British 35,000 troops.

Using these simple but comprehensive rules up to six players are able to recreate a complete battle with all its complex
manoeuvres and colourful tactics.

The battlefield can be varied to suit any type of ground and the printed terrain pieces placed in any position desired thus giving
an extremely variable playing area, unrestricted by hexagonal or square playing boards.

The Napoleonic era is perhaps the most colourful in military history, not only in terms of the uniforms adopted by the different
armies, but also in the tactics that were employed. The British line can once more stand, or fall, against the assault of the French
column; cavalry and artillery can again command respect and dominate areas of the battlefield.

Alberto Loi (orde #943702)


Unit Organisation

These rules and accompanying counters are designed for units to be fielded as follows:

Infantry - Battalion of Regimental strength

Cavalry - Regimental strength

Artillery - Batteries of 6 to 8 guns

The use of the C-in-C counter is compulsory but the divisional command counters are covered in the optional rules. Where
reference to the division commander is made, ignore if that office is not fielded.

Move Procedures

The game is played on an alternate basis: each side throws one die at the beginning of the game, the highest throw moves on all
odd numbered moves.

No units, other than those that are counter-charging, routing, retreating or evading may move in the enemy’s move.

The sequence of each move is as follows:

1. Move all routing or retreating units


2. Moving player declares any charges, measures the distance to contact and determines at what point in the move
contact takes place. The attacking player then moves his other units
3. Defender specifies any evading or counter-charging units, and determines their moves
4. Non-moving player fires all his artillery except any battery that is being charged (see 5 and 6 below)
5. Non-moving player fires any infantry, other than those which are being charged, at targets
6. Non-moving player takes morale test for units which are being charged
7. Non-moving player fires any infantry unit or artillery unit that survives the “being charged” morale test
8. Moving player determines the morale of any charging unit only if it is made to do so through circumstantial causes
9. Resolve all melees
10. Take any morale tests resulting from either fire or melee

The Duke of Wellington & Napoleon

Alberto Loi (orde #943702)


Movement

The following table gives the maximum distance a unit may move in mm in any one move:

Infantry & Cavalry

Unit Normal Rout or Charge Fall Back Facing Enemy


Close order Infantry Line 50 75 25
Open order Infantry Line 75 90 60
Close order Infantry Column 75 100 30
Infantry Square 20 - 20
All Cavalry 150 250 -
Command Figure 250 - -

Artillery

Unit Normal Action Move Unlimbering


Horse Gun 100 160 40
Field Gun 60 - 30

Action Move

An action move for artillery must include either limbering or unlimbering during the move, but not both.

Note: A unit in line which turns through 90° and forms column of march is classed as a column for movement
purposes.

Changing Formation or Face

The following move distances must be allowed for any unit which changes its formation or facing during a move.

Unit Changing Face up to 180° Forming Square Lying Down or Standing Up


Infantry 20 ½ Move 20
Cavalry 50 - -
Horse Guns ¼ Move - -
Field Guns ½ Move - -

Forming Open Order

To form open order from close order, or vice versa, will take half move and may be carried out by light troops or rifle
armed troops only.

Terrain

See appendix for details of how to make and set up your battle terrain.

Cover

There are two types of cover. The first will be described as ‘positions’ and will be any printed counter containing
buildings or redoubts. The second will be described as ‘soft cover’ and will be any areas of wood, orchards or broken
ground.

Dead Ground

Areas indicated as dead ground will provide cover for any units in it. Whilst in dead ground, a unit may not be fired
on, except by enemy units on the edge of the dead ground.

Alberto Loi (orde #943702)


Movement Penalties

The following movement penalties will apply to any units moving over or through terrain other than flat open
ground.

Terrain Close order Inf. Open order Inf. Column Cavalry Horse Guns Field Guns
Hill -10 -10 -10 -40 -60 1 Move
Cover -40 -20 -50 -80 -60 -40
Obstacle -20 -10 -20 -90 -80 1 Move
Streams -40 -30 -30 -30 -30 -
Fords 1 Move ½ Move 1 Move 1 Move 1 Move 1 Move
Notes:

 Hill penalties are per contour and movement uphill only


 Obstacle – any linear obstruction e.g. a wall, hedge, fence or prepared position, crossed by the unit
 Halve the above penalties if a unit is moving along a track which crosses a hill or cover
 Fords are the only crossing places on a river where units may cross without bridging or assault equipment

Prepared Positions

All printed terrain features, except woods and fields, will be classed as prepared positions when they contain troops.
Along each side of the printed feature is a number, representing the maximum number of defending fighting factors
that may be deployed on that side.

Occupation

When units are placed in these positions they must occupy at least three sides of it, the fourth side being optional.
The minimum occupying force on any one side must be one quarter of the unit’s fighting factor, if only one unit is
involved; or half of one unit’s fighting factor if two units are involved. Artillery batteries may be placed into these
positions but the guns must be split equally to occupy at least two sides of the position. Draw a plan of each position
occupied and indicate on it the number of fighting factor occupying each side.

Moving in Prepared Positions

It will take one move to transfer factors from one side of a position to another. This may only be done during a
player’s move turn. The number of factors which may be transferred should be sufficient to make up the original
strength on that side. If the enemy has broken into the position all the other defending factors may be taken from
their defensive positions to counter attack.

Entering / Leaving Prepared Positions

Close order units and artillery will take one move to occupy a prepared position. They will take one move to leave it,
and form up with one side of the counter touching the position.

An open order unit will take half a move to complete the same actions.

Vision Restrictions

Troops in a wood will be able to see other troops only if they are within 30mm of each other. Troops in a wood will
not be seen by troops outside the wood if the latter are not on the edge of the wood.

Troops in prepared positions will not be seen until they open fire, but they may be fired upon by artillery whether
they can be seen or not. They may not be engaged by infantry fire until seen.

Alberto Loi (orde #943702)


Weapon Ranges

The following are the maximum range of each weapon type:

Small Arms

Weapon Range
Musket 100mm
Rifle 150mm
Carbine 70mm
Artillery

Ball Single Canister Double Canister Shell / Case *


3 / 4 Powder 250 100 75 -
6 Powder 350 100 75 300
8 / 9 Powder 450 120 100 400
12 Powder 500 120 100 450
*Optional Rules

Case and Shell

For the purpose of the basic rules, case and shell have been ignored; the ability to fire them has been taken into
account in the factor table. See the optional rules section of the inclusion of these projectiles.

Arcs of Fire

To determine if a unit can fire at a target place the firing arc segment alongside the firing unit and lay a tape measure
along the appropriate line. If any of the target counter is within the arc it may be engaged.

Open Order Infantry

1. Only light infantry and rifled armed units may operate in open order or may be used to skirmish to skirmish
their own close order troops
2. When skirmishing a close order unit the skirmishing troops must be a minimum of 10mm and a maximum of
25mm in front of the close order unit. Casualties from artillery fire will be in the ratio of 1 to 5 i.e. all artillery
fire will be directed at the close order unit and all calculations will be made on that unit. The resulting
casualties will be divided between the close order and open order units in the ratio of 5 to 1.
3. Open order troops may only charge other open order troops, artillery or prepared positions. In all other
circumstances they must attempt to evade.
4. Open order troops may not approach any nearer to an enemy close order unit then that unit’s charge range
unless: they are skirmishing friendly close order troops who are within evade distance of them, or the enemy
close order troops are themselves skirmished.
5. Open order troops must move clear of a friendly unit’s front before that unit may charge. It will take the
open order troops half a move to clear the front and they will form up on the flank or rear of the unit.
6. Skirmishing: open order troops may skirmish a close order unit in an attempt to shield them from enemy
small arms fire. One unit of open order troops may skirmish one close order unit in line formation, or two
close order units in column formation.
7. Random Factors

When a random factor is called for in the factor tables throw one red die, counting the score minus and one black
die, counting the score plus, and consult the following tables:

Small Arms Fire * Multiply result by five British Troops count any negative factor as -1
Artillery Fire Multiply any result between -1 and +5 by five Count all negative results as -1
Melee * Multiply result by five Guard Troops and Troops in prepared positions
ignore any negative result
* For initial volley and melee impact round throw one additional black die at the same time.

Alberto Loi (orde #943702)


Small Arms Fire

When two opposing infantry units come within small arms range of each other they may fire their weapons in their
firing move. To determine the result of such fire proceed as follows:

1. Measure the range from the centre of the firing unit to the nearest point on the target unit and round off to
the nearest 20mm
2. Turn to table 1 of the SMALL ARMS FIRING CHART and using the range from 1) above and the number of
fighting factors of the firing unit, read off the RANGE FACTOR
3. Turn to table 2 on the same chart and using the number of fighting factors in both the firing and target units,
plus the target’s cover or formation, read off the TARGET FACTOR
4. Add or subtract the range and target factors from 2) and 3) above
5. Throw a random factor and add or subtract to the total in 4) above

Result

A final plus result equals the number of fighting factors destroyed in the round of firing. Ignore any minus result.

Notes:

1. Units in square may only engage with a quarter of their present fighting factor against any one target
2. Firing into melee: no unit may fire into another unit which is engaged frontally or in the rear in melee. Fire
may be directed at the latter unit if it is engaged only on its flank, and then only on the first round of melee.

Artillery Fire

To determine the effect of artillery fire, proceed as follows:

1. Determine the range from the centre of the battery counter to the nearest point on the target counter
2. Using this range, and the type of target, determine the artillery factor from either the ball or canister table,
for whichever charge is being fired
3. Add or subtract the tactical factors to 2) above
4. Divide the battery’s present fighting factor by 10 and add to 3) above
5. Throw a random factor and add or subtract to 4) above

Result

Any plus factor equals the number of fighting factors lost by the target. Ignore any minus factors.

Melees

A melee will take place when two or more opposing units come into contact with each other or an attacking counter
touches the edge of a prepared position card. All the melee calculations will be calculated at the end of each move.

Charging

A unit may charge one in every three moves, but may use its charge move rate continuously when pursuing a unit
which it has routed or which is attempting to evade.

Counter-Charging

A unit wishing to counter charge may elect to do so even in its own firing move.

For a unit to mount an effective counter charge it must fire at a range of over 20mm or charge without firing.

Alberto Loi (orde #943702)


Pursuit

Pursuit is automatic for the first move, except for infantry units in a divisional column or units in prepared positions
who need not pursue. On the second or subsequent round of pursuit, all militia troops and all British cavalry units
must throw one die: 1-4 they must continue pursuit; 5 or 6 they break off pursuit.

Routing units and their pursuers will move and melee each move ignoring the firing and non-firing move rule.

General Sir John Moore, Marshal Ney & Marshal Blucher

Alberto Loi (orde #943702)


Pre-Contact Morale

Charging Unit

A charging unit need not test its morale unless a cause occurs during its charge move.

Charged Unit

A charged unit, with the exception of those in prepared positions, must test its morale before it attempts to fire at
its attackers. If the unit has good morale it may elect to fire at any point up to point blank range.

If a unit fires at point blank range the attacking unit cannot be stopped from making contact with it. Point blank
range is any range up to 20mm. If a unit has poor morale it must start its retreat or rout at the half way stage of the
attacker’s move.

Firing by Charging Troops

Troops who charge may not fire on the defenders once they have started their charge. They may deliver a volley
before the start of their charge if they have not fired in their firing move. For an effective charge they must fire at a
range of 40mm or more, otherwise they will not get the impact bonus in the first round of the melee.

Evading

Artillery crews and open order troops may attempt to evade an attacker even in their firing move.

Open order troops must start their evasion a quarter of the way through the move and may not fire during that
move. They may move at charge rate after allowing 10mm to turn.

Artillery crews will be able to fire if their morale allows at either the quarter of half-way point of the move before
starting their evade action. Artillery crew evading and unable to limber up will abandon their guns and move at
open order charge rate.

Forming Square

Infantry unit not ordered to form square in their move turn may not attempt to do so in their firing turn even when
charged by cavalry. A square will be formed by dividing the unit into four equal parts, each forming the side of a
hollow square.

Attacking Prepared Positions

If at least half of an attacking unit’s counter is in contact with the edge of a prepared position card it may engage the
defenders in melee (see also flank attacks).

Flank Attacks

When an attacking unit engages another in flank or engages only part of the enemy counter, in the first round of the
melee it will count only half its fighting factor. In the second and subsequent rounds of the same melee the unit will
count its full fighting factor.

These units count only half their present


fighting factor

Defender
Attacker

Defender
Attacker Attacker

Alberto Loi (orde #943702)


Notes:

1. Infantry may only move to engage cavalry in melee if the cavalry is already engaged in a stationary melee.
2. Cavalry may not attack infantry units which are in prepared positions.

Melee Calculation

1. Divide the unit’s fighting factor by 10


2. Obtain melee factor for the attacker and the defender from the appropriate melee table i.e. Infantry /
Infantry, Cavalry / Infantry or Cavalry / Cavalry and add or subtract to 1) above
3. Add or subtract the tactical factors from the list below the melee tables
4. Throw a random factor per unit engaged and add or subtract this result to 3) above

Result

Any positive result will be the number of factors that are inflicted by the unit on the opposing unit. Ignore any
negative results.

Morale

A unit must test its morale when one of the following occurs. All but pre-contact morale tests will be taken at the
end of the move in which they occur.

Causes

1. Militia troops when they first lose more than 25 fighting factors and any subsequent move in which they lose
more than 50
2. When a unit, other than Militia, loses more than 100 fighting factors during a move
3. Loser of more fighting factors in a melee and the difference is more than 20
4. When being charged – does not apply to infantry in square being charged by cavalry or troops in prepared
positions
5. The following units in a column when the leading unit(s) retreat or break
6. A unit in line or column when a flank unit within 50mm retreats or breaks
7. If the divisional commander is wounded or killed within sight (when using optional rules only)

Note: In all cases of retreat or rout the testing unit will only test if the retreating or routing unit(s) are of equal or
better quality.

Alberto Loi (orde #943702)


Morale Calculation

To determine a unit’s morale state:

1. From the loss table on the Morale Chart, determine the unit’s loss factor using its starting and present
fighting factor. If on this chart there is an “R” instead of a factor then the unit will automatically rout
without further calculations.
2. If the unit is being charged or is charging, determine the appropriate factor from the charge morale table
and add or subtract this to 1)
3. Throw one die and determine the unit’s random factor from the random factor table and add or subtract the
result to the above
4. Finally add or subtract the unit’s tactical factors from the list

Result

Using the resulting factor consult the Morale Result Table to determine the unit’s action next move.

Archduke Charles, Marshal Massena & Prince Golenischev-Kutusov

Fall Back

This means that the unit will fall back facing the enemy until no longer within charge range or to the nearest cover.

Halt

This means that the unit will remain where it is for the next move or number of moves indicated.

Break (Rout)

This means that the unit will take 10mm to turn, then rout towards its own base line, where possible, at charge
speed.

Gunners will abandon guns.

A breaking unit will lose one die x 10 fighting factors per move of rout.

Retreat

This means that a unit must retreat to its start line or to cover, whichever is the nearer, and it may deviate up to one
move to find cover. Defending units in their original positions and attacking units not yet moved from their start line
will move to cover. A retreating unit will lose one die x 5 fighting factors per move of retreat.

Alberto Loi (orde #943702)


Rallying

To rally a routing unit consult the table below to determine the dice throw required, using only one die.

Class of Troop
Militia Regular Grenadier Guard
No command figure 5 4 3 3
With divisional 4 3 2
Troops in the open
commander
With C-in-C 3 2
Automatic rally
No command figure 3 2
Troops in dead ground With divisional 3
or cover commander
With C-in-C 2
Note: Units still in melee or under artillery canister fire may not be rallied.

Alberto Loi (orde #943702)


Appendix One - Terrain

To make up terrain features for this game proceed as follows:

Hills

Cut hill contours from brown or grey card, in varying sizes and shapes, and mark the crest line on each:

6" to 10"
2" to 4"

1" to 2"
Place on top, lining up the
crest lines at either end.

4" to 6"

Dead Ground – Broken Ground and Soft Sand

Cut irregular shape between 4” and 6” long by 1” to 3” wide from coloured card different to that which is used for
the hills. Mark each piece with the type of ground that it represents. Scrub and wood can also be made in this way
using green card.

Roads – Rivers – Bridges

All such terrain features can be indicated on the playing area by using coloured chalks.

Alberto Loi (orde #943702)


Appendix Two – Optional Rules

The following optional rules may be introduced into the main body of the rules.

Artillery Case & Shell

Case may be fired by British guns only. Shell may be fired only by batteries marked ‘Howitzer’.

1. In the artillery fire calculation add the following factors:

Mounted or open order In prepared positions Column or Square Close order Line
Infantry
Case +8 +8 +12 +8
Shell +10 +10 +9 +12

2. The minimum range at which case or shell can be fired is 50mm

Overhead Firing

Batteries firing case or shell may fire over intervening troops on the same level, only if the troops are not within
25mm of either the target or the battery. Batteries may also engage close order troops without inflicting casualties
on any screening open order unit.

Setting Fire to Buildings

Whenever shell is fired at a prepared position which contains a building, there is a chance of the building catching
fire. Throw one die per battery engaging with shell: if a 6 is thrown fire breaks out and the defenders have three
moves in which to put it out before they must abandon their position.

The defenders must throw two dice:

First move of fire 7 to 12 required


Second move of fire 8 to 12 required
Third move of fire 10 to 12 required
Divisional Commanders

These figures may be included in the optional rules and each may command one division. When using these figures
the general game orders may be altered by them, only after an initiative test has been taken. Throw one die:

1 or 2 Carry on with C-in-C’s order, or halt if not possible


3-6 Change order as required

Each divisional commander has a points value of 25. Each time his division suffers a loss of 100 fighting factors
reduce this value by the score of one die. When it reaches zero he is killed.

Alberto Loi (orde #943702)


Appendix Three – Deciding the Winner

Set up the terrain and before placing the unit counters in their starting positions, determine one of the following:

Allocate points (between 50 and 200) for various terrain features

- or-

Determine some action which the attacker must achieve for victory, i.e. ‘clear the road off the board’ or ‘take the
main hill in the defender’s centre’.

To achieve victory the attacker must take more terrain points than the defender holds at the end of the game for the
first case of achieve his objective for the second case.

Type of Game

It is suggested that the type of game played is that of attack / defence, where one side occupies a defensive position
and the other side assaults that position. The defender should occupy positions which cover at least three quarters
of the width of the playing area and his forces should set up before the attacker determines the start position for his
units.

Campaigns

For the purpose of campaigns use the following scale:

Battlefield one mile = 400mm

One pair of moves = ½ hour


Writing Orders

In the basic game when each side has set up their counters both commanders write general orders for each division.
These orders will be carried out by that division and may only be changed by the C-in-C counter moving to that
division. Individual units may be given specific orders if required. Artillery must be given specific orders which again
may only be changed by the C-in-C.

Alberto Loi (orde #943702)


Appendix Four – Counters and Definitions

Order Sheet Definitions

U Unit Identification D Deserters

IF Initial Fighting Factor PF Present Fighting Factor

K Killed B Battery Identification

Game Counters

Infantry and cavalry:

Troop Type

Line
Unit Identification 1 1420 Initial fighting factor

Note: All light infantry and rifle counters are for O/O formations.

Artillery:

Gun size Field or Horse gun

6pdr Horse
Unit Identification 1 450 Initial fighting factor

Other Counters

Place behind a battery that is fired upon by an enemy battery

SQ Denotes unit changing formation into square

Ret Denotes unit retreating

M Place by any unit requiring to take a morale test

H Place beside any unit that is ordered to halt

R Place by any routing unit

CO Place by O/O unit when it changes to close order

Alberto Loi (orde #943702)


Small Arms Firing Charts

Table 1 – Range Factors (All factors in this table are plus)

Type of Troops Close Order Regular Troops in Militia Troops in


Close Order British All Militia Open Order Regular
Firing European Regulars Prepared Positions Prepared Positions

1001 to 1500

1001 to 1500
601 to 1000

601 to 1000

601 to 1000

801 to 1200
301 to 600

301 to 600

201 to 400

401 to 600

201 to 500

501 to 800

201 to 400

401 to 600

601 to 800

201 to 400

401 to 600

601 to 800
1 to 300

1 to 300

1 to 200

1 to 200

1 to 200

1 to 200
Number of Fighting
Factor Firing

150 3 9 12 16 4 9 15 20
Rifles

140 6 14 25 31 5 14 22 30
Range in MMs

120 8 21 40 56 8 21 35 48
100 5 12 20 26 3 9 17 23 2 4 6 8 12 24 53 86 11 30 50 69 5 9 15 21
80 15 44 75 95 11 31 55 80 2 6 10 13 16 38 68 121 16 45 75 104 7 14 27 38
60 25 71 125 155 16 49 87 130 3 8 14 20 21 54 82 156 21 61 104 142 8 20 34 51
40 34 98 173 215 22 69 121 184 7 20 36 52 25 66 107 176 26 75 125 174 11 28 45 74
20 44 129 229 285 28 85 151 230 12 39 73 107 33 83 130 221 31 91 150 210 15 50 70 95
Table 2 – Target Factors

Number of Fighting Factors in Target


Number of
1401 1201 1001 801 601 401 1
Target Cover or Type Fighting
to to to to to to to
Factors Firing
1500 1400 1200 1000 800 600 400
Soft Cover / 901 to 1500 -50 -56 -65 -85 -99 -117 -145
Open Order Infantry / 301 to 900 -53 -60 -55 -75 -86 -95 -121
Gunners in open 1 to 300 -58 -62 -45 -72 -77 -85 -101
901 to 1500 -35 -41 -50 -90 -104 -122 -150
Prepared
301 to 900 -38 -44 -40 -80 -91 -100 -126
Positions
1 to 300 -49 -47 -30 -67 -82 -90 -106
901 to 1500 -5 -11 -20 -40 -54 -72 -100
Mounted
301 to 900 -8 -14 -20 -30 -41 -50 -76
Troops
1 to 300 -13 --17 -20 -27 -32 -40 -53
901 to 1500 +15 +9 0 -20 -34 -52 -80
Close Order Infantry in the
301 to 900 +12 +6 0 -10 -21 -30 -56
Open
1 to 300 +7 +3 0 -7 -12 -20 -33
Artillery Table 1 – Ball

Open Order Troops


Deployed Gunners / Troops in Column
Target Lying Down or Close Order Line
Prepared Positions or Square
Mounted
Poundage 3/4 6 8/9 12 3/4 6 8/9 12 3/4 6 8/9 12 3/4 6 8/9 12
50 -22 -19 -17 -15 -33 -32 -30 -28 +4 +6 +8 +10 -10 -8 -6 -4
100 -27 -23 -21 -19 -39 -37 -35 -33 -1 +1 +3 +5 -10 -8 -6 -4
150 -32 -29 -27 -25 -44 -42 -40 -38 -6 -4 -2 0 -16 -13 -11 -9
Range in MMs

200 -37 -35 -33 -31 -50 -48 -46 -44 -12 -10 -8 -6 -21 -18 -16 -14
250 -42 -40 -38 -36 -55 -53 -51 -49 -18 -15 -13 -11 -26 -23 -21 -17
300 -45 -43 -40 -58 -56 -54 -20 -18 -16 -28 -26 -24
350 -50 -48 -45 -63 -61 -59 -25 -23 -21 -33 -31 -29
400 -53 -50 -66 -64 -28 -26 -36 -34
450 -58 -55 -71 -69 -33 -31 -41 -39
500 -60 -74 -36 -44
Artillery Table 2 – Canister

Single -6 -1 +1 +4 -20 -15 -13 -10 +15 +20 +22 +25 +10 +15 +17 +20
Double -4 +4 +8 +11 -18 -10 -6 -3 +17 +25 +29 +32 +12 +20 +24 +27
Artillery Table 3 – Tactical Factors

-5 Target in soft cover


-5 Battery changes target (not when firing canister)
-5 Per ¼ move that battery is unable to engage a target
-10 If battery was under counter battery fire last move
-5 If target is charging infantry
-10 If target is charging cavalry
+5 If firing into open order flank
+10 If firing into close order flank

Alberto Loi (orde #943702)


Melee Charts

Melee Table 1 – Infantry v Infantry

Notes:

First figure is Attacker; second figure is Defender in all melee tables.

The Attacker is the unit who originates a charge – except cavalry (who can counter-charge) or retreating troops and
routing troops.

Line Column OO Infantry / Gunners Prepared Routing


Defender Regular Guard Regular Grenadier Guard Militia Regular Guard Militia Position Infantry
Attacker
Regular +11 / +1 +11 / +6 +1 / -12 +1 / -6 +1 / -2 +1 / -30 +16 / -15 +16 / -15 +16 / -33 -25 + 15 +18 / -45
Line
Guard +15 / +1 +15 / +5 +5 / -12 +5 / -6 +5 / -2 +5 / -30 +20 / -15 +20 / -5 +20 / -33 +20 / +15 +22 / -41
Regular +10 / -4 +10 / 0 +8 / -5 +8 / +1 +8 / +5 +8 / -23 +18 / -15 +18 / -5 +18 / -33 -39 / +17 +8 / -51
Grenadier +16 / -4 +16 / 0 +14 / -5 +14 / +1 +14 / +5 +14 / -23 +24 / -15 +24 / -5 +24 / -33 -33 / +17 +14 / -45
Column
Guard +20 / -4 +20 / 0 +18 / -5 +18 / +1 +18 / +5 +18 / -23 +28 / -15 +28 / -5 +28 / -33 -29 / +17 +18 / -41
Militia -8 / -4 -8 / 0 -10 / -5 -10 / +1 -10 / +5 -10 / -23 0 / -15 0 / -5 0 / -33 -57 / +17 -7 / -60
Regular -10 / +11 -10 / +15 -15 / +13 -15 / +19 -15 / +23 -15 / -5 -5 / -10 -5 / 0 -10 / -28 -30 / +17 +5 / -51
Open
Guard 0 / +11 0 / +15 -5 / +13 -5 / +19 -5 / +23 -5 / -5 +5 / -10 +5 / 0 0 / -28 -20 / +17 +15 / -41
Order
Militia -10 / +11 -10 / +15 -33 / +13 -33 / +19 -33 / +23 -33 / -5 -23 / -10 -23 / 0 -28 / -30 -48 / +17 -13 / -60

Note: Infantry in square attached by other close order infantry are classed as being in line.

Melee Table 2 – Cavalry v Infantry

Infantry Infantry in Infantry in Column OO Inf and Gunners Infantry in


Defender Routing Line Regular Militia Regular Militia Square
Attacker
Regular +25 / -51 +8 / -25 +4 / -18 +4 / -36 +25 / -45 +25 / -63 -20 / +5
Light
Guard +35 / -41 +18 / -25 +14 / -18 +14 / -36 +35 / -45 +35 / -63 -10 / +5
Cavalry
Militia +16 / -69 -1 / -25 -5 / -18 -5 / -36 +16 / -45 +16 / -63 -29 / +8
Regular +28 / -51 +11 / -28 +11 / -28 +7 / -38 +28 / -55 +28 / -73 -12 / 0
Lancers Guard +38 / -41 +21 / -28 +17 / -20 +17 / -38 +38 / -55 +38 / -73 -2 / 0
Militia +19 / -69 +2 / -28 -2 / -20 -2 / -38 +19 / -55 +19 / -73 -11 / 0
Regular +32 / -51 +15 / -30 +11 / -23 +11 / -41 +32 / -60 +32 / -78 -10 / +5
Heavy
Guard +42 / -41 +25 / -30 +21 / -23 +21 / -41 +42 / -60 +42 / -78 0 / +5
Cavalry
Militia +23 / -69 +16 / -30 +2 / -23 +2 / -41 +23 / -60 +23 / -78 -19 / +8

Melee Table 3 – Cavalry v Cavalry

Light Cavalry Lancers Heavy Cavalry Routing


Defender Regular Guard Militia Regular Guard Militia Regular Guard Militia Cavalry
Attacker
Regular +5 / 0 +5 / +10 +6 / -9 +5 / +8 +5 / +18 +6 / -1 +5 / +12 +5 / +22 +6 / +3 +15 / -45
Light
Guard +15 / 0 +15 / +10 +16 / – 9 +15 / +8 +15 /+8 +16 / -1 +16 / +12 +15 / +22 +16 / +3 +25 / -35
Cavalry
Militia -4 / 0 -4 / +10 -4 / -9 -4 / +8 -4 / +18 -4 / -1 -4 / +12 -4 / +22 -4 / +3 +6 / -54
Regular +8 / +3 +8 / +13 +7 / -6 +8 / +5 +18 / +15 +7 / -4 +8 / +10 +18 / +20 +7 / +1 +18 / -45
Lancers Guard +18 / +3 +18 / +13 +19 / -6 +18 / +5 +18 / +15 +19 / -4 +18 / +10 +18 / +20 +19 / +1 +28 / -35
Militia -1 / +3 -1 / +13 -1 / -6 -1 / +5 -1 / +15 -1 / -4 -1 / +10 -1 / +20 -1 / +1 +9 / -54
Regular +12 / +5 +12 / +15 +12 / -4 +12 / +8 +12 / +18 +12 / -1 +12 / +10 +12 / +20 +12 / +1 +22 / -45
Heavy
Guard +22 / +5 +22 / +15 +22 / -4 +22 / +8 +22 / +18 +22 / -1 +22 / +10 +22 / +20 +22 / +1 +32 / -35
Cavalry
Militia +3 / +5 +3 / +15 +3 / -4 +3 / +8 +3 / +18 +13 / -1 +13 / +10 +13 / +20 +13 / +1 +13 / -54

Melee Table 4 – Tactical Factors

+10 All British Cavalry


+5 If Divisional Commander is leading
+12 If C-in-C is in sight and within 50mm
-8 Infantry against troops in soft cover
-18 Cavalry against troops in soft cover
-15 If attacked in flank
-25 If attacked in rear (not routing troops)
+10 If uphill from enemy
-10 If unit is retreating
-5 If loser of melee last move and difference less than 20
-12 If loser of melee last move and difference more than 20
-24 Infantry (not in square or cover) engaged by cavalry

Alberto Loi (orde #943702)


Morale Charts

Morale Table 1 – Losses

Initial Present Strength


Strength 50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1000 1050 1100 1200 1300 1400 1500
300 to 360 -17 4 24 45 56 86 96
361 to 420 -26 -8 10 27 45 61 80 96
421 to 500 R -19 -4 12 29 44 60 76 92 96
501 to 580 R -27 -15 -1 13 28 42 52 71 85 95 96
581 to 630 R R -24 -7 3 16 29 42 55 69 83 92 96
631 to 700 R R R -22 -10 2 14 26 38 50 63 75 88 94 96
701 to 780 R R R R -21 -9 2 14 26 38 49 61 73 84 93 96
781 to 850 R R R R R -19 -7 4 14 26 37 47 59 70 82 92 96
851 to 910 R R R R R -26 -15 -5 5 17 28 38 49 60 70 81 91 96
911 to 1000 R R R R R R R -20 -10 0 10 20 30 40 51 61 71 81 91 96
1001 to 1080 R R R R R R R R -21 -11 4 8 18 28 37 47 52 67 76 86 93 96
1081 to 1200 R R R R R R R R R R -21 -11 -2 6 17 26 35 45 54 64 73 88 96
1201 to 1300 R R R R R R R R R R R -21 12 -3 6 15 24 33 42 51 60 69 87 96
1301 to 1400 R R R R R R R R R R R R -26 -17 -9 0 7 17 26 35 44 52 70 93 96
1401 to 1500 R R R R R R R R R R R R R -21 -13 -4 4 13 22 29 38 47 64 81 91 96

Morale Table 2 - Random Factors Morale Table 4 – Tactical Factors

Dice Throw -8 If under non-canister artillery fire


Troop Type
1 2 3 4 5 6 -15 If under canister fire
Guard Class / +15 +15 +15 +25 +25 +25 -15 If loser of melee & loss of 20 more than opponent
Regular Cavalry +25 +25 +25 +35 +35 +35 -4 Per friendly unit retreating within 100mm
British Infantry -8 Per friendly unit routing within 100mm
+10 +10 +15 +15 +20 +20
European Grenadier/ -10 If engaged or fired on in flank
+20 +20 +25 +25 +30 +30
Light Infantry -20 If engaged or fired on in rear
Non-British Regular / -10 -10 0 0 +10 +10 +3 Per supporting unit within 75mm & in sight (maximum
All Gunners +5 +5 +15 +15 +25 +25 of 12 factors only)
-27 -17 -7 -7 +3 +13 +15 If winner of melee round this move or last
All Militia Troops
-13 -2 +8 +8 +13 +23 +10 If C-in-C within 100mm & in sight
+5 If divisional commander leading
Top number – Troops in the open
Bottom number – Troops in prepared positions
Morale Table 3 – Charging

Attacker
Defender Regular Cavalry Militia Cavalry Guard Cavalry British Inf. / European Euro Regular Militia Infantry
Grenadier / Light Inf. Infantry
European & British -25 -20 +5 -6 -6 0
close order Infantry +20 +15 +12 +10 +10 +5
Regular Open Order -45 -40 -15 -16 +15 0
Infantry +20 +20 +20 +15 -15 +10
-35 -25 -20 -20 -15 -10
Militia Infantry
+20 +10 +15 +12 +10 +10
-30 -25 -10 -10 -10 -5
Artillery Crews
+20 +10 +15 +10 +10 +5
-10 0
Regular Cavalry
+20 +10
-15 -10
Militia Cavalry
+20 +10
Top – Defender; Bottom – Attacker

Morale Result Table

Morale Factor Stationary Moving Artillery / Charging Troops in Melee or Troops in Prepared Position and
Moving Cavalry
result Troops Infantry Troops being Charged not in Melee
70 plus GOOD GOOD GOOD GOOD GOOD GOOD
60 – 69 2DD x 5 1DD x 5 GOOD GOOD GOOD GOOD
50 – 59 1DD x 10 2DD x 5 2DD x 5 GOOD GOOD GOOD
HALT ONE HALT ONE MOVE
45 – 49 RETREAT 1DD x 10 FALL BACK 1DD x 10
MOVE 1DD x 5
HALT TWO HALT ONE HALT ONE MOVE KEEP HEADS DOWN ONE
40 – 44 BREAK BREAK
MOVES MOVE 1DD x 10 MOVE
FALL BACK ABANDON
Fewer than 40 BREAK RETREAT RETREAT BREAK BREAK
POSITION
DD = Desertion Dice: Throw the number indicated and multiply the result by the second figure.
The total equals the number of fighting factors lost through desertion that move.

Alberto Loi (orde #943702)


Casualty & Fighting Factor Record Infantry

U IF U IF U IF U IF U IF U IF U IF
K D PF K D PF K D PF K D PF K D PF K D PF K D PF

U IF U IF U IF U IF U IF U IF U IF
K D PF K D PF K D PF K D PF K D PF K D PF K D PF

U IF U IF U IF U IF U IF U IF U IF
K D PF K D PF K D PF K D PF K D PF K D PF K D PF

Casualty & Fighting Factor Record Cavalry

U IF U IF U IF U IF U IF U IF U IF
K D PF K D PF K D PF K D PF K D PF K D PF K D PF

U IF U IF U IF U IF B IF B IF B IF
K D PF K D PF K D PF K D PF Target PF Target PF Target PF

B IF B IF B IF B IF B IF B IF B IF
Target PF Target PF Target PF Target PF Target PF Target PF Target PF

Alberto Loi (orde #943702)


Alberto Loi (orde #943702)
Guard Light Infantry Old Guard Line Guard Light inf. 1000
1 1190 9pdr Field 1 ¾ pdr Field 300 DC
1 1500 1 560 1 1250 11 1080
Light Infantry
Guard 1 Light infantry 820
2 1190 9pdr Field
2 1500 2 560 Old Guard Line 2 ¾ pdr Field 300
DC

Light Infantry
Line 3 1190 2 1250 12 1080 2 Light infantry 820
9pdr Field
1 1420 Light Infantry 3 560 Guard 8 pdr Field 600
150 150
DC

Line 4 1190 Young Guard Line 3 Light infantry 820


Howitzer
2 1420 Rifles 560 1 1150 13 1080 8 pdr Field 560
Line 1 1000 4 Light infantry 820
6pdr Horse 140 140
Rifles
DC

3 1420 1 450 Young Guard Line


2 1000 1 12 pdr Field 640
Line 2 1150 14 1080 5 Light infantry 820
6pdr Horse 130 130
4 1420 Light 2 450
DC

Cavalry
Line 1 Grenadier Line 6 Light infantry 820 2 12 pdr Field 640
600 6pdr Horse
5 1420 3 450 1 1100 15 1080
120 120
Line 7 Light infantry 820 3 12 pdr Field 640
DC

Light
6 1420

CO
CO
Cavalry Grenadier Line
2 110 110
Line 600 2 1100 16 1080 8 Light infantry 820 Howitzer 560
7 1420

CO
CO
Line Light Line Militia Heavy
Cavalry
100 100 Cavalry
8 1420 1 1080 1 500
M M M M
3 1

H
H
600 850
Line
9 1420 90 90
Heavy
Line Militia Heavy

M
Line 2 1080 2 500
M M M SQ
Cavalry Cavalry
10 1420 1 2
730 80 80 850

M
M
M
M
Line Line Militia
11 1420 Heavy 3 1080 3 500 Heavy
SQ SQ SQ SQ
Cavalry 70 70 Cavalry
Line

M
M
M
M
2 3
12 1420 730 850
Line Militia
KGL 4 1080 4 500
SQ SQ H H
60 60

M
M
Heavy Heavy

SQ
SQ
1 1420 Cavalry Cavalry
3 4
KGL 730 Line Militia 850
H H H H

SQ
SQ
SQ
2 1420 50 50 5 1080 5 500
Militia Heavy Guard Heavy
Cavalry Cavalry
1 950 4 Line Militia 1
730
40 40 1000
Militia 6 1080 6 500
CO CO CO CO
2 950
KGL Light Guard Heavy
Militia Cavalry
30 30 Militia Light Cavalry
Line
Cavalry 2 Ret Ret Ret Ret
3 950 650 7 1080 1 340 1000

Order
ßOpen
Militia 20 20
4 950 Militia Light Line Militia Light Guard Lancers
Cavalry Cavalry Ret Ret Ret Ret
Militia 8 1080 2 340
5 950 350 10 10 900

Militia Line 6pdr Horse

ßClose Order à
Militia Heavy Lancers R R R R
6 950 9 1080 1 450
Cavalry 1
400 800
6pdr Horse
Line 2 450
DC DC DC R R R R
FIRING ARCS
10 1080 Lancers
C in C 2
DC DC DC C in C
800
Alberto Loi (orde #943702)

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