Professional Documents
Culture Documents
Alberto Loi (Order #9437002)
Alberto Loi (Order #9437002)
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
Contents
Tip
For best results when printing counters, please set your Page Scaling option to “None”.
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.
These rules and accompanying counters are designed for units to be fielded as follows:
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 following table gives the maximum distance a unit may move in mm in any one move:
Artillery
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.
The following move distances must be allowed for any unit which changes its formation or facing during a move.
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.
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:
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.
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.
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.
Small Arms
Weapon Range
Musket 100mm
Rifle 150mm
Carbine 70mm
Artillery
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.
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.
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
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.
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.
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.
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.
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.
Defender
Attacker
Defender
Attacker Attacker
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
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.
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.
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.
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.
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.
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"
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.
All such terrain features can be indicated on the playing area by using coloured chalks.
The following optional rules may be introduced into the main body of the rules.
Case may be fired by British guns only. Shell may be fired only by batteries marked ‘Howitzer’.
Mounted or open order In prepared positions Column or Square Close order Line
Infantry
Case +8 +8 +12 +8
Shell +10 +10 +9 +12
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.
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.
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:
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.
Set up the terrain and before placing the unit counters in their starting positions, determine one of the following:
- 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
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.
Game Counters
Troop Type
Line
Unit Identification 1 1420 Initial fighting factor
Note: All light infantry and rifle counters are for O/O formations.
Artillery:
6pdr Horse
Unit Identification 1 450 Initial fighting factor
Other Counters
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
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
Notes:
The Attacker is the unit who originates a charge – except cavalry (who can counter-charge) or retreating troops and
routing troops.
Note: Infantry in square attached by other close order infantry are classed as being in line.
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 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.
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
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
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
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
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)