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18-19. Jahrhundert Kriegsführung Regeln [8.

0]
[8.1]
ACTIVATING HEADQUARTERS ....... 7
COMMAND POINTS 7
[8.2] COMBAT UNIT 7
[8.3] ATTACKING COMBAT UNIT 8
[8.4] DEFENDING COMBAT UNIT 8

[9.0] ACTIONS (Table Five) ............................ 8


[9.1] ALLOWED ACTION’S 8
[9.4] DEPLOYING, See case [5.7] 8
[9.5] MOUNTING & DISMOUNTING 8
[9.7] LIMBERING & UNLIMBERING 9

[10.0] MOVEMENT (Table Six)........................ 9


[10.1] MOVEMENT ALLOWANCE 9
[10.2] MOVEMENT RESTRICTIONS 9
[10.4] TRAVEL MODE 9
[10.5] RETREAT MOVE 9
[10.6] REACTION MOVE 9
[10.7] CHARGE RANGE 9

[11.0] DIRECT FIRE (Table Seven) ................. 9


[11.1] DIRECT FIRE ELIGIBILITY 9
[11.2] OPPORTUNITY FIRE (Table Ten) 9
[11.3] RETURN FIRE 10
[11.4] DIRECT FIRING ARCS 10

[12.0] CLOSE ASSAULT (Table Eight) ......... 10


[12.1] CLOSE ASSAULT 10
[12.2] CLOSE ASSAULT MOVE 11
[12.3] DEFINING EACH CLOSE COMBAT 11
[12.4] CLOSE COMBAT 11
[12.5] CLOSE SUPPORT 12
[12.6] ENDING A CLOSE COMBAT 12
[12.7] FOLLOW-ON CLOSE COMBAT & SUPPORT 12
[12.8] MIXED GOOD ORDER & DISORDERED
ELEMENTS 12
[12.9] COMMAND BONUS (Optional) 13

[13.0] FIRE & CLOSE COMBAT (Table Nine)


13
[13.1] ELIGIBILITY TO FIRE 13
[13.2] FIRE EFFECTIVNESS (FE) DETERMINATION 13
[13.4] BASIC & FINAL FIRE COLUMN 13
[13.5] FIRE LOSS PROCEDURE 13

Part 1: Rules (3 Column)


[13.6] TABLE NINE: DIRECT FIRE MODIFIER CHART 13
[13.7] TABLE TEN: CLOSE COMBAT MODIFIERS 14
[13.8] TABLE ELEVEN: FIRE & CLOSE COMBAT
TABLE 14
[13.9] INDIRECT FIRE 14

Napoleonische-
[14.0] ENGINEERING..................................... 14
[14.1] COMMON TASKS 14
[14.2] DESTROYING BRIDGES 14
[14.5] LINEAR OBSTRUCTIONS 14
[14.6] FORTIFICATION & ENTRENCHMENTS 14

Kriegsführung v2.1
[14.7] SPECIALIST TASKS 14
[14.8] BUILDING BRIDGES 14
[14.9] FERRIES 14

PHASE 4: HOUSEKEEPING PHASE


15
NKF (1685-1845) [15.0]
[15.1]
HOUSEKEEPING ................................. 15
HOUSEKEEPING PROCEDURE 15

(Welt im Krieg – Schnelles Spiel)


[15.2] RALLY TEST 15
[15.3] RALLY PLACEMENT 15
[15.4] TEST TO RETREAT 15
Peter Frederick Model © 3. Februar 2024 [15.5] TEST TO WIN (Optional) 15

[16.0] DAYLIGHT AND NIGHTFALL .......... 15


A Regimental Element Scale, Army Game of Napoleonic Warfare [16.1] DAY LENGTH 15

(Based on the Korps-Kommandeur v6.0, KK6, Game System) [17.0] CLIMATIC REGIONS & SEASONS
[4.1] QUALITY TEST 5 (Table Fourteen) .................................................. 15
TABLE OF CONTENTS [4.2]
[4.3]
COMMANDERS (H.Q.)
CASUALTIES
5
5
[17.1] TABLE 15: CLIMATIC REGIONS AND SEASONS,
See Case [16.1] 15
[4.4] SPENT (Optional Rule) 5
PART 1: RULES 2 [4.5] EFFECTS OF QUALITY 5 [18.0] WEATHER............................................. 15
[18.1] WEATHER EFFECTS 15
[1.0] INTRODUCTION ................................... 2 [5.0] TROOP ORDER ..................................... 5
[1.1] BASIC CONCEPTS 2 [5.1] DISORDER 5 [19.0] TERRAIN (Table Fifteen) ..................... 16
[1.2] SCALE & BASING 2 [5.2] DISRUPTED 5 [19.1] TERRAIN TYPES 16
[1.3] SETTING UP 2 [5.4] FATIGUE (Optional) 5 [19.2] TERRAIN HEIGHT 16
[1.4] PLAYING AREA 2 [5.5] EXHAUSTION (Optional) 6 [19.3] BUILD-UP AREA’S 16
[1.5] TERRAIN, See Case [19.0] 3 [5.6] RESTING (Optional) 6 [19.4] TERRAIN DEFINITION (See Charts & Tables) 16
[1.6] BASE WIDTHS 3 [5.7] DEPLOYING, See case [9.4] 6
[1.7] ELEMENT CATEGORY & TYPES 3 [5.8] TAKING COVER, See Case [5.1] and Case [5.7] 6 [20.0] CREDITS................................................ 16
[1.8] TROOP TYPES 3 [5.9] LOOSE FORMATION 6
[1.9] ELEMENT CLASS, MORALE & SKILL 3
[6.0] OBSERVATION (Table Three) ............. 6
Napoleonische-Kriegsführung v2.1 -
[2.0] SEQUENCE OF PLAY (Table One) ...... 3 [6.1] OBSERVATION DISTANCES 6 CHARTS & TABLES 1
[2.1] PHASE 1: INITIATIVE PHASE 3 [6.2] LINE OF SIGHT 6 [19.4] TERRAIN DEFINITION 1
[2.2] PHASE 2: 1st FIRE & MOVEMENT PHASE 3
[2.3] PHASE 3: 2nd FIRE & MOVEMENT PHASE 4 PHASE 1: INITIATIVE PHASE 6
[2.4] PHASE 4: HOUSEKEEPING PHASE 4

[3.0] COMMANDERS ..................................... 4 [7.0] INITIATIVE PHASE (Table Four) ....... 6


[7.1] REINFORCEMENT SUB-PHASE 6
[3.1] C-in-C & SUB-COMMANDERS 4
[7.3] INITIATIVE SUB-PHASE 6
[3.2] BASE COMMANDER QUALITY VALUE 4
[7.4] WEATHER DETERMINATION SUB-PHASE 7
[3.3] COMMANDER PROFESSIONAL SKILL (Optional
[7.5] ELAN SUB-PHASE 7
Rule) 4
[7.6] PRE-GAME INITIATIVE TEST 7
[3.4] COMMANDER INSPIRATIONAL IMPACT
(Optional Rule) 4
PHASE 2/3: FIRE & MOVEMENT
[4.0] TROOP TESTS (Table Two) .................. 5 PHASE 7
Divisions-Kommandeur v1 1 Part 1: Rules
The major change is moving towards the large base [1.2.1] For 15mm scale each centimetre represents

PART 1: RULES
philosophy, similar to LWRS, where elements in 50 metres, which represents a scale of 1:5000. If
base to base contact move as a single unit and using 25mm scale figure replaces all centimetres
conduct combat as a single unit against any enemy with inches, thus one inch represents 50 metres,
elements in contact, and any other enemy elements representing a scale of 1:1968. In all cases the width
[1.0] INTRODUCTION in bases to base contact. This makes inflicting
casualties a bit more complex, but as I will be
of the elements is 200 metres.

adopting the Neu v2 system of no strength points, it [1.2.2] Each game-Turn represents 60 minutes.
Napoleonische-Kriegsführung v2 is based on the should be manageable. The idea is to create a game [1.2.3] Each figure represents 250 infantry, 200
Korps-Kommandeur v6, KK6, game system, which where players can easily complex a game within 4 cavalry, or 12 artillery pieces. Each infantry element
is a game system designed for micro-armour hours, while commanding forces of between 40,000 represents 1000 infantry, skirmish element 500
conflicts. In turn this game system is based on the and 50,000 men. infantry and cavalry elements 800 cavalry.
Corps Commander set of rules by Bruce Rea Taylor,
although I must admit they have been totally [1.1] BASIC CONCEPTS [1.3] SETTING UP
rewritten. General Rules; Player should follow the following procedure when
A player represents the army commander, or C-in-C, setting up;
I never expected to base a set of Napoleonic figure
which is made up of between two and six
gaming rules on a game system designed to simulate 1. Players setup the playing area, deploying any
corps/divisional sized formations, each under the
World War II and modern conflicts. As with many terrain as required.
command of a Commander, or sub-commander.
of my projects, this was accidental. 2. Players write down the square troops will enter
Each sub-commander possess a number of
divisional/brigade sized formations. Each of these the playing area.
I accidently discovered an old set of Napoleonic
3. Troops on the playing area are then deployed as
rules printed in November 1990 and loosely based Division/Brigades consists of a number of elements,
determined by the scenario. Players may choose to
on DBA. I must have been involved in the printing each made up of a number of figures.
secretly deploy troops. Defenders may be placed
of the rules, but I do not remember providing any anywhere, except the closest 15 cm to the
Cases;
input into the game system, so the credit for that attackers player edge.
[1.1.1] Formation - Army: A player will typically
goes to others, unknown, gamers. The rules were
represent an army commander, or C-in-C,
used for club games, in an era of WRG Napoleonic
commanding a number of corps sized formations, [1.4] PLAYING AREA
and Empire 3rd Edition rules. For the time it was A typical playing area is 120 cm by 90 cm, or 4 feet
called a command, each of which is commanded by
rather revolutionary, but today not so advanced. by 3 feet.
a sub-commander.
I have scanned this set of rules, reformatted it and
[1.1.2] Formation – Corps: Sub-Commanders, or
made is available on the Tallion IO:Group site, but
the C-in-C, commands a corps sized formation, also
during this exercise I also decided to do a deep dive
called column or wing, which in turn consists of one
into DBN v2.1, the 2013 version. This is much
to several division/brigade size formations. This
closer to DBA and I must admit holds promise, but I
formation ranges from 6,000 to 18,000 men and are
suspect its strength is in a standard sized game of 12
referred to as Commands, as they are commanded by
elements per side. As a game I cannot recommend it
a Commander, either C-in-C or Sub-Commander..
more, it gives you a good, short and exciting game,
but larger games require more players, each pair [1.1.3] Formation – Division/Brigade: Each corps
controlling 12 elements each, This ends up being a sized formation consists of a number of
single battle, but lots of separate games, for game divisional/brigade sized formations, which consist of
mechanics reasons, related to scale. a number of elements in base-to-base contact. These
formations do not have a commander and are
I will most certain pursue DBN as I consider them
subordinated to the C-in-C or a Sub-Commander.
good rules, but in my play testing I realised that the
This formation ranges from 2,000 to 9,000 men and
KKv6 game system could be used for Napoleonic
are referred to as Combat Units.
and in a manner which allows each player to
command 50 element forces, while at a scale of [1.1.4] Element: All figures are mounted on bases,
1000 men per element gives you a force of 40,000 to which are referred to as elements. Artillery are Fig 1.4: A typical playing area (Short axis
50,000. You could probably do the same thing by mounted one per element, with separate crew figures play)
converting DBMM to Napoleonic’s as well, but i recommended. Infantry are mounted two to four
will leave that to someone more experienced in figures to an element. Cavalry are mounted one to
DBMM. I did consider doing it with DBM, which I two figures an element. Each element is 200 metres
know very well, and that may be a project for the wide.
future. Instead I have decided to convert KK6 into a
Napoleonic set of rules. [1.1.5] Loss: A LOSS results in the element being
removed, which can return if it passes a rally test,
The ground scale is 1:5000, or 1 cm = 50 metres, See case [15.2]
and uses a figure scale of 1:250. A line infantry
element, at 4 cm wide, covers 200 metres and [1.1.6] Dice: All dice in the game are d6, of which
consists of 1000 men. Assuming a 3 deep line the several are required.
frontage would be 200 metres, so that matches
history. A column would be represented by [1.2] SCALE & BASING
additional elements to the rear, or if by itself, a Commentary;
column with some form of zone of control to each Each element’s base width represents 200 metres,
side. As with Tallion and DBN, formations are irrespective of the size of the base width. As a result
assumed to be automatically adopted for maximum the ground scale will vary based on the element
benefit thus a player would not need to worry about width used. Any element base width can be used, as
forming square, line or column, except in terms of long as both sides use the same base widths. If
placing elements behind each other. different troop types use different base widths,
players will need to decide what the standard base
The game-turn scale was a struggle; Marengo lasted width, which represent 200 metres, is. In most cases
from the morning to past 17:00, so between 10 and this is determined by using the maximum length
12 hours. The standard game-turn length was 15min edge of an infantry element, See Case [1.6].
in both Tallion and DBN, so would take 40 to 50
game-turns, which is very long. The other issue is at Example: An infantry elements which is 4cm by 2 cm uses a
1:5000 ground scale infantry would move, in standard base width of 4 cm. If the infantry element is 2 cm
formation, no more than 5 cm in a game-turn. As wide by 3 cm deep, the standard base width in this case is 3
KK6 allows for two actions, each action would be cm. Fig 1.4: A typical playing area (Long axis
2.5 cm, which is short. I have adopted a 60 minute play)
game-turn scale, which means actions will be 5cm Cases;
and combats will be short, but possibly complex.

Divisions-Kommandeur v1 2 Part 1: Rules


[1.5] TERRAIN, See Case [19.0] [1.7] ELEMENT CATEGORY & TYPES [1.9.1] ELEMENT CLASS CHART (See Charts &
[1.5.1] Terrain include Rivers, Roads and Hills. Terrain has [1.7.1] Element category: Combat elements are tables)
three effects, Observation, Movement and Combat. classed as infantry (INF), cavalry (CAV), artillery
Observation: Terrain which offers concealment.
This has an effect on Observation, See Case [6.2]
(ART) or Baggage (BAG). Headquarters (CMD) are
a special element type described in Case [3.1].
[2.0] SEQUENCE OF PLAY
and Case [9.4] and Case [19.1.2].
Movement: Terrain can double movement rates, [1.7.2] Element Types: Elements are further (Table One)
halve movement rates, or prohibit movement, See divided into types, the following table provides a list
Case [9.4] and case [10.1], Case [19.1.3]. of these type;
Combat: Terrain can provide protection; this [2.1] PHASE 1: INITIATIVE PHASE
reduces the effect of fire combat or close assault, [1.7.3] ELEMENT TYPE CHART (See Charts & [2.1.1] Reinforcement Placement Sub-Phase:
See Case [19.1.1] Reinforcements are deployed on the playing area
Tables)
[1.7.4] Artillery can represents 2 pdr, or smaller, edge, or if a Rally or Recover, on the playing area,
[1.5.2] For purposes of concealment & protection Area See Case [15.2] and Case [15.4].
terrain is divided into the following three types; guns, 3-pdr guns, British 4 2/5-inch howitzers and
Featureless: Offers no concealment or protection, mortars up to 5 ½ inch, 4-pdr guns, 6pdr guns, [2.1.3] Initiative Sub-Phase: Each player rolls for
even if taking cover. (Desert, plains, Steppe) and British light 12-pdr guns, British light 5 ½ inch initiative, See Case [7.0], and determine move order.
See Case [5.7]. howitzers, French 12-pdr howitzers, Russian 10pdr
Clear: Offers concealment or protection if taking howitzers, Prussian 10-pdr howitzers, 8-pdr guns, 9- [2.1.4] Weather Determination Sub-Phase, See
cover. (Default Terrain), See Case [5.7]. pdr guns, Prussian light 12-pdr guns, British heavy 5 case [7.4].
Cluttered: Offers concealment if not taking cover ½ inch howitzers, 24-pdr howitzers, French 12-pdr
and additional concealment if taking cover. (Woods [2.1.5] Elan Sub-Phase., See case [7.5]
howitzers, Russian 20-pdr howitzers, Prussian 10-
or Built-Up Area), See Case [5.7]. Can also often be pdr howitzers, British and Prussian heavy 12-pdr
Rough Terrain. guns and 8-inch howitzers.
[2.2] PHASE 2: 1st FIRE &
Rough: Offers protection if not taking cover and
additional protection if taking cover. (Woods,
MOVEMENT PHASE
[1.7.5] Skirmish cavalry, as well as adopting a
Broken, Built-Up Area). Can also be Cluttered [2.2.1] Commander Activate Sub-Phase: The
standard two figures per element, can be deployed as
Terrain, See Case [5.7]. phasing player activates a Commander, either C-in-
one figure per element. The latter represents fire
C or sub-commander, which has no cost.
combat skirmishing cavalry, allowing it to double its
[1.6] BASE WIDTHS frontage, but consequently being in a disadvantage [2.2.2] Combat-Unit Activate Sub-Phase: The
Commentary; in close combat, See case [1.7.7] activated C-in-C or sub-commander expends
These rules uses base widths as its system of Command Points to activate subordinate “Combat
measurement. If all elements possess the same base [1.7.6] Light infantry has two modes, two figures
Units”. All elements must be in base to base contact
width, that will be used as the Base width measure. per element or four figures per element, See case
to be an eligible Combat Unit.
If base widths vary select the largest base width as [1.7.7]. When in two figures per element mode, the
the base width measurement, ignoring fringe infantry is referred to as skirmish infantry. [2.2.3] Active Combat Unit Movement & fire
element types. sub Phase: All “active” elements subordinate to that
[1.7.7] Modes: Some troops types have two
headquarters can conduct movement and fire
These rules can be used with any basing system, modes, standard or skirmish. These troops types can
combat. Each element has between one and three
with the most common being the UK system, which change mode during a game at the cost of an action,
“Actions”, each action allows an element to move or
is 4 cm wide for 15mm, or the US system, which is with the owning player replacing the elements
conduct fire combat. This can occur in any order,
3 cm for 15mm. These rules are “element” centric, accordingly. Extra elements are placed to the rear of
and elements can choose not to expend all their
thus any element width is allowed as long as all the front rank element. If the number of elements are
actions, allowing another element to expend actions,
players use the same width. reduced place the new element in either of the
before completing their fire & movement phase by
locations occupied by the skirmish elements. In
Cases; conducting its remaining actions. Players will need
some cases elements must change mode in order to
[1.6.1] Standard UK Basing: For 15mm all to keep track of this.
enter certain terrain types.
elements are 4 cm wide. Infantry Figures should be [2.2.4] Attacking Combat Unit Close Assault
placed on a base 2 cm deep, Cavalry on a base 3 cm [1.7.8] 2 rank infantry: The 2 Rank infantry
Sub-Phase: An active Combat Unit can conduct
deep, Artillery on a base 4 cm deep and baggage on basing is optional, instead players can use Case
close assault by expending an action and its superior
a base 8 cm deep. The base may be deeper to [12.4.9] rule to simulate this. If using the optional 2
commander expending an additional command
accommodate the figure, and if players wish to rank infantry basing players should not use Case
point, about those required to activate the combat
deploy infantry into two ranks a depth of 3 cm is [12.4.9].
unit. The combat unit can now move, as whole, into
recommended. C-in-C are mounted on a base 4 cm base-to-base contact with the enemy and is referred
deep and sub-commanders on a base 3 cm deep. [1.8] TROOP TYPES to as an “Attacking combat unit”. This move may
These element sizes are also used by DBN version Commentary trigger opportunity fire. Any activated element in
2.1. There are three basic troops types, infantry, Cavalry base to base contact with the attacking combat unit
and Artillery. Within each type there are a number of and with sufficient actions available can be part of
sub-types which can affects movement (MOV), fire the attacking combat unit. This is conducted after all
combat (FE/FR) and close assault values (CAE). non-close assault movement and fire combat has
[1.8.1] TROOP TYPE MOVEMENT & COMBAT been completed.
VALUES (See Charts & tables) [2.2.5] Close Combat Sub-Phase: Opportunity
fire is resolved and the close combat may begin. The
[1.9] ELEMENT CLASS, MORALE & Attacking Combat Unit conducts as many rounds of
close combat as is required, until one side is
SKILL eliminates or retires. All enemy elements in base to
Commentary base contact with the attacking elements, including
Each element has its own Class modifier, which in edges and any enemy elements in base to base
Fig 1.4 Base Size Example, for 1/285 scale
turn affects its skill and morale. Class determines an contact to the rear, are considered the defending
figures
elements Quality when it attempts to rally from combat unit. The Attacking Combat Unit totals its
[1.6.2] Standard US Basing: For 15mm all disruption, See case [15.2]. Morale modifies an eligible die rolls to determine how many HITS are
infantry elements are 2 cm wide by 3 cm deep, all elements Close Assault Effectiveness, See Case achieved, the defending unit does the same. Both
other elements are 3 cm wide by 3 cm deep. The [12.0], while Skill affects and elements Fire sides now spin a SAVE die for each HIT. The
depth can be increased to accommodate figures. Effectiveness, See case [11.0]. resulting HITS and CASULTIES are now compared
General Rule; to determine if one side retires. After the first round
[1.6.3] All distances are measured by Base width,
Elements have a Class which affects the elements each side can voluntarily retire. If they remain in
so 1 BW is equal to 4cm if the base width is 4 cm.
ability to rally from being disrupted, See Case base to base contact, the close combat continues.
[15.2]. Class also determines skill, which affects an After this is any Opposing elements in base to base
elements fire combat and Morale which affects close contact remain, they continue close combat until no
assault. These latter values are built-in to the opposing elements are in base to base contact with
Equipment Charts FE and CAE values for each each other, See Case [12.7.1] and Case [12.7.2].
Element Type.

Divisions-Kommandeur v1 3 Part 1: Rules


[2.2.6] Fire & Movement End Sub-Phase: Once The Quality value of an army or corps commander [3.1.7] Subordinate Elements: Each commander
all activated elements subordinate to a commander affects the number of command points it has will have a number of designated subordinate
have completed their fire & Movement, another available each game-turn, See Case [8.1], and any elements. The only exception is that the C-in-C has
commander is activated. This is repeated until all Quality tests required by the army or corps the option of possessing subordinate elements or not.
commanders have been activated and all activated commander or any subordinate elements, See case Subordinate elements of a sub-commander must
elements have conducted fire and movement, See [4.0]. always remain subordinate to that sub-commander,
Case [8.0]. unless the C-in-C decided to make then a
Cases; subordinate element. This can happen during any
[2.3] PHASE 3: 2nd FIRE & Phasing Fire and Movement Phase and these
elements must be within the command radius of the
MOVEMENT PHASE C-in-C. This transfer of command occurs at the start
The opposing player is now the phasing of the C-in-C’s activation. Once they elements
player, who repeats the 1st Fire and Movement become subordinate to the C-in-C this must remain
Phase. during the entire phasing Fire and Movement Phase.
The reverse can occur, with any sub-commander
[2.4] PHASE 4: HOUSEKEEPING being able to subordinate any element, under C-in-C
PHASE command, at the start of their activation. These
Players conduct all housekeeping activates, after elements must have been subordinate to the C-in-C
Fig [3.0] Commander Quality & Professional Skill at the start of the Phasing Fire and Movement Phase
which they advance the game-Turn marker. These
will include element attempt to recover and rallying, to become subordinated to a sub-commander.
See Case [15.0].
[3.1] C-in-C & SUB-COMMANDERS
General Rule; Note: C-in-C can adopt any element within command
An army commander is called the C-in-C and the radius, as long as these elements had not yet been
[3.0] COMMANDERS corps commander is called a sub-commander. The activated in the current player phase. The reserve can occur
C-in-C or Sub-Commander element has a Quality in the following Game-Turn, allowing the C-in-C the ability
value, See case [4.2], and may have a Professional of moving subordinate elements around his army. Element
Commentary;
Skill value, See case [3.3]. which begin the game subordinate to the C-in-C can be
The rules are designed so in most cases elements has allocated to subordinate sub-commanders as required,
a Quality of 3. The actual element may differ in providing the player with a form of reserve.
Cases;
Class, Moral and Skill, but these values are built into
[3.1.1] C-in-C or Sub-Commander elements can be
the Part 3 Equipment Data Charts, which are
contained in the Scenario pdf file. Players can
the target of fire combat or close assault and can [3.2] BASE COMMANDER QUALITY
move as any other element, counting mounted, See
simply assume this standard Quality value for their
Case [10.1.2].
VALUE
games and by-pass many of the Quality rules. The General Rule;
complexity related to different quality values are all [3.1.2] C-in-C or Sub-Commander elements cannot All Commanders, both C-in-C or sub-commanders,
contained in the Commander rules, as the Basic conduct fire combat or initiate close assault. have a Quality Value, which determines the quality
quality of any Element is taken from their of any subordinate elements for Quality Tests, See
commander, in most cases the sub-commander. [3.1.3] If a C-in-C or Sub-Commander element is Case [4.1], and affects the number of Command
eliminated, its subordinate elements lack a Points available, See Case [8.1].
General Rule; Commander for the full game-turn the commander
Each players army, or force mix, is commanded by was killed. During this period all elements have a Example: A Command quality of 3 means all subordinate
an Army Commander, otherwise referred to as a C- base quality of 0. During the following game turn a elements have a base quality of 3, See case [3.0]. A C-in-C
in-C. Each C-in-C has a Base Quality, which is used new Commander element is deployed, which has a also uses this value to determine initiative, See Case [7.0]
for initiative, See case [7.0], allowed Actions, See quality 1 less than the eliminated Commander
case [9.0], Command Points, See case [8.1] and element, with the minimum being 1. This affects the Commentary;
determines the base quality for its subordinate quality of all subordinate elements, See Case [5.4]. A Quality value is assigned to a commander and all
elements, if any. The Professional skill modifier is lost permanently subordinate elements possess the same Quality. This
in this case. represents a combination of commander and troop
Subordinate to the C-in-C are any directly attached organisation, tactics, doctrine, experience and
elements and all the corps/divisional commanders, [3.1.4] Corp Commander, or sub-commander, training.
also referred to as sub-commanders. Each sub- elements have a command radius of 5 Base Widths
commander has its own base Quality, which is used and Army Commander, or C-in-C, elements a [3.2.1] COMMANDER QUALITY CHART (See
to determined allowed Action, Command Points and command radius of 10 Base Widths. Subordinate Charts & tables)
determines the Base Quality of its subordinate elements outside the command radius of its
elements within its command. Commander have a Quality one less than the [3.3] COMMANDER PROFESSIONAL
Commander, with the minimum being 1. This also
This Base Quality represents a combination of the applies to sub-Commanders. Note: Elements, SKILL (Optional Rule)
nationality doctrine, tactics, training and General Rule;
including sub-commanders, not on the playing area
organisation and any unique command capabilities Professional skill can affect the number of command
are always considered to be within the command
of the C-in-C, See Case [3.2]. A C-in-C also possess radius of its commander C-in-C Commander. points available for both a C-in-C or a sub-
a professional skill value which represents the commander. The Personal Commander Quality
special ability, or professional skill, of the individual [3.1.5] C-in-C or Sub-Commander elements can be represents the special ability, or professional skill, of
commander, See Case [3.3] considered to occupy the same spot as a subordinate the individual commander. Professional skill only
element in base to base contact with it. This protects affects available command points for that
The Base quality of a Commander can range from
it from enemy fire combat and is called stacking. C- commander.
one to six, although quality six only applies to
in-C or Sub-Commander elements move into the
Fanatic Commanders, which have a range of special same spot as its subordinate element, after which it [3.3.1] COMMANDER PROFESSIONAL SKILL
restrictions. In most cases Quality will range from 1,
moves with the subordinate element. Depict this by MODIFIER CHART. (See Charts &
which is Incompetent and is very poor, to five,
placing the Commander element in base to base tables)
which is superior, and which is very good. contact and declare it is stacked. Once stacked it
A C-in-C or Sub-Commander can also possess its cannot be the target of fire combat, but if the [3.4] COMMANDER INSPIRATIONAL
own Professional Skill, which impacts the number of subordinate element is disrupted or eliminated the
command points available. Professional skill only commander is eliminated. IMPACT (Optional Rule)
affects how many command points a Commander General Rule;
Example: A Quality.3 sub-commander is outside the Each Commander has an Inspirational Impact, which
possess.
command radius of its commanding C-in-C commander, modifies the die roll of any attempt to save an
Finally a commander also possesses an Inspirational resulting in its Quality rating dropping to 2. This affects all elements from becoming disrupted. If such an
Impact, which allows a command, at the risk of his subordinate elements. If one of its subordinate element is, attempt is made there is a chance the commander
in turn, outside the command radius its Quality rating
own life, to inspire his subordinate elements to will be killed.
dropped to 1. Quality.1 is the lowest rating an element, or
prevent it from becomes disrupted.
commander, could drop for this cause. Cases;
[3.1.6] A C-in-C or Sub-Commander Professional
Skill Value affects a commander command quality
for the purposes of command points only, See case
[3.3].
Divisions-Kommandeur v1 4 Part 1: Rules
[3.4.1] A commander in the same “combat-unit” as Any element, which has not been activated, may
any elements which suffers a disrupt result can [4.2] COMMANDERS (H.Q.) make a facing change after a successful quality
attempt to prevent the disrupt result. To be in the Elements outside the command radius of its check, if unsuccessful no facing change is allowed,
same combat-unit both the commander and the Commander has its Quality reduced by 1. If a See Case [10.6.1]
element suffering the disrupt result must be in base Commander is eliminated the quality of all
to base contact with the same “combat-unit”. A Close Assault Modifiers, Difference in Quality
subordinate elements is Quality.0 until a
commander can only attempt this once in a given Value, See Case [13.7.1]
replacement Commander is deployed. This
Game-turn. A player is never forced to attempt this. replacement Commander has a Quality one less than Engineer elements can attempt to destroy bridges
the eliminated Commander, but this can never fall after a successful quality test. If a major bridge this
[3.4.2] If the commander spins a “1” on a D6, in
below 1, See Case [3.1.3]. The replacement has to be repeated, with the first successful quality
the attempt to prevent a disrupt result, the
Commander is placed in base to base contact with test damaging the bridge and the 2nd destroying it,
commander is killed, See case [3.1.3]. If this occurs
any subordinate element. See Case [14.5.1].
the save is automatically successful.

[3.4.3] Commander Emergency Rally Save [4.3] CASUALTIES Engineers can destroy linear obstructions after a
If a Commanders command has suffered at least successful quality test, See Case [14.5.3]
Table
50% casualties its Quality is reduced by 1. If a
Inspirational Impact
Charismatic
Roll to save
Up to 5
Commander command has suffered 75%, or more,
casualties its Quality is reduced by 2. Quality can
[5.0] TROOP ORDER
Inspirational Up to 4
Impersonal Up to 3 never drop below 1 due to casualties. This is
General Rule;
Uninspiring Up to 2 determined by the total number of subordinate
Elements can possess good order, be disordered or
[3.4.4] Elements which are saved remain elements, excluding the Commander itself, any non-
disrupted. Disorder and disruption are caused by
combat elements and any off-playing area elements.
disordered, but may be disrupted in subsequent enemy close combat or fire combat, See Case
Casualties are any elements removed from the
combat in the same player turn. [13.5.9] and Case [13.8.1], or if carried away by a
playing area. The C-in-C counts the number of all
retreat, See Case [10.5.3]. Elements can also be
on-playing area elements in the army.
[4.0] TROOP TESTS (Table Example: A Commander has 12 subordinate combat
fresh, fatigued or exhausted, with fatigue and
exhaustion being caused by prolonged activity.
Two) elements, but has lost 6 elements, which means an element
was removed and has failed its rally test, resulting in its
Cases;
removal from the game. In this case the Command quality
General Rule; reduces by 1. Elements returning due to rally may cause the [5.1] DISORDER
Some activity’s require an element to pass a Quality Commanders quality to increase. [5.1.1] Elements which become disordered due to
test, otherwise that activity cannot occur. An fire combat automatically take cover, if not already,
elements Base Quality Value is taken from its [4.4] SPENT (Optional Rule) and may make a retreat move, See case [10.5.1],
Commanders Quality Value, See Case [3.2], but General Rule; before taking cover. If the element is currently
may be modified by its Class, See case [1.9], when Spend represents elements which are more fragile, taking cover or is in terrain which offer’s cover, it
conducting a Rally, See Case [15.2]. caused by exhaustion, lack of ammunition or shaken cannot conduct a retreat move
Commentary; confidence. Spend elements which suffer a disorder [5.1.2] Elements which becomes disordered in
Quality represents a combination of training, becomes disrupted, removed from the playing area, close combat continue to fight, but if they retreat
equipment and experience. For simplicity names are with no rally possible. Apart from this they conduct they automatically take cover at the end of their
given to each quality value as a easy to remember movement, fire combat and quality tests normally. retreat move, See Case [12.4.2].
label. This name represents the most suitable name, Disordered elements which recover conduct a
but Quality.2 troops could represent troops which quality test, if they fail they become spend. All [5.1.3] Elements which are carried away by a
have seen combat, but with poor equipment, elements which rally and return to the playing area retreat become disordered, See Case [10.5.3].
motivation or unusually poor command doctrine, or are spent.
[5.1.4] Disordered element half the number of dice,
trained troops which have never seen action. rounded up, in fire combat or close combat, See
[4.5] EFFECTS OF QUALITY Case [13.4.8].
Cases; Commentary;
Quality is used in a number of different ways in the [5.1.5] An element recovers from disorder by the
[4.1] QUALITY TEST rules, this lists the impact of quality. expenditure of an action, See Case [9.1.3]. Until this
[4.1.1] Elements which need to conduct a quality occurs it cannot move, conduct opportunity fire, or
test spins a D6. If the result is equal to, or less, than Cases;
return fire, but can conduct close combat if engaged
its quality it has passed, otherwise it has failed. A A commander uses Quality to determine the number
by an enemy close assault or conduct fire combat.
Die roll of 6 always results in a failure, as a result of actions available, See Case [4.1.2]
Quality.6 (fanatic) commander gains no Quality test When a Commander is fatigued it must conduct a [5.2] DISRUPTED
benefits, but does gain the ability to have three Quality test if it wishes to conduct more than one If a disordered elements suffers a 2nd disorder, or
Actions, See Case [4.1.4]. action, this applies to all its subordinate elements, suffers a disrupted due to enemy fire combat or close
irrespective of Quality, See Case [5.4.3] assault is disrupted, See Case [13.5.6] and Case
[4.1.2] CHART 2: QUALITY TEST TRIGGER [13.8.7]. If disrupted an element is removed from the
CHART Exhausted Commanders can never conduct more playing area and is eligible for rally, See Case
Quality 1 or 2 element executing a 2nd Action, See Case than one action and must take a Quality test for this, [15.2].
[4.1.3] and Case [9.1.2] See case [5.5]
Quality 5 or 6 element executing a 3rd Action, See Case [5.4] FATIGUE (Optional)
[4.1.4] and Case [9.1.2] A Commanders available Command Points, during
each Phasing Fire & Movement Phase is equal to its Commentary
Engineers destroy a bridge, See Case [14.2]
Rally an element, See Case [15.2]. current Quality, See Case [8.1.1] Use a six sided dice to track fatigue. The first Game-
turn a command is active place a D6 with one
[4.1.3] Elements with a Quality rating of 1 or 2 The test to retreat is a standard quality test, using the showing. For each Game-Turn a command is active
need to pass a quality test in order to conduct a 2nd C-in-C’s quality, subtracting 5 from the die roll, See increment the dice by one at the end of the Game-
Action. Case [15.4.3] Turn during the housekeeping Phase. Once the dice
[4.1.4] Only elements with a Quality rating of 5 or reaches six that command is fatigued the following
If a player gains an Elan bonus, all elements allowed Game-Turn.
6 can conduct a 3rd action if they pass a Quality test. actions increase by one, to a maximum of 3. If a
Quality of 1 or 2 can execute two actions and the Cases;
4.1.5] TABLE 2: QUALITY TEST
third requires a quality test, See Case [7.5] [5.4.1] A Commander, as well as all subordinate
D6 Die Roll Result
elements, which is active for six Game Turns
6 – unless testing for a 3rd Action Fail Quality of 1 or 2. A 2nd action is only allowed if a
Die roll Greater than Quality Fail
becomes fatigued at the end of the Game-Turn,
quality test is passed, See case [9.1.2] during the housekeeping Phase. Skipped night
Die roll equal to or less the Quality
Pass Quality of 5 or 6. A 3rd action is allowed if a quality Game-Turns are counted for the purposes of Fatigue,
Modifier Modifier test is passed, See case [9.1.2] See Case [16.1.3].
Commander suffers at least 50% casualties -1
Commander suffered at least 75% casualties -2

Divisions-Kommandeur v1 5 Part 1: Rules


[5.4.2] Being Active is defined as any Commander, [5.9.2] Adopting a loose formation has a negative [6.2.4] Friendly or Enemy elements block line of
or subordinate element moving or conducting fire effect when conducting fire combat or if engaged in sight, exception, See Case [6.2.5] and case [6.2.6]
combat. Subordinate Commanders are not counted close combat, See case [13.7.3].
as subordinate elements, See Case [3.1]. [6.2.5] Skirmishers, ART or TRN never block a
[5.9.3] Line and Light infantry (Ms/LI) must line of sight, allowing some type of fire combat to
[5.4.3] When a Commander is fatigued it must adopt loose formation in open woods (OW), woods occur through these element types, See case [11.1.3].
conduct a Quality test if it wishes to conduct more (W), Heavy woods (HW) or village, town or city
than one action, this applies to all its subordinate build-up terrain (BUA1, BUA2 or BUA3). [6.2.6] Friendly elements in base to base contact
elements, irrespective of Quality. never block a line of sight, allowing direct fire
[5.9.4] Skirmishers (Sk/Jg) must adopt loose combat through these elements, unless opportunity
[5.5] EXHAUSTION (Optional) formation in heavy woods (HW, F, J) or City built- fire. When elements are in base to base contact they
up terrain (BUA3) are working together and formations may move to
Commentary
allow for a line of sight, if required.
Use a 2nd six sided dice, of a different colour, to [5.9.5] Cavalry (CAV) must adopt loose formation
track exhaustion. The first Game-turn a fatigued in Open woods (OW), woods (W) or village, town or [6.2.7] Elements on higher elevation can see over
command is active place a D6 with one showing. city build-up terrain (BUA1, BUA2 or BUA3). friendly and enemy elements on a lower elevation,
For each Game-Turn a command is active increment Prohibited in Heavy Woods (HW), Forest (F) or unless in the dead zone of the element. The dead
the dice by one at the end of the Game-Turn during Jungle (J). zone of an element is 1 Base Width.
the housekeeping Phase. Once the dice reaches six
that command is exhausted the following Game- [5.9.6] Artillery or Transport (ART/TRN) must [6.2.8] If Elements are behind the crest of a hill,
Turn. adopt loose formation in open woods (OW) or line of sight is blocked. Exception, line of sight is
village, town or city build-up terrain (BUA1, BUA2 not blocked if the element conducted fire combat in
Cases; or BUA3). ART is prohibited in woods or heavy the current game-Turn, or previous Fire and
If a fatigued Commander, as well as all subordinate woods (W, HW) Movement Phase.
elements, is active for an additional six Game-Turns,
it becomes exhausted. Exhausted Commanders can [5.9.7] If Cavalry adopts loose formation it always [6.2.9] TABLE 3: BLOCKING LOS CHART
never conduct more than one action and must take a uses its lower CAE value, it does not gain a benefit Terrain LOS Blocked
Quality test for this. charging, See Case [1.8.1]. Open/Light Cluttered 1 BW
Standard Cluttered ½ BW
[5.6] RESTING (Optional) [5.9.8] LOOSE FORMATION CHART (See Closed/Heavy Cluttered ¼ BW
[5.6.1] If a Commander, or any subordinate Charts & Tables) Hills Blocks
element, does not move, conduct fire combat,
conduct close assault, or is subject to enemy fire [6.0] OBSERVATION
combat, the fatigue or exhaustion count can be
reduced by one. That commander, and subordinated
elements, is resting and recovering.
(Table Three) PHASE 1:
[5.6.2] If a Commander, or any subordinate
element is only subject to enemy fire combat, the
Commentary;
An Element can observe another element as long as
INITIATIVE
fatigue or exhaustion count does not change. Fatigue
or Exhaustion does not get worst, but this does not
there is a unblocked line of sight exists between the
two elements. In some cases a LOS is blocked when PHASE
counta s resting. it is traced more than a certain distance through
some types of terrain. Lighting conditions can also
[5.6.3] Once fatigued or exhausted a commander
and subordinate elements cannot recover by resting.
impose a maximum distance. [7.0] INITIATIVE PHASE
Note: A player can use a D6 dice to track fatigue, once the
Cases; (Table Four)
dice is a six and the unit is active for one more game-turn, it
becomes fatigue. Once fatigued the same process can be
[6.1] OBSERVATION DISTANCES General Rule;
sued to track exhaustion.
General Rule; During the initiative Phase both players place
To determine if an element can observe another trace reinforcements and determine initiative, in that
a unblocked line of sight between the two elements.
[5.7] DEPLOYING, See case [9.4] Lighting conditions can impose the maximum
order. The Fire & Movement order is determine
Elements can deploy for defence. If an element during this Phase.
distance of a LOS, See Case [6.1.1]
deploys, which requires the expenditure of 1 action, Cases;
it can take advantage of terrain which offers Cases;
concealment and protection as well as adopting a [7.1] REINFORCEMENT SUB-PHASE
lower profile, such as kneeling. Concealment affects [6.1.1] TABLE 3: OBSERVATION DISTANCE
[7.1.1] During the initiative Phase players deploy
observation while protection affects fire combat, See CHART (Base Widths)(See Charts &
all reinforcements. Reinforcements are either placed
Case [6.0] and Case [9.4]. If an element moves it is Tables) on the friendly player edge or, if a rally or recovery,
no longer deployed, See case [9.1.3]. Note: Once
on the playing area, See Case [14.1.2].
deployed an element is taking cover. [6.2] LINE OF SIGHT
General Rule; [7.1.2] An attacker initial forces, which are not
[5.8] TAKING COVER, See Case [5.1] Line of sight can be blocked by opaque terrain, such deployed on the playing area before play begins,
and Case [5.7] as hills. Other terrain can block a line of sight if it must be deployed by the first daylight Game-Turn.
Elements which are disordered, See Case [5.1], or traverses a given distance through it, such as with
[7.1.3] Reinforcement which arrive from off the
deployed, See Case [5.7], are considered to be taking cluttered terrain. Enemy and friendly elements
playing area enter the playing area from the friendly
cover and gain a fire combat benefit, See and Case blocks a line of sight, unless Skirmishers, ART or
player edge. The entry location must be free of
[13.6.1]. If in cluttered terrain, which offers extra TRN elements, See Case [6.2.4] and Case [6.2.5].
enemy opportunity fire zones. The player can delay
concealment, or Rough Terrain which offered extra Friendly elements in base to base contact do not
the entry of his reinforcements by one Game-Turn
protection, the effect is greater. Elements taking block a line of sight, its assumed the elements are
and enter from a flank edge, within 4 Base Widths of
cover in featureless terrain has either no effect or is working together thus are deployed to allow a line of
the friendly player edge, in order to avoid enemy
only done to avoid the disadvantages of being in sight to exists if required, See Case [6.2.6]
opportunity fire zones. This option is not available to
featureless terrain, See Case [13.6.1], Case [13.7.2], Cases; the attackers initial forces which can enter an enemy
it does not provide any benefits, unless in [6.2.1] Line of sight is blocked if traversing more opportunity fire zone if no alternative exists.
fortifications or entrenchments. than ¼ Base Width, if Heavy Cluttered terrain, or ½
Base Width, if standard cluttered terrain, or 1 Base [7.3] INITIATIVE SUB-PHASE
[5.9] LOOSE FORMATION Width if Open Cluttered terrain. Cluttered terrain [7.3.1] During the initiative Phase each player
[5.9.1] Elements need to adopt a loose formation can be woods or built-up areas. spins one D6. This die result is added to the
when required to move through some types of commanding headquarters quality value and any
terrain. This occurs when the element needs to move [6.2.2] Elements on the edge of cluttered terrain scenario related modifiers are applied, to arrive at
through the terrain causing it and they recover the suffer no observation effects when observing that player’s initiative value, Also see Case [7.3.3].
moment they exit that terrain. There is no cost for outwards.
moving to or from a loose formation.
[6.2.3] Line of sight is blocked by higher elevation
terrain, See Case [19.2]
Divisions-Kommandeur v1 6 Part 1: Rules
[7.3.2] The player with the highest initiative A Commander can activate subordinate combat- [8.1.1] A Commanders available Command Points,
chooses to be either the 1st or 2nd player for the units in any order in the fire and movement Phase. A during each Phasing Fire & Movement Phase, is
current Game-Turn. If the result is identical, repeat combat unit can be activated to conduct fire and equal to its current Quality. Note; A Commander’s
the player order of the previous game-turn. movement before the next combat unit is activated, quality may decrease due to being outside command
or more than one combat unit can be activated radius of the C-in-C, replacement, or due to
[7.3.3] A player which outnumbers its opponent simultaneously, with each combat unit moving and casualties, See Case [3.1.3], Case [3.1.4] and Case
element total by 20% on the playing area gains a +1 conducting fire combat simultaneously, See Case [3.3].
to the initiative die roll. Note: This includes any [8.1.4]. In both cases the combat units(s) must
elements which are arriving the current game-turn complete movement and fire combat before another [8.1.2] Activating a Combat Unit: The cost to
and are on the player edge. combat unit(s) can be activated. Once activated a activate a Combat Unit is determined by the number
combat unit can conduct movement or fire combat, of elements in the Combat Unity, with the total
[7.4] WEATHER DETERMINATION with all its component elements simultaneously normally being divided by 4, fractions rounded to
the closest whole number, with a minimum value of
SUB-PHASE moving and conducting fire combat, See Case
1 Command Point. A 0.5 is rounded up to 1. This is
If the combined die roll of both players is a 2, the [8.2.1]
called the command divisor. Depending on the
weather improves. Blizzard to snow, snow to clear Close Assault requires a 2nd activation which require period the divisor of 4 can increase, if the
or heavy rain to rain and rain to clear. If the addition Command Points, as well as the Commanders formations are small, or decrease if the
combined value is 12 is spun the weather expenditure of an Action, after which the commanded formations are large, See case [8.1.3]
deteriorates, reverse the weather order, See Case “Attacking” Combat-Unit moves into base to base
[18.0] contact with enemy elements, See Case [12.1.1]. A Example: A Combat Unit of five elements costs 1 Command
Combat Unit which is conducting a close assault is Point to Activate, while a Combat Unit of six element costs
[7.5] ELAN SUB-PHASE called an “Attacking Combat Unit”, See Case 2 Command Points to activate.
If a player modified initiative die roll is five, or [8.1.5].
greater, than his opponent, gains an Elan bonus. All [8.1.3] Command Divisor: The divisor used to
players elements allowed actions increase by one, to If two, or more, activated combat-units, with the determine the number of command points required
a maximum of 3. Commanders with a Quality of 1 necessary “actions” to allow for close assault, are in to activate a combat unit will vary based on the
or 2 can execute two actions and the third requires a base-to-base contact with each other, they can form average size of the commanded formation, See Case
quality test. Other Commanders can conduct three a single attacking combat unit. The cost to activate [8.1.2]. Early corps was small, with corresponding
actions. For Elan bonus purposes any modifiers are this “attacking combat unit” may need to be smaller staff assets to assist the commander, while
not considered. recalculated, See case [8.1.5] later corps was larger with significantly greater staff
assets. When the average size of a corps, of both
[7.6] PRE-GAME INITIATIVE TEST The elements within the attacking combat unit must sides, was small the divisor used will be 5 or 6,
start and end the move in base to base contact, but while when the corps was larger the divisor used
Before the game begins each players spins two D6,
can otherwise distort its formation in order to move will be 3 or 2. This is detailed in the scenario details,
adding it to the headquarters quality. The player with
into base to base contact with enemy elements, See or if using the card system, on the cards.
this high value is considered the attacker, with the
case [12.2.2]. Individual elements can start the move
other player the defender. The defender identified [8.1.4] Combat Units can be activated one at a
by conducting facing changes in order to line up
one commander with at least 25% of all the elements time, or more than one can be activated
with the attacking combat unit, but otherwise this
in the defenders force mix as reinforcements. The simultaneously. In the former each combat unit
move to contact cannot involve any wheeling and
Game-Turn this arrives is the defenders two D6 completes all fire and movement before the next
must be a forward movement, with sideward moves
results, excluding any modifiers. initiative total, with combat unit is activated, in the later the combat units
up to a maximum of half its forward movement
the minimum being 3 and maximum being 9. all fire and move together. Note: The later allows a
allowed, See Case [12.2.1]
player to assemble a larger “attacking” combat unit
Enemy elements which find themselves in base to to conduct close assault.

PHASE 2/3: base contact with the “Attacking Combat Unit”,


including corners, and any elements in base to base
contact to the rear of such an element, become the
[8.1.5] Activating an Attacking Combat Unit for
a Close Assault: The command point cost to allow

FIRE & “Defending combat unit”, even if elements are not in


base to base contact with each other, See case
an attacking combat unit to move into base to base
contact with enemy elements and initiate close

MOVEMENT
[8.4.1]. Opportunity fire, triggered by movement or assault is determined by the number of elements in
close assault, must be fully resolved before any close it, with the total normally being divided by 4,
combat occurs. Close Combat occurs between the fractions rounded to the closest whole number, with

PHASE “Attacking” and “Defending” Combat Unit until


one, or both, are eliminated or retire, See case [12.6]
a minimum value of 1 Command Point. This uses
the same divisor as used to activate a command and
is identical to the cost of activating a Combat Unit.
Commentary;
[8.0] ACTIVATING The rules encourage players to move element in
division, or in some cases, Corps sized multi-element
[8.1.6] Travel Mode: Activated elements in travel
mode remain activated, at no further command point
cost, until the element leaves travel mode, See case
HEADQUARTERS combat units. Players may use movement trays to
move all the elements in a combat unit. While the [10.4.3].
position of an element in such a combat unit is [8.1.7] C-in-C: A C-in-C or, Army Commander,
General Rule; significant, its assumed all elements in a combat
Fire and Movement is conducted Commander by which has not yet been activated, can transfer
units are working together and adjusting their command points to any subordinate sub-commander
Commander, where all fire and movement is formations to support elements to their front, and
completed in one Command before moving on to the within its command radius. This need to be noted
allowing direct fire through elements to their front. and affects the number of command points available
next Command. The Phasing player selects a
Commander and “Activates” it and its subordinate Cases; to the C-in-C, when it is, in turn, activated. This is
elements in its Command, which has no cost, See the only method command points can be transferred
Case [8.1.2]. [8.1] COMMAND POINTS between commanders.
General Rule; [8.1.8] Commanders command quality can be
Once Activated a Commander then expends Commanders expend command points in order to
“Command Points” to Activate subordinate “Combat modified by its professional skill, See Case [3.1.6].
activate “Combat Units” or for an activated “Combat
Units”, with the cost to activate being the sum of the Unit” to execute a Close Assault. A Commanders
elements divided by four, fraction rounded to the [8.2] COMBAT UNIT
available Command points is equal to its Quality, so General Rule;
closest whole number, See Case [8.1.2] and a Commander with a Quality of 3 possess 3
Exception, See Case [8.1.4]. A Commanders A Combat Unit is any collection of elements which
command points each Fire & Movement Phase, See are subordinate to the same commander and are in
Command Point availability is equal to its Quality, Case [3.1.6]. This may be modified by its
See Case [8.1.1], modified by its Professional Skill, base to base contact with each other. A Combat
Professional Skill Value, See Case [3.2] and case Unit is not a formal formation, such as a division or
See Case [3.3]. A “Combat-Unit” is any collection [3.3], and any Command Points which may have
of subordinate elements, owning players choice, even a Corps and is instead one or more formal
been transferred from the C-in-C to it. formations which are operating in unison, moving
which are in “base-to-Base” contact with each other,
See case [8.2] Cases; and conducting fire combat simultaneously.
Cases;

Divisions-Kommandeur v1 7 Part 1: Rules


[8.2.1] Defining a Combat Unit to Activate: A Example: In our earlier example the commander has
Combat Unit is declared by the phasing playing activated a combat unit of six elements, two of which are
during the Fire & Movement Phase. All elements disordered. The disordered elements must recover before
must be in base to base contact with each other and they can conduct close assault so expend an action, this
be subordinate to the Active Commander. Once means they lack sufficient actions to initiate close combat
Activated the elements conduct movement and fire and move into contact with the enemy, or provide support.
combat simultaneously. The elements can move out As a result they are left behind when the four eligible
elements form an attacking combat unit and move into
of base to base contact or conduct different types of
close combat with the enemy.
movement and the phasing player can move
elements individually if desired.
Fig [8.4] Defending Combat Unit
[8.2.2] The phasing player can exclude elements in
base to base contact from the combat unit, if desired. A Defending Combat Unit is any collection of elements
which are contacted any an enemy Attacking combat unit.
Example: The Commander activated six elements in base to
They do not need to be in base to base contact with each
base contact with each other, two are disordered and four other and do not need to be subordinated to the same
are not. The Commander expends one Command points in
commander.
order to do this. As the Commander has a Quality of 3, all
activated elements can expend two Actions. The phasing
player expends an action to recover from disorder for the
two disordered elements, and expends an action to move
[9.0] ACTIONS (Table
the other four elements to a new location, which is no
longer in base to base contact with the previously Fig [8.3] Attacking Combat Unit.
Five)
disordered elements. The Commander could have also
activated each group of elements separately, but this would All elements except the disordered and element not in base [9.1] ALLOWED ACTION’S
of cost two Command Points. to base combat is part of the Attacking Combat Unit, which
requires 2 CP to launch a Close Assault.
General Rule;
All elements can execute from one to three actions
in a Phasing Fire & Movement Phase. During each
[8.4] DEFENDING COMBAT UNIT action an element can move or conduct fire combat,
General Rule; including initiating close assault, See case [8.0].
For close combat purposes the elements subject to a
close assault forms a defending combat unit. This Cases;
type of combat unit is involuntary and is formed
based on which elements are in base to base contact [9.1.2] CHART 5: ACTION ALLOWANCE
with elements from an enemy attacking combat unit. CHART
Unlike other types of combat units the elements do Actions Situation
not need to be in base to base contact with each 1 Quality of 1 or 2. A 2nd action is only allowed if a
other to be part of a defending combat unit, apart quality test is passed.
Fig [8.2] Combat Unit from elements supporting the close combat, which 2 Quality of 3 or 4. Can conduct 2 actions with no
may not be in base to base contact with the attacking testing required.
All elements, except the Dragoon not in base to base combat unit. 3 Quality of 5 or 6. A 3rd action is allowed if a quality
contact, is part of the Combat Unit, which costs 2 CP to test is passed.
activate. Cases; Modifiers
[8.4.1] Defining a Defending Combat Unit in +1 Elan bonus.
[8.3] ATTACKING COMBAT UNIT close combat: When an enemy attacking combat
unit moves into base to base contact with friendly [9.1.3] CHART 5: ACTION COST CHART
General Rule;
elements, all elements in base to base contact, Action Fire Combat Activity
An Attacking (or Close Assault) Combat Unit is any
including corners, and all elements in base to base 1 Conduct Fire Combat.
collection of activated elements which are Conduct Close Assault or Close Support.
contact with those elements ,providing close support
subordinate to the same commander, are in base to Action Movement Activity
base contact with each other and which possess in the rear, are defined as the defending combat unit.
1 Conduct Movement.
sufficient “actions” to initiate close assault or close [8.4.2] Elements do not need to be in base to base Mounting Transports.
support and move into close combat with enemy contact with each other to be part of a defending Limbering.
elements. combat unit. Deploying, See Case [9.4].
Recovering from Disorder, See Case [5.1.5]
Cases; [8.4.3] Elements in base to base contact with ½ Entering or leaving Travel mode.
[8.3.1] Defining an Attacking Combat Unit to elements in a defending combat unit, which are not Foot crossing a linear terrain feature.
initiate a Close Assault: Any activated elements in otherwise eligible, are not part of the defending (Fortifications)
base to base contact with each other and with combat unit. Mounted or artillery crossing a large stream
sufficient actions to initiate a close assault, or close Foot, animals or wheeled vehicles crossing a wall or
support, and, in addition, move into close combat [8.4.4] A defending combat unit can consist of embankment.
with opposing elements is called an Attacking elements subordinate to different commanders. Elements crossing an engineer constructed bridge
Combat Unit. (does not include other bridges).
[8.4.5] Elements in base to base contact with and [9.1.4] When an element expends ½ action it can
[8.3.2] The Commander must expend additional element to its front, which, in turn, is contacted by only perform other activities which cost ½ action, or
Command Points for the attacking combat unit to an enemy attacking units, can provide close support. an activity which can be halved, such as ½ action to
initiate the close assault. This represents the order to These elements are part of the defending combat move up to ½ its normal movement allowance.
attack, See Case [8.1.5]. unit.

[8.3.3] In most cases the combat unit which is Example: The defender has a line of four elements in bases
[9.4] DEPLOYING, See case [5.7]
originally activated is also the attacking combat unit, to base contact, with a gap and then another line of four An element expend 1 action to deploy, but leaving
but in some rare cases combats units may move elements in base to base contact. All elements have an has no cost, See case [9.1.3]. Deploying is a trigger
together to create a larger attacking combat units element to their rear in base to base contact. The enemy for opportunity fire, See Case [11.2].
before the close assault is initiated. This may occur has contacted two elements from each line of four with a
if elements have three actions available. In other single attacking combat unit. Only the four elements in [9.5] MOUNTING & DISMOUNTING
base to base contact with the enemy and the elements to Troops can dismount at any time during the phasing
cases elements may have to be left behind, because
their rear are considered as part of the defending combat fire and movement phase at no cost. When mounted
they lack the necessary actions, or movement unit. The close combat only affects these eight elements
allowance, to conduct the close assault. troops dismount and the transporting vehicle, or
and the other eight elements take no part in the close
animal, is removed and replaced with the infantry
combat.
element. Mounting cost an action and can only occur
during the phasing Fire and movement phase.
Mounting is a trigger for opportunity fire, See Case
[11.2].

Divisions-Kommandeur v1 8 Part 1: Rules


[9.7] LIMBERING & UNLIMBERING [10.2.8] Manhandled Guns: Guns of 6 pounds or [10.6.1] Any element, which has not been activated
greater and all howitzers and rockets can be during a phasing fire and Movement phase, may
[9.7.1] Towed artillery can unlimber at any time
manhandled ½ BW per action, smaller guns can be make a facing change if there are any visible enemy
during the phasing fire and movement phase at no
manhandled at 1 BW per action. elements within the enemy elements move distance,
cost. If artillery unlimbers its movement ends during
See Case [10.1.1]. This requires a successful quality
the current action, unless this occurs before any [10.2.9] Mixed Terrain: Moving across different check, if unsuccessful no facing change is allowed.
movement has occurred as a result of expending an terrain is done on a pro-rata basis.
action. [10.6.2] If successful an element can make a facing
Example: Cavalry with a movement allowance of 8C is change in order to avoid being contacted in the
[9.7.2] Artillery can unlimber after each enemy expending half its allowance on clear terrain, quarter on flank. If possible the centre of the element must
direct fire combat in other phases. When artillery road and quarter on difficult. This translates to 1 BW for the
remain in place, but some minor adjustments is
unlimbers the transporting vehicle is removed and clear terrain, 1 BW for the road and ¼ BW for the difficult
allowed in order to avoid other friendly elements.
replaced with the artillery element. Limbering cost terrain, totalling a distance of 2¼ BW being covered.
an action and can only occur during the phasing Fire [10.6.3] If more than one enemy element is
and movement phase. Note: Artillery can still be [10.4] TRAVEL MODE triggering a Reaction move and its not possible to
manhandled, but at a lower speed. Limbering is a General Rule; avoid having a flank exposed, the owning player can
trigger for opportunity fire, See Case [11.2]. Travel mode is used to conduct strategic or choose which flank should be protected and which
operational movement. While Travel Movement will remain exposed.
[9.7.3] When artillery limbers or unlimbers, it may
change facing at no cost. doubles all movement, the element will suffer heavy
losses if attacked. [10.7] CHARGE RANGE
[9.7.4] Limbered artillery can never conduce fire Commentary:
combat or be involved in close combat. If non- Cases; An elements move allowance is also referred to its
phasing limbered artillery is subject to close combat [10.4.1] Elements can double their movement by charge range, as a move into close combat is this
it can immediately unlimber, but halves the number adopting travel mode. This expends ½ action to distance. Of course any element which has three
of dice as a result. adopt and ½ action to leave. This can only occur in actions can make a normal move into a better
the phasing fire and movement Phase. position before expending an action for the close
[10.0] MOVEMENT (Table [10.4.2] Elements in travel mode cannot conduct fire
combat, this includes opportunity fire and return fire.
assault and an action for the move into contact.

Six) [10.4.3] If conducting fire combat or close combat [11.0] DIRECT FIRE (Table
against an element in travel mode use an extra dice,
[10.1] MOVEMENT ALLOWANCE See Case [13.8.2]. Once the fire combat or close Seven)
combat is completed the element in travel mode
General Rule;
automatically leaves travel mode in a disordered In order to conduct direct fire an element must have
During an action an element can move up to its
state, if not already disordered. This cannot be a a direct fire capability which has an effect at that
standard movement allowance listed in Table 6.
cause for disruption. range, have a visible enemy target, have a unblocked
Move Distance Table. The distance an element can
line of sight to the enemy target and must have an
move is affected by the terrain it is traversing. Note, [10.4.4] Elements in travel mode which are action to expend, or if in the non-phasing fire and
when elements move simultaneously in order to activated, remain activated the following game-turns movement phase, be eligible for opportunity fire.
speed up game-play, each elements movement is until they leave travel mode.
still considered to be determined individually, See
[11.1] DIRECT FIRE ELIGIBILITY
case [8.0] [10.5] RETREAT MOVE General Rule;
Cases; General Rule; Standard direct fire occurs during the phasing Fire
A Retreat move is caused by an element becoming and movement phase and requires an action.
[10.1.1] TABLE 6: MOVE DISTANCE CHART disordered, or can be execute at the end of each
(See Charts & tables) close combat round. In both cases its an attempt to Cases;
[10.1.2] Commanders are classed as 6C, See Case move to a position of safety. [11.1.1] Elements must conduct direct fire against
[3.1.1], unless specifically indicated otherwise. any enemy element within effective range and
Cases; directly to its front, in other cases it can choose any
[10.5.1] Retreat Move,: A retreat move is a valid target. If more than one enemy directly to the
[10.2] MOVEMENT RESTRICTIONS minimum of 1½ Base Width, or an elements front, select the one with the largest frontage to the
[10.2.1] Wheeling: Wheels are measured from the movement allowance if it is less, and a maximum firing element. If the frontage is the same, the owner
outside of the element. equal to its movement allowance, away from the player may select either target, Exception Indirect
enemy element, toward the friendly player edge or Fire, See Case [13.9]
[10.2.2] Echelon: Echelon moves (like a bishop in
terrain which offers cover.
chess); sideways while moving forward, or
[11.1.2] Elements firing at long range must fire at
backward movements, are permitted at normal [10.5.2] Unless moving to terrain which offers any elements within its firing arc. If there are no
movement rates. The sideward move must not cover, the move must be directly to the rear of the targets within its firing arc, It is penalised when
exceed the forward or backward movement. element with sideward moves of no more than the firing outside its firing arc, See case [11.4]
element width allowed. The element remains facing
[10.2.3] Optional: A sideway move of more than 45
the enemy. [11.1.3] Artillery can conduct direct fire through
degrees is done at half speed.
enemy Skirmishers, but in all other cases you cannot
[10.5.3] Friendly elements encountered can be conduct direct fire through any friendly or enemy
[10.2.4] Moving through Units: Elements may
passed through, See Case [10.2.4], or the friendly element. If on different elevations you can conduct
move through other elements, although their
elements chooses to be carried away by the retreat, direct fire over friendly elements, but not over
movement can't end on another element, See Case
becoming disordered in the process. If carried away enemy elements, See case [13.1.2]
[10.5.1]
it remains in base to base contact with the lead
[10.2.5] Reversing: An element can move in a retreating element, which is the first retreating [11.2] OPPORTUNITY FIRE (Table
retrograde manner at a movement cost of x2. The element encountered by the element being carried
facing remains the same in this case. away. Note: This would occur to get rear Ten)
elements to a position of safety, or to avoid General Rule;
[10.2.7] Turning to face the rear or flank: For an Opportunity fire occurs during the non-phasing fire
element to face to the rear there is a cost of 1 Base being eliminated because elements occupy the and movement phase and is triggered by enemy
Width, which represents the front of the element same spot on the playing area. movement, close assault or fire combat. It does not
moving to its rear. Skirmishers can freely turn to expend an action and an element can conduct
face the rear at no cost. For an element to face the [10.6] REACTION MOVE opportunity fire twice in a non-phasing fire and
flank, including skirmishers, there is an additional a General Rule; movement phase against different targets.
cost of 1 Base width. When turning to face the flank After a player has completed all fire and movement Exception; An element can always conduct
the element must not end the turn to face the flank by “Activated” elements, any elements which were opportunity fire if its close assaulted, even if it has
movement closer to any enemy element. not activated can conduct a reaction move, which is previously conducted opportunity fire against that
a facing change triggered by visible enemy elements element in the same phase. This exception only
[10.2.7] Moving Side-wards: An element can move within the enemy elements move distance, See case applies to the close assault element, conducting
to either side at a movement cost of x2. The facing [10.1.1]. opportunity fire against the close support element
remains the same in this case..
Cases; uses the standard two opportunity fire limits, See
Case [12.1.4].
Divisions-Kommandeur v1 9 Part 1: Rules
Cases; Example: A non-phasing element is being close assaulted Close Support can be provided by any number of
[11.2.1] The opportunity fire zone of any element is twice two, it can conduct opportunity fire against each. A additional eligible elements, with such elements
its fire range, i.e. Effective (short) Range, See case non-phasing element can conduct opportunity fire against described providing close support.
[13.2.4]. an element close assaulting it for any eligible trigger, but
cannot conduct opportunity fire against the element General Rule;
[11.2.2] When conducting opportunity fire treat as conducting close support. Close Combat is conducted element by element,
long range, unless the trigger is enemy fire combat., only involving elements defined as in an attacking or
See case [11.3.5], or being close assaulted. If the [11.2.8] Opportunity fire triggered by movement defending combat unit, for as many rounds as
trigger is close assault always treat as effective outside its firing arc has no effect because its required to ensure no opposing elements are in base
range. consider long range and if triggered by close assault to base contact with each other.
in its flank or rear is halved as required by Case
[11.2.3] CHART 7: OPPORTUNITY FIRE [11.4]. [12.1] CLOSE ASSAULT
TRIGGER CHART General Rule;
Any enemy element which ends its movement within an [11.3] RETURN FIRE An element can attempt to move into the same spot
opportunity fire zone of an element. (1) General Rule; as an enemy element, triggering close assault. The
Any element which exits an opportunity fire zone. Return fire occurs during the non-phasing fire and Close assault move represents the movement of
Any element which deploys, mounts, or limbers, within an movement phase and is triggered by enemy direct elements into base to base contact with enemy
opportunity fire zone. (2) fire combat. Return fire is considered as Opportunity elements, as well as the movement of all supporting
Any element which is initiating close assault against the Fire, but has no range penalty, See Case [13.2.4]. It elements. These elements are part of an attacking
element conducing opportunity fire, See is subject to the opportunity fire limit, See case combat unit and a command point is required to
Case [11.2.6]. (3) [11.2.6]. “order” the attacking combat unit to conduct the
Any element which is subject to direct fire can return fire,
See Case [11.3] (4)
close assault move, which requires additional
Cases;
Notes: Command Points being expended See Case [8.1] and
[11.3.1] Return fire is triggered when the element is
(1) = Elements conducting close assault are considered to Case [8.3].
subject to direct fire where there exists an unblocked
have ended its move the moment it comes
line of fire between it and the firer. Cases;
into contact with an enemy element.
(2) = Leaving cover does not trigger opportunity fire.
[12.1.1] Close Assault: The close assault element
[11.3.2] Return fire is considered to occur
(3) = Treat as effective (short) range, See Case [11.2.3] and must expend an action to initiate close assault and
simultaneously with the trigger cause, thus the
Case [12.1.4]. then must move into base to base contact with the
elimination of an element does not preclude return
(4) = Range is as per standard rules, effective range up to its target element, to initiate close assault. The base to
fire.
FR and long range at twice FR, See Case base contact for both elements must be on an edge,
[13.2.4]. [11.3.3] Return fire can occur even if the target is base to base contact on a corner is not valid. As a
[11.2.4] An element can be subject to opportunity not visible, such as may occur if the line of sight is result an element needs at least two actions to
fire for any cause, by any eligible different enemy blocked by enemy elements, in this case count as initiate close assault. Note: The action to initiate
element, and any number of times, See case [8.0] unobserved direct fire. close assault occurs first, followed by the action
and Case [11.2.5]. required to move, See Case [8.1.5] and Case [8.3].
[11.3.4] Indirect fire never triggers return fire.
Example: Ending a move in the opportunity fire zone of 2 Note: Opposing elements in base to base contact on a
enemy elements could result in an element suffering two [11.3.5] Return can never occur outside an elements corner are not considered to be in base to base contact for
opportunity fire combats. If it conducted close assault firing arc, See case [11.2.8] close assault purposes, but close support can occur in this
rd rd case.
against a 3 enemy elements a 3 opportunity fire would
[11.3.5] Return fire uses the standard Direct Fire
occur.
effective and long range rules, there is no range [12.1.2] Attackers Close Support: Up to two
[11.2.5] An element can only be subject to penality. elements, in base to base contact and directly behind
opportunity fire from any single enemy element the close assault element, and any number of
once in a phasing Fire & Movement Phase. [11.4] DIRECT FIRING ARCS elements which are in base to base contact with both
Exception: an element can always conduct [11.4.1] Fire Combat: Elements cannot conduct the close assault element and the target element, can
opportunity fire against an element close assaulting fire combat equally well around its entire 360 degree support the close combat. This is called close
it, See case [11.2.7]. arc. Elements can only conduct direct fire out of support. Note: Elements in contact at the corner are
their front edge and 45 degrees to each side. If considered to be in base to base contact for close
Example: An phasing element triggers opportunity fire for forced to conduct fire combat out of any other arc, support purposes, unlike to close assault elements,
moving an entire action and enters a opportunity fire zone count effective range as long range and no fire See Case [12.1.1]. Close Support elements must
of an enemy element. It also triggers opportunity fire for combat at long range is permitted. This means expend an action to provide close support, as well as
moving ½ action within that elements opportunity fire zone. opportunity fire is not possible outside the firing arc, remaining in base to base contact with the close
While there are two triggers opportunity fire can only be See Case [11.2.8] assaulting element, or an element to its front, which
conducted one. If during the phasing elements 2 nd action it
declares a close assault against the non-phasing enemy
is in base to base contact, with the close assaulting
[11.4.2] Close Combat: Close combat involved element at all times. As a result an element needs at
element and moves into contact with it, the non-phasing hand to hand and firing firearms, as a result when
element can conduct opportunity fire against it, even least two actions to initiate close support. Note: The
conducting close combat or close support through a action to initiate close support occurs first, followed
though it did so previously. This would only occur if a flank or rear, half the number of dice. This is halves
phasing element had 3 actions available. by the action required to move.
if conducted close assault and quarter if conducting
[11.2.6] An element can conduct opportunity fire a close support. [12.1.3] Defenders Close Support: Up to two
maximum of twice in a given non-phasing fire and elements, directly behind the target of a close
Note: This means an element can fire or conduct close assault, and any number of elements which are in
movement phase. Exception: an element can always combat outside its flank or rear, but at a greatly reduced
conduct opportunity fire against an element close base to base contact with both the close assault
effect.
assaulting it, See Case [11.2.7] element and the target element, can support the close
combat. In this case the non-phasing player does not
Example: A non-phasing element has conducted
opportunity fire against two different phasing enemy
[12.0] CLOSE ASSAULT need to expend any actions.

elements and is then close assaulted. It can conduct


opportunity fire a 3rd time in this case.
(Table Eight) [12.1.4] Opportunity Fire: The close support
element can triggers opportunity fire due to its
movement during the close assault. There is no
[11.2.7] An element can always conduct opportunity Commentary; special opportunity fire trigger for close support
fire against an enemy elements close assaulting it. Close Combat represents both firing and engaging element and in many case these elements will be
An element which is being close assaulted can only in hand to hand combat. shielded from opportunity fire by the element to its
conduct opportunity fire against the enemy element front. The Close Assault element is always
conducting close assault. It cannot conduct Close Assault is the term used to describe the considered an opportunity fire trigger when it
opportunity fire against elements conducting close initiation of close combat and the element which achieves base to base contact with the target, as well
support, or close assaults against other friendly initiates the close combat against an enemy element. as its move into base to base contact, See Case
elements. This restriction only occurs once the Close Combat represents two opposing elements [11.2.6] and Case [11.2.7].
enemy declares a close assault against that element, engaged in close combat, such as hand to hand with
prior to this the element can conduct opportunity fire bayonet, close range musket fire and other similar
normally. activities.

Divisions-Kommandeur v1 10 Part 1: Rules


[12.1.5] The Close Combat is assumed to be [12.2.3] When the attacking combat unit’s elements [12.3.1] If physically possible every defending
occurring in the location the defending element make base to base contact with the opposing element in base to base contact with a friendly
resides, thus any negative terrain effects affects the elements they can pivot to line up with a defending element must be directly engaged in close combat by
close assaulting element. Any effect is implemented elements edge. This pivot has no movement cost. a close assaulting element. Defending elements not
after all opportunity fire is conducted. If movement How they pivot depends where they started the close engaged becomes close support elements for a
into that terrain is prohibited, the close assault assault move. If any part of the element started from defending element in close combat. If this is not
cannot occur. That element can conduct close at least ¼ Base Width behind a line parallel with the physically possible, the unengaged enemy elements
support if another eligible element can be the close target element front, they can pivot onto the targets will act as close support.
assault element. The close support element is not flank if there are no obstacles, otherwise they would
affected by any terrain in the location the defending pivot onto its front edge. If the entire element [12.3.2] Within the restrictions of Case [12.3.1], If
element resides in. started from behind a line parallel with the rear edge the attacker finds itself with more than one element
they can pivot onto the rear edge, otherwise would in base to base contact with a single enemy element,
Example: The defending element is in open woods and the pivot onto the flank. the owning player determines which element will be
close assaulting element is an Ms, which requires it to the close assault element and the other(s) providing
adopt loose formation in such terrain. This occurs when the close support.
element is in base to base contact with the target element,
but after any opportunity fire. [12.3.3] Within the restrictions of Case [12.3.1], if
the defender finds itself with more than one element
in base to base contact with a single close assaulting
element, the attacking player determines which will
be the target of the close assault and the other
defending element providing close support.
Fog [12.2] Close Assault Move – Wheel at start. [12.3.4] Once all close combats has been determined
Fig [p12.1] The Close Assault or defined, the phasing player choses the order close
combats occur. All initially defined close combats
are considered to occur simultaneously.
[12.3.5] When more than one element is conducting
close combat against a single element, as would
occur when there is a close support element, totals
all eligible dice and spin together. There is only a
single close combat per round. Any disorder result
Fig [12.2] Close Assault Move – Wheel at end. only affects close assault element, but a retreat result
[12.2.4] Close Assault into enemy flank: A Close affects all elements, which including the close
assault unit must start the move behind a line assault and all close support elements.
parallel with the target enemy elements front edge in
Example: Two line infantry are engaged in close combat
order to conduct a close combat against an enemy
against a single line infantry element, one is close assault
flank. It must be clearly behind this line, otherwise it and the other a close support element. If the single element
must contact the enemy element front edge by achieves a disorder against its opponent, only the close
Fig [12.1] The Combat Units wheeling. assault element is disordered. If that players decided to
retreat from close combat, both elements retreat.
[12.2] CLOSE ASSAULT MOVE
General Rule; [12.4] CLOSE COMBAT
The close assault move is normally a forward move, General Rule;
with some sideward movement permitted. Before the Close Combat consists of both elements conducting
forward move begins facing changes or wheeling close combat against each other until one side
can occur and after contact is made the element retreats or is eliminated. Some elements gain
pivots to line up with the enemy elements edge. The positive modified in the first round of close combat
movement into close assault only needs to result in and negative modifiers in subsequent rounds. This
base to base contact with the enemy, its does not normally affects cavalry, Exception, loose
need sufficient movement to occupy the area the formation, See case [5.9.8]
enemy element occupies. Fig [12.2] Close Assault Move – Flank
Cases;
Cases; Attack.
[12.4.1] If any element suffers a 2nd disorder it
[12.2.1] The Close Assault move forward which becomes disrupted and is removed, See Case [5.2]
results in contact with the enemy cannot involve any [12.3] DEFINING EACH CLOSE and Case [15.2.1]. Note: If using the Spend Optional
wheeling after the element has begun its forward COMBAT rule, See case [4.4], spent elements which suffer a
movement and must be a forward move, with General Rule; disorder are disrupted and removed.
sideward moves up to a maximum of half its forward Once the attacking combat unit has completed the
movement allowed. Individual elements can start the [12.4.2] Except for the first round of close combat,
close assault move, as well as suffering any
move by conducting facing changes in order to line either player can choose to retreat from close
opportunity fire triggered by the move, in a complex
up with the attacking combat unit before this combat, See Case [10.5] and conduct a retreat move.
multi-element close assaults, each close combat
forward move begins. This applies even if elements become disordered,
needs to be defined. Each element in base to base
See case [5.1.6] and disorder never forces a player to
contact with an enemy element is defined as a close
retreat from close combat. Both players
assault element. If there is more than one the owning
simultaneously declare if they are retreating or
player chooses, but as much as possible each enemy
remaining before the next close combat round. Close
element must be attacked by a close assault element.
Support element must retreat if the close assault
All other eligible elements are defined as close
element retreats. If unable to retreat the element is
support elements.
eliminated, See Case [5.1], Case [10.5] and Case
Each close combat is now executed, in any order the [15.2.4]. Exception, Skirmishers can evade in the 1st
attacking player wishes, until a conclusion is arrived round of close combat, See case [12.4.3]
at and then the next close combat is executed. As a
Fig [12.2] Close Assault Move result of this new close combats can be initiated,
which does not trigger opportunity fire, as well as
[12.2.2] The elements within the attacking combat new close support elements defined. This only
units must start and end the move in base to base occurs if the victor of a close combat finds itself in
contact, but can otherwise distort its formation in base to base contact with an unrelated enemy
order to move into base to base contact with enemy element, which can occur if it advances into the
elements. space vacated by the defeated enemy element, See
case [12.7]
Cases;

Divisions-Kommandeur v1 11 Part 1: Rules


[12.4.3] Evade: Non-Phasing Skirmishers can Up to two elements can provide close support for a [12.6.3] Non-phasing players’ elements which win
Evade in the 1st round of close combat, resulting in close assaulting element, with the elements placed in their respective close combats remain where they
no close combat. This is called evading and is only base to base contact with the rear of friendly element are, See Case [12.4.4] and case [12.4.5].
possible to skirmishers which are defending against conducting close assault or close support. Any
a close assault from enemy infantry. The attacker is number of additional elements can provide close [12.7] FOLLOW-ON CLOSE COMBAT
considered the victor in that close combat and support if in base to base contact with the close
advances into the vacated spot. If they are in base to assault element and enemy target element.
& SUPPORT
base contact with any remaining element they can General Rule
conduct follow-on close assault, See Case [12.7.2]. Cases; Elements which win their respective close combat
Skirmishers who initiate close assault cannot evade. [12.5.1] The elements conducting close support and which find themselves in base to base contact
Skirmishers can never evade if close assaulted by conduct close combat normally, but are assumed to with other opposing elements, become involved in
Cavalry. do so at long range, thus the number of dice used is further close combats against that element, either as
halved, fractions rounded upwards. If more than one a follow-on close support element or a follow-on
Note: Skirmishers who evades is considered to not be in the element is conducting close support, total all dice close assault element. If elements are in base to base
same defensive combat unit as any elements which do not first then round upward. contact on their corners they are not considered to be
evade. If skirmishers decide to stand and fight they can be in base to base contact for close assault purposes,
supported by elements to their rear or side normally. [12.5.2] If the close assault is successful the close but these elements may still provide close support,
support elements to the rear can remain in base to See case [12.1.2].
[12.4.4] If the non-phasing players element retreats, base contact with the close assault element as it
or is eliminated, the phasing players element wins moves to occupy the defenders position, See Case Commentary;
the close assault and advance into the place the non- [12.4.4] and Case [12.6.2]. If the close assault Players would be wise to retreat rather than end a
phasing players element occupied, See case [12.6.1]. element is eliminated and the enemy defending fire & movement phase in base to base contacts on
Close support elements directly behind can maintain element is eliminated, the close support element their corner. But players are allowed to do this if
base to base contact with the advancing element, See stays in place. they desire.
Case [12.5.2]. Other close support elements, such as
[12.5.3] A Close Assault can be supported by up to Cases;
to the side, cannot move in this case, See case
two close support elements to its rear, See Case [12.7.1] Follow-On Close Support: Elements
[12.6.2]
[13.7.3], as well as any elements in base to base defined as follow-on close support elements can
[12.4.5] If the phasing players element retreats, or is contact with the close assault element and enemy provide close support to any close combats, which
eliminated, the non-phasing players element wins target element. have not yet been conducted, in the same manner as
the close assault and remains in place, See Case any normal close support element. This can include
[12.6.3]. If both elements retreat or are eliminated, base to base contact on their corners, See case
no-one occupies the place the defender resided in. [12.1.2].

[12.4.6] If after a round of close combat no winner [12.7.2] Follow-on Close Assault: If an element is
is determined; both players now conduct a second defined as a follow-on close assault element this
round of close combat. This continues until there is a means a new close combat is initiated, which in this
winner, or until one side decided to retreat. case does not trigger any opportunity fire. Follow-on
Close Combats occur after all the initial close
[12.4.7] Cavalry have two FE values, the standard combats have been concluded. It should be noted
FE value and a special value which they can take this would be a very rare occurrence and would
advantage of in the 1st round of close combat, unless Fig [12.5] Close Support Elements - Attacker
require either side losing and winning one close
disordered or deployed (taking cover). This applies combat each. Note: Elements in base to base contact
if the cavalry is initiating or defending against a at their corners are not considered to be in base to
close assault. In addition cavalry armed with lances base contact.
gain a +1 FE in first round of close combat only if
they are initiating the close assault against infantry. [12.7.3] If an element is defined as a follow-on close
Exception, loose formation, See case [5.9.8] assault element and are in base to base contact on
their flanks, the elements do not change facing,
[12.4.8] Even though the close combat is considered instead they are engaging from their flanks with the
to be occurring in the area occupied by the resulting penalties, See case [11.4.2]. If they have
defending element, the attacking elements can never any supporting elements to their rear, they provide
benefit from terrain in that area, such as Rough Fig [12.5] Close Support Elements – support as normal, but also suffer the same halving
terrain, but the attacking close assault element does Defender effect, which means they are halved twice.
suffers any negative effects from the terrain. Only Supporting elements to either flank are also halves
the defender benefits from terrain in any close [12.6] ENDING A CLOSE COMBAT twice, See Case [11.4.2].
combat. General Rule;
A close combat ends when either, or both, sides [12.7.4] If a phasing elements is in contact with an
[12.4.9] Optional: British Ms, trained or better, retreat or are eliminated. The victor advances into enemy element edge on its corner, it can wheel in
which are being close assaulted by enemy Infantry the spot the defender occupied, which in some cases order to allow edges to be in base to base contact.
gain a +1 in the first round of combat. This may affect other close combats, or even initiate new This is not permitted if both elements corners are in
represents their two line formation and practice of close combats. contact, only if a phasing attacking elements corner
staying behind a crest of a hill, See case [13.7.3]. is in contact with an enemy elements edge. If the
Note: If using 2 rank based elements, do not use this Cases; phasing attacking elements edge is in contact with
optional rule, See Case [1.7.3] and Case [1.7.8] [12.6.1] Phasing players elements which win their an enemy elements corner it may also wheel to allow
respective close combat occupy the spot the for edges to be in base to base contact.
[12.5] CLOSE SUPPORT opposing element occupied, with supporting
Commentary; elements to their rear remaining in base to base [12.8] MIXED GOOD ORDER &
Close support represents elements supporting an contact, See case [12.5.2]. This can involve facing
element conduct close combat. In the case of cavalry changes, Sideward moves and of course, forward DISORDERED ELEMENTS
supporting infantry or cavalry, it could represent moves. If the base depth differs, the front of the [12.8.1] An elements conducting close combat
short charges and retreats as required. In the case of advancing element lines up with the rear of the which suffers a disorder does not affect any close
infantry supporting infantry, it could represent enemy elements former position. support elements, See case [12.3.5].
momentum used to punch through an enemy [12.8.2] If conducting close combat and some
position. In the case of infantry supporting cavalry it Note: Other friendly element to its rear may need to have
their position adjusted to accommodate the advancing elements are disordered, which may occurred if the
could represent a fire base which the cavalry can non-phasing player, these elements will be removed
element, which may affect close combats not yet executed,
withdraw to before their next charge. when the 1st disorder result in the close combat
so make sure the order of the close combats are carefully
General Rule; determined. occurs, leaving the good order troops behind.

[12.6.2] Close Support elements which are not in the [12.8.3] If a close support element is removed and
rear of the close assault element and instead were in close support elements which need to be in base to
base to base contact with the enemy element, remain base contact to provide support, may no longer
in place if the close combat was won. provided support.

Divisions-Kommandeur v1 12 Part 1: Rules


[12.8.4] If the element conducting close combat is [13.1.4] Measure the range to the target, ensuring The resulting cross referenced column is the Basic
removed, the close combat has ended, See case that it is visible to the firer at the start of the current fire column for that particular weapon shooting at
[12.6, although an advance after combat may result direct fire step. Note: Return fire can uncover an the target.
in a follow on close combat, See Case [12.7.1] and enemy element within the phase, although this is
case [12.7.2]. highly unlikely in these rules. [13.4.4] Final (NETT) Fire Column: This Basic
fire column may be modified by shifts to either the
[12.9] COMMAND BONUS (Optional) [13.1.5] The range is measured from any part of the left or right due to terrain, mode etc. All such shifts
firing element to any part of the target. are based on the column calculated in Case [13.4]
General Rule;
the net shift being applied to the column. A shift
The phasing player can expend command point to [13.1.6] The maximum range is twice an weapons which results in the column moving off the left of
provide individual elements with a close combat fire range. Effective (short) range is up to an the table means that the attack was unsuccessful;
command bonus. This costs 1 command point and elements fire range and long range is out to twice its (Exception: Close Assault, See Case [13.8.3]) whilst
provided a bonus modifier of +1 during the entire fire range, See Case [13.2.4]. a shift which results in moving off the right of the
close combat, for that element only. The command
[13.1.7] Indirect Fire Range is twice direct fire table means that the attack is calculated using the
providing the bonus must be part of the same combat
range. This applies for both effective and long range, right hand column, See Case [13.4].
unit as the element receiving the bonus.
See Case [13.2.3]. Indirect fire can occur over [13.4.5] If conducting Close Assault and shifts
The non-phasing player may expect any unused intervening troops. which results in the column moving off the left of
command points, from its previous phasing fire &
[13.1.8] Howitzers and Rockets can only conduct the table means that the attack is calculated using the
Movement Phase, to provide an element with a close
Indirect fire, other artillery of 6 pound or greater can left hand column. This is an exception to Case
combat command bonus. This costs 1 command
conduct direct or indirect fire, other artillery can [13.4.4].
point and provided a bonus modifier of +1 during
the entire close combat, for that element only. The only conduct direct fire. [13.4.6] Final Fire Value: The resulting number is
command providing the bonus must be part of the the number of D6 which are spun by the firer. A roll
[13.1.9] Elements need to note firing arcs, See case
same combat unit as the element receiving the of 4 or greater results in a HIT, otherwise no effect,
[11.4].
bonus. Exception, Indirect Fire, See Case [13.2.3]. If more
At the beginning of any phasing fire & Movement [13.2] FIRE EFFECTIVNESS (FE) than one element is conducting fire combat
simultaneously against a single target, total the
Phase any unused command points are permanently DETERMINATION number of D6 and spin together, otherwise each
lost. General Rule; element completes fire combat before moving to the
Read the Fire Effectiveness (FE) and Fire Range next element.
[13.0] FIRE & CLOSE (FR) of the Elements from the Equipment Data
[13.4.7] An element in travel mode may execute fire
Charts..
COMBAT (Table Nine) Cases;
combat, dividing the number of dice by 4, rounding
to the closest whole number. (i.e. only the leading
[13.2.1] Direct Fire: If conducting direct fire element may fire)., See Case [13.1.2].
Procedure; combat at a HIT is 4 or greater on a D6, See Case
The range of a weapon is twice its fire range, with [13.4.6]. If long range halve the number of dice, [13.4.8] Disordered element halve the number of
the distance up to its fire range considered as fractions rounded upward. dice to use, rounded up, See Case [5.1.1].
effective (short), and up to twice its fire range as
long range. A player would calculate the fire column [13.2.2] Close Combat: If conducting close combat Note: When dividing more than once, determine the final
divisor, divide and round to the closes whole number, with a
to arrive at a “result”, the result represents the at a HIT is 4 or greater on a D6, See Case [13.4.6].
For Close Assault elements the range is 0 Base ½ rounded up to 1. Thus a 4 divided two is divided by 4,
number of D6 dice to throw. If firing at long range
Widths, so is always considered effective range. resulting in 1.
halve the number of dice, fractions rounded up, See
Case [13.2.1] and Case [13.2.3]. A 4 or greater on a Close support elements are considered to be at long
D6 achieves a HIT, See Case [13.2.1]. The only range, thus halve the number of dice, fractions [13.5] FIRE LOSS PROCEDURE
exception is Indirect Fire, which achieves a HIT on a rounded upwards. The Fire Effectiveness Value (FE) General Rule;
die roll of 6 only, See Case [13.2.3] at a Fire Range (FR) of 0 Base Widths is that The firing player spins the correct number of D6 die
elements Close Assault Effectiveness (CAE), as determined in case [13.4.6].
Elements conducting fire and movement indicated by a “c”, example, 3c.
simultaneously at a single target, within a single Cases;
action, total all dice to throw. These are thrown [13.2.3] Indirect Fire: If conducting indirect fire [13.5.1] A result of “4 or greater on a D6” means the
together and the total number of Hits used for the combat a HIT is 6 on a D6, See Case [13.4.6] and target suffers a HIT, See Case [13.4.6]. Exception,
Save roll, See Case [13.4.6] and Case [13.5.9]. Case [13.1.7]. If long range halve the number of Indirect Fire, See Case [13.2.3].
dice, fractions rounded upward.
[13.5.2] The number of HIT’s against an element is
[13.1] ELIGIBILITY TO FIRE [13.2.4] Fire Range: The effective, or short, range totalled and the owning player makes a SAVE
General Rule; is an elements fire range. The long range is twice an THROW using a D6 and using this value. HITS can
When conducting fire players first determine the elements fire range. only be totalled within a single action. Elements
correct row to use on the Fire Table, which is which expend two actions cannot total their HITS
determined by the target troop type. Then determine [13.4] BASIC & FINAL FIRE COLUMN and must conduct two separate fire combats, each of
the Net Column. The result is the number of D6 die which results in a Save Throw.
[13.4.1] For Direct Fire against a target use face
to throw to determine the number of HITS achieved.
value of the firing elements (unit) firing
This value is then used for the target SAVE Throw, [13.5.3] HITS must be totalled if more than one
effectiveness (FE) value to arrive at the Basic Fire
with resulting include no effect, disordered or element is simultaneously conducting fire combat
Value.
dispersed. against a target. Elements which are conducting fire
[13.4.2] For Indirect Fire against a target use face combat against a single target sequentially conducts
Cases; fire combat separately, each of which results in a
value of the firing elements (unit) firing
[13.1.1] To fire the firing element may not be Save Throw.
effectiveness (FE) value to arrive at the Basic Fire
limbered.
Value.
[13.5.4] An element in travel mode adds 1 HIT to
[13.1.2] The target must not be in "dead-ground", any HIT’s it has received. This means all HITSs are
[13.4.3] The Basic Fire Value is used with Table 11
See case [19.2], and must have a line of fire. The doubled.
Fire & Close Combat Table, See Case [13.8]. Cross
line of fire cannot pass through friendly or enemy
reference the Basic Fire Value with the appropriate
elements, unless artillery through Skirmishers. Note [13.5.6] An element in close assault combat which
Fire Type Row. The Fire Type Row used is
a line of fire can pass over friendly or enemy suffers a second disorder becomes disrupted and is
dependent on the type of fire.
elements, See case [11.1.3]. Indirect fire can be removed, See Case [5.2].
conducted over friendly or enemy troops, but the If Direct fire use the Direct Row.
target must be visible unless in a Built-up area. This is further divided into target troop types such
[13.5.9] CHART 9: FIRE LOSS RESULTS CHART
as Skirmishers, Ms/LI, Cavalry, etc. (See Charts & Tables)
[13.1.3] For Elements executing Direct Fire, If Indirect fire use the Direct Row.
Opportunity Fire or Return Fire, or firing on the This is further divided into target troop types such [13.6] TABLE NINE: DIRECT FIRE
move, the target must be visible to the firer. The as Skirmishers, Ms/LI, Cavalry, etc.
target must be sighted prior to the fire combat. If Close Combat use the Close Combat Row. MODIFIER CHART
Return fire can affect visibility. General Rule;

Divisions-Kommandeur v1 13 Part 1: Rules


The effects given below are column shifts on Table [13.8.5] All HIT’s against a single element is [14.5.1] Engineers or Pioneers can lay linear
[13.8] Fire Table. A plus (+) shift moves the fire totalled and this value is used by the defender when obstructions, such as barricades and major road
column to the right and a minus (-) shift moves it to he spins a D6 to determine the results of the combat, blocks, at the cost of 2 actions. There is no Quality
the left. See Case [13.5.9]. test, its automatic. The Linear Obstruction is 1 Base
Width wide by ¼ Base Width deep. The deployed
Cases; [13.8.6] If a target receives 1 to 6 HITS a D6 is Linear Obstruction must be in base to base contact
thrown, if the result is equal to or less than the with the engineer or pioneer, which includes corners,
[13.6.1] TABLE 9: DIRECT FIRE COLUMN number of HITS it is disordered, otherwise there is allowing an engineer to lay obstacle segments to its
MODIFIERS (DEFENDERS MODIFIERS) no effect, See Case [13.5.9] front without moving.
(See Charts & tables) [13.8.7] If a target receives 7 or more HITS a D6 is [14.5.2] Dismounted infantry expends a ½ action to
[13.6.2] TABLE 9: DIRECT FIRE COLUMN thrown, if the result is equal to or less than the cross and wheeled vehicles cannot cross.
number of HITS minus 6, it is disrupted, otherwise it
MODIFIERS (ATTACKER MODIFIERS) is disordered, See case [13.5.9]. [14.5.3] Engineers or Pioneers can destroy linear
(See Charts & tables obstructions at the cost of one action and requires a
[13.6.3] Fire combat is prohibited at Night [13.9] INDIRECT FIRE quality test. If successful a 1 Base width wide tank
General Rule; obstacle is cleared.
[13.7] TABLE TEN: CLOSE COMBAT Indirect fire, as the name implies, is indirect fire, or
MODIFIERS more specifically plunging fire with the arc of the [14.6] FORTIFICATION &
General Rule; shell reaching significant height before plunging to ENTRENCHMENTS
The effects given below are column shifts on Table the ground. Indirect fire can only be conducted by
General Rules
[13.8] Fire Table. A plus (+) shift moves the fire Guns of 6 pounds or greater, Howitzers and rockets,
Fortification are deployed before the game begins,
column to the right and a minus (-) shift moves it to See Case [13.1.8].
they cannot be constructed during a game. They can
the left. Indirect fire occurs during the phasing fire and be destroyed by engineers or pioneers. Fortifications
movement phase in the same manner as direct fire. It are made of stone or concrete and gains the
Cases;
requires an action, for example. appropriate modifiers.
[13.7.1] TABLE TEN: CLOSE COMBAT Elements may be entrenched, either before play
When conducting indirect fire the fire range is twice
COLUMN MODIFIERS (FIRER & the direct fire range, See case [13.1.7]. While begins or due to engineers or pioneer entrenching an
TARGET MODIFIERS) (See Charts & Howitzers and rockets are not able to conduct direct element. This has an effect on fire combat. To take
Tables) fie, their fire range is if they could conduct direct advantage of the entrenchment the element must be
fire range. This is done to make things simple. taking cover in them, which would be assumed.
[13.7.2] TABLE TEN: CLOSE COMBAT Engineer or pioneer elements can “entrench”
COLUMN MODIFIERS (TARGETS Example: A Gun with a Fire Range of 3 can conduct effective friendly elements during the game. Entrenchments
indirect fire at a range of 6 and long range is 12 Base can never be made of stone or concrete.
MODIFIERS) (See Charts & Tables) widths.
Cases;
[13.7.3] TABLE TEN: CLOSE COMBAT When conducting indirect fire a HIT is achieved on [14.6.1] An engineer or pioneer element can
COLUMN MODIFIERS (FIRERS MODIFIERS) a die roll of 6, See case [13.2.3]. entrench a friendly element by expending two
(See Charts & Tables) actions. The engineer must be in base to base
Indirect fire never triggers return fire, See case contact, which includes corners, allowing an
[11.3.4]
[13.8] TABLE ELEVEN: FIRE & CLOSE engineer to entrench three friendly elements to its
front.
COMBAT TABLE Indirect fire can be conducted over friendly or
General Rule; enemy troops, but the target must be visible unless [14.6.3] If elements move from their entrenchments,
Identify the table, either indirect, direct or close in a Built-up area, See case [13.1.2]. Can target any the entrenchments are lost.
combat. If direct fire identify the row, based on the element in arc as long as a los exists. Fires over
target type. Once on the correct row cross reference intervening terrain or troops [14.6.4] Fortifications are the same as
the row, which is equal to the firers FE value. Apply entrenchments, except they are made of stone or
If Indirect fire use the Direct Row, See case [13.8.1] concrete and not lost if elements leave them or do
any left or right shift modifiers and then cross
reference this with the D6 row to obtain the number When conducting indirect fire any target within arc not occupy them, See Case [14.6.3].
of D6 die which can be spun. can be fired upon, there is no need to fire at an [14.6.5] An engineer or pioneer element can destroy
enemy element directly to your front, See case a 1 BW x 1 BW fortification at the cost of two
Example: Musket element is conducting direct fire against [11.1.1]
an enemy Ms, which is in cover. The Musket has a FE.4, shift actions.
left once due to target being in cover and the cross
reference this with the D6 row, which results in 3, this [14.0] ENGINEERING [14.7] SPECIALIST TASKS
means 3 D6 dice are thrown, with any result of 4+ being a [14.7.1] Generally each engineer or pioneer
HIT. The number of HITS are totalled and the defender spins Commentary; elements can pick one of the following. On some
a SAVE roll, with any result equal to or less than the number occasions engineer or pioneer elements may have
Engineers or Pioneers are considered to be identical
of HITS resulting in a disorder. there are 7 or more HITS the more than one function.
in this rules. Both can undertake engineering tasks.
element is automatically disordered and 6 is subtracted
from the total of HITS. If the D6 result is equal to or less Cases; Building bridges
than this modified value the element is disrupted. If already Ferry units
disordered the element is immediately disrupted if
disordered a 2nd time.
[14.1] COMMON TASKS [14.8] BUILDING BRIDGES
All engineers or Pioneers can perform the
following common tasks: [14.8.1] Each element of engineers or pioneers can
[13.8.1] TABLE 11: FIRE & CLOSE COMBAT bridge a river for infantry by expending three
TABLE (See Charts & Tables) Destroying Bridges actions.
[13.8.2] An element in travel mode uses an extra Lay linear obstacles
Dice, See Case [10.4.3] Entrenching elements [14.8.2] Each element of engineer or pioneers can
bridge a river for artillery or cavalry by expending
[13.8.3] For Differential values which are lower [14.2] DESTROYING BRIDGES six actions.
than the chart allows are considered as no effect, Engineer or Pioneer elements can attempt to destroy
unless in Close Assault, in which case treat as the [14.8.3] The pioneer must move to the river edge,
bridges during the Fire & Movement Phase. The where the bridge is to be built, and must not move
left most column, see Case [13.4.4]. Differential engineer or pioneer element must be adjacent to the
values which are higher that the chart allows count until an infantry bridge is constructed. It can move
bridge and expends two Actions. The engineer or away and return to upgrade the bridge for artillery
as the highest differential. The maximum number of pioneer conducts a quality test, if successful the
dice which can be thrown is 13, which is a 13. and cavalry.
bridge is destroyed, otherwise its not. If a major
[13.8.4] Add one D6 dice per extra row shift bridge this has to be repeated, with the first [14.8.4] Assume that an element or pioneers is all
received in the attack above that needed to move the successful quality test damaging the bridge and the that would be allocated to a corps in usual
row beyond the last Row on Table [13.8] Fire Table. 2nd destroying it. circumstances. During an assault across a river they
This only applies to Shift Modifier, thus a shift 3 might have extra resources allocated to them.
beyond the right most column adds three additional [14.5] LINEAR OBSTRUCTIONS
D6 dice to the firer. [14.9] FERRIES
Divisions-Kommandeur v1 14 Part 1: Rules
[14.9.1] Ferries [15.3] RALLY PLACEMENT
[14.9.11] An element of pioneers, specifically When an element is placed back on the playing area
[16.0] DAYLIGHT AND
equipped with boats, can carry an up to five
elements of artillery or cavalry, or up to ten elements
due to a rally it is placed immediately behind its
commanding headquarters. If the headquarters is not
NIGHTFALL
of infantry, across a river per turn present during that game-turn it is placed once the
[14.9.12] The width of the river isn’t that replacement headquarters is present. [16.1] DAY LENGTH
important, unless it is huge in which case they take General Rule;
two turns per five elements. [15.4] TEST TO RETREAT There are usually twelve daylight turns, a dawn and
General Rule; a dusk turn and twn night turns in a full day.
During the victory determination sub-phase both
Cases;
PHASE 4:
players determine if the C-in-C decides to retreat.
This ends the game and the first players who retreats [16.1.1] During winter there are one or two more
is considered to have lost and the other player is night turns and in summer, one or two less night

HOUSEKEEPIN considered to have won. If both sides retreats in the turns, and in the north there can be even less
same game-turn, the game ends in a draw. The level daylight.
of victory is dependent on which game-turn the
G PHASE
[16.1.2] Dawn, Dusk and night can affect
game ends.
observation, See case [6.1.1], Fire Combat, See Case
Cases; [13.6.2] and Close Combat, See Case [13.7.3].
[15.4.1] Once no more forces are scheduled to arrive
[16.1.3] Players skip every even numbered night
[15.0] HOUSEKEEPING as reinforcements both players start to test for retreat
during the Victory Determination Sub-Phase. Note:
game-Turn. This reflects the reduction in activity
which would occur at night.
While unlikely,. Its possible both players may fail
[15.1] HOUSEKEEPING PROCEDURE the test and be required to retreat, this is regarded as
During the housekeeping Phase players a draw. [17.0] CLIMATIC
attempt to Rally disrupted elements, as well as
determine if the army will retreat. [15.4.2] Each player spins a number of D6 equal to
the number of elements which were disrupted in the
REGIONS &
Rally Sub-Phase: Rally routing elements, See Case
[15.2].
current Game-Turn. The highest value is used for the
test to retreat. If no elements were disrupted, no test
SEASONS (Table
Victory Determination Sub-Phase: Both players
test to determine if a retreat occurs.
is required.
Fourteen)
Game-Turn Advancement Sub-Phase: Move the [15.4.3] Standard Modifier: The test to retreat is a
game-turn track to the next game-Turn. standard quality test, using the C-in-C’s quality, General Rule;
subtracting 5 from the die roll. This means without Climatic Regions and Seasons affect the length of a
[15.2] RALLY TEST any other modifiers a Quality 1, or higher, Day and the weather which may occur during a day.
General Rule; Commander can never fail a retreat test.
During the Housekeeping Phase both There are four climatic regions; Cold applies north
players determine if elements, due to being [15.4.4] Objectives: Depending on the scenario a of the Pyrenees, Alps, Caucasus and the Central
disrupted, recover and when they are placed back on number of objectives are placed on the playing area, Asian Desert, to the Danube basin, Galatia,
the playing area, See Case [5.2]. The Elements Class any player in control of an objective gains a -1 Mongolia, Tibet, Korea, China north of the Fei
is considered for this Quality Test, See Case [1.9], modifiers when conducting a test to retreat. In most River, Japan and highland Peru, and to all large
Commanders Quality has no influence. scenarios there are at least three objectives. mountain regions. Cold has a sub category of Severe
[15.4.5] Losses: Players total all elements which are Cold, which has the effect of increasing the likely
Cases; hood of Snow terrain and Snow falling. This applies
[15.2.1] Any element which has been removed in disrupted, including those which are yet to return,
and compares this with the total number of elements to north of the arctic circle, such as northern Finland
the current game-turn, due to being disrupted, and northern Norway. Warm applies to southern
conducts a quality test to determine if they are in their force. For each 5%, fractions rounded
upwards, that player applies a +1 modifier when Europe, Africa north of the Atlas, Asia Minor except
eliminated (removed permanently) or if they rally, Galatia, and Syria/Palestine. Dry applies to the
See Case [5.2]. If they rally, the Game-Turn they are conducting a test to retreat.
Sahara, Libya, Egypt, West and East Sudan, Arabia,
returned is also determined during the same test. Persia, Mesopotamia, the Indo-Persian border, and
Example: All reinforcements have arrived and a player has
[15.2.2] If the element fails the quality test it is suffered 3 disruptions during the current Game-Turn. That the Central Asian Desert. Tropical applies to Africa
removed for the remainder of the day. The element player will need to test for retreat. The player had a total of south of the Sudan, India, South East Asia, China
48 elements in his army, with 10 elements currently off the south of the Fei river, and Central and South
recovers during the night and automatically rally on
playing area. The player would apply a +5 modifier, 10/48 = America.
the following dawn game-turn.
20.8%, rounded up to 25%. The player spins 3 dice, with a
[15.2.3] If the element passes the test it will rally result of 1, 3 and 5. The player currently holds one [17.1] TABLE 15: CLIMATIC REGIONS
after a number of game-turns equal to the Quality objective. He has to select the highest value of 5 and applies
test die roll. Thus a “one” means they are placed on a +5 and a -5 and a -1 modifier, with the result being 4. The AND SEASONS, See Case [16.1]
Army has a Quality of 3 so the player has failed, the army
the game-turn record chart after one Game-turn after
must now retreat and the game ends.
(See Charts & Tables)
the Game-Turn they were disrupted. Elements are
returned during the Reinforcement Placement Sub-
Phase. [15.5] TEST TO WIN (Optional) [18.0] WEATHER
General Rule;
[15.2.4] Elements which surrender or are otherwise In a standard game three objectives are identified, General Rule;
eliminated may never rally, See Case [10.5.1]. one in the centre of the playing area, one in mid There are two weather paths, snow and rain. In both
point of the attackers side, on the attackers left or paths clear weather means there is no weather
[15.2.5] Rally Quality Test Modifiers: If an right flank within 30 cm of the player edge. The effects. If the weather deteriorates the weather will
element Class is Elite its Quality is 5, if veteran 4, if final one is in the defenders side on the defender left change to Rain or Snow, followed by Blizzard or
Raw 2 and if Militia its Quality is 1, otherwise its flank, within 30 cm of the player edge. Once all Heavy Rain, See Case [7.4]. Players determine if the
Quality is considered to be 3, See Case [1.9.1] reinforcements have arrived player determine if any Snow or Rain path is used before the game begins.
Example: On game-Turn two a Veteran element is removed. player has won. The first player to occupy all three
During the Housekeeping Phase it spins a 3, which means it objectives is considered the victor, ending the game. [18.1] WEATHER EFFECTS
recovers. It placed on game-turn five of the game-turn Objectives should be a built-up area on a road which [18.1.1] Weather can affect Observation, See case
record chart, game-Turn 2 + Die Roll 3 = Game-Turn 5. is 1 Base width square. [6.1.1], Fire Combat, See Case [13.6.2] and Close
During the Initiative Phase its placed back on the playing Combat, See Case [13.7.3].
area. If that element’s Class was Elite, its Quality is 5.

Divisions-Kommandeur v1 15 Part 1: Rules


[19.0] TERRAIN (Table [19.2] TERRAIN HEIGHT [20.0] CREDITS
Opaque terrain can block a line of sight, See Case
Fifteen) [6.2.1]
Napoleonische-Kriegsführung v2.1
[19.2.1] If both elements are on the same elevation Designer: Peter Frederick Model.
General Rule;
any opaque terrain can block a line of sight.
A playing area will contain a wide range of different
terrain, examples include roads, built-up areas (such [19.2.2] If the opaque terrain is the same or higher
as villages, towns and cities), water features (such as elevation than either elements elevation, the line of
streams, rivers and water ways), hills, ridges, woods, sight is blocked.
swamps, rough going and difficult going. Most
terrain will have one or more of the following [19.2.3] If the opaque terrain is lower than both
effects, Observation, Movement and combat. elements elevations, the line of sight is not blocked.

The Rules only provide the terrain effect, players [19.2.4] If the opaque terrain is one level lower than
will need to allocate these affects against the terrain either element, it can block the line of sight if its
they wish to deploy. Some suggested terrain is closer to the lower element than the higher element,
provided. otherwise the line of sight is not blocked.

Cases; [19.2.5] ELEVATION CHART


Terrain Height
[19.1] TERRAIN TYPES Level 1 Level 1 Hill, Village & Open woods
[19.1.1] Combat Effect: Terrain can be Clear or Level 2 Level 2 Hill, Town & Woods
Rough. Rough terrain offers addition combat Level 3 Level 3 Hills, City, Heavy Woods, Forest &
benefits. Entrenchments are man-made terrain which Jungle.
also offer additional combat benefits. Built-Up areas
can be classed as clear or rough, as well as offering
additional protection if it consists of solid buildings. [19.3] BUILD-UP AREA’S
General Rule;
[19.1.2] Observation Effect: Terrain can be Build-Up areas can be Villages, Town or City. Each
featureless, clear or cluttered. have different observation and combat effects.
Terrain: Effect Cases;
Featureless: Terrain offers no concealment, even if [19.3.1] Village: For observation purposes a Village
elements take cover. (Desert or Plains) is cluttered/open for infantry or artillery only, in
Clear: Terrain only offers concealment if element
other cases its clear. For combat purposes a village
takes cover. (Default)
Cluttered: Terrain offers concealment even if element
is rough terrain for infantry only, otherwise is
is not taking cover. If taking cover it offers considered clear.
additional concealment. There are three
[19.3.2] Town: For observation purposes a Town is
types of cluttered terrain, Heavy blocks line
cluttered/standard. For combat purposes a Town is
of sight beyond ¼ BW, Standard blocks line
of sight beyond ½ BW and Open blocks line
rough terrain, but not considered as fortifications or
of sight beyond 1 BW, See case [6.2.1]. solid buildings.
(Woods or Built-up Area)
[19.3.3] City: For observation purposes a City is
[19.1.3] Movement Effect: Terrain can be Roads, cluttered/heavy. For combat purposes a City is
Clear, Featureless or difficult. Roads and Difficult rough terrain and is considered as fortifications or
terrain affects movement. Some difficult terrain solid buildings.
prohibits movement in some circumstances, such as
wheeled elements moving through Heavy Difficult [19.4] TERRAIN DEFINITION (See
terrain. Some linear terrain prohibits movement,
such as rivers. Charts & Tables)
Terrain Effect
Good Going (Road) Terrain increases movement
allowance, See Case [10.1.1]
Clear, Featureless Standard Off-Road movement, See
Case [10.1.1]
Bad Going (Difficult) Terrain reduces movement. There
are three types of difficult terrain, Heavy
prohibits all non-foot movement. Standard
prohibits all wheeled movement and Light
does not prohibit movement.

Divisions-Kommandeur v1 16 Part 1: Rules


Napoleonische-Kriegsführung v2.1 - CHARTS &
TABLES
[1.7.3] ELEMENT TYPE CHART
15mm (UK) 15mm (US) Figures 6 mm
Cat Type Code Width (4cm) Width/Depth Element Width/Depth
Depth (cm)
CMD CinC CinC 4 cm (Circle) 3 cm (Circle) 2-4 (1) 3 cm circle
CMD Sub Commander Sub Cmd 3 cm (Circle) 2 cm (Circle) 1-2 (1) 2 cm circle
INF Muskets Ms 2 cm 2 x 3 cm 4 3 sq cm
INF Muskets (2 ranks) Ms2 2 cm 3 x 3 cm 4 3 sq cm
INF Light Infantry LI 2 cm 2 x 3 cm 4 or 2 (5) 3 sq cm
INF Skirmish Infantry(5) Sk/Jg 2 cm 2 x 3 cm 2 3 sq cm
INF Levee en Masse LEM 2 cm 2 x 3 cm 4 3 sq cm
INF Guerrillas Gs 2 cm 3 x 3 cm 2 3 sq cm
CAV Heavy Cavalry HC 3 cm 3 x 3 cm 2 3 sq cm
CAV Light Cavalry LC 3 cm 3 x 3 cm 2 3 sq cm
CAV Skirmishing Cavalry SC 3 cm 3 x 3 cm 2 or 1 (4) 3 sq cm
CAV Irregular Cavalry IC 3 cm 3 x 3 cm 2 3 sq cm
ART Foot Artillery FA 3-4 cm 3 x 3-4 cm 2-4 (2) 3 sq cm
ART Horse Artillery HA 3-4 cm 3 x 3-4 cm 2-4 (2) 3 sq cm
ART Rockets CR 3-4 cm 3 x 3-4 cm 2-4 (2) 3 sq cm
BAG Baggage Train BT 8 cm 3 x 6-8 cm Varied (3) 3 sq cm
Notes:
(1) CinC and Sub Command figures can be either mounted or dismounted but regardless of how they are depicted they are treated as mounted for Movement
purposes.
(2) Each base also has a model gun or rocket launcher.
(3) The Baggage Train can be represented by a supply wagon, artillery limber, vivandiers/cantiniers cart, tents, etc and a number of foot or mounted figures
appropriate to the army they supply. If the scenario demands that the Baggage Train be mobile then it should look the part, ie wagons should be
limbered and the figures moving purposely forward!
(4) Skirmishing cavalry has two modes, one figure per element or two figures per element. Some light Cavalry can also adopt a skirmish mode, which allows it to
deploy 1 figure elements.
(5) Jager and skirmish infantry can be the same, but some jager, especially Russian, are light infantry.

[19.4] TERRAIN DEFINITION


Terrain Type Effect
Open Woods (OW) Observation Cluttered/Open for Infantry or Artillery
Movement Bad Going for wheeled elements
Combat Rough for infantry or Artillery
Woods (W) Observation Cluttered/Standard
Movement Prohibited for wheeled elements, Difficult for others
Combat Rough
Heavy Woods (HW) Observation Cluttered/Heavy
Movement Prohibited for vehicles, Difficult for others
Combat Rough
Forest/Jungle (F/J) Observation Cluttered/Heavy
Movement Prohibited for vehicles or artillery, Difficult for others
Combat Rough
Village (BUA1) Observation Cluttered/Open for Infantry or Artillery
Combat Rough for infantry, otherwise clear.
Town (BUA2) Observation Cluttered/Standard
Combat Rough (or clear in solid buildings, both have the same effect)
City (BUA3) Observation Cluttered/Heavy
Combat Rough, Solid Buildings, ie brick, concrete.
[1.8.1] TROOP TYPE MOVEMENT & COMBAT VALUES
Key Name FE FR CAE CAE1 MOVE PTS STR
Ms Musketeers 4 ½ 4 - 2F 8 4(4-½)2F
LI Light Infantry 4 ½ 4 - 3F 8 4(4-½)3F
RI Rifle Infantry 4 ¾ 4 - 3F 8 4(4-¾)3F
Sk Skirmishers 2 ½ 2 - 3F 4 4(4-½)3F
Rj/Ja Rifle Jager 2 ¾ 2 - 3F 4 4(4-¾)3F
HC Heavy Cavalry - - 3 5 4C 5 3/4-4C
MC Medium Cavalry - - 3 4 5C 4 3/4-5C
LC Light Cavalry - - 2 3 6C 3 2/3-6C
LLC Lance Light Cavalry - - 2 3L 6C 3 2/4L-6C
SC Skirmish Cavalry - - 1 2 6C 2 1/2-6C
IC Irregular Cavalry - - 1 1 8C 1 1/1-8C
LFA Light Foot Art 4 2 1 - 2A 5 1(4-2)2A
MFA Medium Foot Art 6 3 1 - 2A 7 1(6-3)2A
HFA Heavy Foot Art 8 4 1 - 2A 9 1(8-4)2A
LHA Light Horse Art 4 2 1 - 4A 5 1(4-2)4A
MHA Medium Horse Art 6 3 1 - 4A 7 1(6-3)4A
HHA Heavy Horse Art 8 4 1 - 4A 9 1(8-4)4A
HOW Howitzer 6H 6 1 - 2A 7 1(8H-6)2A
RCK Rockets 6R 3 1 - 2A 7 1(8R-3)2A
PIO Pioneers 1 ½ 1P - 2F 2 1P(1-½)2F
TRN Transports - - 1T - 2A 1 1T-2A
Ms Guards* 4 ½ 4 5 2F 8 4/5(4-½)2F
Ms Grenadiers* 4 ½ 4 5 2F 8 4/5(4-½)2F
Note:
Element Skill affects FE, for Cavalry only it affects CAE (Close Assault Effectiveness)
Element Morale affects CAE, for Artillery only it affects FE. (Fire Effectiveness)
L = Lance armed cavalry gain a +1 in the 1st round again infantry only.
H/R = Howitzers and Rockets can only engage in indirect fire.
Heavy Artillery can engage in indirect fire using their face FE value and with their FR doubled. (Fire Range)
Medium Artillery can engage in indirect fire at half their FE value and their FR doubled.
CAE1 values are only uses in the 1st close assault combat if the phasing player.
* Guard and Grenadier Musketeers gain a +1 in the 1st round of Close Combat, defending or attacking.

[1.9.1] ELEMENT CLASS CHART


Class Moral Skill Name
1 -1 -1 M/Militia Represents Unwilling, poorly trained or poorly equipped troops.
2 - -1 I/Levee Represents poorly equipped but motivated troops.
2 -1 - R/Raw Represents standard trained but inexperienced troops.
3 - - O/Ordinary Represents standard trained and motivated troops (Default)
4 - +1 V/Veteran Represents standard equipped and experienced troops.
4 +1 - S/Elite Represents well equipped and motivated troops.
5 +1 +1 X/Guard Represents well equipped and experienced/motivated troops
6 +2 - F/Fanatic Represents Fanatic troops.
Note: Skill affected fire combat and Morale affects close assault. Class affects rally from Disruption.

[3.2.1] COMMANDER QUALITY CHART


Quality Code Definition
1 I Incompetent Represents Incompetent Commander and Staff.
2 P Poor Represents Poor Commander and Staff.
3 A Average Represents Average Commander and Staff.
4 G Good Represents Good Commander and Staff.
5 B Brilliant Represents Brilliant Commander and Staff.
6 F Fanatic Represents Fanatic Commander and Staff.

[3.3.1] COMMANDER PROFESSIONAL SKILL MODIFIER CHART. (See Charts & tables)
Professional Skill Code C-in-C (Army) Corps Commander
Effect Effect
Excellent E +2 +2
Superior S +1 +1
Ordinary O - -
Inferior I -1 -1
Despicable D -2 -2
[5.9.8] LOOSE FORMATION CHART
Troop Type OW W* HW F/J BUA1 BUA2* BUA3
Ms/LI L L L P L L L
Sk/Jg - - L L - - L
CAV L L P P L L L
ART/TRN L L P P L L L
Key:
L = Must adopt Loose formation
P = Prohibited

[6.1.1] TABLE 3: OBSERVATION DISTANCE CHART (Base Widths)


Lighting Condition Clear Rain Hv Rain
Snow Blizzard
Daylight 10 8 6
Dawn/Dusk 8 6 4
Night w/Moon 1 1 1
Night/Moonless Adj Adj Adj

[10.1.1] TABLE 6: MOVE DISTANCE CHART


(per Action Movement Allowance) Terrain Modifiers
Code Type Off-Road On-Road Difficult Road Difficult
4C-6C Cavalry 4-6 8-12 2-3 x2 x½
3A-4A Animal (1) 3-4 6-8 1½-2 x2 x½
2F-3F Foot (2) 2-3 3-4 ½ 1½-2¼ x1½ x¾
½m-1m Manhandled Art(3) ½-1 ¾-1½ ¼-½ x1½ x½
Note: Headquarters move as if they were 8C, See Case [3.1.1]
(1) Animal towing wagons, including horse artillery. Note that Foot Artillery crew are on foot.
(2) Line infantry have a movement allowance of 8F, Light infantry have a movement allowance of 10F.
(3) Guns of under 6pdr have a movement allowance of 1m, other guns, howitzers and rockets have ½m
[13.5.9] CHART 9: FIRE LOSS RESULTS CHART
HITS Result
1 to 6 HITS Defending spins a D6, if the result is equal or less than number of HITS then target is disordered.
7+ HITS Defender is disordered and spins a D6, if the result is equal to or less than the number of HITS minus 6, then target is disrupted, otherwise remains
disordered.

[13.6.1] TABLE 9: DIRECT FIRE COLUMN MODIFIERS (DEFENDERS MODIFIERS)


Mod Condition
If the target is;
+2 Any Element in travel mode.
+1 In featureless terrain, unless taking cover.
Any element fired into flank or rear (1)
-1 Taking cover in clear terrain.
Taking cover in a solid building, or behind a Wall or side of Embankment which provides cover.(3)
-2 Taking cover in rough terrain.
Taking cover in entrenchments.(2)
Executing any unobserved direct fire. (4)
Key:
(1) Firer must be fully or partially behind the front of the target element.
(2) This also counts the terrain the entrenchment occupies. If entrenchment is made of stone apply the -1 for being behind a wall or in a
building, i.e. fortifications or City BUA.
(3) Add to any additional modifier for talking cover in terrain, such as in clear or rough terrain.
(4) Only applies to return fire, where the target is not visible because of intervening enemy elements but the line of fire is.

[13.6.2] TABLE 9: DIRECT FIRE COLUMN MODIFIERS (ATTACKER MODIFIERS)


Mod Condition
If the Firer is:
-1 if the firing Element is Fatigued.
If the firing Element is taking Cover (Disordered or Deployed), or if in loose formation (1)
If firing in rain or snow.
If firing in Dawn or Dusk.
-2 if the firing Element is Exhausted.
If firing in Heavy Rain or Blizzard.
Key:
(1) If both taking cover or in loose formation only apply once. This modifier is only used once.
[13.7.1] TABLE TEN: CLOSE COMBAT COLUMN MODIFIERS (FIRER & TARGET MODIFIERS)
If either the firer or target is:

Mod Condition
+/- For each Command Point allocated to the Close Assault, + if attacker, - if defender

[13.7.2] TABLE TEN: CLOSE COMBAT COLUMN MODIFIERS (TARGETS MODIFIERS)


If the target is:

Mod Condition
+2 Any Element in travel mode.
+1 In featureless terrain, unless taking cover.
-1 Taking cover in clear terrain
Taking cover in a solid building, or behind a Wall or side of Embankment which provides cover (1)
-2 Taking cover in Rough terrain.
Taking cover in entrenchments (2).
Key;
(1) Add to any additional modifier for talking cover in terrain, such as in clear or rough terrain
(2) The also count the terrain the entrenchment occupies. If entrenchment is made of stone apply the -1 for being behind a wall or in a
building, i.e. fortifications or City BUA.

[13.7.3] TABLE TEN: CLOSE COMBAT COLUMN MODIFIERS (FIRERS MODIFIERS)


If the Firer/attacker is:

Mod Condition
+1 Attacking with Lance against Infantry in first round of close combat, See Case [12.4.7].
Attacker is Trained, or better, British Ms being close assaulted by enemy infantry in first round of combat, See Case [12.4.9]
-1 Attacking a hilltop position.
Attacking enemy over a stream, ford, or behind a wall or the side of embankment which provides cover.
Attacking element taking cover. (1)
Attacking element Fatigued.
Attacking in loose formation
Attacking in Rain or Snow.
-2 Attacking enemy over a Large Stream.
Attacking element Exhausted
Attacking in Heavy Rain or Blizzard.
-3 Attacking over a Bridge.
Attacking at Night with Moon
-4 Attacking at Night with no moon.
Key;
(1) If a non-phasing element in cover, this represents an element defending against a close assault fighting back.

Note: Both the close assaulting element, or the element which initiated the close combat, and the defending element attacks its opponent during
each round. Thus the “Attacker” in this Table can be either.
[13.8.1] TABLE 11: FIRE & CLOSE COMBAT TABLE
DIRECT & INDIRECT FIRE (TABLE ELEVEN)
Target (FE – Fire Effectiveness Value)
Jg, Sk 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
ART, CMD -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Ms, LI -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
TRN, Sk CAV -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
CAV -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
CLOSE COMBAT (TABLE THIRTEEN)
ALL -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
DICE
D6 - -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

FIRE TABLE KEY


# # indicates the number of dice to throw, where a 4 or greater results in a HIT. If at long range halve this value, fractions rounded upwards.
If indirect fire a 6 is required for a HIT, See Case [13.2.3]
0 1 dice can be thrown, with a 5+ resulting in a HIT (Optional Rule)
-1 1 dice can be thrown with a 6 resulting in a HIT (Optional Rule)
- No dice can be thrown.
No HITS No effect.
1 to 6 HITS Defending spins a D6, if the result is equal or less than number of HITS then target is disordered, See case [5.1].
If already disordered, becomes disrupted, See Case [5.2].
6 HITS always results in a disorder (Obviously)
7+ HITS Defender is disordered and spins a D6, if the result is equal to or less than the number of HITS minus 6, then target is disrupted,
See Case [5.2].
NOTES
An element in travel mode add 1 HIT if any HITs are achieved against it.
Differential values which are lower than the chart allows are considered as no effect, unless in Close Assault, in which case treat as the left most column. Differential
values which are higher that the chart allows count as the highest differential. The maximum number of dice which can be thrown is 14, which is a
13+.
Add one D6 per extra row shift received in the attack above that needed to move the row beyond the last Row on Table [13.8] Fire Table. This only applies to Shift
Modifier, thus a shift 3 beyond the right most column adds three additional D6’s against the target.
INSTRUCTIONS
Cross reference the attacking Elements Strengths; See [13.5] with the selected Column, the resulting value is the number of D6 dice to be used and the value which is
required for Causality. See Case [13.4.6].

[17.1] TABLE 15: CLIMATIC REGIONS AND SEASONS, See Case [16.1]
Region Season Daylight Dawn/Dusk Night
Cold Summer 14 turns 2 turns 12 turns
Warm or Dry Summer 13 turns 2 turns 11 turns
All Spring/Autumn 12 turns 2 turns 10 turns
Tropical Summer/Winter 12 turns 2 turns 10 turns
Warm or Dry Winter 11 turns 2 turns 9 turns
Cold Winter 10 turns 2 turns 8 turns

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