Professional Documents
Culture Documents
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
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
(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
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.
[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
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
[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].
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.
[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.
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.
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.
[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
Mod Condition
+/- For each Command Point allocated to the Close Assault, + if attacker, - if defender
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.
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
[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