Professional Documents
Culture Documents
Napoleonische-
Kriegsführung v2.1
Part 5: Examples
NKF (1685-1845)
Welt im Krieg - Schnelles Spiel
Peter Frederick Model © 3. Februar 2024
A Regimental Element Scale, Army Game of Napoleonic Warfare
(Based on the Korps-Kommander v6.0, KK6, Game System)
Forward (Führen)
These rules are based on the Korps-Kommanduer v6.0 game-system, KK6, which is a quick play set of
micro-armour figure-gaming rules, influenced by Corps Commander and Korps Commander, written by
A.A. Rea-Taylor. Version 2 of the KKv6 game systems uses a quick play combat system which does not use
strength points. That game-system had been modified for Napoleonic warfare.
This version of the rules is dedicated to B.A. Rea-Taylor, while others saw only the possibility of skirmish
scale simulations, B.A. Rea-Taylor had the vision to see beyond. May he Rest in Peace.
Versions (Ausführung)
Napoleonische-Kriegsführung v1 (NK): A Regimental Element Scale, Army Game of Napoleonic Warfare. Players can
command army sized formations and complete a game in 3 hours. Uses Element Strength Points.
Napoleonische-Kriegsführung v2 (NK): A Regimental Element Scale, Army Game of Napoleonic Warfare. Players can
command army sized formations and complete a game in 3 hours. Does not use element strength points.
Structure
The rules set consists of a number of Parts, these are as follows;
Part 1: RULES – User Reference: To be used when playing the game (1 column)
(2 column)
(3 column)
Part 2: BASIC ORGANISATION – Army Lists (Gliederungen)
Part 3: EQUIPMENT DATA CHARTS – Equipment Lists (Ausrustung)
Part 4: QRS – Quick Reference Sheets, Charts, Tables and Rules (Kurzübersicht)
Part 5: EXAMPLES – Examples of Play. (Beispiele)
Part 6: COUNTERS - Counter, Markers and Game Aids (Zähler).
Part 7: SCENARIO’S – Scenarios (Kampagnen)
Part 8: BOARD GAME (Brettspiel
Part 9: VIDEO - Training and example Videos (Video)
Part 5 : Examples
Overview
This document is designed to assist players in both learning the
rules and in finding rules during a game. Rather than filling
the rules with examples and diagrams, those items are
contained here.
Its organised in the same manner as the rules, so if players have
a question about a rule they can find the corresponding spot
here and study an example.
During play if players find themselves in a situation where they
are unsure how to proceed they can find the corresponding
section here to study an example. To double check they can
then go to the actual rules to confirm their understanding.
3 cm
3 cm
2 cm
Carabiner
Infantry Element
Cavalry Element Alternate
Infantry Element
Fig.1: Counter Examples
For 1/285 or 1/300 (6mm) all elements are 4 cm wide. Infantry Figures should be placed on a base 2 cm
or if double rank, 3 cm deep, Cavalry on a base 3 cm deep, Artillery on a base 4 cm deep and baggage on
a base 8 cm deep. The base may be deeper to accommodate the figure.
Elements
90 cm
L1 C1 R1
120 cm
L3 C3 R3
L4 C4 R4
Defenders Edge
Defenders Left Defenders Right
Centre Column
Column Column
120 cm
Attackers Right Flank
90 cm
L2 CL2 CR2 R2
L3 CL3 CR3 R3
Defenders Edge
Defenders Left Defenders Right
Centre Column
Column Column
Q3(0)6C
Q3(1)6C
In this case the C-in-C is Ordinary and has a Quality Value of 3..
Two of the sub-commanders are ordinary and have a Base Quality Value of 3.
Quality: Superior
Base Quality Value Q5
Professional Skill : Superior
Modifier +2
Q5(2)6C
A C-in-C’s Base Quality can be impacted by its Professional Skill level, either in a positive manner or
negative.
IN this case we have a C-in-C which has a Quality of Superior, or Q5, and professional skill of superior,
which gives it a +1 for both Base and personal quality. Base quality can never exceed 5, so remains at 5,
but personal quality is 6 and that assists with command points.
Sub-Commander
Quality : Good
Professional Skill : Superior
Base Quality (Q4)
Modifier +1
Q4(1)6C
IN this case we have a Sub-Commander with a Quality of Good, or Q4. Its professional skill is superior
which does not affect its base quality, but gives it a personal quality of Q6, which regat5ly assists it in
moving its subordinat5e elements.
Personal Quality only impacts the number of command points a sub-commander possess.
Sub-Commander
Base Quality Value : Ordinary [Q.3]
Modifier : Superior [+2]
Q3(2)6C
Subordinate Elements
Base Quality Value : Ordinary [Q.3]
Fig.1: Elements
Subordinate to the sub commander are any directly attached elements, with all elements being attached
to a commander.
In all cases the base quality of the sub-commander is always 3, which means the default personal quality
will be 3 as well.
As the sub-commander is a Superior sub-commander its personal quality is modified by +2 and moves
up to 5.
Personal quality does not impact subordinate elements, although the C-in-C’s base quality can be
influenced by its professional skill which means any directly subordinate elements can be affected in that
case.
Fig.1: Elements
The Quality value of a commander affects the number of command points is has available each game-
turn and any Quality tests required by the commander or any subordinate elements.
The number of command points is equal to the personal quality value of the commander, which in this
case is 5. This is the maximum allowed.
In addition a Commander has the ability to make a save attempt to avoid an element which has just
become disrupted, but at the risk of the commander being killed.
QUALITY TEST
Elements
This commander with a Quality of 5 conducts a Quality test to determine if the subordinate elements
can achieve a 3rd Action. A 5 is spun which means the quality test was passed and a 3 rd Action is
allowed.
Fig.1: Elements
This commander with a Quality of 5 conducts a Quality test to determine if the subordinate elements
can achieve a 3rd Action. A 5 is spun which means the quality test was passed and a 3rd Action is
allowed.
Elements
This commander with a Quality of 2 conducts a Quality test to determine if the subordinate elements
can achieve a 2nd Action. A 5 is spun which means the quality test failed and a 2 nd Action is not
allowed.
Fig.1: Elements
This commander with a Quality of 2 conducts a Quality test to determine if the subordinate elements
can achieve a 2nd Action. A 5 is spun which means the quality test failed and a 2nd Action is not
allowed.
TROOP ORDER
Order
Ms/O
Caused by Fire Combat, Close Combat and being carried away in a Ligne
retreat. May retreat and take cover. 4(4-½)3F
Disorder
Ms/O
Caused by a 2nd Disorder. Removed from playing area and attempts Ligne
to rally, if successful will return the number of game turns indicated
by the die roll. 4(4-½)3F
Disrupted
Fatigued
Exhaustion
Caused by being not active and not under enemy fire. Reduces the
occurrence of Fatigue or Exhaustions.
Q2(2)6C
Resting
Fig.1: Order
When a commander is fatigues, exhausted or resting, it impacts all subordinate elements.
LOOSE FORMATION
Loose Formation (Woods)
Ms/O Jg/O
Ligne Jager
4(4-½)3F 2(2-½)4F
Loose Formation
3/5-4C
Cuirassier
HC/E
Ms/O
Ligne
10 BW
4(4-½)3F
FA/O
1(6-3)2A
Horse
6pdr
Ms/O
Ligne
4(4-½)3F
Ms/O
Ligne
3/5-4C
Cuirassier
HC/E
Ms/O
Ligne
4(4-½)3F
FA/O
1(6-3)2A
Horse
6pdr
10 BW
Ms/O
Ligne
4(4-½)3F
Ms/O
Ligne
Daylight HW Heavy
Clear Woods
Weather Cluttered
Terrain
3/4-5C
Dragoons
Jg/O
Jager
2(2-½)4F
MC/O
1 BW
½
BW
3/4-5C
Dragoons
Jg/O
Jager
2(2-½)4F
MC/O
2 BW
The bottom Jager is within ¼ BW of the edge of the heavy woods, so it can be observed and it can
observe out of the heavy woods.
Daylight
Clear
Weather
Woods (W)
3/4-5C
Dragoons
Jg/O
Jager
2(2-½)4F
MC/O
1 BW
½ BW
3/4-5C
Dragoons
Jg/O
Jager
2(2-½)4F
MC/O
2 BW
The bottom Jager is within ½ BW of the edge of the woods, so it can be observed and it can observe out
of the heavy woods.
Jg/O
Jager
2(2-½)4F
Cluttered
Terrain
2(2-½)3F
1 BW
Skirmishers
Cover
Sk/T
Jg/O
Jager
2(2-½)4F
2(2-½)3F
Skirmishers
Sk/T
Cover
The “bottom” French Skirmish infantry can see the Prussian Jager.
Jg/O
Jager
2(2-½)4F
2(2-½)3F
Cover
Skirmishers
1 ½ BW
Sk/T
Jg/O
Jager
2(2-½)4F
2(2-½)3F
Cover
¾ BW
Skirmishers
Sk/T
Sk/T
combat.
Jg/O
Jager
2(2-½)4F
Ms/O
Line
4(4-½)2F
Blocks LOS FA/T
4(4-½)2F
1(8-4)2A
12pdr
Ligne
Ms/T
Foot
Jg/O
FA/O
Jager
2(2-½)4F
Horse
6pdr
1(6-3)2A
Blocks LOS MC/T
4(4-½)2F
3/4-5C
Dragoons
Ligne
Ms/T
4(4-½)3F
Ms/O
Line
4(4-½)2F
Front
1 BW
Elevation
1
Dead Ground
Elevation 0
8 cm
10 cm
Elevation
2
Elevation 1
Dead Ground
Elevation 0
Observer = 2, Obstacle = 1, EF = 0.8 : Distance = 10cm : Dead ground = 10cm * 0.8 = 8cm
Q4(1)6C Q2(0)6C
Moreau Melas
Weather Effect
Because both players have
spun a 6, the weather now
Q4(1)6C Q4(0)6C deteriorates by one level. If
currently clear in Summer
the weather is now Rain.
This weather condition
takes effects for this Game-
Turn.
ACTIVATING HEADQUARTERS
Fig 1: Activating Commanders:
Napoleon
Q5(2)6C
Ney Murat
Lannes
Q3(1)6C Q3(0)6C Q3(0)6C
If an Army Commander, or C-in-C is activated, subordinate commanders and their subordinate elements
are not also considered as activated. Only non-commander elements under the direct command of the
Army commander are activated.
COMMAND POINTS
Fig 1: Determining Command points
Napoleon
Quality of
Commander is 5
Q5(2)6C
IN this example the C-in-C has a quality of 5, and as a result have 5 command points to expend each
game-Turn.
A C-in-C (Army Commander) can transfer command points to any commander within its command
radius.
The sub-commanders ecah have a quality of 3, giving them 3 command points. Ney has a personal
quality modifier of +1 so he possess 4 command points, while retaining a Quality of 3 for all other
purposes.
1(8-4)2A
1 CP
IN this case there are three combat units, each cost 1 Command Point to activate. They can be activated
one at a time, which means they move and fire before any other combat unit does so, or they can be
activated simultaneously, which means they can fire and move together.
3/4-5C
Légère
Ligne
Dragoons
LI/T
MC/T
Ms/T
4(4-½)2F
4(4-½)3F
4(4-½)2F
Ney
Q3(1)6C
Ms/O
Line
Skirmishers
1(8-4)2A
Ligne
Sk/T
2(2-½)3F
FA/T
12pdr
Ms/T
4(4-½)2F
Foot
4(4-½)2F
2 CP
Ms/O
Line
3/4-5C
Dragoons
Ligne
MC/T
Ms/T
4(4-½)2F
4(4-½)2F
Ms/O
Line
The Close Assault Combat Unit may, or may not be, the same combat-unit which was activated earlier.
This allows a player to assemble a close assault combat unit by activating one, or more, combat units
and having them move into bases to base contact. Then an action is expended to conduct the close
assault (or close support) then an action is expended to move into close-combat. As you can see this
takes three actions, which is rare but when possible rather effective.
In this example the commander has expended all four command points, two command points to activate
a eight element combat unit and then two more to initiate the close assault. In this case the commander
has three actions because it has achieve “Elan” during the initiative Phase.
2 CP
Murat
Quality of
Q3(0)6C
Commander is 3 Command
Points available
=5
This represents the C-in-C assisting in the actions the Corps Commander is undertaking, its normally
done if the quality of the commanders is low, or a complex close assault is being conducted.
COMBAT UNIT
Fig 1: Defining an Combat Unit
Quality of Commander is 3, with a This element is
+1 modifier disordered
Ms/T Ms/T Disordered Ms/T
Ligne Ligne Ligne
1(8-4)2A 3/4-5C
3/4-5C
Lacks the movement
Not in base to base allowance to remain in
contact base to base contact
Above the Dragoon is not in base to base contact with any other elements is its own combat unit and
requires 1 Command Point to be activated.
The element which is not subordinate to the Corps Commander is not part of the Combat Unit because
its part of a different Corps.
The disordered element can be part of the same combat unit, but it needs to expend an action
recovering, thus may be left behind by the rest of the combat unit. While the movement is
simultaneous, each element determines its movement separately. As a result to remain together the
combat unit moves at the rate of the slowest element.
This combat unit consists of 7 elements, which divided by 4 and rounded to the closest means it cost 2
Command Points to activate.
1(8-4)2A 3/4-5C
3/4-5C
Lacks the movement
Not in base to base allowance to remain in
contact base to base contact
Above the Dragoon is not in base to base contact with any other elements, thus cannot be part of the
attacking combat unit. If it possessed 3 actions it could move into base to base contact with the
attacking combat unit and then be part of it.
The element which lacks the movement allowance to remain in base to base combat with the attacking
combat units in the move which results in close combat, thus is not part of the attacking combat unit.
The disordered element cannot be part of the attacking combat unit as it needs to expend an action
recovering, thus is not in a position to conduct close assault or close combat. The elements behind can
move through friendly elements so can be part of the attacking combat unit
IN this case it costs 2 command points to conduct close assault, as the attacking combat unit consists of
eight elements.
4(4-½)2F
3/4-5C
Ligne
MC/T
Dragoons
Ms/T
4(4-½)2F
Ms/O
Line
4(4-½)2F
4(4-½)2F
Skirmishers
Ligne
Sk/T
2(2-½)3F
Ms/T
4(4-½)2F
Ms/O
Ms/O
Line
Line
This element
can provide
close support Légère
Ligne
LI/T
Ms/T
4(4-½)2F
defending
combat unit
Ms/O
Line
The corner is in
4(4-½)2F
4(4-½)2F
contact with
the enemy
Ms/O
Ms/O
element.
Line
Line
4(4-½)2F
This element is
not part of the
defending
Ms/O
Line
combat unit
Fig 1: Defining an Attacking Combat Unit:
A Defending Combat Unit is any collection of elements which are contacted any an enemy Attacking
combat unit. They do not need to be in base to base contact with each other and do not need to be
subordinated to the same commander.
The corner is in
contact with the
enemy element.
4(4-½)2F
3/4-5C
Ligne
MC/T
Dragoons
Ms/T
4(4-½)2F
Ms/O
Line
4(4-½)2F
4(4-½)2F
Skirmishers
Ligne
Sk/T
2(2-½)3F
Ms/T
4(4-½)2F
Ms/O
Ms/O
Line
Line
Légère
Ligne
LI/T
Ms/T
4(4-½)2F
4(4-½)3F
4(4-½)2F
Ms/O
Line
4(4-½)2F
Ms/O
Line
3/4-5C
Ligne
MC/T
Dragoons
Ms/T
4(4-½)2F
4(4-½)2F
4(4-½)2F
Skirmishers
Ligne
Sk/T
2(2-½)3F
Ms/T
4(4-½)2F
Ms/O
Ms/O
Line
Line
This element,
along with its
support, can be
4(4-½)2F
4(4-½)2F
Légère involved in
Ligne
LI/T
Ms/T
4(4-½)2F
Ms/O
Line
Line
defined it
cannot change
until the close
combat is
resolved.
1(6-3)2A
6pdr
FA/T
Foot
Fig 1 - 2nd Fire and Movement Phase – 1st combat unit
Town
Rough
4 BW
Loose formation
Terrain
4(4-½)3F
Cover
FE.6
Ligne
Ligne
Ms/T
4(4-½)2F
Ms/T
4(4-½)2F
Mod: -2
Grenze
4/2 = 2 x D6
LI/T
2/2
4(4-½)3F
Disorder
Cover
Ligne
Ligne
Ms/T
4(4-½)2F
Ms/T
4(4-½)2F
1 BW
Grenze
LI/T
The French Medium Artillery conducts direct fire combat against one of the Light Infantry, expending
both actions.
1st Action: FA-Md v INF.4 : Direct at 4 BW / FE.6 / Modifiers: Cover in Rough (-2) / ROW(INF.4)
COLUMN(4) / Long Range (½xD6) / result “2D6/4+”
Two dice are throw with 1 HITS. The Austrians spin a 3 SAVE resulting in no effect.
2nd Action: FA-Md v INF.4 : Direct at 4 BW / FE.6 / Modifiers: Cover in Rough (-2) / ROW(INF.4)
COLUMN(4) / Long Range (½xD6) / result “2D6/4+”
Two dice are throw with 1 HITS. The Prussians spin a 2 SAVE resulting in a Disorder.
There is no return fire because the range is too great. If the artillery is part of the same combat unit it
must combined its fire combat with the line infantry, but that was not the case and was the owning
players desire. The artillery has completed its fire and movement phase.
1(6-3)2A
6pdr
FA/T
Foot
Fig 1 - 2nd Fire and Movement Phase – 2nd combat unit
Town
Rough FE.4
Mod: -2
Loose formation
Terrain
2/2 = 1 x D6
4(4-½)3F
Cover
Ligne
Ligne
Ms/T
4(4-½)2F
Ms/T
4(4-½)2F
Grenze
1 BW
LI/T
0/0
Loose formation
4(4-½)3F
Disorder
Cover
Ligne
Ligne
Ms/T
4(4-½)2F
Ms/T
4(4-½)2F
Grenze
LI/T
The lesson to be learned here is musket fire it not very effective against troops in a stone building.
During the Austrian Fire and Movement Phase an action is expended to recover from disorder.
1(6-3)2A
6pdr
FA/T
Foot
Fig 1 - 2nd Fire and Movement Phase – 3rd combat unit
Town
Rough
Loose formation
Terrain
4(4-½)3F
Cover
Ligne
Ligne
Ms/T
4(4-½)2F
Ms/T
4(4-½)2F
Grenze
LI/T
1
Loose formation
1 BW
4(4-½)3F
Cover
FE.4
Ligne
Ligne
Ms/T
4(4-½)2F
Ms/T
4(4-½)2F
Mod: -3
Grenze
4 x D6
LI/T
2 x D6* (CS)
Total 6x D6
FE.4
Mod: -2
5 x D6
INF.4 v INF.4 : Close Combat / FE.4 / ROW (ALL) / COLUMN (4) / Modifiers: Cover in Rough (-2), loose
formation (-1) / ROW(INF) COLUMN(1] / Close Combat (1xD6) / result “4D6/4+”
Six dice is thrown, 3 HIT. SAVE roll is 4, no effect.
INF.4 v INF.4 : Close Combat / FE.4 / ROW (ALL) / COLUMN (4) / Modifiers: taking cover (-1), loose
formation (-1) / ROW(INF) COLUMN(1] / Close Combat (1xD6) / result “5D6/4+”
Five dice are thrown, 2 HITs. SAVE roll is 3, no effect.
The close combat rounds continue, eventually the INF.4 achieves enough HIT’s and the SAVE fails, this
results in the defenders being disordered. Once disordered it withdraws. Its hard to dislodge infantry in a
fortified position, but possible. The defender also have a chance, but a lesser one.
1(6-3)2A
6pdr
FA/T
Foot
Fig 1 - 2nd Fire and Movement Phase – 3rd combat unit
Town
Rough
Loose formation
Terrain
4(4-½)3F
Cover
Ligne
Ligne
Ms/T
4(4-½)2F
Ms/T
4(4-½)2F
Grenze
LI/T
Ligne
Ligne
Ms/T
4(4-½)2F
Ms/T
4(4-½)2F
Loose formation
1(6-3)2A
2 BW
1 Action
1(6-3)2A
2 BW
4(4-½)2F
1 Action
Ligne
Ms/T
Ligne
Ms/T
Off-Road 6 BW
Hussar
LC/V
2/3-6C
On-Road 12 BW
Hussar
LC/V
2/3-6C
Difficult terrain
Hussar
3 BW
LC/V
Forward movement
followed by the element
taking cover. Note:
Cover
Cavalry would only do this
2/3-6C
2/3-6C
1 Action (6 BW) if there is a risk of
Hussar
Hussar
bombardment
LC/V
LC/V
1 Action
2/3-6C
Hussar
LC/V
Forward movement
2/3-6C
1 Action (1
BW)
2/3-6C
Hussar
2 BW
LC/V
Open Wood
Difficult Terrain
2/3-6C
6 BW distance
6 BW move cost
Hussar
3 BW distance
LC/V
Forest
Heavy Difficult
Terrain
Limbered
1(6-3)2A
½ Action
Fig.2: Moving Across different Terrain Example (Difficult Terrain – Open Wood)
Wood
Standard
Difficult Terrain
2/3-6C
3 BW distance
3 BW move cost
Hussar
1 ½ BW distance
LC/V
½ Action
3 BW Move cost
½ Action
Fig.2: Moving Across different Terrain Example (Difficult Terrain – Open Wood):
HC (8C) element moves 4 cm across Clear terrain, expending ½ Action.
It can now expend the Actions remaining movement allowance of 4 cm by moving 2 cm into the open
wood.
Ms/O
4(4-½)2F
Ms/O
4(4-½)2F
Line
Line
1
FE.4
4(4-½)2F
FE.4
Mod: none 1 Mod: none
4/2 = 2 x D6
4/2 = 2 x D6
Ligne
Ms/T
Ms/O
Ms/O
Line
Line
4(4-½)2F
4(4-½)2F
1
4(4-½)2F
FE.4 FE.4
Mod: none Mod: none
4/2 = 2 x D6 4/2 = 2 x D6
Ligne
Ms/T
1 BW
2xINF.4 v INF.4 : Direct at 4 cm / FE.4 / Modifiers: none / ROW(INF.4) COLUMN (4) / long range (½xD6)
/ Result “2D6/4+”
The Prussians spin 4 x D6 die with 2 HIT’s. The French spin a SAVE roll of 3, no effect. The French conduct
Opportunity fire against the two Prussian elements, this is also called return fire. Return fire can occur at
long range, unlike Opportunity fire.
INF.4 v INF.4 : Direct at 4 cm / FE.4 / Modifiers: none / ROW(INF.4) COLUMN (4) / long range (½xD6) /
Result “2D6/4+”
The French spin 2 x D6 with 1 HIT, the Prussian SAVE roll is 2, no effect. The result is the same for the 2 nd
return fire. That element cannot conduct return fire again this game-turn.
Prussian 2nd Fire & Movement Phase Both the Prussian line infantry elements conduct direct fire
against a single French line infantry. (Its Daylight and at 4 cm all elements are visible to each other).
2xINF.4 v INF.4 : Direct at 4 cm / FE.4 / Modifiers: none / ROW(INF.4) COLUMN (4) / long range (½xD6)
/ Result “2D6/4+”
The Prussians spin 4 x D6 die with 2 HIT’s. The French spin a SAVE roll of 5, no effect. The French element
cannot conduct Opportunity fire as it has already conducted Opprotunity fire twice.
As you can see long range musket fire is probably not going to get you anywhere.
Ms/O
4(4-½)2F
Ms/O
4(4-½)2F
Line
Line
4(4-½)2F 1
FE.4 FE.4
Mod: none 2 Mod: none
4 x D6 4 x D6
2
Ligne
Ms/T
Ms/O
Ms/O
Line
Line
4(4-½)2F
4(4-½)2F
FE.4 FE.4
4(4-½)2F
1 BW
2xINF.4 v INF.4 : Direct at 4 cm / 2xFE.4 / Modifiers: none / ROW(INF.4) COLUMN (4) / effective range
(1xD6) / Result “8D6/4+”
The Prussians spin 8 x D6 die with 4 HIT’s. The French spin a SAVE roll of 3, resulting in a disorder. The
French conduct Opportunity fire against the two Prussian elements, this is also called return fire. Return
fire can occur at effective range with no penalty, unlike normal opportunity fire.
INF.4 v INF.4 : Direct at 4 cm / FE.4 / Modifiers: none / ROW(INF.4) COLUMN (4) / effective range
(1xD6) / Result “4D6/4+”
The French spin 4 x D6 with 2 HIT, the Prussian SAVE roll is 2, the element is disordered. For the 2 nd
return fire there is no effect.
Prussian 2nd Fire & Movement Phase Both the Prussian line infantry elements conduct direct fire
against a single French line infantry. (Its Daylight and at 2 cm all elements are visible to each other).
2xINF.4 v INF.4 : Direct at 4 cm / FE.4 / Modifiers: one element is Disordered (-1) / ROW(INF.4)
COLUMN (4/3) / effective range (1xD6) / Result “7D6/4+”
The Prussians spin 7 x D6 die with 3 HIT’s. The French spin a SAVE roll of 5, no effect. If it has spun a 1-2
it would become disrupted and removed. The French element cannot conduct Opportunity fire as it has
already conducted Opportunity fire twice.
As you can see effective range musket fire is more effective, but rather slow.
Sk/O
Skirmishers
2(2-½)3F
Ms/O
4(4-½)2F
Line
1
FE.4
4(4-½)2F
Mod: none
2 x D6
Ligne
Ms/T
Sk/O
Skirmishers
Ms/O
Line
2(2-½)3F
4(4-½)2F
FE.6
1(6-3)2A
Mod: none 3
6 x D6
6pdr
FA/T
Foot
½ BW
1 BW
The top French line infantry would like to conduct direct fire against the Prussian line infantry, but the
Prussian Jager’s are blocking the line of fire. The Line infantry must fire at the Jager.
INF.4 v INF.2 : Direct at 2 cm / FE.4 / Modifiers: none / ROW(INF.2) COLUMN (3) / effective range
(1xD6) / Result “2D6/4+”
The French spin two D6 die with 1 HIT. The Prussian spin a SAVE roll of 3, resulting in no effect.
The French artillery can fire through the Prussian Jager at the Prussian Line infantry and does so.
FA-Md v INF.4 : Direct at 4 cm / FE.6 / Modifiers: none / ROW(INF.4) COLUMN (6) / effective range
(1xD6) / Result “6D6/4+”
The French spin 6 x D6 with 3 HIT, the Prussian SAVE roll is 2, the element is disordered.
Sk/O
Skirmishers
2(2-½)3F
FE.4
Mod: none
1 x D6
4(4-½)2F
Ligne
Ms/T
Deploys
INF.4 v INF.2 : Direct at 2 cm / FE.4 / Modifiers: none / ROW(INF.2) COLUMN (2) / treat as long range
(½xD6) / Result “1D6/4+”
The Line infantry spins 2xD6 and achieves a HIT, the Jagers pass the SAVE roll.
The phasing player never conducts opportunity fire so this is not a trigger for return fire.
You can see there is not must you can do to stop those pesky jagers, of course a simple close assault
will quickly drive them away.
2BW
3/5-5C
Cuirassier
HC/E
FE.4
4(4-½)2F
Mod: none
6/2 = 3 x D6
Ligne
Ms/T
3/5-5C
Cuirassier
HC/E
4(4-½)2F
FE.4
Mod: none
6/2 = 3 x D6
Ligne
Ms/T
3 BW
INF.4 v CAV.3 : Direct at 2 cm / FE.4 / Modifiers: none / ROW(CAV.3) COLUMN (4) / treat as long
range (½xD6) / Result “3D6/4+”
The Line infantry spins 3xD6 and achieves a 2 HITs, the Dragoons pass the SAVE roll but if they rolled a
1 or 2 they would become disordered.
The top line infantry can also conduct opportunity fire as the corner of the dragoons is in the
opportunity fire zone. This also results in no effect.
This would not occur in real life as its not sensible. In this case the dragoons have moved in such a
manner as to allow both French infantry elements to conduct opportunity fire against each Dragoon
element.
OR
Closed into clsoe assault.
2 BW
3/5-5C
Cuirassier
HC/E
FE.6
Mod: none
8/2 = 4 x D6
1(6-3)2A
3/5-5C
Cuirassier
HC/E
6pdr
FA/T
Foot
FE.6
Mod: none
8/2 = 4 x D6
1 BW 1 BW
The bottom dragoon moved 4 cm in its 1st Action and has stopped, resulting in opportunity fire. In the
2nd action it moves a further 4 cm and stops, resulting in another round of Opportunity fire, however
the artillery has already conducted opportunity fire twice and cannot do so for a third time.
FA-Md v CAV.3 : Direct at 3 cm / FE.6 / Modifiers: none / ROW(CAV.3) COLUMN (6) / treat as long
range (½xD6) / Result “4D6/4+”
The Artillery spins four D6 and achieves a 2 HITs, the Dragoons pass the SAVE roll but if they rolled a 1
or 2 they would become disordered.
This mover would never occur in reality, the dragoons would either conduct a close assault or stay out
of fire range.
2 BW
3 BW
3/5-5C
HC/E
Cuirassier
FE.6
Mod: none
8/2 = 4 x D6
1(6-3)2A
3/5-5C
HC/E
Cuirassier
6pdr
FA/T
Foot
FE.6
Mod: none
8/2 = 4 x D6
3 BW
2 BW
During the move to close, the dragoons move 4 cm and stops in the opportunity fire range of the
French artillery, which is a trigger for opportunity fire. The Artillery can conduct opportunity fire against
each of the Dragoons, as it has a limit of 2 opportunity fires per non-phasing Fire & Movement Phase.
FA-Md v CAV.3 : Direct at 3 cm / FE.6 / Modifiers: none / ROW(CAV.3) COLUMN (6) / treated as long
range (½xD6) / Result “4D6/4+”
The Artillery spins four D6 and achieves a 2 HITs, the Dragoons spin a 5 for its SAVE roll and there is no
effect. The same result for the 2nd Dragoon element.
If the Dragons had failed the test the result of this attack would have been unpleasant for the
Prussians.
3/5-5C
Cuirassier
HC/E
FE.6
Mod: none
8 = 8 x D6
1(6-3)2A
3/5-5C
Cuirassier
HC/E
6pdr
FA/T
Foot
3 BW
2 BW
FA-Md v CAV.3 : Direct at 3 cm / FE.6 / Modifiers: none / ROW(CAV.3) COLUMN (6) / effective range
(1xD6) / Result “8D6/4+”
The Artillery spins eight D6 and achieves a 4 HITs, the Dragoons spin a 4 for its SAVE roll and is
disordered, the same occurs with the 2nd dragoon element.
While the dragoons are disordered they have a good chance of winning any close combat, but if any is
unlucky enough to be disordered again they are disrupted and removed. Its not much fun attacking
artillery with cavalry.
Elements targeted by an enemy close assault can only conduct opportunity fire against its attack, it
cannot conduct opportunity fire against any other enemy element. This restriction occurs the moment
the close assault is launched.
1(6-3)2A
Fig.1: Direct Fire Element Firing Arc
When firing outside an elements firing arc, count short range as long range and no fire combat at long
range is allowed.
Ms/O
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Fig.1: Moving into Close Combat
The two French Line infantry elements are conducting Close Assault against the German Infantry. This
expends an Action.
Note: This occurs before any movement starts. The elements also have to be activated and a command
point spent to initiate close assault. Once all these conductions have occurred the move can begin. This
also affects the actions of other elements not involved, thus friendly elements could conduct direct fire
against the Prussian element before any move begins. This would occur if some of the combat unit’s
elements will not be involved in the close combat directly and are left behind, this can occur with Very
Light artillery.
The Close Assault line infantry element must have sufficient movement allowance to move into base to
base contact with the Prussian element, while the Close support element only needs to remain in base
to base contact with the close assaulting element.
One element is designated the Close Support Element and the other is the Close Assault element. The
Close Assault element is conducting the Close Assault Combat, the Close Support element provides an
additional modifier for the Close Assault Combat.
If successful, the Close Assault Element occupies the location the Prussian element occupies and the
Close Support element remains in base to base contact with the close assaulting element.
.
Close Assault
4(4-½)2F
Ligne
Ms/T
Ms/O
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Ms/O
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Ms/O
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Ms/O
Line
4(4-½)2F
FE.4 FE.4
4(4-½)2F
Assault
Close
No modifiers No modifiers
7 x D6 7 x D6
Ligne
Ms/T
>5
3<
FE.4
4(4-½)2F
Support
Close
No modifiers
7/2 = 4 x D6
Ligne
Ms/T
Fig.1: Close Combat :
The two line infantry elements are conducting Close Assault against the Prussian Line Infantry element.
This expends an Action. At least one French elements must have sufficient movement allowance to
move into base to base contact with the Prussian element, and the other must remain in base to base
contact with it. In this case both elements are conducting close assault.
If successful, the Close Assault Element occupies the location the Prussian Infantry element occupied
and the close support element can occupy the spot the close assaulting element occupied.
IN this case either french element could be considered the close assault element. ½
Close Combat
INF.4 v INF.4 : Close Combat / FE.4 / ROW(ALL) COLUMN(4) / Modifiers; none / COLUMN(4) / Close
Assault (1xD6) / Result: “7D6/4+”
INF.4 v INF.4 : Close Support / FE.4 / ROW(ALL) COLUMN(4) / Modifiers; none / COLUMN(4) / Close
Support (½xD6) / Result: “4D6/4+”
The French spin 11 die with 5 HIT, the Prussian SPINS A 4 FOR ITS save and is disordered.
INF.4 v INF.4 : Close Combat / FE.4 / ROW(ALL) COLUMN(4) / Modifiers: none / COLUMN(4) / Close
Assault (1) / Result: “7D6/4+”
The Prussians spin 7 die with 3 HIT, the French spin a 4 SAVE roll so there is no effect. If it spun a 1, 2 or 3
both elements would be disordered.
The combat now goes to a 2nd round, with either player given the option to retreat. Any more disorder
results will result in disruption occuring, as a result the Prussian element would be wise to retreat.
Ms/O
Line
4(4-½)2F
Close Assault Ms/T
Disordered
4(4-½)2F
Assault
Close
Ligne
Close SupportMs/T
4(4-½)2F
Support
Close
Ligne
Disordered
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T Ms/T
The close assault move must be a simple Ligne Ligne
forward move, but can include a sideward
move up up to half the forward move. In this
4(4-½)2F 4(4-½)2F
case the element moves forward 1 BW and
sidewards ½ BW. The forward and sideward
move must be constant, so for each 1 BW
forward move the element moves sideward
½ BW.
Close Assault
Ms/O
Line
4(4-½)2F
4(4-½)2F
Ligne
Ms/T
Fig.2: Close Combat Move
Before any forward move occurs an element can wheel or change facing. In this case the element wheels
20 degrees and then moves forward and sideward. It could also wheel 45 degrees, move straight ahead
and when it corner is ion contact with the enemy element, it can pivot to line up with the enemy
elements edge.
Ms/O
Ms/O
Line
4(4-½)2F
Line
4(4-½)2F
targets flank. Can
contact the flank
4(4-½)2F
edge of enemy
Assault
Close
element.
Ligne
Ms/T
Ms/T
Assault
Close
Ligne
Ms/T
Ligne
4(4-½)2F
Not behind the
4(4-½)2F targets flank.
Must contact the
front edge of
enemy element.
Ms/O
Ms/O
Line
4(4-½)2F
Line
4(4-½)2F
Support
Support
Close
Close
Close Close
Support Assault Ms/O
Ms/O
4(4-½)2F
Line
4(4-½)2F
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
4(4-½)2F
Combat
Combat
Close
Close
Ligne
Ligne
Ms/T
Ms/T
Ligne
Ligne
Ms/T
Ms/T
Ms/O
Ms/O
Line
4(4-½)2F
Line
4(4-½)2F
Close Close
Support Assault
Support
Close
Fig 1: Close Assault 1 Fig 1: Close Assault 2
In this example both French and Prussians have In this example the French has one close assault
one element involved in the close assault and and on close support element, while Prussians
one close support element. has one element involved in the close assault
and two close support element.
This is not a good attack, but not foolish.
This is tactically unwise.
Napoleonische-Kriegsfuhrung v2.1 80
[12.0] CLOSE ASSAULT
Ms/O
Ms/O
Line
4(4-½)2F
Line
4(4-½)2F
Support
Support
Close
Close
Close Close
Support Assault
Ms/O
Ms/O
4(4-½)2F
Line
4(4-½)2F
Line
Close Close
Support Assault
4(4-½)2F
4(4-½)2F
Combat
Combat
Close
Close
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Ligne
Ligne
Ms/T
Ms/T
Ms/O
Ms/O
Line
Line
4(4-½)2F
4(4-½)2F
Support
Close
Fig 1: Close Assault 1 Fig 1: Close Assault 2
In this example both French and Prussians have In this example both French and Prussians have
one element involved in the close assault and one element involved in the close assault and
one close support element. one close support element.
Why would the Prussians leave a gap, the answer Why would the French launch such an attack, the
is the cover the front line. In most cases you answer is they want to try and breakthrough in
want all elements in base to base contact for an the spot they attack, as it does not make much
optimal defense line. difference how they launch the attack.
Napoleonische-Kriegsfuhrung v2.1 81
[12.5] CLOSE ASSAULT
CLOSE SUPPORT
Fig.1: Attacking Close Support Elements 4(4-½)2F Close SupportMs/T
Line Ligne
Ms/O 4(4-½)2F
Not behind the targets flank. Close SupportMs/T Close Assault Ms/T Close SupportMs/T
Must contact the front edge Ligne Ligne Ligne
of enemy element.
4(4-½)2F 4(4-½)2F 4(4-½)2F
Ms/T Close SupportMs/T
Ligne Ligne
4(4-½)2F 4(4-½)2F
Close SupportMs/T
Ligne
4(4-½)2F
Fig.1: Moving into Close Combat
IN this case only the two element to the rear of the close assault element and one on the left flank and
two on the right flank is eligible as Close Support. It should be noted conducting close support purely on
the flank edge halves the effectivness.
Ms/O
Ms/O
Line
4(4-½)2F
Line
4(4-½)2F
Support
Support
Close
Close
Close Close
Assault Assault
Ms/O
Ms/O
4(4-½)2F
Line
4(4-½)2F
Line
4(4-½)2F
4(4-½)2F
Combat
Combat
Close
Close
Ligne
Ligne
Ms/T
Ms/T
Close
Support
Ms/O
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
4(4-½)2F
4(4-½)2F
Support
Combat
Close
Close
Ligne
Ligne
Ligne
Ligne
Ms/T
Ms/T
Ms/T
Ms/T
Ms/O
Ms/O
Line
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
4(4-½)2F
Combat
Combat
Close
Close
Ligne
Ligne
Ms/T
Ms/T
Ms/O
Ms/O
Line
4(4-½)2F
Line
4(4-½)2F
Support
Support
Close
Close
Ms/O
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
Combat
Close
Ligne
Ligne
Ms/T
Ms/T
Ms/O
4(4-½)2F
Line
4(4-½)2F
4(4-½)2F
Combat
Close
Ligne
Ligne
Ms/T
Ms/T
Ms/O
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Ms/O
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
Combat
Close
Ligne
Ligne
Ms/T
Ms/T
Napoleonische-Kriegsfuhrung v2.1 84
[12.0] CLOSE ASSAULT
Ms/O
4(4-½)2F
Line
4(4-½)2F
1(4-2)2A
Support
Combat
Close
Close
Ligne
Ms/T
4pdr
FA/T
Foot
Close
Assault
Combat
Close
Close No modifiers
FE.4 7 x D6
No Modifiers
Ligne
Ms/T
4pdr
FA/T
Foot
7/2 = 4 x D6
Close
Assault
INF.4 v INF.4 : Close Combat / FE.4 / ROW(ALL) COLUMN(4) / Modifiers; none / COLUMN(4) / Close
Assault (1xD6) / Result: “7D6/4+”
The Prussian spins seven dice with 3 HITS, the French spin a 4 and there is no effect.
Napoleonische-Kriegsfuhrung v2.1 85
[12.0] CLOSE ASSAULT
Sk/O
Skirmishers
2(2-½)3F
Ms/O
4(4-½)2F
Ms/O
4(4-½)2F
Line
Line
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Sk/O
Skirmishers
Ms/O
Ms/O
Line
Line
2(2-½)3F
4(4-½)2F
4(4-½)2F
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Napoleonische-Kriegsfuhrung v2.1 86
[12.0] CLOSE ASSAULT
Sk/O
Skirmishers
Ms/O
4(4-½)2F
Ms/O
4(4-½)2F
2(2-½)3F
Line
Line
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Sk/O
Skirmishers
Ms/O
Ms/O
Line
Line
4(4-½)2F
4(4-½)2F
2(2-½)3F
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Napoleonische-Kriegsfuhrung v2.1 87
[12.0] CLOSE ASSAULT
Sk/O
Skirmishers
2(2-½)3F
Ms/O
4(4-½)2F
Ms/O
4(4-½)2F
Line
Line
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Sk/O
Skirmishers
Ms/O
Ms/O
Line
Line
2(2-½)3F
4(4-½)2F
4(4-½)2F
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Napoleonische-Kriegsfuhrung v2.1 88
[12.0] CLOSE ASSAULT
Sk/O
Skirmishers
Ms/O
4(4-½)2F
Ms/O
4(4-½)2F
2(2-½)3F
Line
Line
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Sk/O
Skirmishers
Ms/O
Ms/O
Line
Line
4(4-½)2F
4(4-½)2F
2(2-½)3F
4(4-½)2F
4(4-½)2F
Ligne
Ligne
Ms/T
Ms/T
Napoleonische-Kriegsfuhrung v2.1 89
[12.0] CLOSE ASSAULT
Ms/O
Line
4(4-½)2F
FE.4
No modifiers
7 x D6 FE.4
4(4-½)2F
1(4-2)2A
Support
Combat
Close
Close
No modifiers
FE.4 7 x D6
No Modifiers
Ligne
Ms/T
4pdr
FA/T
7/2 = 4 x D6 Foot
Close
Assault
INF.4 v INF.4 : Close Combat / FE.4 / ROW(ALL) COLUMN(4) / Modifiers; none / COLUMN(4) / Close
Assault (1xD6) / Result: “7D6/4+”
The Prussian spins seven dice with 3 HITS, the French spin a 2 and is disordered.
INF.4 v INF.4 : Close Combat / FE.4 / ROW(ALL) COLUMN(4) / Modifiers; none / COLUMN(4) / Close
Assault Disordered (½xD6) / Result: “3D6/4+”
The Prussian spins three dice with 1 HIT, the French spin a 2 for the SAVE, which means no effect.
Napoleonische-Kriegsfuhrung v2.1 90
[12.0] CLOSE ASSAULT
Ms/O
Line
4(4-½)2F
FE.4
No modifiers
7/2 = 4 x D6 FE.4
4(4-½)2F
1(4-2)2A
Support
Combat
Close
Close
No modifiers
FE.4 7 x D6
No Modifiers
Ligne
Ms/T
4pdr
FA/T
7/4 = 2 x D6 Foot
Close
Assault
INF.4 v INF.4 : Close Combat / FE.4 / ROW(ALL) COLUMN(4) / Modifiers; none / COLUMN(4) / Close
Assault Disordered (½xD6) / Result: “3D6/4+”
The Prussian spins three dice with 1 HIT, the French spin a 2 for the SAVE, which means no effect.
Napoleonische-Kriegsfuhrung v2.1 91
[12.0] CLOSE ASSAULT
Ms/O
Ms/O
Line
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
4(4-½)2F
1(4-2)2A
Support
Close
Ligne
Ligne
Ms/T
Ms/T
4pdr
FA/T
Foot
Ms/O
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
1(4-2)2A
Support
Close
Ligne
Ligne
Ms/T
Ms/T
4pdr
FA/T
Foot
Napoleonische-Kriegsfuhrung v2.1 92
[12.0] CLOSE ASSAULT
Ms/O
Ms/O
Ms/O
Line
Line
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
4(4-½)2F
4(4-½)2F
1(4-2)2A
Support
Close
Ligne
Ligne
Ms/T
Ms/T
4pdr
FA/T
Foot
Ms/O
Line
Line
4(4-½)2F
4(4-½)2F
4(4-½)2F
4(4-½)2F
1(4-2)2A
Support
Close
Ligne
Ligne
Ms/T
Ms/T
4pdr
FA/T
Foot
Napoleonische-Kriegsfuhrung v2.1 93
[13.0] FIRE COMBAT
[13.1] ELIGIBILITY TO FIRE
[13.2] FIRE EFFECTIVNESS (FE) DETERMINATION
[13.4] BASIC & FINAL FIRE COLUMN
[13.5] FIRE LOSS PROCEDURE
[13.6] TABLE NINE: DIRECT FIRE MODIFIER CHART
[13.7] TABLE TEN: CLOSE COMBAT MODIFIERS
[13.8] TABLE ELEVEN: FIRE & CLOSE COMBAT TABLE
[13.9] INDIRECT FIRE
Ms/O
Line
4(4-½)2F
4(4-½)2F
6 BW
Ligne
Ms/T
Ms/O
Line
4(4-½)2F
1(6-3)2A
FE.6
No modifiers
6pdr
FA/T
Foot
5 x D6
(6 to hit)
1(6-3)2A
6pdr
FA/T
Foot
1
4(4-½)2F
Ligne
Ms/T
The French Heavy Artillery is within effective range of the Prussian Artillery element.
FA-Hv v FA-Md : Indirect@6BW / FE.6 / ROW(ALL) / COLUMN (5) / Modifiers: none / COLUMN (5) /
Effective range (1xD6) / Result: “5D6/6”
The French spins 5 die with 1 HIT’s, the Prussian SAVE roll is 3, so the element is unaffected.
2/3-6C
Hussar
LC/V
FE.2
No modifiers
4 x D6 2
2(2-½)4F
1 BW
Woods
2/3-6C
Hussar
LC/V
Jager
Jg/O
2
FE.2
No modifiers
4 x D6
During the 2nd Fire & Movement Phase the Jager expend an Action to fire at one Dragoon and another
Action to fire at the other Dragoon.
INF.2 v Dragoon : Direct at 6 cm / FE.2 / ROW(CAV.3) COLUMN (2) / Modifiers: None / COLUMN(2) /
Long range (½xD6) / Result: “2D6/4+”
The Jager spin 4 Dice with 2 HIT, The Dragoons spin a 2 SAVE and are disordered. The Jager spin 4 dice
for the other target and achieve 2 HIT, but the Dragoons spin a SAVE of 4, so there is no effect.
The Dragoons cannot conduct return fire because they lack firearms.
Note on tactics. Sending dragoons to deal with Jager element in woods is not a good idea, best to send a
light infantry element if you wish to clear the woods of the enemy, or simply ignore it.
1 ENG
2 PIO
Pontoon Bridge
1 ENG
2 PIO
Pontoon Bridge
LINKS
Korps-Kommandeur Rules https://groups.io/g/Korps-Kommandeur
Corps Commander Rules https://groups.io/g/Corps-Commander
Kriegsspiel-Zusammenfassung Rules https://groups.io/g/Kriegsspiel-Zusammenfassung
LWRS Rules https://groups.io/g/LWRS
Bewegunskrieg Rules https://groups.io/g/Bewegunskrieg
Schwerpunkt Rules https://groups.io/g/Schwerepunkt
Große Schlachten Rules https://groups.io/g/Grosse-Schlachten
Tallion Rules https://groups.io/g/Tallion
Klassische-Kriegsfuhrung Rules https://groups.io/g/Klassische-Kriegsfuhrung
Kriegsspiel https://groups.io/g/Kriegsspiel
Videos https://www.youtube.com/channel/UCfV-MyC25svytVzSTJtxQcw?view_as=subscriber
Eine Strategische Studiengruppe Veröffentlichung