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Drums and Shakos

Large Battles
Inksaving version

Divisional Level Napoleonic Wargaming Rules


Written by Sergio Laliscia

Based on the Song of Blades and Heroes engine written by Andrea Sfiligoi
First Edition, Copyright © Sergio Laliscia/Ganesha Games, 2011
Layout by Andrea Sfiligoi Photographs by Giuseppe Maio Editing by Patrick Connor
Models from the author’s collection, painted by Sergio Laliscia and Stonewall Miniatures.
Special thanks to our main playtester Diego Chisena
Playtest and useful suggestions: Andrea Sfiligoi, Marco Coccia, Antonio Termini, Narciso Battellocchi, Luca Ceriola, Massimo
Moscarelli, Luciano Bassotti, Paolo Pierini, Stefano Giombini, Carlo Bandini, Marco Gasbarri, Alessandro Salini, Federico Bertelli

www.ganeshagames.net
Table of Contents
Attacking across an obstacle 11 Special Rules for Leaders 25
Table of Contents 2 Formation Changes 11 Special Rules for the Cinc 25
Limbering and Unlimbering 11
Introduction 3 Infantry Squares 12 Scenarios, Historical Battles
Glossary and key elements 3 Proximity Rule 12 and Pick-up Games 26
Basing 3 Fast Units 12 Ready Made Scenarios 26
Suggested basing 3 Fast Units on Roads 12 Historical Battles 26
Dice 3 Free Facing 12 Pick-up Games 26
Measuring Sticks 4 Passing through friendly units 12 Scenarios 27
Unit Anatomy 4 Modelling Historical and
Disorder level (DIS) 4 Combat 13 Conjectural Battles 34
Recovering Disorder levels (Rally) 4 Combat Dice (CD) 13 Assigning Q and C scores 34
Infantry Formations 5 Unused Dice 13
Cavalry Formations 5 How many Dice you roll 13 Appendix – Playing
Artillery 5 Artillery Bombardment 13 with Armies 39
Generals 6 Line of Sight (LoS) 14 Scale and Units basing 39
Leaders 6 Targets, LoS and cover 14 Rules 39
The Commander in Chief (CinC) 6 Reloading Guns 14 Generals 39
Skirmishers 6 Firing Procedure (Bombardment) 14 Movement 39
Historical Scenarios at
Actions & Reactions 6 Approach and Contact 15 Corps and Army level 39
Double failure 6 Approach 15 Representing Q and C:
Reactions 7 Special Case during Cavalry Approach 15 Army level tables 39
Who can react 7 Units in Woods 16 Skirmishers 39
Reaction restrictions 7 Frontal Arc 16
When to react 7 Passive Targets 16 FAQ and Clarifications 40
How to React 7 Approach Procedure 16
Reacting Cavalry 7 Approach Outcomes 17 Order of Battle Sheet 42
Generals and their Actions 8 Elimination during Approach 18
Activation Bonus 8 Contact 18 Available Rulebooks 43
Group Orders 8 Retreats 19
Leader bonus in combat 8 Cavalry Breakthrough and Recall 19 QRS 44
Leaders attached to eliminated units 8
Leader contacted or threatened 8 Built-up Areas 19
Leaderless brigades 9 Movement 20
CinC actions 9 Combat in built-up areas 20
The Reserve 9 Bombarding built-up areas 20
Assigning Reserve Units 9
Re-roll 9
Winning the Battle 21
Before the Battle 21
Sequence of Play 9 Losses inflicted 21
Penetration into enemy territory 21
Movement 10 Victory and Defeat 21
Movement Cost Table 10
Manoeuvres and Movement Reduction 10 Table set-up for pick-up games 22
Oblique Movement 10 Terrain type and sizes 22
Manoeuvre: lateral movement 11 Determine Attacker and Defender 22
Manoeuvre: backwards movement 11 Placing Terrain 22
Manoeuvre: wheeling forward 11 Deployment in pick-up games 22
Wheeling backwards 11
About face 11 Optional Rules 23
Rotation without moving 11 Forming a Grand Battery 23
Moving unlimbered artillery 11 “Worn” Units 23
Double reduction 11 Special Rules 24 
Moving through linear obstacles 11
call him the Leader from now on) who, in turn, is

Introduction
Introduction commanded by a Commander in Chief (CinC) i.e.,
the Divisional Commanding Officer. A Division is
made up of two or more brigades (usually two).

Drums & Shakos Large Battles is a system of rules for


Divisional level battles of the Napoleonic Period (1805- Basing
1815) where each player controls 2-3 Brigades and a There is no casualty removal in Drums & Shakos
small reserve. In multiplayer games each player may Large Battles, nor a fixed figure ratio. For this reason,
control a Division, effectively playing at Corps level. basing and the number of figures on each stand are
irrelevant, providing that:
In the Napoleonic Period battles involving from 5000 • The frontage of the infantry base is greater than
to 10,000 men per side (roughly a Division) the depth (a ratio of 1.5:1 to 2:1 works best);
were uncommon: an incomplete • Infantry and cavalry bases have the same
list could include the battles frontage;
of Steyer (Austria, 4/11/1805), • All players adopt the same basing.
Maida (Italy, 4/7/1806), Soldau
(Eastern Prussia, 25/12/1806),
Suggested basing
Our suggested system for 15mm figures is
Braunsberg (Eastern Prussia,
commonly used in Napoleonic miniature
26/2/1807), Roleia (Spain,
games (sizes are frontage x depth):
17/8/1808), Venzone and
• infantry 3 x 1.5cm with 3 figures
Pordenone (Italy, 11-15/4/1809),
• cavalry 3 x 3cm with 2 mounted figures (3 for
Arnhofen (Bavaria, 19/4/1809),
heavy cavalry if you like)
Margalef (Spain, 23/4/1810),
• foot artillery: using 2 bases per battery 3 x
Villa Garcia (Spain, 11/8/1810), Rio
4cm with 1 gun and 3 crew (4 if heavy); using a
Gebora (Spain, 19/2/1811), Eckau (Russia, 19/7/1812),
single base 6 x 4cm with 2 guns and 4 crew (5 if
Golovchitzy (Russia, 2/8/1812), Retschow (Germany,
heavy).
28/8/1813), San Michele (Italy, 19/11/1813), Hoogstraaten
• Horse artillery: using 2 bases per battery 3 x 4cm
(Belgium, 11/1/1814), Garris (France, 15/2/1814), Ponte
with 1 gun and 2 crew; using a single base 6 x
di Monzambano (Italy, 10/3/1814), Modena (Italy,
4cm with 2 guns and 4 crew.
4/4/1815) and Surburg - Selz (France, 26/6/1815).*
• Generals: 1.5 x 3cm with a single mounted figure
Given the unprecedented scale of many battles of the
(Brigade Commander/Leader), 3 x 3cm and 2 or 3
beginning of the 19th Century, quite often in our battles
mounted figures for the CinC.
we represent just a part of a bigger battle, but the pay
• Skirmishers: single round (diameter 1.5cm) or
off is the chance to manoeuvre on the battlefield every
square (1.5cm side) base with 1 figure
battalion, with its uniform and National features.
In the Appendix you’ll find some rules and conversions
allowing you to “zoom out” your view of the battlefield Markers
and play up to Army level (using multiple Corps). * The game uses a few markers to record particular
*For a complete list of all the battles of the period 1792-1815 situations on the battlefield, such as:
see: Digby Smith - The Napoleonic Wars Data Book, London • the Disorder level of a unit (from 0 to 4)
1998. • a battery that has fired
• a violation of the proximity rule
Glossary and key elements • the successful reaction of a unit.
The base infantry unit is a Battalion. For cavalry it is
a Regiment (usually of 4 Squadrons) and artillery is
Table
If you play with 15mm figures, we suggest you use a
divided into Batteries.
120x180cm table. For bigger or smaller scales, modify
Each unit represents:
the above sizes keeping a ratio of 1:1.5.
• An infantry Battalion on 4 bases
• A cavalry Regiment on 2 bases
• An artillery battery on 2 bases (or 1 base with Dice
double frontage). All dice used in Drums & Shakos Large Battles
are normal six-sided dice (abbreviated as d6). 
Several battalions/regiments –with or without attached
Artillery – make a Brigade led by a General (we’ll Roll 3d6 means roll three six-sided dice.
Combat Dice (CD) is the number of d6 that a unit rolls
Measuring Sticks during Approach and Contact. They represent several
In Drums & Shakos Large Battles we use four factors: type, formation, drill, and number.
measurement sticks of fixed length: Very Short (VS), Players can “buy” dice during Approach and Contact
Short (S), Medium (M) and Long (L). Pre-measuring by spending one action for each additional CD.
is always allowed at any time.
Example: an infantry unit in line formation gets 3 actions.
Sticks size according to scale used It can move to Approach distance (1 action) and then use the
6-10mm Very Short Short Medium Long 2 actions left to buy 2 more Combat dice.
3 cm 5 cm 8cm 12 cm
15mm Very Short Short Medium Long Special Rules: These define a unit’s character on the
5 cm 8cm 12 cm 18 cm battlefield.
20-28mm Very Short Short Medium Long
8 cm 12 cm 18 cm 28 cm
Disorder level (DIS)
A 3xLong and a 2xMedium sticks will also come in At the start of the game, all units are fresh with a DIS
handy to measure artillery bombardment and the 0. During the battle, units can accumulate disorder
Command radius and eventually become useless and are removed from
of Leaders. We use play.
thin wood dowels All infantry, cavalry and artillery units have five
painted in different levels of Disorder (DIS 0 to 4). Units reaching DIS 4
colours so they can are eliminated. Your unit’s Disorder level affects the
be easily told apart; number of CD your opponent rolls.
we use red for Long, Units with a DIS level of 3 cannot Approach the enemy
orange for Medium, and they do not count for purposes of penetration
yellow for Short and through enemy lines (see Approach and Victory
white for Very Short. conditions, further on).

Unit Anatomy Recovering Disorder levels (Rally)


Recovering 1 DIS requires 1 action (see Actions
All infantry and cavalry units have a Quality and a chapter). The unit must be in command and more than
Combat score. Artillery uses only the Quality value. 1L from or out of sight of the nearest enemy .

Quality (Q): reflects the unit’s determination,


initiative, drill and morale. When you try to activate
a unit, you have to roll the Q number or higher on a
d6 to achieve a success. Therefore, lower Q values
are better.

Combat (C): quantifies the unit’s ability in combat


and the number of men in it. Higher values are
better.

Pictured above all necessary markers: measuring sticks; wad of cotton wool to mark
discharged artillery; two different systems to record the status of units (counters with
the number of Disorder points, or green, yellow, and red markers); an arrow used to mark 
violations of the proximity rule.
Infantry Formations
Infantry units (battalions) may be in
line, march column, attack column
or square formations.

Cavalry Formations
Cavalry units may be deployed in line
or in column formation. Changing
formation requires 1 action.

Artillery
Artillery may be limbered (to move)
or unlimbered (to fire): limbering and
unlimbering are formation changes and
each requires 1 action.

Front Front, flanks, and rear of


a unit
We define front as the forward
projection of the unit’s front.
Flank Flank
For the purposes of combat a unit
must start its activation and end its
Approach movement entirely out
with the target’s front arc in order to
be considered on the enemy flank/rear.
Rear A unit that is to the front of an enemy
is not allowed to move around that
enemy to attack it from the flank.


shows the parent unit’s SK factor.
Units can recover ONLY 1 DIS per activation. Units Skirmishers retreat behind their parent unit when
with DIS 1 cannot recover. a Contact is made and automatically return to their
position to the unit’s front when the parent unit’s front
• Artillery can never recover DIS. is free of enemies.
• Cavalry may only recover one level, from DIS3 Skirmishers are eliminated in the following cases:
to DIS2. a)when their parent unit is eliminated
• No unit may recover from DIS1 to DIS 0. b) when a cavalry unit - with its first action – gets to
Approach distance of their parent unit. In this case all
Skirmishers are removed and from that moment on the
Generals unit is considered to have SK=0.
A Leader commands a Brigade and the Commander
in Chief (CinC) is a Divisional Commander.

Leaders
Leader have a single Quality value which represents
their courage, determination, charisma and tactical
Actions & Reactions
Moving, changing facing or formation and all other
ability. Quality ranges from 2 to 5. They may have one activities performed by a unit require the expenditure
or more Special Rules representing their character. of Actions. Actions are generated by rolling one, two or
All Leaders have a Command Span of 2M. A Leader’s three dice (player’s choice) and comparing the results
Command Span is not affected by LoS. The Command to the unit’s (or General’s) Quality. Each modified die
Span is the Leader’s effective range, allowing him to that beats or equals the Q value is a success. Each die
command his troops, giving them a +1 bonus during that is lower than the Q value is a failure. A result of
their activation, allowing them to rally, or issuing a “1” is always a failure and a “6” is always a success, no
group order. matter what modifier.
Each success allows your unit or Leader to perform
The Commander in Chief (CinC) one action.
You can activate the units of your brigade one by one
The CinC has a Quality value ranging from 2 to 5
or – if circumstances allow – perform group activations
and a Command Span of 1L.
(see below).
If a Leader is within the Command Span of the CinC,
Every failure allows your opponent to try a
he may re-roll 1 failed activation dice.
Reaction.

Skirmishers Double failure


Infantry units have an intrinsic Skirmish (SK) factor,
When you roll 2 or 3 failures trying to activate a unit
from 0 to 3, which is used during the Approach step.
or group, activation ends for that brigade and no other
The SK factor is not used during Contact.
units within the brigade can be chosen for activation.
In game terms, it is only important to know if your
You must select another brigade (if available)
unit’s SK factor is higher or lower than the SK factor
to activate. If it is your last brigade, initiative
of the Approached enemy.
passes immediately to your opponent. This is
Your unit’s SK factor is also important when a
called a turnover.
battery within 1M fires against your unit’s front:
Note that if you roll 3 dice and get 2 failures,
in that case, the battery subtracts 1 CD from
you still are entitled to perform the single action
its roll.
for the unit or group resulting from your single
success and your opponent gets his attempt at a
Skirmishers are represented in the game by
two-dice reaction.
single models mounted on individual bases.
Skirmishers must always be positioned
Important: for purposes of brigade activation,
within 1 VS of the parent unit’s front line.
the CinC activation (and therefore his Reserve’s
Skirmishers are not units, they move only
activation) counts as one brigade.
when their parent unit moves and retreat with
it. They have no Quality or Combat values 
and cannot be the target of enemy attacks.
They are just markers and their number
stops him, or he has no more actions available.

Reactions How to React


All your failures (even those that do not cause a Select a unit which is going to react and roll a number
turnover) generate a reaction attempt by your opponent. of d6 equal to your opponent’s failures against the
For each failure you roll, your opponent is entitled to current Q score of the reacting unit (applying the
perform a 1d6 reaction attempt with ONE unit. Leader bonus if within its Command Span). For every
Activation in reaction is NOT automatic. The reacting success you roll, you have 1 action to spend to perform
player must roll a number of d6 equal to the failures the reaction.
scored by the opponent, and act according to the
number of successes/actions obtained.
Reaction is the only activity that may be performed by
Reacting Cavalry
A cavalry unit activated in a reaction may Approach
a player without initiative.
an enemy, but it must satisfy all the requirements for
Example: a player rolls 3 dice to activate a unit. He gets
doing so (see Approach below) and must be in line
2 successes and 1 failure: the opponent can therefore try to
formation. Follow the rules for Approaching and
react with ONE of his units, rolling 1d6 against the unit’s
Q in that moment.

Who can react


Any enemy unit or General on the table, providing
that it/he has not reacted successfully in this initiative
phase.

Reaction restrictions
In reaction, you may not:
• Approach the enemy with your infantry
• Give group orders with your Leader. Generals may
move normally
• Do anything if your unit or General has already
reacted successfully this initiative. In other words
you may TRY to react as many times as you want, Contacting an enemy.
but a unit can’t react twice. Example of the PICTURE: player A decides to activate a
Apart from the restrictions above, you may perform unit in attack column to try an Approach against an enemy
any other action during a reaction. unit, which is also in attack column and standing just in
Players can keep track of reactions using a colour coded front of the Approaching unit. An artillery battery is beside
marker, or anything they see fit. Remove all reaction the target unit, but it is facing in another direction. Player
markers when initiative passes to the other player. A’s unit could reach Approach distance with a single move
(1M): he rolls 3 dice anyway and gets 1 success and 2
When to react failures. Player B can therefore attempt a reaction attempt
on 2 dice, and chooses to do so with the artillery.
Reaction attempts can be made at the reacting player’s
discretion: Player B’s intent – assuming he scores 2 successes – is to
• before opponent starts to act using the generated rotate the battery (1 action) and then fire on the Approaching
actions enemy (1 action) before it starts its movement.
• in-between opponent’s single actions (you cannot As an alternative, player B could try to react with his
interrupt an action in the middle) infantry (the target of player A’s Approach), changing its
• after all opponent actions have been performed. formation into a line to gain an advantage in combat.
Exception: when the Reaction is caused by failures from a Play proceeds with player B’s reaction, then with player A’s
Leader (or CinC) activation, the reaction attempt must be unit movement, and the ensuing combat. After resolving
performed immediately. the combat (Approach and Contact), player A must begin
When one or more failures occur, the initiative player activating another brigade, as he rolled 2 failures
asks his opponent if he wants to react before he acts. If in an activation attempt. If it was his last brigade,
the answer is no, then the initiative player performs his a turnover occurs.

first action, and he continues to act until the opponent
Note: in the example above, player B could have In general, your Leader will issue Group Orders when
reacted with ANY other unit on the table, not only his Brigade is far from the enemy. When your units are
with those potentially involved in the ensuing near the enemy, you’ll have to activate them one by
combat. one, if you want to attack.
Generals and their Actions Leader bonus in combat
A General must be activated like any unit, rolling The Leader can use a move action to attach himself to
1, 2 or 3 dice against his Quality. Generals may also a unit in his brigade and give it a bonus in combat.
react. Each success generates an action, but 2 or more An attached Leader must use a move action to leave
failures DO NOT CAUSE A TURNOVER if it is the a unit.
last brigade. They do generate an enemy reaction as Move your Leader in contact with the chosen unit:
normal. that unit enjoys a bonus in combat (both in attack and
With their actions, Leaders may: defence) while the Leader remains in contact.
• move (2L for each action) Note that the unit to which the Leader has just been attached
• issue Group Orders. MAY be activated afterwards and move with the attached
Leader (in this case, the Leader moves for free).
When counting Combat Dice for Contact (not for the
Activation Bonus Approach), your Leader can add from zero to three
Leaders grant a +1 bonus for activation to all units in dice (your choice of how many).
their Brigade who are within their Command Span. After the combat is over , regardless of its result, roll
Out of Command units may move and attack, but the same number of dice you just added: if one or more
they do not enjoy the bonus, nor they may recover of them scores a “1”, the Leader is a casualty and is
Disorder levels (rally). removed from play. With any other result, he stays with
the unit, and he will be able to act and move again in
Group Orders the next initiative phase, when that brigade is active.
Your activated Leader may issue a Group Order to An attached Leader may not issue group orders.
any number of friendly units within his Command
Span. To give a group order, the Leader must spend
one action (providing he has been activated and
Leaders attached to eliminated units
A Leader attached to a unit which is eliminated must
has actions available). Then you roll 1, 2 or 3 dice make a Survival Test. Roll 3d6: if one or more of them
against the Leader’s Q: the number of successes is the scores a “1”, the Leader is a casualty and is removed
number of actions that ALL the units in the group from play. With any other result, he must immediately
may perform. be repositioned within command span of at least one
After all the actions have been performed, the Leader of his units.
may use any remaining actions, unless initiative is
lost by that brigade by rolling 2 or 3 failures during
the group activation. Leader contacted or threatened
A Leader may issue multiple group orders in the If a Leader is contacted by any enemy unit during
same initiative phase. However, he cannot issue movement, you must make a Capture Test. Roll 2d6: if
orders more than once to the same group. one or both of them roll a “1”, the Leader is captured
If – during his activation – your Leader rolls some (he is eliminated in game terms). With any other result.
failures, the enemy reaction attempt must be he must immediately be repositioned within command
performed immediately (i.e.,, before you begin acting span of at least one of his units.
with your units). If your Leader happens to find himself:
For a Group Order to be issued, the following • in front of all your units (with respect to the enemy)
conditions must be met: for example due to the retreat of one or more units
• all units must be in command; • nearer to an enemy than to a friend.
• no unit may Approach the enemy, nor fire (if he must immediately be repositioned within command
artillery); span of at least one of his units.
• you must declare all units which are part of the
group before rolling dice. A Leader or CinC can never be the target of artillery
fire or enemy attacks.
A group may comprise any combination of infantry, 
cavalry and artillery.
Generals are considered “invisible” to the enemy. It is not in the CinC’s Command Span – immediately gets 1
therefore possible to move in a way to attack a Leader, unless free movement to reach the Leader of the Brigade to
that movement would bring the unit to legally Approach a which it has been assigned. It cannot fire (if artillery)
unit. nor attack an enemy while doing so.

If the unit needs more actions to reach its new Leader,


Leaderless brigades you may activate it further, rolling 1 or 2 dice.
If your Leader is eliminated/captured, the Brigade is
leaderless until:
• the CinC spends 1 action to nominate a replacement Re-roll
officer If a Leader is within the Command Span of his CinC,
• your opponent gets 2 failures. In this case, do not he benefits from 1 re-roll per initiative phase. The re-
roll for Reactions, just place a replacement Leader roll can be used only for dice rolled for the Leader’s
within command span of at least one of his units. own activation. Just pick up a die which rolled a
The replacement Leader has a Quality 1 point higher failure, and roll it again. The new result stands.
(worse) than the original, up to a maximum of 5.
Example: if your Q3 Leader is captured, the replacement
officer will have Q4. Sequence of Play
There is no set sequence in Drums & Shakos Large
Battles. One player has the initiative,
CinC actions and the opponent can only react.
The Commander in Chief is
in command of the Reserve. As At the beginning of play, after
for Leaders, the CinC must be deployment, both players roll 3d6
activated in order to act, and and add the scores to determine
may try reaction attempts. who has the first initiative. The
Each success generates winning player nominates one of his
an action, but 2 or more Brigades (or the Reserve) and then
failures DO NOT CAUSE A starts to activate units (one by one or
TURNOVER for the Reserve. in groups).
They can generate an enemy You always choose how many dice
reaction as normal. to roll (1, 2 or 3) against the unit’s
With his actions, the CinC Q (or against the Leader’s Q if you
may: are issuing a group order) and then
• move (2L for each action) immediately act according to the
• nominate a replacement number of actions thus generated.
Leader (1 action) You repeat this procedure (roll to
• assign one unit from the Reserve to a Brigade (1 activate, act) until all units of the brigade that you
action). want to activate have been activated, or you roll 2 or
3 failures in a single roll of the dice. In this case, you
have to stop activating units of that brigade, and move
The Reserve to another. If it is the last brigade, it is a turnover, and
Your Reserve is determined by the scenario, or is clearly initiative passes to your opponent.
specified when playing historical battles. In pick-up
games, the Order of Battle (see further on) tells you To recap, initiative passes to your opponent when:
how the Reserve is composed. Generally, the Reserve • you get 2 or 3 failures with the last brigade;
comprises cavalry units and reserve artillery, or elite • you have already activated all your brigades
infantry units. (and the Reserve);
The Reserve does not act as a Brigade. Units belonging • you decide to pass.
to the Reserve don’t move unless the CinC assigns
them to a Brigade.

Assigning Reserve Units 


Spending 1 action, the CinC may assign one unit of the
Reserve to a Brigade. The chosen unit – which must be
Movement
All units and Generals need to spend actions in order Manoeuvres and Movement Reduction
to move. The only free movements are those of retreat The movement rates apply when a unit moves straight
(involuntary), cavalry recall, and those of attached ahead (exception: see Fast Units, below) or obliquely
Leaders. A unit chosen from the Reserve to assign to up to 45°. Any other movement is considered a
a brigade also gets a free movement. manoeuvre.
All manoeuvres reduce a unit’s movement allowance,
A single movement requires 1 action, so units may as follows: 1L becomes 1M, 1M becomes 1S and 1S
move up to 3 times if they have 3 successes and do becomes 1VS.
nothing else. A single movement action may not be split in two:
Movement allowance is determined by different you may not move half a Medium stick advancing
factors: troop type (infantry, cavalry, artillery), and then move obliquely 45° for another half stick.
formation, and terrain. A unit is always allowed to move less than a full
A movement beginning, ending, or crossing difficult measuring stick.
terrain (woods, swamps, steep hills, rocky ground)
receives a reduction.
All units moving within 1Short of any enemy must
Oblique Movement
Is a movement that allows the unit to advance
stop immediately and proceed to the Approach phase
obliquely up to a 45° angle without changing its
(described below).
facing or its formation. This movement is without
penalty.
If you want to angle more than 45°, you must perform
Movement Cost Table a manoeuvre (see below).

Type and Single Notes


formation movement
Infantry in line 1 Short may be subject
to reduction
Infantry in 1 Medium may be subject
attack column to reduction
Infantry in 1 Medium Free facing Up to 45°
march column

Infantry in square 1 Very Short Requires 1 action

Cavalry in line 1 Long may be subject


to reduction
Cavalry in column 1 Long Free facing

Limbered Foot 1 Medium Free facing


Artillery

Unlimbered 1 Very Short Requires 1 action


Artillery

Limbered Horse 1 Long Free facing


Artillery

Leaders and CinC 2 Long Free facing


10
costs 1 action.
Manoeuvre: lateral movement Rotation without moving
The unit moves laterally, without changing its facing. The units rotates up to 90° on its own axis. This costs
one action.

Moving unlimbered artillery


Unlimbered artillery can only move hand-pushing
the guns. This limited movement is called prolong.
Spending one action, the battery can move up to 1 VS
in any direction. Wheeling (forward and backwards)
and rotation on the battery’s axis are allowed.
Movement is reduced.
Manoeuvre: backwards movement Double reduction
(front to enemy) Any movement touching difficult ground causes a
The unit withdraws, front to the enemy, without reduction (with the exception of Light Infantry). As a
consequence, sometimes a unit may receive a double
reduction (for example, if you want to manoeuvre
in difficult ground). Infantry in line or unlimbered
artillery prolonging – that cannot suffer a double
reduction as there is nothing less than a Very Short
move – cannot manoeuvre in difficult ground.
Light Infantry is undoubtedly your best choice of troops to
manoeuvre in difficult terrain.

Moving through linear obstacles


Hedges, fences, low walls, ditches, and the like are
changing its facing. Movement is reduced. called “linear obstacles”. Crossing a linear obstacle
causes a movement reduction. The whole unit must
be able to clear the obstacle in a single movement. If
Manoeuvre: wheeling forward (up to 90°) this is not possible, it must reach the obstacle (1 action)
and then clear it (another action).
The unit wheels, keeping one of its forward angles still
(pivot) and rotating the other. Movement is reduced.
You may wheel more than once, but you must use an Attacking across an obstacle
Sometimes – if the enemy is near to, but not in contact
with, a linear obstacle – it may happen that your unit
cannot clear the obstacle without overlapping the
enemy. In this case, the target of the attack must move
backwards a bit, making just enough room for the
attacking unit.

Formation Changes
Changing formation (for infantry and cavalry) and/or
limbering/unlimbering (for artillery) costs 1 action.

action for each wheel you perform.


Limbering and Unlimbering
Wheeling backwards Artillery batteries are either limbered (may move but
Wheeling backwards is not allowed. not fire) or unlimbered (may fire but not move).
Horse artillery may fire even if it moved in the
11
About face same activation. Foot artillery may not. When
limbered, artillery moves as a Fast unit (see Fast
The units rotates 180° without moving. About-face
Units below).When a battery unlimbers, it may
be oriented as you wish.
Infantry Squares Fast Units
Squares have no flanks or rear, and convert a retreat Infantry in march column, cavalry in column, and
resulting from an artillery bombardment into the loss limbered artillery (both Horse and Foot) are considered
of 1 DIS. A square may move 1VS in any direction, Fast and have certain advantages.
spending 1 action.
Fast Units on Roads
Proximity Rule Fast units moving entirely on a road may follow the
Units moved rigidly in the Napoleonic period and, generally contour of the road itself. No wheeling is required. This
speaking, one near the other. However, all battalion is the only case when the measuring stick can “bend”
commanders appreciated the importance of maintaining to conform to the road, without using an action for
some room for manoeuvre in dangerous circumstances each wheel.
(such as forming squares to receive cavalry charges). To
simulate this, we use the Proximity rule.
Free Facing
No moving unit may voluntarily end its actions Fast units have free facing. This means that you just put
(moving or changing formation) nearer than 1VS to the measuring stick touching the front of the leading
any friend, unless it is Approaching an enemy. base of the unit, then angle as you wish, and move up
to the end of the stick, facing in that direction. Finally,
During a Brigade activation, an acting unit cannot the unit can be turned to face any direction.
end its movement (or formation change) within 1VS
from a friendly unit unless: Passing through friendly units
• the 2 units are separated by a linear obstacle (such
as a low wall) (Interpenetration)
• one unit is artillery Two cases of interpenetration are possible in the
• the unit – after moving – Approaches an enemy. game.

Important: the Proximity rule takes effect AT THE Voluntary Interpenetration


END of all movement for the unit or - if a Group - at All units may pass through friends at any time,
the end of all movement of all units of the Group. providing that they can clear it completely.
Units may ignore the proximity rule while moving.
Involuntary Interpenetration
All of the above refers to voluntary movement. Units forced to pass through friends due to retreats
However, there are cases where violation of behave differently and cause 1 Disorder to the unit
the Proximity rule is generated by involuntary passed through, unless the unit being passed through
movement, such as retreats.When there is a violation is unlimbered artillery.
of the Proximity rule, you are limited in your choice
of reactions: at the first opportunity you must correct
the violation using a Reaction. You don’t need to roll
the dice to attempt the reaction. Just move one unit
backwards or laterally in order to remove
the violation by placing the unit more than
1VS from the friendly unit.
If there is more than one violation on the
table, you must remove all violations before
performing any other type of reactions.
Remember: removing one violation of
the proximity rule burns one reaction
regardless of how many dice you had to
roll for reaction.

12
For example, drawing the first die in an Approach situation

Combat HAS a result (both units taking 1 Disorder). Remember also


that players may not choose which unused die to add, you
must always add the highest unused die available. You add
Combat Dice (CD) just one die, not two. If there is still a draw after adding the
unused die, then there is no effect.
Drums & Shakos Large Battles uses a system of opposed
dice rolls to determine combat outcomes. Results are
determined by comparing Combat Dice (CD) rolled How many Dice you roll
by players. First of all, in every combat (Approach and Base CD – both during Approach and Contact and
Contact) both players roll their CDs, regardless of who when defending from artillery fire– are as follows:
is the attacker and who is the defender. The number of
dice rolled depends on several factors (type, formation,
Infantry
and Combat value of the unit).
Results are generated by comparing the 3 best scoring in Line 4
dice, arranged from highest to lowest. Keep the other in Attack column 3
dice (form the fourth on) handy until the end of the in Square and March Column 2
combat, as they are used as tie breakers. Cavalry
Example: player A rolls 4d6, player B rolls 3d6. A gets 5, 5,
Light Cavalry in line 4
1 and 1; B gets 6, 2 and 1. Both players position their dice
from highest to lowest, then they compare the results of the Dragoons in line 5
three highest dice. Heavy Cavalry in line 6
All Cavalry not in line 3
A 5 5 1 Artillery
B 6 2 1
Bombardment: according to calibre; light 3, medium
4, heavy 5.
A loses the first die (5 to 6), but wins the second (5 to 2). The
third die is a draw (1 to 1). In Approach or Contact: if unloaded 2, if loaded as
If one side cannot roll at least 3 dice, all missing dice for bombardment
are considered to have scored a “1”.
Winning, losing or drawing a die can have different
effects in Approach or Contact and can also add or Artillery Bombardment
cancel actions to one or both sides. Artillery fires through its front arc and has three
ranges: Short, Medium and Long.
Unused Dice
These are the dice from the fourth on. In all situations
in which a draw has NO EFFECT, players must add 1 short range medium long range
unused die (starting from the highest) to their score. +1d6 range -1d6
Example: during an Approach, A rolls 5 dice and B rolls 4.
A gets 6, 5, 3, 2, 1, B gets 5, 4, 3, 1. The dice are compared
1L 2L 3L
as follows:
Short range is up to 1L, medium range up to 2L and
A 6 5 3 2 1
long range up to 3L.
B 5 4 3 1
Bounce-through: draw a straight line from the centre
A wins the first two dice, but the third – being a draw –
of the battery base to the target unit: if the line touches
would not give a result (No Effect).
another unit (behind the target), this unit could be hit
Therefore A adds his first unused die (a 2) and B does the
by the bounce-through, up to maximum range.
same (a 1).
A gets a total of 5 (3+2) while B gets “only” a four (3+1). A
wins the third die.
Important: unused dice are added only in situations with a 13
No Effect result.
Artillery has a number of CD related to calibre: light
artillery has 3CD, medium 4CD, heavy 5CD. Once a
Firing Procedure (Bombardment)
In order to fire, you must first verify that the target is in
battery has fired, put a smoke marker in front of it. your front arc, in LoS and in range. Then calculate the
To fire again the battery must be reloaded. number of CD to be rolled according to calibre, apply
Add 1 die at short range and subtract 1 die if at long the modifiers, and roll your dice. The target rolls dice
range. according to their type and formation.
Note that being Disordered (DIS) adds dice to your
Bombarding costs 1 action. Artillery can fire (if opponent’s CD total.
loaded) or reload (if unloaded) in reaction. Modifiers and outcomes are different according to the
target.
Line of Sight (LoS)
Artillery needs a clear LoS to fire at a target. LoS is You are not allowed to bombard units inside a built-up
checked tracing an imaginary line (or using a stick area, such as a village: in that case, you fire against the
as we do) from the centre of the firing battery to any built-up area.
point of the target.
The d6 with the highest result is called the First die,
LoS is blocked if it crosses: and all the others in descending order (second and
• a wood third).
• a building or a village
• a hill crest If Target is infantry or cavalry
• friendly units (more than 1L from the artillery). Modifiers (add or subtract the number of dice indicated)
In cover (soft/hard): +1/+2
Generals and friendly units within 1L do not block For each DIS: +1 to enemy
LoS.
For each action added (excluding
the one needed to fire): +1
Friendly Units within 1L do not block LoS. Friendly
Target’s skirmishers in arc of fire within 1M: -1
Units that are more than 1L, and even partially
within the arc of fire, block the LoS. Target at short range: +1
Target at long range: -1
Bonus/penalties from Special Rules, where applicable
Targets, LoS and cover
Area terrain features (such as buildings) must cover Outcome
half or more of a unit to prevent firing. First die: if the battery wins, target suffer 1 DIS. If target
Linear obstacles like low walls do not block LoS but wins, it’s a miss. If there is a draw, add one unused
they provide cover for the target. die.
Woods are a special case: units entirely within a wood
cannot see outside nor be seen from the outside. Second die: if the battery wins, target retreats 1 VS front
Units on the edge of the wood (touching the internal to enemy, straight backwards. If target wins, there are
edge of it) are a valid target, but are considered in no consequences. If there is a draw, add one unused
cover. die. A square, if beaten, suffers 1 DIS.
Stone or brick walls and buildings offer hard cover, Third die (bounce-through): if the battery wins, and
any other feature offers only soft cover. it won the first die also, the first unit behind the target
and within maximum range takes 1 DIS.
Reloading Guns If target wins, there are no consequences. If there is a
A firing battery is marked by a puff of smoke.It must draw, add one unused die.
be reloaded before it can fire again. Firing costs
1 action and reloading costs 1 action. It is allowed If Target is Artillery
to reload and fire (or fire and reload) in the same Important: a battery is considered a passive target and
activation, but you cannot fire twice, even if you have does not discharge its guns. It rolls a number of dice
3 actions available. Limbering and unlimbering cost according to calibre (light 3, medium 4, heavy 5).
1 action each. A foot battery may not move and fire 14
in the same activation. A horse battery may move,
unlimber and fire in the same activation.
Modifiers
Target in cover (soft/hard): +1/+2
For each DIS: +1 to enemy
Approach
For each action added (excluding the one needed to fire): +1
Target at short range: +1
Target at long range: -1
Bonus/penalties from Special Rules, where applicable
and Contact
Combat is represented by two consecutive steps:
Outcome Approach and Contact. Each unit must conclude its
First die: if firing battery wins, target suffer 1 DIS. combat before proceeding to the next unit activation
If target wins, it’s a miss. If there is a draw, add one in the same active brigade. Every time a unit moves
unused die. within 1S from an enemy, its movement stops and
players proceed to resolving the Approach.
Second die: if firing battery wins, target limbers Artillery may never move to Approach distance.
immediately (if already limbered takes 1 DIS). If target Infantry may Approach cavalry, but cannot close to
wins, there are no consequences. If there is a draw, add Contact. Cavalry may Approach any target.
one unused die.
Approach represents the attacking unit moving towards
Third die: if firing battery wins, and the target is still the enemy, trying to reach short range to place a volley.
unlimbered, it takes 1 DIS. If target is limbered, it Contact represents cavalry melees, a series of of close range
moves backwards a full move. volleys or – quite rarely – a bayonet charge, forcing one of
If target wins, there are no consequences. If there is a the contenders to retreat or rout.
draw, add one unused die.

If Target is a built-up area Approach


The built-up area always rolls 3 dice. An Approach begins when a unit moves at 1S distance
from an enemy. Take a mental note of that unit’s
Modifiers remaining actions (a small die placed near to the unit
Do not apply modifiers for opponent’s DIS.
can help).
For each action added (excluding
the one needed to fire): +1 Approach Movement
Target at short range: +1 To be legal, the last movement to Approach an enemy
Target at long range: -1 must be straight ahead. You may not move into
Approach by changing formation, moving laterally,
First, second and third die: if battery wins, built-up or obliquely. Units with Dis 3 may not Approach.
area gets 1 DIS. If target wins or there is draw, there are
no consequences (do not add unused dice).
Special Case during Cavalry Approach
If a cavalry unit – with its first action (movement) and
Units within the bombarded Built-Up Area
moving straight ahead - reaches Approach distance
Such units suffer no adverse consequences until the
from an enemy infantry unit, all skirmishers of the
level of disorder of the area is 4 or more.
target unit are removed from the game. If this is not
The instant DIS reaches 5, the unit suffers 1 DIS.
the case, then all the skirmishers withdraw behind
The instant DIS reaches 6, the unit suffers 1 DIS and
the parent unit.
must immediately withdraw 1M towards the friendly
baseline.
Cavalry may Approach a square only if the latter is
When the level of DIS is at 7 or more, the built-up area
at DIS3.
is destroyed and it is considered impassable terrain.

15
Infantry may Approach cavalry, but they cannot
close to Contact. In any case, voluntarily moving
Passive Targets
In situations where only the Approaching unit has the
within 1S of a cavalry unit is not a wise choice, unless
target in its own frontal arc (for example, when you
the cavalry has a high level of disorder or is attacked
attack an enemy in the flank or rear), or if Approaching
from the flank, as cavalry could gain actions during
an unloaded battery, the target unit rolls dice normally,
the Approach and counter charge the attacking
but no damage (DIS) will be inflicted on the attacking
infantry. Infantry could Approach cavalry, inflict a
unit.
disorder (First die) and then use the action gained to
retreat or to form a square.

Remember that the Approach itself does not require


the expenditure of actions in addition to the one used
to move towards the enemy. You may spend further
actions to add dice to your Approach dice roll.
B
Units in Woods
If one or both units are in a woods area, the defender
has a bonus of +1 CD unless the attacker is light
infantry.

Frontal Arc
A unit’s frontal arc extends straight ahead from the
unit’s frontage.
A

In the diagram above, A approaches B.


Frontal arc B doesn’t have the enemy in its front arc, and
of a battalion is said to be Passive.
in line B rolls dice for the Approach, but this is purely
formation defensive: B may NOT cause any DIS to A.

Approach Procedure
Approach procedure is as follows:
• calculate the number of CDs of the attacking and
defending units (active and passive)
• modify this number according to any applicable
Frontal arc of a modifiers
• remember that the attacker may use remaining
battalion in attack
actions to “buy” dice or to keep them to close to
column formation Contact
• roll all dice, then read the three best dice from
highest to lowest, comparing them with those of
the opponent. Keep unused dice at hand. If one
side rolled less than three dice, all missing dice are
considered to have scored a “one”
• for each opposed pair of dice (first, second and
third pairings) there will be a winner (if one die is
higher than the other) or a draw (if the score is the
same)
16
• verify the outcome of the Approach in the following
tables; do not apply any DIS to the attacker of a Actions generated by the Approach
passive target. The Approach generates two actions (second and
third dice) that may be won by the same player (2-0)
or one each (1-1).
Approach Modifiers All modifiers add dice (+).
For each extra action spent: +1 Attacker 2-0
For each DIS: +1 to enemy Possible uses are:
Approaching from Flank/rear: +2 • move into Contact and use the second action to
Square (with DIS3) Approached by cavalry: +3 buy 1 dice in the ensuing combat
Better C value: +1 • change formation then move into Contact
• change formation then retreat the unit’s
Better SK value: +1 (not if Cavalry Approaches infantry)
movement allowance
Better position: +1/+2 (elevation, • retreat then change formation or retreat twice
obstacle, difficult terrain, woods)
Bonus/penalties from Special Rules Defender 2-0
Possible uses are:
Approach Outcomes • move into Contact and use the second action to
buy 1 dice in the ensuing combat*
We call “first die” the pair of d6s with the highest
• change formation then move into Contact*
results, and all the others in descending order (second
• change formation then retreat the unit’s
and third).
movement allowance
• retreat then change formation or retreat twice
First die: The winner inflicts 1 DIS to the loser. If a
• rotate on the spot (if attacked from the flank/
draw occurs, both units get 1 DIS. Ignore DIS caused
rear) without moving into Contact
by passive units.
Draw 1-1
Second and third die: The winner gains 1 action. If a
In this case the defender has priority in using his
draw occurs, use the first (highest) unused die.
action and he may:
• cancel 1 action of the attacker
Example: A rolls 4 dice and B rolls 3. Both are infantry units
• retreat the unit’s movement allowance
and both are in the enemy arc of fire. First die ends in a draw
• change formation
(1 DIS each).
• rotate on the spot (if attacked from the flank/
A wins the second die (gaining an action), B wins the third
rear)
(gaining an action).
* moving into Contact is not allowed if the attack was
If A would have won both the second and third dice, it would
from flank/rear
have gained 2 actions, to be spent immediately for closing
the Contact, retreating or changing formation.
In the case of cavalry Approach, the use of actions
Example: A rolls 6 dice and B – Approached in the flank –
won by the defender is limited:
rolls just 3. First die is a draw (that would mean 1 DIS each,
• Infantry may form a square (1 action) or rotate
but B is passive having been Approached from the flank, so
on the spot
it takes 1 DIS but does not inflict any DIS to A). A wins the
• Cavalry may counter-charge (1 action) or evade
second die (gains 1 action) and also the third die (another
1L per action moving straight back
action). Therefore, A has gained 2 actions and B suffered 1
DIS. It’s time to charge!

Example: A rolls 5 dice and B rolls 4. It is a frontal Approach.


A gets 6, 5, 3, 1 and 1. B gets 5, 5, 2 and 1. A wins the first
die (1 DIS to B). The second die is a draw (5 to 5), therefore
A adds his first unused die (1) for a total of 6. B also adds his
first unused die (a 1), re establishing the draw (no effect). A
wins the third die (3 to 2) and gains 1 action.
17
Artillery has just one option: use the gained actions Movement into Contact is straight ahead, and any
to cancel actions of the enemy. kind of Contact is valid. There is no shifting to
conform on either side.
If infantry forms a square, cavalry must move back
1L.
If the target was cavalry that evaded, the attacker
may remain where it is or move back 1L per action. Contact Modifiers All modifiers add dice (+).
For each extra action spent: +1
In all other cases, proceed to the Contact step
Attached Leader: +1/+3
described below.
Better C: +1
When all actions gained have been spent by both Attack on flank/rear, or cavalry Vs. Infantry not in square: +2
players, if no Contact is made, the attacker must Defender in Better position: +1/+2 (elevation,
withdraw 1M (if infantry) or 1L (if cavalry) unless obstacle, difficult terrain, wood)
the defender chose to retreat. If the defender Bonus/penalties from Special Rules
retreated, the attacker remains stationary. Disorder: +1 per DIS of enemy

Elimination during Approach The first die determines the winner of combat
In case of a draw, the unit with less DIS wins.
Units with DIS 3 that suffer 1 DIS during the
Approach (first die) are eliminated, and the winner If DIS are tied, determine the winner with the first
may use gained actions only for carrying the position unused die.
and/or change formation or facing (rotating the unit). If there is still a tie, the unit with the better C wins.
Cavalry may withdraw 1L (a sort of recall). There is If the tie still persist, read the first die: with an even
no Contact step. result the attacker wins, with an odd result the defender
wins.
Contact From this point on, the results detailed below refer to the
winner or the loser as determined by the first die.
Contact can be a consequence of the Approach, if
the attacking unit is able to move into Contact with
The following units are ELIMINATED if defeated (i.e.,,
the action(s) gained, or if the defending unit, having
have lost the first die):
gained one or more actions, decides to set up a
• Artillery
counter attack.
• Infantry in square defeated by infantry
• Infantry in march column
• Infantry not in square defeated by cavalry.

The second die determines losses (DIS) from the


Contact
Whoever wins: opponent suffers 1 DIS (2 DIS if doubled
by the winner)
Draw: both suffer 1 DIS

At this point the defeated unit retreats 1M (infantry)


or 1L (cavalry) straight back front to enemy, and then
changes formation (into attack column if infantry, into
line if cavalry).
The third die determines losses (DIS) from pursuit
Winner wins: the defeated unit suffers 1 more DIS.*
If there is a draw or the loser wins, there are no further
consequences.

* Artillery and squares do not pursue and therefore they do


not inflict further losses (DIS). 18
Breakthrough is possible only if there is a target
After applying the second die DIS, perform the retreat straight ahead from the cavalry unit’s front and
movement, and only THEN assess losses caused by within 1L. If Contact is made (reaching Approach
pursuit. If the defeated unit has been eliminated thanks distance is not enough) proceed directly to Contact
to the losses from the second die, the winner may carry (skip the Approach step), automatically eliminating
the position, and there is no pursuit. all of the target’s skirmishers, if any. DIS3 units may
not perform a breakthrough.
Pursuit represents the disruption of the unit during the
retreat. The DIS from pursuit is applied only after the retreat Recall is a free 1L move straight back, keeping one’s
movement because units to the rear of the defeated one could front to the enemy.
be interpenetrated and therefore suffer 1 DIS.
After resolving the breakthrough, cavalry must be
The winning unit may only carry the position, unless recalled. Cavalry may not perform two breakthroughs
it is cavalry. Cavalry may perform a breakthrough as in a row.
explained below. Important: during a breakthrough, if the only unit
eligible as a target is a square, the cavalry must
perform a recall.
Retreats
Retreat movements (1M for infantry and 1L for
cavalry) ignore terrain and formation, and must Built-up Areas
be performed straight back, using all of the unit’s Built-up areas are represented by one or more square
movement allowance. Friendly units along the path sectors 1M per side, each with 3-4 buildings. Generally
are interpenetrated and suffer 1 DIS (unless they are they are crossed by one or more roads. The scenario
artillery or units already at DIS3). determines how many sectors constitute a built-up
If the retreat movement is not enough to clear the area. If there is more than one, all must be positioned
friendly unit, go on retreating until you can position with one or more sides in common. Single buildings
your unit without overlaps. This will surely cause a are simply treated as impassable terrain.
violation of the proximity rule. At the end of the retreat
movement, the unit is deployed front to enemy, in Only one infantry unit may occupy a built-up area
attack column if infantry and in line if cavalry. sector.
Movement and combat in built-up areas are regulated
Cavalry ending a Contact without suffering DIS gets 1 as follows.
DIS anyway (even if victorious).
Bear in mind that cavalry can only recover DIS from
DIS3 to DIS2.

Cavalry Breakthrough and Recall


If your cavalry eliminates an enemy after a Contact,
you have the option of performing a breakthrough or
a recall.

Movement
To enter an unoccupied built-up area sector, the
unit needs 1 action in addition to that used to 19
bring its front in contact with the sector. The unit
must be in any column formation. Once inside,
position the four bases so that the front of one base is any enemy.
facing outwards from each of the four sides. An attacker winning the combat (by eliminating the
To exit a built-up area sector, you need 1 action, that defender or forcing it into a retreat) immediately enters
allows you to place the unit outside, in attack column the sector.
and with the rear side in rear contact with the side of In built-up areas made of multiple sectors, you can
the Built-up area it just exited. If the unit has more attack a sector from any adjacent one.
actions available, it may be moved normally. Combat is performed skipping the Approach phase
and moving directly to Contact, with the defender
Infantry in march column, cavalry in column, and getting a +2 bonus. Combat outcomes are as described
limbered artillery may only cross an unoccupied above.
built-up area sector by using a road. No other unit A defeated unit may retreat to an adjacent sector if: a)
may enter a built-up area sector until it is completely it is opposite from the side the attack came from or b)
cleared by the preceding unit. the adjacent sector is unoccupied.
The proximity rule is also in effect for built-up area If the sector is occupied by friendly units, the retreat
sections. Units outside the BUA must adhere to the continues in the same direction.If the sector is occupied
proximity rule and remain more than 1VS from the by an enemy, the retreating unit is eliminated.
BUA.
Moving from one sector of a built-up area to another
sector requires 1 action. Bombarding built-up areas
Each sector of a built-up area has 7 DIS levels (from 0
to 6). Keep track of the DIS level with a d6. Depending
Combat in built-up areas on the current DIS level, a sector is considered:
A unit may enter an enemy-occupied built-up area 1-4 damaged but safe;
sector only by attacking it. 5-6 badly damaged (unit inside suffer DIS and must
A single infantry unit may attack only one single retreat);
sector and only in attack column.
7+ destroyed (becomes impassable terrain due to fire
Approach and Contact procedures are standard and and rubble).
the Approach distance is 1S (from the attacking unit
front to the side attacked). It is not allowed to bombard the unit which is inside
The defender always benefits from its position (+2 for the sector. Artillery engages the BUA and not the unit
hard cover), always rolls 3CD, but may use actions inside, as per the Artillery rules.
gained during the Approach only to cancel the
attacker’s actions. If the attacker succeed in closing
the Contact, proceed as per standard rules.
If the defender is defeated, the unit must retreat 1M
from the side opposite to the one being attacked, in
attack column and with its back to the side it exits
from.The defeated unit is eliminated if it contacts

20
• Guard and Elite Cavalry units: +3

Winning the Battle


Drums & Shakos Large Battles uses two basic criteria
• Elite Infantry, Artillery, Leaders, Heavy Cavalry: +2
• Any other unit: +1
• Shaken Brigade: +1
This total never decreases.
to determine victory: losses and penetration into
enemy territory. The objective is to bring the enemy to Note that Shaken brigades may return to normal
his break point, through the accumulation of points. status through rally, but the point is lost anyway. A
rallied brigade which becomes Shaken again has no
Before the Battle effect on points.
1) Count the number of infantry, cavalry and artillery
present and divide by 2, rounding down: that is the Penetration into enemy territory
Divisional Break Point. You must keep track of the maximum enemy
Example: your Division is made of 21 units. When you penetration into your half of the battlefield. This
reach 10 points, you lose the Battle (21 divided by 2 = 10.5 means you have to keep track of the position of the
rounded down to 10). single enemy unit nearest to your baseline. Only the
2) Take note of the number of units in each brigade: most advanced unit counts, providing that:
when the sum of all the units’ DIS exceeds that number, • it has another friendly unit in sight within 1L;
the brigade is Shaken. • it is in command;
Example: a Russian brigade has 6 units. When the sum of all • it has less than DIS 3.
the DIS levels reaches 7, the brigade is Shaken. If the most advanced unit does not qualify, look for the
3) Mark the table, dividing it in two along the short next one, and so on.
side, then divide each half in three equal parts. On The type and position of this unit determines the point
a 6x4’ (120x180cm) table, you will have a central you add to your Divisional Break Point:
line at 2’(60cm), and each half divided in 8’’(20cm) • Cavalry in zone 2: +1
increments. We call these zones (starting from the • Cavalry in zone 3: +2
central line towards your side) zone 1, zone 2 and zone • Infantry in zone 1: +1
3. The border of zone 3 coincides with your friendly • Infantry in zone 2: +2
baseline. • Infantry in zone 3: +3
Player A baseline
This value – which must be added to the one caused
Player A’s Zone 3 by losses - is temporary, because it is always possible
to push back or eliminate the enemy unit that has
Player A’s Zone 2 entered your territory.
Player A’s Zone 1
Victory and Defeat
Player B’s Zone 1 If the accumulated break points reach or exceed
your Divisional Break Point at the end of your
Player B’s Zone 2 initiative phase, you lose the battle. In other words,
if the opponent brings you to break point during his
Player B’s Zone 3
initiative, you still have the possibility – during yours
Player B baseline – to reverse the situation. In the (rare) case when both
players reach break point in the same phase, victory
Finally, to deploy your troops, identify two lateral goes to the player who advanced more into enemy
bands of the same width as the zones. Troops may not territory (zone 1, 2 or 3).
be deployed into these areas at the beginning of play. If both players have made equal advances into enemy
In the example of a 120x180cm(6x4’) table, the bands territory , then the player losing the next unit is defeated
would be 20cm (8’’) each. (this counts as a minor victory for the opponent).

Losses inflicted
For each unit eliminated, the Divisional Break Point 21
increases as follows:
Table set-up Placing Terrain
Terrain is placed by both players – defender first.
Each player places terrain elements in his own half of

for pick-up games the table. Each element must be positioned within a
specific zone (1, 2 or 3). It cannot be placed halfway
between two different zones. There must be a space of
at least 1M between two area elements.

Terrain type and sizes After having divided the table as prescribed in the
There are two main categories of terrain: area (rough previous chapter (Before the battle):
ground, woods, steep hills, built-up areas) and 1. The defender places 2 area elements and 2 linear
linear (low walls, fences, hedges, streams and rivers) elements in one of his zones.
elements. 2. The Attacker does the same.
All area elements – with the exception of the already 3. The defender places 2 area elements and 2 linear
mentioned built-up areas – must be roughly square elements in a different zone.
or rectangular, with 1M or 1L sizes. 4. The Attacker does the same.
An area element will always be MxM, MxL or LxL. Repeat steps 3 and 4 until there are terrain elements in
You may give your terrain element a more realistic all six zones.
shape by rounding off the angles.
Only one built-up area sector is allowed in pick-up
games. Deployment in pick-up games
Linear elements are all 1M long, with the exception We strongly recommend the use of hidden deployment.
of rivers and streams. Place a dividing board on the middle line of the
Major rivers are not allowed in pick-up games. battlefield, so that the deployment of your opponent’s
Shallow rivers or streams must enter and exit the troops is not visible, then start deploying units using
table from two adjacent sides, and may be crossed the deployment rules. Alternatively, players can take
only at fords and bridges. Their maximum length is turns deploying a brigade each, starting with the
5L, and only one stream is allowed on the table. defender.
Streams may be crossed by bridges (each bridge
width should accommodate 1 base)
A unit must be in march column to cross a bridge.
Rules of Deployment
No unit may be deployed in the lateral bands.
All units must be in command of their respective
Determine Attacker and Defender Leaders, and may be deployed in zones 2 and 3, with
Players roll 1d6 each, adding 1 for each unit with the following exceptions:
the Scout Special Rule in their Division. The winner • The Reserve and the Heavy Cavalry must be
chooses his role (whether he will be the attacker or deployed in zone 3.
the defender). Re-roll ties. • Light Cavalry and units with the Scout Special Rule
may be deployed in zone 1 (providing that they are
in command).

Units may be in any formation; Artillery may be


limbered or unlimbered.

22
Optional Rules
Forming a Grand Battery “Worn” Units
Reserve artillery batteries can be assigned to a brigade
An infantry unit that – at the end of a combat – did
by the CinC. If your brigade already has a battery, you
not suffer any DIS during Approach, nor during
may operate them independently, or form a Grand
Contact, is said to be worn. This status is represented
Battery.
by turning one base 180° (backwards).
Only batteries of the same type (foot or horse) and
calibre (light, medium, heavy) may form a Grand
Worn units that suffer another worn result take 1
Battery.
DIS. In other words, the worn status is a sort of “half
Move a battery in contact with the other. From now on,
disorder.”
the 2 units are “stuck” together, and the newly formed
The worn status is not applied to cavalry (which always
unit has the greater number of DIS and the worst Q
suffer 1 DIS after any combat even if unscathed).
score of the two. The Grand Battery is considered
The Worn status may not be recovered by rallying.
loaded, but it may not fire in the phase it is created.
Once formed, a Grand Battery may not be broken and
This rule can be used by players desiring more granularity
– if eliminated – it’s worth 4 points for purposes of
in the way attrition is measured in the game.
Divisional Breakpoint calculations. A Grand Battery
fires and fights (Approach and Contact) adding the CD
of the batteries that compose it.

23
in a single activation with a double (or triple) “six” or

Special Rules
Special Rules define the character of a unit, its drill,
“five”, gets an additional action. This action cannot be
used for:
• Moving more than 3 times;
• Fire twice (artillery);
tactical doctrine, and equipment. • Recover more than 1DIS.

Conscript Impetuous
A unit with this Special Rule needs 2 actions to Cavalry with this Special Rule must always perform a
change formation. breakthrough if a valid target exists (1L straight ahead).
The unit is forced to do it even if it is at DIS3 (self
Cuirass destroying), but it will not contact a square (unless the
square is at DIS3
If the unit with this Special
Rule draws the first die in itself).
Contact, it wins even if its DIS
is higher than the enemy. Lance
A unit with this
Determined Special Rule has
+1 CD if it is fresh
A unit with this Special
Rule has one re-roll during (with DIS 0).
Approach (only). Note: fresh cavalry
units suffer their
automatic DIS at
Drilled the end of a combat
A unit with this Special Rule (if unscathed).
may recover 1 DIS even if
within 1L from any enemy.
Light
A unit with this
Elan Special Rule ignores
A unit with this Special Rule – if activated individually terrain effects for movement purposes. It does not
- has one automatic success if fresh (DIS 0). suffer penalties in combat for difficult terrain. Cavalry
with this Special Rule operates normally in woods.
Elite
A unit with this Special Rule getting a double (or Militia
triple) “six” for activation, gets an additional action. A unit with this Special Rule needs two actions to
This action may not be used for: change formation and cannot rally (recover DIS) if at
• Moving more than 3 times; DIS3.
• Fire twice (artillery);
• Recover more than 1DIS.
Opportunistic
Cavalry units with this Special Rule have 1 automatic
Expendable success in reactions.
The loss of this units is only worth ½ point for the This means that they roll one less die than the
Divisional Breakpoint if infantry, 1 point if cavalry. opponent’s failures.
With 1 failure are automatically activated, with 2
failures roll 1 die and with 3 failures roll 2.
Green
A unit with this Special Rule suffer 1DIS every time a
friendly units is eliminated within 1L and in sight. Scout
A unit with this Special Rule may be deployed in your
own zone 3. Each Scout unit gives you a +1 modifier for
Guard the determination of the Attacker/Defender in pick-up
24
A unit with this Special Rule getting 2 or 3 successes games.
Strong Special Rules for Leaders
A unit with this Special Rule has 1 re-roll during
Contact (only).
Active
The Leader has 1 re-roll for group orders.
Undrilled
A unit with this Special Rule may recover 1 DIS only if
they are over 2M from any enemy. Charismatic
The Leader may confer a +1 CD bonus during Contact
to all units of his brigade that are in command. You
Unpredictable have to roll 1d6 each time you use this bonus: with a
A unit with this Special Rule has no set Quality value result of “1” the Leader is eliminated.
(this is indicated on the profile as Q = ?). Every time it
has to roll for individual activation, together with the
regular 6 sided dice, the player rolls also an Average Cautious
die. The result of the Average die is their Q for that The Leader may give group orders to a maximum of
roll, and includes the Leader bonus if the unit is in 3 units.
command.
The Average die is a six sided die that has no “1” nor “6”. It
has two 3, two 4, a single 5, and a single 2.
Inefficient
The Leader has Command Span of 1L.

Wavering Methodic
A unit with this Special Rule gives 1 re-roll to opponent The Leader may give only 1 group order per initiative
during Approach (only). phase.

Weak Organiser
A unit with this Special Rule gives 1 re-roll to opponent The Leader has Command Span of 2L.
during Contact (only).

Second Line
The Leader may never be attached to a unit.

Special Rules for the CinC


Inefficient
The CinC has a command span of 1M.

Organiser
The CinC has a command span of 2M.

Timid
The Divisional Breakpoint is reduced by 1 point.

Stubborn
When calculating the Divisional Breakpoint,
round up instead of rounding down.

25
Scenarios, Historical Battles
and Pick-up Games
In about 25 years of Napoleonic wargaming, I have Quite often, a single gamer does all the preparation
seen and tried many ways of playing, but all of them work, sometimes designing special scenario rules to
can be summarised in the following categories: simulate historical events that are not covered by the
• Ready-made scenarios; rules. Not everybody can count on such a level of
• Re-fights of historical battles; organisation but where it exists, most probably you’ll
• Pick-up games, i.e., a quick, friendly game, see many historical games, and pick-up games will be
balanced by a point system or the like. rare.

Scenarios are ready-made battles that are usually Drums & Shakos Large Battles aims to give you all the
included in rulebooks. The author chooses some tools needed to play, no matter how much time or
historical or fictional battles, does the necessary organisation you can count on.
research (map, deployment, orders of battle) and
gives players all the information needed for the game.
Players just prepare their armies according to OOB, Ready Made Scenarios
set up the terrain, and meet to fight the battle. In the following chapter, you’ll find 4 ready-to-play
scenarios. Three are fictional (even if located in a
Re-fighting a historical battle is basically the same, historical context) and one is historical. They are an
but all the pre-game research is done by the player ideal way to start playing immediately and try the
(or club) hosting the event. basic mechanics of the game. More scenarios will be
Both the above mentioned play styles can be based available in a scenario booklet.
on historical data, or loosely inspired by a period or
campaign.
Historical Battles
You’ll find all the necessary tools to create an Order
For pick-up games the rules usually include a point
of Battle and to stress strengths and weaknesses of the
system where each unit has a cost and players agree
troops involved. With the same tools, you’ll be able to
on a points total to be used. Each player prepares his
design your own, non-historical scenarios: a natural
army and brings it to battle.
step after you have played the scenarios in this book.
The rules include a semi-random system of terrain
generation. Players arrange the table and play.
This style of gaming is no doubt the most suitable to Pick-up Games
tournament or campaigns. If you prefer pick-up games, Drums & Shakos Large
Battles gives you very easy guidelines to form your
There’s always a lively debate among gamers all brigades. Take the basic organisation of the different
around the world on which is the best system to Armies of the period and decide upon some minor
play battles. In my opinion, the way we play is variables for your Division. Although there is no point
largely determined by two external factors: time and system, the brigade composition has been slightly
organisation. altered to provide a level of play balance – which in
If during a week (or a month) you have only 3-4 hours reality was very rare, to be honest.
to spend on the hobby, you will generally choose
pick-up games. Once a point total is agreed with
your fellow gamers and a venue and time agreed
upon, all you need is to go there and play a battle or
a tournament.
With organisation, I mean all other aspects required
to play: venue (your home or club), the number of 26
players you can count on, historical research.
Scenario 1 : Peninsular Clash (Conjectural)
Scenarios
A simple introductory scenario, set in Spain around 1810.
This scenario uses some of the most common Special Rules and the troops involved are as standard as possible.
So it’s perfectly suitable for first battle.

Map and Deployment


One level hill
French player baseline

Woods Difficult
ground

Two-level
hills

Road English player baseline


Farm

Hidden deployment is recommended.


FRANCE: Reserve anywhere in zone 3. All other units anywhere in zone 2.
BRITAIN: Reserve anywhere in zone 3. British units in zone 2 within 1L from the farm.
Portuguese units in zone 2 anywhere over 3L from the farm.

Special Scenario rules


The French player goes first.

27
Order of Battle - France
CinC Divisional Commander Q3

1st Brigade Leader 1 Q3 Active


Line Infantry 4 Battalions Q4 C4 Sk1 -
Light Infantry 2 Battalions Q4 C4 Sk2 Light, Elan
Foot Artillery Medium Q4
Shaken at 8 DIS

2nd Brigade Leader 2 Q3 Active


Line Infantry 4 Battalions Q4 C4 Sk1 -
Light Infantry 2 Battalions Q4 C4 Sk2 Light, Elan
Foot Artillery Medium Q4
Shaken at 8 DIS

Reserve (CinC)
Dragoons 1 Regiment Q3 C5 Elan
Hussars 1 Regiment Q3 C4 Determined
Light Horse Artillery Q3
Divisional Breakpoint 8

Order of Battle - Britain


CinC Divisional Commander Q3

1st Brigade (English) Leader 1 Q3 Organiser


Line Infantry 4 Battalions Q4 C4 Sk1
Rifle Company 1 Company Add 3 Sk to infantry battalions
Medium Foot Artillery Q4
Shaken at 6 DIS

2nd Brigade (Portuguese) Leader2 Q3


Line Infantry 2 Battalions Q4 C4 Sk1
Cacadores 2 Battalions Q4 C4 Sk1 Light
Medium Foot Artillery Q4
Shaken at 6 DIS

Reserve (CinC)
British Guards 2 Battalions Q3 C5 Sk1 Guard
Light Dragoons 1 Regiment Q3 C4
Light Horse artillery Q3

Divisional Breakpoint 7
28
Scenario 2 : To Vienna! (Conjectural)
Another introductory scenario to get you acquainted with the rules for table set-up and deployment in pick-up
games. For map and deployment, use the rules: How to create your table for pick-up games and Deployment
for pick-up games. No special scenario rules.

Order of Battle- France


CinC Divisional Commander Q3

1st Brigade Leader1 Q3 Active


Veteran Line Infantry 3 Battalions Q3 C4 Sk1
Line Infantry 1 Battalion Q4 C4 Sk1
Light Infantry 2 Battalions Q4 C4 Sk2 Light, Elan
Chasseur a cheval 1 Regiment Q4 C4 Opportunistic
Medium Foot Artillery Q4
Shaken at 9 DIS

2nd Brigade Leader2 Q3 Organiser


Line Infantry 3 Battalions Q4 C4 Sk1 Determined
Elite Light Infantry 1 Battalion Q4 C4 Sk3 Light, Elan, Elite
Light Infantry 1 Battalion Q4 C4 Sk2 Light, Elan
Medium Foot Artillery Q4
Shaken at 7 DIS

Reserve (CinC)
Dragoons 1 Regiment Q3 C5 Elan
Cuirassiers 1 Regiment Q3 C6 Cuirass
Medium Foot Artillery Q4 Divisional Breakpoint 8

Order of Battle - Austria


CinC Divisional Commander Q4 Timid

Avant-garde Leader1 Q3
Jaeger 2 Battalions Q4 C4 Sk2 Light, Elan
Grenzer 2 Battalions Q4 C4 Sk2 Light
Hussars 2 Regiments Q3 C4 Elite
Medium Foot Artillery Q4
Shaken at 8 DIS

1st Brigade Leader2 Q3 Charismatic


Line Infantry 3 Battalions Q4 C5 Sk1
Grenadiers 2 Battalions Q4 C4 Sk1 Strong
Medium Foot Artillery Q4
Shaken at 7 DIS

Reserve (CinC)
Cuirassiers 1 Regiment Q3 C6 Cuirass
Uhlans 1 Regiment Q4 C4 Lance, Elan
Chevau-Legere 1 Regiment Q4 C4 Elan
Light Horse artillery Q3

Divisional Breakpoint 8
29
Scenario 3 : Spanish Pride (Conjectural)
While conjectural, this scenario is inspired by the historical forces which fought in the Peninsula.

Map and deployment


Hidden deployment is recommended.
FRANCE: Reserve in zone 3 within 1L from the church. All other units anywhere in zone 2.
SPAIN: Reserve in zone 3 within 1L from the road. All other units anywhere in zone 2.

Scenario rules
The French player goes first.
Cuesta may not be activated in the first Spanish initiative phase.

Woods French player’s baseline Church

Difficult Road Large, Two


Ground Spanish player’s baseline Level hill

30
Order of Battle - Spain
CinC Cuesta Q4 Inefficient

1st Brigade Lardizabal Q3 Cautious


Line Infantry 1 Battalion Q4 C4 Sk1 Green
Walloon Guards 2 Battalions Q4 C4 Sk1 Elite
Hibernia Regiment 1 Battalion Q4 C4 Sk1 Elite, Determined
Medium Foot Artillery Q4
Shaken at 5 DIS

2nd Brigade Zayas Q3 Charismatic


Line Infantry 3 Battalions Q4 C4 Sk1 Green
Voluntarios 1 Battalion Q? C4 Sk0 Green, Unpredictable
Medium Foot Artillery Q4
Shaken at 5 DIS

Reserve (Cuesta)
Dragoons 2 Regiments Q5 C5
Chasseur a cheval 1 Regiment Q? C4 Unpredictable
Militia Cavalry 1 Regiment Q? C3 Unpredictable, Lance, Light
Peasant Militia 3 Battalions Q? C4 Sk0 Unpredictable, Weak, Militia

Divisional Breakpoint 8

Order of Battle - France


CinC Barbou Q3

1st Brigade Chabert Q3 Organiser


Veteran Line Infantry 3 Battalions Q3 C4 Sk1
Light Infantry 1 Battalion Q4 C4 Sk2 Light, Elan
Swiss Line Infantry 1 Battalion Q? C4 Sk1 Unpredictable
Medium Foot Artillery Q4
Shaken at 7 DIS

2nd Brigade Schramm Q3 Organiser


Line Infantry 3 Battalions Q4 C4 Sk1 Determined
Light Infantry 2 Battalions Q4 C4 Sk2 Light, Elan
Foot Artillery Media Q4
Shaken at 7 DIS

Reserve (Barbou)
Dragoons 2 Regiments Q3 C5 Elan
Medium Foot Artillery Q4 31
Divisional Breakpoint 7
Scenario 4 : The Battle of Retschow (Historical) August 28th, 1813
A minor engagement that I chose to include for a couple of reasons: the presence of troops of many nationalities
(Mecklemburg, Prussia, Sweden and Denmark) and the nature of the French Division, which is without a
Reserve. Sources are quite varied on this engagement, and the OOB is somewhat uncertain: I made some
decisions towards playability.

Map and deployment


French player’s baseline
2nd Brigade

1st Brigade

Mecklemburg
Swedish
Brigade

Reserve

Allied player’s baseline

Deployment as per map. General Gardanne’s brigade is all in march column, with limbered artillery.

Scenario rules
The Allied player goes first.

Historical Notes
According to some sources, this was a little more than a (failed) cavalry charge and a
prolonged artillery duel. Therefore - in a way – you could call this a conjectural scenario,
something like “what would have happened if the entire French Division accepted
battle”, but this did not happen. I have purposely ignored the two cavalry squadrons
(one French and one Polish) that hurriedly retreated at the beginning of the clash.

The source for the OOB is Digby Smith – The Napoleonic Wars Data Book, London 1998.
32
Order of Battle - France
CinC Loison Q3 Inefficient

1st Brigade L’Allemand Q3 Charismatic


15th Light Infantry 3 Battalions Q4 C4 Sk2 Light, Elan
44th Line Infantry 4 Battalions Q4 C4 Sk1
Medium Foot Artillery Q4
Shaken at 9 DIS

2nd Brigade Gardanne Q3


48th French Line 3 Battalions Q4 C4 Sk1
Danish Regiment 3 Battalions Q4 C4 Sk1 Wavering
Danish Foot Artillery, Light Q4
Shaken at 8 DIS

Divisional Breakpoint 7

Order of Battle - Forze Alleate


CinC von Vegesack Q4 Timid

Mecklemburg Brigade Von Fallois Q3 Cautious


Line Infantry 2 Battalions Q5 C4 Sk1
Volunteer Jaeger 1 Battalion Q4 C4 Sk2 Light
Guard Grenadiers 1 Battalion Q4 C4 Sk1 Strong, Elite
MountedJaeger Volunteers 1 Regiment Q4 C4 Scout
Medium Foot Artillery Q4
Shaken at 7 DIS

Svedish Brigade von Bergenstrohla Q3 Active


Line Infantry 4 Battalions Q? C4 Sk1 Unpredictable
Leib Regimente 1 Battalion Q3 C4 Sk1 Elite
Medium Foot Artillery Q4
Shaken at 7 DIS

Reserve (Von Vegesack)


Prussian Hussars 2 Regiments Q4 C4 Elan, Scout
Swedish Carabiniers 1 Regiment Q4 C6 Cuirass
Medium Foot Artillery Q4

Divisional Breakpoint 7
33
Modelling Historical Now, determine the Combat value, starting from the
following base values:
and Conjectural Battles • Second Rate Infantry = 3
• Line and Light Infantry = 4
• Veteran Infantry = 5
Two components are needed to model a historical
• Light Cavalry = 4
battle: a map and an order of battle. Sources are
• Dragoons = 5
numerous, and even players who are new to the
• Heavy Cavalry = 6
period can find a lot on the Internet.
Armed with the necessary information, try to
Artillery and Leaders have no Combat value.
reproduce the battlefield on your gaming table.
Then, add to the base value a modifier for the number
Ignore minor terrain features, unless they were really
of soldiers in each infantry battalion:
important for the outcome of the battle. Main hills,
rivers and streams, woods and villages are the only
<450 = -2
features you’ll want to represent on your table.
450-650 = -1
Next determine the Order of Battle. In the standard
651-750 = 0
game (one Division per side, plus a small Reserve) ,
751-900= +1
you’ll need to know brigade composition (battalions)
>901= +2
and number of men per battalion. Sometimes the
latter is just an estimate, but this should not be seen
Do the same with cavalry regiments:
as a problem.
<200 = -2
Assigning Q and C scores 200-300 = -1
Follow this procedure for every battalion to give 301-450 = 0
units their Quality and Combat values. 451-500 = +1
Use your knowledge of the battle, or the guidelines >500 = +2
in How to build a Division in pick-up games to assign
a Q value to units:
• Second Rate Infantry = 5 Take note of everything on a paper (your Order of
• Line and Light Infantry = 4 Battle) and you are ready to begin.
• Veteran Infantry = 3
• Light Cavalry = 4 To identify each unit we suggest using a visible ID (for
• Dragoons and Heavy Cavalry = 3 example, a number on the base).You may adopt a more
• Artillery = 4 “visual” way to identify units by their pose,
• Elite Artillery = 3 painting style or uniform (in this case having
• Leaders = 3 units with greatcoats, or in fatigue caps, will be
Don’t worry about the apparent uniformity very helpful).
of the units (an engagement between all
Line Infantry units would have all equal Finally, if you feel the need, you can colour code
battalions), the Special Rules is a powerful units by painting a colour dot on their bases
tool to add variation. according to their brigade (for example: red for
Special Rules may be positive (+) or the first brigade, yellow for the second, and so
negative (-) and each positive has a negative on).
counterpart (Determined and Wavering is a
good example). Assigning each battalion
a Quality value and one or more Special
Rules will give you hundreds of possible
combinations.

A standard Line Infantry battalion has Q4 and no Special


Rule. By simply adding the Green Special Rule, we’ll
have a fragile battalion, maybe in its first battle. 34
Forming your Period from 1813 to 1814

Division in pick-up Line Brigade (1-2)


4 Btn Conscript Infantry Q? C4 Sk0

Games
If you prefer to play this way, or you don’t have the
Unpredictable
2 Btn Line Infantry Q4 C4 Sk1
1 Medium Foot Artillery Q4
time (or the sources) to create an Order of Battle in the
way described in the previous chapter, here are some Elite Brigade (max. 1)
“standard” Divisions for the Major Nations involved 5 Btn Elite Infantry Q3 C5 Sk2 Elan, Elite
in the Napoleonic wars from 1805 to 1815. Determined
1 Medium Foot Artillery Q4
Leader and CinC Quality is determined before
deployment by rolling 1d6. Light Cavalry Brigade (max.1)
If your general has a + beside his Quality, he may
2 Rgt Light Cavalry (see below)
have a Special Rule.
1 Light Horse Artillery Q3

All periods
France
Division of 2 Brigades and 1 Reserve. You may choose Reserve (1)
your Brigades from the following (the number in
1 Medium Foot Artillery Q4
brackets is how many of that brigade type you may
have): 3 Rgt Dragoons Q3 C5 -
Or
2 Rgt Cuirassiers/Carabiniers Q3 C6 Cuirass
Period from 1805 to 1812 (and 1815) Or
2 Btn Elite Infantry Q3 C5 Sk2 Elan Elite
Mixed Brigade (1-2) Determined
2 Btn Light Infantry Q4 C4 Sk2 Light, Elan Leader 1 Roll 1d6:
3 Btn Veteran Line Infantry Q3 C5 Sk1 1=Q4 2,3 =Q3 4,5=Q3+ 6=Q2
Determined Leader 2 Roll 1d6:
1 Btn Line Infantry Q4 C4 Sk1 1=Q4 2,3 =Q3 4,6=Q3+
1 Medium Foot Artillery Q4 CinC Roll 1d6:
1=Q4 2,3 =Q3 4, 5=Q3+
1 Rgt Light Cavalry (Hussars, Chasseur a Cheval, or
Lancers, see below) Hussars Q4 C4 Opportunistic
Chasseur a cheval Q4 C4
Line Infantry Brigade (1-2) Lancers Q4 C4 Lance
5 Btn Veteran Line Infantry Q3 C5 Sk1
Determined
2 Btn Line Infantry Q4 C4 Sk1
1 Medium Foot Artillery Q4

Light Cavalry Brigade (max.1)


2 Rgt Light Cavalry (see below)
1 Light Horse Artillery Q3
-
35
Austria
The terms Division and Brigade are used for convenience
only. Austrians used other forms of army structure (Avant-
Garde, Flanks, Wings or Columns).

Division of 2 Brigades and 1 Reserve. You may choose


your Brigades from the following (the number in
brackets is how many of that brigade type you may
have):

Period from 1805 to 1809


Line Infantry Brigade (1-2)
5 Btn Line Infantry Q4 C6 Sk0 Green
2 Btn Landwehr/Insurrectio Q5 C3 Sk0 Militia
1 Medium Foot Artillery Q4
1 Rgt Light Cavalry (Hussars, Chevau-Legere,
Uhlans: see below)

Period from 1812 to 1814


Line Infantry Brigade (1-2)
7 Btn Line Infantry Q4 C4 Sk1
1 Medium Foot Artillery Q4
1 Rgt Light Cavalry (see below)

All periods Leader 1


Avant-garde Brigade (max.1) Roll 1d6: 1, 2=Q4 3, 4 =Q3 5, 6=Q3+
2 Btn Jaeger/Grenzer (see below) Leader 2 Roll 1d6: 1, 2=Q4 3-6 =Q3
1 Light Horse Artillery Q3 CinC Roll 1d6: 1/3=Q4 4/6 =Q3
2 Rgt Light Cavalry (see below) Jaeger Q4 C4 Sk1 Light
Grenadiers Brigade (max. 1) Grenzer Q4 C4 Sk1 Light, Elan
4 Btn Grenadiers Q3 C5 Sk0 Strong Hussars Q4 C5
1 Medium Foot Artillery Q4 Chevau-Legere Q4 C4
Light Cavalry Brigade (max. 1) Uhlans Q4 C4 Lance
2 Rgt Hussars or Chevau-Legere (see below)
1 Light Horse Artillery Q3
Reserve (1)
1 Light Horse Artillery Q3
1 Rgt Uhlans Q4 C4 Lance
2 Rgt Dragoons Q3 C6
Alternatively:
2 Rgt Cuirassiers Q3 C7 Cuirass

36
Prussia
The terms Division and Brigade are used for convenience
only. Prussians used other forms of army structure
Russia
Division of 3 Brigades and 1 Reserve.
(Avant-Garde, Flanks, Wings or Columns). You may choose your Brigades from
the following (the number in brackets
Division of 2 Brigades and 1 Reserve.You may choose is how many of that brigade type you
your Brigades from the following (the number in may have):
brackets is how many of that brigade type you may
have):

Period from 1805 to 1809 Line Brigade (1-2)


2 Btn Jaeger Q4 C4 Sk1 Light
Line Infantry Brigade (1-2) 4 Btn Line Infantry Q4 C4 Sk0 Drilled
4 Btn Musketeers Q4 C5 Sk0 1 Medium Foot Artillery Q4
1 Btn Fusiliers Q4 C4 Sk1 Light
1 Btn Grenadiers Q3 C5 Sk0 Grenadier Brigade (max. 1)
1 Medium Foot Artillery Q4 3 Btn Grenadiers Q4 C4 Sk0 Elite Drilled
1 Rgt Hussars Q4 C4 1 Medium Foot Artillery Q4
1 Rgt Cossacks Q? C3 Unpredictable Lance Light

Period from 1813 to 1815 Light Cavalry Brigade (max. 1)


Line Infantry Brigade (1-2) 2 Rgt Light Cavalry (Hussars or Uhlans)
4 Btn Landwehr/Reservists Q? C4 Sk1 Unpredictable Hussars Q4 C5 Elan
Elan
Uhlans Q4 C4 Lance
2 Btn Line Infantry Q4 C4 Sk1 Drilled
2 Rgt Cossack Q? C3 Unpredictable Lance Light
1 Medium Foot Artillery Q4
1 Rgt Hussars Q4 C4 1 Light Horse Artillery Q3
1 Jaeger company, add 2 Sk to above units
Reserve (1)
All periods 1 Heavy Foot Artillery Q4
Dragoon Brigade (max.1) 2 Rgt Dragoons Q3 C5
2 Rgt Dragoons Q3 C5 1 Rgt Cuirassiers Q3 C6 Cuirass
1 Light Horse Artillery Q3
Leader 1 Roll 1d6:
Light Cavalry Brigade (max.1)
1, 2=Q4 3, 4 =Q3 5, 6=Q3+
2 Rgt Chevau-Legere Q4 C4
Leader 2 and 3 Roll 1d6:
1 Light Horse Artillery Q3 1, 2=Q4 3, 4 =Q4+ 5, 6=Q3
Reserve (1) CinC Roll 1d6:
1 Heavy Foot Artillery Q4 1=Q5 2, 3 =Q4+ 4, 6=Q3
2 Btn Grenadiers Q3 C5 Sk0
1 Rgt Cuirassiers Q3 C8 Cuirass
Leader 1 Roll 1d6:
1, 2=Q4 3, 4 =Q3 5, 6=Q3+
Leader 2 Roll 1d6:
1, 2=Q4 3, 4 =Q4+ 5, 6=Q3
CinC Roll 1d6: 37
1/3=Q4 4/6 =Q3
Britain
Division of 3 Brigades and 1 Reserve. You may choose
Spain
Division of 3 Brigades without Reserve. The CinC
your Brigades from the following (the number in may only give his bonus and nominate replacement
brackets is how many of that brigade type you may Leaders.
have): You may choose your Brigades from the following (the
number in brackets is how many of that brigade type
Line Infantry Brigade (1-2) you may have):
2 Btn Line Infantry Q4 C4 Sk1
Line Infantry Brigade (1-2)
1 Btn Veteran Line Infantry Q3 C5 Sk1
1 Btn Veteran Line Infantry Q4 C4 Sk1 Elan
1 Rifle Company add 2 Sk to the above units
4 Btn Linea Q4 C4 Sk0 Conscript
1 Medium Foot Artillery Q4
1 Medium Foot Artillery Q? Unpredictable
Light Brigade (max. 1)
2 Btn Light Q4 C4 Sk2 Light Elan Veteran Brigade (max. 1)
1 Btn Rifles Q3 C4 Sk3 Light 2 Btn Guard Q3 C4 Sk0 Elite
1 Btn Cacadores (Portuguese) Q4 C4 Sk2 Light 2 Btn Veteran Line Infantry Q4 C4 Sk1 Elan
1 Light Foot Artillery Q4 1 Medium Foot Artillery Q? Unpredictable
Guard Brigade (max. 1)
3 Btn Guards Q3 C5 Sk1 Elan Guard Drilled Militia Brigade (1-2)
1 Rifle Company add 2 Sk to the above units 5 Btn Infantry Volunteers Q5 C3 Sk0 Militia
1 Medium Foot Artillery Q4 4 Rgt Cavalry Volunteers Q? C3 Unpredictable Scout
1 Medium Foot Artillery Q5
Light Cavalry Brigade (max. 1)
1 Rgt Hussars Q3 C4 Opportunistic Cavalry Brigade (max. 1)
3 Rgt Dragoons Light Q4 C4 Scout 3 Rgt Dragoons Q5 C5
1 Light Horse Artillery Q3 2 Rgt Hussars Q5 C4

Portuguese Brigade (max. 1)


Leader 1 Roll 1d6:
2 Btn Portuguese Line Q4 C4 Sk1 Conscript 1=Q5 2, 3 =Q4 4, 5=Q3 6=Q3+
1 Btn Cacadores Q4 C4 Sk2 Light Leader 2 and 3 Roll 1d6:
1 Light Cavalry Q5 C4 Scout 1, 2=Q5 3, 4 =Q4 4, 5=Q4+ 6=Q3
1 Medium Foot Artillery Q4 CinC Roll 1d6:
1, 2=Q5 3/6 =Q4
Reserve (1)
1 Medium Foot Artillery Q4
2 Rgt Dragoons Q3 C5 Impetuous
1 Rgt Dragoons Light Q4 C4 Scout
Leader 1 Roll 1d6:
1=Q4 2, 3 =Q3 4,5=Q3+ 6=Q2
Leader 2 and 3 Roll 1d6:
1=Q4 2, 3 =Q3 4, 6=Q3+
CinC Roll 1d6:
1=Q4 2, 3 =Q3 4, 5=Q3+

38
Appendix – Playing with Armies Important: without the need of formation changes,
play will be faster, movement very swift, and combat
more lethal (due to the C difference modifier).
Scale and Units basing
The base units for the Army level game are infantry
brigades and cavalry divisions. Artillery remains at Historical Scenarios at Corps and
battery level, even if only the divisional and Corps Army level
level batteries are represented in the game. Therefore, The army level game has been added for historical
you will command one or more Corps, each made by scenarios only, therefore in these rules you will not
a couple of Divisions of 2-3 Brigades. Time and space find Army lists to build your force. For pick-up
permitting, you can scale up the size of your battles as games or conjectural scenarios, we suggest that you
you wish. find some real OOB of your favourite campaign and
create your Army accordingly. Once you found the
Testing of this level of play took place on a 120x180cm Order of Battle needed, use the following tables to
(roughly 6x4’) table with 6mm miniatures on 6x3cm give units their Quality and Combat values (and
bases (infantry and cavalry) and 4x4cm (artillery) but, Special Rules).
as for the standard game, any kind of basing will do,
providing that both players use the same.
If you have enough miniatures and space (a 180x240cm Representing Quality and Combat:
table at least), you can play with 15mm miniatures
using the same suggested basing as the standard game
Army level tables
Base Quality: as per standard rules.
and representing an infantry brigade with 9 bases (3x3)
Base Combat: as per standard rules.
and a cavalry division with 6 (3x2).
Combat value modifiers:
Even if you play with 6mm models, we suggest to keep
INFANTRY BRIGADES
the same measuring sticks as in the 15mm game. This
• Up to 1500 = -2
will speed up play considerably.
• 1600-2300 = -1
• 2400-3100 = 0
Rules • 3200-3900 = +1
All the standard game rules apply, with the exception • 4000-4700 = +2
of infantry and cavalry formations. • Over 4800 = +3 (or break the unit into two
Every time a unit is mentioned, in the Army level game brigades with no modifier)
we refer to a Brigade/Division, instead of a Battalion/
Regiment. CAVALRY DIVISIONS
During combat (Approach and Contact) the difference • Less than 800 = -1
between Combat values is the modifier. In other words, • 800-1000 = 0
while in the standard rules the modifier is always +1 • 1100-1500 = +1
(no matter if you have C5 and your opponent has C3), • Over 1500 = +2
in the Army level game it is the difference that gives
you the number of CD to add.
Example: unit A has C4, and unit B has C6. The modifier
will be +2 for unit B.
Skirmishers
Skirmishers of each brigade are represented in an
abstract way, just like in the standard game. Each
Generals light battalion in the brigade adds a Sk value of
Corps commanders have the same rules of Leaders of one. French Legere, Russian, Prussian and Austrian
the standard game. The CinC is the Army Commander jaeger, Austrian Grenzer, British Rifles and Light
and manages the Reserve. Infantry battalions are considered “light” for SK
value purposes.

Movement
There are no formations. Infantry and foot artillery
move 1M per action, cavalry and horse artillery move 39
1L. Leaders and the CinC move 2L.
Frequently Asked Questions and
Clarifications
This section includes the most frequent questions
we hear when we demonstrate the rules at
conventions. Artillery in combat
Question: In a contact, does the C of Artillery count as
Extra Dice in Combat 0 (thus giving the advantage to the enemy) or is the C
modifier ignored altogether? Same question for the SK
Question: I understand that excess dice must be (Skirmish) score. Would Infantry attacking Artillery
spent from the highest scoring to the lowest scoring, apply their SK modifier?
and that they are resolved from the 1st die to the third
die. I still do not understand HOW I am allowed to Answer: In combat versus Artilery, the C score modifier
spend them. For example: let’s suppose that Player (+1 die for having a better C score) is not applied. The
A’s artillery rolls 5 Combat Dice and scores 5 3 3 1 Sk modifier applies.
1. Player B’s line infantry (the target of the artillery
shot) rolls 4 dice, scoring 4 3 3 2. Is Player B allowed
to spend his extra die to break the tie on the 3rd die, Multiple Combats
or must he use it on the 2nd die?
Question: I have one infantry unit in line, with 2 DIS,
Answer: The player MUST use his extra die to break
approaching an enemy column with 3 DIS and a fresh
a tie. So, in your example, you must use the extra die
on the 2nd die (a 3 to 3 tie).
medium artillery. So I roll 4 Combat dice versus 3+4
dice, adding a +1 CD to the line because it had less DIS
than the enemy. I also add 1d to the column/artillery
Shaken Brigades combo because the artillery had less DIS than the
enemy. Is this correct?
Question: A brigade comprises 5 units and has its
Answer: A multiple Combat (a combat against more
break point at 6 DIS. One of the units receives 4 DIS
than one opponent unit) is treated as a single, large
and is eliminated, while the other units are still at approach/contact. All dice to be rolled are added
0 DIS. Is the brigade’s break point still 6, or is it together, so you did this part correctly. However,
reset to 5 because currently the brigade comprises modifiers are applied collectively. So in this case, the
only 4 units? And do the 4 DIS inflicted upon the extra die goes only to the attacker. Roll the dice then
eliminated unit remain on the brigade? Should I apply all results to individual units, one by one.
keep track of this somewhere?

Answer: Whenever possible, we try to limit


“memory effects” in our rulesets.
What counts is the number of units on the table
in that moment. The number is compared with the
number of DIS points on the table, plus 4 DIS for
every eliminated unit.
Obviously, if you commit units from your Reserve,
the target number increases (but you must do this 40
before the Brigade becomes Shaken; otherwise, the
point is lost anyway).
Leader failures and reactions Questions about Special Rules
Question: Suppose I activate a leader, roll two dice, Question: what is the difference between Elite
and I score one success and one failure. My opponent and Guard? Does the Elite bonus applies even on
may react with one unit with one die, and must do so a reaction, while the Guard applies only during its
immediately. With the action obtained by my leader, I activation?
opt to activate a group, and I roll two dice against the
leader’s Quality. Do any failures rolled on these dice Answer: No. Elite troops have an additional action if
cause a Reaction? And if so, must the opponent react they score a double 6 on any activation (activating or
immediately again? reacting). Guards do the same, but both on a double
5 and double 6.
Answer: All failures cause a reaction, but the reaction
must take place immediately ONLY WHEN caused
by a leader activation, and not, as in this case, for the Question: must rerolls caused by the Weak,
group order. Determined, Wavering, and Strong special rules be
used before comparing one’s dice with the opponent’s
dice?
Contact Answer: You may use the reroll after comparing the
result. In most cases, you pick up the lowest scoring
Question: The rules say that every contact is a valid die and reroll it, and apply the new rolled score
one and there are no adjustments or shiftings of troops. before determining the outcome.
The defeated troops must recoil keeping their front to
the enemy, and the winner of the combat may occupy Question: Does an Unpredictable unit add +1 to its
the recoiling enemy’s position. Let’s use as an example Q target number if it lies out of command range?
the contact against a passive unit shown in the diagram
on p. 16. Suppose unit A closes the contact against B’s Answer: Yes.
flank and wins the combat. B must recoil. What happens
now? Does B:
1. rotate around its centre until it has A in its front
and then recoils?
2. recoil keeping its current orientation, thus
intepenetrating A, then A advances and wheels until
A occupies B’s space and original orientation?

Answer: 1) is correct.

41
Order of Battle
CinC Q Special Rules

1st Brigade Leader Q/C Special Rules

Shaken at

2nd Brigade Leader Q/C Special Rules

Shaken at

3rd Brigade Leader Q Special Rules

Shaken at

Reserve Leader Q Special Rules

Divisional Breakpoint

42
Permission given to reproduce this page for personal use. © Ganesha Games, 2012
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