johny okane (orde #71289)
Introduction to the Hurlbat Publishing Edition Welcome to the Hurlbat Publishing edition of ‘Micro Warfare Series: Micro Napoleonics’ This series of thirteen games was original published by Tabletop Games in the 1970s with this title being published in 1976. Each game in the series aims to recreate the feel of tabletop wargaming with large numbers of miniatures but using printed counters and terrain so that games can be played in a small space and are very cost-effective. In these new editions we have kept the rules and most of the illustrations unchanged but have modernised the layout and counter designs to refresh the game. If you enjoy this game then it can be expanded further with a pack of additional armies for the period that contains organisation charts and counters for Austrian, Polish, Prussian, Russian and Spanish armies. The other games from the series will be released shortly and we would welcome feedback via our website, www.hurlbat.co.uk where plastic versions of all the counters will also be available soon.
Happy gaming! Dave Polhill Hurlbat Publishing February 2012
© Copyright 2012 Hurlbat Publishing Edited by Kris Whitmore and Dave Polhill
Contents Pages 3 to 17
Main Rules
Pages 18 to 20
Quick Reference Sheets
Page 21
Record Sheets
Pages 22 to 23
Army and Terrain Counters
Tip For best results when printing counters, please set your Page Scaling option to “None”.
johny okane (orde #71289)
Micro Napoleonic Warfare
This game recreates a battle during the Napoleonic era between a British and French army. The French army counters represent a force of some 45,000 troops and the British 35,000 troops. Using these simple but comprehensive rules up to six players are able to recreate a complete battle with all its complex manoeuvres and colourful tactics. The battlefield can be varied to suit any type of ground and the printed terrain pieces placed in any position desired thus giving an extremely variable playing area, unrestricted by hexagonal or square playing boards. The Napoleonic era is perhaps the most colourful in military history, not only in terms of the uniforms adopted by the different armies, but also in the tactics that were employed. The British line can once more stand, or fall, against the assault of the French column; cavalry and artillery can again command respect and dominate areas of the battlefield.
johny okane (orde #71289)
Unit Organisation These rules and accompanying counters are designed for units to be fielded as follows: Infantry
- Battalion of Regimental strength
Cavalry
- Regimental strength
Artillery
- Batteries of 6 to 8 guns
The use of the C-in-C counter is compulsory but the divisional command counters are covered in the optional rules. Where reference to the division commander is made, ignore if that office is not fielded.
Move Procedures The game is played on an alternate basis: each side throws one die at the beginning of the game, the highest throw moves on all odd numbered moves. No units, other than those that are counter-charging, routing, retreating or evading may move in the enemy’s move. The sequence of each move is as follows: 1. 2.
Move all routing or retreating units Moving player declares any charges, measures the distance to contact and determines at what point in the move contact takes place. The attacking player then moves his other units 3. Defender specifies any evading or counter-charging units, and determines their moves 4. Non-moving player fires all his artillery except any battery that is being charged (see 5 and 6 below) 5. Non-moving player fires any infantry, other than those which are being charged, at targets 6. Non-moving player takes morale test for units which are being charged 7. Non-moving player fires any infantry unit or artillery unit that survives the “being charged” morale test 8. Moving player determines the morale of any charging unit only if it is made to do so through circumstantial causes 9. Resolve all melees 10. Take any morale tests resulting from either fire or melee
The Duke of Wellington & Napoleon
johny okane (orde #71289)
Movement The following table gives the maximum distance a unit may move in mm in any one move: Infantry & Cavalry Unit Close order Infantry Line Open order Infantry Line Close order Infantry Column Infantry Square All Cavalry Command Figure
Normal 50 75 75 20 150 250
Rout or Charge 75 90 100 250 -
Fall Back Facing Enemy 25 60 30 20 -
Normal 100 60
Action Move 160 -
Unlimbering 40 30
Artillery Unit Horse Gun Field Gun
Action Move
An action move for artillery must include either limbering or unlimbering during the move, but not both. Note: A unit in line which turns through 90° and forms column of march is classed as a column for movement purposes. Changing Formation or Face
The following move distances must be allowed for any unit which changes its formation or facing during a move. Unit Infantry Cavalry Horse Guns Field Guns
Changing Face up to 180° 20 50 ¼ Move ½ Move
Forming Square ½ Move -
Lying Down or Standing Up 20 -
Forming Open Order
To form open order from close order, or vice versa, will take half move and may be carried out by light troops or rifle armed troops only.
Terrain See appendix for details of how to make and set up your battle terrain. Cover
There are two types of cover. The first will be described as ‘positions’ and will be any printed counter containing buildings or redoubts. The second will be described as ‘soft cover’ and will be any areas of wood, orchards or broken ground. Dead Ground
Areas indicated as dead ground will provide cover for any units in it. Whilst in dead ground, a unit may not be fired on, except by enemy units on the edge of the dead ground.
johny okane (orde #71289)
Movement Penalties
The following movement penalties will apply to any units moving over or through terrain other than flat open ground. Terrain Hill Cover Obstacle Streams Fords
Close order Inf. -10 -40 -20 -40 1 Move
Open order Inf. -10 -20 -10 -30 ½ Move
Column -10 -50 -20 -30 1 Move
Cavalry -40 -80 -90 -30 1 Move
Horse Guns -60 -60 -80 -30 1 Move
Field Guns 1 Move -40 1 Move 1 Move
Notes:
Hill penalties are per contour and movement uphill only Obstacle – any linear obstruction e.g. a wall, hedge, fence or prepared position, crossed by the unit Halve the above penalties if a unit is moving along a track which crosses a hill or cover Fords are the only crossing places on a river where units may cross without bridging or assault equipment
Prepared Positions
All printed terrain features, except woods and fields, will be classed as prepared positions when they contain troops. Along each side of the printed feature is a number, representing the maximum number of defending fighting factors that may be deployed on that side. Occupation
When units are placed in these positions they must occupy at least three sides of it, the fourth side being optional. The minimum occupying force on any one side must be one quarter of the unit’s fighting factor, if only one unit is involved; or half of one unit’s fighting factor if two units are involved. Artillery batteries may be placed into these positions but the guns must be split equally to occupy at least two sides of the position. Draw a plan of each position occupied and indicate on it the number of fighting factor occupying each side. Moving in Prepared Positions
It will take one move to transfer factors from one side of a position to another. This may only be done during a player’s move turn. The number of factors which may be transferred should be sufficient to make up the original strength on that side. If the enemy has broken into the position all the other defending factors may be taken from their defensive positions to counter attack. Entering / Leaving Prepared Positions
Close order units and artillery will take one move to occupy a prepared position. They will take one move to leave it, and form up with one side of the counter touching the position. An open order unit will take half a move to complete the same actions. Vision Restrictions
Troops in a wood will be able to see other troops only if they are within 30mm of each other. Troops in a wood will not be seen by troops outside the wood if the latter are not on the edge of the wood. Troops in prepared positions will not be seen until they open fire, but they may be fired upon by artillery whether they can be seen or not. They may not be engaged by infantry fire until seen.
johny okane (orde #71289)
Weapon Ranges The following are the maximum range of each weapon type: Small Arms Weapon Musket Rifle Carbine
Range 100mm 150mm 70mm
Artillery Ball 250 350 450 500
3 / 4 Powder 6 Powder 8 / 9 Powder 12 Powder
Single Canister 100 100 120 120
Double Canister 75 75 100 100
Shell / Case * 300 400 450
*Optional Rules Case and Shell
For the purpose of the basic rules, case and shell have been ignored; the ability to fire them has been taken into account in the factor table. See the optional rules section of the inclusion of these projectiles. Arcs of Fire
To determine if a unit can fire at a target place the firing arc segment alongside the firing unit and lay a tape measure along the appropriate line. If any of the target counter is within the arc it may be engaged. Open Order Infantry
1. Only light infantry and rifled armed units may operate in open order or may be used to skirmish to skirmish their own close order troops 2. When skirmishing a close order unit the skirmishing troops must be a minimum of 10mm and a maximum of 25mm in front of the close order unit. Casualties from artillery fire will be in the ratio of 1 to 5 i.e. all artillery fire will be directed at the close order unit and all calculations will be made on that unit. The resulting casualties will be divided between the close order and open order units in the ratio of 5 to 1. 3. Open order troops may only charge other open order troops, artillery or prepared positions. In all other circumstances they must attempt to evade. 4. Open order troops may not approach any nearer to an enemy close order unit then that unit’s charge range unless: they are skirmishing friendly close order troops who are within evade distance of them, or the enemy close order troops are themselves skirmished. 5. Open order troops must move clear of a friendly unit’s front before that unit may charge. It will take the open order troops half a move to clear the front and they will form up on the flank or rear of the unit. 6. Skirmishing: open order troops may skirmish a close order unit in an attempt to shield them from enemy small arms fire. One unit of open order troops may skirmish one close order unit in line formation, or two close order units in column formation. 7. Random Factors When a random factor is called for in the factor tables throw one red die, counting the score minus and one black die, counting the score plus, and consult the following tables: Small Arms Fire * Artillery Fire Melee *
Multiply result by five Multiply any result between -1 and +5 by five Multiply result by five
British Troops count any negative factor as -1 Count all negative results as -1 Guard Troops and Troops in prepared positions ignore any negative result
* For initial volley and melee impact round throw one additional black die at the same time.
johny okane (orde #71289)
Small Arms Fire
When two opposing infantry units come within small arms range of each other they may fire their weapons in their firing move. To determine the result of such fire proceed as follows: 1. Measure the range from the centre of the firing unit to the nearest point on the target unit and round off to the nearest 20mm 2. Turn to table 1 of the SMALL ARMS FIRING CHART and using the range from 1) above and the number of fighting factors of the firing unit, read off the RANGE FACTOR 3. Turn to table 2 on the same chart and using the number of fighting factors in both the firing and target units, plus the target’s cover or formation, read off the TARGET FACTOR 4. Add or subtract the range and target factors from 2) and 3) above 5. Throw a random factor and add or subtract to the total in 4) above
Result
A final plus result equals the number of fighting factors destroyed in the round of firing. Ignore any minus result. Notes: 1. Units in square may only engage with a quarter of their present fighting factor against any one target 2. Firing into melee: no unit may fire into another unit which is engaged frontally or in the rear in melee. Fire may be directed at the latter unit if it is engaged only on its flank, and then only on the first round of melee. Artillery Fire
To determine the effect of artillery fire, proceed as follows: 1. Determine the range from the centre of the battery counter to the nearest point on the target counter 2. Using this range, and the type of target, determine the artillery factor from either the ball or canister table, for whichever charge is being fired 3. Add or subtract the tactical factors to 2) above 4. Divide the battery’s present fighting factor by 10 and add to 3) above 5. Throw a random factor and add or subtract to 4) above Result
Any plus factor equals the number of fighting factors lost by the target. Ignore any minus factors. Melees
A melee will take place when two or more opposing units come into contact with each other or an attacking counter touches the edge of a prepared position card. All the melee calculations will be calculated at the end of each move. Charging
A unit may charge one in every three moves, but may use its charge move rate continuously when pursuing a unit which it has routed or which is attempting to evade. Counter-Charging
A unit wishing to counter charge may elect to do so even in its own firing move. For a unit to mount an effective counter charge it must fire at a range of over 20mm or charge without firing.
johny okane (orde #71289)
Pursuit
Pursuit is automatic for the first move, except for infantry units in a divisional column or units in prepared positions who need not pursue. On the second or subsequent round of pursuit, all militia troops and all British cavalry units must throw one die: 1-4 they must continue pursuit; 5 or 6 they break off pursuit. Routing units and their pursuers will move and melee each move ignoring the firing and non-firing move rule.
General Sir John Moore, Marshal Ney & Marshal Blucher
johny okane (orde #71289)
Pre-Contact Morale Charging Unit
A charging unit need not test its morale unless a cause occurs during its charge move. Charged Unit
A charged unit, with the exception of those in prepared positions, must test its morale before it attempts to fire at its attackers. If the unit has good morale it may elect to fire at any point up to point blank range. If a unit fires at point blank range the attacking unit cannot be stopped from making contact with it. Point blank range is any range up to 20mm. If a unit has poor morale it must start its retreat or rout at the half way stage of the attacker’s move.
Firing by Charging Troops Troops who charge may not fire on the defenders once they have started their charge. They may deliver a volley before the start of their charge if they have not fired in their firing move. For an effective charge they must fire at a range of 40mm or more, otherwise they will not get the impact bonus in the first round of the melee.
Evading Artillery crews and open order troops may attempt to evade an attacker even in their firing move. Open order troops must start their evasion a quarter of the way through the move and may not fire during that move. They may move at charge rate after allowing 10mm to turn. Artillery crews will be able to fire if their morale allows at either the quarter of half-way point of the move before starting their evade action. Artillery crew evading and unable to limber up will abandon their guns and move at open order charge rate.
Forming Square Infantry unit not ordered to form square in their move turn may not attempt to do so in their firing turn even when charged by cavalry. A square will be formed by dividing the unit into four equal parts, each forming the side of a hollow square.
Attacking Prepared Positions If at least half of an attacking unit’s counter is in contact with the edge of a prepared position card it may engage the defenders in melee (see also flank attacks).
Flank Attacks When an attacking unit engages another in flank or engages only part of the enemy counter, in the first round of the melee it will count only half its fighting factor. In the second and subsequent rounds of the same melee the unit will count its full fighting factor.
Attacker
These units count only half their present fighting factor
johny okane (orde #71289)
Defender Defender
Attacker
Attacker
Notes: 1. Infantry may only move to engage cavalry in melee if the cavalry is already engaged in a stationary melee. 2. Cavalry may not attack infantry units which are in prepared positions.
Melee Calculation 1. Divide the unit’s fighting factor by 10 2. Obtain melee factor for the attacker and the defender from the appropriate melee table i.e. Infantry / Infantry, Cavalry / Infantry or Cavalry / Cavalry and add or subtract to 1) above 3. Add or subtract the tactical factors from the list below the melee tables 4. Throw a random factor per unit engaged and add or subtract this result to 3) above Result
Any positive result will be the number of factors that are inflicted by the unit on the opposing unit. Ignore any negative results.
Morale A unit must test its morale when one of the following occurs. All but pre-contact morale tests will be taken at the end of the move in which they occur. Causes
1. Militia troops when they first lose more than 25 fighting factors and any subsequent move in which they lose more than 50 2. When a unit, other than Militia, loses more than 100 fighting factors during a move 3. Loser of more fighting factors in a melee and the difference is more than 20 4. When being charged – does not apply to infantry in square being charged by cavalry or troops in prepared positions 5. The following units in a column when the leading unit(s) retreat or break 6. A unit in line or column when a flank unit within 50mm retreats or breaks 7. If the divisional commander is wounded or killed within sight (when using optional rules only) Note: In all cases of retreat or rout the testing unit will only test if the retreating or routing unit(s) are of equal or better quality.
johny okane (orde #71289)
Morale Calculation
To determine a unit’s morale state: 1. From the loss table on the Morale Chart, determine the unit’s loss factor using its starting and present fighting factor. If on this chart there is an “R” instead of a factor then the unit will automatically rout without further calculations. 2. If the unit is being charged or is charging, determine the appropriate factor from the charge morale table and add or subtract this to 1) 3. Throw one die and determine the unit’s random factor from the random factor table and add or subtract the result to the above 4. Finally add or subtract the unit’s tactical factors from the list Result
Using the resulting factor consult the Morale Result Table to determine the unit’s action next move.
Archduke Charles, Marshal Massena & Prince Golenischev-Kutusov Fall Back
This means that the unit will fall back facing the enemy until no longer within charge range or to the nearest cover. Halt
This means that the unit will remain where it is for the next move or number of moves indicated. Break (Rout)
This means that the unit will take 10mm to turn, then rout towards its own base line, where possible, at charge speed. Gunners will abandon guns. A breaking unit will lose one die x 10 fighting factors per move of rout. Retreat
This means that a unit must retreat to its start line or to cover, whichever is the nearer, and it may deviate up to one move to find cover. Defending units in their original positions and attacking units not yet moved from their start line will move to cover. A retreating unit will lose one die x 5 fighting factors per move of retreat.
johny okane (orde #71289)
Rallying To rally a routing unit consult the table below to determine the dice throw required, using only one die. Class of Troop
Troops in the open
Troops in dead ground or cover
No command figure With divisional commander With C-in-C No command figure With divisional commander With C-in-C
Militia 5 4
Regular 4 3
3 3 3
2 2
2
Note: Units still in melee or under artillery canister fire may not be rallied.
johny okane (orde #71289)
Grenadier 3 2
Guard 3
Automatic rally
Appendix One - Terrain To make up terrain features for this game proceed as follows: Hills
Cut hill contours from brown or grey card, in varying sizes and shapes, and mark the crest line on each:
1" to 2"
2" to 4"
6" to 10"
Place on top, lining up the crest lines at either end.
4" to 6"
Dead Ground – Broken Ground and Soft Sand
Cut irregular shape between 4” and 6” long by 1” to 3” wide from coloured card different to that which is used for the hills. Mark each piece with the type of ground that it represents. Scrub and wood can also be made in this way using green card. Roads – Rivers – Bridges
All such terrain features can be indicated on the playing area by using coloured chalks.
johny okane (orde #71289)
Appendix Two – Optional Rules The following optional rules may be introduced into the main body of the rules. Artillery Case & Shell
Case may be fired by British guns only. Shell may be fired only by batteries marked ‘Howitzer’. 1. In the artillery fire calculation add the following factors:
Case Shell
Mounted or open order Infantry +8 +10
In prepared positions
Column or Square
Close order Line
+8 +10
+12 +9
+8 +12
2. The minimum range at which case or shell can be fired is 50mm Overhead Firing
Batteries firing case or shell may fire over intervening troops on the same level, only if the troops are not within 25mm of either the target or the battery. Batteries may also engage close order troops without inflicting casualties on any screening open order unit. Setting Fire to Buildings
Whenever shell is fired at a prepared position which contains a building, there is a chance of the building catching fire. Throw one die per battery engaging with shell: if a 6 is thrown fire breaks out and the defenders have three moves in which to put it out before they must abandon their position. The defenders must throw two dice: First move of fire Second move of fire Third move of fire
7 to 12 required 8 to 12 required 10 to 12 required
Divisional Commanders
These figures may be included in the optional rules and each may command one division. When using these figures the general game orders may be altered by them, only after an initiative test has been taken. Throw one die: 1 or 2 3-6
Carry on with C-in-C’s order, or halt if not possible Change order as required
Each divisional commander has a points value of 25. Each time his division suffers a loss of 100 fighting factors reduce this value by the score of one die. When it reaches zero he is killed.
johny okane (orde #71289)
Appendix Three – Deciding the Winner Set up the terrain and before placing the unit counters in their starting positions, determine one of the following: Allocate points (between 50 and 200) for various terrain features - orDetermine some action which the attacker must achieve for victory, i.e. ‘clear the road off the board’ or ‘take the main hill in the defender’s centre’. To achieve victory the attacker must take more terrain points than the defender holds at the end of the game for the first case of achieve his objective for the second case. Type of Game
It is suggested that the type of game played is that of attack / defence, where one side occupies a defensive position and the other side assaults that position. The defender should occupy positions which cover at least three quarters of the width of the playing area and his forces should set up before the attacker determines the start position for his units. Campaigns
For the purpose of campaigns use the following scale: Battlefield
one mile = 400mm
One pair of moves = ½ hour Writing Orders
In the basic game when each side has set up their counters both commanders write general orders for each division. These orders will be carried out by that division and may only be changed by the C-in-C counter moving to that division. Individual units may be given specific orders if required. Artillery must be given specific orders which again may only be changed by the C-in-C.
johny okane (orde #71289)
Appendix Four – Counters and Definitions Order Sheet Definitions
U
Unit Identification
D
Deserters
IF
Initial Fighting Factor
PF
Present Fighting Factor
K
Killed
B
Battery Identification
Game Counters
Infantry and cavalry: Troop Type
Line Unit Identification
1
Initial fighting factor
1420
Note: All light infantry and rifle counters are for O/O formations. Artillery: Gun size
Unit Identification
Field or Horse gun 6pdr Horse
1
450
Initial fighting factor
Other Counters Place behind a battery that is fired upon by an enemy battery
johny okane (orde #71289)
SQ
Denotes unit changing formation into square
Ret
Denotes unit retreating
M
Place by any unit requiring to take a morale test
H
Place beside any unit that is ordered to halt
R
Place by any routing unit
CO
Place by O/O unit when it changes to close order
Small Arms Firing Charts Table 1 – Range Factors (All factors in this table are plus)
20 30 48 86 121 156 176 221
601 to 800
15 22 35 53 68 82 107 130
401 to 600
9 14 21 24 38 54 66 83
201 to 400
4 5 8 12 16 21 25 33
1 to 200
16 31 56 8 13 20 52 107
601 to 800
12 25 40 6 10 14 36 73
401 to 600
801 to 1200
9 14 21 4 6 8 20 39
11 16 21 26 31
30 45 61 75 91
50 75 104 125 150
69 104 142 174 210
5 7 8 11 15
9 14 20 28 50
15 27 34 45 70
21 38 51 74 95
Table 2 – Target Factors
Target Cover or Type Soft Cover / Open Order Infantry / Gunners in open Prepared Positions Mounted Troops Close Order Infantry in the Open
Number of Fighting Factors Firing 901 to 1500 301 to 900 1 to 300 901 to 1500 301 to 900 1 to 300 901 to 1500 301 to 900 1 to 300 901 to 1500 301 to 900 1 to 300
1401 to 1500 -50 -53 -58 -35 -38 -49 -5 -8 -13 +15 +12 +7
Number of Fighting Factors in Target 1201 1001 801 601 401 to to to to to 1400 1200 1000 800 600 -56 -65 -85 -99 -117 -60 -55 -75 -86 -95 -62 -45 -72 -77 -85 -41 -50 -90 -104 -122 -44 -40 -80 -91 -100 -47 -30 -67 -82 -90 -11 -20 -40 -54 -72 -14 -20 -30 -41 -50 --17 -20 -27 -32 -40 +9 0 -20 -34 -52 +6 0 -10 -21 -30 +3 0 -7 -12 -20
1 to 400 -145 -121 -101 -150 -126 -106 -100 -76 -53 -80 -56 -33
Artillery Table 1 – Ball Target
Range in MMs
Poundage 50 100 150 200 250 300 350 400 450 500
Open Order Troops Deployed Gunners / Troops in Column Lying Down or Prepared Positions or Square Mounted 3/4 6 8/9 12 3/4 6 8/9 12 3/4 6 8/9 12 -15 -19 -25 -31 -36 -40 -45 -50 -55 -60
-33 -39 -44 -50 -55
-32 -37 -42 -48 -53 -58 -63
-30 -35 -40 -46 -51 -56 -61 -66 -71
-28 +4 +6 +8 +10 -33 -1 +1 +3 +5 -38 -6 -4 -2 0 -44 -12 -10 -8 -6 -49 -18 -15 -13 -11 -54 -20 -18 -16 -59 -25 -23 -21 -64 -28 -26 -69 -33 -31 -74 -36
Close Order Line 3/4
6
8/9 12
-22 -27 -32 -37 -42
-19 -23 -29 -35 -40 -45 -50
-17 -21 -27 -33 -38 -43 -48 -53 -58
-10 -8 -6 -4 -10 -8 -6 -4 -16 -13 -11 -9 -21 -18 -16 -14 -26 -23 -21 -17 -28 -26 -24 -33 -31 -29 -36 -34 -41 -39 -44
-6 -4
-1 +4
+1 +4 -20 -15 -13 -10 +15 +20 +22 +25 +10 +15 +17 +20 +8 +11 -18 -10 -6 -3 +17 +25 +29 +32 +12 +20 +24 +27
Artillery Table 2 – Canister Single Double
Artillery Table 3 – Tactical Factors -5 -5 -5 -10 -5 -10 +5 +10
johny okane (orde #71289)
Target in soft cover Battery changes target (not when firing canister) Per ¼ move that battery is unable to engage a target If battery was under counter battery fire last move If target is charging infantry If target is charging cavalry If firing into open order flank If firing into close order flank
Militia Troops in Prepared Positions
201 to 400
501 to 800
3 6 8 2 2 3 7 12
Regular Troops in Prepared Positions
1 to 200
201 to 500
17 23 55 80 87 130 121 184 151 230
1 to 200
9 31 49 69 85
601 to 1000
3 11 16 22 28
1001 to 1500
601 to 1000
301 to 600
1 to 300
1001 to 1500
601 to 1000
301 to 600
12 20 26 44 75 95 71 125 155 98 173 215 129 229 285
401 to 600
5 15 25 34 44
Open Order Regular
201 to 400
150 140 120 100 80 60 40 20
All Militia
1 to 200
Rifles
Range in MMs
Number of Fighting Factor Firing
Close Order European Regulars
Close Order British
1 to 300
Type of Troops Firing
Melee Charts Melee Table 1 – Infantry v Infantry
Notes: First figure is Attacker; second figure is Defender in all melee tables. The Attacker is the unit who originates a charge – except cavalry (who can counter-charge) or retreating troops and routing troops. Defender Attacker Regular Line Guard Regular Grenadier Column Guard Militia Regular Open Guard Order Militia
Line Regular Guard
Regular
Column Grenadier Guard
+11 / +1 +15 / +1 +10 / -4 +16 / -4 +20 / -4 -8 / -4 -10 / +11 0 / +11 -10 / +11
+1 / -12 +5 / -12 +8 / -5 +14 / -5 +18 / -5 -10 / -5 -15 / +13 -5 / +13 -33 / +13
+1 / -6 +5 / -6 +8 / +1 +14 / +1 +18 / +1 -10 / +1 -15 / +19 -5 / +19 -33 / +19
+11 / +6 +15 / +5 +10 / 0 +16 / 0 +20 / 0 -8 / 0 -10 / +15 0 / +15 -10 / +15
+1 / -2 +5 / -2 +8 / +5 +14 / +5 +18 / +5 -10 / +5 -15 / +23 -5 / +23 -33 / +23
Militia +1 / -30 +5 / -30 +8 / -23 +14 / -23 +18 / -23 -10 / -23 -15 / -5 -5 / -5 -33 / -5
OO Infantry / Gunners Regular Guard Militia
Prepared Position
Routing Infantry
+16 / -15 +20 / -15 +18 / -15 +24 / -15 +28 / -15 0 / -15 -5 / -10 +5 / -10 -23 / -10
-25 + 15 +20 / +15 -39 / +17 -33 / +17 -29 / +17 -57 / +17 -30 / +17 -20 / +17 -48 / +17
+18 / -45 +22 / -41 +8 / -51 +14 / -45 +18 / -41 -7 / -60 +5 / -51 +15 / -41 -13 / -60
+16 / -15 +20 / -5 +18 / -5 +24 / -5 +28 / -5 0 / -5 -5 / 0 +5 / 0 -23 / 0
+16 / -33 +20 / -33 +18 / -33 +24 / -33 +28 / -33 0 / -33 -10 / -28 0 / -28 -28 / -30
Note: Infantry in square attached by other close order infantry are classed as being in line. Melee Table 2 – Cavalry v Infantry Defender Attacker Regular Light Guard Cavalry Militia Regular Lancers Guard Militia Regular Heavy Guard Cavalry Militia
Infantry Routing
Infantry in Line
Infantry in Column Regular Militia
OO Inf and Gunners Regular Militia
+25 / -51 +35 / -41 +16 / -69 +28 / -51 +38 / -41 +19 / -69 +32 / -51 +42 / -41 +23 / -69
+8 / -25 +18 / -25 -1 / -25 +11 / -28 +21 / -28 +2 / -28 +15 / -30 +25 / -30 +16 / -30
+4 / -18 +14 / -18 -5 / -18 +11 / -28 +17 / -20 -2 / -20 +11 / -23 +21 / -23 +2 / -23
+25 / -45 +35 / -45 +16 / -45 +28 / -55 +38 / -55 +19 / -55 +32 / -60 +42 / -60 +23 / -60
+4 / -36 +14 / -36 -5 / -36 +7 / -38 +17 / -38 -2 / -38 +11 / -41 +21 / -41 +2 / -41
+25 / -63 +35 / -63 +16 / -63 +28 / -73 +38 / -73 +19 / -73 +32 / -78 +42 / -78 +23 / -78
Infantry in Square -20 / +5 -10 / +5 -29 / +8 -12 / 0 -2 / 0 -11 / 0 -10 / +5 0 / +5 -19 / +8
Melee Table 3 – Cavalry v Cavalry Defender Attacker Regular Light Guard Cavalry Militia Regular Lancers Guard Militia Regular Heavy Guard Cavalry Militia
Regular
Light Cavalry Guard
Militia
Regular
Lancers Guard
Militia
Regular
+5 / 0 +15 / 0 -4 / 0 +8 / +3 +18 / +3 -1 / +3 +12 / +5 +22 / +5 +3 / +5
+5 / +10 +15 / +10 -4 / +10 +8 / +13 +18 / +13 -1 / +13 +12 / +15 +22 / +15 +3 / +15
+6 / -9 +16 / – 9 -4 / -9 +7 / -6 +19 / -6 -1 / -6 +12 / -4 +22 / -4 +3 / -4
+5 / +8 +15 / +8 -4 / +8 +8 / +5 +18 / +5 -1 / +5 +12 / +8 +22 / +8 +3 / +8
+5 / +18 +15 /+8 -4 / +18 +18 / +15 +18 / +15 -1 / +15 +12 / +18 +22 / +18 +3 / +18
+6 / -1 +16 / -1 -4 / -1 +7 / -4 +19 / -4 -1 / -4 +12 / -1 +22 / -1 +13 / -1
+5 / +12 +16 / +12 -4 / +12 +8 / +10 +18 / +10 -1 / +10 +12 / +10 +22 / +10 +13 / +10
Melee Table 4 – Tactical Factors +10 +5 +12 -8 -18 -15 -25 +10 -10 -5 -12 -24
johny okane (orde #71289)
All British Cavalry If Divisional Commander is leading If C-in-C is in sight and within 50mm Infantry against troops in soft cover Cavalry against troops in soft cover If attacked in flank If attacked in rear (not routing troops) If uphill from enemy If unit is retreating If loser of melee last move and difference less than 20 If loser of melee last move and difference more than 20 Infantry (not in square or cover) engaged by cavalry
Heavy Cavalry Guard Militia +5 / +22 +15 / +22 -4 / +22 +18 / +20 +18 / +20 -1 / +20 +12 / +20 +22 / +20 +13 / +20
+6 / +3 +16 / +3 -4 / +3 +7 / +1 +19 / +1 -1 / +1 +12 / +1 +22 / +1 +13 / +1
Routing Cavalry +15 / -45 +25 / -35 +6 / -54 +18 / -45 +28 / -35 +9 / -54 +22 / -45 +32 / -35 +13 / -54
Morale Charts Morale Table 1 – Losses Initial Strength 300 to 360 361 to 420 421 to 500 501 to 580 581 to 630 631 to 700 701 to 780 781 to 850 851 to 910 911 to 1000 1001 to 1080 1081 to 1200 1201 to 1300 1301 to 1400 1401 to 1500
Present Strength 50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1000 1050 -17 4 24 45 56 86 96 -26 -8 10 27 45 61 80 96 R -19 -4 12 29 44 60 76 92 96 R -27 -15 -1 13 28 42 52 71 85 95 96 R R -24 -7 3 16 29 42 55 69 83 92 96 R R R -22 -10 2 14 26 38 50 63 75 88 94 96 R R R R -21 -9 2 14 26 38 49 61 73 84 93 96 R R R R R -19 -7 4 14 26 37 47 59 70 82 92 96 R R R R R -26 -15 -5 5 17 28 38 49 60 70 81 91 96 R R R R R R R -20 -10 0 10 20 30 40 51 61 71 81 91 96 R R R R R R R R -21 -11 4 8 18 28 37 47 52 67 76 86 93 R R R R R R R R R R -21 -11 -2 6 17 26 35 45 54 64 73 R R R R R R R R R R R -21 12 -3 6 15 24 33 42 51 60 R R R R R R R R R R R R -26 -17 -9 0 7 17 26 35 44 R R R R R R R R R R R R R -21 -13 -4 4 13 22 29 38
Morale Table 2 - Random Factors Troop Type Guard Class / Regular Cavalry British Infantry European Grenadier/ Light Infantry Non-British Regular / All Gunners All Militia Troops
1100 1200 1300 1400 1500
96 88 69 52 47
96 87 70 64
96 93 81
96 91
Morale Table 4 – Tactical Factors
1 +15 +25
2 +15 +25
Dice Throw 3 4 +15 +25 +25 +35
5 +25 +35
6 +25 +35
+10 +20
+10 +20
+15 +25
+15 +25
+20 +30
+20 +30
-10 +5 -27 -13
-10 +5 -17 -2
0 +15 -7 +8
0 +15 -7 +8
+10 +25 +3 +13
+10 +25 +13 +23
-8 -15 -15 -4 -8 -10 -20 +3 +15 +10 +5
Top number – Troops in the open Bottom number – Troops in prepared positions
If under non-canister artillery fire If under canister fire If loser of melee & loss of 20 more than opponent Per friendly unit retreating within 100mm Per friendly unit routing within 100mm If engaged or fired on in flank If engaged or fired on in rear Per supporting unit within 75mm & in sight (maximum of 12 factors only) If winner of melee round this move or last If C-in-C within 100mm & in sight If divisional commander leading
Morale Table 3 – Charging Defender
Regular Cavalry
Militia Cavalry
Guard Cavalry
European & British close order Infantry Regular Open Order Infantry
-25 +20 -45 +20 -35 +20 -30 +20 -10 +20 -15 +20
-20 +15 -40 +20 -25 +10 -25 +10 0 +10 -10 +10
+5 +12 -15 +20 -20 +15 -10 +15
Militia Infantry Artillery Crews Regular Cavalry Militia Cavalry
Attacker British Inf. / European Grenadier / Light Inf. -6 +10 -16 +15 -20 +12 -10 +10
Euro Regular Infantry -6 +10 +15 -15 -15 +10 -10 +10
Militia Infantry 0 +5 0 +10 -10 +10 -5 +5
Top – Defender; Bottom – Attacker
Morale Result Table Morale Factor result 70 plus 60 – 69 50 – 59
Stationary Troops GOOD 2DD x 5 1DD x 10
45 – 49
RETREAT
40 – 44
BREAK
Fewer than 40
BREAK
DD = Desertion Dice:
johny okane (orde #71289)
Moving Infantry GOOD 1DD x 5 2DD x 5 HALT ONE MOVE HALT TWO MOVES RETREAT
Troops in Melee or being Charged GOOD GOOD GOOD
Troops in Prepared Position and not in Melee GOOD GOOD GOOD
FALL BACK
1DD x 10
HALT ONE MOVE
Artillery / Charging Troops GOOD GOOD GOOD HALT ONE MOVE 1DD x 5 HALT ONE MOVE 1DD x 10
RETREAT
BREAK
BREAK
Moving Cavalry GOOD GOOD 2DD x 5 1DD x 10
Throw the number indicated and multiply the result by the second figure. The total equals the number of fighting factors lost through desertion that move.
BREAK
KEEP HEADS DOWN ONE MOVE FALL BACK ABANDON POSITION
96
Casualty & Fighting Factor Record
Infantry
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
Casualty & Fighting Factor Record U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
U K
D
IF PF
IF PF
B Target
IF PF
B Target
IF PF
B Target
IF PF
B Target
johny okane (orde #71289)
Cavalry IF PF
U K
B Target
IF PF
B Target
IF PF
D
IF PF
U K
B Target
IF PF
B Target
IF PF
B Target
IF PF
B Target
IF PF
D
D
IF PF
DC
DC
DC
DC
DC
DC
950
950
950
950
950
1420
1420
1420
1420
1420
1420
1420
1420
1420
1420
1420
1420
1420
1420
1500
950
Militia
Militia
Militia
Militia
Militia
Militia
KGL
KGL
Line
Line
Line
Line
Line
Line
Line
Line
Line
Line
Line
Line
Guard
1500
6
5
4
3
2
1
2
1
12
11
10
9
8
7
6
5
4
3
2
1
2
Guard
C in C
Militia Heavy Cavalry
Militia Light Cavalry
400
350
650
730
730
730
730
600
600
600
Rifles
Rifles
Light Infantry
Light Infantry
Light Infantry
Light Infantry
KGL Light Cavalry
Heavy Cavalry 4
Heavy Cavalry 3
Heavy Cavalry 2
Heavy Cavalry 1
Light Cavalry 3
Light Cavalry 2
Light Cavalry 1
2
1
4
3
2
1
1000
1000
1190
1190
1190
1190
3
2
1
3
2
1
ßClose Order à
1
CO
CO
H
M
M
6pdr Horse
6pdr Horse
6pdr Horse
Howitzer
9pdr Field
9pdr Field
9pdr Field
CO CO H H M M M SQ
M
M
SQ
M M SQ SQ ßOpen Order FIRING ARCS
450
450
450
560
560
560
560
M M SQ
130
120
110
100
90
80
70
130
120
110
100
90
80
70
50
40
30
20
10
50
40
30
20
10
60
140
140
60
150
150
2
10
9
8
7
6
5
4
3
2
1
2
1
2
Line
Line
Line
Line
Line
Line
Line
Line
Line
1080
1080
1080
1080
1080
1080
1080
1080
1080
1080
Militia
Militia
Militia
Militia
Militia
Militia
Line
Line
Line
Line
Line
Line
2
1
C in C
6pdr Horse 450
450
340
340
500
500
500
500
500
500
1080
1080
1080
1080
1080
1080
6pdr Horse
Militia Light Cavalry 2
Militia Light Cavalry 1
6
5
4
3
2
1
16
Grenadier 1100 Line
15
14
Grenadier 1100
Young Guard 1150
13
12
Old Guard 1250
Young Guard 1 1150
11
Old Guard 1250
1
Lancers 2
Lancers 1
Guard Lancers
Guard Heavy Cavalry 2
Guard Heavy Cavalry 1
Heavy Cavalry 4
Heavy Cavalry 3
Heavy Cavalry 2
Heavy Cavalry 1
800
800
900
1000
1000
850
850
850
850
8 Light infantry 820
7 Light infantry 820
6 Light infantry 820
5 Light infantry 820
4 Light infantry 820
3 Light infantry 820
2 Light infantry 820
1 Light infantry 820
Guard Light inf. 1000
¾ pdr Field
¾ pdr Field 300
300
R
R
Ret
Ret
CO
H
SQ
SQ
M
R
R
Ret
Ret
CO
H
SQ
SQ
M
M
Howitzer
12 pdr Field
12 pdr Field
12 pdr Field
8 pdr Field
R
R
Ret
Ret
CO
H
H
SQ
M
M
560
640
640
640
560
Guard 8 pdr Field 600
M
3
2
1
2
1
R
R
Ret
Ret
CO
H
H
SQ
SQ
M
DC DC DC DC DC DC
johny okane (orde #71289)
johny okane (orde #71289)