itnog2006 - main rules (dec 07)

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7/28/2019 ITNOG2006 - Main Rules (Dec 07) http://slidepdf.com/reader/full/itnog2006-main-rules-dec-07 1/98 In the Name of Glory 2006 PAGE 1 FOREWORD By Stuart Asquith Military Writer and Historian  In the Name of Glory started life as a simple system that would enable large demonstration war games to be played relatively quickly. Over a period of time these simple rules have evolved into the gaming system you see here. I first saw these rules being used to conduct a 6 mm war game at the Napoleonic Fair in London in 1998. I was impressed by the way that such a large game, played with thousands of figures, flowed with ease and the very positive reception the game received, both from war gamers and members of the public. Due to the interest shown by other war gamers, their designer David Marks decided to finance the publication of his rules. The high standard of presentation and the quality of the rules themselves impressed me. They were well laid out, easy to follow and managed to retain my interest - always a bonus. I found David's rules surprisingly easy to master and the straightforward playing system creates a good historical representation of Napoleonic warfare. The ongoing morale system, and the command and control system, together with the rule’s many subtleties surely capture the flavour, excitement and unpredictability of battle. The rules contain a good deal of very useful information and the precalculated tables, used to resolve firing and melee save time by eliminating the need to trawl through lists of factors. Over the years, I have used many sets of rules, but it has been a long time since a set of rules such as In the Name of Glory has resulted in so many enjoyable and interesting games. These are a great set of rules, which I am sure, will challenge the strategic ability of both novice and experienced war gamer alike.  Stuart Asquith NAPOLEON. Sculptor Mr E Seeurre. Statue erected on the Colonne de la Vendomelace.

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Page 1: ITNOG2006 - Main Rules (Dec 07)

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In the Name of Glory 2006 

PAGE 1

FOREWORD

By

Stuart AsquithMilitary Writer and Historian  

In the Name of Glory started life as a simple system that would enable large demonstration wargames to be played relatively quickly. Over a period of time these simple rules have evolvedinto the gaming system you see here.

I first saw these rules being used to conduct a 6 mm war game at the Napoleonic Fair inLondon in 1998. I was impressed by the way that such a large game, played with thousands of figures, flowed with ease and the very positive reception the game received, both from wargamers and members of the public.

Due to the interest shown by other war gamers, their designer David Marks decided to financethe publication of his rules. The high standard of presentation and the quality of the rulesthemselves impressed me. They were well laid out, easy to follow and managed to retain myinterest - always a bonus.

I found David's rules surprisingly easy to master andthe straightforward playing system creates a goodhistorical representation of Napoleonic warfare. Theongoing morale system, and the command and controlsystem, together with the rule’s many subtleties surelycapture the flavour, excitement and unpredictability of battle.

The rules contain a good deal of very usefulinformation and the precalculated tables, used toresolve firing and melee save time by eliminating theneed to trawl through lists of factors.

Over the years, I have used many sets of rules, but ithas been a long time since a set of rules such as In the Name of Glory has resulted in so many enjoyable andinteresting games.

These are a great set of rules, which I am sure, willchallenge the strategic ability of both novice andexperienced war gamer alike.

 Stuart AsquithNAPOLEON.

Sculptor Mr E Seeurre.Statue erected on the

Colonne de la Vendomelace.

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SECTION - TITLE PAGE

1. Introduction 3.2. Equipment needed to play the game 3.3. Glossary of terms 4.4. Scales 5.5. Base sizing 6.6. Declaration of move and measurement 6.7. A situation not covered by the rules 7.8. How to set up the game 7.

9. How to play the game 8.10. Winning the game 9.11. Number of activation counters 9.12. Multiplayer game turn sequence 10.13. Actions 11.14. Visibility 12.15. Army structure used in the game 13.16. Historical Napoleonic army structure 13.17. Troop sub-groups 14.18. Troop formations 15.19. Examples of troop formations 16.20. Surrender en masse 16.21. Routing/Broken units - Overview 17.22. Routing/Broken units—affecting friendly units 17.23. Routing/Broken units - Charging units 18.

24. Commander class and morale rating 18.25. Unit class and morale rating 19.26. Command - Command and control 19.27. Command - Allocation of commanders 20.28. Command - Risk to commanders 20.29. Command - Wounded commanders 20.30. Command - Amending activation counters 21.31. Command - Position of commanders 21.32. Command - Commanders within a square 22.33. Cover - Overview 22.34. Cover - Destruction of cover 23.35. Cover - Changing terrain 23.36. Cover - Dead ground 23.37. Movement - Overview 24.38. Movement - Allowance 24.

39. Movement - Hidden Movement 25.40. Movement - Table 25.41. Movement - Passage of lines 26.42. Movement - On roads 27.43. Movement - Change of formation 27.44. Movement - Change of direction 28.45. Movement - Emergency squares 28.46. Movement - Buildingsand obstacles 29.47. Movement - Withdrawing 29.48. Movement - Fording a river/stream 30.49. Movement - Routing/Broken units 31.50. Movement - Forced march 31.51. Movement - Difficult terrain 32.52. Movement - Troop lying down 32.53. Firing - Overview 33.

54. Firing - Units not permitted to fire 33.55. Firing - Time taken to fire 34.56. Firing - Target priority 34.57. Firing - Level ground 34.58. Firing - Uphill/downhill 34.59. Firing - From cover and buildings 34.60. Firing - Routing/Broken units 35.61. Firing - Enfiladed fire 35.62. Firing - At a charging unit prior to contact 36.63. Artillery - Time taken to limber or deploy 36.64. Artillery - Exhausted gun crews 36.65. Artillery - How to carry out artillery firing 37.66. Artillery - Firing table 38.67. Artillery - Grand battery 38.68. Artillery - Gun types 38.

69. Artillery - How to carry out rocket firing 39.70. Artillery - Counter battery fire 40.71. Artillery - Risk to artillery limbers 40.72. Musket - Firing table 40.

SECTION - TITLE PAGE

73. Musket - How to carry out musket firing 41.74. Melee - Overview 42.75. Melee - Units permitted to take part in a melee 42.76. Melee - Charges 43.77. Melee - Countercharges 44.78. Melee - Charge bonus 44.79. Melee - Joining an ongoing melee 44.80. Melee - How to fight a melee 45.

81. Melee - Initial contact penalties 46.82. Melee - Table 46.83. Melee - Breakthrough 47.84. Melee - Units receiving a charge 47.85. Melee - Results 47.86. Melee - Routing/Broken units 47.87. Melee - Blown cavalry 48.88. Melee - Units with no melee capability 48.89. Melee - Artillery in melee 48.90. Melee - Direction of attack 48.91. Melee - Pursuit 49.92. Melee - Infantry square defeated in melee 49.93. Melee - Secure flanks 49.94. Melee - Definition of front, flank, rear zones 50.95. Melee - Flank or rear attacks 50.

96. Melee - In cover and buildings 51.97. Morale - Overview 52.98. Morale - Reason for test 52.99. Morale - Types of morale test 53.100. Morale - How to carry out a morale test 53.101. Morale - How to rally a routing unit 54.102. Morale - Command bonus 54.103. Morale - Results table 55.104. Pontoon bridge 56.105. Ottoman army - Special rules 57.

OPTIONAL RULESOP1. Random commander and unit class/morale

rating 58.OP2. Obstacle height 58.

OP3. Exhausted gun crews 58.OP4. Blown cavalry 59.OP5. Wounded commanders 59.OP6. Off table flanking manoeuvres 60.OP7. Line vs. Column 60.OP8. Total loss of commanders 61.OP9. Defeat of French Imperial Guard 61.OP10. Lines of communication 62.OP11. Changing terrain 62.OP12. Destruction of cover 63.OP13. Firing - Opportune firing 64.OP14. Firing - Supporting fire 64.OP15. Extended command bonus 65.OP16 Limiting number of activation counter per ‘go’ 65.

APPENDICIESAppendix A - Counters 66.Appendix B - Chronology of the Revolutionary andNapoleonic periods 68.Appendix C - Battles of the Revolutionary andNapoleonic periods 79.Appendix D - Commander ratings 84.Appendix E - Basic morale point supplement 86.Appendix F - Army breakpoint and activation counterready reckoner 91.

SCENARIO - Battle of Arroyo de Molinos 1811 92.

MISCELLANEOUS Rocket explosion templates 96.

Army points list 97.Acknowledgments 98.

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1. INTRODUCTION

What are these rules all about? Here is a quick overview:

•••• The rule system: These rules create a strategic game that primarily depends upon overall commandand control of troops and their morale and not the actions of individual figures.

•••• Basing: Not critical as long as all bases being used in the game have a similar frontage. If youalready have an army painted and based then just keep them as they are. However, base sizes aregiven if required. 

•••• Chronology: Covering a majority of the period from 1769 (birth of Wellington and Napoleon), to1852 (death of Wellington). 

•••• Commander lists: 13 nations, 231 commanders listed in total. 

•••• Complexity: Easy / Moderate. 

•••• Counters: All the counters needed to play the game are provided. 

•••• Figure sizes: 2mm, 6mm, 10mm, 15mm, 20mm, 25mm and 28mm. 

•••• Ground scale: 1mm = 2 yards. This scale is universal for 6 to 28 mm figures and is applicable to allmovement and weapon ranges. Although it is generally accepted that the ground scale and thereforeweapon ranges should be amended to suit the figure size, I have found that using the samemeasurements irrespective of figure size makes no difference to the outcome of the game. NOTE: When using 2mm figures all measurements should be halved.

•••• List of major battles: 157 battles listed in total. Covering the period from 1792 - 1803 and1805 - 1815. 

•••• National characteristics: Basic morale point supplement for 24 nations, 60 lists in total. 

• No figure removal: Until a unit is reduced to zero morale point rating it retains all its figures andbases throughout the game. Once a unit is reduced to zero morale point rating then the unit as awhole (all four bases), is removed from the gaming table.

•••• Number of figures per base: Not important as the game does not use single figure removal.However, the number of figures per base is given if required.

•••• Scenarios: Arroyo de Molinos, a small engagement fought in Spain 1811.

• Tactical level: Brigade or divisional level, where the smallest tactical unit is a battalion representedby four bases. However, these rules have been successfully used for playing Divisional and corp. levelgames by making each unit represent a brigade instead of a battalion and replacing unit commanderswith brigade commanders.

• Turn sequence: These rules use alternate moves with Side A going first. Once side A has completedtheir turn it is Side B turn. Once side B has completed their turn it is Side A turn again and so on. 

2. EQUIPMENT NEEDED TO PLAY THE GAME

In addition to these rules, suitable figures and terrain, etc., you will need the following items:

• Ruler or expanding steel tape indicating centimetres (cm).

• 2 x Ordinary dice. (D6). Numbered: 1.2.3.4.5. and 6.

1 x Ten sided percentage dice. (D10). Numbered: 0 to 9.• 1 x Twenty sided dice. (D20). Numbered: 1 to 20.

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3. GLOSSARY OF TERMS

 Activation counters - These are counters that player’s use to activate their units in their turn, see SECTION11 to determine how many activation counters a player may use per turn, throughout the game. In their turneach player may use ALL, SOME or NONE of their activation counters to activate their units or commandersand bring them into play, up to the maximum number of activation counters they are permitted to play intheir turn. A player may activate the same unit and/or commander a number of times in the same ‘go’, byallocating any number of additional activation counters to the same unit and/or commander in the same ‘go’.

However this may be limited when using rule OP16 - Limiting number of activation counter per ‘go’ . NOTE:  A  player may not save or carry over any unused activation counters for use in the next or subsequent turns .

 Activated commander - Commanders only need to be activated when a player wants to move them fromthe unit they are with to another unit. When an activated unit is moved, all commanders in base contact withthat unit will be automatically moved as well, without being activated.

 Activated unit - This means that a unit has been brought into play and the unit may carry out any activity(within the framework of the rules, see SECTION 13 - Actions ), such as move, fire etc. An activated unit mayeither fire artillery/muskets once or fight one round of melee but not both in the same turn, irrespective of the number of times the unit is activated. The only exception to this rule is a defending unit that has opted tostand and fire at a charging unit prior to contact (See SECTION 62), which may fire artillery/muskets onceand then fight one round of melee in the same turn. NOTE:  A defending unit may only fire artillery/muskets once and fight one round of melee in the same turn, irrespective of the number of times the unit is fired upon or charged in the same turn .

Bases - Card or plastic bases onto which individual figures are mounted. Groups of four bases make up aunit. See SECTION 5 for details of base sizes and number of figures per base.

Base contact - In actual contact or within 2 cm of a unit or object. NOTE:  Commanders must remain in base contact with a unit at all times, unless a commander is being moved to another unit.

Broken unit - This is a unit that has had its morale point rating reduced to zero (see SECTION 21 - Routing/Broken units overview). Similar to a routing unit it will flee from the battlefield, but unlike a routing unit itmay not be rallied. Therefore, no rally test needs to be carried out on a broken unit.

Charge or Countercharge -  An advance to contact with the enemy. Either a rapid advance, such ascavalry at the gallop, infantry at the quick step or a steady advance at the trot or walking pace.

Cover - Terrain features, such as buildings, walls etc., represent cover. Each item of cover has an individualdefence value assigned to it and gives combat and morale benefit to units protected by such cover. Cover isgrouped into two classifications, formal and informal. See SECTION 33 - Cover overview .

Dice - The dice instructions used throughout these rules are: 1 x D6 - One ordinary die; 2 x D6 - Twoordinary dice; 1 x D10 - One ten sided die; 1 x 20 - One twenty sided die.

Formed friendly/enemy unit - A friendly or enemy unit that is neither routing or at broken morale status.

Frontage - This is the space occupied by the front of a unit. So a unit in line will have a frontage of fourbases wide. A unit in column of attack will have a frontage of two bases wide and a unit in either column of march or square will have a frontage of one base wide.

Go - Each activated unit has a ‘GO’. A go is like a mini sub-game, where the unit may move, changeformation, fire or fight melee (see SECTION 13 - Actions ). The activated unit may possibly inflict damage on

the enemy, forcing them to carry out morale tests. The activated unit itself may suffer damage forcing it tocarry out its own morale tests. All these actions and morale tests are carried out in the activated unit’s go.

Hit - A unit has been forced to move down in morale rating due to artillery/musket fire or melee andrepresents the unit having sustained a significant number of casualties which reduces the unit’s willingness tostand firm and carry out its orders. When a unit is not hit (although in gaming terms this will count as a

 ‘miss’), it would in real terms mean that it has suffer a limited number of casualties, but is happy to standfirm and carry out its orders.

Morale points (MPs)  – These represent how well the unit is doing. The higher the number of morale pointsthe better. The number of morale points a unit is given at the start of the game also reflect the unit’sdiscipline, training and resolve to stand and fight. Once the morale rating of a unit has been reduced it maynot be increased.

Morale rating counter - A counter that indicates the commander’s or unit’s current morale point rating. Toavoid confusion during play commander morale counters are headed COMMANDER and unit morale countersare headed MORALE. The morale rating of a unit is tracked throughout the game by the use of morale ratingcounters, although a roster or other tracking system may be used if preferred.

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4. SCALES

The following lists of scales conform to the tabulated base sizes, where applicable. NOTE: ‘Close order’ units are troops that are operating in densely packed groups, standing virtually shoulder to shoulder or in the case of cavalry virtually knee to knee.

1 Infantry Unit: A battalion of approximately 600 men in close order, consisting of four bases.

1 Cavalry Unit: A Regiment of approximately 400 cavalry (horses and riders) in close order,consisting of four bases.

1 Artillery Unit: An artillery company (battery) of eight cannon (often termed guns) inclusive of crew,consisting of one base.

1 Rocket Unit:  A rocket troop of eight rocket frames, inclusive of crew, consisting of one base.

1 Wagon Unit: Ten various wagons and carts etc., drivers and horses, consisting of one base.

Buildings: 1 model building = a building or hamlet. 2 or 3 model buildings = a large hamlet orsmall village. 4 to 6 model buildings = a large village or small town. 7 or 8 modelbuildings = a large town. 9 or more model buildings = a City.

Ground Scale: 1mm = 2 real yards. Applicable to all figure sizes, except 2mm where all distancesshould be halved, i.e. 1 mm = 4 real yards.

Time Scale: Each sides turn represents 15 minutes of real time. Because each side movealternately, once Side A and Side B have completed their turn, it is assumed that 30minutes of real simultaneous action has elapsed.

When re-fighting an historical engagement where actual troop numbers are known, I would suggest thatthe total number of infantry be divided by 600, cavalry be divided by 400 and artillery be divided by 10.This will give the appropriate number of units to be used in the game. Any remaining figures are

rounded up to form another unit. This will eliminate the problem caused by one nation historically havingmore troops per battalion/brigade than another. NOTE:  For non-historical games I would use an artillery ratio of one gun per nine infantry and/or cavalry units.

3. GLOSSARY OF TERMS Continued...

Melee - This is the term used for hand to hand combat.

Refuse to charge - This is a morale test result, where the attacking unit refuses to move forward intobase contact with the enemy and fight a melee. This could be due to the unit not understanding its ordersor feeling that a few more rounds or volley fire are needed to soften the enemy before the charge, or itcould represent the unit disobeying orders. NOTE:  A unit that fails to charge must remain in its present 

location and may not carry out any other action other than defend itself, unless activated again in the same turn. All failed units may retest next time they are activated to see if they will push home their attack. 

Routing unit - This is a unit that although its morale rating has not been reduced to zero (see SECTION21 - Routing/Broken units overview ), it still runs away from the enemy in blind panic. However, it may bepossible for a player to stop and rally the routing unit by carrying out a RALLY test.

Rally - This is where a commander is able to inspire a unit and stop it routing so that it may rejoin thebattle. See SECTION 101 - How to rally a routing unit .

Turn - A game turn is when a player (or players), on one side has done all that they wanted to do withtheir activated units. When a side’s turn has ended the player (or players), collect their activation countersfrom the table ready for use next turn. This means that if a unit fired or fought a melee in side A’s turn, itmay also fire or fight a melee in side B’s turn (or visa versa), as side A’s turn and side B’s turn are deemedto be separate turns.

Unit - A unit represents a regiment of infantry or cavalry, each consisting of four bases and their associatedunit commander figure. An artillery unit represents a battery, which in real life would consist of a number of guns, but in the game is represented by one model gun on a single base. NOTE:  The four bases of an Infantry and cavalry unit must remain in base contact with each other at all times, see also SECTION 18 - Troop formations .

Withdraw - This where a unit is moved back towards its own gaming table edge. A player may voluntarilywithdraw a unit or it may be forced to withdraw as a result of a morale test result.  See SECTION 47 -Withdrawing .

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5. SIZE OF BASES

Base sizing and number of figures per base is not critical as long as all bases being used in the game have asimilar width (frontage). If you already have an army painted and based then just keep them as they are. If you are starting to build a new army or want to re-base your figures then I would suggest permanentlymounting your figures onto card or similar material to form individual bases. The number of figures perbase and the actual base size should conform to the following table. When using 2mm figures, use thebases provided by the manufacturer.

Each artillery unit will require two different bases. The first consists of a gun plus crew to representdeployed (i.e. unlimbered) artillery. The second consist of a limber with the indicated number of horses torepresent limbered artillery. However, as long as deployed artillery can be easily distinguished fromlimbered artillery, a player may use any method they wish. NOTE:  All dimensions in the following table are in millimetres (mm).

ITEM FIGURE SIZE

6mm or 1/300th 10mm or 15mm 20mm or 28mm

Width Depth Width Depth Width Depth

Infantry - 2 ranks of 4 foot figures. 25 20 40 30 60 50

Cavalry - 1 rank of 3 mounted figures. 25 20 40 30 60 40

Deployed artillery or rocket - 1 gun and 4 crew figures.  25 30 40 50 60 80

Light/ Medium artillery - 4 horse team and limber, excluding gun. 25 45 40 80 60 120

Heavy artillery - 6 horse team and limber, excluding gun. 25 60 40 100 60 160

C-in-C or Corps Commander - 4 mounted figures. 25 30 40 50 60 80

Divisional Commander - 3 mounted figures. 25 25 40 40 60 60

Brigade Commander - 2 mounted figures. 25 20 40 30 60 30

Infantry - 1 rank of 4 foot figures. - - 40 20 60 40

Unit Commander - 1 mounted figure. 15 20 20 30 30 40

6. DECLARATION OF MOVE AND MEASUREMENTS

1)  A player must at the start of their turn, declare (at the same time), what each of their activatedcommanders and/or units are going to do.  EXAMPLE:  Infantry unit No. 1 will advance 50% of its movement allowance, then change from column to line formation and then fire muskets.  A player is notpermitted to declare what an individual commander and/or unit is going to do and see what theoutcome of their action is, before deciding what to do with the next individual commander and/or unit. 

2) Commanders do not count for measuring purposes (wheeling, range, etc.)

3) All measurements will be in centimetres (cm). Premeasurment is not permitted. A player may not measureany distances before firing their artillery/muskets or before declaring any charge or countercharge moves.

4) All measurements for ‘wheeling’ movement should be measured from the outer edge of the unit. All othermeasurement for movement, charging and countercharging should be taken from the front centre edge of the moving unit’s base.

5) All measurements for firing should be measured from the front centre edge of the firing/attacking unit’s baseto the central mid point of the target.

6) When using the ranges given in the various tables throughout these rules, any measurement beyond therange or distance given in the table must be rounded up to the next whole figure. EXAMPLE:  Measured range is 10.2 cm so round this up to 11 cm and so on .

7) At the start of the game players should agree what penalty will apply to a player who either does not declare

their intended actions or declares their action and then does something completely different or pre-measuresa distance. This could be forfeiting their turn etc., the choice is yours or if in a competition as directed by anumpire/game organiser.

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8. HOW TO SET UP THE GAME

Before starting the game, follow this procedure to set up the tabletop battle.

1) Establish the composition of the two opposing forces.

2) Set out the terrain.

3) Agree which areas of the battlefield, if any, represent difficult terrain.

4) Agree which areas of a river, if any, may be forded.

5) Agree what cover is ‘informal’ or ‘formal’, the defence value of the cover and the maximum numberand type of units and their associated commanders that may occupy the cover.

6) In a non-historical engagement, after the terrain has been set out, players determine which side of the gaming table they will use by each rolling 1 x D6. The player with the highest score may decidewhich side of the gaming table he/she will use. All equal scores are re-diced until a winner isestablished.

7) Once players have agreed which side of the gaming table they will use, they may make furtheramendments to the terrain layout, see OPTIONAL RULE OP11 - Changing terrain. 

8) Once the terrain amendments have been made, players decide who will lay out their figures first byeach rolling 1 x D6. The player with the highest score may choose to lay out his/her figures first orsecond. All equal scores should be re-diced until a winner is established.

9) Once it has been agreed who will lay out their figures first, players alternately lay out two units andtheir associated commanders per turn until all the units have been deployed on the gaming table.NOTE: Static non-visible units and associated commanders do not have to be placed on the gaming table until they become visible during the course of play. Players should note that hidden movement is not used in the game. 

• In a non-historical engagement, the player with the least light cavalry must deploy four units andtheir associated commanders per turn instead of the standard two. This is to simulate theopposing player’s advantage in scouting and reconnaissance.

• In a non-historical defence/attack battle, the defending player must deploy all their units and theirassociated commanders first.

10) The initial deployment area for the figures must be within 30 cm from the player’s gaming table edgeand 15 cm away from each end of the gaming table.

11) Each player places a MORALE RATING COUNTER next to each commander (excluding unitcommanders) and each of their infantry, cavalry and artillery units.

12) Each army is given its allocated number of activation counters, which in a multi-player per side gameshould be divided between the players by mutual agreement.

USEFUL TIP: Some people prefer not to make use of the counters as they feel they make the table look untidy and cluttered. To help reduce clutter I would suggest placing the infantry counters in between the figures. This way the counters are off the table, will not get left behind when the unit is moved and will enable a player to clearly see their unit counters while they are kept a secret from their opponent.

 Alternatively counters may be hidden beneath the figure bases, or a player may mark the figure bases with the unit designation and use pen and paper to keep track of their unit’s condition if they so wish. The choice is up to you. 

7. A SITUATION NOT COVERED BY THE RULES

When a problem occurs during the course of the game I’d like to think that players will apply commonsense to resolve the issue. However, should a situation arise that is not covered by these rules or playerscannot agree who does what first etc., then resolve the problem by rolling 1 x D6.

Score 1, 2, 3 = NO you can’t .Score 4, 5, 6 = YES you can.

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9. HOW TO PLAY THE GAME

 At the start of the game each side rolls 1 x D6. The side with the highest score may choose to go first orsecond. All equal scores are re-diced until a winner is established. The side who goes first (opens the battle)is termed Side A.

Use the following procedure to play the game.

1) Side A player or players (in their turn) now place their activation counters (at the same time), next tothe commanders and/or units that they wish to bring into play and declare what each commander and/or unit is going to do (see SECTION 6 - Declaration of move and measurement ).

2) A player may use ALL, SOME or NONE of their activation counters, up to the maximum number of activation counters they are permitted to play in their turn. NOTE:  A player may not save or carry over any unused activation counters for use in the next or subsequent turns . A player may activate thesame unit and/or commander a number of times in the same ‘go’, by allocating any number of additional activation counters to the same unit and/or commander in the same ‘go’. However this maybe limited when using rule OP16 - Limiting number of activation counter per ‘go’ . Should a player notwant to activate any of their units then they declare this action and their turn has ended.

3) Each activated unit has a ‘GO’. A go is like a mini sub-game, where the unit may move, change

formation, fire or fight melee (see SECTION 13 - Actions ). The activated unit may possibly inflict dam-age on the enemy, forcing them to carry out morale tests. The activated unit itself may suffer damageforcing it to carry out its own morale tests. All these actions and morale tests are carried out in the ac-tivated unit’s go.

4) Once every activated unit has completed its go, the player or players collect their activation countersfrom the table ready for use next turn. The side’s turn has now ended.

5) Side B now carries out items 1) to 4) above. Once Side B’s turn has finished, it is now Side A’s turnagain and so on. Continue this process throughout the game.

9.1 When to remove morale points.

The following will apply each time a unit is hit by either artillery, musket fire or in melee:

1) If hit by artillery/musket fire: -1 MP (this penalty could be more if hit at effective range) and testeach commander in base contact with the unit to see if they are killed. If killed remove the figure fromthe table now and the unit loses the associated command bonus. The unit may now return fire withoutbeing activated, but uses its REDUCED morale rating, as applicable. Now carry out a morale test asdetailed in 3) below.

2) If hit in melee: First  subtract any initial contact penalties. If hit in melee -1 MP and test eachcommander in base contact with the unit to see if they are killed. If killed remove the figure from thetable now and the unit loses the associated command bonus. The defending unit may now fight back without being activated, but uses its REDUCED morale rating, as applicable. Now carry out a moraletest as detailed in 3) below.

3) Once all fighting and firing has been resolved, both the activated and defending enemy units carry outall morale tests (as applicable), using their REDUCED morale rating. On completion of the morale testssubtract any addition morale point loses cause by the test results. Now replace the activated anddefending enemy units ‘Morale Counter’ with one that indicates their current morale rating.

4) The activated and enemy units must now act on the worst case enforced action, as detailed in themorale table. EXAMPLE:  A unit is hit by small arms fire and also has its unit commander killed. The ‘Unit hit by small arms fire’ morale test stated that the unit must ROUT, but the ‘Commander killed’ morale test stated that the unit must WITHDRAW, in this example the unit must ROUT .

USEFUL TIP:  Although there is no figure removal in the game, players may still keep track of where fighting has taken place on the battlefield by placing a dead figure next to a unit every time it is hit.

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13. ACTIONS

 Activated units may carry out one or more of the actions listed below per turn. This means that anactivated unit may move, then change formation and then fire, or change formation and then move etc., asrequired by the player, in the same ‘go’. A player may activate the same unit and/or commander a numberof times in the same ‘go’, by allocating any number of additional activation counters to the same unit and/orcommander in the same ‘go’. However this may be limited when using rule OP16 - Limiting number of activation counter per ‘go’ .

HOLDThe unit may remain in its present location. However, the unit may carry out minor movement around itspresent location so that it can deploy or defend itself.

MOVE - See Section 39 onwards

• Unless forced by a morale test result, an activated commander/unit has the option to move  ALL,SOME or NONE of their total movement allowance, either individually or at the same time. Acommander/unit may be activate a number of times in the same ’go’, by activating it a number of timesin the same turn.

•  A commander/unit may move in any direction - Left, right, forwards (advance), backwards (withdraw),diagonal (moving the unit at roughly 45o with the unit’s flank facing forward, towards the enemy),oblique (moving the unit at roughly 45o while facing forward, towards the enemy). Except ’Oblique’ movement, commanders/units must be turned to face the direction in which they intend to movebefore being permitted to move. Turning penalties will apply, where applicable. NOTE:  Back-stepping (moving backwards while facing forward, towards the enemy) is not permitted. 

•  A unit is not permitted to carry out any actions that exceed the unit’s movement allowance.

•  A unit is not permitted to lend or transfer any of its movement allowance to any other units.

•  A unit that does not use its total full movement allowance in their ‘go’ may not save the excess for usein a later ‘go’. All such outstanding movement allowance is lost.

•  A unit may carry out a forced march.

•  A unit may go prone (lie down on the ground) or a prone unit may stand up.

WITHDRAW - See Section 47•  A unit may be either voluntarily withdrawn or be forced to withdraw due to a morale test result.

•  All withdrawing units are turned about-face 180 degrees (turning penalties will apply, where applicable)and then moved back towards their own gaming table edge or directly away from the enemy. Thewithdrawing unit will have their backs to the enemy.

CHANGE FORMATION - See Section 43The unit may change from its current formation to any other permitted formation.

12. MULTIPLAYER GAME TURN SEQUENCE

Two players per side - In such a game I suggest using the following turn sequence: All the players onSide A move their units , then all the players on Side B move their units , then back to Side A and so on.

More than two players per side - In such a game I suggest using the following turn sequence: Side APlayer 1 goes first, then Side B player 1 goes next, then Side A player 2, then Side B player 2 and so onuntil both sides have completed their turn. This process must be repeated throughout the game.

In a multi-player game (regardless of the number of units or players per side), each army’s allottednumber of activation counters should be divided (by mutual agreement, but not necessarily equally),between the allied players so that each player will have their own stack of activation counters for them touse throughout the game. NOTE:  In a multi-player game, players on the same side may share their activation counters with one another, but may not save or carry over any unused activation counters for use in the next or subsequent turns .

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13. ACTIONS Continued...

FIRING - See Section 53 onwardsOnly an activated artillery or infantry unit may fire. However, the only exceptions to this rule are:•  A defending artillery or infantry unit being fired upon, is permitted to fire back at the unit that fired at it

(no other target may be chosen) in the same turn, without being activated, but uses its REDUCEDmorale rating, as applicable. If the defending unit is fired upon by more than one enemy unit in the

same turn, then the defending player may choose which enemy unit they wish to fire at. NOTE:  The defending unit may only fire once per turn, at a single enemy target irrespective of the number of times the unit is fired upon in a single turn . See also See SECTION 61 - Firing routing/broken units .

•  Any defending artillery or infantry unit being charged, is permitted to fire at the charging unit (no othertarget may be chosen) in the same turn, prior to contact without being activated, see SECTION 62 -Firing at a charging unit prior to contact . If the defending unit is charged by more than one enemy unitin the same turn, the defending player may choose which enemy unit they wish to fire at. NOTE:  The defending unit may only fire once per turn, at a single enemy target irrespective of the number of times the unit is charged in a single turn .

• Both sides A and B must test the morale of any friendly unit moving down in morale point rating due toartillery fire, small arm fire and/or commander killed.

CHARGE - See Section 76• The unit may declare a charge move, indicating which attacking unit is charging which defending unit.

• The attacking unit must carry out a CHARGE morale test to see if it will charge and fight a melee. Theattacking unit must act in accordance with the morale test result.

COUNTERCHARGE - See Section 78If a defending unit is attacked it must carry out a RECEIVE CHARGE morale test. If it passes the RECEIVECHARGE morale test then it may countercharge without being activated. 

MELEE - See Section 74 onwards• Move charging and countercharging units into base contact with each other and fight melees.

•  Any defending artillery or infantry unit forced to melee, is permitted to fight back in the same turn,

without being activated, but uses its REDUCE morale rating caused by initial contact penalties, asapplicable. If the defending unit is attacked by more than one enemy unit in the same turn, then thedefending unit may only fight one round of melee, with the first enemy ‘forward’ unit that made basecontact with it, irrespective of the number of times the unit is attacked and forced to melee in a singleturn.

• Both Side A and Side B must test the morale of any friendly unit moving down in morale point ratingdue to damage sustained in the melee and/or commander killed.

ROUT - See Section 21 onwards• The unit is turned about-face 180 degrees (no turning penalties will apply) and then moved back at

rout rate with their backs to the enemy towards its own gaming table edge or away from the enemy ina direction offering the most safety. If pursued the unit must be moved directly away from the enemy.

• The unit has no formation and may not attempt to get into any formation or change formation.• The unit may not carry out musket firing and has no melee capability and should avoid melee whenever

possible. If forced to engage in melee it may not fight back.

PURSUIT - See Section 91 At the end of a melee Side A or Side B (as applicable) must carry out a BASIC morale test (CONTROL test)on any unit that has just routed or broken an enemy in melee. NOTE:  If a unit is forced to pursue due to failing a basic morale test then this compulsory penalty applies for one turn only.

RALLY - See Section 101• This indicates that the unit has ceased routing due to the result of a morale test.

• The unit may not move towards the enemy and may not come within 40 cm of a formed enemy force.

The unit will retreat from any approaching enemy in order to maintain this distance.• The unit may not carry out musket firing or enter a melee except when fired upon by the enemy or in

defence against direct enemy action. The unit may not countercharge.

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14. VISIBILITY

 Visibility has always been a difficult issue due to the aerial view that players always have of the gamingtable. The scenery depicted on the gaming area should limit the visibility of the troops, even the flatsections of the gaming table represent gently undulating ground that limits vision. Once a battle started,smoke would quickly cover the areas where fighting was taking place and obscure vision.

14.1 Line of sight

Line of sight is a straight line between the viewer and the object being observed. A player must be able totrace a straight uninterrupted line of sight from the front centre edge of the viewing unit and/orcommander to the centre point of the object being viewed in order to see it. If this cannot be done then theobject being looked at cannot be seen. Topographical features, such as a hill or woodland or any otherphysical obstacle such as a building or troops will interrupt line of sight. NOTE:  For ease of play hedges,fences and low stone walls surrounding fields and/or buildings do not interrupt the line of sight.

14.2 Visibility distances

Units can see all round themselves. The maximum uninterrupted line of sight distance that units cannormally see each other is 150 cm or less. This distance is increased to 200 cm or less if the viewer islooking from higher ground. Visibility distances (as detailed below), should primarily be used to determinewhen a non-tabled, non-visible unit, becomes visible to the enemy and must be placed on the table.

The maximum visibility distance is reduced as follows:

Formal cover: A unit in or behind formal cover such as entrenchments, gabions and earthworks etc., canbe seen from the outside at 10 cm or less.

Informal cover: A unit in or behind informal cover such as hedges, fences and low stone wallssurrounding fields/buildings, quickly made barricades etc., can be seen from the outside at 30 cm or less.

Dense woodland or built up areas: A unit in dense woodland or a built up area can be seen from theoutside at 10 cm or less. Units in dense woodland or built up areas can see each other at 5 cm or less. Thisrestriction does not apply to units on a road or track in a woodland or a built up area, when normal line of sight rules apply.

Orchards or light woods: A unit in an orchard or light woodland can be seen from the outside at 10 cmor less. Units inside orchards or light woods can see each other.

Gullies or sunken roads: A unit in a gully, dry river bed or sunken road can be seen from the outside at 5cm or less. This restriction does not apply to units looking directly down the line of the gully or sunken roadwhen normal line of sight rules apply.

Supporting units: Supporting units that are the distances (given below), behind a forward friendly unitare not affected by ‘troops interrupting line of sight’ rule. The reason for this is that it is assumed that theforward friendly unit would inform the supporting units of the presence of an enemy to their front, whichwill permitted the supporting unit to charge the enemy. This rule does not permit the use of a forwardobservation units to direct artillery fire onto a target that the artillery can not see, because it is behind aridge etc.

• Infantry unit that is 5 cm or less behind a forward friendly infantry or cavalry unit.• Cavalry unit that is 5 cm or less behind a forward friendly cavalry unit.• Cavalry unit that is 10 cm or less behind a forward friendly infantry unit.

14.3 Non-visible troops

Stationary non-visible units do not have to be placed on the gaming table until they either become visible tothe opponent during the course of play. The position of all non-tabled units must be indicated on a sketchmap of the gaming table before the start of the game.

NOTE:  Irrespective visibility distances, non-visible units automatically become visible and must be placed on the table if they move from their pre determined position and/or carry out artillery or musket firing. Also 

any unit entering or leaving cover will be deemed to be visible.

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15. ARMY STRUCTURE USED IN THE GAME

For ease of play a player may allocate and deploy their artillery as they wish. The following (non-historical)army structure is used in the game:

• Each army is represented by one or more corps.

• Each Corps is represented by up to four infantry divisions and up to four cavalry divisions.

• Each infantry division is represented by up to four infantry brigades.• Each cavalry division is represented by up to four cavalry brigades.

• Each infantry brigade is represented by four infantry battalions.

• Each cavalry brigade is represented by four cavalry regiments.

• Each infantry battalion is represented by four infantry bases.

• Each cavalry regiment is represented by four cavalry bases.

NOTE: It is important that each unit has four bases as this enables all the various formations to be clearly depicted on the gaming table. See SECTION 43 - Change of formation.

16. HISTORICAL NAPOLEONIC ARMY STRUCTURE

When I first started to war game, although I had read about divisions and brigades etc., I was not surewhat they actually were. The following list is not used in the game, but provides a general guide toNapoleonic army structure. NOTE: The strengths given are estimations only .

ARMY

Army Group 3 to 12 - corps

1 x Corps 2 to 4 - infantry divisions

3 to 4 - cavalry divisions

1 x Division 2 to 4 - infantry brigades

2 to 4 - cavalry brigades

4 to 6 - infantry battalions

2 to 4 - cavalry regiments

INFANTRY

Infantry Regiment 2 to 4 - infantry battalions

Austrian Battalion 960 men - formed into 6 companies

French Battalion 750 men - formed into 6 companies

British Battalion 600 men - formed into 10 companies

Portuguese Battalion 700 men - formed into 7 companies

Prussian Battalion 700 men - formed into 4 companies.

Russian Battalion 800 men - formed into 4 companies

Spanish Battalion 720 men - formed into 4 companies

CAVALRY

Cavalry Regiment 2 to 5 - squadrons

Cavalry Squadron 100 to 200 - horses and riders (Sabres)

Cavalry Company/ troop 50 to 100 - horses and riders (Sabres). Companies/ troops were generally pairedtogether to form a squadron

1 x Brigade

16. HISTORICAL NAPOLEONIC ARMY STRUCTURE

When I first started to war game, although I had read about divisions and brigades etc., I was not surewhat they actually were. The following list is not used in the game, but provides a general guide toNapoleonic army structure. NOTE: The strengths given are estimations only .

ARMY

Army Group 3 to 12 - corps.

1 x Corps 2 to 4 - infantry divisions.

3 to 4 - cavalry divisions.1 x Division 2 to 4 - infantry brigades.

2 to 4 - cavalry brigades.

4 to 6 - infantry battalions.

2 to 4 - cavalry regiments.

INFANTRY

Infantry Regiment 2 to 4 - infantry battalions.

Austrian Battalion 960 men - formed into 6 companies.

French Battalion 750 men - formed into 6 companies.

British Battalion 600 men - formed into 10 companies.

Portuguese Battalion 700 men - formed into 7 companies.

Prussian Battalion 700 men - formed into 4 companies.

Russian Battalion 800 men - formed into 4 companies.

Spanish Battalion 720 men - formed into 4 companies.

CAVALRY

Cavalry Regiment 2 to 5 - squadrons.

Cavalry Squadron 100 to 200 - horses and riders (Sabres).

Cavalry Company/ troop 50 to 100 - horses and riders (Sabres). Companies/ troops were generally pairedtogether to form a squadron.

1 x Brigade

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17. TROOP SUB-GROUPS

For ease of play, the various troops have been divided into the following broad based sub-groups.

Infantry: These are foot troops such as guard, line and militia units.

Light infantry (Skirmishers): Not used in the game, although extreme musket range (X) representsskirmish fire.

 Armoured heavy cavalry: These are mounted troops capable of shock action who wore breastplates suchas cuirassiers/kurassiers and French carabiniers after 1809.

Non-armoured heavy cavalry: These are mounted troops capable of shock action that did not weararmour such as French carabiniers before 1809 and carabiniers generally, grenadiers à cheval, householdcavalry and heavy dragoons, empress dragoons and gendarmerie d’elite.

Light cavalry: These are general-purpose mounted troops capable of scouting and pursuit, such ashussars, chasseurs à cheval, line dragoons, light dragoons, chevau-legers and cossacks (without lances).

Lancers: These are lance armed mounted troops such as French 1st (Polish), 2nd (Dutch) Chevau-LegerLanciers of the Imperial Guard and French line lancer regiments, Lanciers-Gendarmes d’Espagne, Lanciersde Berg, Saxony Prinz Clemens uhlans, Austrian uhlans, Brunswick uhlans, Prussian uhlans, Russian uhlansand lance armed Cossacks.

Light artillery: These represent horse artillery consisting of 3 pdr and 4 pdr cannon. Due to the lighterweight of LIGHT guns and carriages, horse artillery was highly mobile with all of its crew being mounted.NOTE: Austrian LIGHT artillery (excluding MEDIUM artillery) may only move at HEAVY artillery rate. This is because these light batteries were often attached to light brigades, which although a mixture of infantry and cavalry primarily moved at infantry rate.

Medium artillery: These represent the bulk of horse artillery, consisting of 6pdr and 8pdr cannon. Alsoincludes Prussian 6 pdr foot battery. Due to the lighter weight of MEDIUM guns and carriages, horseartillery was highly mobile with all of its crew being mounted.

Heavy artillery: These represent FOOT artillery, which is sometimes referred to as field artillery andconsists of 9 pdr and heavier cannon. Foot artillery with their longer ranged guns generally took up acommanding position at the start of the battle and seldom moved from it. Most of the crew members

marched on foot.Rocket troop: These are items such as the Congreverocket system. In Europe the primary user of rocketsduring the Napoleonic wars was Britain, although

 Austria and Denmark also used rockets but to a muchlesser extent. The British army first encounteredrockets in India at the battle of Seringapatam (1792).In 1805 Colonel Congreve succeeded in designing thefirst relatively effective military rockets at the RoyalLaboratory at Woolwich, London. Later in 1808

 Austria adopted the Congreve rocket system into itsarmy after obtaining information about them from the

Danes, although these were only used at the siege of Huningen in 1815.

USEFUL TIP:  Limbered/deployed artillery will require two different bases. The first consists of a gun plus crew to represent deployed (i.e. unlimbered) artillery.The second consist of a limber with the a horse team and gun attached to represent limbered artillery.However, as long as deployed artillery can be easily distinguished from limbered artillery, players may use any method they wish.

Chasseurs à Cheval of the Imperial GuardFigures: 28mm Front Rank.Painted by: Spencer Keen

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18. TROOP FORMATIONS

 All units must be in one of the following formations at all times:

Infantry Line: Used to maximise fire power and to reduce casualties while under artillery fire. A linearformation formed by close order infantry, represented by four infantry bases positioned side by side.

Infantry Column of Attack: Used sometimes as a hammer blow, although more often troops wouldadvance in this formation, deploying into line when they were close to the enemy. A player using British andKing’s German Legion troops should avoid using this formation, because historically they rarely used columnof attack formation for melee purposes. In the game column of attack represents a column of division, andis formed by four infantry bases, two bases side by side at the front and two bases side by side positioneddirectly behind them. NOTE: Historically there were basically two types of column of attack as follows: 

• •• •  Column of Division:  This formation was frequently used in preference to divisional column, consisting of a two company frontage and generally nine ranks deep.

• •• •  Divisional Column:  This formation had very limited scope for manoeuvring being made up of eight to nine battalions with a full battalion frontage and generally twenty seven ranks deep.

Infantry Column of March: Used for general movement purposes.  A densely packed, block like formationof close order infantry, represented by four infantry bases positioned one behind the other. As a general

rule infantry should whenever possible advance in column and then deploy into line when approaching theenemy.

Infantry Square: Used by the infantry as a defence against cavalry attack. An infantry square wasgenerally rectangular with a hollow centre. For gaming purposes a square must have four sides representedby four infantry bases formed into a square shape. 

Infantry in Open Order, Skirmish Order or L'ordre Mixte: Not used in the game

 Austrian Mass: Only Austro-Hungarian infantry from 1809 onwards may use this formation. Historically aunit in battalion mass formation would advance in a series of three rank lines with gaps between each line.Whenever threatened by cavalry these gaps would close and the unit would form a dense square likeformation. For gaming purposes any Austro-Hungarian infantry unit already in COLUMN OF ATTACK formation will automatically count as an infantry square if attacked by cavalry, without having to change

formation. However, If the unit is not already in COLUMN OF ATTACK formation then it will have to changeto this formation in the normal manner. Once the player has declared that the unit is in mass formationthen an AUSTRIAN MASS formation counter is placed by the unit. When the player declares that the unit isno longer in this formation, then the counter is removed. NOTE:  While a unit is in Austrian mass formation it may only move at line rate.

Cavalry Line:  A linear attack formation formed by close order cavalry. Cavalry generally fought in asuccession of lines, each line giving support to the one to its front, represented by four cavalry basespositioned side by side.

Cavalry Column of Attack: Not used in the game. Historically cavalry did not use this formation.

Cavalry Square: Not used in the game. Historically cavalry did not use this formation.

Cavalry Column of March: Used for general movement purposes. A block-like formation formed by closeorder cavalry, represented by four cavalry bases positioned one behind the other. As a general rule cavalrywhenever possible should advance in column and then deploy into line when approaching the enemy.

Limbered Artillery: These are guns attached to limber and horse teams, for general movement purposes.

Deployed Artillery: These are guns in a firing position, detached from their limbers and horse teams. Thelimbers and horse teams were positioned a short distance away, behind the guns. See also SECTION 67 -Grand Battery.

Unit defending cover:  A unit that is defending in or behind cover or buildings automatically counts asbeing in line formation for all fighting and firing. NOTE:  Infantry in column of march, column of attack or square and cavalry (all formations) are deemed to be an excessively large target and are therefore not be 

 permitted to claim any protection from either informal or formal cover.

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20. SURRENDER EN MASSE  

Should a ROUTING/BROKEN unit that is currently being pursued by the

enemy have its escape route blocked by another enemy unit and/or animpassable topographical feature, then the unit automatically surrendersen masse .

 All units and their associated commanders that surrender en masse arelost for the duration of the game and should be removed from thegaming table. All attached commanders and their associated activationcounters (where applicable) are removed from play and lost for theduration of the game.

Should a player whose unit is not at ROUTING/BROKEN status but isclearly in a ‘NO WIN’ situation refuse to surrender, then that player mustcarry out a BASIC morale test to see if their unit will fight on orsurrender.

1) Should the unit PASS the morale test then it may play on for oneturn. However, if the unit’s situation remains unchanged by thetime it is next activated then it must carry out another BASICmorale test, and so on.

2) Should the unit FAIL the morale test then it automaticallysurrender en masse and is removed from the gaming table.

The unit that has taken the enemy prisoner does not need to allocateprisoner guards, or take any further action, but remains in its presentlocation until it is next activated.

19. EXAMPLES OF TROOP FORMATIONS

The following are example of how unit bases should be arranged to form the various formations.

Line

1 2 3 4

3

Square 

4

1

2

1

3

2

4

Column of Attack (Column of Division)

1

2

3

4

Column of March

French

light infantry officerFigure & Painting: 54mm Art.I.G Ltd.

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British ‘Tower’ or ‘Brown Bess’ musket.Tower was reference to the Tower of London Armouries where the musket were made and stored and

Brown Bess for the colour of the stock.

22. ROUTING/BROKEN UNITS - AFFECTING FRIENDLY UNITS A player must carry out a FRIENDLY ROUTING/BROKEN UNIT WITHIN 5 cm OF TESTING UNIT morale testto see if their units will stand firm, whenever a friendly Routing/Broken unit moves through or passingwithin 5 cm of a ‘Formed/Routing friendly infantry, cavalry or artillery unit.

NOTE: 

•  Routing cavalry does not affect infantry or vice versa.

•  Routing infantry or cavalry does not affect artillery.

•  Routing artillery affects other artillery, infantry and cavalry.

•   A unit in or behind informal or formal cover is not affected by routing friendly unit.

21. ROUTING/BROKEN UNITS - OVERVIEW

 A ROUTING unit is a unit that runs away from the enemy in blind panic, often discarding weapons andequipment as every man struggles to save himself. However, it may be possible for a player to stop andrally a routing unit before it flees the battlefield by carrying out a RALLY test. A RALLY test may only becarried out as long as the routing unit has not been reduced to BROKEN. See SECTION 101 - How to rally a routing unit.

 A BROKEN unit is a unit that has had its morale point rating reduced to zero. Similar to a routing unit it willflee from the battlefield, but unlike a routing unit it may not be rallied. Therefore, no rally test may becarried out on a broken unit. This is because a broken unit is both physically and mentally shattered andhas totally lost the will to continue fighting. Getting as far away as possible from the battlefield is all thatmatters to the individuals that form a broken unit.

 Any Routing/Broken unit, plus any attached commanders that leave the gaming table are lost for theduration of the game.

 An activated commander may abandon a routing/ broken unit in their own turn. Each time a player loses aC-in-C, corps or divisional commander they will remove one activation counter. This counter is lost for theduration of the game.

Routing/Broken ARTILLERY is always limbered and then moved (No limbering penalties apply). However, if the gun has no horse team available then the gun is deemed to have be destroyed and should be removedfrom the table. This represents the gunners abandoning the gun and fleeing. See Also SECTION 47 -Withdrawing , SECTION 49 - Movement Routing/Broken units and SECTION 90 - Artillery in melee .

USEFUL TIP:  Players may agree at the start of the game to simply remove broken units from play, but Notes 1 and 2 still apply. (I know this eliminates the additional morale checks but many players prefer not to have to move these units and calculate their effect etc).

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23. ROUTING/BROKEN

UNITS - CHARGING UNITS

 Any CHARGING infantry or cavalry unit thatis reduced to ROUTING/BROKEN status as aresult of out of sequence enemy musket/artillery fire may not be moved into base

contact with the enemy, but will flee fromthe enemy. In such cases no melee will befought and the CHARGING unit may notreturn fire.

See SECTION 49 - Movement, Routing/ Broken units and SECTION 62 - Firing at a charging unit prior to contact.

24. COMMANDER CLASS AND MORALE RATING

 At the start of the game each commander is given an individual morale point rating based upon their class.The morale rating of a commander may be added to the morale rating of the unit it is in base contact with,see SECTION 102 - Command Bonus. The morale point rating of a commander may decrease as the gameprogresses. Once a commander has moved down in morale point rating it may not move back up. The classand morale point rating of the commander may be chosen by either using APPENDIX D — Commander ratings and the table below or determined randomly (see OPTIONAL RULES - OP1. Random commander & unit class/morale rating).

The morale point rating of the Commander-in-Chief (C-in-C), corps commanders, divisional andBrigade commanders may be determine using the table below. Because it is difficult to determine theactual effectiveness of a commander, add the score of 1 x D6 to the figure given in the table (any score of 0, zero or less will count as 1) . Example: Using APPENDIX D the Spanish commander Giron is rated class B. The battle scenario is set in 1810, so by cross referencing the ‘B– Good’ row with the far right column ‘Kingdom of Naples/ Ottoman Empire/ Spain Up to 1813.’ we get a rating of 0. We then roll 1 x D6, score 3.Giron Morale Rating for this scenario will be 3 (Base 0 + 3). Place a ‘Commander 3’ Morale Rating Counter next to Giron figure base.

The morale point rating of Unit commanders will be 1 MP only and unlike other types of commanders nofurther adjustment to this morale point rating will be made.

COMMANDERCLASS

MORALE POINT RATINGAdd the score of 1 x D6 to the appropriate figure below

France Austria 1792 – 12

Britain 1808 - 14

Austria 1813 – 15

Britain 1815Confed. of Rhine

Prussia

America 1812 - 14

Kingdom of ItalyRussia

Spain 1813 - 14

Up to1805

1805to

1814

Peninsularand1815

A - Excellent 5 6 4 5 4 3 2

B - Good 3 4 2 3 2 1 0

C - Average 2 3 1 2 1 0 -1

D - Poor 1 2 0 1 0 -1 -2

Kingdom of Naples

Ottoman EmpireSpain up to 1813

1 x D6Dice

Score.See

SectionOP1

6

4 o 5

2 or 3

1

NOTE:  Outstanding commanders such as Napoleon and Wellington may add an additional + 2 to the figure given in the table above.

French army advances on the enemy. Figures: 28mm Front Rank. Painted by: Spencer Keen

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26. COMMAND - COMMAND AND CONTROL

The command and control system used in the game is based on the use of activation counters and does notuse an historical command structure or command radius to transmit orders.

1) At the start of the game each player places their allotted number of activation counters next tothemselves ready for use.

2) In their turn each player may use ALL, SOME or NONE of their activation counters to activate theirunits or commanders and bring them into play. This is done by placing an activation counter next tothe unit or commander that the player wishes to activate. NOTE:  A player may not save or carry over any unused activation counters for use in the next or subsequent turns .

3) The activated unit or commander may now carry out the actions, listed under SECTION 13 - Actions,as required by the player. A player may activate the same unit and/or commander a number of timesin the same ‘go’, by allocating any number of additional activation counters to the same unit and/orcommander in the same ‘go’. However this may be limited when using rule OP16 - Limiting number of activation counter per ‘go’ .

4) An activated unit may either fire artillery/muskets once or fight one round of melee but not both inthe same turn, irrespective of the number of time the unit is activated. The only exception to this ruleis a defending unit that has opted to stand and fire at a charging unit prior to contact (See SECTION62), which may fire artillery/small arms once and then fight one round of melee in the same turn.NOTE:  A defending unit may only fire artillery/muskets once and fight one round of melee in the same turn, irrespective of the number of time the unit is fired upon or charged in the same turn .

5) Once Side A has done what they wanted with their activated units or commanders, then the usedactivation counters are collected together and placed next to the player ready for use next turn.

6) Continue the above process throughout the game.

25. UNIT CLASS AND MORALE RATING

 At the start of the game each unit is given an individual morale point rating based upon its class. Themorale point rating of a unit may decrease as the game progresses. Once a unit has moved down in moralepoint rating it may not move back up. NOTE:  Unlike commanders, once the morale point rating of a unit has been determined no further adjustment to the morale point rating (as given in the table), is made .

Players should, where possible, allocate their units with known historical class ratings and then use thisinformation to obtain the morale point rating of the unit from the table below. EXAMPLE:  Battle is set in 

1808, the player has tabled the French Imperial Guard - Class ’A’, so using the table below the unit will have a morale point rating of 9 MPs . However, if players are unsure of what class a unit should have, then theymay agree to determined this randomly using OPTIONAL RULE OP1 - Random commander & unit class/ morale rating and compare the result of the dice score with the table below. EXAMPLE:  A   player has tabled a British unit. The player rolls 1 x D6 and scores 5 making the unit Class ’B’. The battle is set in 1812, using the table below this unit will have a morale point rating of 6 MPs .

Class A - Guards or Veterans, Class B - Top rate regulars with extensive battle experience, Class C - Regularunit with limited battle experience, Class D - Badly trained and/or poorly equipped unit. 

1 x D6Dice Score.

SeeSection

OP1

MORALE POINT RATING

France Austria 1792 – 12Britain 1808 - 14

Austria 1813 – 15Britain 1815

Confed. of Rhine

PrussiaRussia 1813 -14

America 1812 - 14Kingdom of Italy

Russia

Spain 1813 - 14

Kingdom of NaplesOttoman EmpireSpain up to 1813

Up to

1805

1805

to1814

Peninsular

and1815

6 A 6 9 7 8 7 6 5

4 o 5 B 4 7 5 6 5 4 3

2 or 3 C 3 6 4 5 4 3 2

1 D 2 4 2 3 2 2 2

UINTCLASS

NOTE: For Russians forming part of an Austro-Russian force 1813 - 14 use this column. However, if not attached to Austrian army then use ‘Russia’ column instead. For Austrians during this period use ‘Austria 1813 - 15’ column.

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28. COMMAND - RISK TO COMMANDERS

The death of a commander does not only represent the loss of an individual commander, but also thecrippling of the command structure at that level. NOTE: All dead commanders are lost for the duration of the game and should be removed from the gaming table.

Commanders IN BASE CONTACT with a friendly unit may not be selected as the specific target. However,carry out a commander killed test each time the unit they are in base contact with is hit and suffers areduction in MPs due to artillery, musket fire or melee. Only test each time the unit is hit, regardless of thenumber of MPs lost.

1) Individually test each commander that is in base contact with the unit that is hit. Where more thanone commander is attached to the unit the player should indicate the commander to be tested.

2) The player now rolls 1 x D10:

• Score 0 or 1 = Commander killed.

• Score 2 to 9 = No effect, commander unharmed.

2) When a corps, divisional, brigade or unit commander is killed while in base contact with afriendly unit, then the unit must carry out a COMMANDER KILLED morale test.

3) When a C-in-C is killed do not carry out a COMMANDER KILLED morale test. Instead roll 1 x D6,every infantry, cavalry and artillery unit in the dead C-in-C’s tabled army (including allies), will haveits MP rating reduced by the score on the die. This is to represent the unpredictable level of panicthat could sweep through an army due to such an event.

4) Each time a player loses a C-in-C, corps, divisional or brigade commander they remove oneactivation counter, which will be lost for the duration of the game. This rule does not apply to unitcommanders. Any army that loses all its activation counters (as a result of commanders being killed)will have lost the game, due to their command structure being so damaged that the army is no longerable to fight the battle.

Commanders NOT IN BASE CONTACT with a friendly unit may be chosen as the specific target and willbe automatically killed if hit by either artillery, musket fire or if contacted by the enemy.

29. COMMAND - WOUNDED COMMANDERS

 At the start of the game players may agree that rather than having their commanders killed outright it maybe possible for them to be wounded. If this is the case see OPTIONAL RULES - OP5. Wounded commanders.

27. COMMAND - ALLOCATION OF COMMANDERSOnce all the units have been laid out on the gaming table, players allocate commanders throughout theirarmy as follows:

• 1 x Commander in Chief (C-in-C). NOTE:  Each tabled army must have a C-in-C, irrespective of the number of units the army has .

• 1 x corps commander for each corps, consisting of up to four infantry divisions and/or four cavalry

divisions.• 1 x divisional commander for each division, consisting of up to four infantry and/or cavalry brigades.

• 1 x brigade commander for each brigade, consisting of four infantry or four cavalry units.

• 1 x Unit commander for each infantry or cavalry unit.

For ease of play artillery commanders are ignored and do not form part of the game.

For details of how many units make up an Army, Corps, Division etc, see SECTION 15 - Army structure used in the game.

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30. COMMAND - AMENDING ACTIVATION COUNTERS

Each army starts the game with the number of activation counters as detailed in SECTION 11. To reflect thevarying ability of different nations’ command structures this initial number of activation counters eachshould be amended in accordance with the following table. NOTE:  If a nation is not detailed in the following table then its counter allocation is unaffected.

NOTE: Russians forming part of an Austro-Russian force 1813 - 14 use this line. However, if not attached 

to Austrian army then use ‘Russia’ row instead. For Austrians during this period use ‘Austria 1813 - 15’ .

In addition to the above also add/subtract the following counters to reflect the class of the Commander-in-Chief (C-in-C). NOTE:  Where allied armies have their own C-in-C, such as at battle of Talavera 1809 where the British/Portuguese were commanded by Wellington and the Spanish by Cuesta, a player may only use the most senior class commander (in this example Wellington). 

1)  ‘Class A’ add + 2. ‘Class B’ add + 1. ‘Class C’ no effect and ‘Class D’ subtract - 1.

2) Wellington: 1812 onwards add + 2 or add + 1 at all other times.

3) Napoleon: 1805 - 1814 add + 3 or add + 2 at all other times.

 All the above amendments to activation counters are cumulative. EXAMPLE: A player fighting a battle set in 1810. Side A has tabled a British army commanded by Wellington. The player has calculated that the British army will have lost the game after more than 7 units are classed as BROKEN, so the player may have 7 activation counters. This figure is further amended as follows: No counters are added for British before 1812. C-in-C is Wellington before 1812 + 1 counter  , who is a class A C-in-C + 2 counters . This means that the player has a total of 10 (7 + 1 + 2), counters that may be used each turn, throughout the game.

If a player finds that after amending the number of activation counters that their army has 3 or lesscounters, then their army will be given 3 activation counters.

If a player finds that after amending the number of activation counters that their army has the samenumber or more counters than there are units in their army, then the player must reduce the number of counters to 2 less than the number of units forming their army. EXAMPLE:  Player has an army consisting of 12 units, but the army has been allocated 16 counters, so the player reduces this figure to 10 counters,

which is two less than the 12 units forming their army.

NATIONALITY AND YEAR COUNTER

AMENDMENT

France 1805 - 14 (excludes Peninsular). Add + 2

Austria 1813 – 15. Confed. of Rhine. Britain 1812 - 15. Prussia 1812 –15. Add + 1

Austria 1809 – 12. Britain up to 1812. Duchy of Warsaw. France up to 1805 and 1815 andpeninsular 1808 - 1814. Kingdom of Italy. Prussia 1807 - 11. Russians 1813 -14 (see notebelow). Spain 1814.

No effect

Austria up to 1805. Prussia up to 1806. Russia up to 1812. Spain 1812 up to 1814. Subtract - 1

Kingdom of Naples. Ottoman Empire (Turks). Spain up to 1812. Subtract - 2

31. COMMAND - POSITION OF COMMANDERS

Unless commanders are moving between units they must be kept in base contact with a friendly unit at alltimes. It does not matter where a commander is placed in base contact with a unit and the commandermay also be repositioned to another part of the unit it is in contact with at any time throughout the game,without being activated.

When a unit moves, all commanders that are in base contact with the unit are also moved. This action is

automatically carried out without having to activate any of the commanders.

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32. COMMAND - COMMANDERS WITHIN A SQUARE

 A commander may only leave the protection of the square once the unit has changed to another formation.

33. COVER - OVERVIEW

 A unit that is in base contact with cover will receive an additional morale point bonus (as detailed below),further benefits have also been built into the melee and firing tables. NOTE:  Infantry in column of attack or column of march or square and cavalry (all formations) are deemed to be an excessively large target and are therefore not permitted to claim any protection from either informal or formal cover.

 A unit with roughly 75% or more of its frontage in base contact with cover counts as being in or behindsuch cover.

When an infantry unit moves into base contact with cover, such as a hedge, wall or building etc., it isautomatically placed into a line formation even if the unit is not already in LINE formation (no movementpenalty apply). The unit is permitted to change to line formation, where necessary, even if the unit hasalready used all its movement allowance this turn.

What constitutes informal or formal cover is defined below. NOTE:  While a defending unit is in base contact with cover the temporary cover morale bonus it receives should be added to its morale point rating for all firing, melee and morale tests. 

INFORMAL COVER  - Any cover that has a defence value of 15 points or less is classed as informal cover.Informal cover offers limited protection and represents such items as hedges, wooden fences, low stonewalls around fields/buildings, open woods or tree line of dense woods, sunken roads, gullies, quickly madebarricades and obstacles, such as a chevaux-de-frise. NOTE:  While a unit is in base contact with informal cover it temporarily receives an add +1 morale point bonus .

FORMAL COVER  - Any cover that has a defence value of 16 points or more is classed as formal cover.Formal cover offers greater protection and represents such items as buildings, entrenchments, gabions,earthworks and dense wooded areas. NOTE:  While a unit is in base contact with formal cover it temporarily receives an  add +4 morale point bonus .

Given the great number of different cover types,players should at the start of the game agree whatcover is informal or formal, thedefence value of the cover and themaximum number and type of unitsthat may occupy the cover.

NOTE: The following list is provided for guidance only.

COVER TYPE DefenceValue

COVER TYPE DefenceValue

Large stone building - per building 50 Stone bridge 50

Stone house - per building 30 Wooden bridge 25

Timber framed house - per building 20 Pontoon bridge 20

Stone church 70 Chevaux-de-frise - per 50mm section 8

Low stone wall - per 50mm section 15 Earthworks without glacis - per 50mm section 80

Hedgerow and Fence - per 50mm section 8 Earthworks with glacis - per 50mm section 90

Barricade - per 50mm section 12 Gabions without glacis - per 50mm section 60

City wall—per 50mm section 100 Gabions with glacis - per 50mm section 70

Peninsular war buildings made and painted by: Roly Hermans 

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36. COVER - DEAD GROUND

Dead ground is an area of the battlefield that because of its nature conceals troops from enemy vision and/

or fire. What constitutes areas of dead ground may change, according to the relative position of friend andfoe. Intervening terrain features such as hill ridges, hollows and dips create areas of dead ground. Whatareas of the battlefield constitute dead ground are determined as follows:

1) Measure the distance from a firing unit to the edge of an intervening topographical feature such as ahill contour, wooded area, building or any other physical obstacle that would conceal troops fromenemy vision and/or fire. Add to this measurement the figure scored on 1 x D10 cm. EXAMPLE:  Say score 6 add 6 cm.

2) Any enemy unit that has 75% or more of its frontage between the edge of the topographical featureand the distance scored on the die is within an area of dead ground. The unit is therefore deemed tobe non-visible and protected by the terrain, so may not be fired upon.

3) If it is found that the target is protected by dead ground then it will count as a miss and no new tar-gets may be selected. This is to represent the firing unit having fired a few rounds before realisingthat their fire is having no effect. However, the target unit could suffer a reduction in morale pointrating as a result of being an intervening unit that is hit by indirect fire. See SECTION 58 - Firing Up- hill/downhill .

4) If during the next activation or subsequent turns the firing and target units remain stationary then thetarget unit will still be classed as being protected by dead ground and may not be fired upon.

EXAMPLE: An enemy unit has 75% of its frontage 3 cm behind from the front edge of a hill contour. An artillery unit wishes to fire at this enemy target and is positioned 50 cm from the hill contour. The player wishing to fire the artillery rolls 1 x D10 and scores four. The area of dead ground in front of the gun will be between 50 and 54 cm. This will mean that the target unit is safe and may not be fired upon, as 75% of 

the unit is 53 cm away from the gun and is therefore protected by an area of dead ground.

34. COVER - DESTRUCTION OF

COVER

 At the start of the game players may agree thatcover may be gapped, slighted, filled-in ordestroyed by infantry action, artillery fire or byburning.

If this is the case see OPTIONAL RULE - OP12. Destruction of cover.

35. CHANGING TERRAIN

If fighting a non-historical battle players may, atthe start of the game, agree that they arepermitted to add, move, replace or remove terrainfeatures.

 All alterations to the terrain layout must be carriedout at the start of the game. See OPTIONAL RULE- OP11. Changing terrain.

NOTE:  When refighting historical battles,changing terrain is not permitted.

Battle of Arroyo de Molinos 1811 . Terrain & buildings made and painted by:  Author

Figures: 15mm Old Glory.Figures painted by: David Ewing

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37. MOVEMENT - OVERVIEW

Unless forced by a morale test result, a player has the option to move their activated commanders/units ALL, SOME or NONE of their total movement allowance, either individually or at the same time. A playermay activate and move the same commander/unit a number of times a number of times in the same ’go’,by activating it a number of times in the same turn.

 A player may move their commanders/units in any direction - forwards (advance), backwards (withdraw),

diagonal (moving the unit at roughly 45o

with the unit’s flank facing forward, towards the enemy), oblique(moving the unit at roughly 45o while facing forward, towards the enemy), left or right.

Except ’Oblique’ movement commanders/units must be turned to face the direction in which they intend tomove before being permitted to move. Turning penalties will apply, where applicable. NOTE:  Back-stepping (moving backwards while facing forward, towards the enemy) is not permitted.

•  A unit is not permitted to carry out any actions that exceed the unit’s movement allowance, unlessforced to do so by a morale test result.

•  A unit is not permitted to lend or transfer any of its movement allowance to any other units.

•  A unit that does not use its total full movement allowance in their ‘go’ may not save the excess foruse in a later ‘go’. All such outstanding movement allowance is lost.

Throughout these rules reference is made to either the French or Prussian systems of movement. Thereason for this is that during the Napoleonic period France, through a lack of professional troops, developeda flexible system of infantry movement and deployment referred to as the ‘French System’. Many othernations used what was called the ‘Prussian System’. The ‘Prussian System’ was a rigid and slower militarydoctrine originally used by the professional armies that fought in the Seven Years War (1756 - 1763), andother 18th century conflicts. However, many of the nations that initially used the ‘Prussian System’ lateradopted the ‘French System’.

The movement table states the distance that the various units may move, using either the ‘French’ or ‘Prussian’ systems. For listings of which nation should use which movement system, see APPENDIX E - Basic morale point supplement , near the end of these rules. NOTE:  For gaming purposes the Ottoman Empire will use the ‘French System’ . 

38. MOVEMENT ALLOWANCE

Throughout these rules I use the term ‘movement allowance’. Each time a unit is activated it may use up to100% of its movement allowance. If a unit is activated more than once in the same turn then its movementallowance will be increased on a pro-rata basis, i.e. activate the unit twice in the same turn = 200%movement allowance, activate the unit three times in the same turn = 300% movement allowance and soon.

Movement allowance not only relates to the actual distance that a unit is permitted to move, but also thetime it takes to carry out certain actions such as firing, changing formation, changing face, crossing a linearobstacle/river etc. The effect of these items should be individually deducted from the units total movementallowance as they occur. This means that the formation that a unit starts it’s go will have an effect on howfar a unit can move and what it can do, thus forcing players to focus on the importance of the correctformation.

EXAMPLE:  A French infantry unit in ‘column of march’ has been activated twice (two activation counter  played) and so has 200% movement allowance. The player announces that the unit will first advance 100% then will change formation, fire muskets. Checking the Movement Table (SECTION 40) we see it can be moved cross country a total (100%) of 24 cm in column. The player moves the column 10 cm. It crosses a ditch (deducting 25% = 6 cm), and then advances its remaining 8 cm. The unit has used 100% of its movement allowance by carrying out the above, 24 (10 + 6 + 8). However, because the unit has been activated twice it has 100% (200% - 100%), movement allowance remaining and so carries out the following. The unit changes formation from COLUMN to LINE and fired muskets. Checking the Movement Table (SECTION 40) we see it can be moved a total of 16 cm in line. Changing formation (deducting 25% = 

4 cm), and Firing muskets (deducting 25% = 4cm) This means that the unit has already used 50% of its movement allowance 8 (4 + 4) and so the unit may move up to a further 8 cm or carryout another action,such as change formation again etc. However, the player does not want to carry out any further action so the units activation is now finished .

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Spanish Infantry. Figures: 28mm Front Rank. Painted by: Kevin Dallimore.

42. MOVEMENT - PASSAGE OF LINES

Passage of lines can be defined as an operation in which a force moves forward or rearward throughanother friendly force’s position with the intention of moving into or out of contact with the enemy.

 An activated commander or unit that is charging, countercharging or moving at normal rate may move inany direction (front to rear, rear to front or diagonally), through another unit as detailed below.

NOTE:  A player wishing to move a unit through another unit must declare this action, indicating which unit is to move and the unit to be moved through.

1) Players are not permitted to move a friendly ‘Formed/Routing/Broken’ infantry or cavalry unit througha (moving/stationary), ‘Formed’ enemy infantry or cavalry unit.

2) ‘Formed’ friendly infantry, cavalry or artillery unit may move freely through both deployed/limberedfriendly or enemy ‘Formed/Routing/Broken’ artillery.

3) FORWARD friendly unit in melee may move back through a supporting friendly unit or vice versa. SeeSECTION 76 - Units permitted to take part in a melee.

4) Deduct 25% movement allowance to move a ‘Formed’ friendly infantry or cavalry unit through a(moving/stationary), friendly ‘Formed/Routing/Broken’ infantry or cavalry unit. Whenever a friendlyunit moves through or passing within 5 cm of a friendly Routing/Broken unit it must carry out a

 ‘Friendly routing/broken unit within 5 cm of testing unit’ morale test. NOTE:  This does not apply to supporting friendly units in melee when a forward ROUTING/BROKEN friendly unit is forced to flee back through supporting units. 

5) Deduct 25% movement allowance to move a ‘Formed’ friendly infantry or cavalry unit through an(moving/stationary), enemy ‘Routing/Broken’ infantry or cavalry unit.

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43. MOVEMENT - CHANGE OF FORMATION

 An activated unit may change formation at any time during its turn, as follows.

1) French system - Deduct 25% movement allowance or Prussian system - Deduct 50% movementallowance to change from its present formation to another formation.

2) A unit may not change formation if it does not have sufficient movement allowance, see SECTION 38- Movement allowance .

3) A unit it may not change formation if it is 10 cm or less away from an non-routing/unbroken enemyunit. This rule does not apply to a unit forming a square, or forming line when occupying cover or abuilding.

4) A unit in melee may not change formation.

COLUMN OF ATTACK deploying into

LINE.Reverse process to deploy from line to

column of attack.

COLUMN OF MARCHdeploying into

COLUMN OF ATTACK.Reverse process to deploy from

column of attack to column of march.

COLUMN OF MARCHdeploying into

LINE.Reverse process to deploy from line to

column of march.

2 34 1

2

1 2 43

3 4

31

4

SQUAREdeploying into

LINE 

NOTE: When deploying from square into any formation, or visa versa always leave the No. 2 unit where it is and move 

the other element accordingly around this point.

42. MOVEMENT - ON ROADS

Only a unit in column of march may move along a road. No other formation is permitted. Where necessarya unit may change formation to form column of march. However, this change of formation must be doneprior to moving and the time taken to change formation deducted from the unit’s movement allowance.

 A unit must start and remain on the road for its entire turn to be eligible for ROAD movement rate as givenin the movement table.

 Any unit that moves partly along a road and then travels cross country or vice versa, moves at ’crosscountry’ rate for its entire move.

3

4

2

3

4

3

 3     1

   4

2 41

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45. MOVEMENT - EMERGENCY SQUARES

Units are not permitted to form an emergency square, if attacked during another players turn. If a unit(not in square), is attacked by cavalry it will suffer the consequences of not being in square, as thedefending player should have put the defending unit into square formation during their own turn.

The reason for this is that it was found during playtesting that when a unit was allowed to form anemergency square it could, for the most part, easily counter any cavalry attack made upon it.

However, any unit that is contacted in the flank or rear will not automatically move down the -3 or -5morale points due to initial contact penalties (as applicable), but first carries out a BASIC MORALE test. Formore details on what the defending unit should do once it has either passed or failed its BASIC MORALEtest see SECTION 95 - Flank or rear attacks.

44. MOVEMENT - CHANGE OF DIRECTION

 An activated unit may change its direction of march as follows:

1) A unit deducts 25% movement allowance each time it turns through 90 degrees or part of,irrespective of the movement system being used (Prussian/French). This penalty is referred tothroughout the rules as a TURNING PENALTY. NOTE:  A unit in LINE which turns through 90 degrees will automatically form a column of march or vice versa by default, so only deduct the 25% 

movement penalty for turning. Do not deduct an addition movement penalty change of formation. 2) A wheeling unit moves like a door swinging on its hinges (see example below). The wheeling unit

does not deduct 25% movement allowance, instead the player must deduct the distance travelled bythe unit by measuring from the outer edge of the unit’s pivot point (as indicated by the dotted line/arrow). NOTE: Columns (all types), may snake around objects in their path.  

3) No unit may wheel backwards, without first turning to face the direction in which it intends to move.Turning penalties will apply.

4) No unit may wheel if this movement causes it to swing into another friendly or enemy unit or if such amovement causes the unit to present its FLANK to an enemy unit that is 10 cm or less away.

5) INFANTRY may not wheel and/or change direction and charge in the same activation. However, infantrymay wheel and/or change direction when first activated (turning penalties will apply) and then charge on asubsequent activation. All charge moves must be in a straight line, towards the enemy.

6) CAVALRY are permitted to wheel and/or change direction in the same activation (turning penalties willapply). However, the wheel and/or change direction must be carried out in the first 50% of their chargemove and then charge their remaining movement allowance in a straight line, towards the enemy.

2       

3    

4   

1  

1

3      

2      

1      

4      

1

2

3

4 2 3 4

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46. MOVEMENT - AROUND BUILDINGS & OBSTACLES

 A unit must move around topographical features such as cliffs, escarpments, steep hills etc., as well asfortifications, towns, villages, buildings, obstacles, etc., unless the unit is able to cross them (see OPTIONALRULE - OP2. Obstacle height) , or wants to occupy them.

 At the start of the game players should set out their model buildings with enough space between them sothey allow a unit in column of march to pass between them. When a unit wishes to pass through a town or

village etc., the unit must form column of march (if not already in this formation) and move through thebuilt up area using any roads or suitable gap that exists between the buildings.

• Deduct 25% movement allowance to cross a linear obstacle such as hedges, wooden fences, low stonewalls around fields/buildings and ditches.

• Deduct 50% movement allowance to cross undefended quickly made barricades or obstacles.

47. MOVEMENT - WITHDRAWING

 A player may voluntarily withdraw an activated unit or it may be forced to withdraw as a result of a moraletest result.

If a unit withdraws from the gaming table, for whatever reason, the player marks the position where theunit left the table and then rolls 1 x D6. The score is the number of turns that must elapse before the unitmay return to the gaming table at the point where it originally left.

 Attached artillery in melee may only be withdrawn from a melee if both the artillery and the unit that theartillery is attached to are both activated and withdrawn from the melee at the same time. See SECTION 89- Artillery in melee .

NOTE:  Withdrawing artillery must be limbered before being moved. However, if the gun has no horse team available then the gun will be moved at manhandled rate. If players are using OP3 - Exhausted gun crews rule then - 3 Stamina points each time the gun is forced to withdrawn at manhandled rate .

NOTE:  When withdrawing from a melee the player may find it advantageous to additionally activate the withdrawing unit a number of times in the same turn in order to move the unit as far away from the enemy as possible. 

47.1 Withdrawing - general

1) To voluntarily withdraw a unit (that is either in melee or not), the player declares this action,indicating the unit to be withdrawn.

2) The player then activates the withdrawing unit.

3) The withdrawing unit will be turned about-face, 180 degrees (turning or limbering penalties apply),then moved with their backs to the enemy directly towards its own gaming table edge or if in meleedirectly away from the enemy.

47.2 Forced to withdraw due to a morale test result

1) If a unit is forced to withdraw due to a morale test result it must immediately withdraw and is turnedabout-face, 180 degrees (no turning or limbering penalties apply), then moved with their backs to theenemy directly towards its own gaming table edge or if in melee directly away from the enemy. Thisaction may be carried out in either side A or Side B’s turn.

2) The unit is moved back twice the total ‘cross country’ distance given in the movement table. The unitis allowed to carry out this movement irrespective of whether or not it has enough movement allow-ance and does not need to be activated.

3) After the enforced withdrawal move has been completed the unit may be brought back into play thenext time it is activated. NOTE: Turning penalties etc., will apply .

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48. MOVEMENT - FORDING A RIVER/STREAM

 At the start of the game players may agree that all, some or none of the rivers/streams depicted on the

gaming table may be crossed, other than by the means of a bridge. If players agree that that all or some of the rivers/streams may be crossed then the players should indicate the position of these specific fordingpoint(s) and agree which type of troops may cross at these fording point(s). NOTE:  Any rivers/streams more than 6 cm wide can not be forded and may only be crossed using a bridge.

If players agree that the rivers/streams are fordable, but do not wish to indicate any fording point(s) thenthe location of possible fording points may be found on a hit or miss basis using the following:

1) Once a unit is in base contact with the river’s/stream’s edge, roll 1 x D6. A score of 5 or 6 means thata 5 cm wide section of the river may be forded, all other scores count as a FAIL and the testedsection of the river may not be forded. NOTE: No further test are permitted on the failed river section and the failed section of river/stream may not be forded for the duration of the game.  

2) If players have not agreed which type of troops may cross at these fording point(s) then the following

system should be used, if the player passes the test detailed in 1) above. Roll 1 x D6 again todetermine what troops may ford the river/steam at this point. A score of 1, 2, 3 or 4 means that onlyinfantry and cavalry may cross at this point. A score of 5 or 6 means that infantry, cavalry, artilleryand wheeled transport may cross at this point.

To determine how long it will take a unit to cross a river/stream the following system should be used.

1) Once a unit is in base contact with the river/stream’s edge, the player rolls 1 x D6. Listed below arethe scores needed to cross the river/stream.

2) Should the player score the required number then the unit is placed on the opposite bank of the riverand its turn is over. The unit may not carry out any further action other than defend itself, irrespectiveof the number of times the unit has been activated in the same turn.

3) Should the player fail the test then this will mean that the unit is in the progress of crossing the river.Therefore the player must place their figures in the model river/stream. The next time that the unit isactivated it may be retested to see if it is able to cross the river/stream.

4) A unit crossing a river/stream may not carry out any other action other than defend itself in melee. If 

fired upon by the enemy the unit may not return fire, because a unit crossing a river/stream is notpermitted to fire artillery or muskets.

River/steam width 1 x D6 Score needed to cross the river/stream

Up to 2 cm. 4, 5 or 6.

More than 2 cm up to 4 cm. 5 or 6.

More than 4 cm up to 6 cm. 6.

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50. MOVEMENT - FORCED MARCH An activated unit may be force marched. A force marched unit may move up to twice the (cross country orroad) COLUMN OF MARCH distance given in the movement table, each time it is activated. Only an infantryor cavalry unit may be force marched. Artillery (all types), are not permitted to be force marched. A unitmay be activated and forced marched a number of times in the same turn, but a force march may not beused as, or form part of, a charge or countercharge move.

 Any unit being force marched must be in column of march formation. Where necessary a unit may changeformation to form column of march. However, this change of formation must be done prior to moving andthe time taken to change formation deducted from the unit’s movement allowance.

 A unit while being force marched may not carry out musket firing (unless fired upon), or declare a chargemove or enter a melee (unless forced to engage in melee by the enemy). NOTE:  This rule applies 

irrespective of the number of times the unit is activated in the same turn.

1) A player wishing to force-march a unit must declare this action, indicating which unit is to carry outthe force-march and where the unit is to march to.

2) Each time a unit is activated and force marched it must carry out a BASIC morale test (prior to beingmoved), to see how fatigued the unit is. NOTE: If a unit is activated twice and force marched twice in the same turn, then the unit will carry out 2 BASIC morale tests, prior to being moved. If the unit is activated three times and force marched three times in the same turn, then the unit will carry out 3 BASIC morale tests prior to being moved and so on .

3) Should the unit PASS the morale test, then there is no effect.

4) Each time the unit FAIL’s the morale test, then it will move down  – 1 morale point. This test triesto reflect the varying levels of training, ability and fitness that exist between the different classes of troops. Better class troops or less battle weary troops will have a higher morale point rating andtherefore a greater chance of passing the test.

49. MOVEMENT - ROUTING/BROKEN UNITS

 Any Routing/Broken unit, plus any attached commanders that leave the gaming table are lost for theduration of the game.

1) When a unit first routs due to a morale test result or becomes broken it must be immediately turnedabout-face, 180 degrees (no turning or limbering penalties apply), then moved with their backs to theenemy directly towards its own gaming table edge or if in melee directly away from the enemy. This

action may be carried out in either side A or Side B’s turn.2) The Routing/Broken unit is moved back 100% of the ‘routing’ distance given in the movement table.

The unit is allowed to carry out this movement irrespective of whether or not it has enough move-ment allowance and does not need to be activated.

3) After the initial rout move the Routing/Broken unit is continuously moved back 100% of the ‘routing’ distance in both Side A and Side B’s turn, until the unit is either rallied or leaves the gaming table. If pursued, the Routing/Broken unit must continue to move directly away from the enemy. If notpursued or the pursuit has stopped then the Routing/Broken unit is moved towards its own gamingtable edge

• COMMANDERS move at the same rate as the ROUTING/BROKEN unit they are in base contact with.

• Routing/Broken INFANTRY or CAVALRY move at the routing rate as given in the movement table.• Routing/Broken ARTILLERY move at normal rate applicable to the gun type as given in the movement

table.  Routing/Broken ARTILLERY is always limbered and then moved (no limbering penalties apply).However, if the gun has no horse team available then the gun is deemed to have been destroyed andshould be removed from the table. This represents the gunners abandoning the gun and fleeing.

• Routing/Broken WAGONS move at normal rate as given in the movement table.

• Routing/Broken units must try to move around enemy and friendly units in order to avoid contact, wherepractically possible.

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51. MOVEMENT - DIFFICULT TERRAIN

 At the start of the game players should agree which areasof the gaming table, if any, constitute difficult terrain. Thearea(s) of difficult terrain should be indicated on thetabletop battlefield and it should also be agreed whichtroop types are affected by such terrain. NOTE:  Cavalry,artillery and wheeled transport may not enter marsh or 

woodland areas except via roads. However, artillery may deploy just within the tree line of woodland.

The following are classed as difficult terrain - marsh,ploughed fields, woodland, steep slopes, broken ground,vineyards, olive groves, patches of scrub, cities, towns,villages, hamlets and their associated gardens. NOTE: Any roads passing through the above are classed as ‘Roads’ and have no movement penalty for units moving along the road. See SECTION 42 - Movement on roads.

 A unit with roughly 75% or more of its frontage in base

contact with difficult terrain counts as moving throughdifficult terrain. A unit moving through difficult terrain mayonly move at half the distance stated in the movementtable, as applicable. When halving numbers always round

 ‘down’ to the nearest whole number. Once a unit is clearof the difficult terrain it may resume moving at normalrate.

NOTE: The CHARGE BONUS - See SECTION 78, may not be used when moving through difficult terrain.

EXAMPLE:  This is an 1813 scenario. A Bavarian infantry unit in line is activated. Checking the Movement Table in SECTION 40 we see it has a movement allowance of 16 cm. It is 9 cm distant from an olive grove it wishes to move through. The olive grove is 6 cm wide. The unit moves 9 cm into contact with the olive 

grove. The unit has 7 cm (16 - 9) movement remaining. Because the unit is now moving through difficult terrain it must move at half rate, which means the unit may only move 3 cm (half of 7 = 3.5 rounded down 3) into the olive grove. The next time the unit is activated it will use 5 cm of its movement allowance (moving at half rate) in order to travel the 2.5 cm needed to exit the olive grove. Once the unit is clear of the difficult terrain it may use the remaining 11 cm (16 - 5) movement allowance it has left.

French Line Infantry. Figures: 28mm Front Rank.Painted by: Spencer Keen

52. MOVEMENT - TROOPS LYING DOWN

During the Napoleonic wars troops were ordered to go prone (lie down on the ground) in an effort to

reduce casualties.1) A player wishing to order a unit to go prone or a prone unit to stand up must declare this action,

indicating which unit is to carry out this action. NOTE:  Only activated infantry and artillery units are  permitted to go prone .

2) Deduct 25% movement allowance to go prone or for a prone unit to stand up.

3) Place a PRONE counter next to the unit that is lying down. Remove this counter when the unit standsup.

4) While the unit is prone, it may not move or carry out artillery or musket firing.

5) A prone unit will count as being behind informal cover for artillery and musket firing tests only. In allother instances the unit will count as being in the open.

6) If contacted by the enemy a prone unit will automatically rout and move down - 2 morale points.

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54. FIRING - UNITS NOT PERMITTED TO FIRE

1) A unit is not permitted to fire artillery/ muskets if doing so would cause it to exceed its movementallowance, see SECTION 39 - Movement allowance. 

2) Cavalry are not permitted to fire.3) A prone unit is not permitted to fire.4) A charging or countercharging unit is not permitted to fire.5) A unit fighting a melee is not permitted to fire, except a unit in SQUARE. NOTE:  A unit in square may 

only fire at one enemy unit per turn. If a square is assaulted from more than one direction at the same time (by two or more enemy units), the player whose troops are in square may choose which enemy unit is to be fired at .

6) A Routing/Broken unit is not permitted to fire, except in the turn that they were reduced to Routing/Broken status. However, a routing unit that is being rallied may return fire, if fired upon.

7) A unit crossing a river/stream is not permitted to fire.8) A unit is not permitted to fire at a friendly/enemy unit engaged in melee or at an enemy that is within

5 cm of a friendly unit, for fear of hitting their own men.

53. FIRING - OVERVIEW

Only an activated artillery or infantry unit may fire. However, the only exceptions to this rule are:

•  A defending artillery or infantry unit being fired upon, is permitted to fire back at the unit that fired at it(no other target may be chosen) in the same turn, without being activated, but uses its reduced moralerating, as applicable. If the defending unit is fired upon by more than one enemy unit in the same turn,then the defending player may choose which enemy unit they wish to fire at. NOTE:  The defending 

unit may only fire once per turn, at a single enemy target irrespective of the number of times the unit is fired upon in a single turn . See also See SECTION 61 - Firing routing/broken units .

•  Any defending artillery or infantry unit being charged, is permitted to fire at the charging unit (no othertarget may be chosen) in the same turn, prior to contact without being activated, see SECTION 62 -Firing at a charging unit prior to contact . If the defending unit is charged by more than one enemy unitin the same turn, the defending player may choose which enemy unit they wish to fire at. NOTE:  The defending unit may only fire once per turn, at a single enemy target irrespective of the number of times the unit is charged in a single turn .

 An activated artillery or infantry unit may only fire once in the same turn, irrespective of the number of timethe unit is activated, fired upon or charged in the same turn. However, the single round of artillery or smallarms firing represents the unit having fired a number of consecutive volleys/salvos.

 A unit may only fire at a target if it can trace a clear uninterrupted line of fire. NOTE:  For ease of play hedges, fences and low stone walls surrounding fields do not interrupt the line of fire. The width of the lineof fire must be either one base wide or 50% of the width of the firing unit’s frontage (number of bases),whichever is the greater.

EXAMPLE:  Infantry in column of march or artillery (each having one base frontage) must have a clear line of fire of one base wide; Infantry in line (having four bases frontage) must have a clear line of fire of two bases wide. The target must also be within a 45 degree arc of either side of straight ahead.

When a player nominates two or more artillery or small arms firing units to fire at the same target and thetarget is destroyed before all the other units have fired, then the remaining unfired units will count as a missand the player may not nominate a new target. This penalty applies because it is assumed that in real termsall the units would be firing at the same time and not on an individual basis, as per the game mechanics.

If players have agreed to use optional rule 0P3 - Exhausted gun crews, then any artillery unit that returnsfire, when fired upon will move down -1 Stamina point. See also OPTIONAL RULE OP13 - Opportune firing and OPTIONAL RULE OP14 - Supporting fire. 

USEFUL TIP:  Because a unit may only fire once per turn it may be helpful to keep track of those units that have fired by marking them, for example, with a small cotton wool ball to represent smoke. Mark each unit as it fires. At the end of each complete turn remove all the markers.  

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59. FIRING - FROM COVER AND BUILDINGS

 A unit that is defending in or behind cover or a building counts as being in LINE formation for all firing. Theadvantages of being in cover have been built into the firing tables. See also SECTION 96 - Melee in cover and buildings . NOTE: The following rule only apply to a unit that is firing from a building.

1) Irrespective of which face of the building that the figures are placed along, should an enemy unitattack the building then the defending unit must be moved to whichever face of the building isunder attack. The defending unit does not need to be activated to carry out this action. However, thedefending unit must be activated to fire muskets, unless the unit is fired upon.

2) If the building is assaulted from different directions by two or more enemy units then these attackingunits are placed on the different faces of the building and each of these units may individually fire atthe defending unit. NOTE:  A defending unit may only fire at one enemy unit per turn, the player 

must therefore indicate which enemy unit is to be fired at. Obviously if more than one unit is defending the building then the equivalent number of attacking units may be fired at. 

56. FIRING - TARGET PRIORITY

 A player must fire at the targets listed below. If none of these targets are available then the player may fireat any target they wish within the framework of the rules.

• The nearest enemy unit charging the firing unit. Cavalry targets must take priority over infantry.•  An enemy unit that caused a reduction in morale rating due to fire last move. NOTE:  Artillery may ignore 

counter battery fire.•  An enemy unit near to a friendly unit that the firing unit is supporting.

58. FIRING - UPHILL/DOWNHILL

When using life like model hills, units must be placed in front of the hill’s centre line in order to fire. When

using flat topped model hills, units must be within 5 cm of the hill contour in order to fire.

MUSKET FIRING UNITS  shooting uphill from level ground or downhill from higher ground may fire overthe heads of an intervening friendly/enemy unit, as long as the intervening unit is 5 cm or more away fromthe firing unit.

 ARTILLERY FIRING UNITS shooting uphill from level ground or downhill from higher ground may fireover the heads of an intervening friendly/enemy unit, as long as the intervening unit is between 5 – 25 cmaway from the gun.

55. FIRING - TIME TAKEN TO FIRE

• Deduct 25% movement allowance to fire MUSKETS.•  Deduct 25% movement allowance to fire LIGHT, MEDIUM, HEAVY artillery and ROCKETS. 

57. FIRING - LEVEL GROUND

When firing at a target that is on the same level as the firing unit, a player must be able to trace a straightuninterrupted line of fire from the front centre edge of the firing unit to the centre point of the target.

MUSKET FIRING UNITS on level ground may not fire through or over an intervening friendly/enemy unitat a target, which is on the same level as the firing unit.

 ARTILLERY FIRING UNITS on level ground may not fire through or over an intervening friendly/enemyunit at a target, which is on the same level as the firing unit.

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61. FIRING - ENFILADED FIRE

Enfiladed fire occurs when an enemy unit presents its flank to the firing unit (i.e the enemy unit is atapproximately 90 degree to the firing unit), and can be fired upon from end to end. See SECTION 94 -Definition of front, flank and rear zones . Once it has been established that a unit has been hit by artillery ormusket fire in the flank it will not only move down in morale status as normal, but will also suffer anadditional -1 morale point penalty.

When using the artillery or musket firing tables use the following to determine which appropriate targetformation column should be used.

•  An enfiladed LINE counts as a COLUMN OF MARCH and vice versa.

•  An enfiladed COLUMN OF ATTACK counts as a COLUMN OF ATTACK and vice versa.

•  An enfiladed SQUARE counts as a SQUARE and vice versa.

60. FIRING - ROUTING/BROKEN UNITS

Because of the situation created by the alternate moving system any infantry or artillery unit that is reducedto ROUTING/BROKEN status as a result of enemy fire may still return fire (for this turn only) before it fleesusing a base morale rating of zero (0), unless the unit is unable or has already done so.

NOTE: This is the only circumstance when a Routing/Broken unit is permitted to fire back. A Routing/Broken unit is not permitted to fire at any other time during the game. The only exception to this is arouting unit that is being rallied. See SECTION 101 - How to rally a routing unit.

 Any charging unit that is reduced to Routing/Broken status as a result of enemy musket/artillery fire maynot be moved into base contact with the enemy, but will flee from the enemy. In such cases no melee isfought and the charging unit may not return fire.

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62. FIRING - AT A CHARGING UNIT PRIOR TO CONTACT

Units that opt to stand and receive a charging unit at the halt may fire (out of sequence) artillery/musketsat the charging unit prior to it making contact and engaging in melee. However, the defending unit mayonly fire once per turn, at a single enemy target irrespective of the number of times the unit is charged oractivated in the same turn. see SECTION 84 - Units receiving a charge. Supporting units may also fire insuch circumstances, see OPTIONAL RULE OP14 - Supporting fire . NOTE:  Attached artillery will count as a supporting unit. To fire at a charging enemy unit prior to contact carry out the following:

1) The firing unit does not need to be activated.

2) The firing unit carries out a UNIT RECEIVING CHARGE morale test. Should the unit FAIL the test itmust act in accordance with the relevant section of the morale result table. However, should the unitPASS the test then the unit must now carry out an additional FIRING RANGE OF UNIT BEINGCHARGED morale test to determine the range at which it may fire.

3) Should the unit PASS the FIRING RANGE OF UNIT BEING CHARGED morale test then the unit mayfire at Effective Range (E).  Should the unit FAIL the test then it will fire at the range as detailed inthe morale table. Where an infantry unit has to fire at Extreme Range (X) then the ‘11-15’  columnshould be used. NOTE:  The ranges given in the morale test result are for gaming purposes only and may not reflect the actual physical distance the target is from the firing unit .

4) The unit may now fire artillery and/or muskets at the charging unit at the ranges given in the moraleresult table. The player may not hold the unit’s firing for a later activation/turn.

 Any charging unit that is reduced to Routing/Broken status as a result of this out of sequence enemyartillery/musket fire are not moved into base contact with the enemy, but will flee from the enemy. In suchcases no melee is fought and the charging unit may not return fire.

NOTE:  If the charging unit is not able to make base contact with the nominated enemy, the charging unit must still be moved forward it’s maximum amount of remaining movement allowance (plus any charge bonus), towards the nominated enemy and then stop’s. No melee will be fought. The charging unit is not permitted to fire, but the nominated enemy may still fired at the charging unit (as detailed above) and may also fire at the charging unit in their own turn as normal.

64. ARTILLERY - EXHAUSTED GUN CREWS

 At the start of the game players may agree to limit the number of times an artillery piece can fire. This willprevent a player firing their artillery each turn at any enemy target that wanders into range.

If this is the case see OPTIONAL RULES - OP3. Exhausted gun crews.

63. ARTILLERY - TIME TAKEN TO LIMBER OR DEPLOY

Listed below is how much time it takes to limber or unlimber and deploy the different artillery types. If firingwould cause an artillery unit to exceed its movement allowance, then it may not fire, see SECTION 38 -Movement allowance. 

•  Deduct 25% movement allowance for LIGHT or MEDIUMartillery to limber or unlimber and deploy. 

•  Deduct 50% movement allowance for HEAVY artillery tolimber or unlimber and deploy.

•  Deduct 25% movement allowance for ROCKETS to limber orunlimber and deploy. 

French line foot artillery. Figures: 28mm Front Rank. Painted by: Spencer Keen

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65. ARTILLERY - HOW TO CARRY OUT ARTILLERY FIRING

Only deployed artillery that has been activated may fire. An artillery unit may only fire once in a single turn,irrespective of the number of time the unit is activated. No tests are required to limber, deploy, fire, cease fire,nominate or change target, these actions may be carried out at the discretion of the player. To fire artillery carryout the following:

1) A player must indicate the firing unit and the target to be fired upon before measuring the range. When a

player nominates two or more guns to fire at the same target in the same turn, but the target is destroyedbefore all the other guns have been fired, then the remaining unfired guns will count as a miss and the playermay not nominate a new target. This penalty applies because it is assumed that in real terms all the gunswould be firing at the same time and not on an individual basis, as per the game mechanics.

2) Measure the range that the target is from the gun. Targets that are out of range count as a miss.

3) To see if the target is hit, first select a figure from the artillery firing table (see SECTION 66) by crossreferencing the relevant section of the ARTILLERY TYPE column with the appropriate TARGET column, seeexample below. NOTE:  In the table ’0’ means that only the morale rating of the artillery unit, plus any cover bonus, if applicable may be use as the artillery factor.

4) Add to this tabulated figure the morale rating of the unit, plus any cover bonus (if applicable). NOTE:  Artillery does not receive any Command Bonus . This total figure is the total artillery factor of the unit.

5) Now roll 1 x D20, any score equal or less than the total artillery factor hits the target. NOTE:  No artillery firing test is required if the target unit is automatically hit in 'Auto' range. 

6) Any target hit in 'AUTO' range moves down – 1 morale point and then carries out an extra test tosee if its morale point rating is further reduced as follows: Roll 1 x D6. Score 1 = - 1 MP, Score 2 = - 2MPs, Score 3 = - 3 MPs, Score 4, 5 or 6 = No further reduction in morale point rating. This additionalpenalty is to represent the effects of close range canister fire.

7) Any target hit beyond AUTO range moves down – 1 morale point only.

8) All units moving down in morale point rating due to artillery fire must carry out a UNIT HIT BY ARTILLERY OR COUNTER BATTERY FIRE moral test or any additional morale tests for each commander killed etc.,as applicable.

65.1. Calculating damage to deployed/ limbered artillery

1) When deployed artillery is hit by artillery fire (See SECTION 70 - Counter battery fire), or musket fire only thegun should be tested to see if it will suffer a reduction in morale point rating.

2) When limbered artillery is hit by artillery fire or musket fire both the gun and the horse/limber team (SeeSECTION 71 - Risk to artillery limbers), should be tested to see if they will suffer a reduction in morale pointrating.

3) When an unattached horse/limber team (No gun attached) is hit by artillery fire or musket fire only the horse/limber team (See SECTION 71 - Risk to artillery limbers), should be tested to see if it will suffer a reduction inmorale point rating.

How to use the Artillery Firing system:  A British 9 pdr (Heavy) artillery unit wants to fire on astationary French infantry unit. The British unit has a morale rating of 6 MPs. The French unit is in LINEformation, in the open and is 52 cm from the British unit. The French unit has a base morale rating of  5MPs. This remains unchanged because the unit has no commanders in base contact with it (no commandbonus) and is not in cover (No cover bonus). The British player first looks at the ‘Artillery Type - Heavy’ section of the artillery firing table and looks down and stop at (46 - 60 cm) range. Now look at the ‘Target’ section using the ‘INF Line - In Open’  column. By cross referencing these sections the figure 9 is obtained.

 Add to this figure the total morale rating of the unit (total 6 MPs), this gives a total artillery factor of 15 (9 + 6).The player now rolls 1 x D20 and scores 8. As this figure is less than the artillery factor (15) it will count as a hitand because the French unit is hit beyond AUTO range  it suffers -1 MP. The French unit, because it has been firedupon may now return musket fire without being activated, but is unable as it is out of range so no further action is

taken. All units that have been hit must now carry out morale tests, as applicable (see SECTION 97 - Morale overview, onwards ). Each unit, when moving down in morale rating, should amend their morale ratingcounters throughout their go with one that indicates their current morale rating. In this example the Frenchplayer replaces the unit’s 5 MPs Morale Counter with one indicating 4 MPs. 

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68. ARTILLERY - GUN TYPES

In addition to the casualties artillery inflicted it had a considerable psychological effect on troops and it isthis factor that the rules focus upon. For the purpose of the game howitzers have been ignored and theartillery of the various nations has been divided into the following broad-based groups:

ARTILLERY TYPE

LIGHT MEDIUM HEAVY

Britain, KGL, Portugal. - 6 pdr 9 pdr

France, Dutch-Belgian, Italy, Naples, Westphalia, Warsaw. 4 pdr 6 pdr & 8 pdr 12 pdr

Austria, Bavaria, Denmark, Hanoverian, Nassau, Prussia, Saxony, Sweden, Spain. 3 pdr 6 pdr 12 pdr

Russia - 6 pdr 12 pdr & Unicorn

NATION

67. ARTILLERY - GRAND BATTERY

NOTE: Only Austrian, French and Russian armies may form grand batteries. Three or more deployedartillery units in base contact with each other may be classed as a Grand Battery. In addition to the normaldamage each gun may inflict, a Grand battery will automatically inflict an additional - 1 morale point damage on the target, as long as it is in range of the guns. This will apply irrespective of whether the targetis hit or not, or is in the open or behind informal/formal cover. To fire artillery as a Grand Battery carry outthe following:

1) A player must declare that his/her artillery units will fire as a Grand Battery and must activate eachgun in the Grand Battery.

2) No gun in the Grand battery is permitted to move in the turn that it fires and each gun in the Grandbattery must fire at the same target as nominated by the player firing the guns. NOTE:  Should any gun be moved or fire at a different target then the guns will no longer be classed as a grand battery and the automatic - 1 MP damage on the target will not apply .

3) Each gun in the grand battery is now individually tested to see if it hit’s the target. See SECTION 65 –How to carry out artillery firing.

4) Should the target be destroyed before all the guns in the grand battery have been fired, then theremaining unfired guns count as a miss and the player may not nominate a new target. This penaltyapplies because it is assumed that in real terms all the guns would be firing at the same time and noton an individual basis, as per the game mechanics.

ARTILLERY TYPE

Range in (cm)

TARGET

INF Line INFColumn(all types)

orCAV

Column

INFSquare

orCAVLine

LimberedArtillery

Deployed ArtilleryUnlimbered horse teamsUnattached Commander

Cover

HEAVY MEDIUM LIGHT InOpen

BehindInformalCover

BehindFormalCover

InOpen

BehindInformalCover

BehindFormalCover

0 - 15 0 - 10 0 - 5 Auto Auto 12 Auto Auto Auto Auto Auto 6 Auto

16 - 30 11 - 20 6 - 10 Auto 12 9 Auto Auto 8 Auto 6 3 Auto

31 - 45 21 - 30 11 - 15 12 9 6 14 13 5 6 3 1 16

B 46 - 60 31 - 45 16 - 30 9 6 3 11 10 2 3 1 0 13

C 61 – 80 46 – 60 31 – 40 6 3 1 8 7 0 1 0 0 10

81 - 90 61 – 70 41 - 50 3 1 0 5 4 0 0 0 0 7

66. ARTILLERY - TABLE

 Add to the figure given in the table below the morale rating of the firing unit, plus any cover bonus. NOTE:  Artillery does not receive any Command Bonus . Roll 1 x D20, any score equal or less than the total artilleryfactor hits the target.NOTE:  (B) and (C) in the above table are the enforced ranges at which artillery must fire due to a FIRING RANGE OF A UNIT BEING CHARGED morale test result. See SECTION 62. 

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69. ARTILLERY - HOW TO CARRY OUT ROCKET FIRING

Only deployed rocket frames that have been activated may fire. A rocket unit may only fire once in a single turn,irrespective of the number of time the unit is activated. No tests are required to limber, deploy, fire, cease fire,nominate or change target, these actions may be carried out at the discretion of the player. NOTE: The singular term ‘rocket’ used below is for clarity and actually means that a number of rockets have been fired in salvos. 

To fire rockets carry out the following:1) A player must indicate the firing unit and the target to be fired upon before measuring the range. When a

player nominates two or more rocket units to fire at the same target, in the same turn, and the target isdestroyed before all the other rocket units have been fired then the remaining unfired rocket units will countas a miss and the player may not nominate a new target. This penalty applies because it is assumed that inreal terms all the rocket firing frames would be firing at the same time and not on an individual basis, as perthe game mechanics.

2) The player firing the rocket places the ROCKET FIRING TEMPLATE on the front centre edge of therocket firing frame and aims it at the target (moving the model rocket firing frame to suit). To establishwhich direction the rocket will take roll 1 x D6, the figure scored on the die will corresponds with thenumber on the template and the rockets will travel in that direction.

3) To determine how far away from the rocket firing frame the rocket will land roll two different colouredD10 dice. One dice will represent tens, while the other will represent units. the resulting figure is thedistance in cm the rocket lands from the firing frame. EXAMPLE:  Roll one red D10 (tens) and one green D10 (units). Score ‘8’ on the red dice and ‘0’ on the green dice = 80. This means that the rocket will land 80 cm away from the rocket firing frame .

4) A score of ‘0, 0’ will mean that the rocket has failed to go off and will count as a miss.

5) Using a ruler, take a straight line from the front centre edge of the rocket firing frame, through thenumber on the rocket firing template and then place the centre point of the rocket blast template overthe rocket landing point.

6) Any friendly and/or enemy unit that is partially or completely covered by the blast template movesdown – 1 morale point.

7) All units moving down in morale point rating due to rocket fire must carry out a UNIT HIT BY  ARTILLERY OR COUNTER BATTERY FIRE moral test or any additional morale tests for each commanderkilled etc., as applicable.

Photocopy the template and stick it onto light card, then carefully cut it out ready for play.

Rocket Firing Template 

1

2 5

6

3 4

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73. MUSKET - HOW TO CARRY OUT MUSKET FIRING

Only activated infantry units may fire muskets. An infantry unit may only fire once in a single turn, irrespectiveof the number of time the unit is activated. No tests are required to fire, cease fire, nominate or change target,these actions may be carried out at the discretion of the player.

To fire musket carry out the following:

1) The player must indicate the firing unit and the target to be fired upon before measuring the range.2) Measure the range that the target is from the firing unit. Targets out of range will count as a miss.

3) To see if the target is hit, first select a figure from the musket firing table (see SECTION 72) by crossreferencing the relevant section of the FIRING UNIT column with the appropriate TARGET column, seeexample below. NOTE:  In the table ’0’ means that only the morale rating of the unit, plus any command bonus etc., may be use as the small arms factor.

4) Add to this tabulated figure the morale rating of the unit, plus any command bonus, plus any cover bonus,as applicable. This total figure is the total musket factor of the unit.

5) Now roll 1 x D20, any score equal or less than the total musket factor hits the target.

6) Any target hit at Effective Range (E) moves down –1 morale point and then carries out an extra

test to see if its morale point rating will be further reduced as follows: Roll 1 x D6. Score 1 = - 1 MP,Score 2 = - 2 MPs, Score 3 = - 3 MPs, Score 4, 5 or 6 = No further reduction in morale point rating.This additional penalty is to represent the effects of close range musket fire.

7) Any target hit at Extreme Range (X) will move down – 1 morale point only.

8) All units moving down in morale point rating due to musket fire must carry out a UNIT HIT BY MUSKET FIRE morale test and any additional morale tests for each commander killed, as applicable.

How to use the Musket Firing system: An  Austrian infantry unit wants to fire muskets at an advancingFrench infantry unit. The French unit is in COLUMN OF ATTACK formation, in the open and is 12 cm fromthe Austrian unit. The French unit has a base morale rating of 8 MPs. This remains unchanged because ithas no commanders in base contact (no command bonus).

The Austrian unit is in LINE formation, behind a hedge (informal cover). The Austrian unit has a basemorale rating of 4 MPs, but this is increased to a total of 6 MPs because the unit has a unit commander inbase contact (+1 MP command bonus) and receives a +1 MP cover bonus.

The Austrian player first looks at the  ‘Musket firing unit’  section of the musket firing table and looksdown this column using the appropriate range band that the target is from the firing unit (11 - 15 cm) andstops at ’Line’  formation. Now look at the ‘Target’  section using the ‘INF Column (All types) or CAV Column’  column. By cross referencing these sections the figure 8 is obtained. Add to this figure the totalmorale rating of the unit (total 6 MPs), this gives a total musket factor of 14 (8 + 6). The player now rolls 1 x D20and scores 8. As this figure is less than the musket factor (14) it will count as a hit and because the Frenchunit is hit at extreme range (X) it suffers -1 MP. The French unit, because it has been fired upon may now returnfire, without being activated as follows:

The French player first looks at the ‘Musket firing unit’  section of the musket firing table and looks downthis column using the appropriate range band that the target is from the firing unit (11 - 15 cm) and stopsat ’Column of attack   ’  formation. Now look at the  ‘Target’  section using the  ‘INF Line’ - ‘Behindinformal cover’  column. By cross referencing these sections the figure 1 is obtained. Add to this figure thetotal morale rating of the unit which in this example is now 7 (8 - 1), this gives a total musket factor of 8 (1 + 7).The player now rolls 1 x D20 and scores 16, as this figure is greater than the musket factor (8) it will count as amiss so no further action is taken.

 All units that have been hit must now carry out morale tests, as applicable (see SECTION 97 - Morale overview,onwards ). Each unit, when moving down in morale rating, should amend their morale rating countersthroughout their go with one that indicates their current morale rating. In this example the French player replaces

the unit’s 8 MPs Morale Counter with one indicating 7 MPs. 

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75. MELEE - UNITS PERMITTED TO TAKE PART IN A MELEE

The units listed in SECTION 88 have no melee capability and should avoid melee where practically possibleas they may not inflict damage upon their opponent. Only opposing infantry or cavalry units that are in basecontact with one another may suffer a reduction in morale rating if hit in melee. These units are termedFORWARD UNITS. However, any friendly units that are in base contact with either the side or rear of afriendly forward unit may also test to see if it inflicts damage on an enemy forward unit. These units aretermed SUPPORTING UNITS.

Each forward and supporting unit (whether activated of fighting back as a result of being attacked), will beindividually tested at the same time, to see if they can inflicts damage upon the opponent’s forward unit.NOTE:  A forward unit may only fight another enemy forward unit and is not permitted to fight any enemysupporting units. When a forward unit is fighting on a narrow frontage, i.e. on a bridge, between houses orbetween an enclosed topographical feature such as a gully or narrow pass (excluding hedges, fences and

low stone walls around fields) it is not be permitted to count any supporting units in the melee.

Side A – Has charged units D, E, F, G, H and I into contact with enemy units A, B and C. Units B,C, D and E now become the ‘Forward units’ of their respective armies. Side A - Individually tests its units to see if they inflict damage upon the enemy’s forward units as follows: Unit D attacks B supported by G; Unit E attacks C supported by F and H. Unit I will not form part of the melee.

Side B  – Now individually tests its units to see if 

they inflict damage upon the enemy’s forward units as follows: Unit B attacks D but is unsupported; Unit C attacks E supported by A.

EForward

unit

HSupporting

unit

Side A

Side B

 ASupporting

unit

BForward

unit

CForward

unit

DForward

unit

GSupporting

unit

FSupporting

unit

I

74. MELEE - OVERVIEW

Only activated units may instigate a melee (hand to hand combat) and be moved into base contact with theenemy. An activated unit may only fight one enemy unit in the same turn. This applies irrespective of thenumber of times the unit is activated in a single turn.

 Any defending artillery or infantry unit forced to melee, is permitted to fight back in the same turn, withoutbeing activated, but uses its REDUCE morale rating caused by initial contact penalties, as applicable. If the

defending unit is attacked by more than one enemy unit in the same turn, then the defending unit may onlyfight one round of melee, with the first enemy ‘forward’ unit that made base contact with it, irrespective of the number of times the unit is attacked and forced to melee in a single turn.

If a charging unit is able to make base contact with any part of a nominated enemy unit then a melee isfought. Once contact has been made then the units in melee should be neatly aligned with one another,irrespective of their actual point of contact.

Should a player want to move a unit into base contact with an enemy they must declare a CHARGE movewhen they first activate the attacking unit. See SECTION 76— Charges . A countercharging unit does notneed to be activated. See SECTION 77— Countercharges . After the attacking and defending units havecarried out their morale tests and are permitted to move into base contact with one another then a melee isfought. NOTE:  After the first round of melee, neither the attacking or defending units need to be activated in order to fight any subsequent rounds of melee, which is continuously fought in both Side A’s and Side B’s turn until a unit either voluntarily breaks off from the melee, or is forced by a morale test result to break off from the melee, or the unit is reduced to broken status .

Because of the situation created by the alternate moving system any infantry or cavalry unit that is reducedto ROUTING/BROKEN status in melee may still fight one round of melee (for this turn only), using a basemorale rating of zero (0), unless the unit is unable or has already done so. NOTE:  This is the only circumstance when a Routing/Broken unit is permitted to fight a melee, the only exception to this is a routing unit that is being rallied. See SECTION 101 - How to rally a routing unit .

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76. MELEE - CHARGES

The following are not permitted to declare a CHARGE move:

•  Artillery, all types.

• Infantry in column of march formation. 

• Infantry may not charge cavalry, except enemy cavalry that is already engaged in melee. 

•  An attacking unit is not permitted to charge an enemy unit that it could not see at the start of itsturn. This rule may not apply to charging supporting units. See SECTION 14 - Visibility.

1) Should a player want to move one of their units into base contact with an enemy unit in order to fighta melee or join an ongoing melee, they must declare a CHARGE move when they first activate theattacking unit.

2) Once the CHARGE move has been declared the attacking player indicates the charging unit and theenemy unit to be attacked, before measuring the distance between the units.

3) A charging infantry or cavalry unit is permitted during its ‘go’ to wheel or change direction, but once thecharging unit is within 50 mm of the enemy unit to be attacked, then the charging unit must be moved ina straight line, directly towards the centre of the target unit.

4) Each charging unit must carry out a CHARGE morale test to see if the unit will attack the enemy.Should the charging unit PASS the morale test then the unit may attack the enemy.

5) Should the charging unit FAIL the morale test then it will act in accordance with the relevant sectionof the morale result table. NOTE:  A unit that fails to charge must remain in its present location and may not carry out any other action other than defend itself, unless activated again in the same turn. All failed units may retest next time they are activated to see if they will push home their attack. 

6) If the charging unit is permitted to attack the nominated enemy unit, then the attacking player shouldmeasure the distance from the charging unit to the nominated enemy unit, adding where applicable anyCHARGE BONUS to the charging unit’s movement allowance. See SECTION 78 - Charge bonus .

7) If the charging unit is able to make base contact with any part of the nominated enemy unit then a

melee is fought.8) However, if the charging unit is not able to

make base contact with the nominatedenemy, the charging unit must still be movedforward it’s maximum amount of remainingmovement allowance (plus any chargebonus), towards the nominated enemy andthen stop’s. No melee will be fought. Thecharging unit is not permitted to fire, but thenominated enemy may still fired at thecharging unit (see SECTION 62 - Firing at a charging unit prior to contact ) and may also

fire at the charging unit in their own turn asnormal.

9) Should the nominated enemy unit break and flee before contact due to a moraletest result, then the charging unit is movedto the position vacated by the nominatedenemy unit and then stop’s.

French 10th HussarsFigures: 28mm Foundry.Painted by: Spencer Keen

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79. MELEE - JOINING AN ONGOING MELEE

 Additional reserve troops may join an ongoing melee, subject to the following:1) The attacking unit(s) must comply with the requirements given in SECTION 76 - Charges  and

SECTION 80 - How to fight a melee .

2) There must be sufficient room for the attacking unit to be moved into base contact with the enemy orinto base contact with a friendly FORWARD unit.

3) A friendly SUPPORTING unit that enters a melee at the same time as their forward unit(s) or any unit joining an ongoing melee at a later time may not inflict initial contact penalties. However, theattacking unit may count as assaulting the enemy in the FLANK or REAR depending on its point of contact with the enemy, see SECTION 94 - Definition of front, flank or rear attacks. 

78. MELEE - CHARGE BONUSWhen a player declares a charge move they may add a CHARGE BONUS to the unit’s normal movementrate. NOTE:  The   charge bonus may only be added once per turn, irrespective of the number of times the unit has been activated in the same turn .

To determine how much extra movement the unit will have, a player should roll the following D6:

• Infantry: 1 x D6 cm.• Cavalry 2 x D6 cm.

EXAMPLE:  A Cavalry unit is carrying out a charge move, roll 2 x D6 and add these scores together, say score 5 + 6 = 11. This means that the cavalry unit may add 11 cm to its normal movement rate.  

The following are not permitted to use the CHARGE BONUS:

•  A countercharging unit.•  A unit moving all or some of its movement allowance through difficult terrain.• Cavalry charging down a very steep hill or slope.•  A pursuing unit.•  Artillery (all types).

77. MELEE - COUNTERCHARGES

 Any defending infantry or cavalry unit that is charged may countercharge without being activated.

NOTE: Artillery may not countercharge; infantry may not countercharge attacking cavalry; countercharging units may not fire; countercharging units may not add the CHARGE BONUS.

1) To countercharge the defending player must declare a COUNTERCHARGE move and indicate thecountercharging unit and the nominated enemy unit to be attacked. The countercharging unit

carries out a UNIT RECEIVING CHARGE morale test to see if the unit will countercharge the enemy.

2) Should the countercharging unit PASS the morale test, then the unit is moved into base contact withthe enemy and fights a melee. Charging and countercharging units meet at the mid-point betweenthe opposing forces, where practically possible. NOTE: where this is not practically possible then theunits will meet at mutually agreed position.

3) Should the countercharging unit FAIL the morale test then it acts in accordance with the relevantsection of the morale result table.

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80. MELEE - HOW TO FIGHT A MELEE

Use the following method to determine how much damage the enemy has sustained in the melee.

1) Each unit engaged in melee may only test once per turn to see if it can inflict damage upon theenemy. Charging and countercharging units should first determine the damage their FORWARD unitshave inflicted on the enemy as a result of initial contact penalties (See SECTION 81). The attackingplayer now individually tests their FORWARD and SUPPORTING units, as detailed below, to see if they

are able to inflict further damage upon the enemy.2) To see if the target is hit, first select a figure from the melee table (see SECTION 82) by cross referencing

the relevant section of the ATTACKING UNIT column with the appropriate DEFENDING UNIT column, seeexample below. NOTE:  In the table ’0’ means that only the morale rating of the unit, plus any command bonus etc., may be use as the melee factor.

3) Add to this tabulated figure the morale rating of the unit, plus any command bonus, plus any cover bonus,as applicable. This total figure is the total melee factor of the unit.

4) Now roll 1 x D20, any score equal or less than the total melee factor hits the target. NOTE:  All scores of 20 or more count as an automatic HIT .

5) All units hit in melee move down - 1 morale point. 

6) All units moving down in morale point rating due to damage sustained in melee carry out a UNIT HITIN MELEE morale test and any additional morale tests for each commander killed, as applicable.

7) Should a FORWARD unit withdraw or flee from the melee then any friendly supporting unit that isalso fighting the melee is moved into base contact with the enemy and becomes the new FORWARDunit. The melee will continue to be fought.

How to use the melee system:  A Prussian light cavalry unit wants to charge uphill to attack a stationaryFrench infantry unit behind a hedge (informal cover). The Prussian cavalry unit is in LINE formation, in theopen and has a base morale rating of 4 MPs, but this is increased to a total of 5 MPs because the unit hasa unit commander in base contact (+1 MP command bonus). The French unit is in LINE formation, behind awall (informal cover) and has a base morale rating of 5 MPs, but this is increased to a total of  14 MPsbecause the unit has a unit commander (+1 MP command bonus), and a Brigade commander (+7 MPscommand bonus) in base contact and receives a +1 MP cover bonus.

The Prussian cavalry passes its CHARGE TEST and contact the infantry. The French player may notcountercharge (see SECTION 77). The French unit also carries out a UNIT RECEIVING CHARGE TEST andpasses (see SECTION 99). For the purpose of this example assume that the French inflicted no casualtieswith their musket fire (see SECTION 62), on contact the Prussian cavalry inflict -2 MPs damage on theinfantry due to initial contact penalties (See SECTION 81). The Prussian player now uses the melee table tosee if further damage can be inflicted on the infantry. First look down the  ‘Attacking Unit’ column untilyou reach the row titled ‘Light cavalry’ . Now look along the ‘Defending Unit - Behind informal cover’ column. Because the cavalry are charging up hill use the ‘U’  column. By cross referencing these sections thefigure 5 is obtained. Add to this figure the total morale rating of the unit (total 5 MPs), this gives a total meleefactor of 10 (5 + 5). The player now rolls 1 x D20 and scores 8. As this figure is less than the melee factor (10) itwill count as a hit and the French infantry unit suffers -1 MP. The French unit, because it has been attacked maynow fight back without being activated, but must subtracts -2 MPs for initial contact penalties, so the total moralerating of the unit in this example is now 12 (14 - 2).

Because the French unit is stationary it does not inflict any initial contact penalties on the cavalry. TheFrench player now uses the melee table to see if damage can be inflicted on the cavalry. First look downthe  ‘Attacking Unit’  column until you reach the row titled  ‘Infantry Line’ . Now look along the

 ‘Defending Unit - In Open’ . Because the French unit is on higher ground than the attacking cavalry usethe  ‘D’  column, as the infantry are fighting down hill. By cross referencing these sections the figure 9 isobtained. Add to this figure the total morale rating of the unit (12 MPs), which gives a total melee factor of 21 (9 + 12). As this score is over 20 it will count as an automatic HIT and the cavalry suffers -1 MP. All units thathave been hit must now carry out morale tests, as applicable (see SECTION 97 - Morale overview, onwards ).

Each unit, when moving down in morale rating, should amend their morale rating counters throughout their

go with one that indicates their current morale rating. In this example the French player replaces the unit’s 5 MPsMorale Counter with one indicating 2 MPs (- 2 MP for initial contact penalty and - 1 MP for being hit in melee), andthe Prussian player replaces their 4 MPs Morale Counter with one indicating 5 MPs. 

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83. MELEE - BREAKTHROUGH

Breakthrough - where a victorious unit smashes its way through an enemy unit and then goes on to attack another new enemy unit in the same turn is not used in the game. However, breakthrough is represented inpart by the use of the pursuit rules. See SECTION 91 - Pursuit.

84. MELEE - UNITS RECEIVING A CHARGE

When a unit is nominated to be attacked, should the charging unit pass its CHARGE morale test, then thedefending unit carries out a UNIT RECEIVING CHARGE morale test to see if the unit will stand and receivethe enemy. NOTE: Stationary units may not inflict initial contact penalties.

1) Should the defending unit PASS the morale test, then the unit may either countercharge, wherepermitted, or opt to receive the charge at the halt.

2) When an artillery or infantry unit opts to receive the charge at the halt, it has the option to carry out(out of sequence) artillery and/or musket firing, see SECTION 62 - Firing at a unit prior to contact . If this is the case then the firing unit carries out an additional FIRING RANGE OF UNIT BEING CHARGED

morale test to determine the range at which the unit is permitted to fire.3) The ranges given in the morale test result, which must be used, are for gaming purposes only and

may not reflect the actual physical distance the target is from the firing unit. See SECTION 62 - Firing at a charging unit prior to contact and OPTIONAL RULE OP14 - Supporting fire.

4) Should the defending unit FAIL any of the above morale tests then it must act in accordance with therelevant section of the morale result table.

85. MELEE - RESULTS

It is only necessary to know who has won or lost a round of melee when attacking an infantry square orwhen trying to take control of cover occupied by the enemy.

1) A unit has LOST a round of melee if it suffers a reduction in morale point rating, but fails to inflict areduction in morale point rating on its opponent or is forced to break off from a melee due to amorale test result or is reduced to ROUTING/ BROKEN status. NOTE: Initial contact penalties countas inflict a reduction in morale point rating.

2) The melee is a DRAW if:• Both sides inflict a reduction in each other’s morale point rating. This applies even if say side A

inflicts 6 MPs damage and side B only inflicts 1 MP damage.

• Both sides fail to inflict a reduction in each other’s morale point rating.

86. MELEE - ROUTING/BROKEN UNITS

Because of the situation created by the alternate moving system any infantry or cavalry unit that is reducedto ROUTING/BROKEN status in melee may still fight one round of melee (for this turn only), using a basemorale rating of zero (0), unless the unit is unable or has already done so.

NOTE: This is the only circumstance when a Routing/Broken unit is permitted to fight a melee. A Routing/Broken unit is not permitted to fight a melee at any other time during the game. The only exception to thisis a routing unit that is being rallied. See SECTION 101 - How to rally a routing unit.

For artillery in melee see SECTION 89 - Artillery in melee.

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87. MELEE - BLOWN CAVALRY

 At the start of the game players may agree that after two consecutive rounds of melee, if cavalry have notreduced the enemy to BROKEN status or forced them to rout, then the cavalry will be deemed to be blownand must break off from the melee. If this is the case see OPTIONAL RULES - OP4. Blown Cavalry.

88. MELEE - UNITS WITH NO MELEE CAPABILITY

The units listed below may form part of a melee, but will have no melee capability and so may not inflictdamage upon their opponent:

•  A broken unit has no melee capability.

•  A routing unit has no melee capability, unless it is being rallied. See SECTION 101.

• Limbered and/or deployed artillery has no melee capability.

89. MELEE - ARTILLERY IN MELEE

Limbered/deployed artillery has no melee capability.

UNATTACHED ARTILLERY - This is either limbered or deployed artillery that is not in base contact with afriendly infantry or cavalry unit. If artillery is contacted by the enemy then the artillery unit is overrun andthe gun, gun crew, associated limber (if within 10 cm of the gun position) and any commanders in basecontact with the gun are automatically destroyed and should be removed from the gaming table. 

 ATTACHED ARTILLERY - This is either limbered or deployed artillery that is in base contact with afriendly infantry or cavalry unit. If contacted by the enemy it may not be chosen as a specific target to befought, but the supporting friendly unit must be fought instead. NOTE: When artillery is in base contact 

with more than one supporting unit that are going to fight a melee at the same time, then the player must (before the melee starts) indicate the friendly unit that the artillery unit is attached.

If during the melee the supporting infantry or cavalry unit to which the artillery is attached is reduced toRouting/Broken status or is forced to WITHDRAW due to a morale test result then the artillery unit isoverrun and the gun, gun crew, associated limber (if within 10 cm of the gun position) and any command-ers in base contact with the gun are automatically destroyed and should be removed from the gaming ta-ble. NOTE:  This penalty does not apply if the attacking enemy is also reduced to ROUTING/BROKEN status in the same melee.

90. MELEE - DIRECTION OF ATTACKThe melee table uses the following to denote the direction in which the defending and attack are fighting:L = Level ground; U = Uphill; D = Down hill. The direction of attack is defined as follows:

Level ground - This is where the units fighting a melee are on the same level and are not within 5 cm of the top or bottom edge of a model hill. Any unit moving down hill (or up hill), to attack a defending unit,which is located 5 cm or more away from the top or bottom edge of a model hill will count as fighting onlevel ground.

Uphill - This is where a unit is fighting (in an uphill direction), an enemy unit that is located on higherground and if positioned on the top of a hill is within 10 cm of the top contour of the model hill.

Down hill - This is where a unit is fighting (in an down hill direction), an enemy unit that is located onlower ground and if positioned at the bottom of a hill is within 10 cm of the bottom contour of the modelhill.

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92. MELEE - INFANTRY SQUARE DEFEATED IN MELEE

Should infantry in square lose a round of melee, then the square automatically collapses and the infantryunit will move down – 3 morale points and ROUT.

93. MELEE - SECURE FLANKS

 A unit is not permitted to attack an enemy unit in the flank if the flank that is to be attacked is either:

• Protected by an impassable topographical object, such as a building or rock outcrop etc. that is 15 cm orless away from the defending units flank. NOTE:  The gaming table edge cannot act as an impassable 

topographical object.•  Protected by a supporting friendly unit (this may be an infantry, cavalry or artillery unit) that has 75% or

more of its frontage within 15 cm or less away from the defending unit’s flank that is to be attacked.

91. MELEE - PURSUIT

Whenever an enemy unit in melee voluntarily withdraws from a melee or is forced to break off from a meleedue to a morale test result or being reduced to ROUTING/BROKEN status, then the opposing unit that wasin the melee must carry out a BASIC morale test to see whether it will remain in its present location orpursue the withdrawing/ fleeing enemy.

1) The BASIC morale test and any pursuit move are carried out in the same turn that the enemy

withdrew or fled from the melee, irrespective of whether it is Side A or Side B’s turn.2) The following units may only use their base morale rating, plus any command bonus when carrying

out their BASIC morale test, they are not permitted to add the score of 2 x D6. a) British cavalry;b) Cossacks; c) Mameluke infantry and cavalry.

3) Should the unit PASS the test then it has the option to remains in its present location until the nexttime it is activated or to pursue the fleeing enemy.

4) Should the unit FAIL the test then it must pursue the fleeing enemy for 1 turn only.

5) Once the compulsory or voluntary pursuit move has been completed the pursuing unit must remain inits present location until the next time it is activated in its own turn.

6) The unit that wants to pursue or has been forced to pursue does not need to be activated and is

permitted to move 100% of its movement allowance directly towards the withdrawing/ fleeing enemy,even if it has already used all its movement allowance this turn.

7) If the pursuing unit is able to make base contact with the withdrawing/ fleeing enemy unit then amelee is fought in the next players turn, but this will not apply to a ROUTING/BROKEN unit, which willcontinue to flee. NOTE: Flank and rear attack rules apply. See SECTION 95 - Flank or rear attacks .

If during the pursuit move, the pursuing unit passes within 5 cm of a new enemy unit, then the pursuingplayer has the option to either continue the pursuit or try and attempt to attack the new enemy, as detailedbelow. NOTE:  Where   it is possible for the pursuing unit to attack a number of enemy units, then it must attack the first (nearest) enemy unit it encountered along its pursuit route .

1) The pursuing player declares a CHARGE move and carries out a CHARGE morale test.

2) Should the pursuing unit PASS this test then it is moved into base contact with the new enemy. Thenew melee will be fought in the next players turn.

3) Should the pursuing unit FAIL this test then it must continue to pursue the original enemy unit.

4) The new enemy unit, if attacked, must carry out a UNIT RECEIVING CHARGE morale test. Should thedefending unit pass this morale test then it may countercharge or fire at the pursuing unit.

5) Should the new enemy unit opt to fire it must carry out a FIRING RANGE OF UNITS BEING CHARGEDmorale test before firing. Any reduction in morale rating inflicted on the pursing unit due to firingshould be removed from the unit prior to fighting the melee.

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94. MELEE - DEFINITION OF FRONT, FLANK OR REAR ZONES

 An attacking unit must have 75% or more of its frontage within the enemy's flank or rear zone to be eligiblefor a FLANK or REAR attack. Where these conditions are not met then the attack will count as a frontalassault.

NOTE: base A represents the defending unit.

• Unit B, C and D can contact Unit A in front, but not flank.• Unit E and G can contact Unit A in flank, but not rear.• Unit F can contact Unit A in rear, but not flank.

In a FLANK ATTACK the attacking unit must be placed on the flank of the defending unit as shown below.NOTE: base A represents the defending unit.

WRONGWRONGCORRECT

 A

 A

 A

Right Flank 

Rear

Left Flank   A

BC  

   E     D

 

      G 

F  

Front

95. MELEE - FLANK OR REAR ATTACKS

Because turns alternate between players and the fact that a unit may be activated a number of times perturn it is fairly easy to contact an enemy unit in the flank or rear. To address this problem any unit that iscontacted in the flank or rear will not automatically move down the -3 or -5 morale points due to initialcontact penalties (as applicable), but first carries out a BASIC MORALE test. NOTE: Squares do not have flank or rear zones, therefore FLANK and REAR attacks do not apply when attacking a square.  

1) Should the defending unit PASS the morale test, then it is not be hit in the flank or rear. Instead theunit is turned to face the enemy and a melee fought. However, the defending unit is not permitted tocarry out artillery or musket firing prior to contact.

2) Should the defending unit FAIL the morale test then it moves down either - 3 morale points forbeing contacted in the FLANK or - 5 morale points for being contacted in the REAR, as applicable. If the defending unit has not been reduced to broken status then it is turned to face the enemy and a

melee fought. However, the defending unit is not permitted to carry out artillery or musket firing priorto contact.

NOTE: In addition to the above all other initial contact penalties will apply.

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96. MELEE - IN COVER & BUILDINGS

1) A unit that is defending in or behind cover or buildings will count as being in line formation for allfighting. The advantages of being in cover is detailed in SECTION 33 - Cover Overview. NOTE:  While a defending unit is in base contact with cover the temporary cover morale bonus it receives should be added to its morale point rating for all firing, melee and morale tests .

2) When an activated infantry unit moves into base contact with cover, such as a hedge, wall or building

etc., it is automatically placed into a line formation even if the unit is not already in LINE formation(no movement penalty apply. The unit is permitted to change to line formation, where necessary,even if the unit has already used all its movement allowance this turn. This action represents the unitdispersing along the length of the cover or throughout the building.

3) When an activated infantry unit wishes to occupy a building, then the figures are placed in basecontact along one side of the building, facing away from the building. If the unit in line is longer thanthe terrain piece being occupied then the figures may be wrap around to suit. NOTE: I use this rule because most model buildings are made of solid resin .

96.1 Melee - Buildings

1) Should an enemy unit attack the building, then the defending unit must be moved to whichever faceof the building is under attack. The defending unit does not need to be activated to carry out this

action. The attacking enemy unit is then placed in base contact with the defending unit and a meleefought. NOTE: Friendly supporting units do not count when attacking buildings or Formal cover .

2) If the building is assaulted from different directionsby two or more enemy units then these attackingunits are placed on the different faces of thebuilding and each of these units may individuallyattack the defending unit. NOTE:  A defending unit may only melee one enemy unit per turn, the  player must therefore indicate which enemy unit is to be fought. Obviously if more than one unit is defending the building then the equivalent number of attacking units may be fought. 

3) Should the attacking unit lose a round of meleethen it is automatically moved back 10 cm awayfrom the building, facing the defending unit.

4) Should a defending unit lose a round of melee then it will be automatically moved back 10 cm awayfrom the building, see diagram below. The defending unit must withdraw directly away (facing theenemy) from the enemy using a side of the property that is not occupied by the enemy. If all sides of the buidling are occupied by the enemy then the defeated defending unit will surrender en masse.See SECTION 20 - Surrender en masse .

5) Any defending unit that has been ejected from the cover will no longer count as being in cover.

6) The attacking unit that has won the melee does not need to carry out a CONTROL morale test (seeSECTION 91 - Pursuit ) and may either moved over the cover (if possible) or may take possession of the cover or building by moving into base contact with it. NOTE: An attacking unit may not move over or take possession of any cover or building until all the defending units have been ejected .

   A    A

10 cm

Position of defending unit prior to melee

Position of defendingunit after losing melee

Direction of attack 

Peninsular war buildingsmade and painted by Roly Hermans 

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98. MORALE - REASONS FOR TEST A morale test must be carried out:1) When a unit attempts to charge the enemy.

2) To see if a unit being charged will countercharge.3) To see if a unit being charged will stand and fire artillery or muskets.

4) To determine the range a unit being charged may fire.5) Each time a unit moves down in morale point rating as a result of artillery fire, musket fire or damage

inflicted during a melee.6) Each time a commander is killed.

7) To prevent a unit pursuing a routing enemy unit at the termination of a melee.8) Each time a friendly ROUTING/BROKEN unit passes within 5 cm of the testing unit. NOTE:  Routing 

cavalry does not affect infantry or vice versa. Routing infantry or cavalry does not affect artillery.Routing artillery affects other artillery, infantry and cavalry .

9) To stop a unit routing and rally it.

98. MORALE - REASONS FOR TEST

 A morale test must be carried out:1) When a unit attempts to charge the enemy.

2) To see if a unit being charged will countercharge.

3) To see if a unit being charged will stand and fire artillery or muskets.

4) To determine the range a unit being charged may fire.

5) Each time a unit moves down in morale point rating as a result of artillery fire, musket fire or damageinflicted during a melee.

6) Each time a commander is killed.

7) To prevent a unit pursuing a routing enemy unit at the termination of a melee.

8) Each time a friendly ROUTING/BROKEN unit passes within 5 cm of the testing unit. NOTE:  Routing 

cavalry does not affect infantry or vice versa. Routing infantry or cavalry does not affect artillery.Routing artillery affects other artillery, infantry and cavalry .

9) To stop a unit routing and rally it.

97. MORALE - OVERVIEW

 At the start of the game each commander, except unit commanders, and each unit is given a morale pointrating based upon their class (see SECTION 24 and SECTION 25). The class rating of each commander orunit may be either historical, see APPENDIX D - Commander ratings, or determined randomly, seeOPTIONAL RULES - OP1. Random commander and unit class/morale rating.  As the game progressescommanders and units may be forced to move down in morale point rating as a result of being hit by eitherartillery or musket fire, suffering damage in melee or due to a morale test result. Once a commander or unit

has moved down in morale point rating it may not move back up.

• Commanders may add their COMMAND BONUS to the current morale point rating of any friendly unitwith which they are in base contact with. See Section 102 – Command Bonus .

• For National characteristics see APPENDIX E - Basic morale point supplement.

•  All enforced action caused by a morale test result must be carried out for one turn. Units affected bysuch morale test results do not need to be activated and may if necessary be permitted to move in eitherSide A or Side B turn, irrespective of whose turn it is.

97.1 Morale - When to remove morale points.

The following will apply each time a unit is hit by either artillery, small arms fire or in melee:

1) If hit by artillery/musket: -1 MP (this penalty could be more if hit at effective range) and test eachcommander in base contact with the unit to see if they are killed. If killed remove the figure from thetable now and the unit loses the associated command bonus. The unit may now return fire withoutbeing activated, but uses its REDUCED morale rating, as applicable. Now carry out a morale test asdetailed in 3) below.

2) If hit in melee: First  subtract any initial contact penalties. If hit in melee -1 MP and test eachcommander in base contact with the unit to see if they are killed. If killed remove the figure from thetable now and the unit losses the associated command bonus. The defending unit may now fight back without being activated, but uses its REDUCED morale rating, as applicable. Now carry out a moraletest as detailed in 3) below.

3) Once all fighting and firing has been resolved, both the activated and defending enemy units carry out

all morale tests (as applicable), using their REDUCED morale rating. On completion of the morale testssubtract any additional morale point loses cause by the test results. Now replace the activated anddefending enemy units ‘Morale Counter’ with one that indicates their current morale rating.

4) The activated and enemy units must now act on the worst case enforced action, as detailed in themorale table. EXAMPLE:  A unit is hit by small arms fire and also has its unit commander killed. The ‘Unit hit by small arms fire’ morale test stated that the unit must ROUT, but the ‘Commander killed’ morale test stated that the unit must WITHDRAW, in this example the unit must ROUT .

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100. MORALE - HOW TO CARRY OUT A MORALE TEST

To undertake a morale test carry out the following:

1) Take the current morale point rating of the testing unit. Add to this figure any command bonus, plusany cover bonus and the score rolled on 2 x D6. This figure becomes the total morale factor.

2) Roll 1 x D20. A score equal to or less than the total morale factor is required to pass the test.

3) Should the unit PASS the morale test, check the unit’s action by cross-referencing the relevantsection of the REASON FOR TEST with the PASS column of the morale results table. The testing unitacts in accordance with the action given in the table.

4) Should the unit FAIL the morale test, then roll 2 x D6, add the scores together and check the unit’saction by cross-referencing the relevant section of the REASON FOR TEST with the appropriate FAILcolumn of the morale results table. The testing unit must act in accordance with the worst resultgiven in the table.

5) When more than one reason for a morale test applies at the same time, then the tests are carried outconsecutively, in the order that the events appear in the morale results table. Should one of the

morale tests cause the testing unit to move down in morale point rating, then the result of the nextmorale test is calculated using the unit’s reduced morale point rating.

How to use the morale system:

 A Russian infantry unit in LINE formation, behind a hedge (Informal cover), has a base morale rating of 4MPs, but this is increased to a total of 6 MPs because the unit has a unit commander in base contact (+1MP command bonus) and receives + 1 MP cover bonus. The unit is hit by artillery and suffers -1 MPdamage. The unit now has 5 MPs (Base of 3 MPs, +1 MP command bonus, + 1 MP cover bonus). Theplayer now rolls 1 x D10 to see if the commander is hit and rolls a zero, which means commander killed.The unit now has 4 MPs (Base of 3 MPs, +1 MP cover bonus, but no command bonus).

The unit must now carry out two morale tests due to being hit by artillery and loss of commander. The unitstarts the first morale tests with a total 4 MPs plus the score rolled on 2 x D6, say score 6, this gives a totalmorale factor 10 (4 + 6). The player now rolls 1 x D20 and scores 17. As this figure is greater than the moralefactor (10) it means that the player has failed the test and must now roll 2 x D6 (scores 9) and consults the ‘FAIL’ section of the morale table. The player first looks down the ‘Reason for test’ column and stops at ’Unit hit byartillery or counter battery fire’. Now look down the FAIL section using the  ‘8, 9 or 10’ column because theplayer scored 9. By cross referencing these sections of the morale table, the table states that the unit must

 ‘WITHDRAW’ and - 2 MPs. The unit now has 2 MPs (Base of 1 MPs, +1 MP cover bonus), but before itwithdraws the unit must additionally test again for losing its commander.

The unit starts this second morale tests with a total 2 MPs plus the score rolled on 2 x D6, say score 8, thisgives a total morale factor 10 (2 + 8). The player now rolls 1 x D20 and scores 5. As this figure is less than themorale factor (10) the unit has passed the test and consults the ‘PASS’ section of the morale table, which statesthat the loss of the commander has no effect. However, units must act in accordance with the worst result. In thisexample the unit must ‘WITHDRAW’. On completion of the morale test replace the units ‘Morale Counter’ with onethat indicates its current morale rating. In this example the Russian player replaces the unit’s 5 MPs ‘MoraleCounter’ with one indicating 1 MP, the unit also loses its + 1 cover bonus because it has withdrawn from the cover.

99. MORALE - TYPES OF MORALE TEST

Throughout these rules a player is instructed what type of morale test to carry out and in most cases thesetests relate to those given in the MORALE RESULT TABLE. Should the testing unit FAIL this type of test,then the unit will suffer varying penalties (as given in the MORALE RESULTS TABLE) dependent upon theunit’s level of failure.

99.1 Basic morale test

 A BASIC morale test is carried out in exactly the same way as a standard morale test, but a player does notneed to check the Morale Result Table. This is because the action that the unit must take, whether it passesor fails the test, is detailed in the relevant section of the rules.

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101. MORALE - HOW TO RALLY A ROUTING UNIT

1) This rule is only applicable to a routing unit, as a broken unit cannot be rallied.

2) A routing unit may only test once per turn to see if it will rally, irrespective of the number of times it isactivated in the same turn. NOTE:  A player may only attempt to rally their routing unit in their own turn .

3) Routing units may only be rallied by a commander (any type) that is in base contact with the routingunit. NOTE: Commanders being taken off the tabletop by a fleeing Routing/Broken unit and the unit itself are lost for the duration of the game. 

4) However, before being permitted to conduct a rally test the testing unit must meet the followingconditions:

• The routing unit must not be currently in melee.

•  All pursuit by the enemy must have stopped.

• The routing unit must not have been fired upon in the last turn, prior to the rally test.

5) To rally a routing unit a player must first activate the unit and then declare this action, indicate the

routing unit to be rallied. The player now carries out a RALLY morale test using the current moralepoint rating of the testing unit, plus the Command Bonus and the score rolled on 2 x D6.

6) Should the unit PASS the morale test, then it stops routing. The rallying unit is turned to face theenemy (no movement penalty) but must remain in its present location and rest. The player must nowdetermine how long the unit needs to rest, roll 1 x D6. The score on the dice will be the number of times the unit will need to be activated before it may be brought back into action. Place by the side of the unit a REST counter that corresponds with the dice score. The player may activate the unit therequired number of times in the same turn or over a number of turns. EXAMPLE: Say score 3, place a ‘REST 3’ counter next to the unit. The player activates the unit twice in turn 1 replacing the ‘REST 3’ counter with a ‘REST 1’ counter. The player then activates the unit once more in turn 2, removing the ‘REST 1’ counter. The rested unit will be brought back into action the next time it is activated.

7) Should the unit FAIL the morale test then it must act in accordance with the relevant section of themorale result table. However, the player may attempt another RALLY test in his/her next turn.

8) The rallying unit may not carryout any other action other than rally and may not defend itself. If theunit suffers any reduction in morale point rating due to artillery/ musket fire or is forced to melee itwill automatically ROUT. However, the player may attempt another RALLY test in his/her next turn.

102. MORALE - COMMAND BONUS

When a commander is in base contact with a friendly infantry or cavalry unit (not artillery) it will temporarilyincreases the unit’s morale point rating (for all firing, melee and morale tests), by adding its own ‘Moralepoint rating’ to that of the infantry or cavalry unit, this is termed the ‘Command Bonus’. NOTE:  Unit commanders will only have a command bonus of add +1 morale point.

There is no limit to the number of commanders that may apply their command bonus to a unit, as long asthey are in base contact with the unit. A commander is not permitted to add its Command Bonus’ to anyunit that it is not in base contact with. The exception to this is if players decide to use optional rule OP15 -Extended Command Bonus .

Should a unit have more than one commander in base contact with it then it may add all the extracommand bonuses to its own morale point rating. EXAMPLE:  An Austrian 1813 - 15, class B divisional commander (value 7 morale points) and a unit commander (value 1 morale point) are in base contact with an infantry unit that has a morale point rating of 2. As long as the command figures remain in base contact 

with the unit its moral rating will be 10 (7 + 1 + 2). Should the divisional commander leave the unit, thenits morale point rating will be 3 (1 + 2) and so on.

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REASON FOR TEST PASS FAIL Roll 2 x D6 , add scores together and compare result with the following

2 to 7 8, 9 or 10 11 or 12

CHARGE TEST orJoining an ongoing melee

Charge. Unit with 1 to 4 MPs refuseto charge, all others charge

Unit with 1 to 6 MPs refuseto charge, all others charge

Refuse to charge.

RECEIVING CHARGE TESTINF in open/ squarevs. INF.

• Countercharge or

• Stand and receivecharge at the halt.

• Countercharge or

• Stand and receive chargeat the halt.

• - 1 Morale point.

• WITHDRAW

• - 2 Morale points.

• ROUT

• - 3 Morale points.

INF in covervs. INF.

• Stand and receivecharge at the halt.

• Stand and receive chargeat the halt.

• - 1 Morale point.

• Stand and receive chargeat the halt.

• - 2 Morale points.

• WITHDRAW

• - 2 Morale points.

INF in openvs. CAV.

• Stand and receivecharge at the halt.

• Stand and receive chargeat the halt.

• - 2 Morale point.

• WITHDRAW

• - 3 Morale points.

• ROUT

• - 4 Morale points.

INF in cover/ squarevs. CAV. • Stand and receivecharge at the halt.

• Stand and receive chargeat the halt.

• - 1 Morale point.

• Stand and receive chargeat the halt.

• - 1 Morale point.

• WITHDRAW• - 2 Morale points.

CAVvs. CAV.

• Countercharge or

• Stand and receivecharge at the halt.

• Countercharge or

• Stand and receive chargeat the halt.

• - 1 Morale point.

• WITHDRAW

• - 2 Morale points.

• ROUT

• - 3 Morale points.

ART/ ROCKET in openvs. INF or CAV.

• Stand and receivecharge at the halt.

• Stand and receive chargeat the halt.

• - 1 Morale point.

• WITHDRAW

• - 2 Morale points.

• WITHDRAW

• - 2 Morale points.

ART/ ROCKET in cover/ squarevs. INF or CAV.

• Stand and receivecharge at the halt.

• Stand and receive chargeat the halt.

• - 1 Morale point.

• Stand and receive chargeat the halt.

• - 1 Morale point.

• WITHDRAW

• - 2 Morale points.

FIRING RANGE OF UNIT BEING CHARGED

INF firing.  Fire at ‘E’ range. Fire at ‘E’ range. Do notadd unit’s MP or CB tomusket table figure

Fire at ‘X’ range. Fire at ‘X’ range. Do notadd unit’s MP or CB tomusket table figure

ART firing.  Fire at ‘Auto’ range.  Fire at (B) range. Fire at (C) range. Fire at (C) range. Do notadd unit’s MP or CB toartillery table figure

GENERAL MORALE

UNIT hit by artillery orcounter battery fire.

• No Effect.

• Carry on as required.

• - 2 morale points. • WITHDRAW.

• Charge fails.

• - 2 morale points.

• ROUT.

• Charge fails.

• - 3 morale points.

UNIT hit by musket fire. • No Effect

• Carry on as required.

• - 1 morale point. • WITHDRAW.

• Charge fails.

• - 1 morale points.

• ROUT.

• Charge fails.

• - 2 morale points.

UNIT hit melee. • No Effect

• Carry on as required

• - 2 morale points. • WITHDRAW.

• - 3 morale points.

• ROUT.

• - 4 morale points.

Commander killed. • No Effect

• Carry on as required

• - 1 morale point. • - 2 morale points. • WITHDRAW.

• - 2 morale points.

Friendly Routing/Broken unitwithin 5 cm of testing unit.

• No Effect.

• Carry on as required.

• - 1 morale point. • WITHDRAW.

• - 1 morale point

• ROUT.

• - 2 morale points.

RALLY TEST • RALLY - Stop rout. • Continue to ROUT.

• Unit and Commander- 2 morale point.

• Continue to ROUT.

• Unit and Commander- 3 morale points.

• BROKEN.

103. MORALE - RESULT TABLE

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104. PONTOON BRIDGE

104.1 Bridge types

Pontoon bridges fall into the following four categories.

 A model bridge should be placed on the gaming table as soon as the player starts to construct the bridge.However troops may only use the bridge once the total construction time for the bridge has elapsed. Theengineering team is kept in base contact with the bridge for the duration of its construction.

104.2 Engineering units A player may nominate any number of their infantry units to act as engineering units. Engineering unitscarry out all fighting, firing and morale tests as other infantry.

Each engineering unit (irrespective of their nationality or class) is given a morale rating of 4 morale points to reflect the fact that they are an engineering unit rather than a combat unit.

The engineering team is kept in base contact with the bridge for the duration of its construction. Theengineering unit may not carry out any other action other than constructing the bridge, but may defendthemselves if they are attacked or fired upon.

104.3 Construction time

To calculate the number of times the engineering unit will need to be activated to complete the pontoonbridge, first decide what type of pontoon bridge will be built (e.g. TYPE B). Then measure the width of themodel river to be bridged. Then roll 1 x D6 and consult the following table:

Should the morale rating of the engineering team be reduced to two or less morale points then the numberof outstanding turns the bridge laying team need to be activated to complete the bridging exercise is bedoubled. NOTE: The construction time of the bridge may be increased if the river being bridged is fast flowing and /or tidal, see SECTION 104.4 - Fast flowing and tidal rivers.

BRIDGE TYPE CAPABLE OF CARRYING

Bridge A May only carry infantry. No cavalry or artillery may use this bridge type.

Bridge B May carry infantry, cavalry, light artillery or rocket troop. No Medium & Heavy artillery may use this bridge.

Bridge C May carry infantry, cavalry, light artillery, medium artillery or rocket troop. No Heavy artillery may use this bridge.

Bridge D May carry all traffic.

TYPE A TYPE B TYPE C TYPE D

Up to5 cm

6 cmto

10 cm

Morethan

10 cm

Up to5 cm

6 cmto

10 cm

Morethan

10 cm

Up to5 cm

6 cmto

10 cm

Morethan

10 cm

Up to5 cm

6 cmto

10 cm

Morethan

10 cm

1 or 2 5 6 7 6 7 8 7 8 9 8 9 10

3 or 4 4 5 6 5 6 7 6 7 8 7 8 9

5 or 6 3 4 5 4 5 6 5 6 7 6 7 8

SCORE

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104.4 Fast flowing and tidal rivers

Players may agree at the start of the game that the river depicted on the gaming table is fast flowing ortidal. If the river is to be fast flowing or tidal then the number of times that the engineering team will haveto be activated to build the bridge will be increased by the score rolled on 1 x D6. EXAMPLE:  A score of three will mean that the engineering team will have to be activated an extra three times in order to complete the bridge 

104.5 Destruction of bridge A pontoon bridge may be destroyed by collapsing (see below) or by bombardment or direct attack whenusing optional rule OP12 - Destruction of cover . If the bridge is destroyed then the player may nominate tostart to rebuild the bridge in the normal manner.

The morale point rating of an engineering team may be reduced in the same way as other infantry. All unitsthat are either on the bridge or in base contact with the bridge when it is destroyed or collapses are totallosses, as a result of being crushed or drowned etc.

The pontoon bridge may be destroyed by enemy infantry or artillery bombardment, see Optional rules OP12- Destruction of cover.

The pontoon bridge may be destroyed by burning, see Optional rules OP12.2 - Destruction of cover by burning.

The pontoon bridge may be destroyed during the construction phase of the bridge, by collapsing due topoor engineering and/or materials etc. Each time the engineering team is activated roll 2 x D6 and addthese scores together. A score of 2 or 12 will mean that the bridge has collapsed and is totally destroyed.NOTE: No test to see if the bridge will collapse is carried out once the pontoon bridge is complete.

105. OTTOMAN ARMY - SPECIAL RULES

The Ottoman army of the Napoleonic wars was still organised and fought in a semi-medieval manner andhad distinctive fighting characteristics as described by the Archduke Charles, who stated that they werebrave and bold, very adept at weapon handling, but totally incapable of acting in concert. He described howOttoman armies would attack with neither fear nor coordination, every man rushing forward on his owninitiative, although if the initial onrush failed to break the enemy the Ottomans would retire with the samerate and lack of cohesion. To represent these problems here are some special rules that apply when usingan Ottoman army.

105.1 MOVEMENT When a player moves an activate Ottoman unit (any distance) it carries out a BASIC morale test to see if the unit will remain under control or rush forward towards the nearest enemy.

1) Should the Ottoman unit PASS the morale test, then it will remain under control.

2) Should the Ottoman unit FAIL the morale test then the unit must be moved towards the nearestenemy unit. Player’s do not have to use a CHARGE BONUS unless they want to. See SECTION 78 -Charge bonus. 

105.2 MELEE  After two consecutive rounds of melee if the Ottoman troops have not reduced the enemy to BROKENstatus or forced them to ROUT then they must break off from the melee. The Ottoman units are movedback 50% of their movement allowance, at normal rate facing the enemy. This action is carried out after

the second consecutive round of melee has been fought.

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OP1. RANDOM COMMANDER AND UNIT CLASS/MORALE RATING

The individual class and morale rating of a unit and/or commander may be determined randomly at the

start of the game by rolling 1 x D6 and comparing the score with the following:•••• Score 6 = A class. •••• Score 4 or 5 = B class. •••• Score 2 or 3 = C class. •••• Score 1 = D class.

To add a bit of spice to the game players may agree at the start of the game to determine the class andrating of their commands and/or units the first time this information is needed. That way players will notknow the quality of the commanders and units under their command. However, if this system is used thengood quality units, such as the French Imperial Guard may still be given a high class and morale pointrating. Once the class rating of the commander or unit has been established, use the relevant morale tableto obtain the commander or unit’s morale point rating. See SECTION 24 - Commander class and morale 

 point rating and SECTION 25 - Unit class and morale point rating .

OPTIONAL RULES

OP3. EXHAUSTED GUN CREWS

 At the start of the game players may agree to limit the number of times an artillery piece can be fired. Thiswill prevent a player firing their artillery each turn at every enemy target that wanders into range and willalso help reduce the number of artillery firing calculations. NOTE: This rule does not apply to Rockets.

1) At the start of the game each gun will have 6 stamina points. Each time the gun is fired minus - 1Stamina point. When the gun if first fired place a ‘stamina 5’ counter next to the gun to show thegun crews current fatigue status. NOTE: If players agree to use optional rule OP3 - Exhausted gun crews, then any artillery that is fired upon and returns fire will move down -1 Stamina point.

2) When the gun is reduced to 0 stamina points, then the gun crew is exhausted and the artillery maynot be fired until the crew has rested.

3) To determine how long the unit needs to rest, roll 1 x D6. The score on the dice will be the number of times the unit will need to be activated before it may be brought back into action. Place by the side of the unit a REST counter that corresponds with the dice score. The player may activate the unit therequired number of times in the same turn or over a number of turns. EXAMPLE: Say score 3, place a ‘REST 3’ counter next to the unit. The player activates the unit twice in turn 1 replacing the ‘REST 3’ counter with a ‘REST 1’ counter. The player then activates the unit once more in turn 2, removing the ‘REST 1’ counter. The rested unit will be brought back into action the next time it is activated.

4) Once the gun has been brought back into action the player rolls 1 x D6 to determine how many newstamina points (number of times the gun may be fired) are to be allocated to the gun. EXAMPLE: Say score 4, place a ‘stamina 4’ counter next to the gun. This means that the gun may be fired four

times before the crew have to be rested.5) Repeat the above process throughout the game.

OP2. OBSTACLE HEIGHT

 At the start of the game players may agree that any obstacle that is higher than the figures being used toplay the game may not be crossed. However, if players only want this rule to apply to specific obstacles onthe gaming table then they should clearly indicate which objects may not be crossed and agree which trooptypes are affected by such obstacles.

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OP4. BLOWN CAVALRY

 At the start of the game players may agree to limit the combat ability of cavalry as follows:

1) After two consecutive rounds of melee have been fought, if cavalry have not reduced the enemy toBROKEN status or forced them to withdraw or rout then the cavalry will be deemed to be BLOWN andmust break off from the melee and withdraw. The blown cavalry must withdraw at the end of thesecond consecutive round of melee, irrespective of whether it is Side A or Side B’s turn.

2) The blown cavalry must be activated and then turned about-face 180 degrees (turning penaltiesapply). The blown cavalry unit is then moved back towards its own gaming table edge, at normal ratewith their backs to the enemy. The player must withdrawn the blown cavalry unit to a position thathe/ she deems to be safe place to rest the unit.

3) To determine how long the unit needs to rest, roll 1 x D6. The score on the dice will be the number of times the unit will need to be activated before it may be brought back into action. Place by the side of the unit a REST counter that corresponds with the dice score. The player may activate the unit therequired number of times in the same turn or over a number of turns. EXAMPLE: Say score 3, place a ‘REST 3’ counter next to the unit. The player activates the unit twice in turn 1 replacing the ‘REST 3’ counter with a ‘REST 1’ counter. The player then activates the unit once more in turn 2, removing the ‘REST 1’ counter. The rested unit will be brought back into action the next time it is activated.

4) The blown cavalry unit may not declare a charge move or enter a melee except in defence againstdirect enemy action. If forced to melee the blown unit may countercharge and melee, but may notadd its moral point rating, plus any bonuses to the figure given in the melee table.

OP5. WOUNDED COMMANDERS

I personally find that the game is more strategically challenging if commanders are killed outright. However,at the start of the game players may agree that rather than have the commanders killed outright it may bepossible for them to be wounded. If this is the case when commanders are hit, roll 2 x D6, adds thesescores together and acts in accordance with the following:

1) Each time a commander is hit, - 1 morale point. NOTE:  Unit commanders will be automatically killed if hit or severely wounded .

2) Each time a commander is badly wounded, halve his morale point rating. When working out thecommander’s new morale rating always round ‘down’ to the nearest whole number. When acommander has a morale rating of 1 (one) and is badly wounded the commander is killed (half of 1 =0.5, round down to 0).

3) Once a commander’s morale point rating has been reduced to zero the commander is dead and thecommand figure should be removed from the gaming table. Each time a player loses a C-in-C, corps,divisional or brigade commander they remove one activation counter, which will be lost for theduration of the game. This rule does not apply to unit commanders. Any army that loses all itsactivation counters (as a result of commanders being killed) will have lost the game, due to theircommand structure being so damaged that the army is no longer able to fight the battle.

EXAMPLE: A class B, Austrian (1813 – 15) commander starts the game with a basic morale point rating of 

7. During the game the commander is badly wounded reducing his morale point rating to 3 (half of 7 = 3.5,round down to 3). Later on in the game the commander is again hit reducing his morale point rating to 2 (3 -1) and so on.

SCORE RESULT

2, 3, 11 or 12 Commander killed.

4 or 10 Commander badly wounded, halve commander’s current morale point rating.

5, 6, 8 or 9 Commander hit, - 1 morale point.

7 No effect - Commander unharmed.

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OP6. OFF TABLE FLANKING MANOEUVRES

 At the start of the game players may agree that their units may carry out flanking manoeuvres. A playerwho wish to undertake an off table flanking manoeuvre produce a sketch map of the tabletop battlefield.The map must indicate the position where the unit(s) are to enter the table, together with details of thenumber of brigades, their morale point rating and troop type(s) such as infantry, cavalry and/or artillerythat are to carry out this action.

The player undertaking the flanking manoeuvre may attempt to bring on his/her troops at any time duringtheir movement phase. To bring troops onto the table the player must first declare the flanking action andindicate to their opponent which side of the table their troops will advance from.

The player now rolls 2 x D6, adds these scores together and acts in accordance with the following:

The above system may cause the outflanking unit(s) to arrive late or not at all. Once the flanking

manoeuvre has been declared the player may test each game move until their flanking unit(s) arrive or thegame is over, whichever is the sooner.

The unit(s) arrival position is as shown on the map or as directed by the above table. NOTE: The left/ right given in the above table will be the player’s left/ right as they face towards the table edge along which the flanking troops are to arrive.

The distance given in the above table relates to the centre point of the unit(s). The initial deployment areafor the flanking figures must be within 15 cm of the gaming table edge.

Where a unit say has to arrive 70 cm to the right of the position indicated on the map and this location isoff the gaming table, then the flanking unit is positioned on the nearest corner of the table to this off tablelocation.

The more unscrupulous among you may declare an off table flanking manoeuvre, even if you do not wish toundertaking such action, so as to confuse your enemy. However, a player must declare that this is a ruseonce the dice score means that they must table their phantom flanking unit(s).

SCORE RESULT

2 or 3 Unit(s) arrives at the position shown on the map.

4 Unit(s) arrives at 1D10 x 10 cm to the RIGHT of the position shown on the map.A score of 0 means 10, Ten.EXAMPLE: Say score 5. Arrive at 50 cm to the right and so on. 

5, 6, 7, 8 or9

Unit(s) does not arrive – Test next turn.

10 Unit(s) arrives at 1D10 x 10 cm to the LEFT of the position shown on the map.A score of 0 means 10, Ten.EXAMPLE: Say score 4. Arrive at 40 cm to the left and so on. 

11 or 12 Unit(s) arrives at the position shown on the map.

OP7. LINE VS. COLUMN

 At the start of the game players may agree that because of the psychological effect that an advancingcolumn had on an enemy waiting to be attacked whenever a unit (except British and KGL) is attacked by an

enemy in column of attack formation and carries out a UNIT RECEIVING CHARGE morale test, it may notadd the score of 2 x D6 to the testing units morale rating.

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OP8. TOTAL LOSS OF COMMANDERS

 At the start of the game players may agree to limit the ability of a unit that has lost all its commanders asfollows. When a unit that has no commander in base contact with it is activated it will determine its courseof action by rolling 2 x D6, adding the scores together and comparing the result with the following table.

NOTE:  Units that lose all commanders during melee are not affected by the above until the unit is next activated. 

OP9. DEFEAT OF FRENCH IMPERIAL GUARD

During the Napoleonic wars the French Imperial Guard built a reputation of invincibility. It was not until thebattle of Waterloo 1815 that the Imperial Old Guard were defeated for the first time, excluding the battle of Marengo 1800, when the Imperial Guard were called the Consular Guard (Garde des Consuls). The titleImperial Guard (La Garde Impériale) was ordered by proclamation by Napoleon as Emperor of France onthe 10 May 1804.

However, this reputation of virtual invincibility could also be a disadvantage, which the defeat of theImperial Guard at Waterloo showed, as I feel that this was a major factor that caused the collapse of theFrench army as a whole.

 At the start of the game players may agree that if a French Imperial Old Guard unit is forced to rout or isreduced to broken status then every infantry, cavalry and artillery unit in the tabled French army (including

their allies), will have its morale point rating reduced by -2 morale points. This is to represent theunpredictable level of panic that could sweep through the French army due to such an event.

French Imperial Old Guard Grenadiers.

Figures: 28mm Front Rank.Painted by: Kevin Dallimore.

SCORE RESULT

2 , 3, 11 or 12 Attack nearest enemy unit using artillery, muskets or melee (infantry will not melee cavalry).

4, 5, 9, or 10 Move towards or into base contact with the nearest friendly commander.

6, 7, or 8 Act in accordance with the player’s wishes

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OP11. CHANGING TERRAINWhen fighting a non-historical battle players may, at the start of the game, agree that they are permitted toadd, move, replace or remove terrain features. All alterations to the terrain layout are carried out at thestart of the game.

The following list details which terrain features may or may not be amended.

To add, move, replace or remove terrain features carry out the following:

1) A player from each opposing side rolls 1 x D6. The score on the dice is the maximum number of 

terrain features that the players may amend, in accordance with the above table. EXAMPLE: Score 4, move four terrain items. 

2) Players now decide who will move the first terrain item by each rolling 1 x D6. The player with thehighest score may choose to go first or second. All equal scores are re-diced until a winner isestablished.

3) After the first alteration to the terrain has been made, players alternately amend terrain items inaccordance with their dice score. Should one player be able to amend more terrain items than theiropponent, then they may continue to amend terrain features once their opponent has finishedamending all theirs. NOTE:  A player may amend terrain items that have been previously moved by their opponent. 

Add, Move, Replace or Remove Do NOT Add, Move, Replace or Remove

Small hill – covering an area less than 40 cm x 30 cm. Large hill - covering an area greater than 40 cm x 30 cm.

Up to 10 cm section of hedgerow or fence. Roads.

Up to 5 cm section of stonewall. Rivers and bridges.

A building. Fortifications and city walls.

Small woodland area - covering an area less than 20 cm x10 cm.

Large woodland area - Covering an area greater than 20cm x 10 cm.

A difficult terrain feature, such as marsh etc. SeeSECTION 51 for more details

Compulsory terrain items dictated by an umpire.

0P10. LINES OF COMMUNICATION

 At the start of the game players may agree that the position of each army’s lines of communication (theway back home) should be indicated on the gaming table. If this is the case then each player clearlyindicates their lines of communication using a model baggage camp. The camp may consist of any suitablemodels such as wagons, barrels, tents, animals etc., and should not exceed a 10 cm x 10 cm area.

The baggage camp should be located near to the relevant player's gaming table edge, preferably next to a

road. Once the baggage camp has been positioned it may not be moved at any time during the game.

 Any unit (that is not in melee or firing) in base contact with an enemy baggage camp will have captured thecamp. Capturing the enemies’ baggage camp represents severing the enemies’ lines of communication.

Should a player lose possession of their baggage camp, then they may not add the score of 2 x D6 to anymorale test that their units may have to carry out. This penalty will apply until the player has regainedcontrol of their own baggage camp.

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OP12. DESTRUCTION OF COVER

 At the start of the game players may agree that cover may be gapped, slighted, filled in or destroyed byinfantry action, artillery fire, or by burning. Once the cover’s defence value has been reduced to zero it hasbeen destroyed and will no longer offer protection. Destroyed cover should be removed from the gamingtable. NOTE:  Large items of cover such as buildings, after being removed from the gaming table should have their position indicated on the gaming table to represent difficult terrain .

The player wishing reduce the defence value of cover or cause fire damage to cover must declare thisaction, indicating the attacking unit and the cover to be attacked.

OP12.1. Destruction by infantry and/or artillery

1) Each time artillery registers a hit against cover or troops occupying cover or Infantry (in base contactwith the cover), are activated then the defence value of the cover will be reduced. See item 4 below.

2) Cover defended by a visible enemy unit may not be chosen as the specific target, instead the enemyunit must be fought or fired upon instead. However, irrespective of whether or not the defending unitsuffers a reduction in morale rating (as a result of melee, artillery fire or morale test result) thedefence value of the cover will be reduced. See item 4 below.

3) Where cover is undefended or defended by a non-visible, non-tabled unit then a player should usethe COVER section of artillery firing. Although in real life any troops occupying the cover would notremain unscathed as per this rule, but would suffer casualties, the reason for using this rules is that itwill prevent a player from taking odd pot shot at a building etc., just to see if they are occupied ornot.

4) Cover will have its defence value reduced by the score rolled on 1 x D6 plus the follows:• Infantry = 0.• Light artillery = + 1.• Medium artillery = + 2.• Heavy artillery = + 3.• Rockets = 0.

OP12.2. Destruction of cover by burningIn addition to structural damage, fires may also be started either deliberately by infantry or each time thedefence value of cover is reduced by artillery fire. NOTE: Items 1 and 2 of OP12.1 above will also apply. 

1) If the cover to be set alight is defended by an enemy unit then each player rolls 1 x D6. If thedefending player’s dice score is equal or higher than that scored by the player wishing to start thefire, then no fires start. This represents the defending troops being able to extinguish the fires beforethey start to burn out of control. If the score thrown by the player wishing to start the fire is higherthan that scored by the defending player, then a fire starts. This represents the fires being too fiercefor the defending troops to extinguish that turn.

2) Cover will initially have its defence value reduced by the score rolled on 1 x D6 plus the follows:• Infantry = 0.• Light artillery = 0.• Medium artillery = + 1.• Heavy artillery = + 1.• Rockets = + 4.

 All fires will continue to burn and cause damage to a structure unless put out. Each turn that the fireremains alight the damage points are doubled. The defence value of any structure suffering fire damage willbe reduced at the end of each turn. The fire will stop once the structure's defence value has been reducedto zero (i.e. all fuel consumed) or the fire has been extinguished.

EXAMPLE: Side A’s infantry start a fire that causes 2 fire damage points. In Side B’s there is no unit to fight the blaze so the defence value of the structure is reduced by 2. In the next turn Side B still has no unit 

available to fight the fire so the defence value of the structure is further reduced by 4 (2 + 2). In the next turn Side B still has no units to fight the fire so the defence value of the structure is further reduced by 8 (4 + 4) and so on. NOTE:  No unit may come within 5 cm of a building that is on fire unless they intend to fight the fire, see SECTION OP12.3 - Extinguishing fires.

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OP14. FIRING - SUPPORTING FIRE

 At the start of the game players may agree that whenever a unit is fired upon or attacked by a chargingenemy any supporting friendly infantry or artillery units (that are not already fighting, firing or being firedon), which are in base contact on the left and/or the right of the defending unit may carry out supporting

fire. NOTE:  Attached artillery (excluding rockets) will count as a supporting unit.1) The player wishing to carry out supporting fire must declare this action, indicating the firing unit and

the target to be fired upon. NOTE: The unit must fire in the defending player’s own turn .

2) A supporting firing unit does not need to be activated, but must carry out a BASIC morale test. If theunit passes then it may fire. If the unit fails the test then it is not permitted to fire and subtracts - 1Morale Point.

3) Should the unit pass its BASIC morale test then it must carry out a FIRING RANGE OF UNIT BEINGCHARGED morale test to determine the range at which it may fire. However, if the morale test resultstates that a unit may fire at (E) musket range and the target did not come within (E) range of thesupporting firing unit, then the unit must fire at (X) musket range. Artillery fires at the ranges givenin the morale table. NOTE:  The ranges given in the morale test result are for gaming purposes only 

and may not reflect the actual physical distance the target is from the firing unit. Determine damageinflicted on the enemy as normal. See SECTION 65 - How to carry out artillery firing and SECTION 73- How to carry out musket firing .

OP13. FIRING - OPPORTUNE FIRING

 At the start of the game players may agree that when an enemy unit passes in front of a unit within musket

range or within 30 cm of deployed artillery, the unit (if not already fighting or firing) is permitted to fire atthe passing enemy. NOTE: Rockets are not permitted to carry out opportune firing.

1) The player wishing to carry out opportune firing must declare this action, indicating the firing unit andthe target to be fired upon. NOTE: The unit may fire in in either Side A’s or Side B’s turn .

2) An opportune firing unit does not need to be activated, but must carry out a BASIC morale test. If theunit passes then it may fire. If the unit fails the test then it is not permitted to fire and subtracts - 1Morale Point.

3) Should the unit pass its BASIC morale test then it must carry out a FIRING RANGE OF UNIT BEINGCHARGED morale test to determine the range at which it may fire. However, if the morale test resultstates that a unit may fire at (E) musket range and the target did not come within (E) range of theopportune firing unit, then the unit must fire at (X) musket range. Artillery fires at the ranges given

in the morale table. NOTE:  The ranges given in the morale test result are for gaming purposes only and may not reflect the actual physical distance the target is from the firing unit. Determine damageinflicted on the enemy as normal. See SECTION 65 - How to carry out artillery firing and SECTION 73- How to carry out musket firing .

OP12.3. Extinguishing fires

 A player may attempt to put out the fire by moving an infantry or cavalry unit into base contact with thecover that is ablaze, it is assumed that the cavalry have dismounted while fighting the fire. Once in contactroll 2 x D6, add the dice scores together and compare results with the following:

SCORE RESULT

2, 12 Fire out of control. Unit fighting the fire must WITHDRAW from the cover and moves down - 1 moralepoints. No further test to extinguish the fire may be carried out.

3, 11 Fire still ablaze. Unit fighting the fire must WITHDRAW from the cover and moves down - 1 morale points.Another attempt to extinguish the fire may be carried out next time the unit is activated.

4, 5, 9, 10 Fire still ablaze. Unit fighting the fire may remain in base contact with the cover. Another attempt toextinguish the fire may be carried out next time the unit is activated.

6, 7, 8 Fire extinguished.

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OP 15. EXTENDED COMMAND BONUS

 At the start of the game players may agree that instead of commanders only being permitted to add theircommand bonus to the unit it is in base contact with (see SECTION 102 - Command Bonus ), they may addtheir command bonus not only to the unit it is in base contact, but may also add 50% (rounded down to thenearest whole number), of their command bonus to any unit that is within their command radius. A playerwishing to add the command bonus to a remote friendly unit must declare this action and indicate whichremote unit will receive the 50% command bonus. Only commanders in base contact with a friendly unit

may add their command bonus to a unit. Any commander not in base contact with a friendly unit may notadd its command bonus to any unit.

There is no limit to the number of commanders that may apply their command bonus to a unit. However,individual commanders will only be able in influence a limited number of units that are within their ‘command radius’ as detailed in SECTION OP 15.1 below. NOTE:  Any unit that was within the ‘command radius’ of a commander that moves out of or beyond the commander’s ‘command radius’ will no longer receive the 50% command bonus. Conversely, any unit that moves into the ‘command radius’ of a commander will receive the 50% command bonus.

OP15.1. Size of ‘Command Radius’ and number of units that are affected

Commanders will have the following command radius and will be able to boost the morale rating of thefollowing number of remote friendly units as detailed below:

1)  A unit commander (Represented by 1 figure) has no command radius and may only add + 1 MPcommand bonus to the unit it is in base contact with.

2)  A Brigade commander (Represented by 2 figures) has a command radius of 200 mm and may add100% command bonus to the unit it is in base contact with, plus 50% of its command bonus to oneother friendly units that is within its command radius.

3)  A Divisional commander (Represented by 3 figures) has a command radius of 300 mm andmay add 100% command bonus to the unit it is in base contact with, plus 50% of its commandbonus to two other friendly units that are within its command radius.

4)  A Corps. commander (Represented by 4 figures) has a command radius of 400 mm and may add

100% command bonus to the unit it is in base contact with, plus 50% of its command bonus to threeother friendly units that are within its command radius.

5) The C-in-C (Represented by 4 figures) has a command radius of 500 mm and may add 100%command bonus to the unit it is in base contact with, plus 50% of its command bonus to four otherfriendly units that are within its command radius.

OP14.2. How much ‘Command Bonus’ may be added to a unit’s MP rating

EXAMPLE:  A divisional commander (value 7 morale points) is in base contact with a unit that has a moralepoint rating of 2. There are also three friendly units, which are within the divisional commander’s commandradius. As long as the command figures remain in base contact with the unit its may add 100% of itscommand bonus to the unit it is in base contact with, in this example the units MP rating will be increasedto 9 (7 + 2). In addition to this the player also declares that they wish to increase the MP rating of two of the three units that are within the divisional commander’s command radius. So the two friendly units havinga morale rating of 3 MPs and 5 MPs have their MP rating increased to 6 (3 + 3) and 8 (5 + 3) because eachunit receives a 3 MPs command bonus (50% of divisional commander value 7 = 3.5 rounded down to 3).

OP15.3. How to measure a ‘Command Radius’ 

 All command radius’s should be measured from the centre point of the commander base to the centre pointof the unit receiving the command bonus.

OP 16. LIMITING NUMBER OF ACTIVATION COUNTERS PER ‘GO’

 At the start of the game players may agree that a unit and/or commander may only be activated twice inthe same ‘go’. NOTE: Rule 95. Melee - Flank or rear attacks will still apply.

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 APPENDIX - A COUNTERS 

Photocopy these counters and stick them onto light card, then carefully cut them out ready for play.

Morale1 Morale1 Morale 1 Morale1 Morale1 Morale 1

Morale 2

Morale 2

Morale

2Morale 

2Morale 

2Morale

2

Morale

3Morale

3Morale 

3Morale 

3Morale 

3Morale

3

Morale

4Morale

4Morale 

4Morale 

4Morale 

4Morale

4

Morale 5

Morale

5Morale

5Morale 

5Morale

5Morale 

5

Morale 6

Morale 6

Morale

6Morale 

6Morale 

6Morale

6

Morale 7

Morale 7

Morale 8

Morale 8

Morale 9

Morale

9

Commander

1

Commander

1

Commander

2

Commander

2

Commander 

3

Commander 

3Commander 

4Commander 

4Commander 

5Commander 

5Commander

6Commander

6

Commander

7Commander

8Commander

9Commander

10Commander

11Commander

12

Stamina 1

Stamina 2

Stamina 3

Stamina 4

Stamina 5

Stamina 6

Rest 1Rest 2

Rest 3Rest 4

Rest 5Rest 6

+ 1 CoverBonus

+ 1 CoverBonus

+ 1 CoverBonus

+ 4 CoverBonus

+ 4 CoverBonus

+ 4 CoverBonus

Rout Rout Rout Rout Prone Prone

AustrianMass

AustrianMass Broken Broken Broken Broken

Broken Broken Broken Broken Broken Broken

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Line Line Line Line Line Line

Column ofMarch

Column ofMarch

Column ofMarch

Column ofMarch

Column ofMarch

Column ofMarch

Column ofAttack

Column ofAttack

Column ofAttack

Column ofAttack

Column ofAttack

Column ofAttack

Square Square Square SquareAustrian

MassAustrian

Mass

 VOLLEY & BAYONET OR GRANDE ARMÉECOUNTERS 

 A player who already have their figures based on 2” x 2” or 3” x 3” bases for use with either Volley & 

Bayonet or Grande Armée rules may like to use the formation counter below.

   C  o  u  n   t  e  r

   A

  c   t   i  v  a   t   i  o  n  

   C  o  u  n   t  e  r

   A  c   t   i  v  a   t   i  o  n  

   C  o  u  n   t  e  r

   A  c   t   i  v  a   t   i  o  n

 

   C  o  u  n   t  e  r

   A  c   t   i  v  a   t   i  o  n  

   C  o  u  n   t  e  r

   A  c   t   i  v  a   t   i  o  n  

   C  o  u  n   t  e  r

   A  c   t   i  v  a   t   i  o  n

 

   C  o  u  n   t  e  r

   A  c   t   i  v  a   t   i  o  n  

   C  o  u  n   t  e  r

   A  c   t   i  v  a   t   i  o  n  

   C  o  u  n   t  e  r

   A  c   t   i  v  a   t   i  o  n

 

   C  o  u  n

   t  e  r

   A  c   t   i  v  a

   t   i  o  n  

   C  o  u  n

   t  e  r

   A  c   t   i  v  a

   t   i  o  n  

   C  o  u  n

   t  e  r

   A  c   t   i  v  a

   t   i  o  n

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 APPENDIX - BCHRONOLOGY OF THE REVOLUTIONARY & NAPOLEONIC PERIOD

17691 May: Birth of Arthur Wellesley (future Duke of Wellington). Born at 24 Upper Merion Street, Dublin. Hewas the fourth son (third surviving son) of GarretWesley, 1st Earl of Mornington and his wife Anne, theeldest daughter of Viscount Dungannon. The familyderived their origins from Colley or Cowle, of 

Rutlandshire. The name of Colley was changed to ‘Wesley’ in 1728 for legal purposes and to ‘Wellesley’ in1798. The Duke therefore signed himself as ‘Wesley’ upto 1798 and ‘Wellesley’ there after. NOTE:  There is disagreement about the actual date of Wellington’s birth.His mother gave it as 1 May and the Duke himself always kept this as his birthday. However, it may be that 29 April, as reported elsewhere, is correct. The register at St. Peters Church, Dublin, gives the christening date as 30 April.

15 August: Most probable birth date for NapoleonBonaparte. Born at Ajaccio in Corsica, just 3 monthsafter this island had come under French control.NOTE:  Some sources say that the 15 August was not Napoleon’s actual birth date, but Napoleon himself adopted this date to coincide with the Catholic Feast of 

 Assumption.

Napoleon was the second son (fourth child) of Carlo andhis wife Letizia Bonaparte who were impoverishedCorsican aristocrats. Letizia Bonaparte (maiden nameRamolino) was known as Madam Mere.

The original Italian spelling of the family's surnameBuonaparte was dropped in favour of the French spellingBonaparte after 1796.

Carlo and Letizia Bonaparte had thirteen children, five of which died in infancy. Napoleon had four brothers:

• Jerome 1784-1860 (King of Westphalia 1807-1813).

• Joseph 1768-1844 (King of Naples 1806-1808and of Spain 1808-1813).

•  Louis 1778-1846 (King of Holland 1806-1810).•  Lucien 1775-1840. 

1771 

21 July: Napoleon baptised at Ajaccio cathedral.

1783 5 June: First ascent of a hot air balloon (un-manned)designed by Joseph-Michel Montgolfier and his brotherJacques-Etienne. The balloon rose to a height of 6600feet and came down very gently a mile and a half away.

 After this demonstration balloons were constructed tocarry an onboard furnace that kept the air in the balloon

heated and therefore airborne.

Two courageous physicists, Biot and Gay-Lussac werethe first to make a successful manned ascent.

 At Lyons, Joseph and six others went up in a balloonthat measured 126 feet high and 102 feet indiameter.

1784 30 October: Napoleon enters l'Ecole Militaire militaryschool in Paris as a cadet.

Other events: • General election in Britain, William Pitt (the Younger)

wins with large majority.• India act controls East India Company.• First balloon ascent in England.

178524 February: Death of Carlo Bonaparte.1 November: Napoleon commissioned into FrenchRoyal Artillery.

Other events: • The French balloonist Jean Blanchard is the first

person to make a successful balloon crossing of theEnglish Channel.

1786 Wellington sent to the Royal Academy of Equitation inthe French town of Angers, returning to England in late1786.

1787 May: Wellington’s gazetted as an ensign in the 73rdHighland Regiment of foot.

Please note that in the following chronology I have kept with the common titles of Napoleon and Wellington

throughout these lists for ease of identification. However, Napoleon should be called ‘Bonaparte’ until 1805and Wellesley did not become ‘Viscount Wellington’ until after the battle of Talavera 1809. Wherereferences have been made to battles I have give the modern day country name so that the locations of thebattles may be more easily identified.

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December: Wellington becomes a Lieutenant in the76th Regiment of foot.

1788 January: Wellington transferred to the 41st Regiment of foot, in Dublin.George III, King of Britain becomes insane.

1789 5 May: Convening of three French Estates (Nobles,Clergy and Commoners) at Versailles for the first timesince 1614.17 June: The  Third Estate (commoners) meetseparately and declares itself to be a National Assembly.Louis XVI. King of France shuts their meeting place, sothey retire to the tennis courts at Louvre (Jeu dePaume).20 June: Tennis Court Oath - Members of the theNational Assembly take an oath not to disband until aconstitution is established.

27 June: Louis XVI  legalises the National Assembly,permitting all three estates to meet together and voteper capita.14 July: Paris mob storm the Bastille, then functioningas a royal prison, hoping to find arms. The mob kills thegovernor (the Marquis de Launey) and releases itsprisoners. Formation of Paris Commune and NationalGuard.14 July: First nobles begin leaving France; beginning of the émigré problem.4 August: “Night of August 4th” - during the night,equality of rights is proclaimed throughout France.14 August: Nobles and Clergy in the National assembly,out of fear, renounce their privileges, thus ending

feudalism in France.26 August: Declaration of the Rights of Man embodyprinciples of legal equality and civil liberty.15 October: National Assembly moves to Paris.2 November: National Assembly nationalises most of Catholic Church land throughout France and issuesassignats  secured by Church lands.

Other events: ♦ George III, King of Britain recovers from his insanity.♦ Mutiny aboard HMS Bounty.

1790February: National Assembly dissolves all monasticorders and confiscates their land.30 April: Wellington elected to the Irish Parliament inDublin as MP for Trim, even though he was underage atthe time.19 June: National Assembly issues decree abolishingnobility as a separate class.12 July: Civil Constitution of the Clergy adopted.

1791 13 April: Papal bull against Civil Constitution issued(Publication delayed for this long because of sensitive

negotiations with French government over the status of the Church enclave at Avignon, seat of the papacy from1305-1377).

Revolts against the government break out throughoutFrance, especially in the West and Southwest of France.20 June: French Royal Family tries to flee France indisguise to join émigrés in opposition to regime, but arecaptured at Varennes and are brought back to Paris.30 June: Wellington through the purchase systembecomes Captain in the 58th Regiment of foot.5 July: Padua Circular; Leopold II, Holy Roman Emperorand Brother of Marie Antoinette urges Europe’s rulers to

take vigorous measures” to restore the “liberty andhonour of the Most Christian King.” 27 August: Declaration of Pillnitz; joint declaration byLeopold II and Frederick II of Prussia that therestoration of absolute monarchy in France is theconcern of all rulers.28 September: Proclamation of the Constitution of 1791 and Louis’s declaration that “The Revolution isover”.1 October: Legislative Assembly convenes; electedunder provisions of Constitution of 1791.

Other events: • Wellington asks Lord Longford if he may marry his

sister, Kitty. Lord Longford (Kitty’s brother who washead of the household following the death of theirfather), refuses to allow Wellington to marry Kittybecause Wellington was in debt.

• French National Assembly passes the Le Chapelierlaw, which prohibits economic associations, thusending the Guild System in France.

• France reinstates trade monopolies for baking andbutchery under government control, later under theConsulate.

• France enacts the Ordinance of 1791, establishingnew infantry tactics for use by French armies.

1792 - Start of Revolutionary Wars.3 March: British siege to Seringapatam (India).19 March: British capture Seringapatam.20 April: France declares war against Austria(technically against Joseph II as “King of Hungary andBohemia”).15 May: France declares war on Sardinia.20 June: Mob invades Tuileries in protest againstLouis’s dismissal of a Girondist ministry and appointmentof more conservative ministry.1 August: Brunswick Manifesto; threatened destructionof Paris by invading “allied” armies if the least outrage

be offered to their Majesties. Ironically this threat wascounterproductive and sealed king’s fate.10 August: Overthrow of Monarchy; mob invadesTuileries shouting “Down with Monsieur Veto”; Louis XVIseeks refuge in Legislative Assembly’s hall, but is placedunder arrest. Call issued for election of a new NationalConvention to draft a new constitution. ProvisionalGovernment established with Danton at its head.13 August: French Royal Family imprisoned.20 August: Prussian army invades France.2-7 September: Massacres in Paris begin. Mobs allover France enter jails and kill hundreds of royalistssympathisers.20 September: Battle of Valmy (France). 

21 September: National Convention meets for the firsttime in Paris. They abolish the French monarchy,establish 1st Republic, start of Revolutionary calendar.21 - 28 September: French occupy Savoy and Nice.

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20 October: French occupy Mainz and Frankfort.22 October: Prussians evacuate France.6 November: Battle of Jemappes (Belgium). 20 November: Navigation of the Scheldt declaredopen.1 - 16 December: French driven from east bank of Rhine.11 December: The National Convention try King LouisXVI for treason. The King is convicted by a majority of 

one vote.Other events: 1792 - 1797 First Coalition against France formed by

 Austria, Britain, United provinces (Holland), Piedmont-Sardinia, Portugal, Prussia, Spain, the Papal States andthe Kingdoms of the two Sicilies.

179320 January: King Louis XVI is executed in Paris.23 January: 2nd Partition of Poland by Russia andPrussia.1 February: France declares war on Britain and UnitedProvinces (Holland).9 March: France declares war on Spain.10 March: Creation of Revolutionary Tribunal18 March: Battle of Neerwinden (Belgium). Frenchinvasion of Holland halted.5 April: General Dumouriez defects to Allies.6 April: Committee of Public Safety created; soonsupplemented by Committee of General Security14 April: British capture Tobago.30 April: Wellington through the purchase systembecomes Major in the 33rd Regiment of foot.23 May: Battle of Famars (France). 25 May: Battle of Fontenay le Comte (France). 31 May - 2 June: Purge of Girondist from National

Convention, Girondin party overthrown by Jacobins whoare firmly in control.13 June: Napoleon arrives in France.28 June:  Allies capture Valenciennes. Robespierre joinsCommittee of Public Safety.14 August: Battle of Lucon (France). 22 August: Toulon occupied by British Navy (Mediter-ranean Fleet).23 August: Committee of Public Safety proclaim aLevee en Masse , which allowed the conscription of theentire male population of France.September 1793 - July 1794: The Reign of Terror6 - 8 September: Battle of Hondschoote (France). September: Wellington through the purchase system

becomes Lieutenant-Colonel.7 September: French forces lay siege to Toulon.16 September: Napoleon takes command of artillery of the Jacobin forces besieging TouIon.17 September: Law of Suspects passed, arrest of allshowing favour to monarchy or who had ‘‘not constantlymanifested their attachment to the Revolution;’’ 22 September: The battle of Truillas (France).29 September: Law of Maximum Gênéral passed:comprehensive program of wage and price controls9 October: French embargo on British goods.15 - 16 October: The battle of Wattignies (France).16 October: Queen Marie Antoinette is executed inParis.17 October: Battle of Cholet (France). 18 October: Napoleon promoted to chef debattalion.

27 October: Battle of Entrames (France). 10 November: Paris Commune dedicates Notre DameCathedral to the Goddess of Reason; inspires a wave of church closings (2,436) all over France as part of theJacobin-inspired effort to replace Catholicism with Deismas the state religion. Deism is the belief that God or asupreme being exists but does not actively intervene inthe Universe or in human affairs.These measures were never fully approved of by the

National Convention.20 - 21 November: Battle of Antrain (France). 28 November: Widespread adoption of theRevolutionary calendar dated from Sept. 22, 1792, with12 months of 30 days and 5-6 Sans Culottides at the endof each year. Each month was named after someseasonal characteristic. Each month composed of threedecades of 10 days each; each 10th day was a holiday(making only 3 a month instead of 5). Continued in useas sole calendar until 1801 and was finally abolished in1806.28 - 30 November: Battle of  Kaiserslautern - 1st battle ( Germany). 19 December: French re-occupy Toulon.13 December: Battle of Le Mans (France). 23 December:  Battle of Savenay  (France). 1st

 Vendéen revolt crushed by French Republic with extremebrutality.

17945 February — 23 March: British capture Martinique.7 February — 10 August: British capture Corsica.6 February: Napoleon takes command of artillery in thel’Armee d’italie.2 April: British capture St Lucia.4 April: Execution of Danton, Desmoulins, and 14 other

leaders who had been calling for an end to the Terror.Danton had said, “I shall break that damned guillotine orI shall fall under it.” He told the executioner to “Showmy head to the people; it is worth it.” He also said on hisway to execution, “Robespierre will follow me.” 11 — 21 April: British capture Guadaloupe.22—30 April: Allies capture Landrécies.24 April: Battle of Villers-en-Cauchies (France). 26 April: Battle of Le Cateau ( France). 30 April - 1 May: Battle of Boulou (France). 17— 18 May: Battle of Tourcoing ,(France). 22 May: Battle of Tournay ,(France). 23 May:  Battle of   Kaiserslautern - 2nd battle ( Germany). 

28 May — 1 June: (Glorious First of June). BritishNavy (Howe) defeat French Navy in English Channel.3 June: Battle of Charleroi ,(Belgium). 10 June: Law of 22 Prairial; streamlined RevolutionaryTribunal for action against “enemies of the people”;permitted use of any kind of testimony; denied suspectsright of counsel. Gave Committee of Public Safety rightto send any member of Convention before a tribunal.The Convention struck out last clause the following dayand began mobilising against Robespierre.16 June: Battle of Fleurus - 1st battle (Belgium).26 June: Battle of Fleurus - 2nd battle (Belgium).26 June: Robespierre addresses Convention to appealfor a final purification; was accused of trying to establisha dictatorship.

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28 June: Robespierre and 21 disciples executed. Coupd’etat of 10 Thermidor, which resulted in the following:Law of 22 Prairial repealed; Prisoners released; ParisCommune dissolved; Law of Suspects and MaximumGeneral repealed; Power of Committee of Public Safetyand Revolution Tribunal curbed and finally abolished by1795.9 - 20 August: Napoleon jailed at Antibes.29 August: French retake Valenciennes.

17 November: Battle of Campmany (Spain).10 December: French retake Guadaloupe.

Other events:The French are the first to use a tethered balloon forbattlefield observation. Napoleon was not veryenthusiastic towards aerial observation but he did takethree balloons to Egypt. However, when the Britishdestroyed these balloons in battle, Napoleon simplydisbanded the aerial unit.

1795 3 January: 3rd (final) Partition of Poland.1 April: Coup of 12 Germinal.5 April: Treaty of Basle; peace between France andPrussia.14 April: British troops leave the continent andwithdraw back to England via Bremen.16 May: Treaty of the Hague; alliance between Franceand Batavian republic (Holland).20 May: Coup of 1 Prairial.18 June: British evacuate St Lucia.21 June — 19 July: Abortive émigré expedition toQuiberon Bay.22 July—16 August: British capture Cape of GoodHope.

1 August: British invade Ceylon.19 August: Spain makes peace with France.21 August: Napoleon joins Bureau Topographique.1 October: France annexes Belgium.4 - 5 October:  Attempted coup d'etat of 13

 Vendemiaire. Napoleon turns his cannons on the Royalistinsurgents who were besieging the National Convention,

 “ A  whiff of grapeshot” .15 October: Napoleon promoted to Général dedivision.26 October: Napoleon promoted to Général en chef del’armée de l’Interieur.27 October: National Convention formally dissolvedafter having been in session since September 1792.

Formation of Directory.29 October: Battle of Mainz (Germany).30 October: Directory takes over government of France.22 - 24 November: Battle of Loano (Italy).

Other events: Louis XVII (1785 - 1795) dies. Son of King Louis XVI of France, he never reigned as King of France, but wasimprisoned after his father's execution. Held in terribleconditions he ultimately died as a result of neglect andill-treatment.

17965 February: Ceylon surrenders to Britain.2 March: Napoleon appointed to commandl’Armee d’italie.9 March: Napoleon marries Josephine. Josephine’smaiden name was Marie-Joseph-Rose de Tascher de laPagerie, although she was generally called Marie-Rose.Before meeting Bonaparte she married Alexander

vicomte de Beauharnais with whom she had twochildren. After her husband was executed she charmedParisian society and became the mistress of a number of leading politicians and lover to the young generalNapoleon. After their marriage Josephine continued tohave affairs during Napoleon’s absences, notably withCaptain Hippolyte Charles. As a result of this Josephinewas disliked by the Napoleon family and Napoleonalmost divorced her in 1799. In spite of this Josephinewas crowned empress, by Napoleon in 1804. However,in December 1809 Napoleon divorced Josephine on thegrounds that she had not provided him with an heir.28 April: Armistice of Cherasco: Sardinia leaves war.May: Wellington through the purchase system becomes

Colonel.10 May: Battle of Lodi (Italy). 15 May: Napoleon enters Milan.25 May: British re-occupy St Lucia.3 June: British capture St Vincent.14—19 June: French occupy Bologna and Ferrara.23 June: Armistice of Bologna with Papal States.9 July: Battle of Malsch - Ettlingen (Germany).31 July: French abandon siege to Mantua.2 - 3 August: Battle of Lonato (Italy).5 August: Battle of Castiglione (Italy).3 September: Battle of Wurzburg (Germany). 8 September: Battle of Bassano (Italy). 19 October: Battle of Emmendiengen (Germany). 

8 October: Treaty of San lldefonso: Franco-Spanishalliance.10 October: Peace between France and Naples.24 October: Battle of Schliengen (Germany). 2 November: British evacuate Corsica.8 November: Spain declares war on Britain. 12 November: Battle of Caldiero (Italy).15—17 November: Battle of Arcole (Italy).16 November: Death of Catherine the Great. Paulsucceeds to Russian throne as Tsar.1 December: British Navy leaves Mediterranean.16 December: French (Hoche) embark for Ireland.21 - 27 December: French (Hoche) attempt to land at

Bantry Bay in Ireland and fail.

1797 14 January: Battle of Rivoli (Italy).16 January: Battle of Mantua (Italy).14 February: British Navy (Jervis) defeats Spanish Navyoff Cape St Vincent.17 February: British capture Trinidad.19 February: Treaty of Tolentino. Pope Pius VI signsa humiliating treaty with Napoleon Bonaparte,under which the Pope had to gave up considerableterritory and numerous works of art. 22—24 February: Abortive French invasion of Britain.French troops land at Fishguard in Wales. A few dayslater the French invasion force surrender to the British.28 March: French (Massena) occupy Klagenfurt.

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16 April: British Navy mutiny at Spithead. Mutineersrequest better food, pay and conditions.18 April: Battle of Neuwied  (Germany). PreliminaryFranco-Austrian peace.12 May: British Navy mutiny at the Nore, nearSheerness in the Thames. Mutineers make more extremedemands than those at Spithead.15 May: Spithead Mutiny ends after mutineers demandswere met.

16 May: Napoleon occupies Venice.13 June: Nore Mutiny ends. Mutiny did not succeed andseveral of the ringleaders were hanged.9 July: Napoleon establishes the Cisalpine republic. AnItalian state created by uniting the Transpadaneand Cispadane republics, which Napoleon hadestablished (1796) north and south of the Po River.4 September: Coup 18 Fructidor.11 October: British Navy (Duncan) defeat Dutch Navyoff Camperdown.16 October: Napoleon appointed commander of the

 Army of England.17 October: Without the authorisation of the Directory,

Napoleon signs the Treaty of Campo Formio; peacebetween France and Austria.16 November: Death of Frederick William II (Frederick to Great). Frederick William III succeeds to Prussianthrone as King.

1798 5—20 February: French establish Roman republic anddeport Pope Pius VI.5 March: Plan to invade England abandoned.12 April: Napoleon appointed as commander of the

 Armée de l’Orient .15—29 April: French invade Switzerland and establish

Helvetic republic.26 April: France annexes Genoa.8 May: British Navy (Nelson) re-enters Mediterranean.19 May: Napoleon sails from Toulon for Egypt.23 May: Rebellion in Ireland.May: Coup d’etat of 22 Floreal.10 June: Occupation of Malta by France.12 June: French (Napoleon) capture Malta.12 June: Battle of Vinegar Hill  (Ireland) . Britishsuppress Irish revolt.1 July: Napoleon lands at Alexandria (Egypt). 2 July: Assault on Alexandria.13 July: Battle of Shubra Khit (Egypt). 21 July: Battle of the Pyramids (Egypt).

25 July: French (Napoleon) occupies Cairo.1 August: British Navy (Nelson) defeats French Navy atthe battle of the Nile.22 August: French (Humbert) land at Killala Bay, Co.Mayo, Ireland.27 August: Battle of Castlebar (Ireland).2 September: Turkey declares war on France.8 September: Battle of Ballinamuk (Ireland). French(Humbert) surrender.1 November: British capture Minorca.20 November: Naples declares war on France.

Other events:

1798 - 1801 Second Coalition against France formedby Austria, Britain, Ottoman Empire, Russia and theKingdoms of the two Sicilies.3 December: Income tax introduced in Britain.

1799 23 - 29 January: French occupy Naples and establishParthenopian republic.8 February: French (Napoleon) lay siege to El Arish.19 February: French capture El Arish.20 February: French (Napoleon) invades Palestine.1 March: Russia declares war on France.3 March: Russo—Turkish force captures Corfu.

7 March: French (Napoleon) capture Jaffa andmassacre inhabitants.10 March: British troops garrison Sicily.12 March: Austria declares war on France.18 March: French (Napoleon) lay siege to Acre.25 - 26 March: Battle of Stockach (Germany).5 April: Battle of Magnano (Italy). 28 April: French (Suvarov) occupy Milan.3 May: Wellington defeated in night attack atSultanpettah Tope outside the Mysore fortress of Seringapatam. British army’s first experience of beingfired upon by rockets.4 May: Battle of Seringapatam (India).20 May: French (Napoleon) abandon siege of Acre,

beginning of French retreat from Syria.20 May: French evacuate Rome.4 - 7 June: Battle of Zurich - 1st Battle.(Switzerland).5 June: French (Massena) evacuate Zurich.14 June: Napoleon reaches Cairo.17 - 20 June: Battle of Trebbia River ( Italy).

 Armée de Naples defeated on the Trebbia.18 June: Coup of 30 Prairial.25 July: Battle of Aboukir. (Egypt).15 August: Battle of Novi. (Italy).23 August: Napoleon, without the permission of theDirectory abandons his army in Egypt and sails to Francefrom Alexandria in the frigate Matron.

27 August:  Anglo—Russian expedition commanded bythe Duke of York lands in north Holland.19 September: Battle of Bergen. (Holland).26 - 30 September: Battle of Zurich - 2nd Battle.(Switzerland).2 October: Battle of Egmond-aan-Zee. (Holland).9 October: Napoleon lands at Fréjus in France.4 November: Battle of Genola. (Italy).9— 10 November: Coup d’etat of 18 Brumaire;Directory abolished and Consulate established.19 November: Anglo—Russian expedition commandedby the Duke of York evacuates Holland.14 December: Napoleon made First Consul.

180020 January: Caroline Napoleon marries Murat.28 January: Convention of El Arish.14 March: Election of Pope Pius VII.20 March: Battle of Heliopolis. (Egypt).5 April:  Austria (Melas) attack l’Armee d’italie nearGenoa.8 April: French (Massena) in Genoa besieged by

 Austrians .15—20 May: Armée de Réserve crosses the Alps via theGreat St Bernard pass.4 June: French (Massena) surrender Genoa to

 Austrians.14 June: Battle of Marengo (Italy). General Desaixkilled during the battle.15 June: Convention of Alessandria.

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19 June: Abortive British attempt against Belle Isle.28 June: French (Moreau) capture Munich.26 August: Abortive British attack on Ferrol.5 September: British capture Malta.7 October: Treaty of San lldefonso: Spain cedesLouisiana to France.7 October:  Abortive British attempt on Cadiz.5 November: Renewed fighting between France and

 Austria.

3 December: Battle of Hohenlinden. (Germany).24 December: Bomb attack on the First Consul’s(Napoleon) carriage in the Rue Saint-Nicaise, Paris. Abarrel of explosives, concealed in a small wagon was tohave exploded when Napoleon’s carriage went by.However, the explosion occurred shortly after Napoleonscarriage had passed. Although Napoleon was unharmed,22 people were killed and a further 57 were wounded. Inaddition to this 48 houses damaged.25 - 26 December:  Battle of Mincio River.(Italy).

1801 1 January: Act of Union between Britain and Ireland.15 January: Franco-Austrian Armistice of Treviso.9 February: Treaty of Lunéville: Peace between Franceand Austria.14 February: Resignation of William Pitt (the younger)as Prime Minister. Addington succeeds on the 4 March.8 March: British land in Aboukir Bay.21 March: Battle of Alexandria (Egypt).22 March: Battle of Aboukir - 2nd Battle. (Egypt).23 March: Assassination of Tsar Paul I. Alexander Icrowned Tsar.2 April: British Navy (Nelson) destroys sea defences of Copenhagen.

3 May: Spain invades Portugal.6 June: Treaty of Badajoz. Peace between Spain andPortugal.27 June: British capture Cairo (Egypt).15 July: Napoleon signs the Concordat with Pope Pius

 VII resulting in Catholicism being re-established as the ‘religion of the majority of Frenchmen’.2 September: Armée de l’Orient capitulates.14 September: French evacuate Egypt.11 October: Preliminaries of peace signed betweenBritain and France.

Other events: 

In France decimal currency and measurements are madecompulsory, having been standardized in 1795.

1802 26 January: Italian republic established with Napoleonas president.27 March: Treaty of Amiens - brings a cessation of hostilities between Britain and France, marking the endof the French Revolutionary Wars.8 - 14 May: Vote on life consulship.19 May: Napoleon creates the legion d’honneur as areward for civil and military achievement.2 August: Napoleon proclaimed Consul for life. France

annexes Elba.2 September: France annexes Piedmont (modern day Northern Italy).15 October: France annexes Switzerland.

1803 30 April: United States President Thomas Jeffersonbuys Louisiana from France for $15 million. 18 May: The Treaty of Amiens collapses when Britainrefuses to remove troops from Malta. Britain ultimatelydeclares war on France, which leads to the start of theNapoleonic Wars.31 May - 3 June: French forces occupy Hanover.

22 June: British capture St Lucia.30 June: British capture Tobago.20 September: British capture Demerara andEssequibo (British Guiana).9 October: Franco-Spanish alliance signed.23 September: Battle of Assaye (India).

1804 13 February: The Cadoudal conspiracy is discovered.This monarchist plot was one of the most famousconspiracies against Napoleon. It was engineered byformer general Pichegru and Georges Cadoudal, aformer commander of the rebels in Brittany. This plot

was the excuse for the arrest and execution of Ducd’Enghien.19 & 28 February: Arrests of Pichegru and Cadoudal.21 March: Execution of Duc d’Enghien. Duc d’Enghienwas a young Bourbon prince who the French in violationof Bavarian sovereignty had earlier kidnapped fromEttenheim, in the Duchy of Baden, where he had beenvisiting his mistress. It was difficult to pinpointNapoleon’s part in the plot but the final politicalresponsibility for Duc d’Enghien unlawful kidnapping andexecution lay with him. This act was to have incalculabledamage on Napoleon’s future dealings with Europe'spolitical powers.24 March: Civil Code introduced.5 May: British capture Surinam (Northern South 

 America)  - first use of shrapnel shells by Britain.7 May: William Pitt (the younger) becomes British PrimeMinister again.18 May: The Senate votes Napoleon as Emperor.19 May: Creation of the Marshalate. 18 French generalspromoted Marshals of the Empire.5 October: British Navy (Moore) seizes Spanish treasurefleet.2 December: Napoleon’s coronation as Emperor of theFrench at Notre Dame, Paris in the presence of PopePius VII.14 December: Spain declares war on Britain.

Other Events: Nicholas Appert establishes a food canning industry inFrance. In 1810 his methods are made public.

1805 - Start of Napoleonic Wars.30 March: Strong French squadron (Villeneuve) slipsout of Toulon, past a British blockade of the port andsails for the West Indies. This was the start of Napoleon’s plan to invade Britain. Napoleon knew that inorder to secure a safe crossing of the English Channelthe British Navy would have to be drawn as far aspossible to the west. Vice admiral Villeneuve’s orders

were to draw off Nelson in pursuit and then to doubleback across the Atlantic, raise the blockade of Brest, sailaround Scotland and link up with the Dutch fleet in theriver Texel, then protect the French army’s crossing the

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English channel to Pegwell Bay in Kent, the designatedinvasion point.5 April:  Alliance between Britain and Russia.9 April: French Navy (Villeneuve) passes Strait of Gibraltar.6 May: British Navy (Nelson) reaches Gibraltar.14 May: French Navy (Villeneuve) reaches Martinique.26 May: Napoleon crowns himself King of Italy.4 June: British Navy (Nelson) reaches Barbados. France

annexes Genoa.7 June: Eugène Beauharnais made Viceroy of Italy.19 July: British Navy (Nelson) returns to Gibraltar.20 August: French Navy (Villeneuve) reaches the portof Cadiz, where it is blockaded by the British Navy(Nelson).25 August: Napoleon cancels invasion of Britain andorders Grande Armée to leave the channel coast andmarches towards Germany.10 September: Austria invades Bavaria.25 September: Grande Armee crosses the Rhine.15 October: Battle of Ulm  (Germany) . 27,000

 Austrians (Mack) surrender to the French (Napoleon).21 October: Battle of Trafalgar,  British Navy (Nelson)defeats Franco-Spanish fleet (Villeneuve) off of CapeTrafalgar, sothwest coast of Spain. Nelson killed duringbattle. After this victory the British Navy claimed masteryof the sea.28 - 31 October: Battle of Caldiero - 2nd Battle.(Italy).3 November: Treaty of Potsdam, between Prussian andRussia. By this treaty Prussia undertook to demand fromNapoleon an indemnity for the King of Piedmont, andthe evacuation of Germany, Switzerland, and Holland14 November: Napoleon enters Vienna.17 November— 15 February: British expedition toCuxhaven.

2 December: Battle of Austerlitz. (Austria). 26 December: Treaty of Pressburg. Peace betweenFrance and Austria.

Other events:1805 Third Coalition against France formed by

 Austria, Britain, Russia and Sweden. However, it is worthnoting that Gustavus IV, King of Sweden decided to jointhe coalition as a result of Napoleon’s execution of theDuc d’Enghien in 1804. But disputes with Prussia delayedSwedish military intervention until after the coalition wasdestroyed by the defeat of the Austrian and Russianarmies at Austerlitz.

1806 4—18 January: British capture Cape of Good Hope.23 January: William Pitt dies.11 February: Lord Grenville becomes British PrimeMinister with All the Talents’.9 March: Battle of Campo Tenese. (Italy).1 April: Wellington elected MP for the borough of Rye.1 April: Joseph Napoleon declared King of Naples. April: Murat declared Grand Duke of Berg and Cleves.10 April: Wellington married Catherine Pakenham(Kitty) in Dublin. She was the daughter of BaronLongford, who was one of the Anglo-Irish aristocracy.However, it seem that Wellington felt obliged to marryKitty because of his earlier proposal of marriage to hermade in 1791.12 April: Prussia declared war on France.

12 May: British capture Capri.16 May: Britain begins blockade of French ports.20 June: Louis Napoleon declared King of Holland.6 July: Battle of Maida. (Italy).12 July: Confederation of the Rhine created.20 July: Franco-Prussian peace treaty signed.6 August: Holy Roman Empire dissolved.9 August: Prussia mobilises its army.24 August: Tsar Alexander snubs peace with France.

7 October: France invades Saxony.14 October: Battles of Jena and Auerstadt.(Germany).27 October: Napoleon enters Berlin.7 November: Last Prussian forces surrender to France.21 November: Berlin decree proclaiming blockade of British Isles. Continental System of trade restrictionsbegins.10 December: Treaty of Posen: Saxony signs toFranco—Saxon alliance.18 December: Napoleon enters Warsaw.26 December: Battle of Pultusk ( Poland).

Other events:1806 - 1807 Fourth Coalition against France formedby Britain, Prussia and Russia.

1807 1 January: Napoleon meets Marie Walewska who wasthe daughter of a Polish nobleman and one of Napoleonslovers. In 1811 she gave birth to Napoleon’s son.25 January: French invade Swedish Pomerania.3 February: British capture Montevideo.7 - 8 February: Battle of Eylau. (Poland).17 March: British landing in Egypt.18 March: Resignation of Grenville and the ‘Talents’.

Duke of Portland becomes British Prime Minister.22April: Wellington made his maiden speech in theHouse of Commons, defending his brother’s Indianpolicies.26 May: French capture Danzig. Franco-RussianConvention of Bartenstein.10 June: Battle of Heilsberg. (Poland).14 June: Battle of Friedland. (Poland).28 June: British land near Buenos Aires.7 July: First  Treaty of Tilsit. Peace between France andRussia. Russia recognise the the grand duchy of Warsawand secretly agrees to mediate the dispute betweenFrance and England. Russia allies itself to France inexchange for rights to dominate Finland, then under the

control of Sweden.16 August: British forces land near Copenhagen.20 August: Stralsund (Swedish) surrenders to French.29 August: Battle of Kjoge. (Denmark).2 - 5 September: Battle of Copenhagen. (Denmark).British bombard city.7 September: Second  Treaty of Tilsit. Peace betweenFrance and Prussia. Prussia loses half its territory,including all territory west of the river Elbe to France.Prussia also loses most of its Polish territory which isabsorbed into the French satellite state of the Duchy of Warsaw.8 September: Danes agree to surrender their fleet tothe British.19 September: British evacuate Egypt.13 October: Decree of Fontainebleau.20 October: France declares war on Portugal.

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27 October: France enters secret treaty with Spain.2 November: Russia declares war on Britain.23 November: First Milan Decree.29 November: Portuguese fleet and Royal Family sailfor Brazil.30 November: French (Junot ) occupy Lisbon,Portugal.17 December: Second Milan Decree.

1808 20 February: Murat appointed Napoleon’s deputy inSpain. French capture Barcelona.21 February: Russians invade (Swedish) Finland.2 May: Dos de Mayo . Anti-French riot in Madridsuppressed by French troops. Spanish revolt leads toCharles IV’s abdication.6 June: Napoleon appoints his brother Joseph Napoleonas King of Spain.8 June: France captures Cordova.16 June: French lay siege to Saragossa.5 July: Peace between Britain and Spain.14 July: Battle of Medina del Rio Seco (Spain).19 July: Battle of Baylen (Spain).20 July: King Joseph enters Madrid.25 July: The French (Loison’s division) massacre theentire population of the Portuguese town of Evora, whichhad risen against the French. This atrocity ensured anenthusiastic welcome for the British (Wellington)shipborne army and helped eliminate any hesitation thePortuguese may have had in accepting British aid.1 - 8 August: British (Wellington) land at Mondego Bay,Portugal.14 August: French abandon of siege of Saragossa.17 August: Battle of Rolica (Portugal).21 August: Battle of Vimeiro (Spain). 

21 August: British Navy evacuates Spanish army fromFunen Island.30 August: Convention of Cintra. French to evacuatePortugal.16 October: French recapture Capri.27 October: General Sir John Moore leaves Lisbon(Portugal) for Spain.5 November: Napoleon takes command of Army of Spain. Napoleon enters Spain.23 November: Battle of Tudela. (Spain).4 December: Napoleon enters Madrid.16 December: Battle of Cardedeu. (Spain).20 December: French again lay siege to Saragossa.21 December: Battle of Sahagun. (Spain).

24 December: Moore begins retreat to Corunna.

Other events:1808 - 1809 Fifth Coalition against France formed by

 Austria, Britain, Portugal and Spain.

1809 5 January: Peace between Britain and Turkey.13 January: Battle of Uclès (Spain).16 - 17 January: Battle of La Corunna (Spain).Sir. John Moore killed. British evacuate Spain.24 January: Napoleon leaves Spain and returns to

Paris.20 February: French capture Saragossa.25 February: Battle of Valls (Spain).24 March: British capture Martinique.

29 March: Battle of Medellin (Spain).29 March: Battle of Oporto - 1st Battle. (Portugal).16 April: Battle of Sacile (Italy).19 - 20 April: Battle of Abensberg. (Germany). 21 April: Storming of Landshut.22 April: Battle of Eggmuhl. (Germany). 22 April: Wellington given command of 

 Anglo—Portuguese army.24 April: Anglo—Austrian alliance concluded.

26 April: Wellington lands at Lisbon (Portugal). 7 - 8 May: Battle of Piave River (Italy).12 May: Battle of Oporto  - 2nd Battle. (Portugal).French driven out of Portugal.13 May: Napoleon enters Vienna.21 - 22 May: Battle of Aspern-Essling. (Austria). 23 May: Battle of Alcaniz ( Spain).14 June: Battle of Raab. (Hungary). 5 - 6 July: Battle of Wagram. (Austria). 12 July:  Armistice of Znaim, peace between Austria andFrance following Austria’s defeat at the battle of Wagram. Austria had to ceded the Tyrol to Bavariaagain. Napoleon sent 40.000 French and Bavarian troopsto take over the Tyrol and they reoccupied Innsbruck.27 - 28 July: Battle of Talavera. (Spain).29 July: British land at Walcheren island, near Antwerp.Holland.16 August: British capture Flushing.29 August: Wellington withdraws into Portugal.17 September: Treaty of Frederikshamm; Swedencedes Finland to Russia1 - 4 October: Duke of Portland resigns as PrimeMinister of Britain. Spencer Perceval succeeds.14 October: Wellington gives orders for building linesof Torres Vedras.14 October: Treaty of Schönbrunn signed at theSchloss Schönbrunn in Vienna after Austria's premature

war of liberation against Napoleon collapsed with its de-feat at the battle of Wagram and Austria's failure to getthe Prussian support it had expected. Austria lost about32,000 square miles (83,000 square km) of territory withapproximately 3,500,000 inhabitants.18 October: Battle of Tamames. (Spain).18 - 19 November: Battle of Ocana. (Spain).9 December: British evacuate Walcheren.15 December: Napoleon divorces Josephine.

18106 January: Peace between France and Sweden.Swedish ports closed to British trade.

4 February: British capture Guadaloupe.17 February: British capture Amboina.2 April: Napoleon marries Archduchess Maria Luisa.17 April: Massena appointed to command Armée dePortugal.16 June: French lay siege to Ciudad Rodrigo.1 July: France annexes Holland. French King Louis XVIIIescapes to Austria.9 July: French capture Ciudad Rodrigo21 July: French begin invasion of Portugal.24 July: Battle of Coa River. (Portugal).16 August: French lay siege to Almeida.21 August: Marshal Bernadotte becomes Crown PrinceCharles John (Karl Johann) of Sweden.28 August: French capture Almeida after the Anglo-Portuguese defences were compromised by theexplosion of their magazine on the 27th.

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18 September: Abortive French invasion of Sicily.27 September: Battle of Busaco. (Portugal). 10 October: Armée de Portugal (Massena) halted bylines of Torres Vedras.18 October: The Fontainebleau Decree, which ordersthe seizure and burning of any British goods found inEurope.17 November: Sweden declares war on Britain.

1811 26 January: French lay siege to Badajoz.19 February: Battle of Rio Gebora . (Spain).5 March:  Battle of Barrossa . (Spain). French(Massena) retreats from Torres Vedras.9 March: French capture Badajoz.20 March: Napoleon’s son, King of Rome, born.3 April: French leave Portugal.3 April: British lay siege to Almeida. French attempt torelieve the siege led to the battle of Fuentes de Onoro.

 After this battle the French garrison (Brennier) were ableto escape on the 10 May. Almeida remained in alliedhands for the rest of the war.3 - 5 May: Battle of Fuentes de Onoro. (Spain).7 May: British lay siege to Badajoz.12 May: British abandon siege of Badajoz.16 May: Battle of Albuera. (Spain) 24 May: British again lay siege to Badajoz.30 May: French lay siege to Hamburg.2 June: Armistice of Pleischwitz.4 July: Battle of Rustchuk ( Bulgaria).12 June: French withdraw from Madrid.19 June: British again abandon siege of Badajoz.12 August: Austria declares war on France.28 October: Battle of Arroyo-dos Molinos. (Spain). 11 December: Treaty of Valencay.

Other events: • George III, King of Britain goes permanently

insane, his son George, Prince of Wales isappointed Prince Regent.

• United States bans trade with Britain.

1812 8 January: British lay siege to Ciudad Rodrigo.10 January: France occupies Swedish Pomerania.19 January: British (Wellington) capture CiudadRodrigo.24 January: Robert Crauford (nick-name ‘Black Bob’)

the outstanding British general who commanded lighttroops dies. Wounded on the 13 January while stormingthe lesser breach of Ciudad Rodrigo.26 February: Alliance between France and Prussia.10 March: Alliance between France and Austria.16 March: British again lay siege to Badajoz.6 April: British (Wellington) capture Badajoz.24 April: Tzar Alexander demands that the Frenchevacuate Prussia.11 May: British prime minister Spencer Percevalassassinated - the only British prime minister to beassassinated.17 - 28 May: Conference of Dresden. Peace betweenFrance and the Allies.

28 May: Peace of Bucharest. Peace between Russianand the Ottoman Empire.2 June: British (Murray) lay siege to Tarragona.

8 June: Lord Liverpool becomes British primeminister.13 June: British (Murray) capture Tarragona.18 June: United States declares war on Britain.24 June: French cross the river Niemen in Poland.Invasion of Russia begins.02 July - 8 August: First abortive invasion of Canadaby United States.18 July: Treaty of Örebo. Peace between Britain, Russia

and Sweden.22 July: Battle of Salamanca -  Arapiles (Spain).12 August: Battle of Gorodeczna. (Russia).13 August: Duke of Wellington enters Madrid.16 August: British capture Detroit.16-18 August: Battle of Polotsk - 1st Battle.(Russia).17-18 August: Battles of Smolensk ( Russia).19 August: Battle of Valutina-Gora. (Russia).24 August: French abandon siege of Cadiz.7 September: Battle of Borodino. (Russia). 14 September: Napoleon enters Moscow.15 September: Fires begin in Moscow and burn forfour days, leaving the city in ruins.19 September: British (Wellington) besieges Burgos.9 - 13 October: Second abortive invasion of Canada byUnited States.13 October: Battle of Queenston. (Canada).19 October: Start of French withdrawal from Moscowand ultimately Russia. Of the 550,000 strong Frencharmy that invaded Russia only 100,000 survied.22 October: British abandon siege of Burgos.18 - 20 October: Battle of Polotsk - 2nd Battle.(Russia).24 October: Battle of Malojaroslawetz. (Russia).2 November: French capture Madrid.09 November: Wellington returns to Portuguese

frontier.26—28 November: Grande Armée retreats across theBeresina river.5 December: Napoleon abandons Grand Armée.14 December: French rearguard crosses the Niemen.18 December: Napoleon returns to Paris.30 December: Convention of Tauroggen betweenRussia and Prussia.

Other events: •••• 1812 - 1814 Sixth Coalition against France

formed by Austria, Britain, German States, Portugal,Prussia, Sweden and Russia. 

• Main streets of London lit by gas lamps.

1813 25 January: Napoleon and Pope sign secondConcordat.4 March: Russians enter Berlin.16 March: Prussia declares war on France.27 April - 1 May: Third abortive invasion of Canada byUnited States. US forces led by lieutenant ZebulonMontgomery Pike capture York (Toronto) from theBritish. Pike is killed during the battle.1 May: Death of Bessières.2 May: Battle of Lützen (Gross-Gorschen).

(Germany). 20—21 May:  Battle of Bautzen and Wurschen (Germany). 23 May: Wellington advances into Spain.

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4 June - 07 August:  Armistice of Pleischwitz betweenFrance, Prussia, and Russia.21 June: Battle of Vittoria. (Spain).30 June: Allies lay siege to Pamplona.28 - 30: Battle of Sorauren. (Spain).6 August: British (Wellington) start siege to SanSebastian.12 August: Austria declares war on France.23 August: Battle of Grossbeeren. (Germany).

26 August: Battle of Katzbach River. (Germany).26 - 27 August: Battle of Dresden. (Germany).29 - 30 August: Battle of Kulm. (Germany).31 August: British (Wellington) captures SanSebastian.6 September: Battle of Dennewitz. (Germany).7 October:  Allied army (Wellington) cross the Bidassoariver. Local fishermen informed Wellington that at lowtide the estuary was fordable, and this enabled the Alliedarmy to cross from Spain into France.3 October: Battle of Wartenberg. (Germany).16 - 19 October: Battle of Leipzig. (Germany).24 October - 13 November: Fourth abortiveinvasion of Canada by United States.30 - 31 October: Battle of the Hanau. (Germany).31 Ocober:  Allies capture Pamplona. Pamplona was thelast French outpost on Spanish soil to be taken.10 November: Battle of the Nivelle River. (France).11 November: Battle of Crysler’s Farm. (Canada).9 - 13 December: Battle of Bayonne. (France).11 December: Treaty of Valencay - attempt to makepeace between France and Spain, vetoed by SpanishRegency Council. 31 December: Tsar Alexander limits French trade.

1814 

11 January: Marshal Murat signs peace with Allies.29 January: Battle of Brienne. (France). 1 February: Battle of La Rothière. (France).11 February: Battle of Montmirail. (France).22 February: Treaty of Troyes.27 February: Battle of Orthez (France). 7 March: Battle of Craonne (France).9 March: Treaty of Chaumont - agreement betweenallies to fight France to the bitter end.12 March: Anglo—Portuguese army entersBordeaux.20 - 21 March: Battle of Arcis-sur-Aube. (France). 25 March:  Battle of La-Fère-Champenoise.(France). 

30 March: Battle of Paris (France). 31 March: The Allies enter Paris.6 April: First abdication of Napoleon at Fontainebleau.10 April: Battle of Toulouse. (France).11 April: Treaty of Fontainebleau.26 April: King Louis XVIII leaves England and lands atCalais.3 May: King Louis XVIII enters Paris.4 May: Napoleon arrives on Elba to start his exile. Elbais a small island in the Mediterranean, off the coast of Italy.29 May: Death of Josephine.30 May: Treaty of Paris. Allies agree terms with therestored French King Louis XVIII.5 July: Battle of Chippawa. (Canada). 25 July: Battle of Lundy’s Lane. (Canada). August: Wellington takes up residence in Paris as

 Ambassador to France.24 August: Battle of Bladensburg (America).25 August: British occupy Washington DC, and burnWhite House.13 September: Battle of Baltimore (America).14 September: British repulsed at Baltimore.1 November: Congress of Vienna assembles.24 December: Treaty of Ghent. Peace between Britainand United States ending the War of 1812. However, the

most contested issues – Britain's impressment of USsailors, US commercial rights, and the Northwestboundary dispute remain unresolved.

1815 8 January: Battle of New Orleans. (America).26 February: Napoleon escapes from Elba.1 March: Napoleon lands at Golfe-Juan, near Cannes inSouthern France.13 March: Allies brand Napoleon enemy of humanity.19 March: King Louis XVIII flees to Ghent, Belgium.20 March: Napoleon returns to Paris.31 March: Murat, King of Naples, declares war on

 Austria.4 April: British reach Brussels.3 May: Battle of Tolentino. (Italy).13 May: Battle of Pontecorvo. (Italy).9 June: Congress of Vienna ends.15 June: Napoleon invades Belgium.16 June: Battle of Ligny. (Belgium).16 June: Battle of Quatre Bras. (Belgium).18 June: Battle of Waterloo. (Belgium).18 June: Battle of Wavre. (Belgium).22 June: Second and final abdication of Napoleon.7 July: Allies re-enter Paris.15 July: Napoleon surrenders to Captain F. L. Maitland

on board HMS Bellerophon, off Rochefort where he wastransferred to Plymouth. England in the hope of gainingsanctuary in Britain from Prince Regent.7 August: Napoleon sails from Plymouth on HMSNorthumberland for St Helena to start his exile. StHelena is a small island in the south Atlantic ocean,halfway between the coasts of Brazil and Angola.13 October: Marshal Murat executed.7 December: Marshal Ney executed.

Other events: •••• 1815 Seventh Coalition against France formed by

 Austria, Britain, German States, Prussia, Russia andSweden. 

• Following the defeat of Napoleon at Waterloo, aseries of minor battles and sieges were fought as theallies invaded France. The taking of the twinfortresses (22 August - 24 September) that sat oneither side of the Meuse river in north eastern Francewas the last action of the Napoleonic wars. TheFrench (Count Bourke) who garrisoned thesefortresses were defeated by the Prussian II Corps(Prince August) supported by British siege artillery.

• Britain passes Apothecaries Act to stop unqualifieddoctors/surgeons practising.

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• July - November (after Waterloo) Wellington wascommander of the army of occupation in France. Hewas also Britain’s delegate to the Congress of AixChapelle. In October - November Wellington wasalso Britain’s delegate to the Congress of Verona.

1821 

5 May: Death of Napoleon on St. Helena. The officialreport by Atommarchi - Napoleon’s personal phsicican,states that he died of stomach cancer.

1825 Czar Nicholas I succeeded to the Russian throne afterthe death of his older brother Alexander I and therefusal of the second brother, Grand Duke Constantine,to accept sovereignty. His first measure as Emperor wasthe execution of the participants in the uprising of December 14, 1825.

1826 February - May: Wellington was sent to Russia to tryto avert a Russo-Turkish war over Greece.22 August: Czar Nicholas I crowned in the DormitionCathedral of the Moscow Kremlin.

1827 22 August: Wellington accepts the post of Commander-in-Chief of the British army.

1828 

14 February: Wellington resigns from the post of Commander-in-Chief of the British army when GeorgeCanning became Prime minister. Wellington becomesBritish Prime Minister (Tory) after the death of Canningbut became unpopular due to his resistance to socialreform. However, he soon regained his popularity afterhe resigned from office 4 February 1830.

182921 March: Duel fought between Wellington and the Earlof Winchelsea who had publicly accused Wellington of dishonesty in connection with the Catholic EmancipationBill. The Duke asked for an apology which was notforthcoming so he demanded that a duel be fought tosave his honour. The duel took place at Battersea Fields,London. The Duke apparently aimed at his opponent’slegs but missed, while Winchelsea fired into the air. TheDuke’s second, Sir Henry Hardinge, K.C.B., thenproduced a written apology which did not actuallycontain the word “apology”. This was rejected byWellington, and Winchelsea’s second Lord Falmouthadded the word “apology”. This was accepted, andWellington touching his hat, bid his opponents goodmorning and left the field.

183124 April: Wellington’s wife Kitty dies.

18362 February: Letizia Bonaparte,  Napoleon’s mother,while under the protection of the pope, dies in Rome.

184015 December: Napoleon’s body returned to France andburied in Les Invalides. Paris.

184215 August: Wellington reappointed as Commander-in-Chief of the British army by Frederick Robinson,

 Viscount Goderich.

1852 14 September: Death of Wellington at Walmer Castlein Kent, England where his body laid in state.10 November: Wellington’s body transferred toChelsea Hospital where it was held until his statefuneral.18 November: Wellington’s state funeral and burial atSt. Pauls Cathedral. London.

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 APPENDIX - CBATTLES OF THE REVOLUTIONARY & NAPOLEONIC PERIOD

Date Location Winner Loser

Year Month Nation - Commander Nation - Commander

1792 20 September France Valmy French Republic(Dumouriez/ Kellerman)

Austro-Prussians (Brunswick)

6 November Belgium Jemappes French Republic (Dumouriez) Austro-Prussians(Albert of Sachsen-Teschen)

1793 18 March Belgium Neerwinden Austrians (Prince Josias of Coburg) French Republic (Dumouriez)

23 May France Famars Anglo-Hanovarian (York) French Republic (Lamarche)

25 May France Fontenay le Comte French Royalists (Lescure) French Republic (Chalbos)

14 August France Lucon French Republic (Tuncq) French Vendeen Royalists (d’Elbee)

6 - 8 September France Hondschoote French Republic (Houchard) Anglo-Hanovarian (York)22 September France Truillas Spanish (Ricardo) French Republic (Dagobert)

15 & 16 October France Wattignies French Republic (Jourdan) Austrians (Prince Josias of Coburg)

17 October France Cholet French Republic (Lechelle) French Royalists (d’Elbee)

27 October France Entrames French Royalists (Roche-Jacquelin) French Republic (Westerman)

20 & 21 November France Antraion French Royalists (Roche-Jacquelin) French Republic (Rossignol)

28 - 30 November Germany Kaiserslautern - 1st Battle Prussian (Brunswick) French Republic (Hoche)

13 December France Le Mans French Republic (Marceau/ Kleber) French Royalists(Roche-Jacquelin)

23 December France Savenay French Republic (Marceau) French Royalists (Fleuriot)

1794 24 April France Villers-en-Cauchies Allies (Von Otto) French (Chappuis)

26 April France Le Cateau Allies (Prince Josias of Coburg) French (Fromentin/ Chappuis)

30 April - 1 May France Boulou French Republic (Dugommier) Spanish (Del la Union)

17 & 18 May France Tourcoing French Republic (Souham) Allies (Prince Josias of Coburg)

22 May Belgium Tournay Allies (Prince Josias of Coburg) French Republic (Pichegru)

23 May Germany Kaiserslautern - 2nd Battle Prussian-Saxon (Mollendorf) French Republic (Ambert)

3 June Belgium Charleroi Austro-Dutch (Orange) French Republic (Desjardins)

16 June Belgium Fleurus - 1st Battle Austro-Dutch (Raesfeldt) French Republic (Jourdan)

26 June Belgium Fleurus - 2nd Battle Inconclusive - Austro-Dutch (Coburg) & French Republic (Jourdan)

17 November Spain Campmany French Republic (Dugommier) Spanish (Del la Union)

1795 29 October Germany Mainz Austro-Allied (Clerfayt) French Republic (Schaal)

22 - 24 November Italy Loano French Republic (Scherer) Austro-Piedmontese (de Vins)

Battle

REVOLUTIONARY WARS - PERIOD 1792 - 1795

One of the problems wargamers face is, “Which battle do I fight”? Listed below are a majority of the largeengagements and some lesser engagements fought during the Revolutionary and Napoleonic wars, which I

hope will spark the imagination and get you down to your local library for some further research. The battlelistings can also help establish which morale point rating should be applied when using APPENDIX E - Basic morale point supplements .

Please note that I have kept with the common titles of Napoleon and Wellington throughout these lists forease of identification. However, Napoleon should be called ‘Bonaparte’ until 1805 and Wellesley did notbecome ‘Viscount Wellington’ until after the battle of Talavera 1809.

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Date Location Winner Loser

Year Month Nation - Commander Nation - Commander

1796 10 May Italy Lodi French Republic (Napoleon) Austrians (Beaulieu)

9 July Germany Malsch (Ettlingen) French Republic (Moreau) Austrians (Charles)

2 & 3 August Italy Lonato French Republic (Napoleon) Austrians (Quasdanovich)

5 August Italy Castiglione French Republic (Napoleon) Austrians (Wurmser)

3 September Germany Wurzburg Austrians (Charles) French Republic (Jourdan)

8 September Italy Bassano French Republic (Napoleon) Austrians (Wurmser)

19 October Germany Emmendiengen Austrians (Charles) French Republic (Moreau)

24 October Germany Schlienger Austrians (Charles) French Republic (Moreau)

12 November Italy Caldiero - 1st Battle Austrians (Alvintzy) French Republic (Napoleon)

15 - 17 November Italy Arcola French Republic (Napoleon) Austrians (Davidovitch)

1797 14 January Italy Rivoli French Republic (Napoleon) Austrians (Alvintzy)

16 January Italy Mantua French Republic (Napoleon) Austrians (Wurmser)

18 April Germany Neuwied French Republic (Hoche) Austrians (Werneck)

1798 12 June Ireland Vinegar Hill British (Lake) Irish rebels

13 July Egypt Shubra Khit French Republic (Napoleon) Egyptians (Murad Bey)

21 July Egypt Pyramids French Republic (Napoleon) Egyptians (Murad & Ibrahim)

27 August Ireland Castlebar Irish rebels & French (Humbert) British (Lake)

8 September Ireland Ballinamuk British (Cornwallis) Irish rebels & French (Humbert)

1799 25 March Germany Stockach French Republic (Jourdan) Austrian (Charles)

5 April Italy Magnano Austrians (Kray) French Republic (Scherer)

4 May India Seringapatam British (Baired & Col. Wellesley) Mahratta tribes (Tippoo Sahib - Sultaun ofMysore).

4 - 7 June Switzerland Zurich - 1st Battle Austrian (Charles) French Republic (Massena)

17 - 20 July Italy Trebbia River Austro-Russian (Suvarov) French Republic (Macdonald)

25 July Egypt Aboukir - 1st Battle French Republic (Napoleon) Turkish (Mustapha Pasha)

15 August Italy Novi Austro-Russian (Suvarov) French Republic (Joubert)

19 September Holland Bergen Franco-Batavian (Brune) Anglo-Russians (York)

25 - 26 September Switzerland Zurich - 2ndBattle French Republic (Massena) Allies (Korsakov)

2 October Holland Egmond-aan-Zee Anglo-Russians (York) Franco-Batavian (Brune)

4 November Italy Genola Austrians (Melas) French Republic (Championnet)

1800 20 March Egypt Heliopolis French Republic (Kleber) Ottoman (Pashar)

14 June Italy Marengo French Republic (Napoleon) Austrians (Melas)

3 December Germany Hohenlinden French Republic (Moreau) Austro-Bavarians (John)

25 & 26 December Italy Mincio River French Republic (Brune) Austrians (Bellegarde)

1801 21 March Egypt Alexandria British (Abercromby) French (Menou)

25 March Egypt Aboukir - 2ndBattle British (Abercromby) French (Menou)

1803 2 December India Assaye British & Sepoy troops (Wellington) Princes of Scindia & Berar

Battle

REVOLUTIONARY WARS - PERIOD 1796 - 1803

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NAPOLEONIC WARS - PERIOD 1805 - 1809

Date Location Winner Loser

Year Month Nation - Commander Nation - Commander

1805 15 October Germany Ulm French (Napoleon) Austrians (Mack)

29 & 31 October Italy Caldiero - 2ndBattle Inconclusive - Austrians (Charles) & French (Massena)

2 December Austria Austerlitz French (Napoleon) Austro-Russians (Kutuzov)

1806 9 March Italy Campo Tenese French (Reynier) Sicilians (Dumas)

6 July Italy Maida British (Stuart) French (Reynier)

14 October Germany Jena French (Napoleon) Prussians (Hohenlohe)

14 October Germany Auerstadt French (Davout) Prussians (Brunswick)

26 December Poland Pultusk Inconclusive - French (Lannes) & Russians (Bennigsen)

1807 7 & 8 February Poland Eylau French (Napoleon) Russo-Prussians (Bennigsen)

10 June Poland Heilsberg French (Napoleon) Russo-Prussians (Bennigsen)

14 June Poland Friedland French (Napoleon) Russo-Prussians (Bennigsen)

5 July SouthAmerica

Buenos Aires Spanish (Liniers) British (Whitelock)

29 August Denmark Kjoge British (Wellington) Danish (Castenskiold)

2 - 5 September Denmark Copenhagen British (Cathcart) Danish (Peimann)

1808 14 July Spain Medina del Rio Seco French (Bessieres) Spanish (Cuesta & Blake)

19 July Spain Baylen Spanish (Castanos) French (Dupont)

17 August Portugal Rolica Anglo-Portugese (Wellington) French (Delaborde)

21 August Portugal Vimiero Anglo-Portugese (Wellington) French (Junot)

23 November Spain Tudela French (Lannes) Spanish (Castanos)

16 December Spain Cardedeu French (St. Cyr) Spanish (Vives)

21 December Spain Sahagun British (Paget) French (Debelle)

1809 13 January Spain Ucles French (Ruffin) Spanish (Venegas)

16 January Spain La Corunna British (Moore) French (Soult)

25 February Spain Valls Franco-Italian (St. Cyr) Spanish (Reding)

29 March Spain Medellin French (Victor) Spanish (Cuesta)

29 March Portugal Oporto - 1st Battle French (Soult) Portuguese (de Castro)

16 April Italy Sacile (Fontana Fredda) Austrians (John) French (Eugene)

20 April Germany Abensberg French (Napoleon) Austrians (Charles)

22 April Germany Eggmuhl French (Napoleon) Austrians (Hohenzollern)

7 & 8 May Italy Piave River Franco-Italian (Eugene) Austrians (John)

12 May Portugal Oporto - 2nd Battle British (Wellington) French (Soult)

21 & 22 May Austria Aspern-Essling Austrians (Charles) French (Napoleon)

23 May Spain Alcaniz Spanish (Blake) French (Suchet)

14 June Hungary Raab French (Eugene) Austrians (John)

15 & 16 June Spain Maria de Huerve French (Suchet) Spanish (Blake)

28 July Spain Talavera British (Wellington) French (Victor)

5 & 6 July Austria Wagram French (Napoleon) Austrians (Charles)

11 August Spain Almonacid French (Joseph) Spanish (Venegas)

18 October Spain Tamames Spanish (del Parque) French (Marchand)

18 &19 November Spain Ocana French (Joseph) Spanish (Areizaga)

Battle

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Date Location Winner Loser

Year Month Nation - Commander Nation - Commander

1810 24 July Portugal Coa River Anglo-Portuguese (Craufurd) French (Ney)

27 September Portugal Busaco Anglo-Portuguese (Wellington) French (Massena)

1811 19 February Spain Rio Gebora French (Mortier) Spanish (Mendizabal)

5 March Spain Barrosa British (Graham) French (Victor)

3 to 5 May Spain Fuentes de Onoro Anglo-Portuguese (Wellington) French (Massena)

16 May Spain Albuera Anglo-Portuguese & Spanish (Beresford) French (Soult)

4 July Bulgaria Rustchuk Russians (Kutusov) Turks (Pasha)

28 October Spain Arroyo-dos-Molinos Anglo-Portuguese (Hill) French (Girard)

1812 22 July Spain Salamanca (Arapilies) Anglo-Portuguese (Wellington) French (Marmont)

12 August Russia Gorodeczna Austo-Saxon (Schwarzenberg) Russian (Tormasov)

16 to 18 August Russia Polotsk - 1st Battle Inconclusive - Franco-Bavarian (Oudinot) & Russians (Wittgenstein)

17 & 18 August Russia Smolensk French (Napoleon) Russians (Barclay de Tolly)

19 August Russia Valutina-Gora French (Ney) Russians (Tutschkov)

7 September Russia Borodino French (Napoleon) Russians (Kutuzov)

13 October Canada Queenston British (Brock) Americans (Van Renssalaer)

18 October Russia Winkowo Russians (Kutuzov) French (Murat)

18 - 20 October Russia Polotsk - 2nd

Battle Inconclusive - Franco-Bavarian (Oudinot) & Russians (Wittgenstein)

24 October Russia Malojaroslawetz Russians (Kutuzov) French (Eugene)

1813 2 May Germany Lutzen (Gross-Gorschen) French (Napoleon) Russo-Prussians (Wittgenstein)

20 & 21 May Germany Bautzen French (Napoleon) Russo-Prussians (Blucher)

20 & 21 May Germany Wurschen French (Napoleon) Russo-Prussians (Blucher)

21 June Spain Vittoria Anglo-Portuguese & Spanish (Wellington) French (Joseph/Jourdan)

28 & 30 July Spain Sorauren Anglo-Portuguese (Wellington) French (Soult)

26 August Poland Katzbach River Russo-Prussians (Blucher) French (Macdonald)

26 & 27 August Germany Dresden French (Napoleon) Austro-Prussians & Russians

29 & 30 August Germany Kulm Austro-Prussians & Russians French (Vandamme)

6 September Germany Dennewitz Austro-Prussians (Bulow) French (Ney)

3 October Germany Wartenberg Prussian (York) French (Betrand)

16 to 19 October Germany Leipzig Allies (Army Commander French (Napoleon)

25 October Canada Chateaugay British (de Salaberry) Americans (Hampton)

30 & 31 October Germany Hanau French (Napoleon) Bavarians (Wrede)

11 November Canada Crysler’s Farm British (Morrison) Americans (Wilkinson)

10 November France Nivelle River Anglo-Portuguese (Wellington) French (Soult)

9 to 13 December France Bayonne Anglo-Portuguese (Wellington) French (Soult)

Battle

NAPOLEONIC WARS - PERIOD 1810 - 1813 

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St DUNSTAN’SCharity Registration Number: 216227

 A charitable organisation that helps create an independent future for blind ex-service men and

women. St Dunstan’s cares for anyone who has served in the UK Armed Forces and has lost theirsight or become severely visually impaired, due to age, war, accident or illness. St Dunstan’s alsocares for men and women who have served in the Emergency Services (Police, Fire and Ambulance)who have lost their sight whilst on duty. You do not have to have been serving at the time of yoursight loss to qualify so, even if you served your country years ago and have only recently becomeblind you should contact St Dunstan’s right away. These entry criteria apply equally to those whohave served in the Polish Forces under British Command or in the Merchant Navy duringWorld War II. Please help St Dunstan’s to help others by spreading the word. So if you know of anyone who you think may be eligible for help, please call admissions on 020 7723 5021.If you would like more information or wish to make a donation please write to:

St Dunstan’sRoom NG02, Freepost, LON20762, SALISBURY SP4 7SL

Telephone: 01980 592 935. Email: [email protected] http://www.st-dunstans.org.uk 

Date Location Winner Loser

Year Month Nation - Commander Nation - Commander

1814 29 January France Brienne French (Napoleon) Russo-Prussians (Tauentzien)

1 February France La Rothiere Russo-Prussians (Blucher) French (Napoleon)

11 February France Montmirail French (Napoleon) Russo-Prussians (Pirch)

27 February France Orthez Anglo-Portuguese (Wellington) French (Soult)

7 March France Craonne Russo-Prussians (Winzingerode) French (Napoleon)

20 & 21 March France Arcis-sur-Aube Austro-Russians (Schwarzenberg) French (Napoleon)

25 March France La-Fère-Champenoise Allies (Wurttemberg) French (Mortier/ Marmont)

30 March France Paris Allies (Schwarzenberg) French (Joseph)

10 April France Toulouse Anglo-Portuguese (Wellington) French (Soult)

5 July Canada Chippawa Americans (Brown) British (Riall)

25 July Canada Lundy’s Lane British (Riall) Americans (Brown/Scott)

24 August America Bladensburg British (Ross) Americans (Winder)

13 September America Baltimore Americans (Stricker) British (Ross)

1815 8 January America New Orleans Americans (Jackson) British (Pakenham)

2 May Italy Tolentino Austrians (Bianchi) Neapolitans (Murat)

13 May Italy Pontecorvo Inconclusive - Austrians (Nugent) & Neapolitans (Manhe)

16 June Belgium Ligny French (Napoleon) Prussians (Blucher)

16 June Belgium Quatre-Bras British & Allies (Wellington) French (Ney)

18 June Belgium Waterloo British & Allies (Wellington) French (Napoleon)

18 June Belgium Wavre French (Grouchy) Prussians (Thielemann)

Battle

NAPOLEONIC WARS - PERIOD 1814 - 1815 

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 APPENDIX - DCOMMANDER RATINGS

 AUSTRIA Class

 Alvintzi A

 Argenteau CBartenstein D

Beaulieu C

Bellegarde C

Bianchi A

Brady D

Charles A

Chasteler A

Davidovitch B

Dedovich D

Elsnitz B

Ferdinand d’Este A

Francis II - Emperor  C

Fresnel D

Frimont A

Gottesheim C

Hiller C

Hohenzollern - Hechingen B

Hohenfeld D

Jellalic D

John C

Klenau C

Kollowrath C

Lichtenstein C

Louis C

Lusignan D

Mack C

Melas B

Radetzsky B

Reuss-Plauen C

Rosenberg B

Schneller C

Schwarzenberg C

St. Julien D

Ulm B

 Vincent B

 Vukassovich C

Weyrother B

Wurmser B

Zach B

Civallart D

BRITAIN Class

 Abercromby C

 Alten. Charles - Hanovarian  BBaird B

Beresford C

Brock D

Campbell D

Colborne C

Cole B

Cooke D

Cotton A

Craig B

Craufurd A

Dalhousie C

Dalrymple D

Frazer B

Frederick - Duke of York. D

Graham A

Hamilton D

Hay B

Hill A

Hope B

Howard D

Leith C

Lumley C

Mackenzie C

Moore A

Murray D

Oswald C

Paget. Edward B

Paget. Henry - Uxbridge  A

Pakenham C

Payne C

Picton A

Ponsonby B

Proctor C

Roche C

Spencer D

Stewart. Charles B

Stuart. John C

Trant B

Walker D

Wellesley - Wellington  A

FRANCE Class

 Augereau A

Bernadotte CBerthier C

Bertrand C

Bessieres B

Claparede C

D’Erlon B

Davout A

Demont D

Desaix A

Eugene C

Foy C

Friant A

Grouchy C

Gudin B

Jerome C

Jourdan B

Junot B

Kellermann A

Lannes A

Lasalle A

Lefebvre C

Latour-Maubourg B

Macdonald B

Marmont B

Massena A

Montbrun A

Mortier B

Murat B

Napoleon - Emperor  ANey C

Oudinot B

Rapp B

Sebastiani B

Soult A

St. Cyr A

St. Hilaire A

St. Sulpice C

Suchet B

Treilhard C

 Vandamme C

 Victor A

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PRUSSIA Class

 Anhalt-Pless D

Blucher B

Bulow D

Clausewitz C

Girsa C

Gneisenau BHiller D

Hohenlohe C

Luck D

Lutzow B

Pirch. I B

Saxe-Weimar C

Scharnhorst B

Thielmann A

Warburg D

Wartenburg A

William III – King C

 Yorck A

Ziethen B

RUSSIA Class

 Alexander I - Tsar D

Baggavout C

Bagration B

Barclay de Tolly A

Bennigsen B

Buxhowden C

Constantine BDiebich-Zabolkonski A

Eugen A

Kaminsky C

Kutusov B

Miloradovitch B

Olssufiev C

Raevski C

Sacken C

Tolstoi C

Tutschkov C

Wittgenstein B

Wukassovitsch C

SPAIN Class

 Albuquerque C

 Ariezaga D

Ballesteros C

Blake C

Castanos C

Castro D

De la Cuesta D

De Zayas D

Del Parque C

Espoz y Mina B

Giron B

Iglesias D

La Romana B

Lardizabel C

Menacho A

Minas B

Palafox C

Pena D

 Venegas DDUTCH Class

Chasse C

Collaert D

Gratin C

Perponcher B

Stedmann D

William - Prince of Orange

D

SAXONY  Class

Funck C

Gablenz D

Lecoq C

Lindenau D

Polenz C

Zezchwitz C

WESTPHALIA Class

Berchterode C

Chabert B

Hammerstein D

Morio DOchs C

Tharreau C

WARSAW (duchy of) Class

Dombrowski B

Kaminiecki C

Kniaziewicz C

Poniatowski A

Rosinski DSolkovski B

Uminski D

Zayonchek B

OTTOMAN EMPIRE(Turks)

Class

 Achmed. D

 Abou-Saad C

Hassan Bey C

Ibraham Bey C

Murad Bey B

Mustapha CPasha B

Sultan Suliman D

 AMERICA Class

Brown C

Hampton D

Jackson B

Scott C

Stricker B

 Van Renssalaer D

Wilkinson C

Winder C

BAVARIA Class

Deroi D

Minucci B

Ludwig - Prinz Royal C

Raglovich D

Wrede B

Tharreau C

Napoleon.Figures: 28mm Foundry.Painted by: Kevin Dallimore.

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CONFEDERATION OF THE RHINE

TroopClass

1806 - 1811French System

1812 - 1813French System

INF CAV ART INF CAV ART

A 7 6 6 6 4 6

B 6 5 5 5 3 5

C 5 4 4 4 2 4

D 3 2 2 2 2 2

Artillery colour: Woodwork - Olive green. Metal fittings - Black 

SPAIN

TroopClass

1796 - 1808Prussian System 1809 - 1812Prussian System 1813 - 1814Prussian System

INF CAV ART INF CAV ART INF CAV ART

A 5 4 5 4 5 5 6 4 5

B 4 3 4 3 4 4 5 3 4

C 3 2 3 2 3 3 4 2 3

D 2 2 2 2 2 2 2 2 2

Artillery colour: Woodwork - White or Stained. Metal fittings - Black 

RUSSIA

TroopClass

1796 - 1811Prussian System

1812 - 1814Prussian System

INF CAV ART INF CAV ARTA 6 6 6 7 6 6

B 5 5 5 6 5 5

C 4 4 4 5 4 4

D 2 2 2 3 2 2

Artillery colour: Woodwork - Apple green. Metal fittings - Black or polished 

SAXONY

TroopClass

1806 & 1809Prussian System

1810 - 1813French System

INF CAV ART INF CAV ART

A 5 9 5 4 8 5

B 4 8 4 3 7 4

C 3 7 3 2 6 3

D 2 5 2 2 4 2

Artillery colour: Woodwork - Dark grey. Metal fittings - Yellow 

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SCENARIO

Battle of Arroyo de Molinos

28th October 1811 

Introduction

The battle of Arroyo dos Molinos, 28th October 1811 is not a very well known engagement sandwichedbetween the battle of Fuentes de Onoro in May 1811 and the assault on Badajoz at the start of 1812. Thissmall engagement does make an interesting battle to help learn the rules.

Historical Background

In October 1811, word reached General Sir Rowland Hill, the commander of the British forces in the vicinityof Badajoz in Spain, that French forces under the command of General Jean-Baptiste Girard had crossed theRiver Guadiana near Merida and were on the move in western Estremadura.

Estremadura is situated in the southern part of central Spain. The French expedition had several purposes.These included raising taxes, finding food to support their army, and to teach the Spanish a lesson for con-tinued anti-French activity between the cities of Merida and Truxillo. Girard advanced to the city of Cacereswhere he taxed the residents a total of 5,000 Spanish dollars.

General Hill’s Anglo-Portuguese force was later supplemented with local Spanish troops and together theybegan their pursuit of Girard on the 22nd of October. On the first day the Allies made a forced march of around thirty miles that brought them within striking distance of the French.

They continued to move rapidly but were hampered by heavy rains and Hill was forced to leave his heavy 9pdr battery behind and proceeded with only a Portuguese light 6 pdr battery, while the soldiers carried a

minimum of equipment and three days of food.

George Bell, an ensign in the 34th Regiment, stated in his diary "We marched all the day and lay down on the wet sod by night... the rain kept along with us. I was never thoroughly dry... We never undressed of course, but just pushed on..." This pace was too much for some and several Portuguese troops died fromexhaustion.

The Allies continued to pursue the French, but Girard, although unaware that he was being chased, kepteluding them more by luck than design. On the 27th October, Girard marched to the village of Arroyo dosMolinos, where he stopped for the night. The village of Arroyo dos Molinos is situated just west of Trujillo insouthern Spain and is tucked away beneath the rugged Sierra de Montanches.

On the same day the Allies marched a further twenty-eight miles, which brought them within five miles of the French in the village. It was to be at Arroyo dos Molinos that Hill finally hunted down his quarry andmade contact with the French.

The Battle George Bell stated in his diary that "On the evening of the 27 th  of October we got close to their heels; it rained all the day and in the dusk we halted on ploughed ground. 'Pile arms; keep perfectly quiet; light no fires; no drum to beat; no bugle to sound' were the orders passed through the ranks... All was still, and cold, and cheerless, until about two o'clock in the morning of the 28 th  , when the word was gently passed through all regiments: 'Stand to your arms!' The whole division was now in silent motion and moved on to the plain some few miles, pretty close to the enemy..." 

The village only had five roads leading from it, one of which was already occupied by the Allies. Hill decidedthat if these roads could be blocked they would effectively prevent any troops in the village from leaving,forcing the French to climb the mountains in order to escape.

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The first of these roads, leading east to Truxillo, would be blocked by Wilson's brigade supported by threePortuguese battalions whilst the other two roads leading south to Medellin and Merida would be blocked byBritish and Spanish cavalry. The remaining allied troops commanded by Hill would advance upon the villageand in doing so cut off the northern road that led to Montanchez.

Early on the morning of October 28th the Allies marched the last few miles to Arroyo dos Molinos undercover of fog and luckily did not encounter any French piquets until they were just half a mile away. WhatFrench sentries that could be found were quickly overcome although some of them did manage to escape

and raised the alarm. It seemed that the bad weather had screened the movements of Hill’s troops and atthe same time forced many of the French piquets to seek shelter from the storm.

Fortunately for the French, two regiments, the 64th and 88th escorted by a cavalry regiment had left thevillage an hour before the assault began and so avoided capture. The remaining French troops hastilyprepared to make good their escape, the infantry hurriedly packing their baggage while the cavalryprepared to mount up. Girard himself was still having his breakfast when the battle began and according toone soldier in the 71st Highlanders, Girard was nearly captured as he came out of the mayor's house "...frantic with rage. Never will I forget the grotesque figure he made as he threw his cocked hat upon the ground and stamped upon it, gnashing his teeth." 

The village was in total confusion when Hill's leading troops, the 71st and 92nd attacked with a crash of 

musketry, their pipes skirling above the din. The charging, cheering Scots swept aside the French battalionthat were trying to hold the village and managed to capture many prisoners as well as Girard's baggage. After clearing the village of French troops the 71st came upon the rear of a French brigade still trying toform up for the march. The French were quickly thrown into disarray after being fired upon by the 71st andthree allied guns that had also been brought forward.

Those French troops that were fleeing the village via the road leading to Merida soon found their waybarred by the Allied cavalry, forcing Girard to launch his own chasseurs and dragoons against them in orderto buy time for the escaping infantry. The French cavalry fought gallantly against the Allied cavalry, butthey were outnumbered and forced to retire leaving many prisoners.

Girard's infantry set off along the Truxillo road at the foot of the mountains with the Allied infantry of Howard's brigade hot on their heels. As they peered through the early morning mist they saw to theirhorror Wilson's brigade rushing to cut them off. The three leading companies, the light companies of the28th, 34th and 39th, attacked the column without hesitating, hoping to check the French and allow Howard'sbrigade to come up. Surprisingly, Girard (despite having a vastly superior number of troops than the lightcompanies blocking his way) ordered his men to disregard the three British companies and instead try toescape by heading for the mountains to their left. This decision precipitated a remarkable scene withofficers hastily abandoning their horses and infantry scrambling up the steep slopes to escape.

Girard was one of the lucky ones for he, along with about 500 of his men, managed to reach the top of themountain and evaded Hill's men. Even here, however, the French were not entirely safe for the enthusiasticSpaniards of Morillo's brigade came after them and bayoneted all those they caught.

The Aftermath of the battleThe British victory was not total. Many of the French had managed to escape Hill’s trap by starting theirmarch from the village earlier than expected. Despite this, the French losses in the battle were about 1,000men killed or wounded. In addition to these casualties, another 1,300 men and 30 officers were madeprisoner, amongst them were General Bron, the commander of the cavalry, the Prince of Aremberg,commander of the 27th Chasseurs, and Colonel André, the chief-of-staff of the 5th Corps. Girard also lost allof his baggage, guns, six caissons of ammunition, and the 5,000 Spanish dollar tax levied on the town of Caceres. The Anglo-Portuguese force suffered just seven men killed, together with seven officers and 57men wounded, the Spanish suffering 30 casualties.

General Girard was subsequently relieved by Marshal Soult and returned to France in disgrace, where hewas to suffer the wrath of his emperor. However, he was later forgiven, just in time for the invasion of 

Russia in 1812. At the battle of Arroyo dos Molinos the 34 th Cumberland Regiment found themselvesfighting their French opposite number, the 34eme Regiment de Ligne.

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During this engagement the French drums and drum major's mace were captured. The 34 th regiment hasthe unique distinction of being the only Regiment in the British army with the Battle Honour of Arroyo DosMolinos and to this day the captured drums are paraded on the anniversary of the battle.

The Scenario

Historically General Hill enjoyed almost complete surprise on the astonished French due to the weatherconditions and the rate of their advance. But for this scenario it is assumed that the French have beenalerted to the presence of Hill’s column as it deploys and so the French will be ready for the Allied attack.

To add a bit of spice a player may opt for keeping the 64 th and 88th French regiments on the table. TheFrench order of battle therefore includes these units as well as their escorting cavalry.

Terrain

 All of the hills on the table should be regarded as very steep. No cavalry or guns may be moved across anyof the hills. Infantry are permitted to move across hills, but at difficult terrain movement rate. The stream isfordable to infantry and cavalry but not artillery. Artillery may only cross at the ford in grid 3C. The battleshould be fought length ways along a 2.5m x 1.25m (approx 8’ x 4’) table in order to limit and constrict anyflanking movement opportunities. This simulates the limitations imposed on the historic battlefield by themountainous terrain of the region.

NOTE: Each square is 30 cm x 30 cm. (approx 1’ x 1’)

 Allied Objective and Deployment

• The Allied force must rout the French and attempt to prevent any from escaping towards Truxillo.

• Howard’s Brigade is deployed anywhere on the road in squares C1 & C2.

• Wilson’s Brigade should be deployed anywhere in square D4 and Ashworth’s Portuguese Brigade shouldbe deployed anywhere in square C3.

• Morillo’s Spanish are deployed anywhere on the road in square B1 and the horse artillery is deployedon the road anywhere in square A1.

• The Allied cavalry, including the Spanish light cavalry brigade, are deployed in square D4.

French Objective and Deployment

• The French must successfully hold out until their baggage has retired from the table. This will happenon turn six at which point the French units can also start to retire and attempt to exit the table towardsTruxillo.

• The French forces can be deployed anywhere in squares B6, C5 and C6 at the start of the game.

1 2 3 4 5 6 7 8

 A

B

C

D

 Arroyo de Milinos

 Alcuescar

To Merida

To Montanchez

To Truxillo

HillHill

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 Allied Order-of-BattleTotal Allied force: 3000 British infantry, 4000 Portuguese infantry, 900 British/ Portuguese cavalry andone battery. 2000 Spanish infantry and 600 Spanish cavalry.

C-in-C: Sir Rowland Hill – class A. (5 MPs + 1D6). Army breakpoint = 9 Broken Units. Total number of activation counters = 11.

2nd division:

Commander: Howard – class D (1 MP + 1D6).1/50th class B (8 MPs), 1/71st class B (8 MPs) and 1/92nd class A (9 MPs).Commander: Wilson – class C (2 MPs + 1D6).1/28th class C (7 MPs), 1/34th class C (7 MPs), and 1/39th class C (7 MPs).

Portuguese brigadeCommander: Ashworth – class C (2 MPs + 1D6).6th and 18th Cacadores (2 battalions each, all class C 6 MPs) and 6th Cacadores class B (7 MPs),

Cavalry divisionCommander: Long – class C (2 MPs + 1D6).9th Light Dragoons class B (5 MPs) and 13th Light Dragoons class B (5 MPs).

Portuguese light cavalry class C (4 MPs) and 2nd

KGL Hussars class B (5 MPs).

 Artillery  Arriaga's horse battery (Light) – class C (4 MPs).

Spanish forcesCommander: Mirillo – class C (-1 MP + 1D6).Spanish line infantry (3 battalions each, all class D. 2 MPs).Conde de Penne Villemur light cavalry – class C (3 MPs).

French Order-of-Battle

Total French force: 5000 infantry, 1000 cavalry and one battery.

C-in-C: General Jean Baptiste Girard – class C. (1 MP + 1D6). Army breakpoint = 6 Broken units. Total number of activation counters = 6.

Infantry divisionCommander: Dombrouski – class B. (2 MPs + 1D6).34th and 40th Infantry Regiments (2 battalions each, all class B. 7 MPs).Commander: class C. (1 MPs + 1D6).64th and 88th Infantry Regiments (2 battalions each, all class C. 6 MPs).

Cavalry division Commander: General Bron – class C. (1 MP + 1D6).27th Chasseurs light cavalry class C. (5 MPs) and 20th Dragoons light cavalry class C. (5 MPs).10th Hussars light cavalry – class C. (5 MPs).

 Artillery Foot battery (heavy) – class C (4 MPs).

Why not visit the In the Name of Glory  Yahoo chat groupwww. groups.yahoo.com/group/ITNOG

For articles, chat, historical and wargaming information visit the following sites:www.theminiaturespage.com - www. wargamesdirectory.com

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ROCKET EXPLOSION TEMPLATES

20 mm to 28 mm Explosion template

6 mm to 15 mm Explosion template

2 mm Explosion template

Photocopy the appropriate scale explosion template, stick it onto light card and then carefully cut itout ready for play. Alternatively trace the template onto a transparent sheet.

+

+ +

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ARMY POINTS LIST

Players may for quick pick-up games choose the composition of their armies using the following pointsystem. Player must, prior to the start of the game, agree the max point value of their army, which willrange between 100 and 700 points as detailed below. NOTE:  Unit commanders are free and automatically come with each infantry or cavalry unit.

1) A 100-point army - Brigade level game, lasting approx. 1 to 2 hours.

2) A 200-point army – Divisional level game, lasting approx. 2 to 4 hours.3) A 400-point army – Corps. level game, lasting approx. 4 to 6 hours.4) A 700-point army - Army level game, lasting approx. 5 to 9 hours.

Unit point value

Morale points

If players are using the points system for a competition or want to table equally balanced units then playershould determine the morale rating of their commanders using SECTION 24 – Commander class and morale rating and the morale rating of their units using SECTION 25 – Unit class and morale rating.

If players want to use national characteristics then player should determine the morale rating of theircommanders using SECTION 24 – Commander class and morale rating and the morale rating of their unitsusing APPENDIX E – Basic morale point supplement .

UNIT COST

A B C D

C-in-C 14 9 7 5

Corps. commander 13 8 6 4

Divisional commander 12 7 5 3

Brigade commander 11 6 4 2

Infantry 12 7 5 3

Armoured heavy cavalry 18 13 11 9

Non-armoured heavy cavalry 16 11 9 7

Light cavalry 12 7 5 3

Lancers 13 8 6 4

Light artillery 25 19 12 8

Medium artillery 29 23 16 12

Heavy artillery 36 30 23 19

UNIT TYPE

100 pts  200 pts  400 pts  700 pts  Notes 

C-in-C 1 1 1 1 Compulsory.

Corps. commander 0 0 1 2 1 for every 30 units

Divisional commander 0 2 - 3 4 - 6 8 - 12 1 for every 12 units

Brigade commander 2 - 3 4 - 6 8 - 12 12 - 24 1 for every 3 to 4 units

Infantry No restriction

Armoured heavy cavalry 0 -1 0 - 2 1 - 4 2 - 8 1 cavalry unit for every 4 infantry units.EXAMPLE: A player has chosen 4 x infantry units. The player is now permitted to choose 1 x cavalry unit. 

Non-armoured heavy cavalry 0 -1 0 - 2 1 - 4 2 - 8

Light cavalry 0 -2 0 - 4 2 - 8 4 - 16

Lancers 0 -1 0 - 2 0 - 2 0 - 3Light artillery 0 -1 0 - 2 0 - 4 0 - 8

Medium artillery 0 -1 0 - 2 1 - 5 2 - 10

Heavy artillery 0 -1 0 - 2 1 - 4 2 - 8

1 artillery unit for every 9 INF/CAV units.EXAMPLE: A player has chosen a total of 8 x infantry units and 1 x cavalry unit so is now permitted to choose 1 x artillery unit.

Permitted number of units

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ACKNOWLEDGEMENTS

PLAY TESTING

Many thanks to the following people and the members of their associated groups for their input, comments

(most of which are unprintable) and for assisting me in extensively play testing these rules:

 A special thank you to the following people for their input and assistance:Stuart Asquith, Bob Elliott, Jane Keen, Dermot Quigley and Mark Severin.

PICTURE ACKNOWLEDGMENTS

 A big ‘thank you’ to the following people and manufacturers for giving me their permission to use pictures of their figures throughout these rules.

MANUFACTURES

 Art I.G Ltd - 12 - 48 Bruninieku, Riga LV1001, Latvia. Web:http://www.artig.lv. Picture location: P16.Foundry - 24 - 34 St Marks Street, Nottingham, Nottinghamshire. NG3 1DE. Tel: +44 (0)115 841 3000.

Web: http://www.wargamesfoundry.com. Picture location: P84.Front Rank Figurines - The Granary, Banbury Road, Lower Boddington, Daventry, Northants. NN11 6XY.Tel: +44 (0)1327 262720. Web: http://www.frontrank.com. Picture location: Front cover, P14, P18, P26,P32, P36, P43 and P61.Old Glory - Institution House, New Kyo, Stanley, Co. Durham. DH9 4TJ. Tel: +44 (0)1207 283332. Picturelocation: P23.

 ARTISTS

 Art I.G Ltd - Picture location: P16.Kevin Dallimore - Web: http://www.kevindallimore.co.uk. Picture location: P26, P61 and P84.David Ewing - Picture location: P23.Roly Hermans - Web: http://dare paradise net nz/roly html Picture location: P22 and P51

 Australia: Mark CandlerCanada: Robert DeWolfeUnited Kingdom: Simon Davies

Bob ElliottDavid EwingRichard Partridge

 Adrian PickardMartin RichardsonSimon Weir

Belgium: Graham KnightSpain: Ingolfur Orn Bjorgvinson

Dermot QuigleyJoan Sales

 Victor TressacoUnited States: Brian Casey

Todd Davis