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johny okane (orde #71289)

Introduction to the Hurlbat Publishing Edition


Welcome to the Hurlbat Publishing edition of Micro Warfare Series: Micro Napoleonics
This series of thirteen games was original published by Tabletop Games in the 1970s with this title being published in 1976. Each
game in the series aims to recreate the feel of tabletop wargaming with large numbers of miniatures but using printed counters
and terrain so that games can be played in a small space and are very cost-effective.
In these new editions we have kept the rules and most of the illustrations unchanged but have modernised the layout and
counter designs to refresh the game.
If you enjoy this game then it can be expanded further with a pack of additional armies for the period that contains organisation
charts and counters for Austrian, Polish, Prussian, Russian and Spanish armies. The other games from the series will be released
shortly and we would welcome feedback via our website, www.hurlbat.co.uk where plastic versions of all the counters will also
be available soon.

Happy gaming!
Dave Polhill
Hurlbat Publishing
February 2012

Copyright 2012 Hurlbat Publishing


Edited by Kris Whitmore and Dave Polhill

Contents
Pages 3 to 17

Main Rules

Pages 18 to 20

Quick Reference Sheets

Page 21

Record Sheets

Pages 22 to 23

Army and Terrain Counters

Tip
For best results when printing counters, please set your Page Scaling option to None.

johny okane (orde #71289)

Micro Napoleonic Warfare

This game recreates a battle during the Napoleonic era between a British and French army.
The French army counters represent a force of some 45,000 troops and the British 35,000 troops.
Using these simple but comprehensive rules up to six players are able to recreate a complete battle with all its complex
manoeuvres and colourful tactics.
The battlefield can be varied to suit any type of ground and the printed terrain pieces placed in any position desired thus giving
an extremely variable playing area, unrestricted by hexagonal or square playing boards.
The Napoleonic era is perhaps the most colourful in military history, not only in terms of the uniforms adopted by the different
armies, but also in the tactics that were employed. The British line can once more stand, or fall, against the assault of the French
column; cavalry and artillery can again command respect and dominate areas of the battlefield.

johny okane (orde #71289)

Unit Organisation
These rules and accompanying counters are designed for units to be fielded as follows:
Infantry

- Battalion of Regimental strength

Cavalry

- Regimental strength

Artillery

- Batteries of 6 to 8 guns

The use of the C-in-C counter is compulsory but the divisional command counters are covered in the optional rules. Where
reference to the division commander is made, ignore if that office is not fielded.

Move Procedures
The game is played on an alternate basis: each side throws one die at the beginning of the game, the highest throw moves on all
odd numbered moves.
No units, other than those that are counter-charging, routing, retreating or evading may move in the enemys move.
The sequence of each move is as follows:
1.
2.

Move all routing or retreating units


Moving player declares any charges, measures the distance to contact and determines at what point in the move
contact takes place. The attacking player then moves his other units
3. Defender specifies any evading or counter-charging units, and determines their moves
4. Non-moving player fires all his artillery except any battery that is being charged (see 5 and 6 below)
5. Non-moving player fires any infantry, other than those which are being charged, at targets
6. Non-moving player takes morale test for units which are being charged
7. Non-moving player fires any infantry unit or artillery unit that survives the being charged morale test
8. Moving player determines the morale of any charging unit only if it is made to do so through circumstantial causes
9. Resolve all melees
10. Take any morale tests resulting from either fire or melee

The Duke of Wellington & Napoleon

johny okane (orde #71289)

Movement
The following table gives the maximum distance a unit may move in mm in any one move:
Infantry & Cavalry
Unit
Close order Infantry Line
Open order Infantry Line
Close order Infantry Column
Infantry Square
All Cavalry
Command Figure

Normal
50
75
75
20
150
250

Rout or Charge
75
90
100
250
-

Fall Back Facing Enemy


25
60
30
20
-

Normal
100
60

Action Move
160
-

Unlimbering
40
30

Artillery
Unit
Horse Gun
Field Gun

Action Move

An action move for artillery must include either limbering or unlimbering during the move, but not both.
Note: A unit in line which turns through 90 and forms column of march is classed as a column for movement
purposes.
Changing Formation or Face

The following move distances must be allowed for any unit which changes its formation or facing during a move.
Unit
Infantry
Cavalry
Horse Guns
Field Guns

Changing Face up to 180


20
50
Move
Move

Forming Square
Move
-

Lying Down or Standing Up


20
-

Forming Open Order

To form open order from close order, or vice versa, will take half move and may be carried out by light troops or rifle
armed troops only.

Terrain
See appendix for details of how to make and set up your battle terrain.
Cover

There are two types of cover. The first will be described as positions and will be any printed counter containing
buildings or redoubts. The second will be described as soft cover and will be any areas of wood, orchards or broken
ground.
Dead Ground

Areas indicated as dead ground will provide cover for any units in it. Whilst in dead ground, a unit may not be fired
on, except by enemy units on the edge of the dead ground.

johny okane (orde #71289)

Movement Penalties

The following movement penalties will apply to any units moving over or through terrain other than flat open
ground.
Terrain
Hill
Cover
Obstacle
Streams
Fords

Close order Inf.


-10
-40
-20
-40
1 Move

Open order Inf.


-10
-20
-10
-30
Move

Column
-10
-50
-20
-30
1 Move

Cavalry
-40
-80
-90
-30
1 Move

Horse Guns
-60
-60
-80
-30
1 Move

Field Guns
1 Move
-40
1 Move
1 Move

Notes:

Hill penalties are per contour and movement uphill only


Obstacle any linear obstruction e.g. a wall, hedge, fence or prepared position, crossed by the unit
Halve the above penalties if a unit is moving along a track which crosses a hill or cover
Fords are the only crossing places on a river where units may cross without bridging or assault equipment

Prepared Positions

All printed terrain features, except woods and fields, will be classed as prepared positions when they contain troops.
Along each side of the printed feature is a number, representing the maximum number of defending fighting factors
that may be deployed on that side.
Occupation

When units are placed in these positions they must occupy at least three sides of it, the fourth side being optional.
The minimum occupying force on any one side must be one quarter of the units fighting factor, if only one unit is
involved; or half of one units fighting factor if two units are involved. Artillery batteries may be placed into these
positions but the guns must be split equally to occupy at least two sides of the position. Draw a plan of each position
occupied and indicate on it the number of fighting factor occupying each side.
Moving in Prepared Positions

It will take one move to transfer factors from one side of a position to another. This may only be done during a
players move turn. The number of factors which may be transferred should be sufficient to make up the original
strength on that side. If the enemy has broken into the position all the other defending factors may be taken from
their defensive positions to counter attack.
Entering / Leaving Prepared Positions

Close order units and artillery will take one move to occupy a prepared position. They will take one move to leave it,
and form up with one side of the counter touching the position.
An open order unit will take half a move to complete the same actions.
Vision Restrictions

Troops in a wood will be able to see other troops only if they are within 30mm of each other. Troops in a wood will
not be seen by troops outside the wood if the latter are not on the edge of the wood.
Troops in prepared positions will not be seen until they open fire, but they may be fired upon by artillery whether
they can be seen or not. They may not be engaged by infantry fire until seen.

johny okane (orde #71289)

Weapon Ranges
The following are the maximum range of each weapon type:
Small Arms
Weapon
Musket
Rifle
Carbine

Range
100mm
150mm
70mm

Artillery
Ball
250
350
450
500

3 / 4 Powder
6 Powder
8 / 9 Powder
12 Powder

Single Canister
100
100
120
120

Double Canister
75
75
100
100

Shell / Case *
300
400
450

*Optional Rules
Case and Shell

For the purpose of the basic rules, case and shell have been ignored; the ability to fire them has been taken into
account in the factor table. See the optional rules section of the inclusion of these projectiles.
Arcs of Fire

To determine if a unit can fire at a target place the firing arc segment alongside the firing unit and lay a tape measure
along the appropriate line. If any of the target counter is within the arc it may be engaged.
Open Order Infantry

1. Only light infantry and rifled armed units may operate in open order or may be used to skirmish to skirmish
their own close order troops
2. When skirmishing a close order unit the skirmishing troops must be a minimum of 10mm and a maximum of
25mm in front of the close order unit. Casualties from artillery fire will be in the ratio of 1 to 5 i.e. all artillery
fire will be directed at the close order unit and all calculations will be made on that unit. The resulting
casualties will be divided between the close order and open order units in the ratio of 5 to 1.
3. Open order troops may only charge other open order troops, artillery or prepared positions. In all other
circumstances they must attempt to evade.
4. Open order troops may not approach any nearer to an enemy close order unit then that units charge range
unless: they are skirmishing friendly close order troops who are within evade distance of them, or the enemy
close order troops are themselves skirmished.
5. Open order troops must move clear of a friendly units front before that unit may charge. It will take the
open order troops half a move to clear the front and they will form up on the flank or rear of the unit.
6. Skirmishing: open order troops may skirmish a close order unit in an attempt to shield them from enemy
small arms fire. One unit of open order troops may skirmish one close order unit in line formation, or two
close order units in column formation.
7. Random Factors
When a random factor is called for in the factor tables throw one red die, counting the score minus and one black
die, counting the score plus, and consult the following tables:
Small Arms Fire *
Artillery Fire
Melee *

Multiply result by five


Multiply any result between -1 and +5 by five
Multiply result by five

British Troops count any negative factor as -1


Count all negative results as -1
Guard Troops and Troops in prepared positions
ignore any negative result

* For initial volley and melee impact round throw one additional black die at the same time.

johny okane (orde #71289)

Small Arms Fire

When two opposing infantry units come within small arms range of each other they may fire their weapons in their
firing move. To determine the result of such fire proceed as follows:
1. Measure the range from the centre of the firing unit to the nearest point on the target unit and round off to
the nearest 20mm
2. Turn to table 1 of the SMALL ARMS FIRING CHART and using the range from 1) above and the number of
fighting factors of the firing unit, read off the RANGE FACTOR
3. Turn to table 2 on the same chart and using the number of fighting factors in both the firing and target units,
plus the targets cover or formation, read off the TARGET FACTOR
4. Add or subtract the range and target factors from 2) and 3) above
5. Throw a random factor and add or subtract to the total in 4) above

Result

A final plus result equals the number of fighting factors destroyed in the round of firing. Ignore any minus result.
Notes:
1. Units in square may only engage with a quarter of their present fighting factor against any one target
2. Firing into melee: no unit may fire into another unit which is engaged frontally or in the rear in melee. Fire
may be directed at the latter unit if it is engaged only on its flank, and then only on the first round of melee.
Artillery Fire

To determine the effect of artillery fire, proceed as follows:


1. Determine the range from the centre of the battery counter to the nearest point on the target counter
2. Using this range, and the type of target, determine the artillery factor from either the ball or canister table,
for whichever charge is being fired
3. Add or subtract the tactical factors to 2) above
4. Divide the batterys present fighting factor by 10 and add to 3) above
5. Throw a random factor and add or subtract to 4) above
Result

Any plus factor equals the number of fighting factors lost by the target. Ignore any minus factors.
Melees

A melee will take place when two or more opposing units come into contact with each other or an attacking counter
touches the edge of a prepared position card. All the melee calculations will be calculated at the end of each move.
Charging

A unit may charge one in every three moves, but may use its charge move rate continuously when pursuing a unit
which it has routed or which is attempting to evade.
Counter-Charging

A unit wishing to counter charge may elect to do so even in its own firing move.
For a unit to mount an effective counter charge it must fire at a range of over 20mm or charge without firing.

johny okane (orde #71289)

Pursuit

Pursuit is automatic for the first move, except for infantry units in a divisional column or units in prepared positions
who need not pursue. On the second or subsequent round of pursuit, all militia troops and all British cavalry units
must throw one die: 1-4 they must continue pursuit; 5 or 6 they break off pursuit.
Routing units and their pursuers will move and melee each move ignoring the firing and non-firing move rule.

General Sir John Moore, Marshal Ney & Marshal Blucher

johny okane (orde #71289)

Pre-Contact Morale
Charging Unit

A charging unit need not test its morale unless a cause occurs during its charge move.
Charged Unit

A charged unit, with the exception of those in prepared positions, must test its morale before it attempts to fire at
its attackers. If the unit has good morale it may elect to fire at any point up to point blank range.
If a unit fires at point blank range the attacking unit cannot be stopped from making contact with it. Point blank
range is any range up to 20mm. If a unit has poor morale it must start its retreat or rout at the half way stage of the
attackers move.

Firing by Charging Troops


Troops who charge may not fire on the defenders once they have started their charge. They may deliver a volley
before the start of their charge if they have not fired in their firing move. For an effective charge they must fire at a
range of 40mm or more, otherwise they will not get the impact bonus in the first round of the melee.

Evading
Artillery crews and open order troops may attempt to evade an attacker even in their firing move.
Open order troops must start their evasion a quarter of the way through the move and may not fire during that
move. They may move at charge rate after allowing 10mm to turn.
Artillery crews will be able to fire if their morale allows at either the quarter of half-way point of the move before
starting their evade action. Artillery crew evading and unable to limber up will abandon their guns and move at
open order charge rate.

Forming Square
Infantry unit not ordered to form square in their move turn may not attempt to do so in their firing turn even when
charged by cavalry. A square will be formed by dividing the unit into four equal parts, each forming the side of a
hollow square.

Attacking Prepared Positions


If at least half of an attacking units counter is in contact with the edge of a prepared position card it may engage the
defenders in melee (see also flank attacks).

Flank Attacks
When an attacking unit engages another in flank or engages only part of the enemy counter, in the first round of the
melee it will count only half its fighting factor. In the second and subsequent rounds of the same melee the unit will
count its full fighting factor.

Attacker

These units count only half their present


fighting factor

johny okane (orde #71289)

Defender
Defender

Attacker

Attacker

Notes:
1. Infantry may only move to engage cavalry in melee if the cavalry is already engaged in a stationary melee.
2. Cavalry may not attack infantry units which are in prepared positions.

Melee Calculation
1. Divide the units fighting factor by 10
2. Obtain melee factor for the attacker and the defender from the appropriate melee table i.e. Infantry /
Infantry, Cavalry / Infantry or Cavalry / Cavalry and add or subtract to 1) above
3. Add or subtract the tactical factors from the list below the melee tables
4. Throw a random factor per unit engaged and add or subtract this result to 3) above
Result

Any positive result will be the number of factors that are inflicted by the unit on the opposing unit. Ignore any
negative results.

Morale
A unit must test its morale when one of the following occurs. All but pre-contact morale tests will be taken at the
end of the move in which they occur.
Causes

1. Militia troops when they first lose more than 25 fighting factors and any subsequent move in which they lose
more than 50
2. When a unit, other than Militia, loses more than 100 fighting factors during a move
3. Loser of more fighting factors in a melee and the difference is more than 20
4. When being charged does not apply to infantry in square being charged by cavalry or troops in prepared
positions
5. The following units in a column when the leading unit(s) retreat or break
6. A unit in line or column when a flank unit within 50mm retreats or breaks
7. If the divisional commander is wounded or killed within sight (when using optional rules only)
Note: In all cases of retreat or rout the testing unit will only test if the retreating or routing unit(s) are of equal or
better quality.

johny okane (orde #71289)

Morale Calculation

To determine a units morale state:


1. From the loss table on the Morale Chart, determine the units loss factor using its starting and present
fighting factor. If on this chart there is an R instead of a factor then the unit will automatically rout
without further calculations.
2. If the unit is being charged or is charging, determine the appropriate factor from the charge morale table
and add or subtract this to 1)
3. Throw one die and determine the units random factor from the random factor table and add or subtract the
result to the above
4. Finally add or subtract the units tactical factors from the list
Result

Using the resulting factor consult the Morale Result Table to determine the units action next move.

Archduke Charles, Marshal Massena & Prince Golenischev-Kutusov


Fall Back

This means that the unit will fall back facing the enemy until no longer within charge range or to the nearest cover.
Halt

This means that the unit will remain where it is for the next move or number of moves indicated.
Break (Rout)

This means that the unit will take 10mm to turn, then rout towards its own base line, where possible, at charge
speed.
Gunners will abandon guns.
A breaking unit will lose one die x 10 fighting factors per move of rout.
Retreat

This means that a unit must retreat to its start line or to cover, whichever is the nearer, and it may deviate up to one
move to find cover. Defending units in their original positions and attacking units not yet moved from their start line
will move to cover. A retreating unit will lose one die x 5 fighting factors per move of retreat.

johny okane (orde #71289)

Rallying
To rally a routing unit consult the table below to determine the dice throw required, using only one die.
Class of Troop

Troops in the open

Troops in dead ground


or cover

No command figure
With divisional
commander
With C-in-C
No command figure
With divisional
commander
With C-in-C

Militia
5
4

Regular
4
3

3
3
3

2
2

Note: Units still in melee or under artillery canister fire may not be rallied.

johny okane (orde #71289)

Grenadier
3
2

Guard
3

Automatic rally

Appendix One - Terrain


To make up terrain features for this game proceed as follows:
Hills

Cut hill contours from brown or grey card, in varying sizes and shapes, and mark the crest line on each:

1" to 2"

2" to 4"

6" to 10"

Place on top, lining up the


crest lines at either end.

4" to 6"

Dead Ground Broken Ground and Soft Sand

Cut irregular shape between 4 and 6 long by 1 to 3 wide from coloured card different to that which is used for
the hills. Mark each piece with the type of ground that it represents. Scrub and wood can also be made in this way
using green card.
Roads Rivers Bridges

All such terrain features can be indicated on the playing area by using coloured chalks.

johny okane (orde #71289)

Appendix Two Optional Rules


The following optional rules may be introduced into the main body of the rules.
Artillery Case & Shell

Case may be fired by British guns only. Shell may be fired only by batteries marked Howitzer.
1. In the artillery fire calculation add the following factors:

Case
Shell

Mounted or open order


Infantry
+8
+10

In prepared positions

Column or Square

Close order Line

+8
+10

+12
+9

+8
+12

2. The minimum range at which case or shell can be fired is 50mm


Overhead Firing

Batteries firing case or shell may fire over intervening troops on the same level, only if the troops are not within
25mm of either the target or the battery. Batteries may also engage close order troops without inflicting casualties
on any screening open order unit.
Setting Fire to Buildings

Whenever shell is fired at a prepared position which contains a building, there is a chance of the building catching
fire. Throw one die per battery engaging with shell: if a 6 is thrown fire breaks out and the defenders have three
moves in which to put it out before they must abandon their position.
The defenders must throw two dice:
First move of fire
Second move of fire
Third move of fire

7 to 12 required
8 to 12 required
10 to 12 required

Divisional Commanders

These figures may be included in the optional rules and each may command one division. When using these figures
the general game orders may be altered by them, only after an initiative test has been taken. Throw one die:
1 or 2
3-6

Carry on with C-in-Cs order, or halt if not possible


Change order as required

Each divisional commander has a points value of 25. Each time his division suffers a loss of 100 fighting factors
reduce this value by the score of one die. When it reaches zero he is killed.

johny okane (orde #71289)

Appendix Three Deciding the Winner


Set up the terrain and before placing the unit counters in their starting positions, determine one of the following:
Allocate points (between 50 and 200) for various terrain features
- orDetermine some action which the attacker must achieve for victory, i.e. clear the road off the board or take the
main hill in the defenders centre.
To achieve victory the attacker must take more terrain points than the defender holds at the end of the game for the
first case of achieve his objective for the second case.
Type of Game

It is suggested that the type of game played is that of attack / defence, where one side occupies a defensive position
and the other side assaults that position. The defender should occupy positions which cover at least three quarters
of the width of the playing area and his forces should set up before the attacker determines the start position for his
units.
Campaigns

For the purpose of campaigns use the following scale:


Battlefield

one mile = 400mm

One pair of moves = hour


Writing Orders

In the basic game when each side has set up their counters both commanders write general orders for each division.
These orders will be carried out by that division and may only be changed by the C-in-C counter moving to that
division. Individual units may be given specific orders if required. Artillery must be given specific orders which again
may only be changed by the C-in-C.

johny okane (orde #71289)

Appendix Four Counters and Definitions


Order Sheet Definitions

Unit Identification

Deserters

IF

Initial Fighting Factor

PF

Present Fighting Factor

Killed

Battery Identification

Game Counters

Infantry and cavalry:


Troop Type

Line
Unit Identification

Initial fighting factor

1420

Note: All light infantry and rifle counters are for O/O formations.
Artillery:
Gun size

Unit Identification

Field or Horse gun


6pdr Horse

450

Initial fighting factor

Other Counters
Place behind a battery that is fired upon by an enemy battery

johny okane (orde #71289)

SQ

Denotes unit changing formation into square

Ret

Denotes unit retreating

Place by any unit requiring to take a morale test

Place beside any unit that is ordered to halt

Place by any routing unit

CO

Place by O/O unit when it changes to close order

Small Arms Firing Charts


Table 1 Range Factors (All factors in this table are plus)

20
30
48
86
121
156
176
221

601 to 800

15
22
35
53
68
82
107
130

401 to 600

9
14
21
24
38
54
66
83

201 to 400

4
5
8
12
16
21
25
33

1 to 200

16
31
56
8
13
20
52
107

601 to 800

12
25
40
6
10
14
36
73

401 to 600

801 to 1200

9
14
21
4
6
8
20
39

11
16
21
26
31

30
45
61
75
91

50
75
104
125
150

69
104
142
174
210

5
7
8
11
15

9
14
20
28
50

15
27
34
45
70

21
38
51
74
95

Table 2 Target Factors

Target Cover or Type


Soft Cover /
Open Order Infantry /
Gunners in open
Prepared
Positions
Mounted
Troops
Close Order Infantry in the
Open

Number of
Fighting
Factors Firing
901 to 1500
301 to 900
1 to 300
901 to 1500
301 to 900
1 to 300
901 to 1500
301 to 900
1 to 300
901 to 1500
301 to 900
1 to 300

1401
to
1500
-50
-53
-58
-35
-38
-49
-5
-8
-13
+15
+12
+7

Number of Fighting Factors in Target


1201
1001
801
601
401
to
to
to
to
to
1400
1200
1000
800
600
-56
-65
-85
-99
-117
-60
-55
-75
-86
-95
-62
-45
-72
-77
-85
-41
-50
-90
-104
-122
-44
-40
-80
-91
-100
-47
-30
-67
-82
-90
-11
-20
-40
-54
-72
-14
-20
-30
-41
-50
--17
-20
-27
-32
-40
+9
0
-20
-34
-52
+6
0
-10
-21
-30
+3
0
-7
-12
-20

1
to
400
-145
-121
-101
-150
-126
-106
-100
-76
-53
-80
-56
-33

Artillery Table 1 Ball


Target

Range in MMs

Poundage
50
100
150
200
250
300
350
400
450
500

Open Order Troops


Deployed Gunners / Troops in Column
Lying Down or
Prepared Positions
or Square
Mounted
3/4 6 8/9 12 3/4 6 8/9 12 3/4 6 8/9 12
-15
-19
-25
-31
-36
-40
-45
-50
-55
-60

-33
-39
-44
-50
-55

-32
-37
-42
-48
-53
-58
-63

-30
-35
-40
-46
-51
-56
-61
-66
-71

-28 +4 +6 +8 +10
-33 -1 +1 +3 +5
-38 -6 -4 -2 0
-44 -12 -10 -8 -6
-49 -18 -15 -13 -11
-54
-20 -18 -16
-59
-25 -23 -21
-64
-28 -26
-69
-33 -31
-74
-36

Close Order Line


3/4

8/9 12

-22
-27
-32
-37
-42

-19
-23
-29
-35
-40
-45
-50

-17
-21
-27
-33
-38
-43
-48
-53
-58

-10 -8 -6 -4
-10 -8 -6 -4
-16 -13 -11 -9
-21 -18 -16 -14
-26 -23 -21 -17
-28 -26 -24
-33 -31 -29
-36 -34
-41 -39
-44

-6
-4

-1
+4

+1 +4 -20 -15 -13 -10 +15 +20 +22 +25 +10 +15 +17 +20
+8 +11 -18 -10 -6 -3 +17 +25 +29 +32 +12 +20 +24 +27

Artillery Table 2 Canister


Single
Double

Artillery Table 3 Tactical Factors


-5
-5
-5
-10
-5
-10
+5
+10

johny okane (orde #71289)

Target in soft cover


Battery changes target (not when firing canister)
Per move that battery is unable to engage a target
If battery was under counter battery fire last move
If target is charging infantry
If target is charging cavalry
If firing into open order flank
If firing into close order flank

Militia Troops in
Prepared Positions

201 to 400

501 to 800

3
6
8
2
2
3
7
12

Regular Troops in
Prepared Positions

1 to 200

201 to 500

17 23
55 80
87 130
121 184
151 230

1 to 200

9
31
49
69
85

601 to 1000

3
11
16
22
28

1001 to 1500

601 to 1000

301 to 600

1 to 300

1001 to 1500

601 to 1000

301 to 600

12 20 26
44 75 95
71 125 155
98 173 215
129 229 285

401 to 600

5
15
25
34
44

Open Order Regular

201 to 400

150
140
120
100
80
60
40
20

All Militia

1 to 200

Rifles

Range in MMs

Number of Fighting
Factor Firing

Close Order
European Regulars

Close Order British

1 to 300

Type of Troops
Firing

Melee Charts
Melee Table 1 Infantry v Infantry

Notes:
First figure is Attacker; second figure is Defender in all melee tables.
The Attacker is the unit who originates a charge except cavalry (who can counter-charge) or retreating troops and
routing troops.
Defender
Attacker
Regular
Line
Guard
Regular
Grenadier
Column
Guard
Militia
Regular
Open
Guard
Order
Militia

Line
Regular
Guard

Regular

Column
Grenadier
Guard

+11 / +1
+15 / +1
+10 / -4
+16 / -4
+20 / -4
-8 / -4
-10 / +11
0 / +11
-10 / +11

+1 / -12
+5 / -12
+8 / -5
+14 / -5
+18 / -5
-10 / -5
-15 / +13
-5 / +13
-33 / +13

+1 / -6
+5 / -6
+8 / +1
+14 / +1
+18 / +1
-10 / +1
-15 / +19
-5 / +19
-33 / +19

+11 / +6
+15 / +5
+10 / 0
+16 / 0
+20 / 0
-8 / 0
-10 / +15
0 / +15
-10 / +15

+1 / -2
+5 / -2
+8 / +5
+14 / +5
+18 / +5
-10 / +5
-15 / +23
-5 / +23
-33 / +23

Militia
+1 / -30
+5 / -30
+8 / -23
+14 / -23
+18 / -23
-10 / -23
-15 / -5
-5 / -5
-33 / -5

OO Infantry / Gunners
Regular
Guard
Militia

Prepared
Position

Routing
Infantry

+16 / -15
+20 / -15
+18 / -15
+24 / -15
+28 / -15
0 / -15
-5 / -10
+5 / -10
-23 / -10

-25 + 15
+20 / +15
-39 / +17
-33 / +17
-29 / +17
-57 / +17
-30 / +17
-20 / +17
-48 / +17

+18 / -45
+22 / -41
+8 / -51
+14 / -45
+18 / -41
-7 / -60
+5 / -51
+15 / -41
-13 / -60

+16 / -15
+20 / -5
+18 / -5
+24 / -5
+28 / -5
0 / -5
-5 / 0
+5 / 0
-23 / 0

+16 / -33
+20 / -33
+18 / -33
+24 / -33
+28 / -33
0 / -33
-10 / -28
0 / -28
-28 / -30

Note: Infantry in square attached by other close order infantry are classed as being in line.
Melee Table 2 Cavalry v Infantry
Defender
Attacker
Regular
Light
Guard
Cavalry
Militia
Regular
Lancers
Guard
Militia
Regular
Heavy
Guard
Cavalry
Militia

Infantry
Routing

Infantry in
Line

Infantry in Column
Regular
Militia

OO Inf and Gunners


Regular
Militia

+25 / -51
+35 / -41
+16 / -69
+28 / -51
+38 / -41
+19 / -69
+32 / -51
+42 / -41
+23 / -69

+8 / -25
+18 / -25
-1 / -25
+11 / -28
+21 / -28
+2 / -28
+15 / -30
+25 / -30
+16 / -30

+4 / -18
+14 / -18
-5 / -18
+11 / -28
+17 / -20
-2 / -20
+11 / -23
+21 / -23
+2 / -23

+25 / -45
+35 / -45
+16 / -45
+28 / -55
+38 / -55
+19 / -55
+32 / -60
+42 / -60
+23 / -60

+4 / -36
+14 / -36
-5 / -36
+7 / -38
+17 / -38
-2 / -38
+11 / -41
+21 / -41
+2 / -41

+25 / -63
+35 / -63
+16 / -63
+28 / -73
+38 / -73
+19 / -73
+32 / -78
+42 / -78
+23 / -78

Infantry in
Square
-20 / +5
-10 / +5
-29 / +8
-12 / 0
-2 / 0
-11 / 0
-10 / +5
0 / +5
-19 / +8

Melee Table 3 Cavalry v Cavalry


Defender
Attacker
Regular
Light
Guard
Cavalry
Militia
Regular
Lancers
Guard
Militia
Regular
Heavy
Guard
Cavalry
Militia

Regular

Light Cavalry
Guard

Militia

Regular

Lancers
Guard

Militia

Regular

+5 / 0
+15 / 0
-4 / 0
+8 / +3
+18 / +3
-1 / +3
+12 / +5
+22 / +5
+3 / +5

+5 / +10
+15 / +10
-4 / +10
+8 / +13
+18 / +13
-1 / +13
+12 / +15
+22 / +15
+3 / +15

+6 / -9
+16 / 9
-4 / -9
+7 / -6
+19 / -6
-1 / -6
+12 / -4
+22 / -4
+3 / -4

+5 / +8
+15 / +8
-4 / +8
+8 / +5
+18 / +5
-1 / +5
+12 / +8
+22 / +8
+3 / +8

+5 / +18
+15 /+8
-4 / +18
+18 / +15
+18 / +15
-1 / +15
+12 / +18
+22 / +18
+3 / +18

+6 / -1
+16 / -1
-4 / -1
+7 / -4
+19 / -4
-1 / -4
+12 / -1
+22 / -1
+13 / -1

+5 / +12
+16 / +12
-4 / +12
+8 / +10
+18 / +10
-1 / +10
+12 / +10
+22 / +10
+13 / +10

Melee Table 4 Tactical Factors


+10
+5
+12
-8
-18
-15
-25
+10
-10
-5
-12
-24

johny okane (orde #71289)

All British Cavalry


If Divisional Commander is leading
If C-in-C is in sight and within 50mm
Infantry against troops in soft cover
Cavalry against troops in soft cover
If attacked in flank
If attacked in rear (not routing troops)
If uphill from enemy
If unit is retreating
If loser of melee last move and difference less than 20
If loser of melee last move and difference more than 20
Infantry (not in square or cover) engaged by cavalry

Heavy Cavalry
Guard
Militia
+5 / +22
+15 / +22
-4 / +22
+18 / +20
+18 / +20
-1 / +20
+12 / +20
+22 / +20
+13 / +20

+6 / +3
+16 / +3
-4 / +3
+7 / +1
+19 / +1
-1 / +1
+12 / +1
+22 / +1
+13 / +1

Routing
Cavalry
+15 / -45
+25 / -35
+6 / -54
+18 / -45
+28 / -35
+9 / -54
+22 / -45
+32 / -35
+13 / -54

Morale Charts
Morale Table 1 Losses
Initial
Strength
300 to 360
361 to 420
421 to 500
501 to 580
581 to 630
631 to 700
701 to 780
781 to 850
851 to 910
911 to 1000
1001 to 1080
1081 to 1200
1201 to 1300
1301 to 1400
1401 to 1500

Present Strength
50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1000 1050
-17 4
24 45 56 86 96
-26 -8 10 27 45 61 80 96
R -19 -4 12 29 44 60 76 92 96
R -27 -15 -1 13 28 42 52 71 85 95 96
R
R -24 -7
3
16 29 42 55 69 83 92 96
R
R
R -22 -10 2
14 26 38 50 63 75 88 94 96
R
R
R
R -21 -9
2
14 26 38 49 61 73 84 93 96
R
R
R
R
R -19 -7
4
14 26 37 47 59 70 82 92 96
R
R
R
R
R -26 -15 -5
5
17 28 38 49 60 70 81 91 96
R
R
R
R
R
R
R -20 -10 0
10 20 30 40 51 61 71 81 91 96
R
R
R
R
R
R
R
R -21 -11 4
8
18 28 37 47 52 67 76 86 93
R
R
R
R
R
R
R
R
R
R -21 -11 -2
6
17 26 35 45 54 64 73
R
R
R
R
R
R
R
R
R
R
R -21 12 -3
6
15 24 33 42 51 60
R
R
R
R
R
R
R
R
R
R
R
R -26 -17 -9
0
7
17 26 35 44
R
R
R
R
R
R
R
R
R
R
R
R
R -21 -13 -4
4
13 22 29 38

Morale Table 2 - Random Factors


Troop Type
Guard Class /
Regular Cavalry
British Infantry
European Grenadier/
Light Infantry
Non-British Regular /
All Gunners
All Militia Troops

1100 1200 1300 1400 1500

96
88
69
52
47

96
87
70
64

96
93
81

96
91

Morale Table 4 Tactical Factors

1
+15
+25

2
+15
+25

Dice Throw
3
4
+15
+25
+25
+35

5
+25
+35

6
+25
+35

+10
+20

+10
+20

+15
+25

+15
+25

+20
+30

+20
+30

-10
+5
-27
-13

-10
+5
-17
-2

0
+15
-7
+8

0
+15
-7
+8

+10
+25
+3
+13

+10
+25
+13
+23

-8
-15
-15
-4
-8
-10
-20
+3
+15
+10
+5

Top number Troops in the open


Bottom number Troops in prepared positions

If under non-canister artillery fire


If under canister fire
If loser of melee & loss of 20 more than opponent
Per friendly unit retreating within 100mm
Per friendly unit routing within 100mm
If engaged or fired on in flank
If engaged or fired on in rear
Per supporting unit within 75mm & in sight (maximum
of 12 factors only)
If winner of melee round this move or last
If C-in-C within 100mm & in sight
If divisional commander leading

Morale Table 3 Charging


Defender

Regular Cavalry

Militia Cavalry

Guard Cavalry

European & British


close order Infantry
Regular Open Order
Infantry

-25
+20
-45
+20
-35
+20
-30
+20
-10
+20
-15
+20

-20
+15
-40
+20
-25
+10
-25
+10
0
+10
-10
+10

+5
+12
-15
+20
-20
+15
-10
+15

Militia Infantry
Artillery Crews
Regular Cavalry
Militia Cavalry

Attacker
British Inf. / European
Grenadier / Light Inf.
-6
+10
-16
+15
-20
+12
-10
+10

Euro Regular
Infantry
-6
+10
+15
-15
-15
+10
-10
+10

Militia Infantry
0
+5
0
+10
-10
+10
-5
+5

Top Defender; Bottom Attacker

Morale Result Table


Morale Factor
result
70 plus
60 69
50 59

Stationary
Troops
GOOD
2DD x 5
1DD x 10

45 49

RETREAT

40 44

BREAK

Fewer than 40

BREAK

DD = Desertion Dice:

johny okane (orde #71289)

Moving
Infantry
GOOD
1DD x 5
2DD x 5
HALT ONE
MOVE
HALT TWO
MOVES
RETREAT

Troops in Melee or
being Charged
GOOD
GOOD
GOOD

Troops in Prepared Position and


not in Melee
GOOD
GOOD
GOOD

FALL BACK

1DD x 10

HALT ONE
MOVE

Artillery / Charging
Troops
GOOD
GOOD
GOOD
HALT ONE MOVE
1DD x 5
HALT ONE MOVE
1DD x 10

RETREAT

BREAK

BREAK

Moving Cavalry
GOOD
GOOD
2DD x 5
1DD x 10

Throw the number indicated and multiply the result by the second figure.
The total equals the number of fighting factors lost through desertion that move.

BREAK

KEEP HEADS DOWN ONE


MOVE
FALL BACK ABANDON
POSITION

96

Casualty & Fighting Factor Record

Infantry

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

Casualty & Fighting Factor Record


U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

U
K

IF
PF

IF
PF

B
Target

IF
PF

B
Target

IF
PF

B
Target

IF
PF

B
Target

johny okane (orde #71289)

Cavalry
IF
PF

U
K

B
Target

IF
PF

B
Target

IF
PF

IF
PF

U
K

B
Target

IF
PF

B
Target

IF
PF

B
Target

IF
PF

B
Target

IF
PF

IF
PF

DC

DC

DC

DC

DC

DC

950

950

950

950

950

1420

1420

1420

1420

1420

1420

1420

1420

1420

1420

1420

1420

1420

1420

1500

950

Militia

Militia

Militia

Militia

Militia

Militia

KGL

KGL

Line

Line

Line

Line

Line

Line

Line

Line

Line

Line

Line

Line

Guard

1500

12

11

10

Guard

C in C

Militia Heavy
Cavalry

Militia Light
Cavalry

400

350

650

730

730

730

730

600

600

600

Rifles

Rifles

Light Infantry

Light Infantry

Light Infantry

Light Infantry

KGL Light
Cavalry

Heavy
Cavalry
4

Heavy
Cavalry
3

Heavy
Cavalry
2

Heavy
Cavalry
1

Light
Cavalry
3

Light
Cavalry
2

Light
Cavalry
1

1000

1000

1190

1190

1190

1190

Close Order

CO

CO

6pdr Horse

6pdr Horse

6pdr Horse

Howitzer

9pdr Field

9pdr Field

9pdr Field

CO
CO
H
H
M
M
M
SQ

SQ

M
M
SQ
SQ
Open
Order
FIRING ARCS

450

450

450

560

560

560

560

M
M
SQ

130

120

110

100

90

80

70

130

120

110

100

90

80

70

50

40

30

20

10

50

40

30

20

10

60

140

140

60

150

150

10

Line

Line

Line

Line

Line

Line

Line

Line

Line

1080

1080

1080

1080

1080

1080

1080

1080

1080

1080

Militia

Militia

Militia

Militia

Militia

Militia

Line

Line

Line

Line

Line

Line

C in C

6pdr Horse
450

450

340

340

500

500

500

500

500

500

1080

1080

1080

1080

1080

1080

6pdr Horse

Militia Light
Cavalry
2

Militia Light
Cavalry
1

16

Grenadier
1100
Line

15

14

Grenadier
1100

Young Guard
1150

13

12

Old Guard
1250

Young Guard
1
1150

11

Old Guard
1250

Lancers
2

Lancers
1

Guard Lancers

Guard Heavy
Cavalry
2

Guard Heavy
Cavalry
1

Heavy
Cavalry
4

Heavy
Cavalry
3

Heavy
Cavalry
2

Heavy
Cavalry
1

800

800

900

1000

1000

850

850

850

850

8 Light infantry 820

7 Light infantry 820

6 Light infantry 820

5 Light infantry 820

4 Light infantry 820

3 Light infantry 820

2 Light infantry 820

1 Light infantry 820

Guard Light inf. 1000

pdr Field

pdr Field
300

300

Ret

Ret

CO

SQ

SQ

Ret

Ret

CO

SQ

SQ

Howitzer

12 pdr Field

12 pdr Field

12 pdr Field

8 pdr Field

Ret

Ret

CO

SQ

560

640

640

640

560

Guard 8 pdr Field 600

Ret

Ret

CO

SQ

SQ

DC
DC
DC
DC
DC
DC

johny okane (orde #71289)

johny okane (orde #71289)

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