Академический Документы
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Happy gaming!
Dave Polhill
Hurlbat Publishing
February 2012
Contents
Pages 3 to 17
Main Rules
Pages 18 to 20
Page 21
Record Sheets
Pages 22 to 23
Tip
For best results when printing counters, please set your Page Scaling option to None.
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.
Unit Organisation
These rules and accompanying counters are designed for units to be fielded as follows:
Infantry
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.
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
-
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
Forming Square
Move
-
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.
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
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:
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.
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 *
* For initial volley and melee impact round throw one additional black die at the same time.
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
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.
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.
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.
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.
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
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.
Morale Calculation
Using the resulting factor consult the Morale Result Table to determine the units action next move.
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.
Rallying
To rally a routing unit consult the table below to determine the dice throw required, using only one die.
Class of Troop
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.
Grenadier
3
2
Guard
3
Automatic rally
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"
4" to 6"
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.
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
In prepared positions
Column or Square
+8
+10
+12
+9
+8
+12
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
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.
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
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.
Unit Identification
Deserters
IF
PF
Killed
Battery Identification
Game Counters
Line
Unit Identification
1420
Note: All light infantry and rifle counters are for O/O formations.
Artillery:
Gun size
Unit Identification
450
Other Counters
Place behind a battery that is fired upon by an enemy battery
SQ
Ret
CO
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
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
1
to
400
-145
-121
-101
-150
-126
-106
-100
-76
-53
-80
-56
-33
Range in MMs
Poundage
50
100
150
200
250
300
350
400
450
500
-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
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
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
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
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
+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
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
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
96
88
69
52
47
96
87
70
64
96
93
81
96
91
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
Regular Cavalry
Militia Cavalry
Guard Cavalry
-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
Stationary
Troops
GOOD
2DD x 5
1DD x 10
45 49
RETREAT
40 44
BREAK
Fewer than 40
BREAK
DD = Desertion Dice:
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
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
96
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
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
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
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
Ret
Ret
CO
SQ
SQ
DC
DC
DC
DC
DC
DC