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Tabletop rules for recreating the Napoleonic Wars

Et sans rsultat!
A detailed, yet highly playable, perspective based wargame

The Overview Published by The Wargaming Company, LLC


Et sans rsultat!
The Overview

Designed & authored by David M. Ensteness


Et sans rsultat! Second Edition

Game Design, Text & Charts: David M. Ensteness


Layout: David M. Ensteness, Rebecca J. Ensteness & Aaron Peterson
Photography & Graphics: David M. Ensteness

Concepts: David M. Ensteness & Rebecca J. Ensteness


Core Mechanics: David M. Ensteness, Rebecca J. Ensteness & Jeff Nelsen
Analysis of Mechanics and Implementation: Rebecca J. Ensteness, Michael R. Barnes, Jeff Knudsen, Jeff
Nelsen, Kevin MacDonald & Phil Feller

Proof Reading and Revision: Rebecca J. Ensteness, Phil Feller, Jeff Nelsen, Michael R. Barnes & Dave Page
Chart Layout and Consolidation: David M. Ensteness, Rebecca J. Ensteness & Aaron Peterson

Historical Considerations: David M. Ensteness & Bill Haggart

Play Testing & Feedback: The South of the River Gang (Rebecca J. Ensteness, Bruce Wiese, Scott Nelson,
Michael R. Barnes, Michael Weston, John Treadwell, Dave Page, Scot Gore, Mike Askins), Alcohol, Tobacco &
Fire Arms (Jeffrey Knudsen, Elliot James, Joe Knight), The Gentlemans Wargame Club (David Bannister & Jeff
Nelsen), The Saint Paul Irregulars (Kevin MacDonald, Jack Ladd, Dave Wheeler, Lance Uhlan Day), The
Centurions (Tom Zwirn, Jim Fitz Fitzgerald) Eugene Orr, Jim Dawson, James Drozdz, John Meyer & Phil
Feller

Special thanks to: Rebecca J. Ensteness, Todd Fisher, Matt DeLaMater, Bill Haggart, James Arnold, George
Nafzinger, Mark Severins & William Ove

Art: Complete Players Guide & Essential Players Guide covers: Antoine-Jean Gros (French, 1771-1835), Napoleon on
the Battlefield of Eylau, 1807, oil on canvas, 41 x 57 in. (104.9 x 145.1 cm), Toledo Museum of Art (Toledo,
Ohio), Purchased with funds from the Libbey Endowment, Gift of Edward Drummond Libbey, 1988.54 Photo
Credit: Photography Incorporated, Toledo. Introduction cover: Antoine-Jean Gros (French, 17711835),
Bonaparte at the Bridge of Arcole, 1796, oil on canvas, 51 x 37 in (130 x 94 cm), Palace of Versailles, MV
6314; RF 271. Players Guide cover: Jacques-Louis David (French, 1748-1825), Napoleon Crossing the Alps,
1801, oil on canvas, 102 in x87in (261cm x221cm), Chteau de Malmaison Raising an Army cover: Vasili
Vasilyevich Vereshchagin (Russian, 1842-1904), Napoleon Near Moscow Waiting For A Boyar Deputation,
1892, oil on canvas. Planning for War cover: Edwin Austin Forbes (American, 1839-1895), title unknown, 1887,
etching.

2009-2016 The Wargaming Company, LLC, All Rights Reserved. This book, or parts thereof, may not be
reproduced in any form without permission of the publisher.

Printed in the United States of America


Quel massacre! Et sans rsultat! "What a massacre! And with no result!"

Marshal Ney, February 9th, 1807, while riding over the blood stained snow of Eylau.
TABLE OF CONTENTS

INTRODUCTION

1. INTRODUCTION 1

2. LEARNING ET SANS RSULTAT! 1

3. GAME SCALES 1

4. GAME SCOPE 2

5. GAME CONCEPTS 2

6. A BRIEF NOTE TO NEW PLAYERS 2

7. A NOTE TO OWNERS OF THE ORIGINAL VERSION 3

8. CHANGES FROM THE ORIGINAL VERSION 3

9. MATERIALS NECESSARY TO PLAY 4

10. WARGAMING THE NAPOLEONIC WARS 5


10.1 PERIODS OF THE NAPOLEONIC WARS 5
10.2 ARMIES OF THE NAPOLEONIC WARS 5
10.3 DESIGNING SCENARIOS FOR THE NAPOLEONIC WARS 5

THE OVERVIEW

1. SETTING UP THE GAME 7

2. THE TURN SEQUENCE 9

3. THE COMMAND PHASE 10

4. THE MOVEMENT PHASE 13

5. THE ARTILLERY & SKIRMISH PHASE 15

6. THE COMBAT PHASE 17

Et sans rsultat!
Et sans rsultat!
Introduction
INTRODUCTION
INTRODUCTION

1. INTRODUCTION
Et sans rsultat! is a grand tactical wargame for recreating Napoleonic battles focusing on the friction of warfare in the
Napoleonic Age: the timing of commitment and coordination of command.

2. LEARNING ET SANS RSULTAT!


Et sans rsultat! is offered in multiple forms:

The Overview is a high level introduction to Et sans rsultat! It provides an overview of each phase of the turn sequence with
enough detail that a new player can learn the game while assisted by a seasoned player. The Overview is available for free
download as a PDF or purchase as a pre-printed, book approximately 30 pages in length.

The Essential Players Guide is the way for players to start learning ESR on their own. It expands on the Introductory Players Guide
through thorough explanation of each mechanic and the inclusion of over 30 pages of examples, each dedicated exclusively to
the step-by-step use of a single mechanic. The Essential Players Guide is available for purchase as a pre-printed, coil bound book
approximately 90 pages in length.

The Complete Players Guide includes all the content of the Introductory and Essential Players Guides but also includes Raising an Army,
the definitive guide to assembling armies for use with ESR, and Designing for War, the guide to designing scenarios for use with
ESR. Raising an Army includes over 30 pages of organization examples for the five major nations plus, an additional 30 pages of
recommended ratings for leaders and units for the Early, Mid, and Late War. Designing for War provides an introductory scenario
to ESR and then picks it apart creating a step-by-step walkthrough of the elements necessary for scenario design, including the
hows, whys and nice-to-haves. The Complete Players Guide is available for purchase as a coil bound book approximately 200 pages
in length.

The Quick Reference Guide offers the sequence of play and all necessary reference charts to play Et sans rsultat! on two pagesIt is
expected that, once a player becomes familiar with the terminology and execution of mechanics, reference to either of the
Players Guides will be largely unnecessary. The Quick Reference Guide is included with each of the Players Guides, available for free
download as a PDF, and for purchase pre-printed on highly durable polyester paper.

3. GAME SCALES
Et sans rsultat! may be played at any ground scale the players deem fit. All rules and mechanics provided are ground scale
agnostic, and measurements of distances provided in the Players Guides and the Quick Reference Guide are in scale yards. Quick
Reference Guides are also available preprinted on highly durable polyester paper and via download from
www.thewargamingcompany.com at a variety of popular ground scales ranging from 50 to 200 yards per inch.

The time scale of Et sans rsultat! is inexact, three turns are considered one hour, but turns do not represent a specific period of
time. Therefore, some turns may represent a longer duration than others, but three always equate to one hour.

As Et sans rsultat! does not require any specific ground scale, it may be played with any scale of miniature figures from 2mm to
28mm. In fact, the game mechanics support playing without miniatures at all, and various forms of counters could be easily
substituted by players wishing to try out the game before building a collection of miniatures.

Et sans rsultat! allows players to use:


Any ground scale from 50 to 200 yards per inch
Any scale figures from 2mm to 28mm
A time scale of three turns per hour

1 Et sans rsultat!
INTRODUCTION
INTRODUCTION

4. GAME SCOPE
Players act as senior commanders and direct the actions of large masses of troops. Players command what are analogous to
corps, which go by a variety of titles during the period. They will each receive an objective from their army commander and
issue directives to their subordinate divisions in order to meet those objectives.

In Napoleonic warfare the battalion was the gauge of infantry strength. Similarly, cavalry squadrons, grouped into squadron
groups, measured the strength of the mounted arm, while batteries reflected available artillery. These basic elements are
referred to generically as units. Infantry battalions, cavalry squadron groups, and artillery batteries are represented on the
tabletop as the basic units of maneuver but are rarely practical to move or control independently. Rather these units typically
move as a part of their parent formation. Combat is resolved at this unit level quickly in an abstracted die roll contest reflecting
the balance of quality and luck.

Tactical units are present on the tabletop and provide a variety of color and visual interest. Mechanics drive grand tactical play,
requiring the player to consider the battlefield both as a whole and in grand tactical sectors in order to achieve success. With
unit tactics mostly outside the scope of the game, players are invited to observe the fate of their battalions while focusing on the
coordination of their divisions to win the day.

5. GAME CONCEPTS
Et sans rsultat! uses a variety of concepts, new and old, to simulate the concerns of grand tactical command within the
constraints of a game that is fun and practical to play. These concepts include the use of persistent orders orders that persist
from turn to turn both enabling and requiring players to think beyond the current turn to achieve their objectives.

Fatigue is used as the primary result of pressure against large formations of troops, fatigue is an indicator of how responsive,
combat effective, and reliable a division is. To drive fatigue, artillery and skirmishing are abstracted into a pressure based
mechanic where the stress exerted against an enemy formation can be focused to result in fatiguing that target. The combat
system is primarily concerned with displacing the enemy and breaking their combat effectiveness rather than damaging
individual units.

6. A BRIEF NOTE TO NEW PLAYERS


A lot of players have asked the obvious question: Where did the name come from and why did you pick that? From just inside
the front cover it is clear that Et sans rsultat! is from a longer quote by Marshal Ney the day after the Battle of Eylau and
translates thusly:

Quel massacre! Et sans rsultat!

What a massacre! And with no result!*

Some players have presumed this meant the author had a special affinity for Marshal Ney, which I do not. Others have
observed with humor that the title of the game is with no result, this is oddly a little more on-target.

When looking for a title for ESR I wanted something of the period, this led me in the direction of a period quote by a major
actor of the time. While there are many quotable people and certainly many quotes by Napoleon himself, it struck me that
Neys observation at Eylau, as to the ultimate futility of war, was a very human perspective on a period of really more than two
decades, that had witnessed a seemingly endless loss of humanity. War offers no results.

I was determined that ESR would clearly break the stereotype of Napoleonic wargames being boring events where little
occurred, as the joke goes, the casual observer may way past the table once ever several hours and see no obvious change, or as
a friend of mine once put it: I played six hours, moved twelve inches, and killed one Frenchman! ESR was decidedly not
going to be that game. It would offer fast and decisive action with clear decision points that articulate relevant concepts, made
available by straightforward mechanics. It would offer results.

With that, the motto of The Wargaming Company, LLC was decided along side the release of its first product:

War may be without results, wargames need not be.

Get a result: Et sans rsultat!

* This is the literal translation. There is also a practical translation Ive seen which differs slightly: What a massacre! And all for nothing!

Et sans rsultat! 2
INTRODUCTION
INTRODUCTION

7. A NOTE TO OWNERS OF THE ORIGINAL VERSION


Et sans rsultat! was originally begun as an in-house rewrite of Matt DeLaMatters Legacy of Glory in 2009. Some years later it
had become its own project entirely that bore little but conceptual similarity to Legacy of Glory. It was about that time ESR was
realized to be complete enough it could be released commercially for others to use and enjoy. After a couple more years of
development, revision, and play testing, ESR was released, having its public debut at Little Wars 2015 outside Chicago, Illinois.
Along the way ESR inherited additional concepts and ideas from Geoffrey Wootens Corps darme and Todd Fishers Revolution
& Empire both excellent games.

ESRs original release was focused on being focused, an acceptance that rules are implicitly inclusive. If the rules do not
explicitly state how a situation is to be handled, they necessarily then accept all methods of handling that situation. This was
done purposefully to keep the writing tight and the page count short, according to the philosophy that it would allow players to
locate the needed section quickly when reference was called for.

While it is true that the original release of ESR was not explicit, this was done deliberately. If a variety of interpretations of a
given rule did not impede game play, did not lend themselves to gamey play, and did not break the intention of the mechanic,
then that rule was not made any more explicit. This style received criticism from some: that it was not well written, not explicit
enough, not clear enough, too difficult to discern the intended meaning of, and did not offer enough examples.

This banded second edition of ESR so called for the colored banding on the title page formalizes the implementations of
a lot of the concepts that were indicated or implied but not necessarily spelled out in the original edition. Based on feedback
from players and further play testing and development, the turn sequence has been further streamlined and the order system
simplified. The skirmishing and artillery mechanics were radically overhauled to allow for the removal of casualty tracking,
which many correctly felt had a negative visual impact on game play. The Assessment system was rolled into each the now-
combined Artillery & Skirmishing Phase and the Combat Phase, making the application of Assessments less conditional and
more procedural.

Players also wrote in with desires for more background and supplemental information on the organization of armies and
designing of scenarios. Major additions to this edition include extensive examples of army organization throughout the period
and a guide to developing scenarios for use with ESR.

Its my hope that the revisions offered in this edition of Et sans rsultat! offer players a yet-faster game, explained in a more
approachable way, and provide ample resources to make players gaming experience even better.

8. CHANGES FROM THE ORIGINAL VERSION


This second edition of Et sans rsultat! makes several changes from the original version summarized here.

Simplification of the command system:


Reduction to two order indicators: objectives for higher level organization and directives for lower.
Formalization of order conversion.
Formalization of Formation statuses.
Clean up of the visual appearance of games:
Consolidation of casualty hits and fatigue.
Formal recommendations on using maps and rosters instead of any form of on-table order markers.
Enhanced differentiation between Units, Formations, and Commanders:
Formalization of Unit characteristics providing greater differentiation that varies beyond combat quality.
Introduction of Commander and Formation characteristics.
Separation of Commander rating recommendations to vary by Early, Mid, and Late War.
Streamlined four phase turn sequence:
Consolidation of Skirmishing and Artillery Phases into the Artillery & Skirmish Phase.
Consolidation of Assessments into the Artillery & Skirmish and Combat Phases.
Consolidation of Leader Fate into the Artillery & Skirmish Phase.
Revised instructional style:
Explicit statements of the expectation and meaning of rules.
Addition of three to six pages of examples, including diagrams, for each phase of the turn.
Formal separation of the period into the Early, Mid, and Late War.
Addition of background, context, and supplemental content (included in The Complete Players Guide):
25+ pages of example army organizations.
Dedicated section of instructions for developing scenarios.

3 Et sans rsultat!
INTRODUCTION
INTRODUCTION

9. MATERIALS NECESSARY TO PLAY


To play Et sans rsultat! several items are needed:

Six-Sided Dice Each player will require a pair of regular six-sided dice, i.e. 2D6.

Measuring Devices Each player will require a measuring device, such as a tape measure.

Orders of Battle Each player will require a roster of their Units and of their Forces organization indicating the
ratings and characteristics of their Commanders, Formations, and Units. Rosters can be
structured to allow for the logging of orders, statuses, and fatigue on the roster itself.

Order & Status Markers Alternatively, players who do not wish to log orders on a roster sheet may do so may using
tabletop indicators of their choice. These may be as complex or simple as the player desires,
ranging from using a dedicated die for fatigue to using a casualty figure.

Gauges Tabletop gauges allow the quick determination of the 45 arcs of Units.

Playing Surface Typically a table, the size of which can vary greatly depending on the ground scale chosen.

Miniature Figures & Terrain While not strictly necessary, the best way to play tabletop miniature games is with miniatures.

Essential Players Guide or A copy of either the Essential or Complete Players Guide should be available during game
Complete Players Guide * play in case reference or clarification is necessary.

Quick Reference Guide Each player will require a copy of the Quick Reference Guide to play.

* The Introductory Players Guide is insufficient to play ESR from without either previous familiarity or the assistance of a seasoned
player. Seasoned players are encouraged to provide new players with a copy of the the Introductory Players Guide to familiarize them
with the concepts and scope of ESR prior to their first game.

10. RECOMMENDED BASING


Et sans rsultat! may be played at any ground scale with figures based in almost any way, the following recommendations are
made for players seeking guidance as to appropriate Unit footprints for a variety of ground scales.

APPROXIMATE 50 YARD 75 YARD 100 YARD 150 YARD 200 YARD


UNIT
DIMENSIONS SCALE SCALE SCALE SCALE SCALE

Commanders*
Army Commander 150 yards 3 2 1 1 1
Force Commander 112 yards 2 1 1
Formation Commander 75 yards 1 1

Infantry Battalions
300 men or Less 112 x 112 yards 2 x 2 1 x 1 1 x 1 x x
300-500 men 150 x 112 yards 3 x 2 2 x 1 1 x 1 1 x x
500-800 men 190 x 112 yards 3 x 2 2 x 1 2 x 1 1 x 1 x
800 men or More 225 x 112 yards 4 x 2 3 x 1 2 x 1 1 x 1 x

Cavalry Squadron Groups


1-4 squadrons 150 x 112 yards 3 x 2 2 x 1 1 x 1 1 x x

Artillery Batteries
8 guns or Less 112 x 112 yards 2 x 2 1 x 1 1 x 1 x x
10 guns or More 150 x 112 yards 3 x 2 2 x 1 1 x 1 1 x x
Small Limber* 112 x 300 yards 2 x 6 1 x 4 x 2
Large Limber* 150 x 300 yards 3 x 6 2 x 4 1 x 2

Reformation Area 150 x 300 yards 2 x 4 2 x 4 1 x 3 1 x 2 x 1

Engineering Companies* 50 x 50 yards 1 x 1 x x x x

*Basing should be altered as the player sees fit to accommodate figures.

Et sans rsultat! 4
INTRODUCTION
WARGAMING THE NAPOLEONIC WARS

11. WARGAMING THE NAPOLEONIC WARS


The Napoleonic Wars began in 1805, following Napoleon Bonapartes 1804 declaration of the Empire of France and the brief
two year period of peace after the Wars of the French Revolution. The period ended in 1815 after Napoleon was forced to
abdicate the French throne for the second time.

11.1 PERIODS OF THE NAPOLEONIC WARS


The ten year period was a series of connected wars largely waged against Napoleonic France by various continental
protagonists and fueled by English financing. Et sans rsultat! divides the Napoleonic Wars into three sub-periods:

War of the 3rd Coalition


Early War 1805-1807
War of the 4th Coalition

Beginning of the Peninsular War


War of the 5th Coalition
Mid War 1808-1812 The Finish War
The War of 1812
The Great Patriotic War or the Second Polish War

War of the 6th Coalition or the War of Liberation


Late War 1813-1815 Conclusion of the Peninsular War
War of the 7th Coalition

11.2 ARMIES OF THE NAPOLEONIC WARS


Raising an Army is included in The Complete Players Guide. In Raising an Army, the ratings of Commanders and Units, in addition to
the characteristics of Commanders, Armies, and Units are outlined within these sub-periods. This allows players to represent
that the armies of the Early War were materially, as well as organizationally, different than those of the Mid and Late Wars.
Raising an Army also provides extensive examples of army organization for each part of the Napoleonic period and provides
players a jumping-off point in raising their own Armies. The Wargaming Company also publishes a series of Campaign Guides
which offer players scenarios, army organization and ratings, and uniform painting guides.

The recommendations offered in Raising an Army and the Campaign Guides are subject to the opinions of scenario designers,
game hosts, and players. These recommendations should form a starting point for reference.

Due to the variation in terminology between different national armies over the course of the period, Et sans rsultat! uses four
generic terms to identify the organizational structure of the militaries:

Army Any gathering of two or more players commands constitutes an Army.

Force A players command, typically composed of multiple Formations.

Formation A Formation is a grouping of Units. Multiple Formations generally make up a Force.

A Unit is an infantry battalion, a cavalry squadron group, or an artillery battery. A grouping of


Unit
Units constitute a Formation.

11.3 DESIGNING SCENARIOS FOR THE NAPOLEONIC WARS


Also included in The Complete Players Guide is Designing for War, Designing for War provides players and game hosts guidelines and
recommendations for how to begin designing scenarios that will provide excellent games for Et sans rsultat!

An example for potential scenario designers is included: a small scale fictional scenario that players can use to introduce
themselves and their friends to Et sans rsultat!

5 Et sans rsultat!
Et sans rsultat!
The Overview
THE OVERVIEW
SETTING UP THE GAME

1. SETTING UP THE GAME


If using a pre-designed Setting up the game includes determining the circumstances of the scenario. These
scenario, these parameters will would normally include the size and terrain of the battlefield, the sub-period of the
be provided by that scenario. If battle Early, Mid, or Late War the opposing nations and their available armies, the
playing a pickup game, players
should agree upon these number of players, and the weather conditions.
conditions before beginning
the game. Players are advised Once the game space and opposing armies are prepared, players should select their
that Et sans rsultat! does not
provide any weather specific sides by whatever method is amenable to the group. When in doubt, players are
rules or guidelines, and those encouraged to dice-off for sides: each player rolls a die, with the high rolls taking one
are left to either the players, side and the low rolls taking the other.
the host, or the scenario
design.
After players have been allotted, each side should choose an Army Commander for
each army. Some scenarios will have no need for an Army Commander as none was
historically present. When in doubt, follow the scenario design or in the absence of a
pre-designed scenario do what works best for your gaming group.
In smaller scenarios the Army
Commander may simply be the
senior Force Commander and 1.1 ORIENTATING THE PLAYERS
command their own Force as
The game host should provide players a brief overview of both the scenario being
well as issue orders to the
other players of their army. In played and of Et sans rsultat! The scenario overview should give players a general
very large scenarios it often understanding of the context of the battle, the troops available, number of commands,
makes sense to have multiple
and objectives. The ESR campaign guides provide this information in briefings.
Army Commanders, each
running their own wing of
multiple Forces. These If available, a game host should provide different information to each army. One side
additional Army Commanders
may have a better or different understanding of the terrain or of their enemys
may act as a form of biased
umpire for their side, assisting dispositions. This better represents the variable military intelligence that would
newer players with methods ordinarily be available to each side and causes players to consider the battle from the
and mechanics. information they have rather from an omnipotent player perspective.

Players new to Et sans rsultat! should also be orientated as to the general parts of the
ESR game system. This should include an overview of the turn sequence and game
If using a scenario from ESR
Campaign Guides, specific mechanics, as well as identification of the various game pieces and terminology.
briefings and maps are
provided for each army. Game 1.2 GAME PIECES
hosts may share these briefs
with players and have them Et sans rsultat! uses game pieces normally painted and based miniatures to represent
form their battle plan and issue elements of Napoleonic armies. The most unique game piece in Et sans rsultat! is the
their initial orders from the less Reformation Area. This is a marker that indicates the rear area of a Formation. It
exact information of the
briefing before revealing the serves as a rally point for Units that have left the battle wave, typically due to a combat
game table. loss. It is also used to determine the Formations rear and flanks.

ELEMENT WHEN PLOYED WHEN DEPLOYED


The general arrangement of a
Formation is to have Units in Formation Commander Head of column In Formation reserve
front, followed by the
Formations reserve, and lastly Units In column In battle waves
the Formations Reformation
Area. This allows the status of Uncommitted Artillery In Formation reserve In Formation reserve
the Formation and its elements
to be determined just by Formation Reserve Behind units in column Behind battle waves
looking at the game table.
Reformation Area Behind Formation reserve Behind Formation reserve

7 Et sans rsultat!
THE OVERVIEW
SETTING UP THE GAME

1.3 THE CHARACTERISTICS OF AN ARMY


Each Commander, Formation, and Unit of an Army have different characteristics
which influence how they act. Commanders are rated for both Leadership [LR] and Raising an Army:
Tactical [TR] abilities, while Units are provided a Combat Rating [CR]. These are Characteristics (2) provides
additional details on the
provided by the scenario or game host. A summary basis of ratings is provided here.
application of characteristics to
different Armies during different
COMMANDER CHARACTERISTICS campaigns. Game hosts can
use these recommendations
Leadership Specialties when constructing scenarios.
Lead Mass Cavalry [MC] Allowed to command mass cavalry assaults.
Lead Grand Battery [GB] Allowed to command grand batteries.
Lead Advanced Guard [AG] Higher ratings when commanding an advanced guard.
Lead Rear Guard [RG] Higher ratings when commanding a rear guard.

Luck & Death


Charmed Death [CD] Reduced risk of harm during battle.
A Date with Death [DD] Increased risk of harm during battle.
Wandered O [WO] No risk of harm during battle.

FORMATION CHARACTERISTICS

Brittle [BR] More susceptible to fatigue.


Stoic [ST] Less susceptible to fatigue when defending [D].
Enthusiastic [EN] Less susceptible to fatigue when attacking [A].
Determined [DT] Less susceptible to fatigue.

UNIT CHARACTERISTICS

Lights [L] Advantages in bad terrain.


Irregulars [I] Advantages in bad terrain and may involuntarily evade.
Shock [S1, S2, S3] Advantage during first combat round of a turn.
Engineers [E] A Specialty Unit that provides an advantage in built-up-areas.
Rifles [RF1, RF2, RF3] A Specialty Unit that provides an advantage in skirmishing.

COMMANDER LEADERSHIP RATINGS [LR]

A Very decisive and responsive.


B Moderately decisive or responsive.
C Indecisive and/or plodding.

COMMANDER TACTICAL RATINGS [TR]

+3 Genius tactician and exceptionally inspirational.


+2 Exceptional tactician or very inspirational.
+1 Average tactician or moderately inspirational.
+0 Poor tactician and not inspirational.

TYPICAL UNIT COMBAT RATINGS [CR] AND CHARACTERISTICS

Guards
May be considered to have Shock [S1, S2], French Old Guard
6-7 Heavy Cavalry
[S3]. Some Guards may be considered Lights [L].
Lancers/Uhlans

Line Infantry Grenadiers and similar elite infantry may have Shock [S1, S2].
4-5
Light Cavalry Light cavalry and infantry would be considered Lights [L].

Poor Infantry Aggressive troops with poor staying power may have a lower CR
3
Landwehr and Shock [S2] such as Late War conscript French.
The Emperor Napoleon in His
Cossacks Irregulars [I], Late War cossacks may sometimes have Shock
1-2 Study at the Tuileries by
Freikorps [S2, S3] to represent the fear they inspired.
Jacques-Louis David

Et sans rsultat! 8
THE OVERVIEW
THE TURN SEQUENCE

2. THE TURN SEQUENCE


This section briefly outlines the sequence of game play.

2.1 GAME TURNS


The first game turn follows the setup of the game and any initial briefing by the game
host. Each game turn is divided into four phases. At the conclusion of the fourth phase
of the turn, the sequence is repeated. Games end when the victory conditions of the
The phases of the turn are color scenario are met by one side or the other, the number of turns allotted by the scenario

Et sans rsultat!
coded to match the tables used
on the Quick Reference Guide as has expired, the host or umpire rules the game in favor of one side or the other, or the
well as to match the borders of players choose to call the game.
the pages in the Players Guide.
This way, when a player has a
The sequence of each game turn is divided among four phases:
question about something on a Scale Yards
table, they can quickly thumb Et sans rsultat! by David M. Ensteness
TURN SEQUENCE
through a rulebook to find the
Each phase and step in the turn sequence is highlighted by a color corresponding to the relevant charts and section of the Players Guide.
appropriate section by color. COMMAND MOVEMENT ARTILLERY & SKIRMISH COMBAT
Similarly, when reading the Order Conversions Order Conversions
Activate Order Artillery & Skirmishing
rulebook, a reader can easily Issue Orders
Movement
Leader Fate
Combat Resolution
Ploy & Deploy Assessments
find the referenced table on the Leader Actions
Fatigue Recovery
Assessments
Order Conversions
Quick Reference Guide.
LIST OF ORDERS & ACTIONS MOVEMENT
Each phase is divided into aSTATUSES
ORDER DIRECTIVES variable number of steps. The INFANTRY
DEPLOYMENT Sequence of Play table
CAVALRY
GENERALon
Reserve [R] Attack [A] Retreat [RT] & FOOT & HORSE
STATUS OFFICERS
the[D] Quick Support
Defend Reference
[S] Guide shows each
Broken [BR] step highlighted in the ARTILLERY
color of its corresponding
ARTILLERY
Move [M] Rally & Reform [RR] Ployed on-road 1800 yards 2250 yards 3600 yards
tables and section of the Players
LEADER ACTIONS
Guide. Ployed off-road or
1500 yards 1800 yards 2700 yards
Take or Abandon Personal Cmd 1 on poor roads
Displace Unlimbered Battery
Dispatch Imperial ADC 2 Deployed 1125 yards 1500 yards
Create Detachment
Change Own Objective MODIFIERS
Create Grand Battery
Commit a Specialty Unit
Rally a Unit Retreating [RT] or x1/2, must attempt to stay 900 [RT] or 1800 [BK]
Commit an Artillery Battery
Inspire Formation 2 Breaking [BK] yards away from the enemy.
Recall Committed Artillery Battery
1 Abandoning Personal Command of a Retreating [RT] or Broken [BK] Rough Terrain Lights & Irregulars: No effect. All others: x1/2.
Formation does not require a Leader Action Test. Lights and Irregulars: x1/2.
Dense Terrain
2 No Leader Action Test required. All others: x1/2, entrance and exit cause a halt.
Unlimber Artillery Free.
ORDER ACTIVATION & LEADER ACTIONS
Limber Artillery Leader Action: Displace Unlimbered Battery.
Pending orders may attempt activation once per turn.
PLOY & DEPLOY
Corps & Army Commanders may attempt Leader Actions for Formations Roll 2D6 to ploy or deploy units from a Formation after it has
within the chain-of-command until one fails. completed its Movement.
MODIFIERS MODIFIERS
Roll 2D6 to attempt an Order Activation or a Leader Action. Leadership Rating of A +3
Issuing Commanders A +3 Formations Commander: B +2
Leadership Rating [LR]: B +2 C +1
C +1 Per Fatigue Marker -1 each
Issuer is Personally This Formation add LR (again) Each Full Third of Movement Used -1
Commanding: Another Formation subtract LR
French, Poles & Italians: Guard +3
Receiving Commanders A +3 Line 1804-1808 +2
Leadership Rating [LR]: B +2 Line 1809-1812, 1815 +1
C +1
Other French Allies 1806-1812, 1815 +1
Force Commander Subtract Army Cmdrs [LR] Varies
Changing Own Objective: Every 3600 yds to Army Cmdr +1 Austrians & Russians through 1805 -1

Receiving Commander was Removed Fails Prussians through 1806 -2

Issuing Commander has Superior Vantage Point +2 Deploying into: Rough Terrain -3
Dense Terrain -5
Every 1800 yards from Receiving Commander -1
Only Deploying Cavalry +3
Per Fatigue Marker -1 each
Rush Deployment, take +1 Fatigue on classes rushed +7
Per Delay Marker -1 each
Currently on Reserve Order +5
Either Party is within: 900 yards of the enemy -1
450 yards of the enemy -3 Everyone & Everything Not Listed +/- 0

Formation is: Reserved +3 RESULTS


Retreating -2 Ploy or deploy the resulting number of units. The last unit is
Broken -3 automatic as is artillery transferring to a deployed reserve.
Commit Artillery Battery from Formation Reserve +2 12 or More Up to 5 Units.
RESULTS 8 to 11 Up to 4 Units.
7 or More Success 4 to 7 Up to 3 Units.
Delay Order Half 1D6 Turns 3 or Less Up to 2 Units.
3 to 6
Leader Action Failure Units transitioning between ployed and deployed may be moved
2 or Less Failure up to 225 yards and may contact the enemy.

Battle of Montmirail 1814 by Mikhail Mikeshin

9 Et sans rsultat!
3. THE COMMAND PHASE
THE COMMAND PHASE

Scale Yards
Et sans rsultat! THE OVERVIEW

This is the first phase of each game turn. The Command phase is the primary decision Players should focus the
TURN SEQUENCE
making opportunity of the turn. There are three steps in the Command Phase. majority of their consideration
Each phase and step in the turn sequence is highlighted by a color corresponding
on this phaseto the relevant
of the charts
turn, as it and section of
COMMAND MOVEMENT willSKIRMISHING
determine what & ARTILLERY
will happen
and what lesser subset of Orde
Activate Order Order Conversions Artillery & Skirmishing
choices the player will have Com
Issue Orders Movement Leader Fate
during the rest of the game A
Leader Actions Ploy & Deploy Assessments
turn. Orde

3.1 ORDERS & STATUSES LIST OF ORDERS & ACTIONS MOVEMENT


Forces and Formations receive orders from their superior Commanders
OBJECTIVES DIRECTIVESduring theSTATUSES
Issue INFANTRY CA
DEPLOYMENT
Orders step of the Command phase.
Town or Orders
Village Fort may then be activated
or Fortification during
Reserve [R] the Activate & FOOT &H
STATUS
ARTILLERY ART
Orders step of any subsequentRoad
turns Command Table Edge
Phase. Defend [D]
Retreat [RT]
Cross Roads Woods or Forest Move [M] OPTIONAL
Ployed on-road RULE: 1800 yards 225
Broken [BR]
River or Stream Marsh or Pond Attack [A] Alternatively, instead of using
Rally & Reform [RR] Ployed off-road or
Orders are made up of objectives and
Bridge or Ford directives; players
Hill or Ridge may Support
indicate[S]the objective of maps or rosters, order 1500 yards 180

Et sans rsultat!
on poor roads
Valley directives may be represented
Forces and directives of Formations on a order of battle, roster, or map. Deployedmarker on the 1125 yards 135
LEADER ACTIONS by a physical
tabletop. These markers would MODIFIERS
Take or Abandon Personal Cmd Displace Unlimbered Battery
Statuses indicate that either a *Dispatch Formation has failing morale or that it Create
Imperial ADC*
is presently trying
Detachment
be placed
Rough behind
Terrainthe specified
Lights & Irregulars: No e
Scale Yards inCompany Commanders base on the
to improve its condition by reorganizing;
Commit an Engineer neither case is it
Et sans rsultat! by David M. Ensteness capable
Create of
Grand following
Battery Lights and Irre
tabletop andTerrain
Dense moved with these
orders. Commit an Artillery Battery
TURN SEQUENCE Rally a Unit All others: x1/2, entranc
Commanders.
RecallbyCommitted
Each phase and step in the turn sequence is highlighted Artillery
a color corresponding Battery
to the relevant Inspire
charts and section of the Players Formation
Guide.
COMMAND MOVEMENT ARTILLERY & SKIRMISH COMBAT Unlimber Artillery Fre
Order Conversions * Indicates no Leader Action Test required.
Order Conversions
3.2 ACTIVATE
Activate Order
ORDERS Movement Artillery & Skirmishing
Combat Resolution Limber Artillery Leader Action: Displac
Issue Orders Leader Fate
Ploy & Deploy Assessments
The Leader Actions
first step of the Fatigue Command Recovery PhaseORDER is to ACTIVATION
Assessments
attempt activation & LEADEROrder of ACTIONS
pending orders.
Conversions

Rolling to activate a pending orderPending


LIST OF ORDERS & ACTIONS is always optional.
orders Playersactivation
may attempt MOVEMENT may electonce not to perattempt
turn.
ORDER DIRECTIVES STATUSES INFANTRY CAVALRY
a pending
Attack [A] order activation until
Retreat [RT] a later turn in
DEPLOYMENT
order
STATUS to delay.
& FOOT An &order
GENERAL
HORSE that successfully
OFFICERS
PLOY & DEPLOY
Move [M]
Defend [D] Corps
Broken [BR]& Army Commanders may attemptARTILLERY
ARTILLERY
Leader Actions for Formations Roll 2D6 to ploy or deploy units from a F
activates
Support [S] is an active order
Reserve [R]
and[RR]governs
Rally & Reform what
within
the
Ployed on-road Formation
1800 yards may
the chain-of-command until one fails.
2250 do
yards or3600is required
yards to
LEADER ACTIONS Ployed off-road or completed Movemen
do during the turn. Active orders are persistent
Take or Abandon Personal Cmd 1 on poor roads turn-over-turn. An active order only
1500 yards
MODIFIERS
1800 yards 2700 yards

Change Own Objective


Displace Unlimbered Battery
Deployed 1125 yards 1500 yards MODIFIERS
expires
Commit when
an Artillery Battery the Formation has
Create Detachmentaccomplished its order, activates a new replacement
Roll
Create Grand Battery 2D6 to attempt an Order Activation or a Leader Action.
MODIFIERS
Dispatch Imperial ADC 2
Leadership Rating of A
order,
Commit converts
a Specialty Unit its orderIssuingorRallyreplaces
a Unit
its active
Commanders
Inspire Formation
2
order
Retreating [RT] or with
Breaking [BK] A
a yards
x1/2, must status. A 900
attempt to stay Formation
[RT] or 1800 [BK]without
away from the enemy. +3 Formations Commander: B
Recall Committed Artillery Battery
1 an active
Abandoning Personalorder
Commandor a status
Leadership
of a Retreating isBroken
[RT] or always
Rating
[BK] considered
[LR]:
Rough Terrain B to be acting on anothers:
Lights & Irregulars: No effect. All active
x1/2. defend +2 C
Formation does not require a Leader Action Test.
directive.No Leader Action Test required.
2
Dense Terrain C All others:Lights and Irregulars: x1/2.
x1/2, entrance and exit cause a halt.
+1 Per Fatigue Marker
Issuer is Personally Unlimber Artillery
This Formation Free. add LR (again) Each Full Third of Movement Used
Limber Artillery Leader Action: Displace Unlimbered Battery.
Commanding: Another Formation subtract LR
ORDER ACTIVATION & LEADER ACTIONS 3.2.1 OrderPLOY Activation
& DEPLOY Test French, Poles & Italians: Guard
Pending orders may attempt activation Receiving
once per turn.Commanders A or deploy units from a Formation after it has
Roll 2D6 to ploy +3 Line 1804-1808
Corps & Army Commanders may attempt Leader Leadership
Actions for Rating
Formations [LR]: To activate
B a
completed pending
its Movement. order the player+2
within the chain-of-command until one fails. MODIFIERS Line 1809-1812
MODIFIERS choosesC a Formation and uses +3the Order+1
Leadership Rating of A
Other French Allies 1806-1812, 1815
Force Commander Activation
Roll 2D6 to attempt an Order Activation or a Leader Action.
Subtract
Formations Commander:

& LeaderArmy Cmdrs
B
C
Actions [LR] table
+2
+1
of the
Varies
Issuing Commanders A
Changing Own
+3 Austrians & Russians through 1805
+2 Objective: Every 3600 yds to Army Cmdr +1
Leadership Rating [LR]: B
Quick Reference
Per Fatigue Marker
Guide. The player
-1 each
sums the
C
Receiving
+1
Commander Each Full Third of Movement Used
was Removed -1
Fails Prussians through 1806
Issuer is Personally This Formation add LR (again)
applicable
French, modifiers
Poles & Italians: Guard from the list +3 included
Commanding: Another Formation subtract LR
Issuing Commander has Superior Vantage Point 1815 Deploying into: Rough Terrain
score+2
Line 1804-1808 +2
Receiving Commanders A +3 in the table andLine adds 2D6.
1809-1812, A modified
+1
Leadership Rating [LR]: B +2
Dense Terrain
Every 1800 yards from Receiving Commander
Scores of 3 to -16 result in-1
Other French Allies 1806-1812, 1815 +1
C +1 of 7& Russians
Austrians succeeds. through 1805 Cavalry Formation
Per Fatigue Marker
modified -2-3score of -1 2each
Force Commander
Changing Own Objective: Subtract Army Cmdrs [LR] Varies a delay while
Prussians through
Deploying into:
1806

aRough
lower Terrain
Rush Deployment, take +1 Fatigue
Issuing Commander has Superior Vantage Point Per Delay Marker +2 -1 each
Every 1800 yards from Receiving Commander -1

orDeploying
less

fails.

Delays are determined
Dense Terrain -5
Currently on Reserve Order
Either Party-1 each is within: Only 900 yards of the enemy
Cavalry +3 -1
Per Fatigue Marker
Per Delay Marker -1 each
randomly
Rush Deployment, take
Currently on Reserve
by
450 Order
rolling
+1 Fatigue 1D6rushed
on classes
yards of the enemy
and delaying
+7 half-3 Everyone & Everything Not Listed
+5
Either Party is within: 900 yards of the enemy
Formation is:-3
-1

the resulting
Everyone Reserved
& Everything
number in turns rounded
Not Listed +/- 0
up.+3 RESULTS
450 yards of the enemy
Formation is: Reserved +3 For failures Retreating the orders are discarded and-2
RESULTS
Ploy or deploy the resulting number of uni
Retreating -2 Ploy or deploy the resulting number of units. The last unit is
Broken -3 mustautomaticbe Broken
as re-issued.
is artillery transferringAny Army
to a deployed reserve. or Force -3 as is artillery remaining in r
Commit Artillery Battery from Formation Reserve +2 12 or More Up to 5 Units.
Commit Artillery Battery from
Commander Formation Reserve
in a UpFormations command +2 12 or More Up to 5
RESULTS 8 to 11 to 4 Units.
7 or More Success
hierarchy
4 to 7 RESULTS
may perform the activation test,
Up to 3 Units. 8 to 11 Up to 4
Delay Order Half 1D6 Turns 3 or Less Up to 2 Units.
3 to 6
Leader Action Failure 7 or Units
More
buttransitioning
only one between attempt to activate
ployed and deployed Success
may be movedan order 4 to 7 Up to 3
2 or Less Failure up to 225 yards and may contact the enemy.
Delay Order Half 1D6 Turns 3 or Less Up to 2
3 tomay 6 be made in a turn.
Leader Action Failure Units transitioning between ployed and de
2 or Less Failure up to 225 yards.
Et sans rsultat! 10
Et sans rsultat! by David M. Ensteness
THE OVERVIEW
THE COMMAND PHASE
Et sans rs Scale Yards
Et
3.3 ISSUE ORDERS TURN SEQUENCE
Players should indicate the After existing
Each phase pending
and step orders haveturn
in the tested for activation
sequence during the Activate
is highlighted Orders
by a color step
corresponding to
orders of each Force and of the phase, players
COMMAND may issue orders to Forces and Formations.
MOVEMENT Formations without an ARTILLE
Formation by logging them on active order directive default to a defend [D] directive. Orders issued are considered
their respective orders of battle Order Conversions
or rosters. Alternatively, players pending Activate Order
orders until they are activated on a subsequent turn during the Activate
Movement
Artiller
Orders stepIssue Orders
of the Command Phase. Formation Order Le
may choose to use tabletop
PloyDirectives
& Deploy(3.6) may not be
markers or indicate their orders issued to Leader Actions
Formations which are under a Formation Status (3.7).
Fatigue Recovery
As
on a map of the tabletop.

LIST OF ORDERS & ACTIONS


ORDER DIRECTIVES STATUSES
DEPL
Attack [A] Retreat [RT] ST
Move [M]
Defend [D] Broken [BR]
Reserve [R]
Support [S] Rally & Reform [RR] Ployed
LEADER ACTIONS Ployed
3.4 ORDER CONVERSION on poor
Take or Abandon Personal Cmd 1
Some order directives may be converted during Displace
the OrderUnlimbered
Conversion Battery
steps of the
Change Own Objective Deploye
Create Detachment
Movement and Combat Phases. Order Conversions allow a Force or Formation to be
Commit an Artillery Battery
issued a new order and test for Create Grand
its activation immediately, outside Battery
of the Command
Dispatch Imperial ADC 2
Phase. Some Order Conversions require an Order Rally
Activation a and
test, Unitothers do not. Retreati
Commit a Specialty Unit
Inspire Formation 2 Breakin
Recall Committed Artillery Battery
3.5 1FORCE ORDER OBJECTIVES Rough T
Abandoning Personal Command of a Retreating [RT] or Broken [BK]
An objective indicates the objective of a Force. The Formations of the Force issued the
Formation does not require a Leader Action Test.
objective must all conduct
2 No themselves so as to converge on the objective. Objectives are Dense T
Leader Action Test required.
typically geographic features that can be clearly identified.
Unlimbe
Objectives should indicate a clear geographic location, such as a town, wood, or bridge. Limber
The Army Commander issuing the objective declares to the player receiving the order
ORDER ACTIVATION & LEADER ACTIONS
which specific town or village the objective refers to at the time the order is issued.
Pending
Game hosts can aidorders
players may attempt
by providing activation
names once per
for substantial turn.
features of the tabletop Roll 2
Corps & Army Commanders may attempt
either on a players map or the game table. Leader Actions for Formations
within the chain-of-command until one fails.
Examples of order objectives would include:
MODIFIERS Leaders
Game hosts may assist players
Roll 2D6 to attempt an Order Activation or a Leader Action. Formati
by providing names for the Marsh, Pond, or
most dominant or significant Town or Village
Issuing Commanders Fort or Fortification
A River or Stream
Lake +3
terrain features either with
Leadership Rating [LR]: B +2 Per Fati
tabletop labels or preferably on
a scenario map provided to C
Designated Table +1 Each Fu
Road or Trail Bridge or Ford Hill or Ridge
players prior to the start of the Edge
Issuer is Personally This Formation add LR (again) French,
game.
Commanding: Another Formation subtract LR
A Specific
Valley or
Receiving Cross
Commanders
Roads A or Forest
Woods
Depression
Enemy+3
Formation
Leadership Rating [LR]: B +2 Other F
C +1
Austrian
Force Commander
Changing Own Objective: Subtract Army Cmdrs [LR] Varies Prussian

Issuing Commander has Superior Vantage Point +2 Deployi



Every 1800 yards from Receiving Commander -1
Only De
Per Fatigue Marker -1 each
Rush De
Per Delay Marker -1 each
Current
11 Either Party is within: 900 yards of the enemy Et-1sans rsultat!
450 yards of the enemy -3 Everyon

Formation is: Reserved +3


THE OVERVIEW
THE COMMAND PHASE

3.6 FORMATION ORDER DIRECTIVES


Formation order directives indicate the action each Formation will undertake. They are
issued by the Force Commanders to their subordinate Formations during the Issue
Orders step of the Command Phase of a turn.

Formation directives are actions the Formation will take: attack [A], support [S], move
[M], defend [D], or reserve [R]. These directives indicate what the Formation is
required to do or restricted from doing. Some directives provide additional options and
flexibility. Players should indicate the order directive for each of their Formations on
their order of battle or roster unless using tabletop markers.

3.7 FORMATION STATUSES


Statuses are only applied to Formations. Statuses replace the Formations active order
and are removed by reducing the Formations fatigue level so that it no longer meets the
criterion of either a retreat [RT] or broken [BK] status. Formations may not be issued a
new order directive while under a status but may convert to defend [D] during the

Et sans rsultat!
Order Conversion step of the Movement or Combat Phase if the Formations fatigue
level is below that of the retreat [RT] status.

At the end of the Combat Phase of each turn, Formations which resolved combat
check their fatigue and determine if their fatigue level is high enough to cause a status
to be applied. Statues are applied only during the Assessment step of the Combat Phase
of a turn. If the fatigue level of a Formation reaches the level of a Scale Yards
status during a phase
Et sans rsultat! by David M. Ensteness
other than Combat, the status is not applied.
TURN SEQUENCE
Each phase and step in the turn sequence is highlighted by a color corresponding to the relevant charts and section of the Players Guide.
There are three types of statuses: retreat [RT], broken
COMMAND
[BK], and rally & reformARTILLERY
MOVEMENT
[RR]. & SKIRMISH COMBAT
Retreat [RT] and broken [BK] statuses are negative conditions that result from a
Order Conversions Order Conversions
Activate Order
Formations fatigue rally & reform [RR] statusArtillery
level becoming too high. The Movement is a & Skirmishing Combat Resolution
Issue Orders Leader Fate
corrective statusLeader
appliedActions Ploy & Deploy
by a player to remove a retreat or broken [BK] status. Assessments
Assessments
Fatigue Recovery Order Conversions

3.8 LEADER ACTIONS LIST OF ORDERS & ACTIONS MOVEMENT


ORDER
Leader Actions are DIRECTIVES STATUSES
tactical interactions between an Army or Force CommanderDEPLOYMENT
and INFANTRY CAVALRY
GENERA
Attack [A] Retreat [RT] & FOOT & HORSE
Formation. There are ten Leader Actions a player may attempt to perform.
Move [M] STATUS
ARTILLERY ARTILLERY
OFFICER
Defend [D] Broken [BR]
Reserve [R]
Support [S] Rally & Reform [RR] Ployed on-road 1800 yards 2250 yards 3600 yard
LEADER ACTIONS Ployed off-road or
1500 yards 1800 yards 2700 yard
Take or Abandon Personal Cmd 1 on poor roads
Displace Unlimbered Battery
Change Own Objective Deployed 1125 yards 1500 yards
Create Detachment
Commit an Artillery Battery MODIFIERS
Create Grand Battery
Dispatch Imperial ADC 2
Rally a Unit Retreating [RT] or x1/2, must attempt to stay 900 [RT] or 1800 [B
Commit a Specialty Unit
Inspire Formation 2 Breaking [BK] yards away from the enemy.
Recall Committed Artillery Battery
1 Abandoning Personal Command of a Retreating [RT] or Broken [BK] Rough Terrain Lights & Irregulars: No effect. All others: x1/2
Formation does not require a Leader Action Test. Lights and Irregulars: x1/2.
Dense Terrain
2 No Leader Action Test required. All others: x1/2, entrance and exit cause a ha
Unlimber Artillery Free.
Limber Artillery Leader Action: Displace Unlimbered Battery

ORDER ACTIVATION & LEADER ACTIONS PLOY & DEPLOY


Pending orders may attempt activation once per turn. Roll 2D6 to ploy ordes
Trompette deploy unitsrouges
lanciers from a Formation
(2eme after it has
Corps & Army Commanders may attempt Leader Actions for Formations completed itslanciers)
regiment chevau-lgrs Movement.
de la
within the chain-of-command until one fails. MODIFIERS
garde impriale, 1er Empire, by
MODIFIERS Maurice H.A Orange
Leadership Rating of +3
Roll 2D6 to attempt an Order Activation or a Leader Action. Formations Commander: B +2
Et sans rsultat!
Issuing Commanders A +3 C 12 +1
Leadership Rating [LR]: B +2 Per Fatigue Marker -1 each
C +1 Each Full Third of Movement Used -1
Issuer is Personally This Formation add LR (again) French, Poles & Italians: Guard +3
THE OVERVIEW
THE MOVEMENT PHASE

Most movement is performed


simultaneously, however, there
are priorities that take
4. THE MOVEMENT PHASE
Et sans rsultat!
The second phase of the turn is Movement. Movement by Units is limited by the active
directive or status of the players Formations and by the actions taken during the
Command Phase. Transition of Formations between Scale Yards
ployed and deployed states also
precedence. These are outlined
in Movement Priorities (4.2.2).
Et sans
occurs during the Movement Phase. Lastly, fatigued Formations may rsultat!
recover by David M. E
fatigue.
There are four steps in the Movement Phase. TURN SEQUENCE
Each phase and step in the turn sequence is highlighted by a color corresponding to the relevant charts and sectio
COMMAND MOVEMENT ARTILLERY & SKIRMISH
Order Conversions O
Activate Order Artillery & Skirmishing
Movement C
Issue Orders Leader Fate
Ploy & Deploy
Leader Actions Assessments
Fatigue Recovery O

LIST OF ORDERS & ACTIONS


4.1 ORDER CONVERSIONS MOVEMENT
ORDER DIRECTIVES STATUSES INFANTRY
The first step of the Movement Phase is Order Conversions. Formations DEPLOYMENTwhose active
Attack [A] Retreat [RT] & FOOT
orders allowMoveconversion
[M] to another order may do so at the start of theSTATUSMovement Phase. ARTILLERY
Defend [D] Broken [BR]
To convertReserve
Support [S]
[R] order to another, either the Formations current active order or its
from one Rally & Reform [RR] Ployed on-road 1800 yards

Et sans rsultat!
class (infantry, cavalry,
LEADER artillery)
ACTIONS must allow it. The Order Conversion Ployed step occurs
off-road or prior
1500 yards
to the Personal
Take or Abandon MovementCmd 1step of the Movement Phase, Order Conversion on poor roads
may not be
Displace Unlimbered Battery
Change Own Objective
performed during the Movement CreatePhase Detachment Deployed of Formations
as a reaction to the movement 1125 yards
Commit an Artillery Battery
during the Movement step. Formations a status but which no longer meet the MODIFIERS
underBattery
Create Grand
Dispatch Imperial ADC 2
fatigue threshold Rally a Unit
Commit a Specialty Unit of retreat [RT] convert to a defend [D] directive.
Retreating [RT] or x1/2, must attempt t
Scale Yards Inspire Formation 2 Breaking [BK] yards awa
Recall Committed Artillery Battery
1
Et sans rsultat! by David M. Ensteness Rough Terrain Lights & Irregulars:
Abandoning
4.2 MOVING Personal Command
UNITS of a Retreating [RT] or Broken [BK]
& FORMATIONS
TURN SEQUENCE Lights and
Formation does not require a Leader Action Test.
Each phase and step in the turn sequence is highlighted byThe second
a color step of to
corresponding
2 No thetheMovement
Leader Actionrelevant Phase
charts is Movement
and section
Test required.
of Units
of the Players and Formations.
Dense
Guide. InAllthe
Terrain
others: x1/2, entr
COMMAND MOVEMENTMovement step the Units
ARTILLERY of a Formation may move
& SKIRMISH within theUnlimber
COMBAT bounds Artillery
of their active
Order Conversions Order Conversions
Activate Order
Movement
orders. Some orders
Artilleryrestrict movement while other
& Skirmishing orders require it. Commanders also
Combat Resolution Limber Artillery Leader Action: Dis
Issue Orders Leader Fate
Ploy & Deploymove during this step. Assessments
Leader Actions Assessments
Fatigue Recovery ORDER ACTIVATION & LEADER ACTIONS Order Conversions PLOY & DEPLO
LIST OF ORDERS & ACTIONS Pending orders may attempt activation MOVEMENT
once per turn. Roll 2D6 to ploy or deploy units from
Corps & Army Commanders may attempt Leader Actions for Formations completed its Mov
ORDER DIRECTIVES STATUSES INFANTRY CAVALRY
DEPLOYMENT
within the chain-of-command until one fails. & HORSE GENERAL
Attack [A] Retreat [RT] STATUS
& FOOT
OFFICERS
MODIFIERS
Move [M] MODIFIERS ARTILLERY ARTILLERY
Defend [D] Broken [BR] Leadership Rating of A
Reserve [R]
Support [S] Rally & Reform
Roll[RR]
2D6 to attemptPloyed on-road
an Order Activation1800
or ayards 2250 yards
Leader Action. 3600 yards
Formations Commander: B
LEADER ACTIONS Ployed off-road or C
Issuing Commanders A
on poor roads
1500 yards +3
1800 yards 2700 yards
Take or Abandon Personal Cmd 1
Leadership
Displace Unlimbered Rating [LR]:
Battery B +2 Per Fatigue Marker
Change Own Objective Deployed 1125 yards 1500 yards
Commit an Artillery Battery Create Detachment
C +1 Each Full Third of Movement Used
Create Grand Battery MODIFIERS
Dispatch Imperial ADC 2 Issuer is aPersonally This Formation add LR (again)
Commit a Specialty Unit
Rally Unit Retreating [RT] or x1/2, must attempt to stay 900 [RT] or 1800French,
[BK] Poles & Italians: Guard
Commanding:
Inspire Formation 2 Another[BK]
Breaking Formation yards away subtract
from the LR
enemy. Line 1804-
Recall Committed Artillery Battery
1 Receiving Commanders
Abandoning Personal Command of a Retreating [RT] or Broken [BK]
A
Rough Terrain +3 All others: x1/2.
Lights & Irregulars: No effect. Line 1809-
Leadership
Formation does not require a Leader Rating [LR]:
Action Test. B +2 x1/2.
Lights and Irregulars: Other French Allies 1806-1812, 1815
Dense Terrain

2 No Leader Action Test required. C +1 exit cause a halt.
All others: x1/2, entrance and
Austrians & Russians through 1805
Force Commander Unlimber Artillery Free.
Changing Own Objective: Subtract
Limber Army Cmdrs
Artillery [LR]
Leader Action: DisplaceVaries Prussians through 1806
Unlimbered Battery.
Deploying into: Rough Terr
ORDER ACTIVATION & LEADERIssuing Commander has Superior Vantage Point
ACTIONS PLOY & DEPLOY +2
Dense Terr
Every
Pending orders may attempt activation 1800
once yards from Receiving
per turn. Commander
Roll -1
2D6 to ploy or deploy units from a Formation after it has
Corps & Army Commanders may attempt Leader Actions for Formations completed its Movement. Only Deploying Cavalry
Per Fatigue Marker -1 each
within the chain-of-command until one fails. MODIFIERS Rush Deployment, take +1 Fatigue on cla
MODIFIERS Per Delay Marker -1 each
Leadership Rating of A +3 Currently on Reserve Order
Roll 2D6 to attempt an Order ActivationEither Party Action.
or a Leader is within: 900 yards Commander:
Formations of the enemy B -1 +2
Issuing Commanders A +3 450 yards
of the enemy C -3 +1 Everyone & Everything Not Listed
Leadership Rating [LR]: B Formation is: +2 Per Fatigue Marker
Reserved +3 -1 each RESULTS
C +1
Each Full Third of Movement Used
Retreating -2 -1 Ploy or deploy the resulting number
Issuer is Personally This Formation add LR (again)
BrokenPoles & Italians:
French, Guard -3 +3 automatic as is artillery transferring
Commanding: Another Formation subtract LR Line 1804-1808 +2
Commit Artillery Battery from Formation Reserve +2 12 or More Up
Receiving Commanders A +3 Line 1809-1812, 1815 +1
Leadership Rating [LR]: B +2 RESULTS 8 to 11 Up
13 C +1
Other French Allies 1806-1812, 1815 +1 Et sans rsultat!
7 or More Austrians & Russians through 1805Success -1 4 to 7 Up
Force Commander
Changing Own Objective: Subtract Army Cmdrs [LR] Varies Prussians through 1806Delay Order Half 1D6 Turns -2 3 or Less Up
3 to 6
Issuing Commander has Superior Vantage Point +2 Deploying into: Leader Action
Rough TerrainFailure -3 Units transitioning between ployed an
Dense Terrain -5
Et sans rsultat! Scale Yards
THE MOVEMENT PHASE
THE OVERVIEW

Et sans rsultat! by David M. Ensteness


TURN SEQUENCE
and step in the turn sequence is highlighted by a color corresponding to the relevant charts and section of the Players Guide.
MMAND 4.3 DEPLOYMENT
MOVEMENT ARTILLERY & SKIRMISH COMBAT
Order Conversions Order Conversions
ate Order
e Orders
Formations are considered either ployed in a march column or deployed for battle.
Movement
Artillery & Skirmishing
Leader Fate
Combat Resolution
Ploy & Deploy Assessments
er Actions Formations may ploy or deploy Units at the end of the Movement Phase, regardless of
Fatigue Recovery
Assessments
Order Conversions

their orders. Formations may not moveMOVEMENT


LIST OF ORDERS & ACTIONS after ploying or deploying Units.
DIRECTIVES STATUSES
DEPLOYMENT
INFANTRY CAVALRY
GENERAL Ploy: [ploi]
Retreat [RT] & FOOT & HORSE
Move [M] STATUS
ARTILLERY ARTILLERY
OFFICERS
verb
Reserve [R] Ployed march columns
Broken [BR]
Rally & Reform [RR]
allow a Formation
Ployed on-road 1800 yards
to move 3600
2250 yards
quickly
yards
along roads across long Military Archaic. To move
LEADER ACTIONS distances without concern over
Ployed off-road
on poor roads
oralignment or line dressing. However, a ployed column is
1500 yards 1800 yards 2700 yards (troops) from a line into a
on Personal Cmd 1
Own Objective also very fragile and, therefore,
Displace Unlimbered Battery
Deployed highly
1125susceptible
yards to enemy
1500 yards attack. column.
Create Detachment
Artillery Battery
Create Grand Battery MODIFIERS Archaic: [rkik]
mperial ADC 2
Specialty Unit
Rally a Unit Retreating [RT] or x1/2, must attempt to stay 900 [RT] or 1800 [BK] adjective
Inspire Formation 2
ed Artillery Battery Deployed FormationsRoughareTerrain
arrayedLights in& Irregulars:
Breaking [BK]
one orNo effect.
more waves for battle. Waves provide
yards away from the enemy.
All others: x1/2.
A word no longer in everyday
g Personal Command of a Retreating [RT] or Broken [BK]
support for front lineDense
rmation does not require a Leader Action Test. Units and offer Lights protection
and Irregulars:that
x1/2. potentially prevents a combat use but sometimes used to
Terrain
2 No Leader Action Test required. All others: x1/2, entrance and exit cause a halt. impart an old-fashioned flavor.
setback from turning into a Artillery
Unlimber rout. Free.
Limber Artillery Leader Action: Displace Unlimbered Battery.

ORDER ACTIVATION & LEADER ACTIONS PLOY & DEPLOY


ing orders may attempt activation once per turn. Roll 2D6 to ploy or deploy units from a Formation after it has
Commanders may attempt Leader Actions for Formations completed its Movement.
within the chain-of-command until one fails. MODIFIERS
MODIFIERS Leadership Rating of A +3
6 to attempt an Order Activation or a Leader Action. Formations Commander: B +2
ders A +3 C +1
g [LR]: B +2 Per Fatigue Marker -1 each
C +1 Each Full Third of Movement Used -1
ly This Formation add LR (again) French, Poles & Italians: Guard +3
Another Formation subtract LR Line 1804-1808 +2
anders A +3 Line 1809-1812, 1815 +1
g [LR]: B +2 Other French Allies 1806-1812, 1815 +1
C +1
Austrians & Russians through 1805 -1
r
bjective: Subtract Army Cmdrs [LR] Varies Prussians through 1806 -2

der has Superior Vantage Point +2 Deploying into: Rough Terrain -3


Dense Terrain -5
from Receiving Commander -1
Only Deploying Cavalry +3
er -1 each
Rush Deployment, take +1 Fatigue on classes rushed +7
-1 each
Currently on Reserve Order +5
hin: 900 yards of the enemy -1
450 yards of the enemy -3 Everyone & Everything Not Listed +/- 0

Reserved +3 RESULTS
Retreating -2 Ploy or deploy the resulting number of units. The last unit is
Broken -3 automatic as is artillery transferring to a deployed reserve.
Battery from Formation Reserve +2 12 or More Up to 5 Units.
RESULTS 8 to 11 Up to 4 Units.
or More Success 4 to 7 Up to 3 Units.
Delay Order Half 1D6 Turns 3 or Less Up to 2 Units.
3 to 6
Leader Action Failure Units transitioning between ployed and deployed may be moved
2 or Less Failure up to 225 yards and may contact the enemy.

4.4 FATIGUE RECOVERY


Formations on an active defend [D] directive, farther than 900 yards from the enemy,
and which did not perform an Assessment during the Artillery & Skirmish or Combat
Phases of the previous turn, recover one fatigue of the commanding players choosing.

Prussian Life Guard Grenadier


Regiment in 1813, artist unknown

Et sans rsultat! 14
Et sans rsultat!
THE OVERVIEW
THE ARTILLERY & SKIRMISH PHASE

5. THE ARTILLERY & SKIRMISH PHASE


The third phaseScaleof theYards
turn is the Artillery & Skirmish Phase. During this phase the
results of artillery fire and skirmishing, and leader fate are determined. There are three
Small caliber batteries such as TURN SEQUENCE
3-pdrphase
and 4-pdr gunsindothe steps in this phase.
notturn sequence is highlighted by a color corresponding to the relevant charts and section of the Players Guide.
Each and step
contribute to a Formations
Artillery &COMMAND
Skirmish Score but MOVEMENT SKIRMISHING & ARTILLERY COMBAT
may still allow the player to Order Conversions
Activate Order Order Conversions Artillery & Skirmishing
attemptIssue
Artillery & Skirmishing Combat Resolution
Orders Movement Leader Fate
if they Leader
are committed Assessments
Actionsand Ploy & Deploy Assessments
unlimbered within range and Order Conversions
arc.
LIST OF ORDERS & 5.1 PERFORMING ARTILLERY FIRE & SKIRMISHING
ACTIONS MOVEMENT
Therefore, light guns still
OBJECTIVES To perform STATUSES
DIRECTIVES artillery fire and skirmishing the Formation must have
INFANTRY at least one have
CAVALRY
provide an opportunity to force DEPLOYMENT GENERAL
Town or Village Fort or Fortification committed,
Reserve [R] unlimbered artillery battery
STATUS
within 900 yards and
& FOOT 45 arc of the target,
& HORSE or
OFFICERS
an enemy to perform an ARTILLERY ARTILLERY
Road Table Edge Defendmust
[D] have deployed infantry battalions within 450 yards of the target.
Assessment. Retreat [RT]
Cross Roads Woods or Forest Move [M] Ployed on-road 1800 yards 2250 yards 3600 yards
Broken [BR]
River or Stream Marsh or Pond Attack [A]
Rally & Reform [RR] Ployed off-road or
Bridge or Ford Hill or Ridge A[S]Formation must perform artillery fire and
Support skirmishing
1500 yardsagainst1800 whichever
yards enemy
2700 yards
on poor roads
Valley target For mation is most
Deployed 1125 yards 1350 yards
LEADER ACTIONS within its 45 arc and closest to ARTILLERY FIRE & SKIRMISHING
Take or Abandon Personal Cmd Displace Unlimbered Battery MODIFIERS
Declare target Formation(s), intensity of artillery and skirmishing, sum Oppos
it. Use the Artillery & Skirmish
*Dispatch Imperial ADC* Create Detachment Rough Terrain Lights
each Artillery & Irregulars:
and Skirmish No and
modifiers, effect.
add All
2D6.others: x1/2.
Commit an Engineer Company table Grand
Create of the Quick Reference
Battery ARTILLERY (0 TO 900 YARDS) MODIFIERS
Lights and Irregulars: x1/2. Commander
Commit an Artillery Battery Guide, sum the applicable
Rally a Unit Dense Terrain Artillery score may not be less than 0.
All others: x1/2, entrance and exit cause a halt. Combat Rati
Recall Committed Artillery Battery Inspire Formation
modifiers, Per Two Gun Section:
adding 2D6. If theUnlimber 3 & 4-pdrs +0 each Defending Fo
Artillery
6, 7 & 8-pdrs Free. +1 each

}
Attacked from
* Indicates no Leader Action Test required.
resulting Artillery & SkirmishLimber Artillery
French 8-pdrs

Leader Action: Displace Unlimbered
British 9-pdrs
Battery. Formation is
+2 each
ORDER ACTIVATION & LEADERScore is 10 or more, the Russian 12-pdrs Vs Cavalry, P
ACTIONS 12-pdrs +4 each Vs Infantry, P
target Formation must perform
Pending orders may attempt activation once per turn.
Vs Artillery, P
Per Artillery Fatigue Marker -4 each
Opposing:
an Assessment. Snow, Heavy Rain, or Mud PLOY & DEPLOY x
Corps & Army Commanders may attempt Leader Actions for Formations Roll 2D6Bombardment
Intense to ploy or(+1
deploy
Artilleryunits from a Formation after
Fatigue) x 1 it has Characteristi
within the chain-of-command until one fails.
The number and caliber of completed
SKIRMISHING (0 TO 450Movement.
YARDS) MODIFIERS

Players and game hosts canMODIFIERS Skirmish modifiers MODIFIERS
are ignored vs attacking cavalry.
guns in each battery, and the
find Roll
examples
2D6 toand
attempt an Order Activation or a Leader Action. Effective Doctrine [ED] Line Battalion +2 each
recommendations of what skir mishing doctrine o fLeadership Rating of
Per deployed: A [L] Battalion
Light +3 each +3 Won by 4
Issuing Commanders A +3 Formations
Commander:
B [I] Battalion
Irregular +3 each +2
Formations should be
Leadership Rating [LR]: B
infantry Formation +2
[ED or
ID] Won by 3
considered to have an effective Doctrine [ID]
Ineffective LineCBattalion +1 each +1
Tie
C should be provided +1 bythe Per deployed: Light [L] Battalion +2 each
or ineffective skirmish doctrine Per Fatigue
Marker Irregular [I] Battalion -1 each
+1 each Lost by 3
IssuerinisRaising
Personally
an Army. This Formation game host or scenario.
add LR (again) EachPerFull Third ofRifle
Committed Movement Used
Company [RF1, RF2, RF3] -1
+1, 2, 3 each Lost by 4-6
Commanding: Another Formation subtract LR Per Infantry Fatigue Marker -3 each
French, Poles & Italians: Guard +3 Lost by 7-9
Receiving Commanders A If the Formation+3 has multiple Intense Skirmish Assault
(+1 Infantry
LineFatigue)
1804-1808 x 1
+2 Lost by 10
Leadership Rating [LR]: B +2
valid targets, its Artillery & Line 1809-1812, 1815 +1 FATE
LEADER
C +1
Skirmish Score is split betweenOther
them.
Roll Artillery
French Allies
2D6 for batteries
within 900must
1806-1812,
cmdrs 1815of
yards contribute points
artillery or 450 against
+1
other enemies. Ro
Force Commander Subtract Army Cmdrs [LR] Varies
Changing Own Objective: Every whichever target is+1most within their arc and closest. Infantry battalions must contribute 11 or More
Austrians & Russians through 1805
MODIFIERS -1
When there are situations that 3600 yds to Army Cmdr Army or Force Cmdr. Personally Commanding Formation -2
Receiving Commander was Removed
allow points to be allocated points against targets
Fails within 450 yards.through
Prussians The Formations
1806
Characteristics:
2D6 roll may only be made
Wandered Off
-2 9 to 10
Exempt
against
Issuing has Superior Vantage Point once and only added
one of multiple
Commander +2 to the Deploying
score
used into:
against one Death
Charmed Rough
target. Terrain
The
/ Invincible Force Commander +1 -1 7 to 8
A Date with Death
Dense Terrain -1 -2 5 to 6
potential targets, the player
Every 1800 yards from Receiving Commander player controlling -1the Formation may choose which Harmed
Commander target toon ause the 2
Modified 2D6 roll against.
or Less. 4 or Less
may choose how they wish to Cavalry Formation +3
Per Fatigue Marker
divide the points. The purpose The choice of which
-1 eachtarget to use the 2D6 roll against must be made before rolling.ASSESSMENTS
Rush Deployment, take +1 Fatigue +3
is notMarker
Per Delay to prevent this but to -1 each Roll 2D6 to perform an Assessment if: the opposing Artillery & Skirmishing S
require some level of diffusion Currently on Reserve Order +5
Either Party is within: If multiple Formations
900 yards of the enemy -1 select the harmed
same target, each tallies
during Leader theirinpoints
Fate, enemy contactand their
with the 2D6
Formations Reformation
among targets. Therefore, all Everyone by &a Everything
grand battery, Not Listed
Formation takes one Assessment per +/- 0 of the grand
point
450 yards of the enemy -3
rolls. The resulting Artillery & Skirmish Scores are then combined. If the total Artillery
targets must be allotted some MODIFIERS
Formation is: Reserved RESULTS
points. & Skirmish Score+3 is 10 or more, the target Formation
Commanders must perform an Assessment.
A +3 A Formation is:
Retreating -2 PloyLeadership
or deploy the[LR]:
resulting number of units. The last unit +2 is free
target Formation performs only one Assessment Rating during Bthe
as is artillery
Artillery & Skirmish Phase
Broken -3 C remaining in reserve. +1

Commit Artillery Battery from Formation Reserve


no matter how many
+2
Formations target
Grand
12
it, unless
Tactically
or More
it is targeted
Outflanked by Up
or ReformationaArea
grand battery.
toAttacked
5 Units. -3
Per Ten Points of Opponents Artillery & Skirmish Score -1 each Current Status is
RESULTS 8 to 11 Up to 4 Units.
Per Three Combat Losses this Turn -2 each
Any Friendly Form
7 or More Success Per4Fatigue
to 7 Marker Up to 3 Units. -1 each
Delay Order Half 1D6 Turns 3 orEnemy
Per LessBattery: Up(450
In Short Range to 2yards)
Units. -1 each Formation is Occ
3 to 6
15 Leader Action Failure
Units

Pertransitioning

between
Friendly Battery of
Enfilade Fire
ployed&and
this Committed deployed
Unlimbered
Et sans rsultat!
-1 each
may+1be moved
each


2 or Less Failure Formation or within 225 yds: upFiring
to 225 yards.
Intensely +1 each
RESULTS
Et sans rsultat! by David M. Ensteness 10 or More No Effect.
THE OVERVIEW
THE ARTILLERY & SKIRMISH PHASE

5.2 GRAND BATTERIES


Grand batteries are the massing of artillery under a central command authority for a
specific Fire Mission (5.2.2). Grand batteries are normally 2016 The Wargaming
difficult Company,
to relocate, LLC
due to Grand batteries can choose
ARTILLERY FIRE & SKIRMISHING COMBAT RESOLUTION whether they wish to combine
the amount of artillery and train equipment present. The benefit of a grand battery is
Declare target Formation(s), intensity of artillery and skirmishing, sum Opposing units in contact each roll 2D6, compare result. their Artillery & Skirmishing
that
each its central
Artillery leadership
and Skirmish modifiers, and allows
add 2D6.for otherwise unobtainable MODIFIERS coordination of fire and Score with that of other friendly
ARTILLERY (0 TO 900 YARDS) MODIFIERS Commanders Tactical Rating [TR] varies
resource control. Formations against a specific
Artillery score may not be less than 0. Combat Rating [CR] varies
Per Two Gun Section: 3 & 4-pdrs +0 each Defending Fortification or Strong Point +1
target. This is different from
6, 7 & 8-pdrs +1 each other Formations, which must

}
Attacked from Rear or Limbered Artillery -3
Grand batteries may select any enemy Formation
French 8-pdrs
Formationwithin
is Broken the
[BK] or45
Unit isarc and
in own 900 yard
Reformation Area range
-5 combine their scores against
British 9-pdrs +2 each
of its artillery batteries. Grand batteries areVs
Russian 12-pdrs not required
Cavalry, Per Two Fatigue
to
Vs Infantry, Per Three Fatigue
combine their Artillery &
-1 each
the same targets.
12-pdrs +4 each
Skirmish Score
Per Artillery Fatigue Marker with other friendly Formations
-4 each targeting the
Vs Artillery, Per Four Fatigue
Opposing:
same
Larger Unit(s)
enemy Formation. By
-1
declaring
Snow, Heavy a Fire Mission (5.2.2), ax grand battery
Rain, or Mud may Multiple
choose Units to total its Artillery-1 &
Intense Bombardment (+1 Artillery Fatigue) x 1 Characteristics: Shock [S1, S2, S3], 1 round of turn only +1, 2, 3 st

Skirmish Score separately from other friendly Formations



targeting
Engineers
2016 the same
[E] vs built-up-area
The Wargaming Company,enemy+1
SKIRMISHING (0 TO 450 YARDS) MODIFIERS
2016
Lights [L], inThe
denseWargaming
terrain Company, LLC
LLC+1 OPTIONAL RULE:
Formation. This
Skirmish modifiers
ARTILLERY
ARTILLERYFIRE
can
are ignored result
FIRE&&SKIRMISHING
SKIRMISHING
in
vs attacking the target
cavalry. Formation
performing
Irregulars
COMBAT multiple
[I], in dense
COMBAT RESOLUTION
Assessments.
terrain
RESOLUTION
+1 A curiosity of warfare is the
Effective Doctrine [ED] Line Battalion +2 each RESULTS
Declare
PerDeclaretarget
targetFormation(s),
deployed: Formation(s),

intensity
intensity
Light
of
ofartillery
artillery and
[L] Battalion and skirmishing,
skirmishing, sum
+3 eachsum
Opposing
Opposing units units in in contact
contact each each roll
roll 2D6,
2D6, compare
compare result.
result. premonition of ones own death
each Artillery and
andSkirmish
Skirmish[I]modifiers, and add 2D6. Won by 4 Infantry vs Cavalry
MODIFIERS Hold, otherwise Breakthrough.
each Artillery
Irregular modifiers,
Battalion and add 2D6. +3 each MODIFIERS before battle. At the Start of
5.3 LEADER FATE ARTILLERY
ARTILLERY
Ineffective Doctrine [ID]
(0 TO
TO900
(0Line 900YARDS)
YARDS)MODIFIERS
Battalion MODIFIERS +1 each
Won by
Commanders 3
Commanders Tactical Tactical Rating
Hold
Rating [TR]
[TR]
position. Cavalry +1 fatigue. varies
varies
Per deployed: Artillery score may[L]not be Tie +1 fatigue, fight again, artillery retire. varies Game players should each roll

Artillery scoreLightmay beless
lessthan
Battalion
not than 0.
0. +2 each Combat
Combat RatingRating [CR]
Per
During this step of the Artillery & Skirmish Phase the fate of commanders is
PerTwo
TwoGun Section:
Gun
Section: 3Irregular
3&&4-pdrs
4-pdrs[I] Battalion +1+0
+0each
each
each
Lost by 3
Defending
Defending Fortification
[CR]
Retire.Strong
Fortification or
Cavalry & Infantry vs Cavalry +1 fatigue.+1
or Strong PointPoint
varies
+1
2D6 for their commander, on a
Per
determined. Napoleonic era generals were at high risk of harm, as front line leadership
Rifle Company6, 77&&8-pdrs +1 3 each Retire Limbered
if supported, otherwise rout to Reformation Area
roll of 2 they are considered to

}
Committed [RF1,
6, RF2,
8-pdrs RF3] +1, 2,
+1 each Attacked
Lost by 4-6
Attacked from
from Rear
Rear oror Limbered ArtilleryArtillery -3
-3
French 8-pdrs
French 8-pdrs and +1 fatigue. If Cavalry retire +1 fatigue.
Per Infantry Fatigue Marker -3 each Formation
Formation is is Broken
Broken [BK][BK] oror Unit
Unit is is in
in own
own Reformation
Reformation Area Area -5
-5 have a premonition of their own
was considered the standard of the day.
Intense

Skirmish

Assault
British
British9-pdrs
(+1 Infantry
9-pdrs
Fatigue)
+2
+2 each
x 1
each
Vs
Lost by 7-9
Cavalry, Per Two Fatigue
+1 fatigue, rout to Reformation Area.
Russian
Russian12-pdrs
12-pdrs Vs Cavalry, Per Two Fatigue
Lost by 10
Vs +1 fatigue, remove Unit. demise and are treated as
12-pdrs
12-pdrs +4 each
+4 each Vs Infantry,
Infantry, Per Per Three
Three Fatigue
Fatigue -1
-1 each
each
LEADER FATEVs
Vs Artillery,
Artillery, Per Per Four
Four Fatigue
Fatigue having A Date with Death.
Per
PerArtillery
ArtilleryFatigue
FatigueMarker
Marker -4
-4 each
each Opposing:
Opposing: Roll 2D6 for Larger
Larger Unit(s)
Unit(s) -1
-1
Roll 2D6 for cmdrs within 900 yards of artillery or 450 other enemies. commanders who were harmed.
Snow,
Snow,Heavy
HeavyRain,Rain,ororMud
Mud xx
Multiple
Multiple Units
Units -1
-1
MODIFIERS Invincible! Send me a courier who wont get himself
Intense Bombardment (+1 Artillery
Intense Bombardment (+1 Artillery Fatigue) Fatigue) x 1
x 1 11 or More
Characteristics:
Characteristics: Shock
Shock [S1,[S1, S2,
S2, S3],
S3], 1st fight
1 fightnext
st of turn
of turn only
only +1,
+1, 2,
2, 3
3
Army or Force Cmdr. Personally Commanding Formation -2 shot just standing to me!
Engineers
Engineers [E]
[E] vs
vs built-up-area
built-up-area +1
+1
SKIRMISHING
SKIRMISHING (0
(0 TO
TO 450
450 YARDS)
YARDS) MODIFIERS
MODIFIERS 9 to 10 Minor wound, ratings reduced to zero for 3 turns.
Characteristics: Wandered Off Exempt Lights
Lights [L],
[L], in
in dense terrain +1
Skirmish modifiers
SkirmishCharmed are
modifiersDeathareignored
ignored vs
vsattacking
/ Invincible attacking cavalry.
cavalry. +1 7 to 8 Unhorsed
Irregulars
Irregulars & [I],
stunned,
[I], in dense command
terrain converts to defend. +1
EffectiveDoctrine
Effective
Doctrine A Date with
[ED]
[ED] Line Death
Line Battalion
Battalion +2 -1
+2 each
each 5 to 6 Severely Wounded. Remove from game.
RESULTS A Force Commander who
Per
Perdeployed:
deployed:
Commander Light
Light[L]
Harmed onBattalion
[L] a Modified 2 or Less. +3
Battalion +3 each
each 4Won
or Less
Irregular
Irregular[I][I]Battalion
Battalion +3
+3 each
each
Won by
by 44 InfantryKilled
Infantry vs outright.
vs Cavalry
Cavalry Hold,Remove
otherwise fromBreakthrough.
game. takes personal command of a
Won
Won by by 33 Hold
Hold position. Cavalry +1 fatigue.
Ineffective
IneffectiveDoctrine
Doctrine[ID]
[ID] Line
LineBattalion
Battalion +1 ASSESSMENTS
+1 each
each Formation is considered far
Per5.4 ASSESSMENTS FROM ARTILLERY FIRE & SKIRMISHING
Perdeployed:
deployed:
Roll
2D6 to perform anLight
Light [L]
[L]Battalion
Battalionif: the opposing
Assessment +2 each
+2Artillery
each
Tie
& Skirmishing
Tie
Score is
+1
+1 fatigue,
fatigue, fight again, artillery retire.
10 or more, Formations commander more exposed than the
Irregular
Irregular [I]
[I] Battalion
Battalion +1
+1 each
each Lost
Lost byby 33 Retire.
Retire. Cavalry
Cavalry & Infantry vs Cavalry +1 fatigue.
Per
Formations whose opponent achieved an Artillery & Skirmish Score of ten points or
harmed during Leader Fate, enemy in contact with the Formations
PerCommitted
Committed Rifle
RifleCompany
Company [RF1,
[RF1, RF2,
RF2, RF3]
RF3] +1,
+1, 2,
2, 3
3 each
each
Reformation Area or Formation resolved Combat. If targeted
Retire
Retire ifif supported,
supported, otherwise rout to Reformation Area Formation Commander. While
by a grand battery, Formation takes one Assessment per point of Lost the
Lostgrand
by
by 4-64-6battery commanders Leadership Rating [LR].
Per more, must take an Assessment. Formations whose opponent did not achieve an
PerInfantry
InfantryFatigue
FatigueMarker
Marker -3
-3 each
each
and
and +1 +1 fatigue.
fatigue. If Cavalry retire +1 fatigue. the Formation Commander
MODIFIERSLost Lost byby 7-9
7-9 +1
+1 fatigue,
fatigue, rout to Reformation Area.
Intense
Intense Skirmish
SkirmishAssault
Assault (+1
(+1Infantry
Infantry Fatigue)
Fatigue) xx 1
1+3 may be doing a variety of tasks
Artillery & Skirmish Score of ten points, but whose commander was harmed as a result
Commanders
Leadership Rating [LR]:
A
B +2
Formation

Lost
Lost by
by

is: 1010

Brittle+1 [BR]fatigue, remove Unit.
Determined [DT]
-1
+2 to manage the Formation, it is
LEADER
LEADER FATE
FATE

Roll
of Leader Fate, or have an enemy Unit in contact with their Reformation Area, also
Roll2D6
2D6

for
forcmdrs
cmdrs

within
withinor900
C
900 yards
yardsof ofartillery
artillery or
or 450
450 other
+1
other enemies.
enemies.



Roll
Roll 2D6

for
2D6
Stoic [ST], if defending
Enthusiasticwho
for commanders
commanders [EN],wereif attacking
harmed.
+1
+1
assumed that a Force
Grand Tactically Outflanked Reformation Area Attacked -3
Commander who takes
Per Tenperform an Assessment.
Points of Opponents MODIFIERS
MODIFIERS
Artillery & Skirmish Formations
Score -1 targeted
each Current
11
11 or
by
Status
or More
More
a is:
grand battery
Invincible! Send
Retreat
Invincible! Send[RT]Fire
me Mission
a courier who wontwill take
get himself
-2
Army
Army or
orForce
Force Cmdr.
Cmdr. Personally
Personally Commanding
CommandingFormation
Formation -2
-2 shot
Rally justorstanding
[RR]
shot next to me!
Broken [BK] -4 personal command is leading
one
Per Three
Characteristics:
Assessment
Combat Losses this Turn
for each point of the grand
-2 each
Any 99battery
to
to
Friendly 1010 Commanders
Formation: Minor
Minor wound,
Retreat
wound, ratings
[RT] Leadership
reduced
within 450 to zero
yards for Rating
3 turns.
-1 from the front and is
Per Fatigue Marker Wandered
Characteristics: WanderedOff Off Exempt
Exempt
-1 each
to 88

[LR],
Per Enemy

therefore
Charmed
CharmedDeath
Battery:
AADate
Datewith
a grand
Death//Invincible
InDeath
with Short
Death
Invincible
Range (450battery
yards) may+1 -1cause
+1
-1
-1
up 7575to
each Formation
to
to is
to
three Assessments.
Unhorsed
UnhorsedBroken
66 Occupying: Severely
& [BK] within
& stunned,
stunned,
Town/Fortification
Severely
900 yards
command
Wounded. Remove from game. +1
-3
converts to defend.
necessarily more exposed.
Enfilade Fire -1 each Fortified City Remove from game. +2
Commander
CommanderHarmed Harmed ononaaModified
Modified 2
2 or
or Less.
Less. 44 or
or Less
Less Killed
Killed outright.
Per Friendly Battery of this Committed & Unlimbered +1 each Strong Point +1
Formation or within 225 yds: Firing Intensely +1 each
ASSESSMENTS
ASSESSMENTS
For those that feel losses
RESULTS among commanders are too
Roll2D6
Roll 2D6totoperform
performananAssessment
Assessment if: if: the
the opposing
opposing Artillery
Artillery &
& Skirmishing
Skirmishing Score
Score isis 10
10 or more, Formations commander
10 or More
harmed
harmed duringLeader
during LeaderFate,
Fate,enemy
enemy inin contact
contact with with the FormationsNo
the Formations Effect.
Reformation
Reformation Area or
Area or Formation
Formation resolved Combat. If targeted high, consider approximately
byaaFire
5 to 9by FireMission, Cavalry may
Mission,Formation
Formation evade.
takes
takes Irregulars
one
one [I] andAssessment
additional
additional Impetuous [IM]per
Assessment roll point
per 2D6,
pointof
4 [I]
of the
theevade andbattery
grand
grand [IM] attack. +1 Fatigue. [LR].
commanders 80% of Napoleons marshals
Irregulars [I] and Impetuous [IM] roll 2D6, 8 [I] evade and [IM] attack. Cavalry may evade. Artillery retires 1D6 batteries. +2 Fatigue.
0 to 4 MODIFIERS
MODIFIERS were wounded at least once.
-1 to -4
Commanders Irregulars [I] and Impetuous [IM] roll 2D6, 10 [I] evade +3 and Formation
[IM] attack.is:
Formation Cavalry may
is: evade. Artillery
Brittle
Brittle [BR]retires 1D6 batteries. +4 Fatigue.
-1
Commanders AA +3
-5 to -9 Rating
Leadership
Leadership Rating[LR]:
[LR]: BB Irregulars [I] break [BK], cavalry
+2
+2 are removed.
Artillery
retires Determined
all batteries. +5 Fatigue.
Determined [DT] +2
-10 or Less

Irregulars CC
[I] & cavalry +1
+1
are removed. Artillery retires all batteries. Formation converts to Retreats Stoic
Stoic [ST],
[RT]. All ifclasses
defending
fatigue increased to+1
1x.
GrandTactically
Grand TacticallyOutflanked
Outflankedor orReformation
ReformationArea AreaAttacked
Attacked -3
Enthusiastic [EN], if attacking
Enthusiastic +1
-3
STATUS CHECK
Per TenPoints
Pointsof ofOpponents
Opponents Artillery Current Status
Current Status is:
is: Retreat [RT]
Retreat -2
Per Ten
Retreat If fatigue equals the&&number
Artillery Skirmish
Skirmish Score
ofScore -1 each
-1
deployed Units, move each
the Formation to 900 yards from enemy. Replace orders with a retreat status.
Rally [RR]
Rally or Broken [BK] -4
PerThree
Per ThreeCombat
Combat Lossesequals
Losses
If fatigue thisTurn
this Turn
1x deployed Units, move Formation -2 each
-2 each
to 1800 yards from Formation:
enemy. Replace orders
Break Any
Any Friendly
Friendly Formation: Retreatwith
Retreat [RT]awithin
broken status,
450 yardsremove cavalry.
-1
Per Fatigue Marker
Per Fatigue Marker -1 each
-1 each Broken [BK] within 900 yards
Et sans rsultat! by David M. Ensteness
PerEnemy
Per EnemyBattery:
Battery: InShort
In ShortRange
Range(450
(450yards)
yards) -1 each
-1 each Formation is Occupying:
Broken -3
Formation is Occupying: Town/Fortification
Town/Fortification +1
EnfiladeFire
Enfilade Fire -1 each
-1 each
Fortified City
Fortified +2
PerFriendly
Per FriendlyBattery
Batteryof ofthis
this Committed
Committed&&Unlimbered
Unlimbered +1 each
+1 each Strong
Strong Point +1
Formationor
Formation orwithin
within225 225yds:
yds: Firing
FiringIntensely
Intensely +1 each
+1 each
RESULTS
RESULTS
10or
10 orMore
More No Effect.
No Effect.
55to
to99 Irregulars[I]
Irregulars [I]and
andImpetuous
Impetuous [IM][IM] roll
roll 2D6,
2D6, 44 [I]
[I] evade
evade and
and [IM]
[IM] attack.
attack. Cavalry
Cavalry may
may evade.
evade. +1
+1 Fatigue.
Fatigue.
00to
to44 Irregulars[I][I]and
Irregulars andImpetuous
Impetuous[IM][IM]roll
roll 2D6,
2D6, 88 [I]
[I] evade
evade and
and [IM]
[IM] attack.
attack. Cavalry
Cavalry may
may evade.
evade. Artillery
Artillery retires
retires 1D6 batteries.
1D6 batteries. +2
+2 Fatigue.
Fatigue.
-1to
-1 to-4
-4 Impetuous[IM]
Impetuous [IM]roll
roll2D6,
2D6, 1010 attack.
attack. Irregulars
Irregulars [I]
[I] and
and cavalry
cavalry must
must evade.
evade. Artillery
Artillery retires
retires 1D6
1D6 batteries.
batteries. +4
+4 Fatigue.
Fatigue.
-5to
-5 to-9
-9 Irregulars[I]
Irregulars [I]are
areremoved,
removed, cavalry
cavalry rout,
rout, cavalry
cavalry Formations
Formations break
break [BK].
[BK]. Artillery
Artillery retires
retires all
all batteries.
batteries. +5
+5 Fatigue.
Fatigue.
-10or
-10 orLess
Less Irregulars[I][I]&&cavalry
Irregulars cavalryare
areremoved.
removed. Artillery
Artillery retires
retires all
all batteries.
batteries. Formation
Formation converts
converts toto Retreat
Retreat [RT].
[RT]. Fatigue
Fatigue increased
increased to
to 1x
1x total
total Units.
Units.
STATUS CHECK
STATUS CHECK
Retreat
Retreat IfIffatigue
fatigueequals
equalsthe
thenumber
numberof
ofdeployed
deployed Units,
Units, move
move the
the Formation
Formation toto 900
900 yards
yards from
from enemy.
enemy. Replace
Replace orders
orders with
with aa retreat
retreat status.
status.
Break
Break IfIffatigue
fatigueequals
equals1x
1xdeployed
deployedUnits,
Units, move
move Formation
Formation to
to 1800
1800 yards
yards from
from enemy.
enemy. Replace
Replace orders
orders with
with aa broken
broken status,
status, remove
remove cavalry.
cavalry.

Etsans
Et sansrsultat!
rsultat!bybyDavid
DavidM.
M.Ensteness
Ensteness
Et sans rsultat! 16
THE OVERVIEW
THE COMBAT PHASE

Et sans rsultat!
6. THE COMBAT PHASE
There may be times during the Resolution of combat occurs exclusively in this phase. Combat resolution represents all
Combat phase when no forms of combat: morale contests of will, musketry firefights, point-blank artillery fire,
opposing Units are in contact and mle. All opposing Units in contact during the Combat Phase resolve combat.
and subsequently contact is
made. This is because the
Order Conversion step at the Multiple rounds of combat may occur, and there may be additional combat
end of the Combat Phase, Scale
after Yards opportunities that did not exist at the beginning of the Combat Phase. Upon conclusion
Assessments, allows the
possibility of additional rounds of the Combat Phase no opposing Units will be in contact. There are four steps in the
TURN SEQUENCE
of combat. Combat Phase.
p in the turn sequence is highlighted by a color corresponding to the relevant charts and section of the Players Guide.
D MOVEMENT SKIRMISHING & ARTILLERY COMBAT
Order Conversions
er Order Conversions Artillery & Skirmishing
Combat Resolution
s Movement Leader Fate
Assessments
ns Ploy & Deploy Assessments
Order Conversions

LIST OF ORDERS & ACTIONS 6.1 ORDER CONVERSIONS MOVEMENTDURING COMBAT


S DIRECTIVES STATUSES Formations whoseINFANTRY
active orders allow conversion to another order may do so at the start
CAVALRY
DEPLOYMENT GENERAL
r Fortification Reserve [R] ofSTATUS
the Combat Phase or after the completion
& FOOT & HORSE of a Combat Round. To convert from one
OFFICERS
able Edge Defend [D]
Retreat [RT] order to another,ARTILLERY ARTILLERYcurrent active order or its class (infantry,
either the Formations
ds or Forest Move [M] Ployed on-road 1800 yards 2250 yards 3600 yards
Broken [BR] cavalry, artillery) must allow it. Order Conversion (4.1) details the conversion of order
rsh or Pond Attack [A]
Rally & Reform [RR] Ployed off-road or
ll or Ridge Support [S] directives. 1500 yards 1800 yards 2700 yards
on poor roads
Deployed 1125 yards 1350 yards
LEADER ACTIONS
6.2 COMBAT ROUNDSMODIFIERS
onal Cmd Displace Unlimbered Battery
ADC* Create Detachment
Combat
Rough Terrainis resolved in&rounds.
Lights Irregulars:ANoround
effect.consists ofx1/2.
All others: Combat Resolution execution and
Company Create Grand Battery Assessments. Combat rounds may be caused either
Lights and Irregulars: x1/2. by movement during the Movement
Battery Rally a Unit Dense Terrain
Phase or by order conversions
All others: made during
x1/2, entrance the
and exit Combat
cause a halt.Phase.
ery Battery Inspire Formation
Unlimber Artillery Free.
tes no Leader Action Test required.
6.3 COMBAT
Limber Artillery RESOLUTION Leader Action: Displace Unlimbered Battery.
R ACTIVATION & LEADER ACTIONS The order in which Formations resolve combat is left up to players. Combat between
ers may attempt activation once per turn. Units in a Formation is resolved from the attacking players right to the attacking
players left. If bothPLOY & DEPLOY
Formations are attacking, resolve from the right of the Commander
nders may attempt Leader Actions for Formations 2016 The Wargaming Company, LLC
with the higher Leadership Rating.
Roll 2D6 to ploy or deploy units from If
a Formation after it has
he chain-of-command until one fails. ARTILLERY FIRE &completed
SKIRMISHING Movement. COMBAT RESOLUTION
the opposing Commanders have the
MODIFIERS Declare target Formation(s), intensity of artillery and skirmishing, sum
MODIFIERS
Opposing units in contact each roll 2D6, compare result.
same
each Leadership
Artillery Ratingand[LR],
and Skirmish modifiers, add 2D6. players MODIFIERS
mpt an Order Activation or a Leader Action. Leadership
ARTILLERY Rating
(0 TOof A
900 YARDS) MODIFIERS Commanders +3Tactical Rating [TR] varies
mayArtilleryrollscoreoff with dice or decide Combat Rating [CR]
A +3 Formations may not be less than 0.
Commander: B +2 varies
Per Two Gunamongst
Section: 3themselves
& 4-pdrs whose +0right
each Defending Fortification or Strong Point +1
B +2 C +1
6, 7 & 8-pdrs +1 each

}
Attacked from Rear or Limbered Artillery -3
C +1 combat will be
French resolved
8-pdrs from.
Per Fatigue Marker
British 9-pdrs
-1is each
Formation Broken [BK] or Unit is in own Reformation Area
+2 each
-5
This Formation add LR (again) Each
Full Third ofRussian
Movement
12-pdrs Used Vs Cavalry, Per Two Fatigue
-1Three Fatigue
Vs Infantry, Per -1 each
Another Formation subtract LR 12-pdrs +4 each
Both players
French,
Per Artillery Poles
Fatigue Marker &
determine
Italians: Guardthe Combat
-4 each
Vs Artillery, Per Four Fatigue
+3
A +3 Opposing: Larger Unit(s) -1
Snow, HeavyRating of their Unit and
Rain, or Mud Linemodify
1804-1808xit per +2 Multiple Units -1
B +2
Intense Bombardment (+1 Artillery Fatigue)
Resolution Linetable
1809-1812, 1815 Characteristics:
+1
C +1 the Combat of the
x 1

Shock [S1, S2, S3], 1st round of turn only
Engineers [E] vs built-up-area
+1, 2, 3
+1
SKIRMISHING (0 TO 450 YARDS) MODIFIERS
Other French
Quick Allies 1806-1812,
Reference Guide. Both1815players roll +1 Lights [L], in dense terrain +1
Subtract Army Cmdrs [LR] Varies Skirmish modifiers are ignored vs attacking cavalry. Irregulars [I], in dense terrain +1
Austrians & Russians through 1805 -1
Every 3600 yds to Army Cmdr +1 Effective 2D6 and add
Doctrine
Per deployed:
[ED] Line their modified rating.
Battalion
Light [L] Battalion
+2 each
+3 each
RESULTS

as Removed Fails Prussians


through 1806
Irregular [I] Battalion +3 each
Won by 4-2 Infantry vs Cavalry Hold, otherwise Breakthrough.
Won by 3 Hold position. Cavalry +1 fatigue.
Deploying
Ineffective into: Line Battalion
Doctrine [ID] Rough Terrain
+1 each -1
Superior Vantage Point +2 The difference between the two
Per deployed: Light [L] Battalion +2 each
Tie +1 fatigue, fight again, artillery retire.

Irregular [I] BattalionDense Terrain
Lost by 3-2
+1 each Retire. Cavalry & Infantry vs Cavalry +1 fatigue.
ceiving Commander -1 modified ratings determines the result Retire if supported, otherwise rout to Reformation Area
CavalryRifle
Per Committed Formation
Company [RF1, RF2, RF3] +1, 2, 3 each Lost by 4-6+3
and +1 fatigue. If Cavalry retire +1 fatigue.
-1 each of the
Per Infantry Fatigue Marker combat, with the -3higher each
Rush Deployment, take +1 Fatigue
Intense Skirmish Assault (+1 Infantry Fatigue) x 1
Lost by 7-9+3 +1 fatigue, rout to Reformation Area.
-1 each modified rating winning and the lower Lost by 10 +1 fatigue, remove Unit.
Currently on Reserve Order +5
900 yards of the enemy -1 modified rating losing. LEADER FATE
Trooper of the 7th Hussars by Roll Everyone
2D6 for cmdrs&within
Everything
900 yards Not Listed +/-2D6
0 for commanders who were harmed.
450 yards of the enemy -3 of artillery or 450 other enemies. Roll
Jean-Baptiste douard Detaille MODIFIERS RESULTS Invincible! Send me a courier who wont get himself
Reserved +3 11 or More
Army or Force Cmdr. Personally Commanding Formation -2 shot just standing next to me!
Retreating -2 Ploy or deploy
WanderedtheOff resulting number of units. The last unit
9 to 10 is free
Minor wound, ratings reduced to zero for 3 turns.
Broken 17 -3
Characteristics:
as is/ Invincible
Charmed Death artillery
Exempt
remaining +1
in reserve. 7 to 8 Et sans rsultat!
Unhorsed & stunned, command converts to defend.
A Date with Death -1 5 to 6 Severely Wounded. Remove from game.
om Formation Reserve +2 12 or MoreHarmed
Commander Up
on a Modified 2 or Less. to 5 Units. 4 or Less Killed outright. Remove from game.

RESULTS 8 to 11 Up toASSESSMENTS
4 Units.
e Success 4 perform
Roll 2D6 to to 7 an Assessment if: the opposing
Up to 3 Units.
Artillery & Skirmishing Score is 10 or more, Formations commander
THE OVERVIEW
THE COMBAT PHASE

6.4 CAVALRY ASSAULTS 2016


2016 The The Wargaming Company, Company, LLC LLC
The Wargaming
CavalryARTILLERY were aFIRE unique
& battlefield force, highly flexible
SKIRMISHING and 2016 mobile,
COMBAT
Wargaming
but also
RESOLUTION
Company, LLC
incredibly
ARTILLERY FIRE & SKIRMISHING COMBAT RESOLUTION
fragile. ARTILLERY
The use FIRE
of &cavalry
SKIRMISHING alsoskirmishing,
variedsum Opposing units inCOMBAT
greatly. Napoleonic contact RESOLUTION
Opposing units France employed cavalry result.as a
Declare target Formation(s), intensity of artillery and skirmishing, sum each roll 2D6, compare result.
Declare target Formation(s), intensity of artillery and in contact each roll 2D6, compare
each Artillery
Declare target and Skirmish
Formation(s), intensitymodifiers,
of artilleryand
andadd 2D6.
skirmishing, sum Opposing units in contact each roll 2D6, compare result.
MODIFIERS
each Artillery and Skirmish modifiers, and add 2D6.
mass shock
eachARTILLERY
Artillery and(0force
Skirmish on the
modifiers,
TO 900 YARDS) MODIFIERS
ARTILLERY (0 TO 900 YARDS) MODIFIERS
andbattlefield,
add 2D6. responding to threats
Commanders Tactical Rating [TR] with
MODIFIERS
MODIFIERS huge numbers of
varies
Commanders Tactical Rating [TR] varies
ARTILLERY (0 TO
Artillery score 900not
may YARDS)
be lessMODIFIERS
than 0. Commanders
Combat RatingTactical[CR] Rating [TR] varies
horsemen.
Per Two Gun Section:
Artillery The
score
Artillery score
may
3 &may
Allied
not be armies predominately
less than 0.
not be less than 0.
4-pdrs +0 each
usedRating
Combat
Combat
Defending Rating
cavalry
[CR]
[CR]
Fortification
in smaller allotments, mass
or Strong Point
varies
varies
varies
+1
Per Two Gun Section: 3 & 4-pdrs +0 each Defending Fortification or Strong Point +1
Per Twocavalry
Gun
Section: assaults 3 being a far less +1
6,&7 4-pdrs
& 8-pdrs +0
+1common
each tactic.
Defending This
Fortification was
or Stronglargely
Point a difference -3of
+1

}}
6, 7 & 8-pdrs each Attacked from Rear or Limbered Artillery
6, 7 & 8-pdrs
French 8-pdrs +1 each Attacked from Rear or Limbered Artillery -3
French 8-pdrs Attacked
Formationfrom Rear or
is Broken
Broken Limbered
[BK] Unit Artillery
or Unit is in
in own
own Reformation
Reformation Area
Area -3
-5
practical
doctrine:French
British the
8-pdrs
9-pdrs
British 9-pdrs French army +2 trained
each
+2 each and
Formation
Formationexercised
is
Cavalry,isPer
Vs Cavalry, Broken
Per
[BK]
[BK]tactics
Two Fatigue
Fatigue
or is based on large
or Unit is in own Reformation Area masses -5
-5
British
Russian9-pdrs
12-pdrs +2 each Vs Two
Russian 12-pdrs


of cavalry;

the Allied
Russian
12-pdrs
12-pdrs
12-pdrsarmies focused +4 each
+4
on smaller,
each Vs Cavalry,
Vs Infantry,
Vs Infantry,
unit
Infantry, Per Twolevel
Three
Per Three
Per Three
Artillery, Per
Fatigue tactics. The result was -1
Fatigue
Fatigue
Fatigue
Four Fatigue
Fatigue
-1that
each
each
-1 each
12-pdrs +4 each Vs Artillery, Four
Per
Allied
Artillery
Per Artillery Fatigue
cavalry was commonly better
Marker
Fatigue Marker
Per Artillery Fatigue Marker
-4 each
-4 each
-4 each
thanOpposing:
Vs their French
Artillery,
Opposing: Per Four Fatigue opponent, but was also
Larger Unit(s)
Larger Unit(s) -1
-1
Snow,
Snow, Heavy
Heavy Rain,
Rain, or
or Mud xx Opposing: Larger
MultipleUnit(s) -1
Units

commonly
Snow, Heavy
Mud
Rain, or Mud outnumbered multiples xto one.
Multiple
Multiple
Units
Units
-1
-1 Commander Characteristics (3.1)
Intense Characteristics: Shock [S1,
[S1, S2,
S2, S3],
S3], 11 round
round of
of turn
turn only
st only +1,
+1, 2,
2, 33
Intense Bombardment
Bombardment (+1 Artillery Fatigue)
(+1 Artillery Fatigue) xx 1
1 Characteristics: Shock st
Intense Bombardment (+1 Artillery Fatigue) x 1 Characteristics:

Shock
Engineers
Engineers
[S1,[E]S2,vsS3],
[E] vs
1st round of turn only +1,+1
built-up-area
built-up-area +1
2, 3 in Raising an Army offers details
SKIRMISHING
SKIRMISHING (0 (0 TO
TO 450
450 YARDS)
YARDS) MODIFIERS
MODIFIERS
Engineers [E]dense
vs built-up-area +1
SKIRMISHING (0 TO 450 YARDS) MODIFIERS
Skirmish modifiers are ignored vs attacking cavalry.



Lights [L],
Lights
Lights
[L], in
[L],
in
in dense
terrain
dense terrain
terrain
+1
+1
on the characteristics
Irregulars [I],[I], in
in dense
dense terrain
terrain
Effective
To reflect this, Et sans rsultat! employs the Lead Mass Cavalry [MC] commander
Skirmish modifiers are ignored vs attacking cavalry.
Skirmish modifiers are ignored vs attacking cavalry.



Irregulars
Irregulars [I], in dense terrain
+1
+1 Commanders may have such as
Effective Doctrine
Doctrine [ED]
[ED] Line Battalion
Line Battalion +2 each
+2 each RESULTS
RESULTS
Effective
Per Doctrine [ED]
deployed:
Per deployed: Line
LightBattalion
characteristic. Commanders with the Lead Won
Light [L] Mass
[L] Battalion
Battalion
Won by
by 4
+2
+3 each
4 Cavalry [MC] characteristic may
+3 each
each Infantry vs
Infantry
RESULTS
vs Cavalry
Cavalry Hold,
Hold, otherwise
otherwise Breakthrough.
Breakthrough. Lead Mass Cavalry [MC] or
Per deployed:
Light [L] Battalion
Irregular [I] Battalion
Battalion
Won by 4 +3 each
+3 each
each Infantry vs Cavalry Hold, otherwise Breakthrough.

Irregular [I] Won by
by
3
Irregular [I] Battalion 3 +3
+3 each Hold position.
position. Cavalry
Cavalry +1+1 fatigue.
fatigue. Lead Grand Battery [GB].
perform mass cavalry assaults.
Ineffective
Ineffective Doctrine
Ineffective
Doctrine [ID]
Doctrine
[ID]
[ID]
Line Battalion
Line
Line
Battalion
Battalion
Won
Won by 3
Tie
+1 each
+1
+1
each
each
Hold
Hold position. Cavalry +1 fatigue.
+1 fatigue,
fatigue, fight
fight again,
again, artillery
artillery retire.
retire.
Per Tie +1
Per deployed:
deployed: Light [L]
Light [L] Battalion
Battalion +2 each
+2 each Tie +1 fatigue, fight again, artillery retire.
Per deployed:
Light [L] Battalion
Irregular [I]
[I] Battalion
Battalion +2 each
+1 each
each Lost by
Lost by
3 3 Retire. Cavalry
Retire. Cavalry & & Infantry
Infantry vs vs Cavalry
Cavalry +1+1 fatigue.
fatigue.
Irregular +1 Lost by 3 Retire. Cavalry & Infantry vs Cavalry +1 fatigue.
Irregular [I] Battalion +1 each Retire ifif supported,
supported, otherwise
otherwise rout rout to
to Reformation
Reformation Area
Area
Per
Per Committed
Committed RifleRifle Company [RF1, RF2,
RF2, RF3]
RF3] +1, 2,
2, 33 each
each Lost by 4-6 Retire
6.5 ASSESSMENTS FROM COMBATCompany [RF1,
Per Committed Rifle Company [RF1, RF2, RF3]
Per
+1,
+1, 2, 3 each Lost by 4-6
Lost by 4-6
Retire ifandsupported,
and +1 +1 fatigue.
fatigue. otherwise
IfIf Cavalry
Cavalry rout to Reformation
retire
retire fatigue. Area
+1 fatigue.
+1
Per Infantry
Infantry Fatigue
Fatigue Marker
Marker -3 each
-3 each
Lost by
by 7-9
7-9
and +1 fatigue. If Cavalry retire +1 fatigue.
+1 fatigue,
fatigue, routrout to to Reformation
Reformation Area.
Area.
Per Infantry Fatigue Marker -3 each Lost
Intense Assessments during the Combat Phase are performed immediately after each
Intense Skirmish
Skirmish Assault
Assault (+1 Infantry Fatigue)
(+1 Infantry
Intense Skirmish Assault (+1 Infantry Fatigue)
Fatigue) xx 1
1
x 1
Lost by 7-9
Lost by
Lost by 10
10
+1
+1 fatigue, rout to Reformation Area.
+1 fatigue,
+1 fatigue, remove
remove Unit.
Unit.
Lost by 10 +1 fatigue, remove Unit.
Formation completes the Combat Resolution LEADER FATE
LEADER step. A Formation must perform an Formations do not wait for other
LEADER FATE
FATE
Roll
Roll 2D6 for
Roll 2D6
2D6 for cmdrs within
Assessment
for cmdrs
cmdrs within
900 yards
withinif900
it
900
yards of
yards
of artillery or
resolved
of artillery
or 450 other
artillerycombat
or 450
other enemies.
enemies.
450 otheror if
enemies.an enemy Roll 2D6 for
Unit
Roll for commanders
commanders who
isInvincible!
Roll 2D6
2D6 in
for contact
commanders
who were harmed.
with
who werethe
were
harmed.
Formations
harmed.
Formations to complete Combat
Send me
me aa courier
courier who
who wont
wont get
get himself
MODIFIERS
MODIFIERS 11 or More Invincible!
Invincible! Send
Send me a courier who towont get himself
himself Resolution before they assess.
Army
Army or
or Reformation
Force
Force Cmdr.
Cmdr. Personally
PersonallyArea.
MODIFIERS
Commanding
CommandingTo
Army or Force Cmdr. Personally Commanding Formation
perform
Formation
Formation an -2Assessment, use the Assessment
-2
-2
11
11 or
or More
More shot
shot
shot
just
just
just table
standing
standing
standing
next
next
next of
to
to the
me!
me!
me! Quick Immediately after a Formation
9
9 to 10 Minor wound, ratings reduced to zero for 3 turns.
Characteristics:
Reference
Characteristics: Wandered
Guide,
Wandered Off
sum
Off the applicable Exempt
modifiers,
Exempt 9 to
add to 10
102D6, and Minor wound,
wound, ratings
Minorconsult the
ratings reduced to
to zero
results
reduced zero for
for 3
3 turns.
section turns.of
Characteristics:

Wandered
Charmed Off
Death
Charmed Death / Invincible
Death // Invincible
Invincible
Exempt
+1
+1 7
7 toto
to 8
88 Unhorsed
Unhorsed & & stunned,
& stunned, command
stunned, command converts
command converts
converts toto defend.
to defend.
defend. completes its Combat
7 Unhorsed
Charmed
A Date with
with Death
Death +1
-1 Resolutions it must assess.
the tableA to with
A Date
Date determine
Death the Assessments
Commander Harmed on a Modified 2 or Less.
-1
-1 result. 555 to
to 6
to 6
6
Severely Wounded. Remove
Severely
Severely Wounded.
Remove from game.
Wounded. Remove from
game.
from game.
4 or
or Less Killed outright.
outright. Remove from
from game.
Commander
Commander Harmed
Harmed on
on a
a Modified
Modified 2
2 or
or Less.
Less. 4
4 or Less
Less Killed
Killed outright. Remove
Remove from game.
game. Because Assessments are done
ASSESSMENTS
ASSESSMENTS
ASSESSMENTS sequentially, as Combat
Roll
Roll 2D6 to perform anan Assessment if:
if: the opposing
opposing Artillery & & Skirmishing Score
Score is 10
10 or more,
more, Formations commander
commander Resolutions complete, this can
Roll 2D6
2D6 to
to perform
perform an Assessment
Assessment if: the
the opposing Artillery
Artillery & Skirmishing
Skirmishing Score is
is 10 or
or more, Formations
Formations commander
harmed
harmed during Leader Fate, enemy in
in contact with
with the Formations
Formations Reformation Area
Area or Formation
Formation resolved Combat.
Combat. If targeted
targeted cause a battle line to crumble as
harmed during
during Leader
Leader Fate,
Fate, enemy
enemy in contact
contact with the
the Formations Reformation
Reformation Area oror Formation resolved
resolved Combat. IfIf targeted
by
by a grand battery, Formation
Formation takes one
one Assessment per per point of
of the grand
grand battery commanders
commanders Leadership Rating
Rating [LR].
by a
a grand
grand battery,
battery, Formation takes
takes one Assessment
Assessment per point
point of the
the grand battery
battery commanders Leadership
Leadership Rating [LR].
[LR]. a setback spreads panic across
MODIFIERS
MODIFIERS
MODIFIERS
Formation is:
the field.
Commanders
Commanders A
A +3
+3 Formation
Formation is: is: Brittle [BR]
Brittle
Brittle [BR]
[BR]
-1
-1
-1
Commanders A +3
Leadership
Leadership Rating
Rating [LR]:
[LR]: B
B +2
+2 Determined [DT]
Determined
Determined
[DT]
[DT]
+2
+2
+2
Leadership Rating [LR]: B +2
C
C +1
+1 Stoic [ST],
Stoic [ST], ifif defending
defending
Stoic [ST], if defending
+1
+1
+1
C +1
Grand
Grand Tactically
Tactically Outflanked
Outflanked or or Reformation Area Area Attacked -3 Enthusiastic [EN],
Enthusiastic
Enthusiastic
[EN], ifif attacking
[EN], if
attacking
attacking +1
+1
+1
Grand Tactically Outflanked or Reformation
Reformation Area Attacked
Attacked -3
-3 Current Status is: is: Retreat [RT] -2
Per
Per Ten
Per Ten Points
Ten Points of
Points of Opponents
of
Artillery &
Opponents Artillery
Opponents Artillery & Skirmish
Skirmish Score
& Skirmish
Score
Score each Current
-1 each
-1 Current Status
Status is: Retreat
Retreat [RT]
[RT] -2
-2
-1 each Rally [RR]
Rally [RR] or
or Broken
Broken [BK][BK] -4
-4
Per
Per Three
Three Combat
Combat Losses this Turn
Losses this
this Turn -2 each
-2
Rally [RR] or Broken [BK] -4
Per Three Combat Losses Turn -2 each
each Any Any Friendly
Friendly Formation: Retreat [RT]
[RT] within
within 450450 yards
yards -1
Per Fatigue Marker each Any
-1 each Friendly Formation:
Formation: Retreat
Retreat [RT] within 450 yards -1
-1
Per
Per Fatigue
Fatigue Marker
Marker -1
-1 each Broken
Broken [BK][BK] within
[BK] within
within 900900 yards
900 yards
yards -3
-3
Broken -3
Per
Per Enemy Battery: In Short Range
Range (450 yards)
yards) -1 each Formation is Occupying:
Per Enemy
Enemy Battery:
Battery: In
In Short
Short Range (450(450 yards) -1
-1 each
each Formation
Formation is
is Occupying:
Occupying:
Town/Fortification
Town/Fortification
Town/Fortification
+1
+1
+1
Enfilade Fire
Enfilade -1 each
Enfilade Fire
Fire -1
-1 each
each Fortified City
Fortified
Fortified
City
City
+2
+2
+2
Per
Per Friendly
Friendly Battery
Battery ofof this Committed &
this Committed
Committed & Unlimbered
Unlimbered +1 each
+1 Strong Point +1
Per Friendly Battery of this & Unlimbered +1 each
each Strong
Strong Point
Point +1
+1
Formation
Formation or
Formation or within
or within 225
within 225 yds:
225 yds:
Firing Intensely
yds: Firing
Firing Intensely
Intensely +1 each
+1
+1
each
each
RESULTS
RESULTS
RESULTS
10
10 or
10 or More
or More
More
No Effect.
No
No Effect.
Effect. While the Assessment step is
5
5 to
5 to 9
to 9
9
Irregulars [I]
Irregulars
Irregulars [I] and
[I] and Impetuous
and Impetuous [IM]
Impetuous [IM] roll
[IM] roll 2D6,
roll 2D6,
2D6, 4
4 [I]
4 [I] evade
[I] evade and
evade and [IM]
and [IM] attack.
[IM] attack. Cavalry
attack. Cavalry may
Cavalry may evade.
may evade. +1
evade. +1 Fatigue.
+1 Fatigue.
Fatigue. performed in both the Artillery
0 to Irregulars [I] and
and Impetuous
Impetuous [IM][IM] roll
roll 2D6,
2D6,
88 [I]
[I] evade
evade and
and [IM]
[IM] attack.
attack. Cavalry
Cavalry may
may evade.
evade. Artillery
Artillery retires
retires 1D6 batteries.
batteries. +2
+2 Fatigue.
Fatigue. & Skirmish and Combat
to 4
0 Irregulars
Irregulars [I] 1D6
0 to 4
4 [I] and Impetuous [IM] roll 2D6, 8 [I] evade and [IM] attack. Cavalry may evade. Artillery retires 1D6 batteries. +2 Fatigue.
-1
-1 to
-1 to -4
to -4 Irregulars [I]
[I] and
and Impetuous
Impetuous [IM]
[IM] roll
roll 2D6,
2D6,
10
10 [I]
[I] evade
evade and
and [IM]
[IM] attack.
attack. Cavalry
Cavalry must
may evade.
evade. Artillery
Artillery retires
retires 1D6
1D6 batteries.
batteries. +4
+4 Fatigue.
-4 Irregulars
Irregulars [I] and Impetuous [IM] roll 2D6, 10 [I] evade and [IM] attack. Cavalry must evade. Artillery retires 1D6 batteries. +4 Fatigue.
Fatigue. Phases, the Status Check step
-5
-5 to
to -9 Irregulars [I]
Irregulars [I] break
break [BK],
[BK], cavalry
cavalry are
are removed.
removed. Artillery
Artillery retires
retires all
all batteries.
batteries. +5
+5 Fatigue.
Fatigue.
-9
Irregulars
only occurs in the Combat
-10
-10 or
or Less
Less Irregulars [I]
[I] &
& cavalry
cavalry are
are removed.
removed. Artillery
Artillery retires
retires all
all batteries.
batteries. Formation
Formation converts
converts to
to Retreats
Retreats [RT].
[RT]. All classes
Fatigue fatigueto
increased increased
1x totaltoUnits.
1x.
STATUS CHECK
Phase. Therefore a Formation
Retreat
Retreat If
If fatigue equals the
fatigue equals the number
number of
of deployed
deployed Units,
Units, move
move the
the Formation
Formation to
to 900
900 yards
yards from
from enemy.
enemy. Replace
Replace orders
orders with
with aa retreat
retreat status.
status. may only retreat [RT] as a result
Break
Break If
If fatigue
fatigue equals 1x deployed Units, move Formation to 1800 yards from enemy. Replace orders with a broken status, remove cavalry. of a terrible Assessment result
Et sans rsultat! by David M. Ensteness (-10 or less), or at the end of
the Combat Phase during a
Status Check.

Et sans rsultat! 18
THE OVERVIEW
ET SANS RSULTAT!

ET SANS RSULTAT! SECOND EDITION


ESR Second Edition is available from The Wargaming Company: www.thewargamingcompany.com

Tabletop rules for recreating the Napoleonic Wars


The Essential Player's Guide is everything needed to play ESR. Rules, examples, charts. It is
the standard core rules system. It provides an overview of players may use to rate the
Et sans rsultat! Commanders, Formations, and Units of their Armies.
A detailed, yet highly playable, perspective based wargame

Et sans rsultat! Et sans rsultat!


The Players Guide Introduction

The Essential Players Guide Published by The Wargaming Company, LLC

Tabletop rules for recreating the Napoleonic Wars


The Complete Player's Guide also includes two supplements:
Raising an Army
Et sans rsultat! Designing for War
These supplements provide examples of the military organization of all five major nations
A detailed, yet highly playable, perspective based wargame

for every campaign during the Napoleonic Wars, extensive Commander and Unit rating
recommendations, and guidelines for designing your own scenarios.

Et sans rsultat! Et sans rsultat! Et sans rsultat! Et sans rsultat!


The Players Guide Introduction Raising an Army Designing for War

The Complete Players Guide Published by The Wargaming Company, LLC

A Mid War ESR Napoleonic Campaign Guide Master of the World, 1812 in Russia, Phase One: The Invasion is the first ESR Campaign Guide.

Master of the World It provides nine scenarios covering the major engagements of the French Main Army from
1812 in Russia
Mir to Borodino, a campaign framework for linking the scenarios, and a Mid War uniform
guide that includes over 600 images, detailing ever Unit involved in the scenarios.

A Mid War ESR Napoleonic Campaign A Mid War ESR Napoleonic Campaign A Mid War Napoleonic Campaign for ESR

Master of the World Master of the World Master of the World


Introduction Phase One: The Invasion Dressing for War

Phase One: The Invasion Published by The Wargaming Company, LLC

19 Et sans rsultat!

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