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Large Battles
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asssssss Table of Contents
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Attacking across an obstacle 11 Special Rules for Leaders 25
Table of Contents 2 Formation Changes 11 Special Rules for the Cinc 25
Limbering and Unlimbering 11
Introduction 3 Infantry Squares 12 Scenarios, Historical Battles
Glossary and key elements 3 Proximity Rule 12 and Pick-up Games 26
Basing 3 Fast Units 12 Ready Made Scenarios 26
Suggested basing 3 Fast Units on Roads 12 Historical Battles 26
Dice 3 Free Facing 12 Pick-up Games 26
Measuring Sticks 4 Passing through friendly units 12 Scenarios 27
Unit Anatomy 4 Modelling Historical and
Disorder level (DIS) 4 Combat 13 Conjectural Battles 34
Recovering Disorder levels (Rally) 4 Combat Dice (CD) 13 Assigning Q and C scores 34
Infantry Formations 5 Unused Dice 13
Cavalry Formations 5 How many Dice you roll 13 Appendix – Playing
Artillery 5 Artillery Bombardment 13 with Armies 39
Generals 6 Line of Sight (LoS) 14 Scale and Units basing 39
Leaders 6 Targets, LoS and cover 14 Rules 39
The Commander in Chief (CinC) 6 Reloading Guns 14 Generals 39
Skirmishers 6 Firing Procedure (Bombardment) 14 Movement 39
Historical Scenarios at
Actions & Reactions 6 Approach and Contact 15 Corps and Army level 39
Double failure 6 Approach 15 Representing Q and C:
Reactions 7 Special Case during Cavalry Approach 15 Army level tables 39
Who can react 7 Units in Woods 16 Skirmishers 39
Reaction restrictions 7 Frontal Arc 16
When to react 7 Passive Targets 16 FAQ and Clarifications 40
How to React 7 Approach Procedure 16
Reacting Cavalry 7 Approach Outcomes 17 Order of Battle Sheet 42
Generals and their Actions 8 Elimination during Approach 18
Activation Bonus 8 Contact 18 Available Rulebooks 43
Group Orders 8 Retreats 19
Leader bonus in combat 8 Cavalry Breakthrough and Recall 19 QRS 44
Leaders attached to eliminated units 8
Leader contacted or threatened 8 Built-up Areas 19
Leaderless brigades 9 Movement 20
CinC actions 9 Combat in built-up areas 20
The Reserve 9 Bombarding built-up areas 20
Assigning Reserve Units 9
Re-roll 9
Winning the Battle 21
Before the Battle 21
Sequence of Play 9 Losses inflicted 21
Penetration into enemy territory 21
Movement 10 Victory and Defeat 21
Movement Cost Table 10
Manoeuvres and Movement Reduction 10 Table set-up for pick-up games 22
Oblique Movement 10 Terrain type and sizes 22
Manoeuvre: lateral movement 11 Determine Attacker and Defender 22
Manoeuvre: backwards movement 11 Placing Terrain 22
Manoeuvre: wheeling forward 11 Deployment in pick-up games 22
Wheeling backwards 11
About face 11 Optional Rules 23
Rotation without moving 11 Forming a Grand Battery 23
Moving unlimbered artillery 11 “Worn” Units 23
Double reduction 11 Special Rules 24
Moving through linear obstacles 11
call him the Leader from now on) who, in turn, is
Introduction
Introduction commanded by a Commander in Chief (CinC) i.e.,
the Divisional Commanding Officer. A Division is
made up of two or more brigades (usually two).
Pictured above all necessary markers: measuring sticks; wad of cotton wool to mark
discharged artillery; two different systems to record the status of units (counters with
the number of Disorder points, or green, yellow, and red markers); an arrow used to mark
violations of the proximity rule.
Infantry Formations
Infantry units (battalions) may be in
line, march column, attack column
or square formations.
Cavalry Formations
Cavalry units may be deployed in line
or in column formation. Changing
formation requires 1 action.
Artillery
Artillery may be limbered (to move)
or unlimbered (to fire): limbering and
unlimbering are formation changes and
each requires 1 action.
Units can recover ONLY 1 DIS per activation. Units Skirmishers retreat behind their parent unit when
with DIS 1 cannot recover. a Contact is made and automatically return to their
position to the unit’s front when the parent unit’s front
• Artillery can never recover DIS. is free of enemies.
• Cavalry may only recover one level, from DIS3 Skirmishers are eliminated in the following cases:
to DIS2. a)when their parent unit is eliminated
• No unit may recover from DIS1 to DIS 0. b) when a cavalry unit - with its first action – gets to
Approach distance of their parent unit. In this case all
Skirmishers are removed and from that moment on the
Generals unit is considered to have SK=0.
A Leader commands a Brigade and the Commander
in Chief (CinC) is a Divisional Commander.
Leaders
Leader have a single Quality value which represents
their courage, determination, charisma and tactical
Actions & Reactions
Moving, changing facing or formation and all other
ability. Quality ranges from 2 to 5. They may have one activities performed by a unit require the expenditure
or more Special Rules representing their character. of Actions. Actions are generated by rolling one, two or
All Leaders have a Command Span of 2M. A Leader’s three dice (player’s choice) and comparing the results
Command Span is not affected by LoS. The Command to the unit’s (or General’s) Quality. Each modified die
Span is the Leader’s effective range, allowing him to that beats or equals the Q value is a success. Each die
command his troops, giving them a +1 bonus during that is lower than the Q value is a failure. A result of
their activation, allowing them to rally, or issuing a “1” is always a failure and a “6” is always a success, no
group order. matter what modifier.
Each success allows your unit or Leader to perform
The Commander in Chief (CinC) one action.
You can activate the units of your brigade one by one
The CinC has a Quality value ranging from 2 to 5
or – if circumstances allow – perform group activations
and a Command Span of 1L.
(see below).
If a Leader is within the Command Span of the CinC,
Every failure allows your opponent to try a
he may re-roll 1 failed activation dice.
Reaction.
shows the parent unit’s SK factor.
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Reactions How to React
All your failures (even those that do not cause a Select a unit which is going to react and roll a number
turnover) generate a reaction attempt by your opponent. of d6 equal to your opponent’s failures against the
For each failure you roll, your opponent is entitled to current Q score of the reacting unit (applying the
perform a 1d6 reaction attempt with ONE unit. Leader bonus if within its Command Span). For every
Activation in reaction is NOT automatic. The reacting success you roll, you have 1 action to spend to perform
player must roll a number of d6 equal to the failures the reaction.
scored by the opponent, and act according to the
number of successes/actions obtained.
Reaction is the only activity that may be performed by
Reacting Cavalry
A cavalry unit activated in a reaction may Approach
a player without initiative.
an enemy, but it must satisfy all the requirements for
Example: a player rolls 3 dice to activate a unit. He gets
doing so (see Approach below) and must be in line
2 successes and 1 failure: the opponent can therefore try to
formation. Follow the rules for Approaching and
react with ONE of his units, rolling 1d6 against the unit’s
Contacting an enemy.
Q in that moment.
Reaction restrictions
In reaction, you may not:
• Approach the enemy with your infantry
• Give group orders with your Leader. Generals may
move normally
• Do anything if your unit or General has already
reacted successfully this initiative. In other words
you may TRY to react as many times as you want,
but a unit can’t react twice. Example of the PICTURE: player A decides to activate a
Apart from the restrictions above, you may perform unit in attack column to try an Approach against an enemy
any other action during a reaction. unit, which is also in attack column and standing just in
Players can keep track of reactions using a colour coded front of the Approaching unit. An artillery battery is beside
marker, or anything they see fit. Remove all reaction the target unit, but it is facing in another direction. Player
markers when initiative passes to the other player. A’s unit could reach Approach distance with a single move
(1M): he rolls 3 dice anyway and gets 1 success and 2
When to react failures. Player B can therefore attempt a reaction attempt
on 2 dice, and chooses to do so with the artillery.
Reaction attempts can be made at the reacting player’s
discretion: Player B’s intent – assuming he scores 2 successes – is to
• before opponent starts to act using the generated rotate the battery (1 action) and then fire on the Approaching
actions enemy (1 action) before it starts its movement.
• in-between opponent’s single actions (you cannot As an alternative, player B could try to react with his
interrupt an action in the middle) infantry (the target of player A’s Approach), changing its
• after all opponent actions have been performed. formation into a line to gain an advantage in combat.
Exception: when the Reaction is caused by failures from a Play proceeds with player B’s reaction, then with player A’s
Leader (or CinC) activation, the reaction attempt must be unit movement, and the ensuing combat. After resolving
performed immediately. the combat (Approach and Contact), player A must begin
When one or more failures occur, the initiative player activating another brigade, as he rolled 2 failures in an
asks his opponent if he wants to react before he acts. If activation attempt. If it was his last brigade, a turnover
the answer is no, then the initiative player performs his occurs.
first action, and he continues to act until the opponent Note: in the example above, player B could
stops him, or he has no more actions available. have reacted with ANY other unit on the table,
not only with those potentially involved in
the ensuing combat.
Generals and their Actions Leader bonus in combat
A General must be activated like any unit, rolling The Leader can use a move action to attach himself to
1, 2 or 3 dice against his Quality. Generals may also a unit in his brigade and give it a bonus in combat.
react. Each success generates an action, but 2 or more An attached Leader must use a move action to leave
failures DO NOT CAUSE A TURNOVER if it is the a unit.
last brigade. They do generate an enemy reaction as Move your Leader in contact with the chosen unit:
normal. that unit enjoys a bonus in combat (both in attack and
With their actions, Leaders may: defence) while the Leader remains in contact.
• move (2L for each action) Note that the unit to which the Leader has just been attached
• issue Group Orders. MAY be activated afterwards and move with the attached
Leader (in this case, the Leader moves for free).
When counting Combat Dice for Contact (not for the
Activation Bonus Approach), your Leader can add from zero to three
Leaders grant a +1 bonus for activation to all units in dice (your choice of how many).
their Brigade who are within their Command Span. After the combat is over , regardless of its result, roll
Out of Command units may move and attack, but the same number of dice you just added: if one or more
they do not enjoy the bonus, nor they may recover of them scores a “1”, the Leader is a casualty and is
Disorder levels (rally). removed from play. With any other result, he stays with
the unit, and he will be able to act and move again in
Group Orders the next initiative phase, when that brigade is active.
Your activated Leader may issue a Group Order to An attached Leader may not issue group orders.
any number of friendly units within his Command
Span. To give a group order, the Leader must spend
one action (providing he has been activated and
Leaders attached to eliminated units
A Leader attached to a unit which is eliminated must
has actions available). Then you roll 1, 2 or 3 dice make a Survival Test. Roll 3d6: if one or more of them
against the Leader’s Q: the number of successes is the scores a “1”, the Leader is a casualty and is removed
number of actions that ALL the units in the group from play. With any other result, he must immediately
may perform. be repositioned within command span of at least one
After all the actions have been performed, the Leader of his units.
may use any remaining actions, unless initiative is
lost by that brigade by rolling 2 or 3 failures during
the group activation. Leader contacted or threatened
A Leader may issue multiple group orders in the If a Leader is contacted by any enemy unit during
same initiative phase. However, he cannot issue movement, you must make a Capture Test. Roll 2d6: if
orders more than once to the same group. one or both of them roll a “1”, the Leader is captured
If – during his activation – your Leader rolls some (he is eliminated in game terms). With any other result.
failures, the enemy reaction attempt must be he must immediately be repositioned within command
performed immediately (i.e.,, before you begin acting span of at least one of his units.
with your units). If your Leader happens to find himself:
For a Group Order to be issued, the following • in front of all your units (with respect to the enemy)
conditions must be met: for example due to the retreat of one or more units
• all units must be in command; • nearer to an enemy than to a friend.
• no unit may Approach the enemy, nor fire (if he must immediately be repositioned within command
artillery); span of at least one of his units.
• you must declare all units which are part of the
group before rolling dice. A Leader or CinC can never be the target of artillery
fire or enemy attacks.
A group may comprise any combination of infantry,
cavalry and artillery. Generals are considered “invisible” to the enemy. It is not
therefore possible to move in a way to attack a Leader, unless
In general, your Leader will issue Group Orders that movement would bring the unit to legally Approach a
when his Brigade is far from the enemy. When your unit.
units are near the enemy, you’ll have to activate them
one by one, if you want to attack.
Leaderless brigades If the unit needs more actions to reach its new Leader,
you may activate it further, rolling 1 or 2 dice.
If your Leader is eliminated/captured, the Brigade is
leaderless until:
• the CinC spends 1 action to nominate a replacement Re-roll
officer If a Leader is within the Command Span of his CinC,
• your opponent gets 2 failures. In this case, do not he benefits from 1 re-roll per initiative phase. The re-
roll for Reactions, just place a replacement Leader roll can be used only for dice rolled for the Leader’s
within command span of at least one of his units. own activation. Just pick up a die which rolled a
The replacement Leader has a Quality 1 point higher failure, and roll it again. The new result stands.
(worse) than the original, up to a maximum of 5.
Example: if your Q3 Leader is captured, the replacement
officer will have Q4. Sequence of Play
There is no set sequence in Drums & Shakos Large
Battles. One player has the initiative, and the opponent
CinC actions can only react.
The Commander in Chief is in command of the
Reserve. As for Leaders, the CinC must be activated in At the beginning of play, after deployment, both
order to act, and may try reaction attempts. players roll 3d6 and add the scores to determine
Each success generates who has the first initiative. The
an action, but 2 or more winning player nominates one of his
failures DO NOT CAUSE A Brigades (or the Reserve) and then
TURNOVER for the Reserve. starts to activate units (one by one or
They can generate an enemy in groups).
reaction as normal. You always choose how many dice
With his actions, the CinC to roll (1, 2 or 3) against the unit’s
may: Q (or against the Leader’s Q if you
• move (2L for each action) are issuing a group order) and then
• nominate a replacement immediately act according to the
Leader (1 action) number of actions thus generated.
• assign one unit from the You repeat this procedure (roll to
Reserve to a Brigade (1 activate, act) until all units of the
action). brigade that you want to activate
have been activated, or you roll 2 or 3
The Reserve failures in a single roll of the dice. In
this case, you have to stop activating
Your Reserve is determined
by the scenario, or is clearly units of that brigade, and move to
specified when playing historical battles. In pick-up another. If it is the last brigade, it is a turnover, and
games, the Order of Battle (see further on) tells you initiative passes to your opponent.
how the Reserve is composed. Generally, the Reserve
comprises cavalry units and reserve artillery, or elite To recap, initiative passes to your opponent when:
infantry units. • you get 2 or 3 failures with the last brigade;
The Reserve does not act as a Brigade. Units belonging • you have already activated all your brigades
to the Reserve don’t move unless the CinC assigns (and the Reserve);
them to a Brigade. • you decide to pass.
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Manoeuvre: lateral movement Rotation without moving
The unit moves laterally, without changing its facing. The units rotates up to 90° on its own axis. This costs
Movement is reduced. one action.
Formation Changes
Changing formation (for infantry and cavalry) and/or
limbering/unlimbering (for artillery) costs 1 action.
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of reactions: at the first opportunity you must correct
the violation using a Reaction. You don’t need to
roll the dice to attempt the reaction. Just move one
unit backwards or laterally in order to remove the
violation by placing the unit more than 1VS from the
friendly unit.
If there is more than one violation on the
table, you must remove all violations before
performing any other type of reactions.
Remember: removing one violation of
the proximity rule burns one reaction
regardless of how many dice you had to roll
for reaction.
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For example, drawing the first die in an Approach situation
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Infantry may Approach cavalry, but they cannot
close to Contact. In any case, voluntarily moving
Passive Targets
In situations where only the Approaching unit has the
within 1S of a cavalry unit is not a wise choice, unless
target in its own frontal arc (for example, when you
the cavalry has a high level of disorder or is attacked
attack an enemy in the flank or rear), or if Approaching
from the flank, as cavalry could gain actions during
an unloaded battery, the target unit rolls dice normally,
the Approach and counter charge the attacking
but no damage (DIS) will be inflicted on the attacking
infantry. Infantry could Approach cavalry, inflict a
unit.
disorder (First die) and then use the action gained to
retreat or to form a square.
Frontal Arc
A unit’s frontal arc extends straight ahead from the
unit’s frontage.
A
Approach Procedure
Approach procedure is as follows:
• calculate the number of CDs of the attacking and
defending units (active and passive)
• modify this number according to any applicable
Frontal arc of a modifiers
battalion in attack • remember that the attacker may use remaining
column formation actions to “buy” dice or to keep them to close to
Contact
• roll all dice, then read the three best dice from
highest to lowest, comparing them with those of
the opponent. Keep unused dice at hand. If one
side rolled less than three dice, all missing dice are
considered to have scored a “one”
• for each opposed pair of dice (first, second and
third pairings) there will be a winner (if one die is
higher than the other) or a draw (if the score is the
same)
• verify the outcome of the Approach in the following
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tables; do not apply any DIS to the attacker of a Actions generated by the Approach
passive target. The Approach generates two actions (second and
third dice) that may be won by the same player (2-0)
or one each (1-1).
Approach Modifiers All modifiers add dice (+).
For each extra action spent: +1 Attacker 2-0
For each DIS: +1 to enemy Possible uses are:
Approaching from Flank/rear: +2 • move into Contact and use the second action to
Square (with DIS3) Approached by cavalry: +3 buy 1 dice in the ensuing combat
Better C value: +1 • change formation then move into Contact
• change formation then retreat the unit’s
Better SK value: +1 (not if Cavalry Approaches infantry)
movement allowance
Better position: +1/+2 (elevation, • retreat then change formation or retreat twice
obstacle, difficult terrain, woods)
Bonus/penalties from Special Rules Defender 2-0
Possible uses are:
Approach Outcomes • move into Contact and use the second action to
buy 1 dice in the ensuing combat*
We call “first die” the pair of d6s with the highest
• change formation then move into Contact*
results, and all the others in descending order (second
• change formation then retreat the unit’s
and third).
movement allowance
• retreat then change formation or retreat twice
First die: The winner inflicts 1 DIS to the loser. If a
• rotate on the spot (if attacked from the flank/
draw occurs, both units get 1 DIS. Ignore DIS caused
rear) without moving into Contact
by passive units.
Draw 1-1
Second and third die: The winner gains 1 action. If a
In this case the defender has priority in using his
draw occurs, use the first (highest) unused die.
action and he may:
• cancel 1 action of the attacker
Example: A rolls 4 dice and B rolls 3. Both are infantry units
• retreat the unit’s movement allowance
and both are in the enemy arc of fire. First die ends in a draw
• change formation
(1 DIS each).
• rotate on the spot (if attacked from the flank/
A wins the second die (gaining an action), B wins the third
rear)
(gaining an action).
* moving into Contact is not allowed if the attack was
If A would have won both the second and third dice, it would
from flank/rear
have gained 2 actions, to be spent immediately for closing
the Contact, retreating or changing formation.
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In the case of cavalry Approach, the use of actions
won by the defender is limited: Contact
• Infantry may form a square (1 action) or rotate Contact can be a consequence of the Approach, if
on the spot the attacking unit is able to move into Contact with
• Cavalry may counter-charge (1 action) or evade the action(s) gained, or if the defending unit, having
1L per action moving straight back gained one or more actions, decides to set up a counter
attack.
Artillery has just one option: use the gained actions
to cancel actions of the enemy. Movement into Contact is straight ahead, and any
kind of Contact is valid. There is no shifting to
If infantry forms a square, cavalry must move back conform on either side.
1L.
If the target was cavalry that evaded, the attacker
may remain where it is or move back 1L per action. Contact Modifiers All modifiers add dice (+).
For each extra action spent: +1
In all other cases, proceed to the Contact step Attached Leader: +1/+3
described below. Better C: +1
Attack on flank/rear, or cavalry Vs. Infantry not in square: +2
When all actions gained have been spent by both
players, if no Contact is made, the attacker must Defender in Better position: +1/+2 (elevation,
withdraw 1M (if infantry) or 1L (if cavalry) unless obstacle, difficult terrain, wood)
the defender chose to retreat. If the defender Bonus/penalties from Special Rules
retreated, the attacker remains stationary. DIS: +1 per DIS of enemy
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The third die determines losses (DIS) from pursuit
Winner wins: the defeated unit suffers 1 more DIS.*
Cavalry Breakthrough and Recall
If your cavalry eliminates an enemy after a Contact,
If there is a draw or the loser wins, there are no further you have the option of performing a breakthrough or
consequences. a recall.
* Artillery and squares do not pursue and therefore they do Breakthrough is possible only if there is a target
not inflict further losses (DIS). straight ahead from the cavalry unit’s front and
within 1L. If Contact is made (reaching Approach
After applying the second die DIS, perform the retreat distance is not enough) proceed directly to Contact
movement, and only THEN assess losses caused by (skip the Approach step), automatically eliminating
pursuit. If the defeated unit has been eliminated thanks all of the target’s skirmishers, if any. DIS3 units may
to the losses from the second die, the winner may carry not perform a breakthrough.
the position, and there is no pursuit.
Recall is a free 1L move straight back, keeping one’s
Pursuit represents the disruption of the unit during the front to the enemy.
retreat. The DIS from pursuit is applied only after the retreat
movement because units to the rear of the defeated one could After resolving the breakthrough, cavalry must be
be interpenetrated and therefore suffer 1 DIS. recalled. Cavalry may not perform two breakthroughs
in a row.
The winning unit may only carry the position, unless Important: during a breakthrough, if the only unit
it is cavalry. Cavalry may perform a breakthrough as eligible as a target is a square, the cavalry must
explained below. perform a recall.
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Pictured here:
Napoleon receives
captured enemy
flags at Austerlitz.
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• Guard and Elite Cavalry units: +3
Losses inflicted
For each unit eliminated, the Divisional Break Point
increases as follows:
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Table set-up Placing Terrain
Terrain is placed by both players – defender first.
Each player places terrain elements in his own half of
for pick-up games the table. Each element must be positioned within a
specific zone (1, 2 or 3). It cannot be placed halfway
between two different zones. There must be a space of
at least 1M between two area elements.
Terrain type and sizes After having divided the table as prescribed in the
There are two main categories of terrain: area (rough previous chapter (Before the battle):
ground, woods, steep hills, built-up areas) and 1. The defender places 2 area elements and 2 linear
linear (low walls, fences, hedges, streams and rivers) elements in one of his zones.
elements. 2. The Attacker does the same.
All area elements – with the exception of the already 3. The defender places 2 area elements and 2 linear
mentioned built-up areas – must be roughly square elements in a different zone.
or rectangular, with 1M or 1L sizes. 4. The Attacker does the same.
An area element will always be MxM, MxL or LxL. Repeat steps 3 and 4 until there are terrain elements in
You may give your terrain element a more realistic all six zones.
shape by rounding off the angles.
Only one built-up area sector is allowed in pick-up
games. Deployment in pick-up games
Linear elements are all 1M long, with the exception We strongly recommend the use of hidden deployment.
of rivers and streams. Place a dividing board on the middle line of the
Major rivers are not allowed in pick-up games. battlefield, so that the deployment of your opponent’s
Shallow rivers or streams must enter and exit the troops is not visible, then start deploying units using
table from two adjacent sides, and may be crossed the deployment rules. Alternatively, players can take
only at fords and bridges. Their maximum length is turns deploying a brigade each, starting with the
5L, and only one stream is allowed on the table. defender.
Streams may be crossed by bridges (each bridge
width should accommodate 1 base)
A unit must be in march column to cross a bridge.
Rules of Deployment
No unit may be deployed in the lateral bands.
All units must be in command of their respective
Determine Attacker and Defender Leaders, and may be deployed in zones 2 and 3, with
Players roll 1d6 each, adding 1 for each unit with the following exceptions:
the Scout Special Rule in their Division. The winner • The Reserve and the Heavy Cavalry must be
chooses his role (whether he will be the attacker or deployed in zone 3.
the defender). Re-roll ties. • Light Cavalry and units with the Scout Special Rule
may be deployed in zone 1 (providing that they are
in command).
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Optional Rules
Forming a Grand Battery “Worn” Units
Reserve artillery batteries can be assigned to a brigade
An infantry unit that – at the end of a combat – did
by the CinC. If your brigade already has a battery, you
not suffer any DIS during Approach, nor during
may operate them independently, or form a Grand
Contact, is said to be worn. This status is represented
Battery.
by turning one base 180° (backwards).
Only batteries of the same type (foot or horse) and
calibre (light, medium, heavy) may form a Grand
Worn units that suffer another worn result take 1
Battery.
DIS. In other words, the worn status is a sort of “half
Move a battery in contact with the other. From now on,
disorder.”
the 2 units are “stuck” together, and the newly formed
The worn status is not applied to cavalry (which always
unit has the greater number of DIS and the worst Q
suffer 1 DIS after any combat even if unscathed).
score of the two. The Grand Battery is considered
The Worn status may not be recovered by rallying.
loaded, but it may not fire in the phase it is created.
Once formed, a Grand Battery may not be broken and
This rule can be used by players desiring more granularity
– if eliminated – it’s worth 4 points for purposes of
in the way attrition is measured in the game.
Divisional Breakpoint calculations. A Grand Battery
fires and fights (Approach and Contact) adding the CD
of the batteries that compose it.
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in a single activation with a double (or triple) “six” or
Special Rules
Special Rules define the character of a unit, its drill,
“five”, gets an additional action. This action cannot be
used for:
• Moving more than 3 times;
• Fire twice (artillery);
tactical doctrine, and equipment. • Recover more than 1DIS.
Conscript Impetuous
A unit with this Special Rule needs 2 actions to Cavalry with this Special Rule must always perform a
change formation. breakthrough if a valid target exists (1L straight ahead).
The unit is forced to do it even if it is at DIS3 (self
Cuirass destroying), but it will not contact a square (unless the
square is at DIS3
If the unit with this Special
Rule draws the first die in itself).
Contact, it wins even if its DIS
is higher than the enemy. Lance
A unit with this
Determined Special Rule has
+1 CD if it is fresh
A unit with this Special
Rule has one re-roll during (with DIS 0).
Approach (only). Note: fresh cavalry
units suffer their
automatic DIS at
Drilled the end of a combat
A unit with this Special Rule (if unscathed).
may recover 1 DIS even if
within 1L from any enemy.
Light
A unit with this
Elan Special Rule ignores
A unit with this Special Rule – if activated individually terrain effects for movement purposes. It does not
- has one automatic success if fresh (DIS 0). suffer penalties in combat for difficult terrain. Cavalry
with this Special Rule operates normally in woods.
Elite
A unit with this Special Rule getting a double (or Militia
triple) “six” for activation, gets an additional action. A unit with this Special Rule needs two actions to
This action may not be used for: change formation and cannot rally (recover DIS) if at
• Moving more than 3 times; DIS3.
• Fire twice (artillery);
• Recover more than 1DIS.
Opportunistic
Cavalry units with this Special Rule have 1 automatic
Expendable success in reactions.
The loss of this units is only worth ½ point for the This means that they roll one less die than the
Divisional Breakpoint if infantry, 1 point if cavalry. opponent’s failures.
With 1 failure are automatically activated, with 2
failures roll 1 die and with 3 failures roll 2.
Green
A unit with this Special Rule suffer 1DIS every time a
friendly units is eliminated within 1L and in sight. Scout
A unit with this Special Rule may be deployed in your
own zone 3. Each Scout unit gives you a +1 modifier for
Guard the determination of the Attacker/Defender in pick-up
24 A unit with this Special Rule getting 2 or 3 successes games.
24
Strong
A unit with this Special Rule has 1 re-roll during
Special Rules for Leaders
Contact (only).
Active
The Leader has 1 re-roll for group orders.
Undrilled
A unit with this Special Rule may recover 1 DIS only if
they are over 2M from any enemy. Charismatic
The Leader may confer a +1 CD bonus during Contact
to all units of his brigade that are in command. You
Unpredictable have to roll 1d6 each time you use this bonus: with a
A unit with this Special Rule has no set Quality value result of “1” the Leader is eliminated.
(this is indicated on the profile as Q = ?). Every time it
has to roll for individual activation, together with the
regular 6 sided dice, the player rolls also an Average Cautious
die. The result of the Average die is their Q for that The Leader may give group orders to a maximum of
roll, and includes the Leader bonus if the unit is in 3 units.
command.
The Average die is a six sided die that has no “1” nor “6”. It
has two 3, two 4, a single 5, and a single 2. Inefficient
The Leader has Command Span of 1L.
Wavering Methodic
A unit with this Special Rule gives 1 re-roll to opponent
during Approach (only). The Leader may give only 1 group order per initiative
phase.
Weak Organiser
A unit with this Special Rule gives 1 re-roll to opponent
during Contact (only). The Leader has Command Span of 2L.
Second Line
The Leader may never be attached to a unit.
Organiser
The CinC has a command span of 2M.
Timid
The Divisional Breakpoint is reduced by 1 point.
Stubborn
When calculating the Divisional Breakpoint,
round up instead of rounding down.
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Scenarios, Historical Battles
and Pick-up Games
In about 25 years of Napoleonic wargaming, I have Quite often, a single gamer does all the preparation
seen and tried many ways of playing, but all of them work, sometimes designing special scenario rules to
can be summarised in the following categories: simulate historical events that are not covered by the
• Ready-made scenarios; rules. Not everybody can count on such a level of
• Re-fights of historical battles; organisation but where it exists, most probably you’ll
• Pick-up games, i.e., a quick, friendly game, see many historical games, and pick-up games will be
balanced by a point system or the like. rare.
Scenarios are ready-made battles that are usually Drums & Shakos Large Battles aims to give you all the
included in rulebooks. The author chooses some tools needed to play, no matter how much time or
historical or fictional battles, does the necessary organisation you can count on.
research (map, deployment, orders of battle) and
gives players all the information needed for the game.
Players just prepare their armies according to OOB, Ready Made Scenarios
set up the terrain, and meet to fight the battle. In the following chapter, you’ll find 4 ready-to-play
scenarios. Three are fictional (even if located in a
Re-fighting a historical battle is basically the same, historical context) and one is historical. They are an
but all the pre-game research is done by the player ideal way to start playing immediately and try the
(or club) hosting the event. basic mechanics of the game. More scenarios will be
Both the above mentioned play styles can be based available in a scenario booklet.
on historical data, or loosely inspired by a period or
campaign.
Historical Battles
You’ll find all the necessary tools to create an Order
For pick-up games the rules usually include a point
of Battle and to stress strengths and weaknesses of the
system where each unit has a cost and players agree
troops involved. With the same tools, you’ll be able to
on a points total to be used. Each player prepares his
design your own, non-historical scenarios: a natural
army and brings it to battle.
step after you have played the scenarios in this book.
The rules include a semi-random system of terrain
generation. Players arrange the table and play.
This style of gaming is no doubt the most suitable to Pick-up Games
tournament or campaigns. If you prefer pick-up games, Drums & Shakos Large
Battles gives you very easy guidelines to form your
There’s always a lively debate among gamers all brigades. Take the basic organisation of the different
around the world on which is the best system to Armies of the period and decide upon some minor
play battles. In my opinion, the way we play is variables for your Division. Although there is no point
largely determined by two external factors: time and system, the brigade composition has been slightly
organisation. altered to provide a level of play balance – which in
If during a week (or a month) you have only 3-4 hours reality was very rare, to be honest.
to spend on the hobby, you will generally choose
pick-up games. Once a point total is agreed with
your fellow gamers and a venue and time agreed
upon, all you need is to go there and play a battle or
a tournament.
With organisation, I mean all other aspects required
to play: venue (your home or club), the number of
26 players you can count on, historical research. wwwwwy
26
Scenario 1 : Peninsular Clash (Conjectural)
Scenarios
A simple introductory scenario, set in Spain around 1810.
This scenario uses some of the most common Special Rules and the troops involved are as standard as possible.
So it’s perfectly suitable for first battle.
Woods Difficult
ground
Two-level
hills
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Order of Battle - France
CinC Divisional Commander Q3
Reserve (CinC)
Dragoons 1 Regiment Q3 C5 Elan
Hussars 1 Regiment Q3 C4 Determined
Light Horse Artillery Q3
Divisional Breakpoint 8
Reserve (CinC)
British Guards 2 Battalions Q3 C5 Sk1 Guard
Light Dragoons 1 Regiment Q3 C4
Light Horse artillery Q3
Divisional Breakpoint 7
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Scenario 2 : To Vienna! (Conjectural)
Another introductory scenario to get you acquainted with the rules for table set-up and deployment in pick-up
games. For map and deployment, use the rules: How to create your table for pick-up games and Deployment
for pick-up games. No special scenario rules.
Reserve (CinC)
Dragoons 1 Regiment Q3 C5 Elan
Cuirassiers 1 Regiment Q3 C6 Cuirass
Medium Foot Artillery Q4 Divisional Breakpoint 8
Avant-garde Leader1 Q3
Jaeger 2 Battalions Q4 C4 Sk2 Light, Elan
Grenzer 2 Battalions Q4 C4 Sk2 Light
Hussars 2 Regiments Q3 C4 Elite
Medium Foot Artillery Q4
Shaken at 8 DIS
Reserve (CinC)
Cuirassiers 1 Regiment Q3 C6 Cuirass
Uhlans 1 Regiment Q4 C4 Lance, Elan
Chevau-Legere 1 Regiment Q4 C4 Elan
Light Horse artillery Q3
Divisional Breakpoint 8
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Scenario 3 : Spanish Pride (Conjectural)
While conjectural, this scenario is inspired by the historical forces which fought in the Peninsula.
Scenario rules
The French player goes first.
Cuesta may not be activated in the first Spanish initiative phase.
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Order of Battle - Spain
CinC Cuesta Q4 Inefficient
Reserve (Cuesta)
Dragoons 2 Regiments Q5 C5
Chasseur a cheval 1 Regiment Q? C4 Unpredictable
Militia Cavalry 1 Regiment Q? C3 Unpredictable, Lance, Light
Peasant Militia 3 Battalions Q? C4 Sk0 Unpredictable, Weak, Militia
Divisional Breakpoint 8
Reserve (Barbou)
Dragoons 2 Regiments Q3 C5 Elan
Medium Foot Artillery Q4
Divisional Breakpoint 7
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Scenario 4 : The Battle of Retschow (Historical) August 28th, 1813
A minor engagement that I chose to include for a couple of reasons: the presence of troops of many nationalities
(Mecklemburg, Prussia, Sweden and Denmark) and the nature of the French Division, which is without a
Reserve. Sources are quite varied on this engagement, and the OOB is somewhat uncertain: I made some
decisions towards playability.
1st Brigade
Mecklemburg
Swedish
Brigade
Reserve
Deployment as per map. General Gardanne’s brigade is all in march column, with limbered artillery.
Scenario rules
The Allied player goes first.
Historical Notes
According to some sources, this was a little more than a (failed) cavalry charge and a
prolonged artillery duel. Therefore - in a way – you could call this a conjectural scenario,
something like “what would have happened if the entire French Division accepted
battle”, but this did not happen. I have purposely ignored the two cavalry squadrons
(one French and one Polish) that hurriedly retreated at the beginning of the clash.
The source for the OOB is Digby Smith – The Napoleonic Wars Data Book, London 1998.
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Order of Battle - France
CinC Loison Q3 Inefficient
Divisional Breakpoint 7
Divisional Breakpoint 7
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Modelling Historical Now, determine the Combat value, starting from the
following base values:
and Conjectural Battles • Second Rate Infantry = 3
• Line and Light Infantry = 4
• Veteran Infantry = 5
Two components are needed to model a historical
• Light Cavalry = 4
battle: a map and an order of battle. Sources are
• Dragoons = 5
numerous, and even players who are new to the
• Heavy Cavalry = 6
period can find a lot on the Internet.
Armed with the necessary information, try to
Artillery and Leaders have no Combat value.
reproduce the battlefield on your gaming table.
Then, add to the base value a modifier for the number
Ignore minor terrain features, unless they were really
of soldiers in each infantry battalion:
important for the outcome of the battle. Main hills,
rivers and streams, woods and villages are the only
<450 = -2
features you’ll want to represent on your table.
450-650 = -1
Next determine the Order of Battle. In the standard
651-750 = 0
game (one Division per side, plus a small Reserve) ,
751-900= +1
you’ll need to know brigade composition (battalions)
>901= +2
and number of men per battalion. Sometimes the
latter is just an estimate, but this should not be seen
Do the same with cavalry regiments:
as a problem.
<200 = -2
Assigning Q and C scores 200-300 = -1
Follow this procedure for every battalion to give 301-450 = 0
units their Quality and Combat values. 451-500 = +1
Use your knowledge of the battle, or the guidelines >500 = +2
in How to build a Division in pick-up games to assign
a Q value to units:
• Second Rate Infantry = 5 Take note of everything on a paper (your Order of
• Line and Light Infantry = 4 Battle) and you are ready to begin.
• Veteran Infantry = 3
• Light Cavalry = 4 To identify each unit we suggest using a visible ID (for
• Dragoons and Heavy Cavalry = 3 example, a number on the base).You may adopt a more
• Artillery = 4 “visual” way to identify units by their pose,
• Elite Artillery = 3 painting style or uniform (in this case having
• Leaders = 3 units with greatcoats, or in fatigue caps, will be
Don’t worry about the apparent uniformity very helpful).
of the units (an engagement between all
Line Infantry units would have all equal Finally, if you feel the need, you can colour code
battalions), the Special Rules is a powerful units by painting a colour dot on their bases
tool to add variation. according to their brigade (for example: red for
Special Rules may be positive (+) or the first brigade, yellow for the second, and so
negative (-) and each positive has a negative on).
counterpart (Determined and Wavering is a
good example). Assigning each battalion
a Quality value and one or more Special
Rules will give you hundreds of possible
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combinations.
Games
If you prefer to play this way, or you don’t have the
Unpredictable
2 Btn Line Infantry Q4 C4 Sk1
1 Medium Foot Artillery Q4
time (or the sources) to create an Order of Battle in the
way described in the previous chapter, here are some Elite Brigade (max. 1)
“standard” Divisions for the Major Nations involved 5 Btn Elite Infantry Q3 C5 Sk2 Elan, Elite
in the Napoleonic wars from 1805 to 1815. Determined
1 Medium Foot Artillery Q4
Leader and CinC Quality is determined before
deployment by rolling 1d6. Light Cavalry Brigade (max.1)
If your general has a + beside his Quality, he may
2 Rgt Light Cavalry (see below)
have a Special Rule.
1 Light Horse Artillery Q3
All periods
France
Division of 2 Brigades and 1 Reserve. You may choose Reserve (1)
your Brigades from the following (the number in
1 Medium Foot Artillery Q4
brackets is how many of that brigade type you may
have): 3 Rgt Dragoons Q3 C5 -
Or
2 Rgt Cuirassiers/Carabiniers Q3 C6 Cuirass
Period from 1805 to 1812 (and 1815) Or
2 Btn Elite Infantry Q3 C5 Sk2 Elan Elite
Mixed Brigade (1-2) Determined
2 Btn Light Infantry Q4 C4 Sk2 Light, Elan Leader 1 Roll 1d6:
3 Btn Veteran Line Infantry Q3 C5 Sk1 1=Q4 2,3 =Q3 4,5=Q3+ 6=Q2
Determined Leader 2 Roll 1d6:
1 Btn Line Infantry Q4 C4 Sk1 1=Q4 2,3 =Q3 4,6=Q3+
1 Medium Foot Artillery Q4 CinC Roll 1d6:
1=Q4 2,3 =Q3 4, 5=Q3+
1 Rgt Light Cavalry (Hussars, Chasseur a Cheval, or
Lancers, see below) Hussars Q4 C4 Opportunistic
Chasseur a cheval Q4 C4
Line Infantry Brigade (1-2) Lancers Q4 C4 Lance
5 Btn Veteran Line Infantry Q3 C5 Sk1
Determined
2 Btn Line Infantry Q4 C4 Sk1
1 Medium Foot Artillery Q4
Light Cavalry Brigade (max.1)
2 Rgt Light Cavalry (see below)
1 Light Horse Artillery Q3
-
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Austria
The terms Division and Brigade are used for convenience
only. Austrians used other forms of army structure (Avant-
Garde, Flanks, Wings or Columns).
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Prussia
The terms Division and Brigade are used for convenience
only. Prussians used other forms of army structure
Russia
Division of 3 Brigades and 1 Reserve.
(Avant-Garde, Flanks, Wings or Columns). You may choose your Brigades from
the following (the number in brackets
Division of 2 Brigades and 1 Reserve.You may choose is how many of that brigade type you
your Brigades from the following (the number in may have):
brackets is how many of that brigade type you may
have):
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Appendix – Playing with Armies Important: without the need of formation changes,
play will be faster, movement very swift, and combat
more lethal (due to the C difference modifier).
Scale and Units basing
The base units for the Army level game are infantry
brigades and cavalry divisions. Artillery remains at Historical Scenarios at Corps and
battery level, even if only the divisional and Corps Army level
level batteries are represented in the game. Therefore, The army level game has been added for historical
you will command one or more Corps, each made by scenarios only, therefore in these rules you will not
a couple of Divisions of 2-3 Brigades. Time and space find Army lists to build your force. For pick-up
permitting, you can scale up the size of your battles as games or conjectural scenarios, we suggest that you
you wish. find some real OOB of your favourite campaign and
create your Army accordingly. Once you found the
Testing of this level of play took place on a 120x180cm Order of Battle needed, use the following tables to
(roughly 6x4’) table with 6mm miniatures on 6x3cm give units their Quality and Combat values (and
bases (infantry and cavalry) and 4x4cm (artillery) but, Special Rules).
as for the standard game, any kind of basing will do,
providing that both players use the same.
If you have enough miniatures and space (a 180x240cm Representing Quality and Combat:
table at least), you can play with 15mm miniatures
using the same suggested basing as the standard game
Army level tables
Base Quality: as per standard rules.
and representing an infantry brigade with 9 bases (3x3)
Base Combat: as per standard rules.
and a cavalry division with 6 (3x2).
Combat value modifiers:
Even if you play with 6mm models, we suggest to keep
INFANTRY BRIGADES
the same measuring sticks as in the 15mm game. This
• Up to 1500 = -2
will speed up play considerably.
• 1600-2300 = -1
• 2400-3100 = 0
Rules • 3200-3900 = +1
All the standard game rules apply, with the exception • 4000-4700 = +2
of infantry and cavalry formations. • Over 4800 = +3 (or break the unit into two
Every time a unit is mentioned, in the Army level game brigades with no modifier)
we refer to a Brigade/Division, instead of a Battalion/
Regiment. CAVALRY DIVISIONS
During combat (Approach and Contact) the difference • Less than 800 = -1
between Combat values is the modifier. In other words, • 800-1000 = 0
while in the standard rules the modifier is always +1 • 1100-1500 = +1
(no matter if you have C5 and your opponent has C3), • Over 1500 = +2
in the Army level game it is the difference that gives
you the number of CD to add.
Example: unit A has C4, and unit B has C6. The modifier
will be +2 for unit B.
Skirmishers
Skirmishers of each brigade are represented in an
abstract way, just like in the standard game. Each
Generals light battalion in the brigade adds a Sk value of
Corps commanders have the same rules of Leaders of one. French Legere, Russian, Prussian and Austrian
the standard game. The CinC is the Army Commander jaeger, Austrian Grenzer, British Rifles and Light
and manages the Reserve. Infantry battalions are considered “light” for SK
value purposes.
Movement
There are no formations. Infantry and foot artillery
move 1M per action, cavalry and horse artillery move
1L. Leaders and the CinC move 2L.
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Frequently Asked Questions and
Clarifications
This section includes the most frequent questions
we hear when we demonstrate the rules at
conventions. Artillery in combat
Question: In a contact, does the C of Artillery count as
Extra Dice in Combat 0 (thus giving the advantage to the enemy) or is the C
modifier ignored altogether? Same question for the SK
Question: I understand that excess dice must be (Skirmish) score. Would Infantry attacking Artillery
spent from the highest scoring to the lowest scoring, apply their SK modifier?
and that they are resolved from the 1st die to the third
die. I still do not understand HOW I am allowed to Answer: In combat versus Artilery, the C score modifier
spend them. For example: let’s suppose that Player (+1 die for having a better C score) is not applied. The
A’s artillery rolls 5 Combat Dice and scores 5 3 3 1 Sk modifier applies.
1. Player B’s line infantry (the target of the artillery
shot) rolls 4 dice, scoring 4 3 3 2. Is Player B allowed
to spend his extra die to break the tie on the 3rd die, Multiple Combats
or must he use it on the 2nd die?
Question: I have one infantry unit in line, with 2 DIS,
Answer: The player MUST use his extra die to break
approaching an enemy column with 3 DIS and a fresh
a tie. So, in your example, you must use the extra die
on the 2nd die (a 3 to 3 tie).
medium artillery. So I roll 4 Combat dice versus 3+4
dice, adding a +1 CD to the line because it had less DIS
than the enemy. I also add 1d to the column/artillery
Shaken Brigades combo because the artillery had less DIS than the
enemy. Is this correct?
Question: A brigade comprises 5 units and has its
Answer: A multiple Combat (a combat against more
break point at 6 DIS. One of the units receives 4 DIS
than one opponent unit) is treated as a single, large
and is eliminated, while the other units are still at approach/contact. All dice to be rolled are added
0 DIS. Is the brigade’s break point still 6, or is it together, so you did this part correctly. However,
reset to 5 because currently the brigade comprises modifiers are applied collectively. So in this case, the
only 4 units? And do the 4 DIS inflicted upon the extra die goes only to the attacker. Roll the dice then
eliminated unit remain on the brigade? Should I apply all results to individual units, one by one.
keep track of this somewhere?
Answer: 1) is correct.
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Order of Battle
CinC Q Special Rules
Shaken at
Shaken at
Shaken at
Divisional Breakpoint
Permission given to reproduce this page for personal use. © Ganesha Games, 2011
Ganesha Games - Available Rulebooks