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L Aigle

Version 5 September 2010 (amendments included) Rules for wargaming in the age of Napoleon Bonaparte and the French Revolution 1792 1815

Rules developed by J. Delannoie Edited by P. Townshend

I only give myself half the credit. Napoleon

Thank you to the following players who gave their time and enthusiasm to test these rules over and over again:

S. Sutherland, L. Hall, J. Moles, M. Schubert, R. Joubert, S. Curtis, P. Jansen, J. Hooneberg-Smith, M. Ogden, P. Townshend, A. Verster, M. Naudee, I. Adler G. Dewar, M. Evers, S. Mason

ISBN 978-0-9585046-1-4
Copyright 2007, J. Delannoie All rights reserved www.laigle-napoleonics.com

Table of contents Introduction Preliminaries Assembling your army Commanders Setting up The battle begins: sequence of play Orders Movement and formation changes Firing Melee Army lists Buildings Appendix for historical battles Index
Cover illustration: The Battle of Rivoli by Felix Philipoteaux

2 3 4 7 10 14 15 16 32 38 45 48 50 57

Napoleon in that famous hat and grey overcoat, at the sight of which the earth trembled. Both hat and overcoat seemed to have battle smoke clinging to them, even on friendly occasions. Denis Davidov, Russian Hussar officer

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Introduction to the design concepts


A magnificent period
The period of Napoleonic warfare is a perennial favourite among wargamers, yet perhaps due to its complexity, it is a period that is too often overlooked as gamers turn to the new-found simplicity of rule sets for other periods. This set of rules hopes to draw players into this intense and colourful period of warfare by offering a system that balances historical accuracy with wargaming playability, all while retaining the flavour of Napoleonic battle. The game mechanisms of lAigle Napoleonic Rules aim to produce a flowing and fast-moving game and have been inspired by other wargames rules systems from not only the Napoleonic period, but other periods including the Ancient and Renaissance periods. We have adapted and combined the most suitable of these systems with concepts of our own and have moulded them to suit the Napoleonic period. The rules were initially designed to refight historical battles of any size to an adjustable figure scale. It soon became obvious, however, that wargamers love to pit their own choice of armies against those of another and the rules were expanded to accommodate full competition gaming.

To sum it up, a battle is my plan of campaign, and success is my whole policy. Napoleon

An abstract system
Because the game system uses stands of figures, players must appreciate its abstract nature. Casualties will be higher than they were in real life, and the removal of a full stand of figures at a time will seem disproportionate. But if one game turn produces no effect from firing, and another produces what appears to be too much, then we nevertheless achieve an average impact.

Random factors
It has been our intention that the difference between victory and defeat should depend on the skill in the use of ones commands, and some random factors have been kept low and margins for success are sometimes narrow as a result.

Morale tests
Morale tests have been reduced and where retained have been simplified. It is plain to see that players themselves are affected by events on the tabletop and that their drop or rise in morale obviates the need to have such tests as effect of routing troops.

In war nothing can be gained except by calculation. Whatever has not been profoundly meditated in all its details is totally ineffectual. Napoleon

Defining parameters
The following have been considered defining factors for warfare in this period:

1. Generalship
The quality of command played a very important role in Napoleonic warfare. Generalship means to reflect a generals personal capabilities as well as the quality of command structures.

I may have lost a battle, but I have never lost a minute. Napoleon

2. Tactical systems
Two tactical systems existed that greatly affected the combat effectiveness of the warring nations armies: The French system as developed by the Comte de Guibert and adopted by the French armies from 1791 and gradually thereafter by most of Frances allies and opponents. The system greatly increased the speed with which troops could be deployed for battle. The Prussian system as inherited from the practices of the 18th century, and its insistence on processional (and time consuming) evolutions that went into the manoeuvring and deployment of troops.

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Preliminaries
Ground and figure scales
15mm figures and smaller

Ground scale: 1mm on the table represents 1.5m in battle (1 = 37.5 yards). A stand of figures thus represents 45 meters or 41 yards. Figure scale: The matching figure-to-man ratio for the above groundscale is 1:60, with
one infantry man in close order occupying approximately 0.75 meters or yards, and a cavalry man occupying double that. We have however rescaled the figure-to-man ratio to 1:120, as we find it important that Corps-size formations can be fielded in competition games, with the possibility of attaching a supporting Division of another arm. One stand of infantry then represents 120 files of infantry in either three or two ranks (see Basing, pg. 5). = 360 men for troops arranged in 3 ranks 240 men for troops arranged in 2 ranks 480 men for troops arranged in Mob 180 men 6-8 guns with all attendant gunners

1 stand of infantry

1 stand of cavalry 1 stand of artillery

= =

As a standard, the lowest ranking commanding officer will be a divisional general, and the basic unit a Brigade. Exceptions are sometimes inevitable and sometimes desired and these are indicated in the army lists. While the discrepancy in ground scale and figure-to-man ratio is strictly speaking inconsistent, a tabletop game takes on a dimension of its own without losing the challenges we associate with a real battle, and we have never found this discrepancy in scales to have a negative impact on the game.

25mm figures
1mm on the table remains 1.5m in battle, although the wider base now corresponds to the figure-to-man ratio of 1:120. A slight adjustment in base width, from 60 to 54mm, has been made to accommodate the older 25mm figures as well as the bulkier 28mm figures.

Time scale
Each competition game turn is allocated a duration of 30 minutes in real time. For historical battles, the following applies: for figure scale up to and incl 1:30, 1 game turn is 20 minutes. for figure scale up to 1:150, 1 game turn is 30 minutes. for figure scale 1:150 and over, 1 game turn is 1 hour. These scales are not in strict accordance with the number of rounds an infantryman could fire or how far a regiment could march or charge, but relate to critical initiatives that formations take during the course of a battle.

Playing area and dice

The playing table should measure 1.2m (4) deep x 1.8m (6) wide. A D10 is sometimes referred to as a D%, indicating percentages in increments of 10%. Each score reads as 10%.

A peculiar feature, which had already been apparent in 1807, now emerged again namely, the obvious lack of sympathy between the Russian and Prussian troops, although both respected one another. Neither the generals nor the officers of each army had any intercourse, and they did not get on well together. The chief thing was that Prussian pedantry, their boasting and bragging for them (the Prussian generals), we were useful and necessary allies and this feeling stemmed chiefly from jealousy. Prussia had been disgracefully humiliated by Napoleon, whereas Russia had always fought against him gloriously For this they could not forgive us! F. von Schubert

Action points (AP)


Action points (AP) dictate how many actions each unit and general can perform in each game
turn. Action points are determined by rolling a D% and adding a generals modifier, as explained on pg. 15.

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Assembling your army


Troop definitions Infantry
Close order infantry (C/O)
All infantry arrayed in files elbow-to-elbow to allow maximum discipline and firepower. Sometimes also infantry armed with pike, such as Russian Opolcheny.

Skirmish order infantry (S/O)


All infantry trained to operate in a loose formation, with men deployed several paces apart to minimise the effect of enemy guns. It is here meant to include the ability of some French C/O infantry to operate in open order, if not quite in S/O. S/O infantry still forms close order when circumstances require it.

Mob
Foot formations such as Felahin and Mekkans who operated in an undisciplined fashion and did not adopt any other formations.

Cavalry
Heavy cavalry (HC without cuirass, or HCC with cuirass)
All cavalry mounted on large horses used to make an impact on the battlefield by force of massed charges, such as British Heavy Dragoons, or Cuirassiers.

Medium cavalry (MC)


Horsemen developed from early mounted infantry into fully-fledged cavalry. A versatile cavalry used in the role of heavy shock cavalry, while also used to carry out the functions of light cavalry. The majority of Dragoons fall into this category. Some light cavalry has been classed as MC for its propensity to behave like battle cavalry. This has mainly been applied to British light cavalry.

Light cavalry (LC, LCL if carrying lance)


Although sometimes acting in a similar fashion to heavy and medium cavalry, LC was mainly used for scouting, screening, skirmishing, harassing and pursuing, and was meant to ensure that the army was warned of enemy troop movement. This type includes the likes of Light Dragoons. Lancers are usually classed as light cavalry in the rules but benefit from the reach of their weapon when making contact with enemy.

The Silesian Landwehr was armed with 20,000 Austrian muskets, but the makers had omitted to bore any touchholes, so the first units had to start with pikes Several of the Landwehr battalions ended up after the Katzbach battle without shoes, trousers or coats. Wet through, usually lacking food they kept their spirits high by singing bawdy songs about Frenchmen landing in the shit. 1813

Mob
Reserved for irregular Mamluks, etc., and represents a loose combat formation that relied on the impact of its charges.

Open Order (O/O)


Reserved for Cossacks, Tartars, etc., operating in loose swarms. They do not adopt skirmish order.

Artillery
Foot Artillery (FA)
Mobile field artillery mounted on carriages with gunners marching alongside their limbers when manoeuvring. It includes battalion artillery.

Horse Artillery (HA, or SHA)


Mobile field artillery mounted on carriages with gunners either mounted on horses or riding the limbers or gun carriages. HA was more adept at following the movements of the infantry and cavalry. HA is further divided into two categories: Slow (SHA) and Fast Horse Artillery. Slow horse artillery is all Austrian, all Bavarian, and French pre1800 horse artillery, where the gunners were not or inadequately mounted on horses. All other horse artillery counts as fast horse artillery.

As I passed by, I pulled a Cossack from the frozen water. Little did I then think that the following year wounded myself I should be recognised and saved in my turn by this Tartar. de Sgur

Note: In the rules, the term C/O sometimes refers to all troops not in O/O or skirmish order,
and not artillery. V5 September 2010

Unit effectiveness
There are four levels of unit effectiveness: Elite: reserved for the very best troops. Veteran: hardened and experienced troops. Trained: troops with basic training and some experience. Conscripts: poorly trained and inexperienced troops. In addition, troops are organised into two training classes, namely A and B, for purposes of gaming historical battles (See pg. 50 for more details).

Basing
Figures are mounted on stands. These stands of figurers are removed when they become casualties.

For 15mm figures


Infantry, cavalry and artillery stands are 30mm wide and general and limber stands are 20mm wide, with the depth and number of figures or models as follows: Depth 15mm 25mm 25mm 25mm 50mm 50-90mm # of figures/models 3 figures 4 figures 2 figures 1 figure 1 gun + 2-3 gunners 1 model

C/O and S/O Infantry Mob infantry Cavalry Generals Artillery Limbers

For 25mm figures


Infantry, cavalry and artillery stands are 54mm wide and general and limber stands are 40mm wide, with the depth and number of figures or models as follows: Depth 25mm 50mm 50mm 50mm 80mm 80-150mm # of figures/models 3 figures 4 figures 2 figures 1 figure 1 gun + 2-3 gunners 1 model

C/O and S/O Infantry Mob infantry Cavalry Generals Artillery Limbers

Note: The 54mm width allows suitable basing for the older and leaner 25mm figures, while also being correct for the newer 28mm figures.

Smaller figures
Use the base sizes for 15mm and arrange more figures or models on them.

Army organisation
For competition games, armies should be between 400 and 650 points in size, to be agreed upon by the competition organisers. An army is divided into commands and each command is composed of units. Each army has a Commander in Chief (C-in-C), an optional Aide de Camp (ADC), and sub-generals according to the army structure. Refer to the Army Lists section (pg. 45) for further details.

The appendix on pg. 50 gives additional details and rules for refighting historical or scenario battles.

In a twinkling the barbarians, yelling loudly, surrounded our squadrons, against which they fired thousands of arrows. These caused us very few losses, because the Bashkirs, being totally irregular, do not know how to form in ranks and they advance like a flock of sheep. As a result of this disorder, these horsemen cannot fire horizontally to their front without killing or wounding their comrades who are ahead of them. Besides, as the Bashkirs have no other weapon, they are undoubtedly the least dangerous troops in the world. Our soldiers were in no way surprised at seeing these Asiatics, whom they nicknamed les Amours on account of their bows and arrows. Marbot, 1813

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Competition games
400 to 650 point armies can be compiled from the Army Lists available at www.laiglenapoleonics.co.za An army template is also available at the site. An armys value may be increased by up to 5 points, to accommodate the unit sizes and costs from the army lists. This is the excess value. However, when calculating the points value of all lost troops at the end of a game, this excess value must be doubled and added as lost points. A 550-point competition game should typically take 30 minutes to deploy and three hours to play, although a minimum of four game turns should be completed. Complete any game turn started within this three-hour period.

Cost of figure/model stands and generals


Army lists specify the cost of stands for each troop type. These costs have been calculated on the following basis:

Infantry
basic factor if elite troops if veteran troops if British infantry, for their ability to fire and charge/countercharge in the same game turn +1 if Russian infantry, for staying power when charged +1 for a stand that is part of a complete skirmishing unit -1 if Russian infantry, for -1 fire modifier factor -1 if no firearm (such as Russian Opolcheny armed with pike) -2 if conscript or Mob extra stand a unit with battalion artillery adds this as an extra stand at double the cost of an infantry stands Note: conscripts without a firearm still cost 1 point. No stands can cost nothing. 3 pts +4 +2 +1

Cavalry
9 pts basic factor +5 if elite troops +6 if Heavy Cavalry +3 if veteran troops +3 if Medium Cavalry +3 if armoured cavalry (protected by cuirass) +2 if armed with lance -1 if Open Order -2 if Prussian system cavalry (does not apply to O/O, Conscript or Mob) Value/2 rounded down: if conscript troops

never before, or since, have I felt so perfectly tired. We had so many large fields to pass, that our feet were much hurt; a great many prisoners fell into our hands, but I confess, I thought the best thing to be taken alive, would be a sheep from the many flocks we passed on our way I succeeded in catching a pretty fat one which I carried along The captain repeatedly called me to let go my prize, but his mind was changed when the savoury smell of mutton curled up from the cooking fire. Robert Eadie, private 79th, during the pursuit of the French after Salamanca.

Artillery
14 pts +2 +2 +3 +1 -2 basic factor if horse artillery if French or British if French Guard artillery (Elite) if operating on the French system or British Horse Artillery if trained Note: Artillerys class is indicated in the army lists and the orders of battle.

Generals
10 pts basic cost +5 if competent general: adds 50% to average AP of 2 +10 if superior general: adds 100% to average AP of 2 +5 in addition to the above costs if a superior C-in-C or Corps level general for adding an additional 50% to average AP of 2 to nearest sub general within 200mm (8)

No other army in Europe has the problem of a rank and file differing totally not only in language but also in custom from its officers Mack on Austrian army

Army initiative factor


+5 per initiative factor point (the initiative factor ranges from 0 to 5)

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Commanders
Ability
Commanders are characterised by their ability. We take this to mean their tactical ability, the efficiency of their command structure, and their character. A commanders ability influences the amount of actions the units under his command can perform per game turn. This is reflected in Action Points (AP). A commanders AP are added to all units under his control. Commanders can be: Superior add 2 AP to commands AP score Competent add 1 AP to commands AP score Poor do not improve commands AP score

The Army Lists provide the available generals and their ability.

They are absolutely useless for anything that has to do with manoeuvre, and in this respect an ordinary French soldier is worth more than all the officers of the Russian army put together. 1805 Austrian opinion of Russian officers Cole was a pleasant, sensible, agreeable man, popular with all ranks, although he had a hot temper. He looked after the wellbeing of his troops, and was supposed to give the best dinners in the army and the general consensus is that he was a capable, dependable divisional commander, although Wellingtons ADC rejected this view, asserting that Cole was a man of very, very moderate talents indeed and quite lost and confused in the field. various opinions 7

Effect of senior level generals


In addition to the above adjustments, and maximum once per game turn, superior C-in-Cs or Senior Level commanders, who are not commanding any troops personally, may increase the AP score of one sub-general who is commanding troops and is also within 200mm (8), by 1 AP.

Radius of influence
Commanders have zones of influence that determine their potential to influence troops under their command. The first zone has a radius of 200mm (8) in all directions. The commanders effectiveness in this zone is undiminished. The second zones radius lies between 200mm (8) and 300mm (12). Troops in this zone must deduct 1 AP from the total of its AP score. Beyond 300mm (12), or when a command loses its general, or if a commander is not visible, a unit has only 1 AP. If you use the orders system, the unit must carry on in the spirit of its orders, at one action per turn. Measure this distance at the start of the turn, from the commander to any part of the nearest unit. (not sub-units).

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Commander casualties
A commander risks injury if he is attached to a unit, or is within 25mm (1) of a unit. For each casualty the unit to which a commander is attached or within 25mm (1) of receives in a game turn, the commander has a percentage chance of being injured. This is: 20% per stand lost from the unit he is with, or 10% per stand lost from the unit of which he is within 25mm (1) The inflicting player must roll lower than or equal to the percentage chance to hit, and if the general is hit, the receiving player rolls a D% and compares the score to the casualty table below.

Casualty table
10-20% 30-40% Near miss. Commander ignores danger. Horse shot from under him. Commander moves at infantry skirmish speed for the current and next game turn. If commanding cavalry, he can no longer influence that command and its AP for this and the next turn. 50-60% Flesh wound. Commander halted this turn and retreats 150mm (6) during the next turn, and no longer influences his command and its AP this and the next turn. 70-80% Stunning blow. Commander immediately leaves the field for the day and no longer influences his command and its AP. 90-100% Killed in the saddle. No more influence.

Replacing fallen commanders


If a commander is hors de combat, the following action can be taken to remedy the situation: 1. The C-in-C may assume command. 2. The C-in-C may appoint his ADC or another general to assume command. 3. The senior commander of the formation may assume command. (e.g. if present, a Corps level commander may take command of one of his Divisions that just lost its Division general). 4. An adjacent commander assumes command himself, subject to such commander passing an initiative die roll. If superior he has a 90% chance, competent 60%, poor 20%.

his courage which grew under difficulties were based on an awareness of his physical strength in this way he had gradually convinced himself that there was no military predicament from which one could not extricate oneself by fighting, man to man. He had no very high opinion of any officer who did not share this view. Karl von Mffling on Blcher

ADCs (Aides de Camp)


ADCs remain in base-to-base contact with the C-in-C, and move with the C-in-C, until the C-in-C despatches the ADC whereupon the ADC starts rolling for his own AP.

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Changing orders, commands and commanders


Units can be joined to or split from existing commands, or be given new orders. This can be done by senior-level generals, or by an ADC or messenger sent by a senior-level general. A messenger may not take command himself, but must advise affected troops who their new commander will be. In such cases, each unit and sub-general to be affected, needs to be told of the change. To affect the change, the commander or messenger executing the change, must: Move in base-to-base contact with one of the units/sub-generals to be affected, and Spend one AP per unit/sub-general any part of which is within 200mm (8) of the commander executing the change, telling each of the change. The commander or messenger will have to repeat the process for units/sub-generals who were previously not within 200mm.

no longer in possession of his faculties. I told him what had happened on the Pratzen, and that we had been turned and about to be surrounded by the enemy. He replied rather rudely: My dear general, you appear to see enemies all over the place. Langeron on Buxhowden at Austerlitz

Communicating orders, changes


It takes 1 AP for a commander to communicate an instruction to another general, a messenger or a unit. Likewise, it takes 1 AP for a general, messenger or unit to receive a communication, although communication in base-to-base contact happens simultaneously and both parties deduct 1 AP from their AP score.

Commanders initiative
While most changes of orders and commands would be initiated by the C-in-C, it is sometimes desirable that a sub-general displays a degree of initiative to take advantage of certain opportunities, or to stave off disaster, or when an adjacent sub-general is put out of action, or to override his own initial orders. Not all generals posses that quality in equal measure, and a sub-general wishing to exercise such initiative, must make D% roll. The score needed to take such action is: Superior general: 10-90% Competent general: 10-60% Poor general: 10-20% No sub-general may meddle with the command of another sub-general who is still in command of his troops, except to help rally routing troops. V5 September 2010

Setting up
Placing terrain
Terrain is positioned according to the Strategic Level of Initiative of the army that is the attacker.

Determining the Attacker


Both sides roll a D10: the side with the highest score is the attacker. Re-roll if equal.

Examine this terrain carefully. We shall fight on it. Napoleon to his Marshals at Austerlitz

Strategic Level of Initiative


Each player adds his/her armys initiative factor (as stated in the army lists) to the die role used when dicing to determine the attacker. (each initiative factor point of the armys initiative factor counts as 10%) The difference of these totals indicates the degree by which the army with the highest total strategically out-scouted, outmanoeuvred and outwitted its opponent. This is the Strategic Level of Initiative. Once the Strategic level of Initiative is determined the defender chooses his/her side of the table, and the players then place terrain as follows: The attacker may first place a road, from one table edge to another. Thereafter the defender may place a road, from one table edge to another table edge or road. A further 8 terrain features are available (see the list of availability on pg. 11), to be positioned as detailed below. Some of these features are positioned freely, while others are positioned according to a die roll which indicates the features position when compared to the table below.
score 10-20% score 30% score 40-50%

Attackers side

score 90-100%

score 80%

score 60-70%

Defenders side

No terrain other than streams, rivers and roads may be placed closer than 150mm (6) to any of the players own base edges. This prevents complete boxing in. Free features may be placed anywhere, but obeying the previous rule. Players place their diced-for features first, followed by freely placed features. Diced-for features must be specified before dicing for them. The players alternate placing terrain, starting with the defending player. A player may not place a feature on top of an opponents feature, except a road over a river/stream.

Is it possible that Your Royal Highness wishes to surrender Berlin without a fight? What is Berlin? replied the Crown Prince. It is a town, thats all. If Your Highness will permit, for us Prussians Berlin is the capital of the Kingdom, and I assure you that I and my troops wish to use none of your bridges behind Berlin and prefer to die, weapon in hand, in front of the place. Bulow to the Crown Prince of Sweden, Bernadotte, 1813

If the strategic level of initiative of the Attacker is: 10 or less: defender places: 4 features according to the D% result 2 features free attacker places: 2 features free 20-30 defender places: 3 features according to the D% result 2 features free attacker places: 2 features according to the D% result 1 feature free 40-50 defender places: 3 features according to the D% result 1 feature free attacker places: 2 features according to the D% result 2 features free 60 + defender places: 2 features according to the D% result 1 feature free attacker places: 3 features according to the D% result 2 features free V5 September 2010

10

Terrain
The following terrain types or features are available. Maximum number allowed Maximum dimensions up to 2400mm (8) long, 30mm (1.2) wide

Roads
Note: If selected, the road counts as a feature you place freely

Good going
Flat open area Gentle hill 2 5 400x400mm (16) 300x300mm (12)

Rough going
Ploughed fields, fields with haystacks 2 300x200mm (8) Orchards 2 200x200mm (8) Farm 1 300x300mm (8) 1 to 2 buildings 100x100mm (4) Perimeter may be fenced, low-walled or hedged Desert This counts entirely as rough going.

Discipline and the quick execution of orders on the battlefield are necessary, but I demand more. All members of my division must have instilled in them a sense of savage brutality that will harden them in combat, save their lives and destroy the enemies of France. Vandamme

Difficult going
Steep hill 1 200x200mm (8) 2 contours high. Max half of the contour may still be gentle. Dunes 3 300x300mm (12) 1 contour high Vineyards or marshes 2 200x200mm (8) Forest 4 300x300mm (12) The edge of a forest gives soft cover to troops inside it. Stream 1 but only on a score of 70-100% on a D%, up to 1800mm (6) long, 30mm (1.2) wide, laid down between any set of opposite table edges, and between 300 to 600mm

(1-2) from the edge of the table of the side choosing the stream. The stream is fordable throughout, but counts as a linear obstacle.
Village 1 200x200mm (8) Minimum 4 buildings that must be arranged to form the corners of a crossroads made up by the roads feature if selected. The roads between the houses count as roads, good going.

Impassable terrain
River 1, running from one long table edge to another and within 300mm (12) from a short table edge. It must be 100mm (4) wide and must have 1 bridge across it. The bridge is positioned in 1 of 10 sections according to the score of a D%, lowest to highest away from the player choosing it, and in the middle of that percentage section. Note: If selected, the river counts as a feature you place freely.

Even in battles, especially those which appeared to be the most important, he was a peculiar man. On such occasions, having made all his preparations, he usually rode gravely and deep in thought until the first cannonball landed, whereupon his expression cheered up and he would say, Now the good Lord takes matters into His own hands. L. von Reiche on general York.

Linear obstacles
These are typically fences, hedges, stone walls, that also offer cover, and gullies and similar, that dont offer cover. Note: after setting up, 2 or more adjacent terrain pieces of the same type may be replaced with one continuous piece of that type.

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11

Visibility
This section has no effect on the deployment of troops in competition games, where all troops are placed on the table, visible or not. However, you are never able to direct fire at troops you cannot see, nor can you charge them. Troops and generals can see all round in open terrain and clear weather. Line of sight is reduced to: 150mm (6) into and within an orchard 50mm (2) into and within a forest 75mm (3) in inclement weather. Deployed skirmishing infantry can remain concealed on the edge of an orchard, vineyard, forest, scrubland or behind haystacks, hedges or low walls until they move or fire. When observed from a hill, troops behind obstructions such as forests, orchards or buildings can only be seen if outside dead ground. Dead ground exists behind such obstructions for: A quarter of the distance between the obstacle and the hill from which someone is looking. If the obstruction is a hill, nothing can be seen behind it. Troops can be concealed behind the crest of the hill and have part of their unit within 25mm (1) of such crest and have officers present on the crest who can order the troops to the crest when required. These officers do not need to be represented by figures. Troops in a building are not visible until they fire. Troops inside or behind a partly open structure are not visible until they fire or move.

In the pitch dark we were at first unable to reconnoitre the ground we occupied. We kept stumbling over objects we could not identify. However, when the first fire was lit, we discovered that we were on the site of a field ambulance which had just been evacuated the ground was strewn with amputated arms and legs in pools of blood. F. Dumonceau

Deployment
Troops are deployed according to the attackers strategic level of initiative. This also reflects the attackers ability to disrupt the defenders strategic manoeuvring and choice of battle ground (also represented in the laying of terrain). Players alternate the deployment of commands from largest to smallest, starting with the defender. However, if the attackers strategic level of initiative is: 20-30 The defender deploys his two largest commands first. 40-50 The defender deploys his 3 largest commands first. 60 + The defender deploys All his commands. Troops may be deployed as close as 200mm (8) to the centre line of the table, and 150mm (6) to the side edges of the table. After deployment, players must reveal the identity of troops that are not represented correctly. Largest command means command with most stands, excluding generals. For non-competition games, troops that are not visible need not be deployed. However, the positioning of these troops need to be indicated on a map.

the enemy under cover of his artillery, the roaring of which was like one continued peal of thunder our Division, being in reserve, received general orders to cook we were in great danger at the camp kettles, as both shells and shot were coming thickly amongst us striking a kettle, and upsetting its contents; the men avoid being scalded, as they cursed the loss of the precious broth. Two of the cooks were killed. anon Salamanca

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12

Flank marches
If his strategic level of initiative is 40% or higher, the attacker may execute a flank march on one side edge of the table, with a maximum of half his army. A flank march may arrive anywhere on the chosen side edge. It must be accompanied by a general. The earliest a flank march can arrive is turn 2 if composed entirely of cavalry and fast horse artillery, and turn 3 if including other troops. A D% score of 60% or more is needed for earliest arrival. This is modified by the quality of the general accompanying the troops: +0% if Competent -10% if Superior +10% if Poor For each successive turn of trying, the chance of arriving is 10% easier. If successful, the front stands of the front units are placed on the table. Units may then change formation and move one movement section subject to tactical movement restrictions and available AP, but they may not charge, fire and/or move farther until the next turn. Likewise, their opponents cannot fire on them nor charge them nor move closer to them that turn, although they may manoeuvre to face them and/or execute formation changes.

Weather
Weather is either fine or inclement. Inclement weather includes all conditions that seriously affect firepower through reduced visibility and/or physical effect on the firing weapons mechanisms. Inclement conditions typically include: hard rain, heavy snowfall and dense mist.

on the crest of the hills that rose to the left of us, there appeared a few isolated men on horseback. Behind them emerged ranks of cavalry, followed by masses of infantry and artillery. The horizon grew dark and rippled with motion. The hills flashed, belched smoke and thundered. Denis Davidov on Davouts arrival at Eylau

When does it occur?


Roll a D% at the beginning of the game: on a score of 10-20%, inclement weather may occur. If so, roll at the beginning of each turn and on a score of 10-30%, there is inclement weather. This continues until a 90-100% is scored, when it ceases for the remainder of the game.

Effects of inclement weather


Commander radius of influence Visibility Tactical distance Movement Fire effectiveness Combat effectiveness Distance of all zones is halved Reduced to 75mm (3). No fire is possible at enemy outside visibility range (see fire effectiveness below). 75mm All movement rates are halved (does not cause disorder). All Fire Points are halved (see fire table). No firing at targets outside visibility range is allowed. Cavalry charge bonuses no longer apply

All troops are placed on the table or remain on the table for the duration of the inclement weather, and the game is played with the restrictions in the effects table above. This avoids confusion over

positions and movements of invisible troops.

In the darkness of the night On the side of the British a sheet of flame was seen, sometimes advancing with an even front, sometimes pricking forth in spear heads, now falling back in waving lines and anon darting upwards in one vast pyramid the French musketry in opposition, rapid as lightning, sparkled along the brow of the height with unvarying fullness, and with what destructive effect the dark gaps showed too plainly. William Napier

V5 September 2010

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