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Xtzx

9 V

Version 0.6
By Chambo666

Xx? DKCH

The French revolution instilled the


French with the ideals of liberty, social
equality and fraternity as opposed to
life under the oppressive rule of the
Bourbon kings. The Revolution also
destabilised France, destroying the
economy, thus making it easier for
rivals to capture French territory and
colonies. Neighbouring monarchies
found these revolutionary ideals
threatening to their power as well as to
world stability.
Now, crowned the Emperor of France,
Napoleon
has
maintained
his
popularity with many victories in
Europe. The French now have an
impressive empire under Napoleon
who has used his strength to redraw the
map of Europe. He also has a great
weakness; his treatment of enemies
and rivals has not been entirely tactful
or polite. He has caused offence to
nearly everyone, taking not giving,
even when he should have been
conciliatory. He has managed, through
poor diplomacy, to make the British
look like attractive allies to many.

As a result, the Austrians are waiting


for an opportunity to strike back at
France for their recent humiliations
and losses. The Russians, too, will
strike down this new upstart emperor if
given a chance, and will they ignore
Napoleon's instructions to ban trade
with
England?
The
Prussians,
apparently, are content to sit and wait,
but for how long? Will they idly sit by
if it becomes necessary to extend
French power into northern Germany?
And then there is always the British,
that vindictive little island will have to
be dealt with at some time.
The stage is set as all of Europe stands
on the brink of conflict. Diplomacy has
failed, negotiations have moved onto
the battlefield, where the musket and
bayonet are the order of the day,
artillery is the most feared weapon, yet
cavalry and sword are still necessary
for victory. Who will prevail? Will
Napoleon capture all of Europe or will
the old order be able to preserve the
status quo.

Introduction
Eagles and Colours (E&C for short) is
a set of rules designed for two players
to compete against each other in a
Napoleonic era tactical wargame.
Eagles and Colours is well suited for
battles from Brigade to Corps sizes
which can be played and finished
within about two or three hours.
Eagles and Colours is designed as a
Napoleonic inspired game, not a
military simulation; the rules are
simple and fast paced compared to
most games set in this era. E&C allows
players to concentrate on tactics and
enjoy the feel for warfare of the
Napoleonic wars instead of having
their head buried in endless,
convoluted
rules.
These
rules
encourage generalship, manoeuvre and
combined arms tactics as opposed to
optimised list construction and cheesy
unrealistic tactics.
Eagles and Colours uses the I go, you
go turn style, which will be familiar
to most wargamers. Game play focuses
on units, rather than individual models.
When units take damage single models
are not removed and the units fighting
ability is not reduced. Damage to units
is not only represented in terms of
casualties but in terms of reduced
moral, fatigue, wounds and loss of
command and control. The more
damage a unit takes the more likely it
will be to route.
This rule book is to be interpreted as
positive instructions, meaning if a
situation is not specified in the rules, it
is therefore prohibited. However these
rules may not cover all possible
eventualities and situations may arise
that are not covered in the rules.
Players are encouraged to resolves
these situation in a friendly, mutually
agreeable manner in order to continue
the game as quickly as possible. If a

rules dispute cannot be resolved with


both players in agreement, roll a D6 to
determine which players interpretation
applies in that instance. On a 1-3,
player A may decide, on a 4-6 player B
may decide.
What you need to play.
An Army
Eagles and Colours uses 10mm scale
RISK board game figures based on
20mm square bases which represent
various infantry battalions, cavalry
regiments and artillery batteries from
the Napoleonic era. Generals are based
on 20mm diameter round bases.
However other miniature and scales
and basing conventions can be used
with a little adaptation. Each unit has
an assigned points value, given in
their relevant army list. Points values
reflect a units worth within its army.
Players choose a force from one of the
army lists to a predetermined total
points value to ensure forces are
evenly matched.
Dice
The game system uses standard six
sided dice; 1D6 means one six sided
dice reading 1 to 6; 2D6 means two six
sided dice added together to read 2 to
12; D3 means a six sided dice used to
read 1, 2 or 3, use the following
method; 1 or 2 = 1, 3 or 4 = 2 and 5 or
6 = 3.
Battlefield
You will need a battlefield for your
armies to fight over, whether it is the
kitchen table, lounge room floor or a
well modelled wargames table. The
players set up the terrain for there
armies to fight over in a mutually
agreeable manner. Battlefield size can
be as large or small as you want but a
battlefield of 120 x 120 cm will allow
enough room to deploy and manoeuvre
two good sized armies.

Markers
Units are stands of miniatures with
infantry, cavalry, or artillery figures.
All other figures used in the game are
Markers.

First, well assume that your unit can


only see things that are at least
partially in its front arc its arc of
sight. The flank and rear arcs are
completely blind.

Players may need to create Markers to


represent;

Real Line of Sight


Of course, terrain and other units can
get in the way and hide targets that are
in your units arc of sight. To
determine whether your unit can
actually see a target that is in its arc of
sight, simply lean down on the table
and look from behind the unit. If the
unit can see over 50% of a target unit
then the entire unit can see it. It is
acceptable to see a target unit by
looking over the heads of an
intervening unit, assuming that the
shooting unit is on a hill or elevated
position. It is not acceptable however
to see an enemy through the tiny gaps
in-between the models of any
intervening units assume that units
are solid. If youre unsure whether
your unit can see a target or not, roll a
die. On a 4+ he can see it, on 3 or less
he cannot.

Damage
Disruption
Wavering
A Morale test is required
Unit rank
Command rating

Markers are not bases; they do not


exist for purposes of combat, shooting
(they cant be targets), distance to the
enemy, etc.
General Principals
Front, Rear, Flank
Normally units have four facings: front,
rear, left flank and right flank. Each of
these facings possesses an arc, an
area determined by drawing imaginary
lines at 45 degree angles from each
corner of the unit, as shown in below.

Arc of Sight
During the game, you will at times
need to determine whether one of your
units can see another unit, normally an
enemy unit that your unit intends to
charge or shoot.

Units
Units are made up of one, two or four
elements of the same type and must
remain in edge and corner contact with
another element of their unit and
usually facing the same direction.
Units must be in a legal formation at
all times, the most common are listed
below.

Examples of 3 types of elements, Artillery, Cavalry and


Line Infantry.

Formations
Units must be in a legal formation at
all times. All the elements of a unit
must face the same direction and must
be in base-to-base contact with each
other unless noted otherwise. Thus
elements within units and within lines
and columns must be kept as straight
as possible (as shown below).
Elements may not fire through other
elements of the same unit, therefore
some formations will reduce a units
Firepower in the shoot phase.
Regardless of formation, Firepower is
never reduced in Melee.

Column of March
The one element wide Column of
March has all of its bases lined up one
behind the other in a single column.
Column of March has the advantage of
being easier to advance and manoeuvre
than all other formations. It however
lacks firepower and is vulnerable to the
flanks.

Legal unit formations allowed are


these:
Line
A one element deep line formation has
all of its bases abreast, in flush contact
in a single line. Line Formation
maximises a units firepower, with
men standing shoulder to shoulder in
long ranks providing the maximum
frontage to deliver volleys of musket
fire, while sacrificing manoeuvrability
and defence against a charging enemy.

Units in line formation are able to


direct all their fire power in there arc of
sight, causing maximum damage to
targets in the shoot phase.

A unit moving in a column of March


follows its leading element, which may
pivot in any direction, any number of
times with the trailing elements
snaking a path behind it.

Units in column of March are able to


advance over difficult terrain without
movement penalty and may March
through open terrain.
The disadvantages of column of March
formation are due to it narrow frontage,
only the front element may shoot,
reducing a units fire power to one.

Column of Attack
Also known as Mass formation, heavy
column or the French Column. The
term column is a misnomer as this
formation bears no resemblance to a
long, sender line of men marching
down a road. The Column of attack
uses a narrow frontage with the rest of
the unit in close support behind. The
effect is successive waves of melee
attacks concentrated on a smaller
portion of an enemys line.
A unit in Column of Attack has two
elements in the front rank and two
precisely behind them in the second
rank.

Units in Column of Attack formation


receive a +1 to hit modifier in melee.
Only the front elements may shoot
therefore Columns of Attack have a
reduced fire power of two when
shooting.
Due to the close packed nature of units
in Column of Attack formation, enemy
shooting attacks receive a +1 to hit
modifier.

Square
Only line infantry can form square in
order to stand firm against a melee
charge, they are especially successful
against cavalry. A tightly formed
square presents a wall of bristling
bayonets and musket fire to a charging
enemy.
A square is formed by placing each
element in rear corner to rear corner
contact with the two of its neighbours,
forming an all round defensive
formation with all elements facing out.

Infantry squares have a 360 arc of


sight, and do not have any flanks or
rear facings. Each element may shoot
independently to its frontal arc, with a
firepower value of one. Infantry in
Squares are the only units which may
split fire over different enemy units.
Squares may only receive Halt! &
Change Formation! orders.
Units attacking a Square in melee must
reroll all successful hits, the second
result stands. In addition enemy
cavalry units receive a -1 to hit
modifier.
Due to the close packed nature of units
in Square formation, enemy shooting
attacks receive a +1 to hit modifier.

Stats
Each unit has a series of statistics
(stats for short), which define how
powerful it is in the game. These are:

Accuracy (Ac) The score needed by


the unit to hit an enemy with a ranged
attack. If it has no normal ranged
attacks, this is a .

Name. The units name and rank


marker.

Melee Skill (MS) The score needed


by the unit to hit an enemy with a
melee attack.

Size. The number of elements that


make up the unit.

Morale (Mo) A combination of the


units size and its training and
discipline, this stat shows how resistant
it is to damage suffered.

Speed (Sp) How fast the unit moves,


in centimetres (cm).
Range The range in cm of the units
shooting attack.

Special Rules Any special equipment


(like ranged weapons) and rules that
apply to the unit.

Fire Power (Fp) The number of dice


the unit rolls when attacking at range
Cost The points value of the unit.
and in melee.
Example of unit stats
Name

Size

Speed

Range

Firepower

Accuracy

Melee
Skill

Morale

24

4+

5+

-/13

Old Guard

Rank Markers: Used to tell the


difference in the quality of units from
the same troop type. Rank markers
distinguish between elite, veteran
Guard units and poorly led, untrained
Militia. Basically, the higher the units
rank, the better it is. It is important that
you place the correct rank markers
with your units so they are easily
recognisable to your opponent.
Measuring Distance
You can measure distances at any time
you like. Distances are always
measured to or from the nearest points
between elements in the two units. In
order to avoid confusion, keep your
units at least 1cm away from all other
units (friends and enemies) at all times.
This is not true when charging see
Charge!

Special
rules
Brave
Elite(1)
Inspiring
Fear

Cost

95

The Turn
Much like chess, Eagles and Colours is
played in turns. Just roll a die to decide
who is going to have the first turn the
player winning the die roll decides who
goes first. That player moves, shoots
and strikes blows in close combat with
his units this concludes Turn 1 of the
game. After that, his opponent takes a
turn Turn 2 of the game, and then the
players keep alternating this way until
an agreed time or turn limit is reached
or a victory condition is met. In his
turn a player goes through the
following three phases:
1) Move phase;
2) Shoot phase;
3) Melee phase.
Well examine each of these phases in
detail later.

Troop Types

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Light Infantry
Light infantry generally have a longer
range and better Accuracy than other
infantry and are able to make the best
use of terrain, allowing them to attack
without ever getting hit back. Light
Infantrys Skirmish special rule makes
them fast and agile but leaves them
vulnerable in melee. Light Infantry
may form Line and Column of March
formation.
A light Infantry unit consists of two
elements of two figures per element in
a staggered formation.

Line Infantry
Line Infantry are the core of your army.
These troops hold down the opponents
centre and either overpower it or hold
it in place for a flanking force to
deliver the coup de grace. Line
Infantry are extremely versatile units
with a balance of manoeuvrability,
firepower and melee skill. All line
Infantry can form Line, Column of
March, Column of Attack and Square
formation meaning they are your most
flexible troops which can participate in
all phases of the game.
A Line Infantry unit consists of four
elements of four figures each.

Example of Light Infantry: French Voltigeurs.

Example of Line Infantry: French Fusiliers in line


formation

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Similar to how line infantry are able to shoot over light infantry, ranged cavalry are
elevated and can shoot over all friendly infantry units. All cavalry units have the
Sound the Charge special rule.
Light Cavalry
Light Cavalry are riders of exceptional
prowess, trained in lightning fast
manoeuvres and flank attacks. They
are more lightly armed and armoured
than other cavalry, but make up for it
by being much faster and far more
versatile then heavy cavalry. Light
Cavalry can form Line and Column of
March formation.
Light Cavalry use the Nimble special
rule.

Heavy Cavalry
Intended to charge and break enemy
units in melee. Heavy Cavalry is
slower than light cavalry, but has
higher Melee Skill, making them
harder hitting and ideal for clearing
away enemy units after shooting
damage has been inflicted. They are
rightly feared by enemy infantry, and
other cavalry forces are foolish not to
treat them with a degree of respect.
Heavy Cavalry can form Line, Column
of March, and Massed formation.

Light Cavalry consists of two elements


of two Cavalry figures each.

Heavy Cavalry use the Breakthrough


special rule.
Heavy Cavalry consists of four
elements of two Cavalry figures each.

Example of Light Cavalry: Chasseurs a cheval.

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Units attacking Artillery in melee always treble their Attacks, regardless of position.
Artillery units may only form Line (unlimbered) and Column of March (limbered)
formation. Artillery units may only fire while unlimbered and only if they received a
Halt! order that turn. All artillery units consist of four elements; for horse artillery
these are a mixture of cavalry and artillery elements (see below).
Artillery
Precise and deadly at all ranges;
Artillery can be loaded with round or
canister shot. Lethal while stationary
but if left behind and undefended, will
be vulnerable to fast moving cavalry
attacks. Artillery units were often
deployed with a mix of guns. These
rules make no distinction between the
actual sizes of the guns; an artillery
battery is simply classified as Light,
Medium, Heavy, howitzer or unicorn.

Horse Artillery
To keep up with fast moving cavalry,
horse artillery batteries put entire gun
crews on horseback. The cannon used
by horse artillery lack the range and
firepower of other artillery pieces. This
is considered unimportant; speed is all.
Unlimbered Horse Artillery has two
Artillery elements in the front rank and
two Cavalry elements precisely behind
them in a second rank. See diagram
below;

Unlimbered French Artillery Battery.

Limbered Horse Artillery

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General units are the centrepiece of


your army. Your Generals are
represented by a single element on a
20mm round base which must include
the great man himself, but may also
include his body guards, messengers,
observers and other hangers-on as
make up his entourage. All Generals
have the Very Inspiring and Special
Orders special rules.
Generals as game pieces
Generals are different from other
pieces in the game. Most stands
represent a substantial body of troops.
Generals represent a tiny number of
individuals, some of whom may be
scattered about the battle field in the
role of messenger, scouts and
observers. The following rules
represent this;
Generals do not have flanks or rear
facings. Consequently, enemies never
double/triple there firepower when
attacking a General.

Generals move with a Speed of


12cm and can make any number of
pivots. Generals may move At the
Double! But will lose a command star
for the rest of that turn.
When shooting at a General,
enemies suffer an additional -1 to hit
modifier.
In melee, enemies receive an
additional +1 to hit modifier to their
rolls.

Generals stats
Unlike other troops Generals dont
have a value for Fire Power, Accuracy
or Melee skill. Instead they have a
command rating (represented by stars).
Each General then receives a command
radius depending on the commanders
rating thus:
Generals
Rank
Field Marshal
General
Lieutenant
General
Major
General
Brigadier
General

Command
Rating

Command
Radius
20 cm
18 cm

Special Rules
Very Inspiring
As per the Inspiring Special rule,
except the range is increased to the
Generals Command Radius.
Special Orders
A General can use the Special Orders
rule during his turn to bolster the
armys fighting ability.
Each command rating star the General
has on his profile, entitles the player to
do one of the following actions for any
friendly unit that is in command;

16 cm

At the Double! During the move


phase allow a unit to make an
additional Advance! move.

Retreat! During the move phase


allow a unit to make an additional
Retreat! move.

On my Command, unleash hell!


During the shoot or melee phases,
you may modify the Firepower,
Accuracy or Melee Skill value (you
choose which) of a unit by +1 until
the start of your next turn.

Rally! Anytime during your turn,


roll a number of dice equal to the
current damage markers on a unit.
Each dice that rolls 4+ succeeds in
removing one damage marker.

14 cm

12 cm

If any part of a friendly unit is within


the command radius of the Armys
General (as measured base-to-base)
then that unit is considered to be in
command. A unit that is in command
is subject to the Generals special rules.
If a unit is more than the command
radius from the Armies General (as
measured base-to-base) then that unit
is not in command. The more stars a
general has, the less likely your troops
will be to run away and the better they
will fight.

Once used, a star is considered


exhausted and may not be reused until
it is replenished. All command rating
stars are replenished at the start of the
players next move phase.
You must declare to your opponent
that you are using a command star and
what you are using it for, before the
unit
carries
out
the
action.

Move Phase
During the Move phase of your turn, pick each of your units in turn, and give them
one of the following orders:
unit into contact with the enemy for
hand-to-hand combat.
Halt!
The unit does not move at all. If
To change formation, one stand of the
already in melee the unit will continue
unit must remain in place whilst the
to fight this turn.
other stands form the new formation
around it. An infantry unit changing
Change Facing!
formation from a square into another
The unit remains stationary and can
formation may form up into its new
pivot around its centre to face any
formation facing any direction.
direction.
Advance!
The unit can advance straight forward
up to a number of centimetres equal to
its Speed. At any point during this
move (i.e. before or after advancing, or
anywhere along its advance), the unit
can make a single pivot around its
centre of up to 90 degrees from its
original facing and may also make a
single Change Formation! (See below).
Back!
Only infantry units in line formation
can move backwards at up to a number
of centimetres equal to half its Speed.
The unit remains facing the same
direction that it was facing before the
Back! order. At any point during this
move (i.e. before or after moving
backwards, or anywhere along its
retrograde move), the unit can make a
single pivot around its centre of up to
90 degrees from its original facing.
Change formation!
A unit may only make one formation
change during its move phase. A unit
with an Advance! order may make a
formation change either before it
moves or after it moves (but not both).
A unit that is charging may not make a
formation change. A formation change
does not use any of the units
movement allowance and changing
formation can never be used to bring a

Sidestep!
Only infantry units in line formation
can Sidestep, that is, move sideways
straight to its left or straight to its right
at up to a number of centimetres equal
to half its Speed. The unit remains
facing the same direction that it was
facing before the side-step. Sidestepping cannot be used to bring a unit
into contact with the enemy for handto-hand combat
March!
Only units starting the Move Phase in
column formation and with no enemy
units within 12cm may March! The
unit can advance up to triple its Speed
value. Units with March orders can not
shoot in the shoot phase or move
within 12cm of an enemy unit.
Retreat!
The unit must make a single pivot
around its centre of 180 degrees from
its original facing, then moves 2D6
plus the units Speed value; if a retreat
takes the unit off the table, it is
considered routed. A retreating unit
may move through any area of difficult
terrain or obstacle without penalty.
Charge!
This is by far the most exciting of
orders. It is also the most complicated
and so its described in detail below.

Charge!

A charge is the only way your units


can move into contact with the enemy.
A unit can charge a single enemy unit
(the target) as long as the following
conditions are met:
The target is at least partially in your
units front arc;
The distance between the charging
units closest base and the closest point
of the target unit is equal to or less than
the result on a roll of 2D6 plus your
units Speed value; if this distance is
not sufficient to reach the enemy unit,
than it has made a failed charge.
Rules for failed charges are detailed
below.
There is enough space for your unit
to physically move into contact with
the target by moving as described
below.

Moving Chargers
As they move, charging units can
move forward without measuring how
much distance they actually cover, and
pivot twice around their centre up to
90, at any point during their move.
They must, however, always use the
shortest way possible, going around
any blocking terrain and any unit in
their way (friends and foes). Note that
they must go through any area of
difficult terrain or obstacle that would
normally slow down their movement.
These elements of terrain do not slow
down Charge moves, but they cause
the charging unit to suffer a slight
penalty in the ensuing melee.
Basically, the only thing that matters
during a Charge move is that the unit
has physically enough space to move
into contact with the target.
Once the charging unit is in contact
with the target, align it with the side of
the target you are charging so that it is
flush with it. Finally, shuffle the

chargers sideways until their formation


centre is facing directly opposite the
centre of the target unit, or as close as
possible to it.
Flank and Rear Charges
If a charging unit is mostly in the
targets front arc when the order to
Charge is given, the unit must charge
the targets front facing. If a charging
unit is mostly in the targets right or
left flank arc when the order to Charge
is given, the unit must charge the
targets appropriate flank facing.
If a charging unit is mostly in the
targets rear arc when the order to
Charge is given, the unit must charge
the targets rear facing.
Multiple Charges
Against the Same Target
If two or more of your units are able to
charge the same enemy unit, they can
do so, as long as they can fit. Just issue
a simultaneous order to all of the units
that are charging the same target. Once
contact is made, any units that have

charged the same facing of the target


will have to share the space available
as equally as possible, so shuffle them
sideways. If there isnt enough space
for all of the units to fit against the
facing of the target they are charging,
some of the units will not charge and
must be given a different order.
Remember that when charging, units
dont have to stay 1cm away from
friends and enemies, and this means
that sometimes a charging unit may
end up in contact with both its target
and one or more enemy units it has not
charged (e.g. when charging a unit that
is part of a tight enemy battle line). In
this case, youll have to nudge these
enemy units backwards until they are
no longer touching.
Failed Charge
A unit that makes a failed charge
moves directly towards its target a
number of centimetres equal to the
highest single dice rolled for the charge
distance.

Unit Interpenetration
Friends
Friendly units can be moved through (except when charging), but you cannot end
a units move on top of another unit, so youll have to be sure that your units have
enough movement to end up clear of their friends. Also, at the end of their move,
your units must be at least 1cm away from friendly units. This ensures that both
you and your opponent can clearly tell them apart.
Enemies
Enemy units, on the other hand, block movement. Your units can never approach
to within 1cm of them, except when charging.
Interpenetration When Pivoting
In reality, regimented units are more flexible in rearranging their ranks than our
miniatures, so we allow units that are pivoting around their centre as part of their
move (whether its a Change Facing, an Advance, etc.), to move through both
friends and enemy units, and all types of terrain, including blocking terrain and
even the edge of the table. They must of course still end their move clear of
blocking terrain (and completely on the table!), and 1cm away from both friendly
and enemy units.

Terrain
Defending Obstacles
Sometimes an enemy will be placed
right behind an obstacle, as this makes
for a strong defensive position. Your
units can still charge a target behind an
obstacle. Measure the distance to the
obstacle rather than the target unit.
Elements of terrain make your table
look more impressive, but they also
make the game more complex, so dont
use too much terrain in your first game.
In wargames, terrain is normally made
in either of two ways: single terrain
pieces or areas of terrain. The rules for
both are below. Before the game, its
always a good idea to agree with your
opponent how you are going to treat
each of the pieces of terrain on the
table.

Single Terrain Pieces


These are individual pieces like a lone
tree, a house, a boulder, a fence, a
hedge or a wall. They will be either
blocking terrain, an obstacle or
decorative terrain.
Blocking Terrain. Units cannot move
across blocking terrain and must go
around it. We recommend treating
rivers, high walls and other large
pieces as blocking terrain.
Obstacles. Obstacles are long and
narrow pieces of terrain, like a low
wall, a fence, a hedge, a stream, etc.

something that a man could see over


and clamber across easily. Units can
move over obstacles normally (even
ending halfway over them), but cannot
cross them while Marching.
Decorative Terrain. A unit can move
over decorative terrain pieces as it
pleases, ignoring them altogether and
nudging them out of the way if it ends
its move on top of any (but remember
to put them back in their original
position once the unit moves off!).
This is best for small terrain pieces like
small bushes or individual trees.
Areas of Difficult Terrain
This type of terrain consists of things
like woods, farms/hamlets, crop fields,
areas of broken, rocky terrain or scree,
and so on. They are normally made by
gluing a number of pieces of terrain
onto a large base. This conveniently
shows the area of the terrain the
entire area of this base counts as
difficult terrain. Units can move
through these areas, but every
centimetre they cross counts as two
centimetres.

Buildings

Buildings are, without a doubt,


amongst the most important pieces of
terrain on a battlefield. They offer
substantial protection to those inside
and are a good vantage point to rain
fire on the enemy. Defenders firmly
ensconced in a building can only be
driven out by determined assault or
concentrated artillery barrage.
Infantry units can occupy buildings
and gain defensive bonuses against
enemy shooting and melee attacks.
Cavalry and artillery units may never
enter a building.
Occupying buildings
An infantry unit may occupy an empty
building if it can move into base
contact with the building during the
Move phase. A unit may not enter a
building on the same turn in which it
was ordered to March!. Then remove
the unit from the table and mark the

building in some way as a reminder


that the unit is inside.
Only room for one
No more than one unit may occupy a
building at any time. No other unit
may enter the structure unless the
previous tenants have left (or been
driven out).
Abandoning a Building
A unit can exit a building in the move
phase, though not in the same turn that
it entered the structure. Place the unit
in any desired formation, with at least
one stand touching the building. A unit
may not move any further in the turn it
exits the building its far to busy
reordering its battle formation. Units
may not charge from buildings.

Shooting from buildings


Infantry in the buildings may shoot in
any direction with range measured
from the wall closest to the target. All
shooting is considered to be from the
buildings top floor for line of site
purposes.

around the buildings doors, windows


and other openings. Its hard to
maintain the impetus of a charge in
such a confined area, so units
assaulting a building suffer from a
disrupted charge and therefore have a 1 modifier to their melee Skill on the
turn they charge.

Shooting at units in buildings

Combat Resolution

Enemy units may fire at the unit in a


building by measuring range and line
of site to any part of the building.
Infantry in buildings are very well
protected and are treated as being in
hard cover for both ranged and melee
attacks.

Combat is resolved as normal with the


attacker testing the defenders morale.
If the result is Steady! or Wavering!
the assaulting unit may either Halt or
Retreat in the next turn as usual. If the
assaulting unit Halts, it remains in
contact with the building and the melee
continues in the next players turn and
will go on until one side routes or
retreats.

Assaulting a building
An occupied building may be assaulted
by infantry units during the move
phase. A charge is resolved just as if
the building were the target unit. If the
units charging distance is equal to or
greater than the distance to the building,
the charge is successful, otherwise the
assaulting unit made a failed charge.
The charging units are aligned against
the out side of the buildings walls. We
assume that the melee takes place

The normal disruption or wavering


rules apply.
However, if the occupying unit is
routed, any one of the assaulting units
may immediately occupy the building.
If the assaulting unit does not occupy
the building it pulls back 1cm.

Hills
Few pieces of terrain are as
strategically important as a hill.
Whoever controls the high ground will
dominate the battlefield. Hills provide
a major advantage to an army, giving
them an elevated firing position and
forcing an opposing army to charge
uphill to attack them. Hills may also
conceal forces behind them, allowing a
force to lay in wait behind the crest,
using it for cover and firing on the
attackers as they broach the hilltop.

Units on a hill may fire at any unit


within their arc of sight and range.
They are not restricted to only shooting
at the closest enemy unit.

Hills and shooting


Units on a hill are able to draw line of
sight over other units (friends and foes)
on a lower level, making hills practical
vantage points for your troops to rain
fire down upon you foes.

Any unit whose charge began uphill


from an enemy unit receives +1 to their
melee skill.

Hills and Melee


Units holding the high ground have a
distinct advantage in melee as the
enemy will tire more quickly and move
more slowly when fighting up hill.
While units charging down hill will
gain extra momentum for the charge.

Any unit whose charge began downhill


from an enemy unit receives -1 to their
melee skill.

Shoot Phase
The effects of your armies fire power
is worked out in the shoot phase. This
includes units armed with Muskets,
rifles as well as your long ranged
artillery. Pick one of your units at a
time, choose a target and let loose!

In its next Move phase a disrupted unit


can not receive Change Formation! Or
At the Double! orders.

If you start the Shoot phase and have


not issued orders to all of your units, it
is assumed that all units you have not
ordered during the Move phase have
been ordered to Halt.
Units armed with missile weapons can
shoot only once in their turn. All
elements of a unit must shoot at the
same target. If a unit has two or more
types of ranged attacks, it can only use
one per turn.
Formations and Shooting
Units in Column of March or Square
formation (who have a ranged attack)
have their firepower value reduced to 1.
Melee and Shooting
Units that are in base contact with
enemies cannot shoot, and cannot be
shot at.
Disrupted
Units that have just come out of melee
with the enemy (i.e. had been melee in
the previous turn and survived) cannot
shoot or use any other form of ranged
attack. This is because they still have
their close combat weapons out or
bayonets attached and need the rest of
the Shoot phase to put them away,
reload their missile weapons and
recover the necessary concentration
and organization that are necessary to
start using their ranged attacks again.

Picking a Target
A unit can pick a single enemy unit as
a target for its ranged attacks as long as
the following conditions are met:
The target is the closest, visible
enemy unit at least partially in the
units front arc. If two of more enemy
units are equally close, the player may
choose which to shoot at.

The distance between the base of


the shooting unit and the closest point
of the target is equal to or less than
your units weapon range.

Shooting and Hitting the Target


Once the target has been picked, roll a
number of dice equal to the firing
units Fire Power value. Your units
dice rolls, with any modifiers that
apply, must score a number equal to or
higher than its Accuracy value in order
to hit its target. Discard any dice that
score less than that.

Firing on Flanks and Rears


Being fired upon from the flank or rear
is not only devastating for the amount
of casualties sustained but will drain
the morale of even the most elite units.
Any unit fired upon from the flank or
rear must take extra damage.
If your unit is shooting an enemy to the
flank, it doubles its Fire Power.
If your unit is attacking an enemy to
the rear, it trebles its Fire Power.
Modifiers
A number of factors can make a hit
less likely to happen. The most
common are:

would need more than 6 to hit, it can


still shoot and will need 6 to hit, but it
only rolls dice equal to half of its Fire
Power (rounding down).
Recording Damage
For each hit, place a damage marker
next to the unit. This represents
physical damage and casualties as well
as a decline in the units morale,
cohesion and its will to fight on. As the
unit accumulates damage markers, it
might be more convenient to record
this by writing it down, or placing a die
(possibly an unusual one, of a different
size or colour, to avoid rolling it by
mistake) next to a single damage
marker behind the unit, or using some
other suitable tokens.
Testing Morale

-1 extreme range. The target is over


half of the attacks range away.
-1 soft cover. The target is in soft
cover.
-2 hard cover. The target is behind
hard cover or in a building.
-1 moving. The firing unit received
any order other than Halt that turn.
Each of these factors is deducted from
the score rolled by the dice. For
example, if your unit normally needs a
4+ to hit, but its shooting at a target in
cover, you will need 5 or more to hit
instead. If the target was at extreme
range as well, you would need 6s.
Any dice that rolls a 1 is always a miss,
regardless of modifiers. However, if
modifiers to the roll mean that the unit

At the end of the Shoot phase, test the


Morale of any unit you inflicted
damage on in that phase. This test is
described later, and will determine
whether the damaged units stand,
waver or route.

Melee Phase
Melee represents a combination of
hand to hand fighting and extremely
close ranged missile fire between your
soldiers and the enemies. For the sake
of playability we imagine that in your
turn the impetus of the melee will be in
your favour, which means that your
men will be doing most of the hacking
and slashing, while the enemy mostly
defend themselves. If the enemy is not
annihilated or routed, your men will
brace themselves, for you can be sure
that the enemy will fight back during
their turn to avenge their fallen
comrades.
At this stage, there may be a number of
combats on the table. Pick one of these
combats and resolve it completely
before moving to the next, and so on
until all combats have been resolved.
Who can fight?
Units can fight in melee if they are in
base contact with at lease one enemy
unit during your melee phase, even if
the bases only touch at the corner.
Even units attacked in the flanks and
rear may fight, although the unit is not
turned to face the enemy.
If a unit is touching more than one
enemy it may choose which one to
attack. The player may even divide a
units attacks to strike at multiple
enemies, as long as this is made clear
to your opponent before rolling to hit.

target. Discard any dice that score less


than that.
Melee on Flanks and Rears
If an attacking unit is on the targets
right or left flank facing, the unit must
attack the targets appropriate flank
facing. If a firing unit is mostly in the
targets rear arc, the unit must fire on
the targets rear facing.
Being attacked from the flank or rear is
not only devastating for the amount of
casualties sustained but will quickly
drain the morale of even the most elite
units.
Any unit charged on the flank or rear
must take extra damage.
If your unit is attacking an enemy to
the flank, it doubles its Attacks.
If your unit is attacking an enemy to
the rear, it trebles its Attacks.
Melee modifiers
The following modifiers apply to a
units to hit rolls:
+1 Column of Attack. The attacking
unit is in column of attack formation.
+1 Charge from high ground. The
unit charged down hill. Bonus only
applies on the turn that the unit
charged.

Mle and Hitting the Target


To attack a unit in melee, roll a number
of dice equal to the attacking units
Fire Power value. Your units dice
rolls, with any modifiers that apply,
must score a number equal to or higher
than its Melee value in order to hit its

-1 disrupted charge. The chargers


move has gone through any portion of
one or more areas of difficult terrain,
over an obstacle, into a defended
building or any kind of cover. The
disrupted charge modifier only counts
on the turn that the attacking unit
charged.

-1 Target on High Ground. The unit


charged uphill or an elevated position.
This modifier only applies for the turn
the unit charged into melee.
Testing Morale
At the end of each individual combat,
test the Morale of the enemy unit
regardless of wether you inflicted
damage or not. This test is described
later, and will determine whether the
damaged units stand, waver or route.

Target Remains Fight on


If, on the other hand, your unit(s) did
not manage to rout their enemies, the
units remain in contact so the melee
will continue in the next players turn
and will go on until one side routes or
retreats.
Halt! Or Retreat!
In subsequent turns, any non charging
units already in melee may only
receive orders to Halt! or to Retreat!

Target Destroyed Regroup


If your unit(s) managed to rout the
target, it can do one of the following:
stay where it is and pivot around its
centre to face any direction (as per a
Change Facing order).
move directly forward D6cm, it must
move the full distance rolled but must
not contact another enemy unit.
move directly backwards D3cm (with
the same restrictions).

A Halt! Order is used when you want


your units to remain in melee and
continue to fight on.
A Retreat! Order is used to disengage
your units from melee. Both your units
and the enemies will be disrupted after
a retreat from melee.
As a unit accumulates damage, it will
become more and more likely to lose
combat, until eventually it will turn tail
and run from the field, never to return.
Also remember to make the melee
modifiers work for you!

Morale
As a unit accumulates damage, it will
become more and more likely to lose
cohesion, until eventually it will turn
tail and run from the field, never to
return.
When to Test
At the end of the Shoot phase of your
turn - test the Morale of any enemy
unit you inflicted damage upon during
that phase.
In the Melee phase - test immediately
at the end of each combat.
When an enemy unit is subject to
Panic! See below.
Panic!
Battles are usually won or lost when an
Army panics and flees, even though it
has not been beaten in combat. Troops
who see their comrades rout or their
Armys General slain can easily loose
their nerve and flee themselves;
causing other troops to lose heart until
soon the whole army is routed in blind
panic as rumour of defeat spreads
across the battlefield like wildfire.
A unit must be tested for panic in the
following circumstances;
When an enemy unit routes
immediately test all other enemy units
within 12cm of the routed unit.
Enemy General is routed all enemy
units within their Generals command
radius must immediately test their
morale.
Note that there are three circumstances
under which a unit does not have to
take a Panic test.

A unit does not take a panic test if it


is already in Melee the immediate
threat blots out all other events going
on around them.
A unit does not take a panic test if it
is already Wavering fear has already
taken these soldiers, the prospect of
further jeopardy does not accelerate
their flight.
A unit does not take a panic test if it
has already passed one earlier in that
phase (Shoot or Melee) even if there
are multiple reasons to test for Panic.
How to Test
Each unit has two numbers under its
Morale value. The first number is the
units Wavering limit; the second
number is its Routing limit. Units with
a-instead of a wavering limit cannot
be wavered.
To test the Nerve of an enemy unit, roll
2D6 and add to the result the current
damage points on the unit. This is the
total youre using to attack the enemy
units Morale. This total is then
compared with the Morale value of the
enemy unit.
If the total is equal to or higher than
the units Routing limit, the unit
suffers a Rout (see below).
If the total is lower than the Routing
limit, but equal to or higher than the
Wavering limit, the unit suffers from a
Wavering result (see below).
If the total is lower than the units
Wavering limit, then the unit is said to
be Steady, which means it is
completely unaffected and continues to
fight on as normal.

Steady!
The unit continues to fight normally
and does not suffer any negative
effects. Remember however that units
with ranged attacks, will usually be
disrupted by being engaged in close
combat and will not be able to use their
ranged attacks in their next turn. You
may want to mark these units with a
disrupted marker.
Wavering!
The unit continues to fight, but is
severely disordered. In its next Move
phase, it can only be given one of the
following orders: Halt! Change Facing!
or Retreat! In addition, the unit is so
disrupted that it will not be able to
shoot in its next Shoot phase. It is
normally a good idea to mark
Wavering units with a marker of some
kind (like a bit of cotton wool).

Rout!
The unit routs off the field, is
butchered to a man, or surrenders to
the enemy and is taken prisoner in
any case, as far as this game is
concerned, it is destroyed. Remove it.

Exceptional Results
Double Six We Are Doomed!
If you roll double six when testing Nerve the unit is
always routed regardless of nerve value, as insidious
news of defeat start to spread through the ranks.
Hold Your Ground!
If you roll snake eyes (double ones) when testing
Nerve, the enemy is filled with implacable resolve and
will always be Steady and fight on, regardless of any
modifier.

Special rules
Some units, or even entire armies,
possess what we call special rules.
Each of these special rules is an
exception to the normal rules. The
most common are listed below.

Canister
Instead of normal shot, cannons can be
loaded with canister shot which allows
them to be fired against enemies
nearby like a massive shotgun.

Blast (Dn)
This rule is used for all weapons that
explode on impact with the target or
otherwise inflict massive amounts of
damage with a single hit.

The unit may either fire normally or


fire Canister shot. Canister shot has a
range of 12cm, roll to hit as normal,
then pair the missed dice so the sum of
the pairs equals or exceeds the value
required for a hit. For example, An
Artillery battery (Firepower of 4) fires
canister at an approaching enemy and
rolls 5, 4, 3 and a 2. The batteries
Accuracy is 5+ so the roll of 5 is a hit.
The canister rule allows the 2 and 3 (or
4) to be added together to make a 5 (or
6 or 7), so another hit, for a total of 2
hits. The roll of remaining dice is a
miss.

If the units ranged attack hits the


target, roll a die as indicated in the
bracket and multiply the hit by the
result of the die. For example, if a unit
suffers a hit from a Blast (D6) ranged
attack, it will suffer from one to six
hits rather than a single one.
Brave
These soldiers are elite veterans who
are utterly fearless and will neve give
up a battle, no matter how hopeless the
situation.

Elite(n)
Troops with this rule are supremely
skilled true masters of the art of war.

A unit with the brave special rule


passes all panic tests automatically.

Whenever the unit rolls to hit, it can reroll up to n failed to hit dice.

Breakthrough
Experts at mle combat whos role are
to penetrate through enemy lines in a
decisive blow.

Fear
These soldiers prowess is worldrenowned and the mere presence of
these men on the battlefield can strike
fear into the hearts of their enemies.

If the unit managed to rout its target in


melee, it can move directly forward
2D6cm (instead of the normal D6cm);
also, it may make contact with another
enemy unit, and if so will immediately
engage in another round of melee, as if
it has charged.

All enemy units within 12cm of this


unit re-roll all Steady results for
Morale tests. The second result stands.
Units subject to both Fear and
Inspiring use the result of the first
Morale test and do not re-roll.
Headstrong
Whenever the unit begins a turn
Wavering, it rolls a die. On a 4+ it
shrugs off the effects of Wavering and
can act normally that turn.

Indirect
The unit fires its shots in high arcing
trajectories, which means that the
distance to the target is pretty much
irrelevant and that most cover is pretty
much useless.
The unit may fire indirectly, which
means it may shoot at a target it cannot
see. Indirect weapons are able to shoot
in an arc, over obstacles and other
troops, but incur a further -1 to hit
modifier. In addition the shots never
count as flank or rear attacks.
Inspiring
The bravery of a heroic general, or the
presence of a renowned friendly unit,
can convince warriors to stand their
ground a little longer.
If this unit, or any friendly unit within
12cm of this unit, is Routed, the
opponent must re-roll that Morale test.
The second result stands.
Militia
Militia are poorly equipped and
trained; rarely expected to be sent into
battle. If they do find themselves on a
battlefield, they should be expected to
run away, and not handle their
weaponry with great proficiency.
Militia may appear useless, then, but
they are cheap.
Militia units may not form square.
Nimble
Used by lightly armed units like light
cavalry, this rule makes the unit
considerably more manoeuvrable.
The unit can make a single extra pivot
of up to 90 degrees around its centre at
any point during its movement, even
while charging.

Piercing
This rule is used for all ranged attacks
that can penetrate cover with ease.
All shooting hits inflicted by the unit
are so powerful that they can punch
their way through cover easily, so they
never suffer the -1 penalty for soft
cover on their rolls to hit. They also
suffer a -1 rather than -2 to hit when
shooting at targets in hard cover.
Skirmish
Fast and agile, these men are experts
in using every scrap of cover and every
fold in the landscape to hide. This
makes them hard to spot and worse,
hard to kill. Their range and accuracy
are exemplary, but they lack the skills
necessary for close combat.
Skirmishing units move as normal but
are allowed to pivot as many times as
they want during an Advance move.
Skirmishers move through area terrain
as though its open ground.
Enemies shooting at skirmishers
receive an additional -1 to hit modifier.
Skirmishers can be seen through and
shot through by friendly troops.
Enemies attacking skirmishing troops
in melee receive an additional +1 to hit
modifier.
Sound the Charge
The speed of a cavalry charge is its
main defence against the enemy fire
and increases the shock value in
combat.
When charging units with this special
rule roll 3D6, discard the lowest result,
and add this result to their speed value.

Choosing your Army


Each nation has its own army list with
all the rules and characteristics needed
to forge your miniatures into a mighty
fighting force.
Cost
Every unit has been assigned a Cost
value, which reflects a units worth
within its army. Generally, the higher
the Cost, the better the unit will be. By
adding the cost of all the units you
have selected together, you can find
out the total cost of your army.
Knowing the total cost of your army is
important, as it give you a way of
reckoning your armys effectiveness.
To play a game, you and your
opponent will need to decide the size
of battle to fight. The larger the battle,
the larger the total cost of the armies
involved. For the sake of balance, most
games will take place between armies
of an equal total cost. However, your
games dont have to be balanced; you
dont have to have an equal total cost
on both sides. It allows you to tweak
your games to enact a famous last
stand of a hopelessly outnumbered
defender, a charge of light brigade
proportions, re-fight an historic battle

or to simply impose a handicap on a


more experienced opponent.
Size of Game
What total cost you and your opponent
decide on will depend upon how long
you want the game to take. At a total
cost of up to 250 points per side you
will have enough units for a Brigade
sized battle which will be competed in
less that an hour. 500 points would be
a divisional sized battle, which will
take 1-2 hours, A Corps sized battle
(over 1,000 point and up to 2,000
points) will probably last most of an
evening. Anything over 2,000 points
(multiple Corps) may take most of a
day to complete.
Restrictions
There are no restrictions to the type
and combinations of units you can
include in your army. However, this
can sometime lead to unbalanced
armies that may get in the way of a fun
game. Therefore players can impose
any army restrictions they see fit.
i.e. you might think Artillery units are
over powered and therefore impose a
maximum of 2 artillery units for each
army.

Fighting a Battle
In the course of the Napoleonic wars many battles were fought. Wether by chance or
design no two battles were ever the same. Each General tried to outwit his enemies in
strategy, by leading his army by devious routes to cut off the enemys lines of supply
and communication, or luring him into unfavourable positions.
By following the 7 steps below, you can randomly build a battle of evenly matched
armies where the situation gives neither side a particular advantage.

1.
2.
3.
4.
5.
6.
7.

Set up Battlefield
Roll for Battle
Dice off for defender and attacker
Roll for Victory conditions
Roll for deployment
Deploy armies
Fight the Battle

1. Set up Battlefield
Now that you have selected your
armies, the next thing to do is set up a
suitable battlefield. A battlefield could
be as simple as draping a green cloth of
your dinning table to a fully sculpted
purpose built gaming table. However
battlefields are never wide open flat
plains, so you will want to add scenery.
A Napoleonic battle could happen
anywhere, on the edge of a town such
as Austerlitz or Waterloo, on the
treacherous and frozen slopes of a
mountain pass such as the battle of
Rivoli or an assault over a river with
2. Roll for Battle
There are two ways to determine which
type of battle to fight. The first is to
pick randomly, by rolling a D6 and
consulting the table below;
1-2
3-4
5-6

Pitched Battle
Surprise Attack
Flank Attack

fords, bridges
crossings such
Borodino.

and other water


as the battle of

Players set up scenery in a mutually


agreeable manner. There are no hard
and fast rules about how you set up the
battlefield. Remember that the
objective of setting up a battlefield is
to provide an interesting and
entertaining battle, not to impede
movement to the point where armies
are unable to get to grips.

The second method is to discuss the


matter with your opponent and agree
which battle you want to fight.
Each battle is described below. The
details of battlefield layout including
army deployment areas are detailed
using a battle map.

Pitched Battle
In a pitched battle both Generals have
decided to confront each other at this
disputed piece of terrain. Both armies
are fully prepared for battle and there
is still plenty of time to manoeuvre
units into an unyielding battleline
before the battle starts.

Attackers Deployment Zone

60cm

Defenders Deployment Zone

Surprise Attack
In a surprise attack the attacking army
has been able to move deep into the
defenders territory without detection.
Luckily for the defending General, his
army occupy tactically advantageous
ground. Each army has prepared a
devastating surprise attack giving each
other little time to respond.

Flank Attack
The attacking force has used speed and
manoeuvrability to out flank the
defenders position. The attackers are
attempting to surround the defenders
and annihilate them, while the defender
must quickly react and counter attack
their enemies own exposed flanks.

3. Dice off for Attacker and Defender


Both players roll a D6, The highest
scoring player decides whether he will
be the attacker or the defender.
There are advantages to either
defending or attacking. The defender
has the choice of the best ground to
deploy his army, where the attacker

Attackers Deployment Zone

24cm

Defenders Deployment Zone

Attackers
Deployment
Zone

Defenders
Deployment
Zone

holds the initiative during the opening


phases of the battle.
The defender always chooses which
deployment zone he will deploy his
army. The attacker always decides
which player will take the first turn of
the game.

4. Roll for victory conditions


There are many ways to determine the
victor of a battle, was it the General
who captured and held all his
objectives, the army who annulated the
opposition or was it the force that out
fought their opponents before night fall
called an end to hostilities.
There are two ways to determine what
the victory condition of your battle will
be. The first is to pick randomly, by

rolling a D6 and consulting the table


below;
1-2
3-4
5-6

Victory Points
Objectives
Eagles and Colours

The second method is to discuss the


matter with your opponent and agree
which battle you want to fight. Each
victory condition is described below.

Victory Points
Unless one player concedes beforehand
You receive a number of victory
the winner is the player who has
points equal to half the points value
accumulated the most victory points at
(rounding up) of each enemy unit
the end of the game. Victory points are
wavering at the end of the game.
scored as follows;
If you routed the enemy general you
You receive a number of victory
receive 100 victory points in addition
points equal to the points value of
to the victory points scored for his
each enemy unit you have routed.
points value.
Objectives
Each player has two objective markers
Unless one player concedes beforehand
which they place on the battlefield
the winner is the player who has
before they deploy their army but after
captured the most objectives at the end
the attacker and defender have been
of the game. An objective is captured
determined. The players must place
by the closest non wavering unit within
one of their objectives in their
12cm of the objective. If it is unclear
deployment zone and the other in the
which of two opposing units has
no mans land area of the battlefield
captured an objective, then that
(i.e. not in theirs or the opponents
objective is considered contested and
deployment zones). It is encouraged
neither side can claim it.
that the objectives are placed on key
terrain features such as a building,
In the event of both players having an
bridge or hill ect and not in the middle
equal number of objectives, use victory
of an open field which has no tactical
points to determine the winner.
importance.

Eagles and Colours


Unless one player concedes beforehand
units in the army plus two for the
the winner is the player who breaks the
armys general.
enemy army first. An army breaks as
soon as its courage value equals its
For example, an army with five line
break point.
infantry units (5 courage points) and a
general (2 courage points) has a
An armys break point is equal to a
starting courage value of 7and a break
quarter of its starting courage value
point of 2, meaning it will break once
(rounding up).
its courage value is reduced to 2.
An armys courage value is equal to
the current number of line infantry
5. Roll for deployment
There are two ways to determine the
method the players will deploy their
armies for battle. The first is to pick
randomly, by rolling a D6 and
consulting the table below;
1-2 Meeting Engagement
3-4 Hidden dispositions
5-6 Escalating Engagement

The second method is to discuss the


matter with your opponent and agree
which deployment method you want to
use. Each deployment method is
described below.

Meeting Engagement
You have encountered the enemy as
Starting with the defender, players take
they are deploying for battle, however
it in turns to deploy a single unit at a
there is still enough time to deploy and
time in their deployment zones.
prepare your own forces before the
enemy can initiate hostilities.
Hidden dispositions
Conditions have made scouting
the battlefield. Both players deploy
impossible; however the enemys
their entire army out of sight of the
battlefield intelligence is as bad as
enemy behind the screen. Once
yours.
deployment is complete the screen is
removed to reveal both armies.
In order to keep deployment a secret, a
screen is erected across the centre of
Escalating Engagement
Your forces are dispersed across the
does the same. The players start the
country side with your fast cavalry and
game with the attacker deciding who
skirmishers scouting for the enemies
must play the first turn.
location. As soon as they are sighted
your forces are to converge and engage
From the start of each players second
them.
turn, the players must roll a D6 for
each non deployed unit. On a 4+ that
The defender deploys all of his fast
unit must move onto the battlefield
cavalry and light infantry units within
from any table edge within the players
his deployment zone. Then the attacker
deployment zone.

6. Deploy Armies
Now, that both armies have been
chosen and the battlefield has been set
up, its time to put your forces on the
table.
The defending player must always
deploy first (except for when Hidden
dispositions is being used). The

defender places his units or unit into


his chosen deployment zone, then the
attacker places his unit/s in the
opposite deployment zone. Continue
deploying both armies until the
deployment instructions have been
satisfied.

7. Fight the Battle


First turn
Once deployment has finished, the
attacking player determines who will
play the first turn. There are
advantages to going first, being the
first to inflict damage on the enemy
and capturing key terrain unopposed.
Game Length
Unless one player concedes or his
army breaks beforehand, the battle will
last for 12 turns, at the end of which

However, going second also has


advantages, being able to react to your
opponents manoeuvrers and using the
last turn of the game to take objectives
from the enemy who will not be able to
fight
back.

the winner is determined by the victory


conditions chosen for the battle.

T|t

5g{xx tx tx ux xxw uxxx {x {x y [tuz


[tuz tw {x
t UttxA
UttxA

Francis I is the first Hapsburg monarch


to use the title Emperor of Austria. His
ancient possessions in the Holy Roman
Empire have been largely stripped
away by a series of military disasters
inflicted by the "Emperor" Napoleon.
The old Empire is no more. In Italy
and Germany, General Bonaparte
personally oversaw military campaigns
that
broke
Austrian
Hapsburg
dominance. Despite a relatively
generous peace settlement in 1801, the
Hapsburg throne lost too much.
France remains a threat: it is unlikely
that Napoleon can ever let matters rest
as they are now. His legitimacy as a
ruler is bought and paid for in military
glory, and that cannot be won in times
of peace. His attitude towards other
nations is tinged with contempt at best,
and hostility at worst. Austria, then,

has to choose sides. Fortunately, there


are potential allies in the Russians and
the British. Indeed, the British may be
ideal allies, for they are likely to want
the return of Hanover, thus weakening
Prussian power within Germany. They
also have an exceptionally large
amount of money to help finance their
continental allies.
The Russians will expect to be
compensated for any efforts against
Napoleon by Polish territory, but
Austria can put up with such an
arrangement. The difficulty may lie in
coming to an arrangement with Prussia:
can Germany be divided equably? But
there is much to be gained by finding
allies: Austria needs help if she is to
regain the lost lands of Italy and,
finally, remove the revolutionary threat
that
is
France.

Zxxt
Name

Size

Special rules

Command
Radius

Morale

Cost

Special Orders
Very Inspiring

12 cm

8/10

36 Pts

Special Orders
Very Inspiring

14 cm

9/11

98 Pts

Special Orders
Very Inspiring

16 cm

10/12

192 Pts

Special Orders
Very Inspiring

18 cm

11/13

324 Pts

Special Orders
Very Inspiring

20 cm

12/14

498 Pts

Brigadier General

Major General

Lieutenant General

General

Field Marshal

_|x \yt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Special
rules

Cost

24

5+

6+

10/12

39

24

5+

5+

10/12

46

24

5+

5+

10/12

Headstrong
Elite(1)

55

24

5+

5+

-/12

German
Fusiliers
Hungarian
Fusiliers

German
Grenadiers

Hungarian
Grenadiers

Brave
Elite(1)

69

_|z{ \yt
Name
Grenzers

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Special
rules

Cost

27

5+

6+

8/10

Skirmish

33

30

4+

6+

8/10

Skirmish

39

30

4+

6+

8/10

Skirmish
Headstrong

60

30

4+

6+

-/10

Landesschutzen

Jaegers

Windbchse
Jaegers

Skirmish
Elite(1)

71

_|z{ Vtt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

12

4+

8/10

12

12

5+

5+

8/10

12

5+

8/10

12

4+

-/10

Uhlans

Dragoons

Hussars

1st
Hussars

Special
rules
Nimble
Elite(1)
Sound the
Charge
Nimble
Elite(1)
Sound the
Charge
Nimble
Headstrong
Elite(1)
Sound the
Charge
Brave
Nimble
Elite(1)
Sound the
Charge

Cost

42

44

49

60

[xt Vtt
Name
Cuirassiers

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

10

5+

10/12

10

6+

10/12

Chevauxlger

Special rules
Breakthrough
Sound the
Charge
Breakthrough
Nimble
Sound the
Charge

T|x
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Light Artillery

36

5+

8/10

36

5+

8/10

Canister
Indirect
Blast(D3)

69

60

5+

8/10

Canister
Piercing

74

36

5+

8/10

Canister
Indirect
Blast(D6)

91

7 Inch
Howitzer

Heavy
Artillery

Experimental
Howitzer

Special
rules
Canister
Piercing

Cost
35

Cost
42

49

Yxv{ T

Napoleon Bonaparte, born in 1769, to a minor


Corsican noble family. Educated at royal
military schools and commissioned into the
artillery. His military talents amounted to
genius but it was the Revolution that offered
him the opportunity to rise to high command in
his twenties. His political connections placed
him in charge of the artillery during the siege
of Toulon, where he not only commanded the
artillery but personally led the assault on the
earthworks guarding the city. Praised by the
revolutionary government for him actions, he
was raised from captain to brigadier general.
On 5 October 1795, an armed uprising
threatened the newly installed Directoire;
General Bonaparte was put in charge of 5,000
troops to defend the government. Deploying
artillery, he smashed the insurgents. The
Directors thanked him with promotion to
general of division and appointed him generalin-chief of the Army of Italy, a few nearmutinous and starving divisions in the Ligurian
Alps.
This command became the crucial opportunity
in Napoleon's meteoric ascent. In Italy he
revealed the characteristics of his way of war,

self-confident and mobile. He transformed


what had been intended as a secondary theatre
into a primary one, defeating the Austrians in
Italy and in the following year compelling
Austria to make peace. Bonaparte's return as an
acclaimed conquering hero frightened the weak
Directoire. In 1798, Austria and Russia with
support from Britain; formed a coalition to
attempt to roll back Frances military conquests.
Refusing command of an army to invade England
Napoleon led an expedition to Egypt to attack
Britain's trade and possessions in India. He
returned in 1799 and took personal command of
the army in Italy where he defeated the Austrian.
Later that year he staged a coup detat and
installed himself as First Consul and in 1804
crowned himself emperor. But by crowning
himself Emperor, Napoleon has provoked
Russia and Austria, who are prepared to march
on Paris from the East.
Realising the British will keep on supporting
coalitions against France, Napoleon decides to
tackle the problem at it root. The famous
Grande Armee, now in it prime, is prepared to
set sail to invade England at any time.

Zxxt
Name

Size

Special rules

Command
Radius

Morale

Cost

Special Orders
Very Inspiring

12 cm

8/10

36 Pts

Special Orders
Very Inspiring

14 cm

9/11

98 Pts

Special Orders
Very Inspiring

16 cm

10/12

192 Pts

Special Orders
Very Inspiring

18 cm

11/13

324 Pts

Special Orders
Very Inspiring

20 cm

12/14

498 Pts

Brigadier General

Major General

Lieutenant General

General

Field Marshal

_|x \yt
Name
National
Guard
Fusiliers

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Special
rules

Cost

24

6+

6+

9/11

Militia

25

24

5+

6+

10/12

39

24

5+

5+

10/12

Headstrong

49

5+

-/13

Elite(1)
Inspiring
Fear
Brave

95

Grenadiers

Old Guard
4

24

4+

_|z{ \yt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Cost

8/10

Special
rules
Skirmish

Chasseurs
Voltigeurs

27

5+

6+

27

4+

6+

8/10

Skirmish

37

27

4+

6+

8/10

Skirmish
Elite(1)

41

27

4+

6+

-/10

Skirmish
Elite(1)

59

Tirailleurs

Voltigeurs
of the
Guard

33

_|z{ Vtt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Chasseurs
a Cheval

12

5+

8/10

12

4+

8/10

12

5+

8/10

12

12

5+

5+

8/10

Lancers

Hussars

Dragoons

Special
rules
Nimble
Sound the
Charge
Nimble
Elite(1)
Sound the
Charge
Nimble
Headstrong
Sound the
Charge
Nimble
Elite(1)
Sound the
Charge

Cost

39

42

47

64

[xt Vtt
Vtt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Cuirassiers

10

5+

10/12

10

5+

10/12

10

4+

10/12

10

5+

-/12

Carbiniers
a Cheval

Guard
Lancers

Empress
Dragoons

Special rules
Breakthrough
Elite(1)
Sound the
Charge
Breakthrough
Elite(2)
Sound the
Charge
Breakthrough
Elite(1)
Inspiring
Sound the
Charge
Brave
Breakthrough
Inspiring
Elite(1)
Sound the
Charge

Cost
44

46

61

66

T|x
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Medium
Artillery

48

5+

8/10

36

5+

8/10

60

5+

8/10

Canister
Piercing
Elite(1)

85

-/10

Canister
Piercing
Inspiring
Elite(1)

177

6 Inch
Howitzer

Heavy
Artillery

Artillerie
a Pied

60

4+

Special
rules
Canister
Piercing
Elite(1)
Canister
Indirect
Blast(D3)
Elite(1)

Cost

59

74

[x T|x
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Horse
Artillery

2/2

10

36

5+

8/10

2/2

10

36

4+

-/10

Artillerie a
Cheval

Special
rules
Canister
Piercing
Elite(1)
Canister
Piercing
Inspiring
Elite(1)

Cost

36

61

Zxt U|t|

Great Britain is a constitutional monarchy, a


nation of free trade and personal liberty. Its
people are seemingly devoted to making
money and disliking foreigners in equal
measure. Foreigners are, quite simply, just not
very good at anything, be that running an
empire or making a decent pie. Britons make
no secret of their prejudice, a crass attitude that
makes diplomacy difficult. The "English" as,
much to the annoyance of the Scots, everyone
calls them, are disliked in every court in
Europe for this arrogance and their willingness
to let everyone else do all the fighting and
dying against the French. The apparent truth of
this last point has been a gift to Bonaparte.
If the British do have a truly visceral dislike,
then it would be the French, thanks to
traditional rivalry and a genuine horror at the
consequences of the French Revolution. While
many British politicians were pleased to see an
end to the Bourbon monarchy, they were
repulsed by the insatiable bloodshed of the
Terror, and fearful that the infection of

revolution might cross the English Channel,


with or without French bayonets to help it
along. Invasion is a constant fear and, as
always, an enemy in control of the Low
Countries is enough to scare London. France
also threatens British trade and commerce with
the rest of Europe; which must be protected at
all costs.
Britain's position in 1805 is better than might
be expected, but not due to its own efforts:
Napoleon has managed to upset almost every
other nation in Europe with his highhandedness. This is an opportunity for the
British to build a new alliance, although this
will mean paying handsome subsidies to its
partners. As long as the Royal Navy can keep
control of the seas, Britain is safe from
invasion, but without a substantial army and
continental allies this counts for little against
France. Britain can contribute to the downfall
of France, but needs time and resolve to muster
its strength. Napoleon may not grant that time.

Zxxt
Name

Size

Special rules

Command
Radius

Morale

Cost

Special Orders
Very Inspiring

12 cm

8/10

36 Pts

Special Orders
Very Inspiring

14 cm

9/11

98 Pts

Special Orders
Very Inspiring

16 cm

10/12

192 Pts

Special Orders
Very Inspiring

18 cm

11/13

324 Pts

Special Orders
Very Inspiring

20 cm

12/14

498 Pts

Brigadier General

Major General

Lieutenant General

General

Field Marshal

_|x \yt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Fencibles
Foot

24

6+

6+

24

5+

24

5+

Highlander
Foot

Foot
Guard

24

4+

Cost

9/11

Special
rules
Militia

6+

10/12

Elite(1)

43

5+

10/12

Brave
Headstrong
Elite(1)

55

5+

-/12

25

Brave
Elite(2)
Inspiring

101

_|z{ \yt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Cost

8/10

Special
rules
Skirmish

Light Foot
KG Legion
Light Foot

27

5+

6+

27

4+

6+

8/10

Skirmish

37

30

4+

6+

8/10

Skirmish

39

30

4+

6+

-/10

Skirmish
Elite(1)

61

33

Rifles

95 Rifles
Green
Jackets

_|z{ Vtt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Light
Dragoons

12

12

5+

6+

8/10

12

12

5+

5+

8/10

Nimble
Sound the
Charge

42

47

58

Kings
German
Legion
Light
Dragoons
th

15
Hussars

12

5+

8/10

Nimble
Headstrong
Sound the
Charge

12

4+

-/10

Nimble
Sound the
Charge

th

10
Hussars

Special
rules
Nimble
Sound the
Charge

Cost

40

[xt Vtt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Heavy
Dragoons

10

12

5+

6+

10/12

10

12

5+

5+

10/12

Breakthrough
Sound the
Charge

51

10

12

4+

5+

10/12

Breakthrough
Sound the
Charge

55

10/12

Breakthrough
Inspiring
Sound the
Charge

59

Dragoon
Guards

Royal
Scots
Greys

Horse
Guards

10

5+

Special rules
Breakthrough
Sound the
Charge

Cost
44

T|x
Name
Light
Artillery
Medium
Artillery

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

36

5+

8/10

48

5+

8/10

Canister
Piercing

52

36

5+

8/10

Canister
Indirect
Blast(D3)

79

48

6+

8/10

Indirect
Blast(D6)

92

Howitzer

Rocket
Battery

Special
rules
Canister
Piercing

Cost
35

[x T|x
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Horse
Artillery

2/2

10

36

5+

8/10

Special
rules
Canister
Piercing

Cost
33

c|t T

Prussia has a proud military heritage: what else


could be the case for the nation of Frederick
the Great? The country has been at peace for
ten years, the result of getting a free hand in
northern Germany east of the Rhine in
exchange for recognising French control west
of the Rhine. Political realities have to be
recognised. Napoleon, however, is not an easy
neighbour to endure. His ambitions are
seemingly limitless, his army is growing every
day, and he is in need of new victories to add
lustre and legitimacy to his crown. It may only
be a matter of time before he once again looks
to secure the borders of France through war.
Perhaps, though, he can be persuaded to go

south, against Austria, even if that only leaves


a stronger France to face at a later date. There
are allies available, if the Prussians can
stomach them. The British are condescending
and unwilling to fight on land, but they have
the wealth needed to finance a war. The
Russians and Austrians may be willing to help
bring down the upstart empire of Napoleon,
even as they will do their best to hamper
Prussian ambitions. Neither the Austrians nor
the Russians have any wish to see Germany or
Poland dominated by Prussia, even as they
prepare for war against France. Such then, is
the situation facing Frederick William III.
Danger and opportunity wait.

Zxxt
Name

Size

Special rules

Command
Radius

Morale

Cost

Special Orders
Very Inspiring

12 cm

8/10

36 Pts

Special Orders
Very Inspiring

14 cm

9/11

98 Pts

Special Orders
Very Inspiring

16 cm

10/12

192 Pts

Special Orders
Very Inspiring

18 cm

11/13

324 Pts

Special Orders
Very Inspiring

20 cm

12/14

498 Pts

Brigadier General

Major General

Lieutenant General

General

Field Marshal

_|x \yt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Cost

9/11

Special
rules
Militia

Landwehr
Musketeers

24

6+

6+

24

5+

5+

10/12

46

24

5+

5+

10/12

Headstrong
Elite(1)

55

Grenadiers

Foot Guard
4

24

4+

5+

-/12

25

Brave
Inspiring
Elite(1)

80

_|z{ \yt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Special
rules

Cost

30

4+

6+

8/10

Skirmish

39

30

4+

6+

8/10

Skirmish
Elite(1)

43

27

5+

6+

9/11

Jaegers

Silesian
Schuetzen

Prussian
Fusiliers

Skirmish
militia

Fusiliers are an elite light infantry unit, able to form a firing line or skirmish as required.

54

_|z{ Vtt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Special
rules

Cost

12

4+

8/10

Nimble

41

12

4+

8/10

Nimble
Elite(1)

42

12

5+

8/10

Nimble
Headstrong

47

Lancers
Brandenburg
Uhlans

Hussars

[xt Vtt
Name
Cuirassiers
Life Hussars

Size
4

Speed
10

Range
-

Firepower
4

Accuracy
-

Melee
5+

Morale
10/12

Special rules
Breakthrough

Cost
42

10

5+

10/12

Breakthrough
Elite(1)

44

10

4+

10/12

Breakthrough

51

10

12

5+

5+

10/12

Breakthrough

51

Towarczys

Dragoons

T|x
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Light Artillery

36

5+

8/10

36

5+

8/10

Canister
Indirect
Blast(D3)

69

60

5+

8/10

Canister
Piercing

74

36

5+

8/10

Canister
Indirect
Blast(D6)

91

7 Inch
Howitzer

Heavy
Artillery

Experimental
Howitzer

Special
rules
Canister
Piercing

Cost
35

[x T|x
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Horse
Artillery

2/2

10

36

5+

8/10

Special
rules
Canister
Piercing

Cost
33

e|t

Russia is a giant, if it can be mobilised to face


the deadly danger to peace that is Napoleon
Bonaparte.
It is also a nation that is recovering from the
assassination of the reforming Tsar Paul in
1801, a man who was too interested in reform
to be left on the throne. Rumour has it that
Tsar Alexander was complicit, at the very least,
in his father's death. Paul had taken Russia to
war against revolutionary France. Now
Alexander is beginning to realise that a French,
or rather, Napoleonic hunger for victories will
drag Russia into war once again. If Russia is to
be seen as a major power in Europe, she must
behave as a major power, or accept French
domination of Europe.

This is why Russia now contemplates war


against France again. There may be incidental
gains to be made in Poland and Prussiandominated Germany, but the threat of the new
French Empire is real. Napoleon has set
himself up as the equal of the Tsar, and that is
an implicit challenge. There are potential allies
and some, like the English, have very large
treasuries.
Russian soldiers may be rough and ready, but
her generals are cunning commanders. Russia
also has the advantage of time and space,
should a war go badly. No invader from the
west can comprehend the emptiness of the
steppes, deal with the vast distances of Russia,
or survive the merciless campaigns of "General
Winter".

Zxxt
Zxxt
Name

Size

Special rules

Command
Radius

Morale

Cost

Special Orders
Very Inspiring

12 cm

8/10

36 Pts

Special Orders
Very Inspiring

14 cm

9/11

98 Pts

Special Orders
Very Inspiring

16 cm

10/12

192 Pts

Special Orders
Very Inspiring

18 cm

11/13

324 Pts

Special Orders
Very Inspiring

20 cm

12/14

498 Pts

Brigadier General

Major General

Lieutenant General

General

Field Marshal

_|x \yt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Cost

9/11

Special
rules
Militia

Opelchenie
Musketeers

24

6+

6+

24

5+

5+

10/12

46

24

5+

5+

10/12

Headstrong
Elite(1)

55

Grenadiers

Lifeguard
4

24

4+

5+

-/12

24

Brave
Inspiring
Elite(1)

80

_|z{ \yt
Name
Russian
Jaegers
17th
Jaeger
Regiment
th

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Special
rules

Cost

30

5+

6+

8/10

Skirmish

34

27

5+

6+

9/11

Skirmish
Militia

54

17 Jaegers are an elite light infantry unit, able to form a firing line or skirmish as required.

_|z{ Vtt
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Cossack
Cavalry

12

5+

8/10

12

4+

8/10

12

5+

8/10

12

30

4+

6+

8/10

Nimble
Sound the
Charge

Uhlans

Hussars

42Mounted
Rifles

Special
rules
Nimble
Sound the
Charge
Nimble
Sound the
Charge
Nimble
Headstrong
Sound the
Charge

Cost

39

41

47

49

[xt Vtt
Name
Pavlograd
Hussars
Dragoons

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Special rules

Cost

10

5+

10/12

Breakthrough

42

10

12

5+

6+

10/12

Breakthrough

44

10

4+

10/12

Breakthrough

49

10

5+

-/12

Breakthrough
Elite(1)
Inspiring

61

Cuirassiers

Chevaliers
Garde

T|x
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Light Artillery

36

5+

8/10

60

5+

8/10

Canister
Piercing

72

36

5+

8/10

Canister
Indirect
Blast(D6)

91

60

5+

8/10

Canister
Indirect
Blast(D6)

230

Heavy
Artillery

Experimental
Howitzer

20-lber
Unicorn

Special
rules
Canister
Piercing

Cost
35

[x T|x
Name

Size

Speed

Range

Firepower

Accuracy

Melee

Morale

Horse
Artillery

2/2

10

36

5+

8/10

Special
rules
Canister
Piercing

Cost
33

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