Fast Play Napoleonic Rules Mk 2

By David Manley (david.manley@btinternet.com)

 

These are a DBA-esque via Fire and Fury set of rules for Napoleonic wargames.

 

Army Composition

Each army is made up of one or more Brigades. Each Brigade consists of a number of Elements (roughly equivalent to an infantry regiment or battalion, cavalry regiment or artillery battery). Infantry will not generally be in the same Brigade as cavalry. Foot artillery may be in an infantry brigade, horse artillery in a cavalry brigade.

 

Orders

Each Command must be given specific orders. Any without orders will HOLD. Commands are, in order of level, ARMY, CORPS, DIVISION, BRIGADE. Orders are not given to units lower than brigades (i.e. not to individual elements). Units must conform to their orders, and may not deviate from them unless new orders are received or the unit commander makes an initiative test.

 

To change a units orders, its superior officer first writes the order. This is then taken by courier to the unit HQ. The unit commander then rolls for delay, to determine how long it will take for him to react. Once this reaction time passes the units orders become the orders as written AND NOT BEFORE.

 

If a unit commander sees an event that causes him serious concern he may take an initiative test. Roll a d6, requiring a score as shown in the table below. Each commander may make such a test only once per game, and must explain clearly to his opponent the reasons for the test. The new order is then written down. Once the cause of the reaction is passed the unit must revert to its original orders unless new orders arrive.

 

 

Order Writing

 

Orders may only use the following words or phrases

 

MOVE TO

HOLD

ATTACK

DEPLOY

RETREAT TO

<ENEMY UNIT>

<LOCATION>

<TIME>

IF

<ENEMY ACTION>

<FRIENDLY ACTION>

UNTIL

UNLESS

 

Examples ; Move to Village X and Hold unless Enemy reach Farm Y

; Retreat to Bridge on Turn 6

 

Commander Type

Rally

Initiative

Delay Roll
1 2 3 4 5 6
Bold +1 4-6 0 0 0 0 1 1
Normal 0 5-6 0 0 1 1 2 3
Cautious 0 6 0 1 1 2 2 3
Timid -1 n/a 1 1 2 2 3 3

 

Sequence of Play

1. Players write any orders to be issued during the forthcoming turn (*)

2. Players roll a d6 for initiative - highest wins and decides whether to be player A or B.

3. Player A fires

4. Player B fires

5. Player B rolls for PIPs and moves

6. Player A rolls for PIPs and moves

7. Close Combat

 

* Armies with superior command skills may add 1 to the initiative die roll

 

PIPs

One PIP die is rolled for each Brigade. One PIP point activates one unit for movement. Two PIPs are required to move units out of sight of the CO or more than 12" from the CO. Units are defined as single elements, groups of elements in a column, or in a line (front edge corners touching). In addition. Light Infantry stands may form a unit with other Light Infantry stands if within 3". The same applies to Light Cavalry. One PIP is deducted from each die if players are representing troops from different allied countries and particular communications difficulties exist (decided before the game starts).

 

Unit Factors

Unit Type Close Combat Movement Weapons Range
Foot +2 (2 ranks)
+3 (3 ranks)
3" line
5" column
Musket 5"
Lt. Foot +1 5" Musket 5"
Rifle 6"
Heavy. Artillery +4/0 3" 20"
Lt. Artillery +3/0 6" 15"
Lt. Cavalry +2 8" -
Dragoons +3 6" Carbines 3"
Cuirassiers +4 6" -
Lancers +4/+2 8" -
ADC, Staff etc. - 10" -

 

Notes:

 

Movement

Movement rates are as given above. Add 1" to all movement for troops in column moving on roads.

 

An element may not move within 3" of a non-fleeing enemy element which is not in contact unless it is to move closer to that element, or into contact with it. Thus a line of skirmish order Lt. Infantry spaced up to 6" apart may not be breached (but will probably be forced back).

 

An element may not move into contact with the flank of another element unless it started the turn behind the front of that element. An element may not move into contact with the rear of another element unless it started the turn behind that element.

 

An element may not disengage from an enemy element which moves faster than itself.

 

Bad Going

Bad Going includes woods, built up areas etc. as specified by the umpire. Maximum movement for light cavalry is 3", 2" for foot and other cavalry. Bad Going is impassable to artillery which must stick to roads (this is how artillery deploys in buildings).

 

No element in Bad Going or element in close combat attacking an element in Bad Going may claim support from friendly elements (the unit is unformed).

 

Artillery

Artillery cannot fire if they moved in the previous turn. If they are moving the limber leads with the gun behind, pointing backwards. If the battery is to be unlimbered the gun is placed at the front with the limber in contact behind, but also pointing forwards. In this state the battery cannot fire. At the start of the next fire phase (the opponent' fire phase) the limber is moved 1" to the rear of the battery, which may then fire.

 

Officers and Command Radii

If enemy troops move into contact with the CO the CO may make an evasive move of 6". If forced to do so again that turn he is killed or captured. COs are safe if in contact with a friendly element unless that is destroyed, in which case they are lost.

 

Dragoons

Dragoons may dismount instead of moving. See notes above for the effects of dismounting. For every 4 stands that dismount, place three foot stands and one stand of horseholders.

 

Interpenetration

Line infantry, or any mounted may pass through light infantry. Light infantry and cavalry may pass through any troops. All troops can retire through any troops except for batteries (which are swept away) and hard cover (where the recoiling troops are scattered).

 

Combat

Combat is divided into shooting and Close Combat. Elements which are involved in Close Combat may not be shot at.

 

Firing

 

Arc of Fire, Supports

Elements may shoot at targets up to 45° from straight ahead. Firing is determined by Brigade. The player selects an enemy brigade and announces which of his element will shoot at that Brigade. Note that different troop types within a target brigade are treated as separate brigades, so firing at a brigade with infantry and attached artillery batteries would be split between the two troop types. Add the combat values of the elements firing at a Brigade, roll a d6 and read off the result.

 

Weapon Type

Maximum Range

Combat Value at Range
0-5" 5-10" 10-15" 15-20"
Heavy Artillery 20" 8 6 4 2
Light Artillery 15" 6 4 2 -
Muskets (3 ranks) 5" 1 - - -
Muskets (2 ranks) 5" 2 - - -
Rifles 6" 3 2 (MR 6") - -
Carbines 3" 1 (MR 3") - - -

 

Double the Combat Value of elements shooting at limbered artillery or infantry in squares or columns.

Reduce Combat value by 25% if Tired, reduce by 50% if Spent.

 

Combat Results

 

Combat Value NE 1/2 D D D, -1 D, -2
1 1-5 6 - - -
2 1-4 5 6 - -
3 1-3 4 5 6 -
4 1-2 3-4 5 6 -
5,6 1 2-3 4-5 6 -
7,8 1 2-3 4 5-6 -
9,10 1 2 3-4 5-6 -
11-15 1 2 3 4-5 6
16-20 - 1 2-3 4-5 6
21-25 - 1 2 3-4 5-6
26-30 - 1 2 3 4-6
31-35 - - 1 2 3-6
36-40 - - - 1 2-6
41+ - - - - 1-6

 

Subtract 1 from the die roll if:

 

Shooting at a target in cover: woods, towns, broken ground, breastworks, sunken ground. NB ALL the brigade's elements must be in the cover type to gain this modifier.

Shooting at skirmishers, dismounted cavalry

 

Results

NE : No effect.

1/2 D: Half disordered - half the brigades elements must move out of contact with each other

D : Disordered - all the brigades elements move out of contact with each other

-1, -2 : 1 or 2 stands are destroyed, selected by the FIRING player.

 

Disordered troops in squares or field defences may stay in position, but count as Shaken.

If all elements are disordered, either 1/2 or all elements must retire 3" (or flee 6" if spent)

Elements which could not be fired on by the enemy, AND which are not in contact with those that could, ignore disordering.

 

Close Combat

Elements in base to base contact are paired off. Each player rolls a d6, modified as shown below:

 +1  Per supporting element
 +1  If cavalry that charged downhill
 +1  If uphill from enemy
 +2  Cavalry vs Infantry in Line, Column or Skirmish
+2   Cavalry vs Artillery
 -1  Per enemy element in contact to the flank or rear
 -1  Tired
 -2  Spent
 -2  Against troops in field defences (*)
 -1  Opposing troops are of a higher quality.
 -2  Cavalry in Follow-Up attack
 -2  Cavalry versus infantry in Square (*)

 * These bonuses lost if defending troops are shaken

 

Results

 

Less than enemy, but more than half:

Foot KO'd by Cuirassiers in Good  else retire 3"
 Lt. Foot   KO'd by Lt. cavalry in Good
 Artillery  KO'd by any in contact
 Cuirassiers  KO'd by any in contact in Bad
 Lt. Cavalry  KO'd by Cuirassiers in contact in Bad
 Lancers  KO'd by Cuirassiers in contact in Bad
 Dragoons  KO'd by Cuirassiers in Contact in Bad

 

If the lead element in a column retreats, the whole column is pushed back. Infantry in squares or troops in field defences may ignore a retreat, but are counted as shaken until they have had a turn without combat, they have retreated from their defences, or they have changed from square to another formation.

 

Less than half enemy score:

All KO'd

 

Support

Elements may give support in Close Combat if they are not themselves engaged and in contact with at least one corner of the enemy element, or directly behind the attacking element in column (up to a maximum of +3 for additional column units).

 

Following Up

Cavalry which cause an enemy element to retreat or flee follow up and remain in contact. Cavalry which KO their opponent must follow through 4" (regardless of the distance they moved to comtact their original target), and enter close combat with any elements they come into contact with. If this occurs they have a -2 modifier for that combat in addition to any other modifiers.

 

Combat Example

1. The Attacking player with two infantry stands with muskets in 2 ranks at 3" and a Heavy artillery battery at 12" shoots at the Defender's infantry line of 3 elements of infantry in 3 ranks. The Attacker's total Combat Value is then (2x 2 for the muskets plus 4 for the artillery) 8. A 6 is rolled, disordering the line and destroying one element (the central element). The Defender now has a CV of 2 (1 each). He rolls a 2, for No Effect.

 

2. After moving the element on the left of the line is attacked by 2 infantry elements. The attacking player rolls a 3, +3 for infantry in 3 ranks for a total of 6. The attacker rolls 1, plus 2 for infantry in 2 ranks, plus 1 for a supporting element, for a total of 4. This is less than the defender's score, so the attacker must retreat 3" (NB The retreating element is the one which was in contact - the support remains in place).

 

Brigade Effectiveness

Each Brigade has a Brigade Effectiveness factor (BEF). The initial BEF is 2 per element, +1 for the CO, +2 if the Brigade is considered Elite, +1 if considered veteran, -1 if considered Green.

 

BEF is reduced by 1 for each D result suffered by its elements. This loss is temporary. BEF is reduced by 2 for each element that is destroyed or which flees, or if the CO is lost. This loss is permanent. BEFs lost temporarily are recovered at the rate of 1 per turn.

 

The following table shows the overall rating of the brigade as BEF is reduced:

BEF Rating
100%-75% Fresh
75%-50% Tired
50%-0 Spent
<0 Flee

 

When a Brigade becomes Spent all retreat results become Flee results as the resolve of the Brigade collapses. Once BEF is reduced below zero the Brigade collapses and all its elements flee the field.

 

Flee

Fleeing elements move 6" if foot and 9" if mounted. Fleeing artillery elements are lost. Fleeing elements cannot shoot and will not move into contact with or move within 3" of enemy elements. Elements that may not move for some reason are lost or surrender to enemy elements within one move's distance (enemy's movement).

 

Fleeing elements of brigades with positive BEFs may be rallied by the Brigade CO. They move into contact with the element and roll a d6, adding the CO's Rally Rating. The element is rallied if the score is 6 or more. On a turn in which an Officer is attempting to rally they may not send or receive orders.


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