Micro Napoleonics (7172889)

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    Introduction to the Hurlbat Publishing Edition

    Welcome to the Hurlbat Publishing edition of Micro Wa rfare Series: Micro Napoleonics

    This series of thirteen games was original published by Tabletop Games in the 1970s with this title being published in 1976. Eachgame in the series aims to recreate the feel of tabletop wargaming with large numbers of miniatures but using printed countersand terrain so that games can be played in a small space and are very cost-effective.

    In these new editions we have kept the rules and most of the i llustrations unchanged but have modernised the layout andcounter designs to refresh the game.

    If you enjoy this game then it can be expanded further with a pack of additional armies for the period that contains organisationcharts and counters for Austrian, Polish, Prussian, Russian and Spanish armies. The other games from the series will be releasedshortly and we would welcome feedback via our website, www.hurlbat.co.uk where plastic versions of all the counters will alsobe available soon.

    Happy gaming!

    Dave PolhillHurlbat PublishingFebruary 2012

    Copyright 2012 Hurlbat PublishingEdited by Kris Whitmore and Dave Polhill

    Contents

    Pages 3 to 17 Main Rules

    Pages 18 to 20 Quick Reference Sheets

    Page 21 Record Sheets

    Pages 22 to 23 Army and Terrain Counters

    Tip

    For best results when printing counters, please set your Page Scaling option to None.

    http://www.hurlbat.co.uk/http://www.hurlbat.co.uk/http://www.hurlbat.co.uk/http://www.hurlbat.co.uk/
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    Micro Napoleonic Warfare

    This game recreates a battle during the Napoleonic era between a British and French army.

    The French army counters represent a force of some 45,000 troops and the British 35,000 troops.

    Using these simple but comprehensive rules up to six players are able to recreate a complete battle with all its complexmanoeuvres and colourful tactics.

    The battlefield can be varied to suit any type of ground and the printed terrain pieces placed in any position desired thus givingan extremely variable playing area, unrestricted by hexagonal or square playing boards.

    The Napoleonic era is perhaps the most colourful in military history, not only in terms of the uniforms adopted by the differentarmies, but also in the tactics that were employed. The British line can once more stand, or fall, against the assault of the Frenchcolumn; cavalry and artillery can again command respect and dominate areas of the battlefield.

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    Unit Organisation

    These rules and accompanying counters are designed for units to be fielded as follows:

    Infantry - Battalion of Regimental strength

    Cavalry - Regimental strength

    Artillery - Batteries of 6 to 8 guns

    The use of the C-in-C counter is compulsory but the divisional command counters are covered in the optional rules. Wherereference to the division commander is made, ignore if that office is not fielded.

    Move Procedures

    The game is played on an alternate basis: each side throws one die at the beginning of the game, the highest throw moves on allodd numbered moves.

    No units, other than those that are counter-charging, routing, retreat ing or evading may move in the enemys move.

    The sequence of each move is as follows:

    1. Move all routing or retreating units2. Moving player declares any charges, measures the distance to contact and determines at what point in the move

    contact takes place. The attacking player then moves his other units3. Defender specifies any evading or counter-charging units, and determines their moves4. Non-moving player fires all his artillery except any battery that is being charged (see 5 and 6 below)5. Non-moving player fires any infantry, other than those which are being charged, at targets6. Non-moving player takes morale test for units which are being charged7. Non- moving player fires any infantry unit or artillery unit that survives the being charged morale test 8. Moving player determines the morale of any charging unit only if it is made to do so through circumstantial causes9. Resolve all melees10. Take any morale tests resulting from either fire or melee

    The Duke of Wellington & Napoleon

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    Movement

    The following table gives the maximum distance a unit may move in mm in any one move:

    Infantry & Cavalry

    Unit Normal Rout or Charge Fall Back Facing EnemyClose order Infantry Line 50 75 25Open order Infantry Line 75 90 60

    Close order Infantry Column 75 100 30Infantry Square 20 - 20

    All Cavalry 150 250 -Command Figure 250 - -

    Artillery

    Unit Normal Action Move UnlimberingHorse Gun 100 160 40Field Gun 60 - 30

    Action Move

    An action move for artillery must include either limbering or unlimbering during the move, but not both.

    Note: A unit in line which turns through 90 and forms column of march is classed as a column for movementpurposes.

    Changing Formation or Face

    The following move distances must be allowed for any unit which changes its formation or facing during a move.

    Unit Changing Face up to 180 Forming Square Lying Down or Standing UpInfantry 20 Move 20Cavalry 50 - -

    Horse Guns Move - -Field Guns Move - -

    Forming Open Order

    To form open order from close order, or vice versa, will take half move and may be carried out by light troops or riflearmed troops only.

    Terrain

    See appendix for details of how to make and set up your battle terrain.

    Cover

    There are two types of cover. The first will be described as positions and will be any printed counter containingbuildings or redoubts. The second will be described as soft cover and will be any areas of wood, orchards or brokenground.

    Dead Ground

    Areas indicated as dead ground will provide cover for any units in it. Whilst in dead ground, a unit may not be firedon, except by enemy units on the edge of the dead ground.

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    Movement Penalties

    The following movement penalties will apply to any units moving over or through terrain other than flat openground.

    Terrain Close order Inf. Open order Inf. Column Cavalry Horse Guns Field GunsHill -10 -10 -10 -40 -60 1 Move

    Cover -40 -20 -50 -80 -60 -40Obstacle -20 -10 -20 -90 -80 1 Move

    Streams -40 -30 -30 -30 -30 -Fords 1 Move Move 1 Move 1 Move 1 Move 1 Move

    Notes:

    Hill penalties are per contour and movement uphill only Obstacle any linear obstruction e.g. a wall, hedge, fence or prepared position, crossed by the unit Halve the above penalties if a unit is moving along a track which crosses a hill or cover Fords are the only crossing places on a river where units may cross without bridging or assault equipment

    Prepared Positions

    All printed terrain features, except woods and fields, will be classed as prepared positions when they contain troops.Along each side of the printed feature is a number, representing the maximum number of defending fighting factorsthat may be deployed on that side.

    Occupation

    When units are placed in these positions they must occupy at least three sides of it, the fourth side being optional.The minimum occupying force on an y one side must be one quarter of the units fighting factor, if only one unit isinvolved; or half of one units fighting factor if two units are involved. Artillery batteries may be placed into thesepositions but the guns must be split equally to occupy at least two sides of the position. Draw a plan of each positionoccupied and indicate on it the number of fighting factor occupying each side.

    Moving in Prepared Positions

    It will take one move to transfer factors from one side of a position to another. This may only be done during aplayers move turn. The number of factors which may be transferred should be sufficient to make up the originalstrength on that side. If the enemy has broken into the position all the other defending factors may be taken fromtheir defensive positions to counter attack.

    Entering / Leaving Prepared Positions

    Close order units and artillery will take one move to occupy a prepared position. They will take one move to leave it,

    and form up with one side of the counter touching the position.

    An open order unit will take half a move to complete the same actions.

    Vision Restrictions

    Troops in a wood will be able to see other troops only if they are within 30mm of each other. Troops in a wood willnot be seen by troops outside the wood if the latter are not on the edge of the wood.

    Troops in prepared positions will not be seen until they open fire, but they may be fired upon by artillery whetherthey can be seen or not. They may not be engaged by infantry fire until seen.

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    Weapon Ranges

    The following are the maximum range of each weapon type:

    Small Arms

    Weapon RangeMusket 100mm

    Rifle 150mm

    Carbine 70mmArtillery

    Ball Single Canister Double Canister Shell / Case *3 / 4 Powder 250 100 75 -

    6 Powder 350 100 75 3008 / 9 Powder 450 120 100 40012 Powder 500 120 100 450

    *Optional Rules

    Case and Shell

    For the purpose of the basic rules, case and shell have been ignored; the ability to fire them has been taken into

    account in the factor table. See the optional rules section of the inclusion of these projectiles.

    Arcs of Fire

    To determine if a unit can fire at a target place the firing arc segment alongside the firing unit and lay a tape measurealong the appropriate line. If any of the target counter is within the arc it may be engaged.

    Open Order Infantry

    1. Only light infantry and rifled armed units may operate in open order or may be used to skirmish to skirmishtheir own close order troops

    2. When skirmishing a close order unit the skirmishing troops must be a minimum of 10mm and a maximum of25mm in front of the close order unit. Casualties from artillery fire will be in the ratio of 1 to 5 i.e. all artilleryfire will be directed at the close order unit and all calculations will be made on that unit. The resultingcasualties will be divided between the close order and open order units in the ratio of 5 to 1.

    3. Open order troops may only charge other open order troops, artillery or prepared positions. In all othercircumstances they must attempt to evade.

    4. Open order troops ma y not approach any nearer to an enemy close order unit then that units charge rangeunless: they are skirmishing friendly close order troops who are within evade distance of them, or the enemyclose order troops are themselves skirmished.

    5. Open order troop s must move clear of a friendly units front before that unit may charge. It will take theopen order troops half a move to clear the front and they will form up on the flank or rear of the unit.

    6. Skirmishing: open order troops may skirmish a close order unit in an attempt to shield them from enemysmall arms fire. One unit of open order troops may skirmish one close order unit in line formation, or twoclose order units in column formation.

    7. Random Factors

    When a random factor is called for in the factor tables throw one red die, counting the score minus and one blackdie, counting the score plus, and consult the following tables:

    Small Arms Fire * Multiply result by five British Troops count any negative factor as -1Artillery Fire Multiply any result between -1 and +5 by five Count all negative results as -1

    Melee * Multiply result by five Guard Troops and Troops in prepared positionsignore any negative result

    * For initial volley and melee impact round throw one additional black die at the same time.

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    Small Arms Fire

    When two opposing infantry units come within small arms range of each other they may fire their weapons in theirfiring move. To determine the result of such fire proceed as follows:

    1. Measure the range from the centre of the firing unit to the nearest point on the target unit and round off tothe nearest 20mm

    2. Turn to table 1 of the SMALL ARMS FIRING CHART and using the range from 1) above and the number offighting factors of the firing unit, read off the RANGE FACTOR

    3. Turn to table 2 on the same chart and using the number of fighting factors in both the firing and target units,plus the targets cover or formation, read off the TARGET FACTOR

    4. Add or subtract the range and target factors from 2) and 3) above5. Throw a random factor and add or subtract to the total in 4) above

    Result

    A final plus result equals the number of fighting factors destroyed in the round of firing. Ignore any minus result.

    Notes:

    1. Units in square may only engage with a quarter of their present fighting factor against any one target2. Firing into melee: no unit may fire into another unit which is engaged frontally or in the rear in melee. Fire

    may be directed at the latter unit if it is engaged only on its flank, and then only on the first round of melee.

    Artillery Fire

    To determine the effect of artillery fire, proceed as follows:

    1. Determine the range from the centre of the battery counter to the nearest point on the target counter2. Using this range, and the type of target, determine the artillery factor from either the ball or canister table,

    for whichever charge is being fired3. Add or subtract the tactical factors to 2) above4. Divide the batterys present fighting factor by 10 and add to 3) above 5. Throw a random factor and add or subtract to 4) above

    Result

    Any plus factor equals the number of fighting factors lost by the target. Ignore any minus factors.

    Melees

    A melee will take place when two or more opposing units come into contact with each other or an attacking countertouches the edge of a prepared position card. All the melee calculations will be calculated at the end of each move.

    Charging

    A unit may charge one in every three moves, but may use its charge move rate continuously when pursuing a unitwhich it has routed or which is attempting to evade.

    Counter-Charging

    A unit wishing to counter charge may elect to do so even in its own firing move.

    For a unit to mount an effective counter charge it must fire at a range of over 20mm or charge without firing.

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    Pursuit

    Pursuit is automatic for the first move, except for infantry units in a divisional column or units in prepared positionswho need not pursue. On the second or subsequent round of pursuit, all militia troops and all British cavalry unitsmust throw one die: 1-4 they must continue pursuit; 5 or 6 they break off pursuit.

    Routing units and their pursuers will move and melee each move ignoring the firing and non-firing move rule.

    General Sir John Moore, Marshal Ney & Marshal Blucher

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    Pre-Contact Morale

    Charging Unit

    A charging unit need not test its morale unless a cause occurs during its charge move.

    Charged Unit

    A charged unit, with the exception of those in prepared positions, must test its morale before it attempts to fire atits attackers. If the unit has good morale it may elect to fire at any point up to point blank range.

    If a unit fires at point blank range the attacking unit cannot be stopped from making contact with it. Point blankrange is any range up to 20mm. If a unit has poor morale it must start its retreat or rout at the half way stage of theattackers move.

    Firing by Charging Troops

    Troops who charge may not fire on the defenders once they have started their charge. They may deliver a volleybefore the start of their charge if they have not fired in their firing move. For an effective charge they must fire at a

    range of 40mm or more, otherwise they will not get the impact bonus in the first round of the melee.

    Evading

    Artillery crews and open order troops may attempt to evade an attacker even in their firing move.

    Open order troops must start their evasion a quarter of the way through the move and may not fire during thatmove. They may move at charge rate after allowing 10mm to turn.

    Artillery crews will be able to fire if their morale allows at either the quarter of half-way point of the move beforestarting their evade action. Artillery crew evading and unable to limber up will abandon their guns and move at

    open order charge rate.

    Forming Square

    Infantry unit not ordered to form square in their move turn may not attempt to do so in their firing turn even whencharged by cavalry. A square will be formed by dividing the unit into four equal parts, each forming the side of ahollow square.

    Attacking Prepared Positions

    If at least half of an attacking units counter is in contact with the e dge of a prepared position card it may engage the

    defenders in melee (see also flank attacks).

    Flank Attacks

    When an attacking unit engages another in flank or engages only part of the enemy counter, in the first round of themelee it will count only half its fighting factor. In the second and subsequent rounds of the same melee the unit willcount its full fighting factor.

    A t t a c

    k e r

    DefenderAttacker Attacker

    Defender

    These units count only half their presentfighting factor

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    Notes:

    1. Infantry may only move to engage cavalry in melee if the cavalry is already engaged in a stationary melee.2. Cavalry may not attack infantry units which are in prepared positions.

    Melee Calculation

    1. Divide the units fighting factor by 10

    2. Obtain melee factor for the attacker and the defender from the appropriate melee table i.e. Infantry /Infantry, Cavalry / Infantry or Cavalry / Cavalry and add or subtract to 1) above

    3. Add or subtract the tactical factors from the list below the melee tables4. Throw a random factor per unit engaged and add or subtract this result to 3) above

    Result

    Any positive result will be the number of factors that are inflicted by the unit on the opposing unit. Ignore anynegative results.

    Morale

    A unit must test its morale when one of the following occurs. All but pre-contact morale tests will be taken at theend of the move in which they occur.

    Causes

    1. Militia troops when they first lose more than 25 fighting factors and any subsequent move in which they losemore than 50

    2. When a unit, other than Militia, loses more than 100 fighting factors during a move3. Loser of more fighting factors in a melee and the difference is more than 204. When being charged does not apply to infantry in square being charged by cavalry or troops in prepared

    positions5. The following units in a column when the leading unit(s) retreat or break6. A unit in line or column when a flank unit within 50mm retreats or breaks

    7. If the divisional commander is wounded or killed within sight (when using optional rules only)

    Note: In all cases of retreat or rout the testing unit will only test if the retreating or routing unit(s) are of equal orbetter quality.

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    Morale Calculation

    To determine a units morale state:

    1. From the loss table on the Morale Chart, determine the units loss factor using its starting and presentfighting factor. If on this chart there is an R instead of a factor then the unit will automatically routwithout further calculations.

    2. If the unit is being charged or is charging, determine the appropriate factor from the charge morale tableand add or subtract this to 1)

    3. Throw one di e and determine the units ra ndom factor from the random factor table and add or subtract theresult to the above

    4. Finally add or subtract the units tactical factors from the list

    Result

    Using the resulting factor consult the Morale Result Table to determine the units action next mov e.

    Archduke Charles, Marshal Massena & Prince Golenischev-Kutusov

    Fall Back

    This means that the unit will fall back facing the enemy until no longer within charge range or to the nearest cover.

    Halt

    This means that the unit will remain where it is for the next move or number of moves indicated.

    Break (Rout)

    This means that the unit will take 10mm to turn, then rout towards its own base line, where possible, at chargespeed.

    Gunners will abandon guns.

    A breaking unit will lose one die x 10 fighting factors per move of rout.

    Retreat

    This means that a unit must retreat to its start line or to cover, whichever is the nearer, and it may deviate up to onemove to find cover. Defending units in their original positions and attacking units not yet moved from their start linewill move to cover. A retreating unit will lose one die x 5 fighting factors per move of retreat.

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    Rallying

    To rally a routing unit consult the table below to determine the dice throw required, using only one die.

    Class of TroopMilitia Regular Grenadier Guard

    Troops in the open

    No command figure 5 4 3 3With divisional

    commander4 3 2

    With C-in-C 3 2Automatic rally

    Troops in dead groundor cover

    No command figure 3 2With divisional

    commander3

    With C-in-C 2

    Note: Units still in melee or under artillery canister fire may not be rallied.

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    Appendix One - Terrain

    To make up terrain features for this game proceed as follows:

    Hills

    Cut hill contours from brown or grey card, in varying sizes and shapes, and mark the crest line on each:

    1 " t o 2

    "

    6" to 10"

    2 " t o 4

    "

    4" to 6"

    Place on top, lining up thecrest lines at either end.

    Dead Ground Broken Ground and Soft Sand

    Cut irregular shape between 4 and 6 long by 1 to 3 wide from coloured card different to that which is used for

    the hills. Mark each piece with the type of ground that it represents. Scrub and wood can also be made in this wayusing green card.

    Roads Rivers Bridges

    All such terrain features can be indicated on the playing area by using coloured chalks.

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    Appendix Two Optional Rules

    The following optional rules may be introduced into the main body of the rules.

    Artillery Case & Shell

    Case may be fired by British guns only. Shell may be fired only by batteries marked Howitzer .

    1. In the artillery fire calculation add the following factors:Mounted or open order

    InfantryIn prepared positions Column or Square Close order Line

    Case +8 +8 +12 +8Shell +10 +10 +9 +12

    2. The minimum range at which case or shell can be fired is 50mm

    Overhead Firing

    Batteries firing case or shell may fire over intervening troops on the same level, only if the troops are not within25mm of either the target or the battery. Batteries may also engage close order troops without inflicting casualtieson any screening open order unit.

    Setting Fire to Buildings

    Whenever shell is fired at a prepared position which contains a building, there is a chance of the building catchingfire. Throw one die per battery engaging with shell: if a 6 is thrown fire breaks out and the defenders have threemoves in which to put it out before they must abandon their position.

    The defenders must throw two dice:

    First move of fire 7 to 12 required

    Second move of fire 8 to 12 requiredThird move of fire 10 to 12 required

    Divisional Commanders

    These figures may be included in the optional rules and each may command one division. When using these figuresthe general game orders may be altered by them, only after an initiative test has been taken. Throw one die:

    1 or 2 Carry on with C-in- Cs order, or halt if not possible 3 - 6 Change order as required

    Each divisional commander has a points value of 25. Each time his division suffers a loss of 100 fighting factorsreduce this value by the score of one die. When it reaches zero he is killed.

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    Appendix Three Deciding the Winner

    Set up the terrain and before placing the unit counters in their starting positions, determine one of the following:

    Allocate points (between 50 and 200) for various terrain features

    - or-

    Determine some action which the attacker must achieve for victory, i.e. clear the road off the board or take themain hill in the defenders centre .

    To achieve victory the attacker must take more terrain points than the defender holds at the end of the game for thefirst case of achieve his objective for the second case.

    Type of Game

    It is suggested that the type of game played is that of attack / defence, where one side occupies a defensive positionand the other side assaults that position. The defender should occupy positions which cover at least three quartersof the width of the playing area and his forces should set up before the attacker determines the start position for his

    units.

    Campaigns

    For the purpose of campaigns use the following scale:

    Battlefield one mile = 400mm

    One pair of moves = hour Writing Orders

    In the basic game when each side has set up their counters both commanders write general orders for each division.These orders will be carried out by that division and may only be changed by the C-in-C counter moving to thatdivision. Individual units may be given specific orders if required. Artillery must be given specific orders which againmay only be changed by the C-in-C.

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    Appendix Four Counters and Definitions

    Order Sheet Definitions

    U Unit Identification D Deserters

    IF Initial Fighting Factor PF Present Fighting Factor

    K Killed B Battery IdentificationGame Counters

    Infantry and cavalry:

    Line1 1420

    Troop Type

    Unit Identification Initial fighting factor

    Note: All light infantry and rifle counters are for O/O formations.

    Artillery:

    6pdr Horse1 450

    Gun size Field or Horse gun

    Initial fighting factorUnit Identification

    Other Counters

    Place behind a battery that is fired upon by an enemy battery

    SQ Denotes unit changing formation into square

    Ret Denotes unit retreating

    M Place by any unit requiring to take a morale test

    H Place beside any unit that is ordered to halt

    R Place by any routing unit

    CO Place by O/O unit when it changes to close order

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    Small Arms Firing Charts

    Table 1 Range Factors (All factors in this table are plus)

    Type of TroopsFiring

    Close Order BritishClose Order

    European RegularsAll Militia Open Order Regular

    Regular Troops inPrepared Positions

    Militia Troops inPrepared Positions

    Number of Fighting

    Factor Firing 1 t o 3 0 0

    3 0 1 t o 6 0 0

    6 0 1 t o 1 0 0 0

    1 0 0 1 t o 1 5 0 0

    1 t o

    3 0 0

    3 0 1 t o 6 0 0

    6 0 1 t o 1 0 0 0

    1 0 0 1 t o 1 5 0 0

    1 t o

    2 0 0

    2 0 1 t o 4 0 0

    4 0 1 t o 6 0 0

    6 0 1 t o 1 0 0 0

    1 t o

    2 0 0

    2 0 1 t o 5 0 0

    5 0 1 t o 8 0 0

    8 0 1 t o 1 2 0 0

    1 t o

    2 0 0

    2 0 1 t o 4 0 0

    4 0 1 t o 6 0 0

    6 0 1 t o 8 0 0

    1 t o

    2 0 0

    2 0 1 t o 4 0 0

    4 0 1 t o 6 0 0

    6 0 1 t o 8 0 0

    R a n g e i n M M s

    R i f

    l e s 150 3 9 12 16 4 9 15 20

    140 6 14 25 31 5 14 22 30120 8 21 40 56 8 21 35 48100 5 12 20 26 3 9 17 23 2 4 6 8 12 24 53 86 11 30 50 69 5 9 15 2180 15 44 75 95 11 31 55 80 2 6 10 13 16 38 68 121 16 45 75 104 7 14 27 3860 25 71 125 155 16 49 87 130 3 8 14 20 21 54 82 156 21 61 104 142 8 20 34 5140 34 98 173 215 22 69 121 184 7 20 36 52 25 66 107 176 26 75 125 174 11 28 45 7420 44 129 229 285 28 85 151 230 12 39 73 107 33 83 130 221 31 91 150 210 15 50 70 95

    Table 2 Target Factors

    Target Cover or Type Number of

    FightingFactors Firing

    Number of Fighting Factors in Target

    1401to

    1500

    1201to

    1400

    1001to

    1200

    801to

    1000

    601to

    800

    401to

    600

    1to

    400Soft Cover /

    Open Order Infantry /Gunners in open

    901 to 1500 -50 -56 -65 -85 -99 -117 -145301 to 900 -53 -60 -55 -75 -86 -95 -121

    1 to 300 -58 -62 -45 -72 -77 -85 -101

    PreparedPositions

    901 to 1500 -35 -41 -50 -90 -104 -122 -150301 to 900 -38 -44 -40 -80 -91 -100 -126

    1 to 300 -49 -47 -30 -67 -82 -90 -106

    MountedTroops

    901 to 1500 -5 -11 -20 -40 -54 -72 -100301 to 900 -8 -14 -20 -30 -41 -50 -76

    1 to 300 -13 --17 -20 -27 -32 -40 -53

    Close Order Infantry in theOpen

    901 to 1500 +15 +9 0 -20 -34 -52 -80301 to 900 +12 +6 0 -10 -21 -30 -56

    1 to 300 +7 +3 0 -7 -12 -20 -33

    Artillery Table 1 Ball

    TargetOpen Order Troops

    Lying Down orMounted

    Deployed Gunners /Prepared Positions

    Troops in Columnor Square Close Order Line

    Poundage 3/4 6 8/9 12 3/4 6 8/9 12 3/4 6 8/9 12 3/4 6 8/9 12

    R a n g e

    i n M M s

    50 -22 -19 -17 -15 -33 -32 -30 -28 +4 +6 +8 +10 -10 -8 -6 -4

    100 -27 -23 -21 -19 -39 -37 -35 -33 -1 +1 +3 +5 -10 -8 -6 -4150 -32 -29 -27 -25 -44 -42 -40 -38 -6 -4 -2 0 -16 -13 -11 -9

    200 -37 -35 -33 -31 -50 -48 -46 -44 -12 -10 -8 -6 -21 -18 -16 -14

    250 -42 -40 -38 -36 -55 -53 -51 -49 -18 -15 -13 -11 -26 -23 -21 -17

    300 -45 -43 -40 -58 -56 -54 -20 -18 -16 -28 -26 -24350 -50 -48 -45 -63 -61 -59 -25 -23 -21 -33 -31 -29

    400 -53 -50 -66 -64 -28 -26 -36 -34

    450 -58 -55 -71 -69 -33 -31 -41 -39

    500 -60 -74 -36 -44

    Artillery Table 2 Canister

    Single -6 -1 +1 +4 -20 -15 -13 -10 +15 +20 +22 +25 +10 +15 +17 +20

    Double -4 +4 +8 +11 -18 -10 -6 -3 +17 +25 +29 +32 +12 +20 +24 +27

    Artillery Table 3 Tactical Factors

    -5 Target in soft cover-5 Battery changes target (not when firing canister)-5 Per move that battery is unable to engage a target

    -10 If battery was under counter battery fire last move-5 If target is charging infantry

    -10 If target is charging cavalry+5 If firing into open order flank

    +10 If firing into close order flank

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    Melee Charts

    Melee Table 1 Infantry v Infantry

    Notes:

    First figure is Attacker; second figure is Defender in all melee tables.

    The Attacker is the unit who originates a charge except cavalry (who can counter-charge) or retreating troops androuting troops.

    DefenderAttacker

    Line Column OO Infantry / Gunners PreparedPosition

    RoutingInfantryRegular Guard Regular Grenadier Guard Militia Regular Guard Militia

    LineRegular +11 / +1 +11 / +6 +1 / -12 +1 / -6 +1 / -2 +1 / -30 +16 / -15 +16 / -15 +16 / -33 -25 + 15 +18 / -45Guard +15 / +1 +15 / +5 +5 / -12 +5 / -6 +5 / -2 +5 / -30 +20 / -15 +20 / -5 +20 / -33 +20 / +15 +22 / -41

    Column

    Regular +10 / -4 +10 / 0 +8 / -5 +8 / +1 +8 / +5 +8 / -23 +18 / -15 +18 / -5 +18 / -33 -39 / +17 +8 / -51Grenadier +16 / -4 +16 / 0 +14 / -5 +14 / +1 +14 / +5 +14 / -23 +24 / -15 +24 / -5 +24 / -33 -33 / +17 +14 / -45

    Guard +20 / -4 +20 / 0 +18 / -5 +18 / +1 +18 / +5 +18 / -23 +28 / -15 +28 / -5 +28 / -33 -29 / +17 +18 / -41Militia -8 / -4 -8 / 0 -10 / -5 -10 / +1 -10 / +5 -10 / -23 0 / -15 0 / -5 0 / -33 -57 / +17 -7 / -60

    OpenOrder

    Regular -10 / +11 -10 / +15 -15 / +13 -15 / +19 -15 / +23 -15 / -5 -5 / -10 -5 / 0 -10 / -28 -30 / +17 +5 / -51Guard 0 / +11 0 / +15 -5 / +13 -5 / +19 -5 / +23 -5 / -5 +5 / -10 +5 / 0 0 / -28 -20 / +17 +15 / -41Militia -10 / +11 -10 / +15 -33 / +13 -33 / +19 -33 / +23 -33 / -5 -23 / -10 -23 / 0 -28 / -30 -48 / +17 -13 / -60

    Note: Infantry in square attached by other close order infantry are classed as being in line.

    Melee Table 2 Cavalry v Infantry

    DefenderAttacker

    InfantryRouting

    Infantry inLine

    Infantry in Column OO Inf and Gunners Infantry inSquareRegular Militia Regular Militia

    LightCavalry

    Regular +25 / -51 +8 / -25 +4 / -18 +4 / -36 +25 / -45 +25 / -63 -20 / +5Guard +35 / -41 +18 / -25 +14 / -18 +14 / -36 +35 / -45 +35 / -63 -10 / +5Militia +16 / -69 -1 / -25 -5 / -18 -5 / -36 +16 / -45 +16 / -63 -29 / +8

    LancersRegular +28 / -51 +11 / -28 +11 / -28 +7 / -38 +28 / -55 +28 / -73 -12 / 0Guard +38 / -41 +21 / -28 +17 / -20 +17 / -38 +38 / -55 +38 / -73 -2 / 0Militia +19 / -69 +2 / -28 -2 / -20 -2 / -38 +19 / -55 +19 / -73 -11 / 0

    HeavyCavalry

    Regular +32 / -51 +15 / -30 +11 / -23 +11 / -41 +32 / -60 +32 / -78 -10 / +5Guard +42 / -41 +25 / -30 +21 / -23 +21 / -41 +42 / -60 +42 / -78 0 / +5Militia +23 / -69 +16 / -30 +2 / -23 +2 / -41 +23 / -60 +23 / -78 -19 / +8

    Melee Table 3 Cavalry v Cavalry

    DefenderAttacker

    Light Cavalry Lancers Heavy Cavalry RoutingCavalryRegular Guard Militia Regular Guard Militia Regular Guard Militia

    LightCavalry

    Regular +5 / 0 +5 / +10 +6 / -9 +5 / +8 +5 / +18 +6 / -1 +5 / +12 +5 / +22 +6 / +3 +15 / -45Guard +15 / 0 +15 / +10 +16 / 9 +15 / +8 +15 /+8 +16 / -1 +16 / +12 +15 / +22 +16 / +3 +25 / -35Militia -4 / 0 -4 / +10 -4 / -9 -4 / +8 -4 / +18 -4 / -1 -4 / +12 -4 / +22 -4 / +3 +6 / -54

    LancersRegular +8 / +3 +8 / +13 +7 / -6 +8 / +5 +18 / +15 +7 / -4 +8 / +10 +18 / +20 +7 / +1 +18 / -45Guard +18 / +3 +18 / +13 +19 / -6 +18 / +5 +18 / +15 +19 / -4 +18 / +10 +18 / +20 +19 / +1 +28 / -35Militia -1 / +3 -1 / +13 -1 / -6 -1 / +5 -1 / +15 -1 / -4 -1 / +10 -1 / +20 -1 / +1 +9 / -54

    HeavyCavalry

    Regular +12 / +5 +12 / +15 +12 / -4 +12 / +8 +12 / +18 +12 / -1 +12 / +10 +12 / +20 +12 / +1 +22 / -45Guard +22 / +5 +22 / +15 +22 / -4 +22 / +8 +22 / +18 +22 / -1 +22 / +10 +22 / +20 +22 / +1 +32 / -35Militia +3 / +5 +3 / +15 +3 / -4 +3 / +8 +3 / +18 +13 / -1 +13 / +10 +13 / +20 +13 / +1 +13 / -54

    Melee Table 4 Tactical Factors

    +10 All British Cavalry+5 If Divisional Commander is leading

    +12 If C-in-C is in sight and within 50mm-8 Infantry against troops in soft cover

    -18 Cavalry against troops in soft cover-15 If attacked in flank-25 If attacked in rear (not routing troops)+10 If uphill from enemy

    -10 If unit is retreating-5 If loser of melee last move and difference less than 20-12 If loser of melee last move and difference more than 20-24 Infantry (not in square or cover) engaged by cavalry

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    Morale Charts

    Morale Table 1 Losses

    InitialStrength

    Present Strength50 100 150 200 250 300 350 400 450 500 550 600 650 700 750 800 850 900 950 1000 1050 1100 1200 1300 1400 1500

    300 to 360 -17 4 24 45 56 86 96361 to 420 -26 -8 10 27 45 61 80 96421 to 500 R -19 -4 12 29 44 60 76 92 96501 to 580 R -27 -15 -1 13 28 42 52 71 85 95 96581 to 630 R R -24 -7 3 16 29 42 55 69 83 92 96631 to 700 R R R -22 -10 2 14 26 38 50 63 75 88 94 96701 to 780 R R R R -21 -9 2 14 26 38 49 61 73 84 93 96781 to 850 R R R R R -19 -7 4 14 26 37 47 59 70 82 92 96851 to 910 R R R R R -26 -15 -5 5 17 28 38 49 60 70 81 91 96

    911 to 1000 R R R R R R R -20 -10 0 10 20 30 40 51 61 71 81 91 961001 to 1080 R R R R R R R R -21 -11 4 8 18 28 37 47 52 67 76 86 93 961081 to 1200 R R R R R R R R R R -21 -11 -2 6 17 26 35 45 54 64 73 88 961201 to 1300 R R R R R R R R R R R -21 12 -3 6 15 24 33 42 51 60 69 87 961301 to 1400 R R R R R R R R R R R R -26 -17 -9 0 7 17 26 35 44 52 70 93 961401 to 1500 R R R R R R R R R R R R R -21 -13 -4 4 13 22 29 38 47 64 81 91 96

    Morale Table 2 - Random Factors

    Top number Troops in the openBottom number Troops in prepared positions

    Morale Table 4 Tactical Factors

    -8 If under non-canister artillery fire-15 If under canister fire-15 If loser of melee & loss of 20 more than opponent-4 Per friendly unit retreating within 100mm-8 Per friendly unit routing within 100mm

    -10 If engaged or fired on in flank-20 If engaged or fired on in rear+3 Per supporting unit within 75mm & in sight (maximum

    of 12 factors only)+15 If winner of melee round this move or last+10 If C-in-C within 100mm & in sight+5 If divisional commander leading

    Morale Table 3

    Charging

    DefenderAttacker

    Regular Cavalry Militia Cavalry Guard Cavalry British Inf. / EuropeanGrenadier / Light Inf.

    Euro RegularInfantry

    Militia Infantry

    European & Britishclose order Infantry

    -25+20

    -20+15

    +5+12

    -6+10

    -6+10

    0+5

    Regular Open OrderInfantry

    -45+20

    -40+20

    -15+20

    -16+15

    +15-15

    0+10

    Militia Infantry-35+20

    -25+10

    -20+15

    -20+12

    -15+10

    -10+10

    Artillery Crews -30+20-25+10

    -10+15

    -10+10

    -10+10

    -5+5

    Regular Cavalry -10+20

    0+10

    Militia Cavalry-15+20

    -10+10

    Top Defender; Bottom Attacker

    Morale Result Table

    Morale Factorresult

    StationaryTroops

    MovingInfantry Moving Cavalry

    Artillery / ChargingTroops

    Troops in Melee or being Charged

    Troops in Prepared Position andnot in Melee

    70 plus GOOD GOOD GOOD GOOD GOOD GOOD60 69 2DD x 5 1DD x 5 GOOD GOOD GOOD GOOD50 59 1DD x 10 2DD x 5 2DD x 5 GOOD GOOD GOOD

    45 49 RETREAT HALT ONEMOVE 1DD x 10HALT ONE MOVE

    1DD x 5 FALL BACK 1DD x 10

    40 44 BREAK HALT TWOMOVESHALT ONE

    MOVEHALT ONE MOVE

    1DD x 10 BREAKKEEP HEADS DOWN ONE

    MOVE

    Fewer than 40 BREAK RETREAT RETREAT BREAK BREAK FALL BACK ABANDONPOSITIONDD = Desertion Dice: Throw the number indicated and multiply the result by the second figure.

    The total equals the number of fighting factors lost through desertion that move.

    Troop TypeDice Throw

    1 2 3 4 5 6Guard Class /

    Regular Cavalry+15+25

    +15+25

    +15+25

    +25+35

    +25+35

    +25+35

    British InfantryEuropean Grenadier/

    Light Infantry

    +10+20

    +10+20

    +15+25

    +15+25

    +20+30

    +20+30

    Non-British Regular /All Gunners

    -10+5

    -10+5

    0+15

    0+15

    +10+25

    +10+25

    All Militia Troops-27-13

    -17-2

    -7+8

    -7+8

    +3+13

    +13+23

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    Casualty & Fighting Factor Record Infantry

    U IF U IF U IF U IF U IF U IF U IFK D PF K D PF K D PF K D PF K D PF K D PF K D PF

    U IF U IF U IF U IF U IF U IF U IFK D PF K D PF K D PF K D PF K D PF K D PF K D PF

    U IF U IF U IF U IF U IF U IF U IFK D PF K D PF K D PF K D PF K D PF K D PF K D PF

    Casualty & Fighting Factor Record Cavalry

    U IF U IF U IF U IF U IF U IF U IFK D PF K D PF K D PF K D PF K D PF K D PF K D PF

    U IF U IF U IF U IF B IF B IF B IFK D PF K D PF K D PF K D PF Target PF Target PF Target PF

    B IF B IF B IF B IF B IF B IF B IFTarget PF Target PF Target PF Target PF Target PF Target PF Target PF

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    G u a r

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    L i n e

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    G r e n a d i e r

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    1 0 8 0

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    1 0 8 0

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