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Fire Phase Napoleonic Series, p 3

Skirmisher Fire [18.0]

Determine the Modifi ed Fire Value Roll less than or equal to using one die. Firing Skirmishers Fire Value A Hit on ... Fire Value A - (FV) 2 ... ... ... Fire Value of Skirmisher causes causes causes Full in the target hex M-1 M-1 M-1 + (and a Commander and and Target in Fortifi ed Loss Check). one Straggler loss. one gun point loss. Fire Value (FV) Table -2 terrain or Town/Village Note that Skirmishers can choose to target artillery separately, even if Unit Unit Size Target is Limbered or +1 the artillery is not the top unit in the stack . Quality Full Reduced in Square [14.2.4] Modifi ers Modifi Elite Value Fire 2 1 Rifl es fi ring +1 Regular 1 1/2 Skirmishers can fi re at adjacent hexes only. They can fi re in . IMPORTANT: Skirmishers block artillery any direction LOS if they are adjacent to the artillery. DG, Routed or Out of Command [24.2.1] may not fi re.

Artillery Fire [17.0]

Cross-reference the number of gun points (GPs) in the battery Roll one die and check the appropriate column with range to the target. The result is the Fire Value (FV) for Light [Heavy] Artillery Range in Hexes Fire Value (FV) less GPs 1 2 3 4 5-7 8-9 DR than 1 1 2 3 4 5 6 5 5 [5] 4 [4] 2 [3] 1 [2] 1 [2] 1 [1] 1 M-1 1M-2 1M-2 1(1)M-2 2(1)M-2 2(2)M-2 3(2)M-2 0 0 1 1 1(1) 2(1) 2(2) 4 4 [4] 3 [4] 1 [2] 1 [2] 1 [2] 1 [1] 2 3 M-1 M-1 M-1 1M-2 1M-2 1(1)M-2 2(1)M-2 3 3 [4] 2 [3] 1 [2] 1 [2] 1 [1] [1] 4 0 0 0 0 1 1 1(1) 2 [ ] 1 [ ] 1 [ ] 1 [ ] [ ] 2 3 2 2 1 1 5 M-1 M-1 M-1 M-1 M-1 1M-2 1M-2 1 1 [2] 1 [1] 1 [1] [1] 6 0 0 0 0 0 0 1

Fire Value Modifi ers: Loss Adjustments [17.1.7]: +1 Target is AA+, cavalry, Limbered, Column, Square, or fl anked Line Unwrecked A and B morale units and C morale units stacked with a 1-rated or -1 Target is in Town/Village or Fortifi ed hex. better Commander reduce any Morale Change result by one. -1 Target entered Close Combat through one of fi rer’s fl ank hexsides -1 Target is Skirmisher

DG, Routed, and 0 strength units may not fi re. No artillery fi re at night except Cannister. Only 1 GP can fi re out of a Town/Village hex.

Cannister [17.4.9]: When artillery Opportunity Fires at units entering their hex, roll twice, but ignore the modifi er for targets in Column, size AA+, or terrain. Add the casualties AND the morale result together, but apply Loss Adjustments seperately to each roll. Special cases Grand Batteries [17.3]: When more than one artillery unit fi res, sort the fi ring units by Light/Heavy and add up the gun points in each category. Read the Fire Values from the table, using the longest distance for each type. Roll for Light and Heavy artillery separately. The losses are added together, but use only the worst morale change. If a category contains more than 5 gun points, treat it as separate fi res of 5 points each, with odd GPs combined in a single fi re.

Only one artillery unit may fi re at the same target hex, unless all fi rers are adjacent to the target, are in Close Combat, or qualify under national execeptions: FRANCE Pre-1805 units may fi re together if stacked with or adjacent to each other. From 1805 no restrictions. RUSSIA 1807 or later units may fi re together if stacked with or adjacent to each other. PRUSSIA 1813 or later units may fi re together if stacked with or adjacent to each other. AUSTRIA 1809 or later units may fi re together if stacked with or adjacent to each other and of the same division. Corps artillery counts as its own division. From 1813, drop “division” restriction.

Commander Losses [25.4]: When a unit Gun Loss Table [23.1.1]: Roll one die for artillery DR 0-3 4 5 6 7+ suffers Permanent Casualies and/or Stragglers (Limbered or not) that must retreat after losing a roll two dice. On an 11 or 12, one Commander Loss Close Combat or Charge. Unlimbered guns must GP lost 0 1 2 3 All Limber to retreat. takes place and the stack is M-1. All guns are Horse Artillery - 1 Attacked by cavalry + 2

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Check to Stand [16.2.2, 16.4.1] Die Roll Modifiers (Max. +/-4) Both Cases Checking Order (Cavalry) BL +1 Commander Advantage +1 Case First checker Sh -1 Opponent stack twice the size -1 against cavalry Defender DG -2 Attacked in rear -2 [16.4.1.1] Artillery and/or Skirmishers only (unless in against infantry/artillery [16.2.2] Defender only Wrecked -2 Fortifi ed terrain) -2 Routed units and Limbered artillery always lose [16.3]. Roll equal to or higher Morale A B C D E on one die to stand against Cavalry against Infantry/Artillery (an unmodifi ed always stands) 6 Die roll 1 2 3 4 5 Light vs. Heavy cav. -1 Defending in Square +1 Defending Blown Defending in March Column -1 If the fi rst checker fails, the second checker automatically wins (does not roll). or stationary cav. -2 Defending in Line (1) -1 (1) If both fl ank hexes are occupied by friendly units in Line or Hindering terrain, the Line is treated as a Combat Column.

Cavalry Charges against Cavalry [16.4] Losses Both sides roll one die. Sequence (in Movement Phase) DR •Won •Draw Lost 1) Attacker announces target. 1 0 0 1M-1 Loss Adjustments: 2) Attacker moves into target hex. May trigger Reaction Charges 2 0 1 2M-1 Both Size B or C: reduce losses by 1. [16.5] & Opportunity Fire [17.4]. 3 1 1 2M-1 Both Size AA+ : add 1 to losses. 3) Check to Stand [16.4.1]. Defender fi rst. 4 2 2M-2 3M-2 BloodLust (see below). 4) Determine combat result. 5 2M-1 3M-1 3M-2 • 5) Retreat, Blown, 6-12 hexes (6 hexes if Routed). 6 3M-1 3M-2 4M-3

Cavalry Charges against Infantry/Artillery [16.2] Charge Successful [16.2.3] Both roll one die. (in Movement Phase) Sequence Attacker’s Defender’s Losses 1) Attacker announces target Losses (+Rout) 2) Target may form Square [16.2.1]. May trigger Opportunity Fire [17.4]. DR All AA+ AB-A B-C 3) Attacker moves into hex. May trigger Reaction Charges [16.5] & Opportunity Fire. 1 • 0 1(3) 0(1) 0(1) 4) Defender Checks to Stand [16.2.2]. If successful, go to 6. 2 0 1(2) 1(1) 1 5) Charge Successful [16.2.3]. Roll for defending artillery Opportunity Fire. Check combat results. 3 1 1(2) 1(1) 1 Follow-on Charge [16.2.7] may be carried out up to three times. Otherwise, charge ends [16.2.8]. 4 1 2(1) 2 1 Retreat, Blown, 6-12 hexes. 5 2M-1 3(1) 2 2 6) [16.2.4]. If cavalry fails roll, go to 8. Breakoff Attempt 6 2M-1 3(1) 3 2 7) Determine effect on the Breakoff table. CharChargege ends [16.2.8]. Retreat, Blown, 6-12 hexes - 4(0) 4 3 (6 hexes if Routed). 7 Attacker size A or AB +1 8) Cavalry Repulsed [16.2.6]. Roll for defending artillery Opportunity Fire. Determine BloodLust Repulse result. Charge ends. Retreat, Blown, 6-12 hexes (6 hexes if Routed). • (see below) Attacker size AA+ +2

Breakoff Attempt [16.2.4] Breakoff [16.2.5] Repulse [16.2.6] Roll equal to or higher to Breakoff. Defender rolls one die, and is M-1 on an odd result. Defender rolls one die, and is M-1 on an odd result. Cavalry rolls one die and checks table. Cavalry rolls one die and checks table. Morale A B C D E DR Breakoff DR Repulse OF 1 1M-1 Die roll 3 4 5 6 6 1 OF: Artillery Modifi ers Modifi ers 2 - in targettarget hex A -2 2 1M-1 Defender in Line +2 may fi re before 2M-1 Modifier: Stacked with a 2-rated or better 3 - Breakoff.Breakoff. B -1 3 Defender in Square -2 Commander +1 M-1 4 2M-1 4 C 0 Defender size B or C -1 5 M-1 5 3M-2

• must be stacked with a Morale Attacker size AA+ +1

British cavalry Attacker D +1 Commander to Breakoff. Ignore the modifi er 6 M-2 6 3M-2 for being stacked with a Commander [26.4]. 7 M-3 E +2 7 4M-2

Follow-on Charges [16.2.7] can either attack the current target, or any hex within 2 hexes. If the Follow-on Charge attacks the current target, just roll again on the Defender Losses Table. The charging cavalry takes no additional losses. If the Follow-on Charge targets a new hex, resolve the Follow-on Charge as a regular charge. If the target of the Follow-on Charge is adjacent to the original target, and the original target was able to form Square but chose not to, the Follow-on Charge target may not form Square either. In subsequent Follow-on Charges, targets within 1 hex of the last target may not form Square, targets 2 hexes away may form Square normally.

General note: All conditions for modifi ers are with regards to your own units unless otherwise noted. • Blood Lust [21.3.3]: On an unmodifi ed roll of 1, Unwrecked A & B morale units and C morale units stacked with a 1-rated or better Commander gain M+2 (instead of the table result). Commander Losses [25.4]: When a unit suffers Permanent Casualies and/or Stragglers roll two dice. On an 11 or 12, one Commander Loss takes place and the stack is M-1.

Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2007 All Rights Reserved Close Combat Napoleonic Battle Series, p 5

(in Movement Phase) Attacker enters defenders hex, paying +2MP Defending artillery may Opportunity Fire [17.4]. (in Close Combat Phase)

Check to Stand [15.2, 19.5]: The fi nal result is Defender Won, Attacker Won, or Firefi ght (if both sides pass) [15.3.3].

Checking Order (Infantry) Die Roll Modifiers (Max. +/-4) Case (read from top to bottom) First checker BL +1 Commander Advantage +1 Defender in Town/Village Attacker only 1) Sh -1 Opponent stack twice the size -1 2) Defender in Fortifi ed terrain Attacker DG -2 Attacked in rear -2 3) Attack from higher top elevation Defender Attack from lower top elevation Attacker Artillery and/or Skirmishers only Wrecked -2 (unless in Fortifi ed terrain) -2 4) None of the above Smallest [7.4] Defending in Fortifi ed terrain +1 Attacking in Line -1 5) Equal size Attacker Skirmisher Disadvantage -1 Attacking in March Column -1 Roll equal to or higher Morale A B C D E on one die to stand Night -2 Attacking a Line in Town/Village -1 (an unmodifi ed 6 always stands) Die roll 1 2 3 4 5

If the fi rst checker fails, the second checker automatically wins (does not roll). Routed units and Limbered artillery always lose [15.4.1].

Determine combat result [15.2.3] Opponent’s Formation and Size. Both sides roll one die and check the appropriate table. Comb. Col. AB+ A-C Die Roll Modifiers: maximum DRM+/-2 Line B+ C Size AA+ OR In Column +1 0 0 Opponent at different elevation -1 [15.3.3] 0 Loss Adjustments (do not use for Firefi ghts): 1 1 0 Skirmisher fi ring -2 : On an unmodifi ed roll of 1, Unwrecked A & • Blood Lust [21.3.3] 2 1(1) 0(1) Defending in Fortifi ed terrain -2 B morale units and C morale units stacked with a 1-rated or better 2M-1 1M-1 Commander gain M+2 (instead of the table result). 3 Night -2 Die Roll 4 2(1)M-1 1(1)M-1 Night: always at least one Straggler [15.3.7]. Firefight Loss Adjustments: • 2(1)M-2 5 2(2)M-2 Size C units: halve losses Size B&C halve losses (round down, but never below 1) [15.3.6]. 2(3) 2(2) (round down, but never below 1) Size AA+ unit reduces M- results by one level [15.3.4]. 6 The winner never takes more Permanent Casualties than the loser (unless the winner is in March Column). Ignore excess casualties. [15.3.1]. • Attacker’s Losses Defender’s Losses (+Defender Routs) Attacker’s Morale Defender’s Morale DR A B C D E DR A B C D E 1 0 0 0(1) 0(2) 0(2) 1 1(3) 1(4) 0(6) 0(6) 0(7) 2 0(1)M+1 0(1) 0(2) 0(3) 0(4)M-1 2 2(3) 2(4) 1(6) 1(7) 0(8) 3 0(2) 0(3) 1(3)M-1 1(3)M-1 1(4)M-1 3 2(4) 2(5) 1(7) 1(8) 1(9) 4 1(2) 1(3)M-1 1(4)M-1 1(4)M-1 1(4)M-2 4 2(5) 2(6) 2(7) 2(9) 1(10) 5 1(2)M-1 1(3)M-1 1(4)M-1 1(5)M-2 2(4)M-2 5 2(5) 3(6) 3(7) 3(9) 2(11) Attacker Won 6 1(3)M-1 2(3)M-1 2(4)M-2 2(5)M-2 2(6)M-2 6 3(5) 3(7) 3(8) 3(10) 3(12) 7 2(3)M-1 3(4)M-1 3(5)M-2 3(6)M-2 3(7)M-2 7 4(6) 4(8) 4(10) 4(11) 4(13) Size AA+ +1 Night -2 Size AA+ +1 Attacker in Line -1 Night -2 • Attacker’s Losses (+Attacker Retreats) • Defender’s Losses Attacker’s Morale Defender’s Morale DR A B C D E DR A B C D E 1 1(1) 1(1) 0(2)M-1 0(3)M-1 0(4)M-2 1 0 0 0 0M+1 0(1) 2 1(2)M-1 1(2)M-1 1(3)M-1 0(4)M-2 0(5)M-2 2 0M+1 0 0(1) 0(1) 0(2)M-1 3 2(1)M-1 2(2)M-1 1(4)M-2 1(5)M-2 0(6)M-3 3 0(1) 0(1) 0(2) 0(2)M-1 0(3)M-1 4 2(2)M-1 2(3)M-2 2(4)M-2 1(6)M-2 1(7)M-3 4 1(1) 1(2) 1(2)M-1 1(2)M-1 1(4)M-1 5 3(1)M-1 2(4)M-2 2(5)M-2 2(6)M-3 2(8)M-3 5 1(2) 1(2)M-1 1(3)M-1 1(3)M-2 1(5)M-2 Defender Won 6 3(2)M-2 3(4)M-2 2(7)M-3 2(7)M-3 2(9)M-3 6 2(2)M-1 2(2)M-1 2(3)M-1 2(4)M-2 2(6)M-2 7 3(4)M-2 3(5)M-2 3(7)M-3 3(8)M-3 3(10)M-3 7 2(3)M-1 2(4)M-2 3(4)M-2 3(5)M-2 3(7)M-2 In Column vs. defending Line +1 Size AA+ +1 Night -2 In Column +1 Size AA+ +1 In Fortifi ed terrain -2 Night -2

General note: All conditions for modifi ers are with regards to your own units unless otherwise noted. Commander Losses [25.4]: When a unit suffers Permanent Casualies and/or Stragglers roll two dice. On an 11 or 12, one Commander Loss takes place and the stack is M-1.

Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2007 All Rights Reserved Rally Phase & Miscellaneous Napoleonic Battle Series, p 6

Morale Check [21.2] Morale A B C D E Modifi er for all cases: Stacked with a 2-rated or better Commander +1 Die roll 3 4 5 6 6 Rallying Routed [21.5] Roll equal to or higher to rally from Routed to DG. Stragglers — Emergency Withdrawal [6.6.3.6] and Forced March [12.5.6] Cavalry Recovery [22.2.3] Suffer 1 Straggler loss if unit rolls lower. Roll equal to or higher to recover from Blown. Straggler Recovery [20.3.2] Square Movement [8.3.2] To recover Stragglers units must: Roll equal to or higher to move while in Square. • be at least 4 (2 at night) hexes away from all enemy units. • have a Morale State of Normal or BloodLust. Reaction Charge [16.5] • be In Command [6.11.1]. Roll equal to or higher to Reaction Charge outside the frontal • not be under Engage Orders. “cone”. • in the current turn: have spent no MPs, not been fi red upon, not fought in Close Combat.

in Rally Phase Roll equal to or higher to recover one Straggler. A & B morale units Breakoff Attempt [16.2.4] recover two Stragglers on an unmodifi ed 6. in Movement Phase Roll equal to or higher to Breakoff. • British cavalry must be stacked with a Commander to Breakoff. Modifi ers for Straggler Recovery: Ignore the modifi er for being stacked with a Commander [26.4]. Night +1 In Fortifi ed terrain or Town/Village +1 In No Orders status +1 Stacked with a 2-rated or better Commander +1

Random Events [29.0] Morale Effects Summary [21.1] Roll two dice to determine event: Commander Effects Loose Cannon Blood Lust (BL): affects Check to Stand. 2 Provides a DRM to Check to Stand and Morale Check Game Table Shaken (Sh): affects Check to Stand, no Blown 3 recovery (cavalry), no Straggler recovery (infantry), rolls [15.2.2, 16.2.2, 16.4.1.4, 21.2] 4 Order Lost no chargecharge (cavalry) British cavalry must be stacked with a Commander to 5 Game Table Disorganized (DG): as Sh plus Movement Allowance Breakoff [26.4] Delay Reinforcements halved, no fi re (artillery and skirmishers), no forming 6 Square (infantry). Reduces M-combat effects from artillery fi re when Cavalry Recovery stacked with C morale troops 7 Rout (R): as DG plus no moving, all-round rear facing, [17.1.7] 8 Advance Reinforcements always loses in Close Combat, counts as WWrecked.recked. Allows Blood Lust result when stacked with C morale 9 Game Table Blood Lust Recovery [21.5] troops [21.3.3] Commander Loss If not adjacent to enemy units, remove BL. [25.5]: Commanders marked with F are +2 10 If adjacent, roll one die and remove BL on Fighters Artillery Accident to their printed rating (max. 4) for combat and morale 11 a 1 or 2. purposes. 12 Loose Cannon Casualties Reading Combat Results Commander Wrecked Eliminated Units Gun Loss Table [14.3, 20.0] Losses [25.4] [21.6] [20.3.2] [23.1.1] The fi rst number indicates Permanent When a unit suffers The instant a unit If an infantry unit Roll one die for artillery (limbered or not) that Casualties. The parenthesized number Permanent Casualies becomes Wrecked is totally eliminated must retreat after losing a Close Combat or Charge. indicates Stragglers. The M-# indicates and/or Stragglers it is M-1 (including place it 5 turns ahead Unlimbered guns must Limber to retreat. a Morale Change. roll two dice. On Line Extensions). of the current turn DR 0-3 4 5 6 7+ Example: 1(1)M-1 is one Permanent an 11 or 12, one on the Turn Record Casualty, one Straggler loss and a one Commander Loss Track. On that turn GP lost 0 1 2 3 All level morale reduction (normal to Sh, or takes place and the it may start trying to Sh to DG, etc.). stack is M-1. recover Stragglers. All guns are Horse Artillery - 1 Attacked by cavalry + 2

- Skirmisher vs. Skirmisher [15.4.4.1]: Do not use Loss tables. The winner, or both sides in Firefi ghts, are unaffected. Losers are M-2 and are Reduced on a further roll of 1 on one die. In Firefi ghts the lowest modifi ed Check to Stand roll retreats (attacker in case of a draw). - Infantry vs. Skirmisher [15.1.7]: If infantry attacks a lone Skirmisher, there is no combat; the Skirmisher automatically retreats one hex. The infantry still pays +2 MP to enter the hex. Skirmishers in Hindering terrain or stacked with artillery may stand and are treated as C-size infantry [15.4.4]. - Cavalry vs. Skirmisher [16.3.3]: Skirmisher destroyed unless it manages to “dive for cover.” The cavalry is not Blown and may continue its Charge if the Skirmisher was not its target. - Infantry vs. Cavalry [22.1]: When infantry moves adjacent to cavalry, the cavalry must retreat 6-12 hexes (is not Blown) OR Charge. Blown cavalry attacked by infantry automatically retreats. - Stationary Cavalry [16.4.3.2]: Winning stationary cavalry is not Blown, nor has to retreat. - Square [15.4.5]: When attacked by infantry, Squares revert to Column (Line if part of a Line Extension) before combat and are M-1 (but DG at worst). This does not trigger Opportunity Fire. - Lone Artillery [15.4.3.1]: Is treated as a C-size unit and Checks to Stand normally. The attacker does not roll on the Loss tables. If forced to retreat, artillery rolls on the Gun Loss Table. - Routed units & Limbered artillery [15.4.1, 15.4.3.1, 16.3]: Automatically fail Check to Stand. Special Combats - Town/Village Fighting [19.0]: March Columns are treated as Combat Columns (all nationalities). Only the attacker Checks to Stand (there are no Firefi ghts). If the attacker wins, it can’t reface but can advance a hex (and Close Combat again). The attacking unit can continue to move and attack in this way as long as it stays in Town/Village hexes and doesn’t Rout. Multi-Man Publishing, LLC 403 Headquarters Drive, Suite 7, Millersville MD 21108 © 2007 All Rights Reserved