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More Drums and Shakos Additional Scenarios, Army Lists, new Rules and Special Rules for the Song of Drums and Shakos Fast Play Napoleonic Skirmish Rules

This material is copyright ©Sergio Laliscia/Ganesha Games 2008 Written by Sergio Laliscia Rules editing by Andrea Sfiligoi English-language editing by John Oman Based on the “Song of Blades” engine by Andrea Sfiligoi The author can be contacted at: [email protected]

Play testing and helpful suggestions: Andrea Sfiligoi, Stefano Stibelli, Jean Levrero, the Song of Blades Yahoo group, and the many nice folks at Lucca Comics and Games 2009 and at Dadi.com 2009 who stopped to play games at our tables. Thanks to Nic at Eureka Miniatures (http://www.eurekamin.com.au/) for providing exceptional 28mm models for the Tyrolean rebellion (see back cover). For errata and clarifications please download our free webzine Free Hack (www.lulu.com/songofblades) or join the Song of Blades yahoo group at (http://games.groups.yahoo.com/group/songofblades/) Official SDS blog: http://drumsandshakos.blogspot.com Official Ganesha Games blog: http://ganeshagames.blogspot.com

Christopher Cook (order #5682797) Introduction 3 Wurzburg (Grand of) 20 New Rules 3 Dutch-Belgian Contingent 1815 21 Mixed Nationality Squads 3 Foreign Regiments in French Service 21 Unused Points 3 Foreign Regiments in British Service 22 Extreme Weather 4 Hanover (Electorate of) 22 Former Ally 5 (Kingdom of) 23 Enemy 5 (Kingdom of) 23 Optional Rule For Multiplayer Games 5 Nassau 24 Optional Rule: Double Six on Activations 5 Ottoman Empire 24 National Features 5 Portugal (Kingdom of) 25 Saxony (Electorate of) 25 New Weapons 6 ( Joseph’s) 26 Better Weapon 6 Spain (Kingdom of) 26 (Kingdom of) 27 New Special Rules 7 Tyrolean Insurgents (1809) 28 Ambusher 7 United States of America (War of 1812) 28 Civilian 7 Warsaw (Duchy of) 29 Fervor 7 Who Was Allied With Whom 29 Guerrilla 7 Appendix: the Ottoman Empire Army 30 Hero 7 Individualistic 7 Ganesha Games presents: 32 Mob 8 Running Blow 8 Uninspiring Leader 8

Scenarios 9 “Take that Gun!” 9 Task Resolution System 10 Convoy Escort 11 Reinforcements! 13 Under Fire! 14

Rosters 15 Brunswick (Duchy of) 16 Canada, Indian Confederacy and British “Colonial” Infantry (War of 1812) 16 Confederation of the Rhine 17 Baden ( of) 17 (Kingdom of) 17 Berg (Grand Duchy of) 18 Hessen-Darmstadt (Grand Duchy of) 18 Nassau (Duchy) 18 Saxony (Kingdom of) 19 (Kingdom of) 19 Wurttemberg (Kingdom of) 20



Christopher Cook (order #5682797) Introduction Any game with the ambition to represent the Napoleonic New Rules Wars would be incomplete without profiles for the soldiers of the so called Minor Nations. These nations provided both and his enemies with hundreds of thousands of soldiers during the whole period, paying Mixed Nationality Squads a heavy toll in lives fighting for a cause they did not even Within the restriction of actual historical alliances, understand. Soldiers from Croatia, Italy, Spain and many players can mix their squad as they see fit. However, if other nations found a horrible death in during the the Officer is of a different nationality to the soldiers, he 1812 campaign; everywhere in Europe, battlefields were may have problems in giving orders. In such cases, stained with the blood of German youth coming from whenever he gives a Group order, roll for the Group an some small , hastily drilled and equipped, additional, different colored die. If this die rolls a success, and sent to fight for the Empire. nothing untoward happens. However if it is a failure, In the following pages, you will find stats for 26 of these one of the Group’s successes becomes a failure, with all Nations. We also included profiles for theaters like the War usual consequences. Note the presence of a Musician of 1812 and the Tyrolean Rebellion (1809), to allow you (drummer, piper, etc) can still influence the to refight some clashes in a slightly different environment. result with its special rule. The Ottoman list, published several months ago as a free add-on, has also been reprinted for the benefit of those who Example: Captain Lacroix (a Frenchman) is leading a like to have all profiles in a single book. Several new rules Westphalian squad in a bitter engagement against the and weapons have also been added. Enjoy! Russians. He rolls 2 dice for himself, getting a success. Lacroix gives a Group order to four of his soldiers: being Quality 4 and in command range, they activate at 3+. The Group rolls 3 dice and gets 2, 5 and 6 and a further (black) die is rolled for the different nationality of Capt. Lacroix. The black die scores a 2, a failure. From the initial 2 successes and 1 failure, the result is now 2 failures and 1 success, and that would cause a turnover. However, a drummer is within range, so Capt. Lacroix uses its special rule, re-rolling the black die. He gets a 4, and the Group gets a final result of 2 successes.

Unused Points When building your squad, sometimes you have some spare points, not enough to buy another soldier. In this case, you can buy up to 3 small (1S) fences or hedges for 5 points each. This can be done for pick up games only. Place the additional terrain features when you deploy your models. They can be placed anywhere within your half of the table (that is, from the player’s baseline to the center of the table).



Christopher Cook (order #5682797) Extreme Weather Several campaigns in the Napoleonic period were fought in difficult weather conditions. If both players agree to use the weather rules, determine the location and season of the fight and - after table set- up and before deploying models - check the weather condition for the ensuing battle, rolling a d6 on the appropriate table.

Southern Europe, Egypt, Southern USA Season Snow Heavy Fair Intense Rain Heat Winter 1 2-3 4-6 - Autumn/Spring - 1-2 3-5 6 Summer - 1 2-3 4-6 Modifier: Egypt +1

Central Europe, USA Middle East Season Snow Heavy Fair Intense Rain Heat Intense Heat Winter 1-2 3-4 5-6 - No soldier may move three times in the same turn. If Autumn/Spring 1 2-4 5-6 - moving twice, the second movement is downgraded (Long Summer - 1-2 3-5 6 movement becomes Medium, Medium becomes Short, Short needs 2 actions). Note that, due to combination Northern Europe, Northern USA, Canada of Intense Heat and difficult terrain, a model could be forced not to move at all if it has not enough actions. Season Snow Heavy Fair Intense Example: Summer 1810, Central Spain, 40° Celsius. A Rain Heat soldier is in difficult terrain and gets 2 actions. With its Winter 1-3 4-5 6 - first action, it moves 1S (Medium move limited by difficult Autumn/Spring 1-2 3-5 6 - terrain). With its second action it should move again 1Short, Summer 1 2-3 4-6 - but due to Intense Heat, it needs 2 action to do it. Not Modifier: Sweden, , and Russia -1 having enough actions to move, the soldier stops there (he could anyway shoot or attack in hand-to-hand, if able: for game purposes, Intense Heat only prevents fast movement). Fair No special rules for battles in Fair weather. Heavy Rain When shooting, apply the “Ammo Depletion” rule on an unmodified result of 1-2 (on both die rolls). This Snow reflects the combination of ammunition depletion and The whole playing surface, other than Impassable areas, wet powder. becomes difficult terrain: all movement capabilities are Example: under heavy rain, a soldier shoots at an enemy. downgraded 1 level (Long movement becomes Medium, He rolls a 2, and must check for ammunition depletion. On Medium becomes Short, Short needs 2 actions to move). a further roll of 1 or 2, the soldier is unable to shoot for the Light troops do NOT benefit of their special rule. remainder of the battle. Standing up after falling takes 2 actions instead of one. Bows cannot be used at all in heavy rain. Javelins and Tomahawks can be used as normal.



Christopher Cook (order #5682797) Former Ally Optional Rule: Double Six on Activations During the , soldiers of several minor When rolling dice for activation, an unmodified double nationalities found themselves fighting their old masters “6” grants an extra action for the soldier. This extra action and/or comrades, and this sometimes resulted in a can be used as normal but under no circumstances a reduced effort (if not in open mutiny). Some examples soldier will be allowed to move more than three times are Spanish troops of Joseph’s Kingdom of Spain fighting or to attack twice (in close combat and/or with a ranged against other Spanish; Dalmatians, Croatians and Istrian weapon). troops in French service fighting the Austrians, or Example: Sergeant O’Brian is trying an activation on 2 dice. Bavarian soldiers fighting the French after 1814. In these His musket is discharged, and he needs to reload. The player cases, players may want to see this attitude reflected in rolls a double “6” and Sgt. O’Brian gets three actions! Now the game. he can reload and fire, or move to cover and then reload. Note that Tomahawks and Two Pistols are exceptions to this When a Former Ally tests Morale, 3 failures cause the rule (see New Weapons). soldier to switch sides. From that instant on, he will be controlled by the opponent. It still count as lost for its The “double six” rule makes your games a little more original squad. unpredictable. Enemy The “Chasseurs Britannique” in British service and the National Features “Irish Legion” in French service are just two examples of As in SDS, the use of these rules is optional. Players must units recruited among bitter opposers of their homeland. agree before game starts if they want to use them. As it can be expected, their former compatriots showed no mercy for these soldiers, who were generally considered All French Allied traitors. They often fought to the bitter end, knowing well what would happen to them if they were taken Blades for the Emperor prisoners. Once per game, a hand-to-hand combat die roll can be re-rolled. When an Enemy model has to test Morale, it does so by rolling just two dice (instead of three). All British and Austrian Allied

Sure Aim Once per game, a ranged weapon die roll can be re- Optional Rule For Multiplayer Games rolled. Using the “card” system outlined in SDS, it may sometimes happen that the player who acted last in a Ottoman Turks turn sequence, acts first in the following turn sequence, thus performing two turns in a row. When this happens, Fury any other player may ask to reshuffle the deck and draw Once per game, one infantry model in close combat another card until a different player is selected. will kill an opponent just beating its die roll (apply all modifiers). The target cannot be an Officer. Declare the use of this rule before rolling the die.



Christopher Cook (order #5682797) target, or at two different targets, but cannot aim any shot. Reloading each pistol costs two actions. The model New Weapons does NOT drop the other pistol while reloading, he is assumed to put away the other pistol in a sash or belt as Dagger part of the two actions required for reloading. Note that A Dagger qualifies as better weapon in all Ambush firing twice is a player’s choice: the model can always fire attacks. In normal close combat it is considered being once (and aim the shot normally). A model armed only slightly better than being unarmed! with pistols is considered unarmed in close combat. Javelin Tomahawk A model armed with a Javelin can throw it at up to 1S A typical American Native weapon, the Tomahawk can range, with no modifier. Throwing the Javelin costs one be used both as a throwing weapon and in hand-to-hand action, but it can be thrown as a free action at the end combat. In the latter case, it counts as an Axe. When of any movement. Mark the miniature when the Javelin thrown, its maximum range is 1S and the weapon modifier has been thrown. A Javelin is uneffective in close combat is 0 (zero). Mark the miniature when the tomahawk is and counts as Primitive Weapon in hand-to-hand. thrown. A warrior CAN throw a tomahawk and then attack in close combat if he has enough actions. Pike A model armed with a Pike can keep enemies away thanks Better Weapon to the reach of his weapon. Therefore, when moving into To determine who has the better weapon in close combat, contact with a Pikeman, a soldier must take a Morale the updated list from best to worst is: test on 3 dice: if it gets more successes than failures, the Dagger (if in Ambush mode); model enters normally in close combat (don’t forget to Pike; apply the better weapon modifier); if it get more failures, Lance; it is intimidated by the pike and does not move at all. All Halberd; his remaining actions are lost. Sword; On the other hand, a Pikeman losing combat is always Musket; wounded, and therefore eliminated. This represents the Other firearms generally used without bayonet (obsolete fact that, if an enemy manages to get into the pike’s reach, weapon, rifle, blunderbuss); the pikeman has very little to defend himself with. Axe (Tomahawk); Primitive weapon or Javelin; Dagger (if NOT in Ambush mode); Primitive Weapon Unarmed. Pitchforks, agricultural tools, hammers, scythes, clubs and the like are classified as primitive weapons. While useful only in close combat (and worst than almost any other weapon), they inflict nasty wounds or can knock a man cold with a lucky blow to the head. Therefore, when a model fighting with such a weapon rolls an unmodified “6” in close combat and beats its opponent, the latter is automatically wounded (i.e. out of play). Two Pistols A model with two pistols can fire twice in a turn, spending two actions. It can shoot twice at the same



Christopher Cook (order #5682797) New Special Rules Fervor A model with Fervor may encourage soldiers around him with his example or words. Any Civilian or Guerrilla within 1S from the model with this Special Rule may Ambusher re-roll 1 failed activation die. The result of the re-roll is When deploying, for every model with this special final. This rule cannot be applied to Group orders. rule put 2 counters face down on the table in a hidden If the model with Fervor is wounded or killed during position (inside a building, behind a wall or fence, etc.). the opponent’s turn, all Civilian and Guerrilla models Counters must be visible to opponent. Only one counter within 1S must take a Morale test as per standard rules, is “real”, the other is a dummy. An ambusher counter is but if a model gets three successes, it can immediately revealed – and the corresponding model is deployed on perform three free actions. These actions must be used the table - when: to close towards the nearest enemy and attack in close 1) it takes an action; combat. Resolve the Morale tests and the following free 2) an enemy model moves within 1S from it and it has a activations (if any) one model at a time. After all free line of sight to the ambusher. activations have been performed, opponent continues If the counter is a dummy, remove it from play. Note that his turn normally. This rule can be applied only to priests if all dummies are revealed, the real ambushers models or Heroes. must be deployed on the table. Guerrilla Civilian A model with this special rule ambushing an enemy When a model with this special rule must test Morale, gets a +2 close combat modifier (instead of +1 as per the count and compare losses on both sides (fled soldiers standard Ambush rule). count as lost). If the civilian side has sustained the same or inferior number of losses, test using the normal (modified) Quality of the soldier. If – however – the Hero civilian side has lost more models than the opponent, A model with this special rule always has an automatic the Morale test is performed at -1. success in activation. In other words, assume that one of If the civilian Leader is lost, the test is anyway at -1, his dice always rolls a 6 (note that this does not count for notwithstanding the total losses comparison. Note that purposes of the optional “double 6” rule). this is instantaneous: if more than one model must test Example: rolling one die and getting a success, entitles Morale and the first flees, this loss is counted toward the model to perform two actions. following losses comparison. Note that there are no profiles with this special rule in Civilians count as Green for purposes of Morale tests, this set: players may agree on using it, and make 1 of and cannot receive Group orders.. their soldier a Hero. The point cost for a Hero is the soldier normal cost plus 100 divided by the hero’s Quality (round fractions up). Example: an Officer point cost is 60 points (Q3 C2). Its owner decides to buy the Hero Special Rule for him: the Officer’s final cost would be 94 (100/3 = 33,3 rounded up to 34, plus 60). A Hero is always a Personality. Individualistic A soldier with this special rule cannot receive Group Orders, so must always act independently. It normally receives the Leader bonus, if in range.



Christopher Cook (order #5682797) is knocked down exactly where he is at the moment of Mob attack. A soldier with this special rule has +1 to dice rolls for activation purposes only. A Mob must be composed by A model with Running Blow can still make only one at least 3 models; all must be within 1S from another attack per turn – if its movement brings the model in member of the Mob. The bonus is retained by all contact with another enemy after the first, the model’s members of the Mob until the first member of the Mob movement stops there, adjacent to the new enemy. is killed/wounded or flees from the battlefield. When this happens, Mob members activate with their standard Quality. All soldiers in the Mob must have the Mob rule. A player’s squad may contain more than one Mob, Uninspiring Leader but the player must mark the models (we suggest using a An Uninspiring Leader has his Command range reduced small colored dot on the base) to remember which Mob to 1M. An NCO taking command after the Uninspiring a model is part of. Leader’s loss has a command range of 1M. Running Blow A soldier with this special rule is able to hit an enemy while moving, and doesn’t have to stop when it enters in hand-to-hand combat with a foe. To perform a Running Blow, place the measuring stick on the tabletop in a way that a point of the soldier’s path is adjacent to its target. Move the model up to that point and perform the attack as normal. If the model wins the combat, n o matter what happens to the foe, the model is moved to the end of the stick without having to disengage or suffering any Free Hacks. If the opponent is knocked down, he



Christopher Cook (order #5682797) in contact with the base of the gun. Leader, NCO and Scenario: “Take that Gun!” Light Infantrymen must be deployed anywhere within A 4 pdr. gun with six artillerymen has been unlimbered 1Long from the gun. in a key position during a small clash, with some light Attacker’s models must be deployed in contact with the infantrymen to protect it. The attacker’s Squad has been friendly baseline. ordered to silence it. Victory conditions: Attackers win by routing defenders Defender’s Squad (298 points) or by spiking the gun. To spike the gun, a soldier must 1 Artillery Officer Q3 C2 Sword, Pistol, Leader (60) spend 2 actions adjacent to the gun, while not engaged 1 Artillery NCO Q3 C2 Sword, Musket, NCO (56) in close combat. If he spends one action, and then he is 5 Artillerymen: Q4 C2 Sword (100) interrupted (for example, because an enemy moves in 2 Light Infantrymen: Q4 C2 Musket, Light, Marksman hand-to-hand contact with him, or a shot knocks him (82) down or forces him to recoil away from the gun), he must start over. The Gun should have a rectangular base of the minimum size possible to fit the miniature (about 40 x 40mm. if Defenders win by routing the attackers. you are using 28mm figures). Scenario special rules: when the game begins, the gun Attacker’s Squad: build a squad on 400 points. Attackers has just fired a shot: it must be reloaded to fire again. win the initiative on the first turn. Crew activation Terrain: see scenario map. Artillerymen can be activated individually or as a Group Deployment: Defenders deploy first. The Gun must (by the Leader). Moving, attacking in close combat and be placed in the very center of the table. The gunners firing the gun are individual actions. Reloading and (artillerymen) can be placed anywhere as long as they are manhandling the gun are Group actions only.

Firing the gun The gun can be fired to its front using Ballshot or Canister.

Ballshot: 1 action by one of the crew to fire. Any target on the table is in range. Procedure: draw an imaginary straight line from the cannon’s muzzle. The ball hits anything that lies within 1S across the line (put the short measuring stick perpendicular to the line, with its middle touching the line). The shot hits with C6. Roll for Combat as usual and apply the results to targets immediately. If beaten, target automatically falls (i.e., do not consider odd or even result as in normal fire). The gun can be manhandled before firing (see below). Ignore any cover or range modifiers.



Christopher Cook (order #5682797) Canister: 1 action by one of the crew to fire. All table nothing happens. is in range. Procedure: draw an imaginary straight line With 6-11 successes, mark the gun with a “1 step done” from the gun muzzle. The grapeshot hits anything that counter. lies: With 12-17 successes, mark the gun with a “2 steps at 1L range, within 1S on both sides of the line (at C6); done” counter. at 2L range, within 1M on both sides of the line (at C5); With 18 or more successes, mark the gun as loaded (and at 3L or more, within 1L on both sides of the line (at ready to fire). C4). Excess successes do not carry over in later turns (7 Roll for combat as usual. Apply results to targets successes mean 1 step done and the seventh is wasted), immediately. If beaten, target is knocked down anyway but steps do: a gun with a “2 steps done” counter, needs (do not consider odd or even result as in normal ranged just 6 more actions to be loaded. combat). The gun can be manhandled before firing (see below). Ignore any soft cover. Hard cover, such as low walls, gives -1 to the Gun’s Combat score. Task Resolution System The above rules for moving the gun can be used also Manhandling the gun (pivot in place) as a general “task system” for the scenarios you devise, especially if playing on large tables where the two This takes 9 actions by the crew as a Group Order. opposing forces have some distance between them. An Procedure: the Leader gives the order (using 1 action as example would be several sappers trying to build or normal). Declare how many artillerymen are part of the destroy a bridge, soldiers hurrying to remove a fallen tree Group Action (all must be in command, that is, within from a road to move a carriage across the table, or rebels 1L from the Leader, and in building a barricade in a contact with the gun’s base). narrow alley with sandbags Roll 1, 2 or 3 dice as you see and barrels. In general, all fit and multiply the number of actions will either require successes by the number of crew a fixed, minimum number taking part in the action. If 9 of successes that must be or more actions are generated, scored in a single turn, or you can pivot in place the gun a number of “steps” (as in up to a maximum of 45°, and reloading a gun, above) move the gunners who took that must be accumulated part in the job in contact with over several turns for the the gun’s base (no actions task to be accomplished. required – this movement Models engaged in hand- around the gun happens as to-hand or recoiling/ part of the pivoting action). falling due to enemy fire Note that the gunners acting cannot take part in the this way cannot do anything group action that turn. else in the current turn. If 8 or Note that some simple less actions are generated, no actions that do not require manhandling is possible. The specific training may not Officer and NCO may help require the presence of a with manhandling. Leader to be performed. Reloading the gun Unless you play with an umpire, agree with your Reloading is made in three-6 opponent the details of actions-steps by the crew as a the tasks resolution before Group. play commences. Procedure: as above. With less than 6 successes,

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Christopher Cook (order #5682797) they are hidden. The two woods must both have an even Scenario:Convoy Escort or odd number (1 and 3 or 2 and 4) and the player should write “odd” or “even” on a piece of paper, together with A wagon containing important documents and its escort the composition of the two groups of models. Once the are attacked by an enemy force while crossing a wooded defending player has finished his first turn (or a turnover area along a road. occurs) the attacker may begin (but it’s not obliged to) activating his force, placing all his soldiers on the table Total Points: Attacker 330, defender 400. inside the chosen wood at least 1M from any of its edges. Play then proceeds normally. If the attacker elects not to Terrain: see Scenario Map. move, the defender takes another turn.

Victory conditions: Defender wins if the wagon exits the table on the road on the opposite (left) side, with a driver and at least 3 friendly soldiers. Defender models exiting the table due to morale check failure do not count for the purposes of this rule. The Attacker wins if the Defender cannot achieve this.

Scenario special rules: The defender has the initiative on turn one. He does not need to activate models already on the table (they automatically move 1S).

The remaining models of the defender must activate normally in order to enter the table, and they must remain behind the wagon but not necessarily in march column along the road. The wagon must always move in a straight line along the road.

The size of the wagon should not exceed 1M (horses included) front to back, and when it Deployment: Defender deploys the wagon on the road moves do NOT consider its base depth as part of the in rear contact with the right table edge, with half the move, as it is normally done with soldiers; measure squad (rounded down) in march column (i.e., in base movements from the “front” of the base, or the front to base contact with each other) on the road before legs of the horses if the wagon is not based. the wagon. The other half of the squad is off the table following the wagon, and enters play after the wagon The road must be clear for the wagon to move. This has moved (1S, see special rules). Officer and NCO (if means that the player will have to move friendly models on the table) can be deployed anywhere within 1S of the out of the way in some cases. If any enemy troops are on wagon and not necessarily in march column. Note that the road when the wagon moves “over” them, the troops Leader bonus does not count until the Officer enters the automatically recoil out of the road, giving way to the table. wagon.

The Attacker’s models are not deployed on the table when The whole wagon (horses included) provides cover. the game begins. The attacking player must divide his squad in two and must choose two wooded areas where

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Christopher Cook (order #5682797) If the driver is knocked down in combat, he remains on If this happens, a soldier is needed to drive the wagon: the wagon (he doesn’t fall off) but cannot drive it until he must move adjacent to the wagon and spend one he stands up again (1 action). action to jump in. While driving, the soldier cannot fire nor reload, and if attacked in hand-to-hand combat he From turn two, the wagon must be activated normally is considered unarmed. An unmanned wagon will not using the Quality of the driver (do not forget to apply move. the Leader bonus, if any) and moves 1x Medium for each action.

The wagon has a civilian driver (Q4 C1, unarmed) at no point cost for the defender. The driver cannot voluntarily abandon the wagon and if he is hit, or loses hand-to- hand combat in any way, he is considered wounded and the wagon stops.

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Christopher Cook (order #5682797) Scenario: Reinforcements! Scenario rules: starting from the second turnover An assault squad has been assembled to clear a small of the attacking player, and at the end of all his turns redoubt occupied by enemy forces. Time is of paramount thereafter, some of the defender’s reinforcements arrive. importance, because as soon as the alarm is spread, more To determine how many soldiers arrive and from which and more defenders will come. table edge, the defender first rolls a d6 for the entrance side (on a 1 to 4, the reinforcements enter from the table Total Points: Attacker 400, defender 160 at the side whose number has been rolled; on a 5-6, the player beginning of play, then up to 500. The defender has to chooses) and then rolls again for the number of soldiers form his squad before game begins, and then choose entering: which models will start in play. 1-2 = 2 soldiers Terrain: The square redoubt is 1L x 1L and is made of 3-4 = 3 soldiers stones (hard cover). Both fences are made of two 1L 5 = 4 soldiers sections. The four table edges are numbered 1-4 for 6 = 5 soldiers random reinforcements entry.

The defender chooses which soldiers enter the table. They start just outside the table edge, and must be activated as normal. If an officer and or an NCO are with the entering reinforcements, the Leader bonus on Quality must be taken into account.

The defender tests Morale for Leader loss as per standard rules. However, when calculating the “half squad + 1” losses that trigger a Morale test, always count all models, including those still out of the table (the soldiers know that they are there).

Models react differently to morale failures depending on their position on the tabletop. For every failure in the Morale test, models outside the redoubt make one fleeing move Deployment: The defender deploys all his starting towards the nearest table edge, taking the shortest route models inside the square redoubt in the middle of the possible and avoiding both difficult terrain and active table. Then the attacker deploys all his squad within 1 enemies if possible; models inside the redoubt move to L from any one table edge. The remaining defender’s the center of the redoubt and go prone. With one failure, models are kept secret until they arrive on the table. the soldier moves to the center of the redoubt; with two failures, the soldier moves to the center and goes prone, Victory conditions: Attacker wins if – at any moment with three failures the soldier surrenders. - there are no enemies and at least one friendly soldier in the redoubt.

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Christopher Cook (order #5682797) Which side the battery is on is irrelevant: the gunners Scenario: Under Fire! are not informed that there are friendly troops involved Two opposed advance-guards arrive at the same time to in the fight. take control of a small village the day before a battle. During the fight, an unexpected event takes place – The first salvo hits a random building (roll ad6to artillery salvos rain on the village! determine which), attacking all nearby miniatures: those who are in contact with the building receive a C3 attack Total Points: Attacker 400, defender 400. and those within 1S receive a C2 attack. Resolve all attacks immediately. Terrain: 7 buildings, about 1M x 1M each, must be placed on the table according to the following Scenario The second salvo hits immediately after a further turnover map. Buildings must all be 1L apart from each other occurs: roll a d6 as above, and if the same building as and numbered 1 to 6 (leave the central one without a the first salvo is hit, the central building is hit instead. number). Resolve all attacks immediately.

Deployment: Roll a die to determine who deploys first. Both players deploy in contact with friendly baseline (see Scenario map).

Victory conditions: Standard SDS rules apply.

Scenario special rules: Immediately after the second Turnover occurs (i.e., when for the second time in the game you roll two activation failures, not when you activated all your figures), a distant artillery battery fires two salvos against the village.

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Christopher Cook (order #5682797) Designing Your Squad

Each player has 400 points to build his Squad. Soldiers costing more than 80 points are called Personalities. You can have up to three personalities in your Squad. A Leader and/or an NCO and 3 Personalities are the only limits you must observe. You are always free to mix and match your squad as you see fit, providing not to break historical alliances (you can refer to the Table “Who Was Allied With Whom” on page 29). If you use the Hero Special Rule, remember that a Hero is always a Personality regardless of his point cost. Rosters

On the following pages you’ll find profiles for almost all Nations involved in the Napoleonic Wars. Profiles are arranged on a national basis, and Leaders are shown in bold. Unless otherwise stated, all Command figures stats are as follows:

Name Points Q C Weapons Special Rules Infantry Officer 54 4 2 Sword, Pistol Leader, Élan Mounted Inf. Officer 63 4 2 Sword, Pistol Leader, Élan, Mounted Infantry NCO 51 4 2 Sword, musket NCO, Élan Standard Bearer 36 3 2 Sword Flag Bearer Drummer Boy 16 3 1 None Musician Light Infantry Officer 62 4 2 Sword, Pistol Leader, Light, Élan Light Infantry NCO 59 4 2 Sword, musket NCO, Light, Élan Light Infantry Musician 26 3 1 None Musician, Light Light Infantry Standard Bearer 46 3 2 Sword Flag Bearer, Light Sapper 36 4 2 Axe, Blunderbuss Engineer, Strong Light Cavalry Officer 63 4 2 Sword, Pistol Leader, Élan, Mounted Heavy Cavalry Officer 71 4 3 Sword, Pistol Leader, Élan, Mounted Cavalry NCO 56 4 2 Sword, Carbine NCO, Élan, Mounted Trumpeter 34 3 1 Sword Mounted, Musician

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Christopher Cook (order #5682797) Brunswick (Duchy of)

Incorporated into the in 1806, the deposed Duke Friedrich Wilhelm organized the so called “Black Legion”, in Austrian service during the 1809 campaign and in British service in the Peninsula.

Name Points Q C Weapons Special Rules Line Infantryman 26 4 2 Musket None Jaeger Officer 70 3 2 Sword, Pistol Leader, Light Jaeger NCO 66 3 2 Musket, Sword NCO, Light Jaeger 42 4 2 Musket Light, Élan Hussar 44 4 2 Sword, Carbine Mounted, Élan Uhlan 39 4 2 Sword, Lance Mounted Brunswick (Duchy of) In 1813-1815 in British service.

Name Points Q C Weapons Special Rules Line Infantryman 21 4 2 Musket Weak Leib-Battalion 26 4 2 Musket None Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan Jaeger NCO 59 4 2 Rifle, Sword NCO, Light, Élan Jaeger 30 4 2 Rifle Reluctant, Light Hussar 39 4 2 Sword, Carbine Mounted, Scout Uhlan 39 4 2 Sword, Lance Mounted

Canada, Indian Confederacy and British “Colonial” Infantry (War of 1812)

Name Points Q C Weapons Special Rules Canadian Fencibles 21 4 2 Musket Weak Canadian Militia 18 4 2 Musket Unreliable, Green Canadian Incorporated Militia 21 4 2 Musket Unreliable Canadian Light Infantryman 38 4 2 Rifle Light Native Leader* 68 3 2 Tomahawk, Musket Leader Native Sub-Commander* 54 3 2 Tomahawk, Musket NCO Native warrior 26 4 2 Tomahawk, Musket Individualistic Native warrior with Bow 24 4 2 Tomahawk, Bow Individualistic, Light Native mounted warrior 36 4 2 Tomahawk, Bow Mounted, Unpredictable, Running Blow Native ambusher** 38 4 2 Tomahawk, Dagger Light, Individualistic, Guerrilla, Ambusher British Officer (1813/14) 60 3 2 Sword, Pistol Leader British NCO (1813/14) 46 3 2 Halberd NCO British Infantryman (1812) 26 4 2 Musket None British Infantryman (1813/14) 30 4 2 Musket Steadfast British Royal Marines 32 4 2 Musket Strong British 19th Light Dragoon 51 4 3 Sword, Carbine Mounted, Élan * can command only Native warriors and ambushers

16

Christopher Cook (order #5682797) Confederation of the Rhine (Rheinbund, 1806-1813)

The Confederation of the Rhine – a of France under the Protection of Emperor Napoleon I – was created after the defeat of Austria in 1805 (Treaty of Pressburg). Sixteen states joined the Confederation upon its creation (July 12th, 1806) and 23 other between the end of the year and November 1807, mainly following the successful campaign against in 1806.

At its peak in 1808, the Confederation included 4 Kingdoms, 4 Grand , 13 Duchies, many , and the so called “free towns”, for a total of over 15 million people. All the member states had to contribute troops to the French cause in a quantity determined by Napoleon himself, and their soldiers fought in almost all theaters of war, from Spain to Russia.

The Confederation was dissolved by the allied Powers opposing France on November 4th, 1813, shortly after the allied victory at . Baden (Grand Duchy of) Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 8000 strong.

Name Points Q C Weapons Special Rules Line Infantryman 21 4 2 Musket Wavering Leib-Regiment 26 4 2 Musket None Jaeger Officer 70 3 2 Sword, Pistol Light, Leader Jaeger NCO 66 3 2 Musket, Sword Light, NCO Jaeger 42 4 2 Musket Light, Élan Hussar 62 3 3 Sword, Carbine Mounted, Fearless Light Dragoon 46 3 2 Sword, Carbine Mounted Garde du Corps 56 3 3 Sword, Carbine Mounted

Bavaria (Kingdom of) Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 30000 strong.

Name Points Q C Weapons Special Rules Line Infantryman 23 4 2 Musket Green Light Company 30 4 2 Musket Light, Green Grenadier Company 29 4 2 Musket Strong, Green Guard Grenadier (1814) 36 4 2 Musket Strong, Fearless Light Infantryman 33 4 2 Musket Light Schuetzen Coy Officer 70 3 2 Sword, Pistol Light, Leader Schuetzen Coy NCO 72 3 2 Rifle, Sword Light, NCO Schuetzen Coy (Light Infantry) 47 4 2 Rifle Light, Élan Schuetzen Hornist 26 3 1 None Light, Musician Dragoon (1804-1811) 56 3 3 Sword, Carbine Mounted Chevau Légere 42 4 3 Sword, Carbine Mounted

17

Christopher Cook (order #5682797) Berg (Grand Duchy of)

Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 2000 strong.

Name Points Q C Weapons Special Rules Line Infantryman 26 4 2 Musket None Grenadier Company 32 4 2 Musket Strong Light Company 33 4 2 Musket Light Lancer 82 3 3 Sword, Lance Mounted, Fear Chevau Légere 56 3 3 Sword, Carbine Mounted Hessen-Darmstadt (Grand Duchy of)

Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 4000 strong.

Name Points Q C Weapons Special Rules Leib-Garde 39 4 2 Musket Élan, Steadfast Garde Fusilier 42 4 2 Musket Élan, Light Leib Regiment 26 4 2 Musket None Leib-Fusilier 33 4 2 Musket Light Garde Chevau Légere 35 4 2 Sword, Carbine Mounted Nassau (Duchy)

Member of the Rhine Confederation (1806-1813) French allied. Union of the territories of Nassau-Usingen and Nassau-Weilburg. The contingent it was to provide to the Empire was 8000 strong.

Name Points Q C Weapons Special Rules Line Infantryman 18 4 2 Musket Reluctant Jaeger Officer 70 3 2 Sword, Pistol Light, Leader Jaeger NCO 66 3 2 Musket, Sword Light, NCO Jaeger 33 4 2 Musket Light Mounted Jaeger 32 4 2 Sword, Carbine Mounted, Green

18

Christopher Cook (order #5682797) Saxony (Kingdom of) Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 20000 strong.

Name Points Q C Weapons Special Rules Line Infantryman 22 4 2 Musket Wavering Line Grenadier 27 4 2 Musket Wavering, Strong Line 29 4 2 Musket Wavering, Light Jaeger Officer 70 3 2 Sword, Pistol Light, Leader Jaeger NCO 66 3 2 Musket, Sword Light, NCO Jaeger 42 4 2 Musket Light, Élan Guard Grenadier 40 3 2 Musket Steadfast Hussar 44 4 2 Sword, Carbine Mounted, Élan Chevau Lègere 35 4 2 Sword, Carbine Mounted 76 3 4 Sword, Carbine Mounted, Cuirass Garde du Corps 108 2 4 Sword, Carbine Mounted, Fear

Westphalia (Kingdom of) Member of the Rhine Confederation (1807-1813) French allied. The contingent it provided to the Empire was 25000 strong.

Name Points Q C Weapons Special Rules Line Infantryman 22 4 2 Musket Wavering Light Infantry 29 4 2 Musket Light, Wavering Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan Jaeger NCO 59 4 2 Musket, Sword NCO, Light, Élan Jaeger 33 4 2 Musket Light Guard Infantry Officer 60 3 2 Sword, Pistol Leader Guard NCO 56 3 2 Sword, Musket NCO Guard Grenadier 36 4 2 Musket Strong, Steadfast Guard Fusilier 30 4 2 Musket Steadfast Guard Jaeger Officer 70 3 2 Sword, Pistol Leader, Light Guard Jaeger NCO 66 3 2 Sword, Musket NCO, Light Guard Jaeger (Karabinier) 45 4 2 Rifle Light, Marksman Hussar 44 4 2 Sword, Carbine Mounted, Élan Chevau Lègere 39 4 2 Sword, Carbine Mounted, Scout Cuirassier 59 4 3 Sword, Carbine Mounted, Cuirass, Élan Garde du Corps 78 3 3 Sword, Carbine Mounted, Cuirass, Élan

19

Christopher Cook (order #5682797) Wurttemberg (Kingdom of) Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 12000 strong.

Name Points Q C Weapons Special Rules Line Infantryman 26 4 2 Musket None Light Infantryman 33 4 2 Musket Light Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan Jaeger NCO 59 4 2 Musket, Sword NCO, Light, Élan Jaeger 42 4 2 Rifle Light, Élan Mounted Jaeger 35 4 2 Sword, Carbine Mounted Chevau Légere 39 4 2 Sword, Carbine Mounted, Scout

Wurzburg (Grand Duchy of) Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 2000 strong.

Name Points Q C Weapons Special Rules Line Infantryman 23 5 2 Musket Élan Dragoon 51 4 3 Sword, Carbine Mounted, Élan

Other members of the Confederation were (and the number of troops they provided):

Duchy of Anhalt-Bernburg (700) Duchy of Anhalt-Dessau (700) Duchy of Anhalt-Kothen (700) Duchy of (4000) Principality of Hohenzollern-Hechingen (4000) Principality of Hohenzollern-Sigmarinen (4000) Principality of Isenburg-Birstein (4000) Principality of Leyen (4000) Principality of (4000) Principality of - (650) Archbishopric of Mainz (in 1810 becomes part of the Grand Duchy of Frankfurt) (400) Duchy of Mecklenburg-Schwerin (1900) Duchy of Mecklenburg-Strelitz (400) Duchy of (800) Principality of Reuss-Ebersdorf (400) Principality of Reuss-Greiz (400) Principality of Reuss-Lobenstein (400) Principality of Reuss-Schleiz (400) Principality of (4000) Duchy of Saxe-Coburg (2000 for all Saxe Duchies) Duchy of Saxe-Gotha (see above)

20

Christopher Cook (order #5682797) Duchy of Saxe-Hildburghausen (see above) Duchy of Saxe-Meiningen (see above) Duchy of Saxe-Weimar (see above) Principality of -Lippe (650) Principality of Schwarzburg-Rudolstadt (650) Principality of Schwarzburg-Sonderhausen (650) Principality of Waldeck (400)

For all the above members, use the Line Infantry profile of the Duchy of Nassau. Dutch-Belgian Contingent 1815 () British allied.

Name Points Q C Weapons Special Rules Dutch Line Infantryman 18 4 2 Musket Wavering, Green Belgian Line Infantryman 18 4 2 Musket Weak, Green Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan Jaeger NCO 59 4 2 Musket, Sword NCO, Light, Élan Belgian Jaeger 26 4 2 Musket Reluctant, Light Dutch & Belgian Militia 11 5 2 Musket Poor shot, Green Hussar 24 4 1 Sword, Carbine Mounted, Scout, Reluctant Light Dragoon 27 4 2 Sword, Carbine Mounted, Reluctant Carabinier 35 4 3 Sword, Carbine Mounted, Reluctant

Foreign Regiments in French Service

Name Points Q C Weapons Special Rules Vistula Legion 42 3 2 Musket Strong Swiss Regiments 34 3 2 Musket None Neuchatel Battalion 26 4 2 Musket None Irish Legion* 30 4 2 Musket Steadfast Tirailleurs du 44 3 2 Musket Marksman Hanoverian Legion 18 4 2 Musket Reluctant Portuguese Legion 15 4 2 Musket Wavering, Poor shot Croatian Regiments** 35 4 2 Musket Élan Dalmatian Regiments** 17 5 2 Musket None Illyrian Regiments** 17 5 2 Musket None

* Enemy (British) ** Former Ally (Austrian)

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Christopher Cook (order #5682797) Foreign Regiments in British Service Name Points Q C Weapons Special Rules Chasseurs Britannique* 21 4 2 Musket Unreliable Sicilian “Fencibles” 17 5 2 Musket None Calabrian Free Corps 21 4 2 Musket Wavering KGL** Infantry Officer 60 3 2 Sword, Pistol Leader KGL Infantry NCO 56 3 2 Sword, Musket NCO KGL Line Infantryman 40 3 2 Musket Steadfast KGL Sharpshooter Coys 60 3 2 Rifle Light, Marksman KGL Light Infantryman 44 3 2 Musket Light KGL Cavalry Officer 84 3 2 Sword, Pistol Leader, Élan, Mounted KGL Cavalry NCO 74 3 2 Sword, Carbine NCO, Élan, Mounted KGL Dragoon Officer 94 3 3 Sword, Pistol Leader, Élan, Mounted KGL Dragoon NCO 84 3 3 Sword, Carbine NCO, Élan, Mounted KGL Dragoon (1803-13) 64 3 3 Sword, Carbine Mounted, Strong KGL Light Dragoon 51 4 3 Sword, Carbine Mounted, Élan KGL Hussars (1813…) 48 4 2 Sword, Carbine Mounted, Élan, Scout De Roll-Dillon Btn. (Swiss) 40 3 2 Musket Steadfast Other Swiss Regiments 21 4 2 Musket Weak

* Enemy (French) **King’s German Legion

Hanover (Electorate of) In British service.

Name Points Q C Weapons Special Rules Line Infantryman 18 4 2 Musket Green, Wavering Light Infantry Officer 62 4 2 Sword, Pistol Leader, Light, Élan Light Infantry NCO 59 4 2 Musket, Sword NCO, Light, Élan Light Infantryman 33 4 2 Musket Light Hussar 39 4 2 Sword, Carbine Mounted, Scout

22

Christopher Cook (order #5682797) Italy (Kingdom of) French Allied.

Name Points Q C Weapons Special Rules Line Infantryman 26 4 2 Musket None Line Voltigeur 33 4 2 Musket Light Line Grenadier 32 4 2 Musket Strong Light Infantry Officer 70 3 2 Sword, Pistol Light, Leader Light Infantry NCO 66 3 2 Musket, Sword Light, NCO Light Infantryman 42 4 2 Musket Light, Élan Guard Grenadier 52 3 3 Musket Strong Guard Chasseur 44 3 3 Musket None Guard Velites 33 4 3 Musket None Dragoon 46 3 2 Sword, Carbine Mounted Cacciatore (Chasseur) 39 4 2 Sword, Carbine Mounted, Scout Guard of Honor 76 3 3 Sword, Carbine Mounted, Fear Guard Dragoon 56 3 3 Sword, Carbine Mounted

Naples (Kingdom of)

French allied until 1814, then allied with Austria and Great Britain. In 1815, at war against Austria (the “Neapolitan War”).

Name Points Q C Weapons Special Rules Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan Standard Bearer 26 3 2 Sword Reluctant, Flag Bearer Line Infantryman 13 5 2 Musket Poor Shot Line Voltigeur 18 5 2 Musket Poor Shot, Light Line Grenadier 17 5 2 Musket Poor Shot, Strong Light Infantry Officer 66 3 2 Sword, Pistol Uninspiring Leader, Light Light Infantry NCO 66 3 2 Sword, Musket Light, NCO Light Infantryman 33 4 2 Musket Light Guard Grenadier 42 3 2 Musket Strong Guard Marines 34 3 2 Musket None Guard Velites 27 4 3 Musket Poor Shot Lancer 39 4 2 Sword, Lance Mounted Cacciatore (Chasseur) 39 4 2 Sword, Carbine Mounted, Scout Guard of Honor 76 3 3 Sword, Carbine Mounted, Fear Guard Hussar 52 3 2 Sword, Carbine Mounted, Scout

23

Christopher Cook (order #5682797) Nassau In Allied service 1813-1815

Name Points Q C Weapons Special Rules Line Infantryman 23 4 2 Musket Green Jaeger Officer 70 3 2 Sword, Pistol Light, Leader Jaeger NCO 66 3 2 Musket, Sword Light, NCO Jaeger 30 4 2 Musket Light, Green

Ottoman Empire

Name Points Q C Weapons Special Rules Nizam-i-Jedid Officer 60 3 2 Sword, Pistol Leader Nizam-i-Jedid NCO 56 3 2 Sword, Musket NCO Nizam-i-Jedid Soldier 26 4 2 Musket None Standard Bearer 36 3 2 Sword Flag Bearer Drummer 16 3 1 None Musician Janissary Officer* 60 3 2 Sword, Pistol Leader Janissary NCO* 56 3 2 Sword, Musket NCO Janissary* 27 4 2 Sword, Musket Strong, Individualistic Janissary of the 39th Orta* 27 4 2 Musket Light, Individualistic Guard Janissary* 60 3 3 Sword, Musket Steadfast, Strong, Individualistic Raya (Light Infantry) ** 38 4 2 Musket Light, Marksman Lagimcilar (Sapper) ** 29 4 2 Axe Engineer, Strong Irregular Officer*** 45 4 2 Sword, Pistol Leader Irregular NCO*** 42 4 2 Sword, Musket NCO Sekhan (Irregular) 17 5 2 Musket None Albanian Mercenary (Irregular) 22 5 3 Musket None Bedouin Militia (Irregular) 9 5 2 Obsolete Weapon Green Fellahin (Irregular) 8 5 2 Obsolete Weapon Unreliable Greek Mercenary (Irregular) 14 5 2 Musket Unreliable Cavalry Officer 68 3 2 Sword Leader, Mounted Cavalry NCO 62 3 2 Sword, Carbine NCO, Mounted Guard Suvarileri 74 3 3 Sword, Lance Mounted, Steadfast Suvarileri 62 3 3 Sword, Lance Mounted Sipahis 47 4 3 Sword, Lance Mounted Mamluk 63 3 3 Sword, Pistol, Javelin Mounted, Unpredictable, Running Blow Djellis 39 4 2 Sword, Lance Mounted, Scout, Unreliable Yoruk 32 4 2 Sword, Pistol Mounted, Scout, Unreliable

* cannot be deployed together with Nizam-i-Jedid. ** can be deployed only if Janissary (or Guard Janissary) are present. *** can command only Irregulars. The Leader bonus does not apply to non-irregular models. See also the Appendix: The Ottoman Empire Army on page 30

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Christopher Cook (order #5682797) Portugal (Kingdom of) British allied.

Name Points Q C Weapons Special Rules Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan Line Infantryman (1808-09) 17 5 2 Musket None Line Grenadier Coy (1808-09) 21 5 2 Musket Strong Line Light Coy (1808-09) 22 5 2 Musket Light Line Infantryman (1810 on) 26 4 2 Musket None Line Grenadier Coy (1810 on) 32 4 2 Musket Strong Line Light Coy (1810 on) 33 4 2 Musket Light Cacadores* Officer 70 3 2 Sword, Pistol Leader, Light Cacadores* NCO 66 3 2 Musket, Sword NCO, Light Cacador* (up to 1809) 42 4 2 Musket Light, Élan Atirador* (1810 on) 47 4 2 Rifle Light, Élan Militia 14 5 2 Musket Unpredictable Loyal Lusitanian Legion** 23 4 2 Musket Light, Individualistic Light Dragoon 46 3 2 Sword, Carbine Mounted

* Cacadores (“Hunters”) were the equivalent of Light Infantry. ** In 1811 , the three battalions of LLL were incorporated into Cacadores. Saxony (Electorate of) Allied with Prussia until 1806. In the Jena campaign, Saxon troops disliked to be incorporated into a Prussian Corps. As a result, their conduct was mediocre.

Name Points Q C Weapons Special Rules Guard Grenadier 26 4 2 Musket None Line Grenadier 27 4 2 Musket Unreliable, Strong Line Musketeer 21 4 2 Musket Unreliable Hussar 44 4 2 Sword, Carbine Mounted, Élan Light Cavalryman 35 4 2 Sword, Carbine Mounted Cuirassier 42 4 2 Sword, Carbine Mounted, Cuirass

25

Christopher Cook (order #5682797) Spain (King Joseph’s) French allied.

Name Points Q C Weapons Special Rules Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan Standard bearer 26 3 2 Sword Reluctant, Flag bearer Drummer 16 3 1 None Musician Line Infantryman* 18 4 2 Musket Unreliable, Green Light Company* 26 4 2 Musket Unreliable, Green, Light Guard Grenadier 41 4 2 Musket Élan, Strong Guard Tirailleur 33 4 2 Musket Light Guard Fusilier 26 4 2 Musket None Hussar or Chasseur 39 4 2 Sword, Carbine Mounted, Scout Lancer 39 4 2 Sword, Lance Mounted * Former Ally (Kingdom of Spain) Spain (Kingdom of) British allied.

Name Points Q C Weapons Special Rules Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan Standard bearer 26 3 2 Sword Reluctant, Flag bearer Line Infantryman 15 4 2 Musket Wavering, Poor Shot Light Infantryman 29 4 2 Musket Wavering, Light Grenadier 32 4 2 Musket Strong Swiss Infantryman 21 4 2 Musket Wavering Walloon Guard 26 4 2 Musket None Neapolitan Infantryman 17 5 2 Musket None Militia 12 5 1 Musket None Partisan Commander* 68 4 2 Sword, 2 Pistols Leader, Élan Partisan Sub-Commander* 44 4 2 Sword, Pistol NCO, Élan Partisan with Musket 20 4 1 Musket Individualistic, Guerrilla Partisan with Pike 15 4 1 Pike Individualistic, Guerrilla Partisan with Primitive weapon 11 4 1 Primitive weapon Individualistic, Guerrilla Partisan with Blunderbuss 11 4 1 Blunderbuss Individualistic, Guerrilla Partisan with 2 Pistols 20 4 1 2 Pistols, Dagger Individualistic, Guerrilla Ambusher** 20 3 0 Dagger, Pistol Individualistic, Guerrilla, Ambusher Armed civilian 8 5 1 Primitive Weapon Civilian, Mob Priest with Sword*** 18 4 1 Sword Civilian, Fervor Priest with Musket*** 24 4 1 Musket Civilian, Fervor Guard Cavalryman 41 4 2 Sword, Carbine Mounted, Strong Dragoon 27 5 2 Sword, Carbine Mounted, Green, Élan Militia Cavalryman 25 5 1 Lance Mounted, Green, Élan, Scout Hussar or Cazador 25 5 1 Sword, Carbine Mounted, Green, Élan, Scout Lancer 36 4 2 Sword, Lance Mounted, Green

* Can command only Partisans, Ambushers and Armed Civilians. The Leader bonus does not apply to others. ** maximum 2 per Squad, and only if a Partisan Commander is present. *** Maximum one Priest per squad. 26

Christopher Cook (order #5682797) Sweden (Kingdom of)

The Swedish military system was divided in two categories: Indelta (territorial) and Varvade (enlisted), the first being roughly a permanent, self-paying reserve Army and the second a professional one made of paid soldiers. In peacetime, the Indelta soldiers were busy farming, while Varvade were used for garrison duty; in summer both had their period of military drill. Artillery was entirely Varvade, needing a higher level of professionalism.

Sweden was part of the 3rd, 4th, 5th and 7th Allied Coalition against France, and a strong contingent was present in the Leipzig Campaign of 1813.

Name Points Q C Weapons Special Rules Varvade Infantryman 23 5 2 Musket Élan Indelta Infantryman 20 4 2 Musket Poor Shot Finnish Jaeger 33 4 2 Musket Light Jaeger Officer (Varvade) 70 3 2 Sword, Pistol Leader, Light Jaeger NCO (Varvade) 66 3 2 Musket, Sword NCO, Light Jaeger (Varvade) 42 4 2 Musket Light, Élan Guard Officer (Varvade) 54 4 2 Sword, Pistol Leader, Élan Guard NCO (Varvade) 51 4 2 Musket, Sword NCO, Élan Guard Grenadier (Varvade) 33 4 3 Musket None Guard Infantryman (Varvade) 26 4 2 Musket None Guard Jaeger (Varvade) 41 4 2 Musket Light, Marksman Dragoon (Indelta) 42 4 3 Sword, Carbine Mounted Dragoon (Varvade) 38 4 3 Sword, Carbine Mounted, Wavering Carabinier (Indelta) 50 4 3 Sword, Carbine Mounted, Cuirass Hussar (Indelta) 44 4 2 Sword, Carbine Mounted, Élan Hussar (Varvade) 39 4 2 Sword, Carbine Mounted, Élan, Wavering Light Dragoon (Varvade) 35 4 2 Sword, Carbine Mounted Guard Cavalry (Varvade) 56 3 3 Sword, Carbine Mounted

27

Christopher Cook (order #5682797) Tyrolean Insurgents (1809)

In 1809 the Tyroleans rose in rebellion against the Bavarian Kingdom, which incorporated Tyrol after the Peace of Pressburg and the defeat of Austria in 1805. Led by patriot Andreas Hofer, the rebels were able to defeat the Bavarians in several engagements, but were finally crushed at the battle of Bergisel (November 1, 1809) by the Franco-Bavarian forces led by Marshal Lefebvre.

Name Points Q C Weapons Special Rules Partisan Commander 54 4 2 Sword, Pistol Leader, Élan Partisan Sub-Commander 44 4 2 Sword, Pistol NCO, Élan Partisan 20 4 1 Musket Individualistic, Guerrilla Partisan with Pike 15 4 1 Pike Individualistic, Guerrilla Partisan with Blunderbuss 11 4 1 Blunderbuss Individualistic, Guerrilla Partisan with 2 Pistols 20 4 1 2 Pistols, Dagger Individualistic, Guerrilla Gamekeeper 30 4 1 Musket Light, Individualistic, Marksman Woodman* 28 3 0 Axe, Pistol Light, Individualistic, Guerrilla, Ambusher Priest with Sword** 18 4 1 Sword Civilian, Fervor Priest with Musket** 24 4 1 Musket Civilian, Fervor Armed civilian 8 5 1 Primitive Weapon Civilian, Mob

* maximum 2 per Squad ** maximum one Priest per Squad

United States of America (War of 1812)

Name Points Q C Weapons Special Rules Militia Commander 54 4 2 Sword, Pistol Leader, Élan Militia NCO 51 4 2 Sword, Musket NCO, Élan Militia (Volunteers) 18 4 2 Musket Unreliable, Green Militia (Volunteers) 23 4 2 Rifle Unreliable, Green Regular Infantryman 26 4 2 Musket None Regular Rifleman 45 4 2 Rifle Light, Marksman Light Dragoon 44 4 2 Sword, Carbine Mounted, Élan Artilleryman (employed as infantry) 23 4 2 Musket Individualistic Frontiersman 25 5 2 Musket Light, Individualistic, Marksman Native Warrior 26 4 2 Tomahawk, Musket Individualistic Native Warrior with Bow 24 4 2 Tomahawk, Bow Individualistic, Light Native Mounted Warrior 36 4 2 Tomahawk, Bow Mounted, Unpredictable, Running Blow Native Ambusher* 38 4 2 Tomahawk, Dagger Light, Individualistic, Guerrilla, Ambusher

*maximum 2 per Squad.

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Christopher Cook (order #5682797) Warsaw (Duchy of) Formally under Friedrich August I, King of Saxony 1807-1813. French allied.

Name Points Q C Weapons Special Rules Line Infantryman 26 4 2 Musket None Line Voltigeur 33 4 2 Musket Light Line Grenadier 32 4 2 Musket Strong Cuirassier 66 3 3 Sword, Carbine Mounted, Cuirass Uhlan 52 3 2 Sword, Lance Mounted Hussar 44 4 2 Sword, Carbine Mounted, Élan Chasseur 39 4 2 Sword, Carbine Mounted, Scout

Who Was Allied With Whom We provide here a short overview of alliances in the Napoleonic period, to encourage players to fight historically accurate games.

First Coalition (1793-97) Austria, Prussia (until 1795), Great Britain, Spain (switched side in august 1796), Portugal, Sardinia, Naples and Sicily, Ottoman Empire. against France and satellite States* * (from 1795), Italian Cispadane and Cisalpine Republics (1796)

Second Coalition (1799-1802) Austria, Great Britain, Russia, Portugal, Two Sicilies, Ottoman Empire. against France, Spain and satellite States* *-Norway (neutral, but attacked by Britain in 1801), Batavian Republic, , , Roman Republic, Parthenopaean Republic

Third Coalition (1803-1806) Austria, Russia, , Naples and Sicily, Portugal, Sweden. against France, Batavia, Italy, Spain, Bavaria, Wurttemberg.

Fourth Coalition (1806-1807) Prussia, Russia, United Kingdom, Saxony (switched side in 1806, entering the Confederation of the Rhine), Sweden, Sicily. against France, Confederation of the Rhine, Italy, Spain, Naples, Holland, Swiss Confederation.

Fifth Coalition (1809) Austria, Tyrolean Rebels, United Kingdom, Sicily, Sardinia, Brunswicker “Black Legion”. against France, , Confederation of the Rhine, Italy, Naples, , Holland.

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Christopher Cook (order #5682797) Sixth Coalition (1812-14) Russia, Prussia, Austria, Sweden, United Kingdom, Spain, Portugal, Sicily, Sardinia. against France, Duchy of Warsaw, Confederation of the Rhine*, Italy, Naples§, Denmark-Norway**, Swiss Confederation**, Saxony***, Bavaria***, Wurttemberg***

* many members defected after the **defected January 1814 *** switched side after the battle of Leipzig (October 1813) § switched side (openly) early 1814

Seventh Coalition (1815 – Waterloo Campaign) United Kingdom, Prussia, Hanover, United Kingdom of the , Nassau, Brunswick (active players). Austria, Russia, Sweden, Spain, Portugal, Sardinia, Sicily, Tuscany (inactive players). against France, Naples (the “Neapolitan War” i.e. the Campaign of King against Austria in Italy, ending after the battle of ).

Appendix: The Ottoman Empire Army

The Ottoman Army of the Napoleonic period was divided in Capou-Koulis (paid soldiers) and Irregulars, raised in great numbers when the enemy (mainly Russians) approached.

The Janissary Corps was the backbone of the regular Army since 1300, but at the end of the 17th century very little remained of their military prowess. Privileges, political power and opposition to any kind of modernization transformed this once glorious Corps in a kind of State-within-the-State. Sultan Selim III tried to limit their influence by raising a “New Order Army” (Nizam-i-Jedid), drilled and armed in the European style and led by European Officers, but faced a strong opposition (and several mutinies) from Janissaries, who refused to serve with them in several campaigns. Finally, in 1807 Selim III was overthrown by a Palace Revolt led by the Janissaries, and the Nizam-i-Jedid Corps was disbanded.

One year later, Mahmud II (Selim’s cousin) become Sultan and the Nizam-i-Jedid Corps was raised again but under a different name, taken from the Turkish military tradition (Segban-i-Jedid) not to offend the Janissaries. Notwithstanding this, in late 1808 there was another revolt and the Segbans were exterminated by the Janissaries after being disbanded again. Mahmud seemed to abandon the reform project, but in 1826 he took revenge on the Janissaries, finally destroying their military organization and eliminating a large part of them.

Over half of any Ottoman Army operating in Europe was composed of Sekhans (Irregulars). They were raised and organized by local Governors and – even if officially not paid – they were actually mercenaries. Their quality varied enormously, but Albanians, Bosnians and Greek Sekhans were considered above the standard.

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Christopher Cook (order #5682797) Bedouin Militia and Fellahin were not more than (badly) armed mobs: they were undisciplined and unpredictable, and often of little use in battle.

As for infantry, cavalry in the Ottoman Army was made by large numbers of provincial forces and a nucleus of Capou- Koulis: the Suvarileri. Organized in 6 divisions numbering 28.000, they were the real heavy cavalry of the Porte. Guard Suvarileri are reported to be armored, but maybe they just had a shield to protect themselves. All Suvarileri were armed with lances. The Sipahis (horsemen) formed the bulk of Ottoman cavalry. Following the ancient feudal system, they were rewarded for their services with land (Timars) which could be inherited. As for Janissaries, Sipahis were – at the beginning of 1800 – a pale reflection of the proud military force they were in the past, so they were ordered by Selim III to spend six months every two years in training in he capital. Few of them did so.

The Mamluks were Egyptian cavalry known to Europeans thanks to Napoleon, who wanted some of them in his own Guard. Originally slaves captured by Egyptians during their campaigns, with time they rose in power and became the rulers of Egypt. Armed with swords, pistols and javelins, the Mamluks were aided by several foot servants who followed the charge to finish off survivors and retrieved the javelins thrown by their masters.

Ottoman light cavalry was made up by Yoruks (Turcoman volunteers) and Djellis (Guides) specialized in pursuit and reconnaissance. When called by the Sultan in time of war, these irregular cavalrymen would flock in thousands to the Ottoman banners.

During the period covered by these rules, Ottomans fought several border wars against Russia (1787-1812) mainly in Romania and Bulgaria and along the course of the Danube.

In 1798 Napoleon invaded Egypt, entering Cairo on July 21. French forces remained in Egypt until forced to surrender to a joint British-Ottoman Army in August 1801.

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Christopher Cook (order #5682797) Games to be published in 2010 Ganesha Games presents: Flying Lead Song of Blades and Heroes A set of modern rules for any setting with firearms and vehicles, Play the game that started it all! A fast-playing fantasy skirmish game Flying Lead lets you play any small action featuring guns, guts and glory, from WWI to the near future. Flying Lead will be followed that can be played with any figures, in any scale. No book keeping, no by many supplements. Note: This is a stand alone product based hassle, more than 180 profiles included and you can create your own on the Song of Blades engine. Purchase of Song of Blades and with the free software provided on the Song of Blades Yahoo group. Heroes is not necessary.

Song of Gold and Darkness Mighty Monsters Dungeon delving rules for Song of Blades and Heroes. A set of fast-playing giant monster combat rules in the tradition of the Japanese giant monster movies. Create your colossal Song of Wind and Water monsters and stomp the city, destroy whole armies with your Wilderness rules for Song of Blades and Heroes. radioactive breath. Mighty Monsters includes rules for Blobs, Giant robots, Giant Tokusatsu Heroes and Alien Invasion Forces, and pre-designed monsters to start playing immediately. You can Song of Arthur and Merlin even play the Army! Note: This is a stand alone product based on This supplement for Song of Blades and Heroes brings both Arthurian the Song of Blades engine. Purchase of Song of Blades and Heroes myth and history to your tabletop. is not necessary. Assault on Neo Tokyo Song of Deeds and Glory The first expansion for Mutants and Death Ray Guns will feature Extended multiplayer campaign rules for Song of Blades and Heroes. many new character types, new weapons, vehicle rules and much more. Play Cyber-Ninjas, Zomborgs, Cyber Samurais and eight- Song of the Splintered Lands legged spider Tanks. Note: this is a supplement for Mutants and Death Ray Guns. Based on a 15mm miniature line by Kremlin Campaign supplement for SBH based on models by Splintered Light Miniatures. Miniatures (www.splinteredlightminis.com). Power Legion Superheroes get the Song of Blades treatment in this fast playing Song of Fur and Buttons superpowered miniature system. Create any hero or villain out Part bedtime story, part wargaming campaign, based on lovely “teddy of comics or movies, build a team and fight for truth, justice, bears” models by Eureka Miniatures (www.eurekaminis.co.au). The freedom... or be a villain and conquer the world! first wargame where nobody ever dies! Song of the Dragon Mutants and Death Ray Guns Chinese mythology comes alive on your tabletop. This Chinese fantasy supplement for Song of Blades and Heroes is based on the Pit your band of mutant humanoids, mutated plants, robots, androids, Tales of the Dragon Kings 28mm miniature line from Black Hat mutated animals and the zombie-like Wretched against the dangers of Miniatures and will feature characters from Journey to the West. the post-holocaust world. MDRG is a set of fast-playing, campaign- based miniature rules based on the Song of Blades and Heroes Tales of Blades and Heroes mechanics. Note: this is a complete, stand alone product. Purchase of This is the universal fantasy roleplaying game based onthe SBH is not necessary. Song of Blades and Heroes mechanics. Create any character and go adventuring! TBH is especially designed to be easy on Familiars The RPG of magical pets the Game Master. The book includes introductory scenarios and Familiars is a simple role playing game that lets you play a magical pregenerated characters to start playing immediately. animal working for a powerful wizard in a world where magic is a crime Armageddon Hour punishable with death. 14 character types (bats, cats, dogs, ravens, The first print and play boardgame by Ganesha Games, doves, homunculi, lizards, magpies, mice, owls, rabbits, shrews, snakes, Armageddon hour is a solo “first person shooter” game set in the toads); 40 magic powers. crazy world of Mutants and Death Ray Guns. You are a mutant hunter and you have 60 minutes to complete your mission. FREE HACK webzine Includes 10 paper miniatures by OneMonk.com and 6 highly- FREE HACK is an irregular, free pdf publication dedicated to Ganesha detailed floorplans by Papermakeit! Games products. It features scenarios, FAQs, variant rules, designer notes and more. Download it from www.lulu.com/songofblades or Buy our games in pdf on www.ganeshagames.blogspot.com from the online shops selling Ganesha Games products. Buy print copies on www.lulu.com/songofblades

Fear and Faith Ganesha gives FREE lifetime updates once you have bought Monsters from mankind’s worst nightmares come alive in this set of fast playing one of our products. Keep the receipt of your payment and visit horror miniature rules based on the popular Song of Blades mechanics. Fight our yahoo group and blogs to know when a game is updated. vampires, ghosts, werewolves, witches and other bloodcurdling monstrosities right out of folklore books and horror movies.Note: this is a complete, stand alone product. Purchase of Song of Blades is not necessary.

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Christopher Cook (order #5682797)