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6 Page Napoleonics 101i Blood, By Lance Runolfsson (7/10/2008)

General Rule: In all cases when any rounding of fractions for any reason must occur, the
rounding is down. Exception: Steady units may always move up to 2 in any direction.
TURN PHASING
1] Coalition Player Moves.

2] French Player Moves.

3] Stationary units attack (except cavalry that was not already in contact). Mark casualties

4] Units that have not yet Attacked, Attack. Mark casualties

5] Test Morale / Perform Pursuit Moves.

6] Victory, an army is defeated when 50% or more of its original bases are destroyed.

7] End turn Start new turn.

GENERALS
Generals are not combat units they never attack nor may they be attacked. A General
touched by a hostile unit is moved by the friendly player the minimum necessary to allow
passage by the hostile unit; maintaining contact with any friendly unit that the General
touched before being contacted. Generals move up to 12 in any direction. Per turn

FORMATIONS
All Units must be in one of the following formations at all times. All Bases in the unit
must face the same direction. Exceptions: Square and conformed to a Terrain
edge.
Marching Column, 1 base wide (All Units) No matter its strength may only throw 1 die in
combat. Counts as 0 ranks, May not move to contact hostiles.
Attack Column, 2 Base wide (All Infantry Units)
Line, 2 Ranks deep (All Units)
Extended Line, 1 rank deep (All Cavalry, British Infantry,)
Skirmish (Light Infantry, Any French Infantry) All that will skirmish must be organized
into 4 base units (Detachments) during set up and remain so for the duration of the game.
Treated each as a separate unit.
Square (All Units) Steady infantry in square counts as 2 ranks vs. Cavalry all else as 1.

Exception: Artillery has only two formations Limbered and Unlimbered.

Changing Formation
It takes one turn of no other movement to change formation. Units changing formation
count as moving. To Change formation 1of the center most bases in the front rank may
not move. The remaining bases in the unit are formed in the new formation relative to it.
None may end in front of the base not moving.

1
MOVEMENT RATES
Type March Col. Attack Line Skirmish Square Arty Arty
Col Lim. Unl.
Infantry 12 8 6 8 2
Cavalry 18 NA 12 2
Heavy Cavalry
Light Cav. 24 NA 16 2
Artillery 8 2
Horse Arty 12 2
A unit moves at half speed for its entire turn if it moves other than straight ahead to a
maximum of 4 for infantry 9 for cavalry except:
Following a road in March column,
Limbered artillery following a road
Unlimbered artillery moving at all.
All Movement even partially in The following Terrain each turn
Unless otherwise noted unlimbered artillery may always move 2 in any direction
Limbered artillery suffers Cavalry penalties.
Moving up or along Slope 2 (unlimbered artillery may not move up slope it may move
along slope if on the upper level with no penalty)
Woods, Infantry except skirmishers 4, Cavalry 8
Town Infantry 4, Cavalry 8
Ditch stream wall 4

Moving Through Units


Movement through Friendly units is allowed. Movement through hostile Units is not. In
order for a unit to be moved through, that unit may not have moved nor may it move
subsequently in that turn. Exception: Skirmishers do not effect other units by moving
through them nor are they effected by being moved through.

Changing Facing
There are two ways for a unit to change the way it faces. The first is simply by making a
non-straight movement that ends with the unit in a new facing. The second is Making an
About, left or Right face.

About, Left And Right Facing


Cavalry and Infantry may make a 180 degree change in facing and move half speed or
vice verse with Skirmishers moving full. Columns may Left or right face, by moving one
of the front most bases of the unit so that it touches the base immediately behind it, Front
Corner to Front Corner and side edge to front edge effecting a 90 degree alteration in its
facing. The remaining bases of the unit are then formed in a two deep line with none in
front of the base initially moved; nor to the right of it if making a left face, nor to the left
of it if making a right face. Units making a left or right face may make no further
movement in that turn. By reversing this process lines may become March columns by
left or right face. Unlimbered artillery may pivot on its center to a max of 90 degrees.

2
Conforming to a Terrain edge
Lines and extended lines in town or woods may conform to the terrain edge by individual
base moves of up to 3 (unaffected by non straight). The bases may end facing in
different directions so long as the front touches the terrain edge, all face out of the terrain
and no gap appears in the units line maintaining at least corner to corner contact of each
section of the line by its front or rear rank. They may not subsequently move until they
have reformed a legal formation, on one of their center bases.

Moving To Contact Hostile Units


All movement to contact hostiles must be directly straight ahead. Skirmishers and
artillery may not move in to contact with Hostiles. Infantry may not move to contact
cavalry that is not already in contact.
Skirmishers
Any Skirmishers contacted by hostile Infantry are automatically and immediately
Shaken, (See Morale) if contacted by Hostile cavalry the half contacted are removed from
play any remainder of the unit breaking. Units that have contacted skirmishers count as
having participated in a combat for purposes of the opening volley modifier. Exception:
Skirmishers treated as any other if in woods or town.

Moving Out of contact


No unit may move, Change formation or Facing if it begins its move in contact with a
hostile unit. Exception: Cavalry may make an about Face followed by a straight half
move if it is not in contact with any light cavalry.

Movement Across The Front of Hostile Units. (Zone of Control. AKA Barker)
If a unit begins its move with the flank lines of a hostile unit and in front of it and within
6 of it, if it is an Infantry Unit or 12 of it if it is a Cavalry Unit. Then the unit may only
move straight forward or straight back. Or make a formation change or left or right or
about face.

COMBAT/ATTACKING
There are two phases in each turn in which attacks occur. However no unit may attack
more than once per turn. All Units that did not move starting at one edge of the table and
working in the opposite direction make their attacks first. The effects (casualties0 for
these attacks are all then applied. Following this all units which did move may then attack
following which the results are applied. Exception: Cavalry with new contacts that was
not already in contact always fights as if they moved.

Base = 2 figure in the same rank, a base is effective for all purposes until all of its
figures are Hit

Hit or casualty = 1 single figure.


Skirmishers that are Hit are removed form the table once a whole base has been hit. All
others remain on the table merely being marked until the whole unit is removed.

3
Shooting Attacks/ Fire
A Shooting attack is any attack in which the attacker is not in actual contact with the unit
it is attacking. All shooting attacks are voluntary. Each base of a unit may fire at its own
target. The distances at which Shooting Attacks are allowed are:

Musket 8 Rifle 12 Artillery 48


A hostile unit that is in contact with a friendly unit may not be shot at.

Shooting may not occur through or over


Woods, Towns, Hills or Units of either side.
Unless the shooter is on a hill edge shooting down or to another hill with no other
intervening obstacle.
Or at a unit occupying a Terrain edge or when occupying a terrain edge and shooting out
or down or shooting up at same.

Bases in Both the front and second rank of a unit may shoot. For each base in the
front rank 1 die is thrown. For each two bases (rounded down) in the second rank 1 die is
thrown.

In order for a base to shoot a Hostile Unit(Target) the Target must be both within Range
and Arc of the Base that is shooting. The shooting arc for all units is 45 degrees to the
front.

For each die thrown (D10) that scores a 6 or higher a casualty is inflicted
The Number of dice thrown are modified by the following cumulative factors
Artillery that is limbered or has moved may not shoot. Cavalry never shoots.

First time that a particular Infantry unit attacks in the Game. Dice x 1.5 (Opening Volley)
Target is Skirmishing, Artillery or in woods or town, dice thrown are halved.
Shooter is Artillery and target is within 8 dice x 2, Or at greater then 36 dice halved.
Shooter is Shaken or Broken dice divided in half.

The Score of each Die is modified by the following factors.


Target is in Town and shooter is not artillery 1
Attacker is Militia 1
Attacker is Crack or Elite +1

Fire Through Skirmishers


Artillery may always fire through hostile skirmishers at any range It may dived fire
between the Skirmishers and a target beyond them. Artillery may fire through friendly
skirmishers least 8 away from it.
Infantry may fire through hostile skirmishers. But must divide its dice in half. Half
targeting the skirmishers and half against the target that lies beyond them.

4
MELEE ATTACKS
Melee Attacks are attacks where units are actually in contact with each other. A unit must
attack every hostile unit it is in contact with, dividing its dice evenly amongst them.
One die is thrown for every base in the front rank of the unit attacking and one for every
two other bases in unit. And an additional die for every base that is entirely behind the
targets front edge. Those additional dice must be applied to that particular target.

The number of dice thrown is modified by the following factors.


Unit has a hostile unit in contact with its rear or flank edge dice halved.
First time that a particular Infantry unit attacks in the Game. Dice x 1.5 (Opening Volley)
Attacker is cavalry in , on, over or into, any terrain except clear or slope or hill half dice.

A casualty is inflicted for every score of 6 or better, modified by the following factors
Attacker is Crack or Elite +1
Uphill of Target or (first) behind obstacle +1
Attacker is deeper in ranks than target +1 (Cav rank counting as 2 v Inf not in Square)
Any Part of attackers unit behind Targets front base line +1
Attacker is Heavy Cavalry and target is not +1
Attacker is cavalry vs Infantry not in Square, Attacker +1
Target is Infantry that has moved to contact with the front of Infantry that was not already
in contact at the beginning this turn+1
Attacker is light cavalry vs. other than light cavalry 1
Attacker is Militia 1

MORALE
The following units must test morale. Any unit that has received casualties in the current
turn Any unit that is Shaken or Broken. Units that have accumulated 75% or more of their
strength in casualties are destroyed.

For each unit that tests moral a D10 is thrown. Modified by these cumulative factors.
Unit is Militia -1
Unit has any casualties in the current turn 1
Unit at 25% casualties or more 2
Unit at 50% casualties or more 2
Unit has no other Friendly units within 8 1
Unit is Shaken 2
Unit is Broken 3 (Shaken not counted as well)
Unit has hostiles in contact with its rear or flank edge 4 (Need not be a Flank Attack)
Unit is Crack +1
Unit is Elite +2
Unit is in Attack column, or Steady infantry in square +1
Unit is entirely in a town +1
Unit has not moved in the current turn and is not in melee +1
Unit has not been attacked in the current turn +2
Unit has General touching (General can touch only one unit per turn) +2

5
Results Of final Morale Score (D10)
3+
Unit Remains or becomes Steady.
No effect
2-
Steady units become Shaken
Unit is moved straight 1 half move to its own rear stopping when meeting friends.
Unless those friends are Artillery, which it then moves through, or Skirmishers that are
then moved the minimum straight back to allow it to finish its move or the Unit itself is
skirmishers which Shake through friends. The Unit is destroyed if it meets hostiles
impassable terrain or moves any part off table.
All Of a Shaken Units combat dice are halved cumulative to any other effect.
Exceptions: Units in Square Formation, Unlimbered Artillery and units contacted on a
flank or rear edge do not move back.
Shaken units with less than 25% casualties remain Shaken, with = or more Broken
A Broken unit is moved straight 1 full move to its own rear moving through friends. It is
destroyed if it meets hostiles, impassable terrain or moves any part off table.
Exception: Thos e friends are Skirmishers that are then moved the minimum straight back
to allow it to finish its move
Exception: Units in Square formation do not move back.
Exception: Unlimbered artillery and units contacted on a flank or rear edge, that are
broken are removed from Play.
All Of a Broken Units combat dice are halved cumulative to any other effect. As long as a
unit remains Broken it may not move closer to an enemy unit that is within 24 of it.
Broken units are Destroyed

PURSUIT
If all of a Steady Infantry or Cavalry units opponents, that were in contact with it in the
current turn have Shaken or Broken or been removed. It may make a Pursuit Move. At
the end of the Morale phase move up to Half speed straight ahead stopping when it
meets Friends except skirmishers which it can move through, Any hostiles Except
skirmishers which they destroy, or the table edge. Exceptions: Infantry does not pursue
cavalry. Units in Marching columns never pursue.

In a case where a half move is insufficient to maintain contact with a shaken opponent
and or a straight move will not maintain contact with a shake opponent. The pursuing unit
may always alter facing by the minimum needed to maintain contact with a shaken
opponent and or move the minimum extra needed to maintain contact with a shaken
opponent. Exception: Cavalry and Heavy Cavalry may not move extra to Pursue light
Cavalry.
In a case where the order in which pursuits by units of opposite sides is important to one
of the players each player rolls one die that player with the higher score making his
pursuit move first. This is done on a case-by-case basis.

6
OPTIONAL RULES

Variable Initiative
Decide how many turns the game will last, this must be an even Number. Divide this
number by two and pull that number of red and that number of black cards from a deck of
cards. Shuffle them together and place this small deck of card face down. At the
beginning of each turn flip the top card of this deck face up. If Black the French player
decides whether he wants to move first or second. If Red the Co9ilition Player decides
whether to move first or second. The turn is then played normal except for movment
order.

Command Ratings
When using the variable initiative rule the armies engaged may be rated for their
Command efficiency, the higher the rating the better the command efficiency. An army
receives Command Points = to its command rating.

2 = French or British
1= most others
0= Spanish

When a players color card is turned up e.g. Red for British. Then the British player before
announcing his decision to move first or second asks the French player if he wants to use
one of his remaining command points. If the French player decides to use a Command
point then the French player rather than the British player decides whether he wants to
move first or second that turn. Each command point can only be used once per game.

Armies with lower command ratings than their opponents should be compensated with a
greater number of units for play balance.

Terrain Objectives
Set a fixed number of turns for the game to be played. Nominate pieces of terrain on the
table to be objectives. Take care to ensure that each player has an = number of objectives
equidistant from his start line.
At the end of the last turn of the game if neither army has lost by being reduced to 50% or
bellow score objectives in the following way.

Player is sole occupant of an Objective = 2 points.

Player has a more base on the objective than his opponent = 1 point.

Unoccupied objectives and objectives not physically occupied by units yield no p[points
to either player.

Handicapping for Army Size


Fix the amount of losses required for each army to be defeated at the same number rather
than 50% of its own size.

7
NATIONAL DIFFERENCES

FRENCH

All French Artillery is +1 to all of its die rolls

All French Infantry is +2 to straight ahead movement in Attack column.

All French Skirmishers are +2 to straight ahead movement

1813 or later all French cavalry is 1 to all of its die rolls except in 1815.

1813 at least half of all French and all allied Infantry should be rated Raw Conscripts.

1814 At least half of all French Infantry should be rated Levee En Masse.
French Levee En Masse are 1 to all combat die rolls. 1 on Morale, if not Steady.

SPANISH
All Spanish Infantry and Cavalry is 1 to Morale Rolls

When Spanish troops are to form a square a d10 must be rolled if a score of 6 or greater is
not obtained the square may not be formed and the unit may not move that turn.

Spanish Artillery is +2 to Morale Rolls


Spanish (Ox Teams) limbered artillery moves only 4 per turn.

BRITISH/Anglo-Portuguese
Given otherwise = odds This army should always get one British Infantry or German unit
as Elite more than elite units in the French army

All British, German Legion, Brunswick and migrs are +1 to Morale at all times. They
do not gain the normal +1 for being in attack column.

All British Cavalry is 1 to all die rolls except morale for which they receive +1.They
Pursue even if Shaken. If they can pursue they must pursue if that will bring them into
contact with any Hostile unit.

All Portuguese Cavalry is 2 to Morale rolls and 1 to all other rolls.

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