Beruflich Dokumente
Kultur Dokumente
Sequence of action
Formations
Modifiers
A. Napoleon (Automatic pass)
B. Army Commander +4
C. Corps Commander +3
D. Divisional Commander +2 (Prussian Brigadier)
E. Brigade Commander +1 (Prussian Colonel)
F. Flanks secured +1
G. Rear Support +1
H. Unit in charge distance to rear -2
I. Unit in charge distance to flank - 1
J. Officers can be accumulative
K. British +1
L. Disordered -1
Militia: 7 or greater
Line: 6 or greater
1 von 8
Elites 5 or greater
Guard 4 or greater
Notes on Artillery
1. Artillery does not test morale when gunners are lost due to enemy fire. Instead, it tests "effectiveness"
for the next turn (bombardment phase and fire phase). Line artillery will roll a D8, and elite artillery
(such as French guard artillery) will roll a D10 to test.
Die roll Result
1-2 1/4 of guns may fire
3-4 1/2 of guns may fire
5-6 3/4 of guns may fire
7+ All guns may fire
For purposes of guns being able to fire, round fractions UP
2. Horse guns may add 4" to the Limbered move.
3. Foot Artillery can perform two functions per turn and Horse artillery can perform three functions.
These Functions are:
Limber
Unlimber
Fire
Move
Prolong Move
4. Note that the fire functions may be only used twice per turn and the move function only once.
5. When the fire function is used twice, the first fire is in the "Bombardment" phase and takes place
before any movement.
As an example, a horse gun can fire in the bombardment phase, then limber and then move (three functions).
A foot battery could fire in the Bombardment phase, then fire again in the normal fire phase.
Extra Rules
2 von 8
1. You can move through your own units but at a minus of one inch per rank. This will disordered Both
units. You can move through your skirmishers or rounted units at no penalty.
2. Line and militia class unit loses half of it's movement if it changes formation.
3. Elites change formation at one quarter movement lost.
4. Guards change formation freely.
5. Square moves at 5"
6. Flank companies must stay within 3" of thier parent battalion.
7. A unit must form square in place (cannot move).
8. Formed units are disordered in woods.
9. Infantry can refuse its flank by 45 degrees
10. Infantry can move by the flank at one half movement.
11. Routed units cannot move unless it passes morale. When it misses morale it become disordered.
12. Disordered can always move but in order to reorder it must stay in place one full turn.
13. Any unit can fall back at any time if it has not moved.
14. Cavalry may fall back if charged by Infantry
15. When a unit falls back it will become disordered and face the enemy.
16. Units change formation at the end of its movement.
17. Units in line can Wheel oblique 45 degrees, move by the flank up to half its movement.
18. Skirmishers may not approach closer than 1" to the front of formed troops.
19. Infantry which takes any fire casualty is disordered, does not matter if morale is tested or not.
20. Cossacks fight in looser order than formed cavalry but are not true skirmishers. They may charge
enemy formed troops (true skirmishers may not) but not frontally. Cossacks are never disordered. They
may be arranged on the table in any manner, not needing to keep any special formations.
Note that Infantry and Cavalry use this morale system for casualties due to fire, to close into combat, to stand
after combat and to determine if the loser in a melee routs or merely falls back. Artillery does not use this
morale system for casuaties due to fire, but it does for all other possible checks.
1. Once 25% of the unit has been lost, then test each time the unit receives a fire casualty.
2. When trying to close into melee
3. When trying to stand in melee
4. After losing a melee.
Modifiers:
Rear support +2
Flank secured +1
Behind stone wall +2
Unit is less than half strength remaining -1
Being charged in flank by enemy -1
Being charged in rear by enemy -2
For each attached officer:
Infantry attempting to form emergency square -1
Napoleon or Wellington - automatic pass
Army commander +4
Corps commander +3
Divisional commander +2 (Prussian Brigadier)
Brigade commander +1 (Prussian Colonel)
If you just lost a melee you are -1for the remaining of the turn.
3 von 8
Guards must score 2 or better
Note that Artillery does not test normally for fire casualties. See Notes on Artillery above.
Fire
Infantry use one D-6 per stand, (Stands which have taken casualties cannot fire)
Artillery use one D-6 per gunner figure on the battery.
Notes on Fire
MELEE
Each class of unit starts with a basic number of D-6 dice for morale which may then be modified:
NOTES ON MODIFIERS:
Only one officer may be attached (giving his dice bonus) to any one unit.
SEQUENCE OF MELEE
1. Declare charges and move up to one inch of the unit being charged
2. Attacking units test morale to close. If they do not pass these units stop one inch away and become
disordered.
3. Defenders test morale to stand. If they do not pass they rout one full move to the rear.
4. Determine the number of D6 dice each side may roll by adding all appropriate modifiers to the base
number for that type of unit.
5. Each side rolls the dice. Each die result of 1 or 2 causes the opposing side to remove one figure as a
casualty. Remove all the dice that had a result of 1 or 2 and sum the remaining D6s for each player.
6. The side with the higher total of the remaining dice has won the melee.
7. Subtract the loser's die score from the winner's die score. Divide the result by 4 (discard fractions) This
number are additional casualties inflicted on the loser.
8. The loser must now test morale. If he passes, he falls back half of a normal move, disordered. He may
face the enemy. If the loser fails morale, he routs a full move to the rear.
9. The winner becomes disordered and if he had charged, he must test to see if he pursues. If the pursuit
check is passed, the winner may remain in place and reorder (no longer being disordered). If the pursuit
check is failed, the winner must pursue the defeated unit (remaining disordered) with remaining
movement distance. If the attacker reaches the defeated unit or reaches an interposing enemy unit,
another melee is fought immediately.
5 von 8
Additional rules for melee
PURSUIT
When a unit wins a melee, or if the charged unit fails morale and routs routs, the charging unit may pursue if it
wishes. To see if it MUST pursue roll a D-10 and add modifiers below. If the modified die total is greater than
10, pursuit is mandatory. If less than 10, pursuit is optional.
MODIFIERS:
Militia +1
Cavalry +4
Guard unit -3
Napoleon or Wellington Attached to unit -4
Army or Corps commander Attached to unit -2
Each casualty inflicted on the enemy unit in the melee just completed +1
Pursuit uses the remainder of the move (what is "left over" after reaching the first unit's position).
Units that did NOT charge, but win the melee do not get a pursuit move.
6 von 8
ORGANIZATION
I want to clear some things up just a bit. Everyone thinks that one stand equals a certain number of men like
Fire and Fury. For example: if a Battalion had 400 men you give them 4 stand since one stand equals 100 or
what ever number you used. This is not true.
One Stand of Infantry is equivalent to one company of infantry or one squadron of Cavalry. For example: The
French had six center companies and two flank companies per battalion. A French Battalion would have four
stands of fusiliers and one stand of grenadiers and one stand of Voltigeurs. This would give the French
infantry 6 stands.
The British would have 8 stands for the center companies and one stand for the lights and one stand for the
grenadiers. This would be 10 stands of infantry in a British battalion.
Austrians had six companies with no flank and the Prussian and Russian had four companies with no flank per
battalion. The latter would then each have four stands of infantry and the Austrians would have six stands of
infantry per battalion.
The number of figures per stand works like this: Most of the Nations except Britain and their trained allies had
between 120 to 150 men per company. The British has 85 to a 100 per company. But this number was seldom
maintained.
I let one man of infantry equal 45 real men. So the British and their train allies are based on .25" by 1" stands
with two figures per stand and all other nations are based on .25"by 1.125" stands with three figures per stand.
The French and their allies who organized like them, I based their flank companies two to a stand on a .24"by
.75 stand.
Although the British only have two men to a stand like the French flank companies, I use the 1" stands for the
British because their line was typically longer then the other nations.
I mount all of the cavalry stands equally for all nations, two to a 1" x 1.5" stand Remember that one stand
equals one squadron. I figure that with the shortage of horses the squadron strengths would average out to be
the same. Four or six squadrons make a regiment, depending on how strong you think a regiment should be.
Artillery is mounted in two different ways depending on battery size. In the following examples, note that
6-gun and 8-gun batteries each have two bases, and a 12-gun battery has three. Each artillerist figure
represents a gun:
Six gun battery Two 1" x 1" bases, one gun per base along with three gunners per base.
Eight gun battery Two bases, each 1-1/2" wide and 1" deep. Each base contains one gun and four gunners.
Twelve gun battery Three bases, each 1-1/2" wide and 1" deep. Each base contains one gun and four
gunners.
The size of the guns in the battery is marked on the back to show the size of the guns: 4-lb, 8-lb etc.
Officers are mounted on single stands for brigadiers, and two-man stands for divisional generals, and
three-man stands for corps commanders. The multiple-figure stands will consist of the great man and one or
two aides or lackeys.
Larry uses Infantry brigades of 3 to 5 battalions, with two brigades per division and two divisions, plus some
cavalry per corps. He adds one, two or three batteries per division and throws in a few more at corps level.
Note that the Prussian "Brigades" in 1812-15 are really of divisional size. Larry Reeves allows one mounted
officer counting as a brigadier for each three battalions in the brigade. The brigade commander will be a
divisional commander (2-man stand) and will count in all respects as a divisional grade officer.
Larry is not a sticker for historical orders of battle, preferring to balance the game "by eye". These formations
are at an approximated 1 to 45 ratio, "real men" to "tiny men".
7 von 8
Return to the List of the Jackson Gamer's Rules on the web.
Thank you for visiting The Jackson Gamers' pages at Angelfire. Please come back and visit again!
8 von 8