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FAQ/Strategy Guide by Warfreak

Napoleon: Total War on SuperCheats.com


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Author: Warfreak
Version: 0.8
Date Started: 9/4/10
NOTE: This Guide will Contain Spoilers. YOU HAVE BEEN WARNED!
REMEMBER, IF YOU LIKE THIS GUIDE, RECOMMEND IT TO OTHER USERS USING THE LINK
ABOVE!
*('@')~~~~~~Watch In Awe, Watch In Awe, Aeria Gloris, Aeria Gloris~~~~~~('@')*
Use Ctrl+F to quickly navigate this guide.
Table of Contents
1 Introduction
[1.01] Introduction
[1.02] Version History
2 Napoleon's Campaigns
[2.01] Tutorial, 1778-1793
[2.02] Italy, 1796-1797
[2.03] Egypt, 1798-1800
[2.04] Europe, 1805-1812
[2.05] Battle of Waterloo, 18. 6. 1815
3 Campaigns of the Coalition
[3.01] Austria
[3.02] Great Britain
[3.03] Prussia
[3.04] Russia
4 The Peninsular Campaign
[4.01] Spain
[4.02] Great Britain
[4.03] France
A Appendix
[A.01] List of Traits
[A.02] List of Followers
[A.03] List of Infantry Units
[A.04] List of Cavalry Units
[A.05] List of Artillery Units
[A.06] List of Naval Units
[A] Contact Information
[B] Credits
[C] Webmaster Information
[D] Copyright Notice
*~~~~~~~~~~~~~~~~~~~~~~~~~~Now, Let the Guide Begin~~~~~~~~~~~~~~~~~~~~~~~~~~*
[1.01] Introduction
Welcome to my well, 60th guide, or so my folder tells me. Anyway, this is
my second for the Total War series, and it shouldn't deviate too far from
Empire: Total War, given how it is, well, an expansion, albeit stand-alone
game for it. But again, the game needs a guide, so well, let us start, shall
we?
Note that this guide will be shorter and lacking a lot of strategies that I
would otherwise put in, but all of this has been covered in the Empire: Total
War guide that I have written, and given that this is somewhat of an expansion
of E:TW, the same strategies apply.
http://www.gamefaqs.com/pc/942966-empire-total-war/faqs/55899
That is the direct link.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[1.02] Version History
Version 0.0 [9/4/10]
Guide started.
Version 0.1 [26/6/10]
Back to writing, after a long hiatus.
Version 0.2 [27/6/10]
Finished the campaign.
Version 0.3 [28/6/10]
Finished list of Artillery Units.
Version 0.4 [29/6/10]
Completed all the infantry units.
Version 0.5 [30/6/10]
Completed all the cavalry units. Next update will be all the coalition DLC
units and naval units.
Version 0.6 [1/7/10]
Completed the coalition battle pack units and all naval units. Next update is
either strategies for base game or peninsular campaign.
Version 0.7 [5/7/10]
Completed Peninsular Campaign, but lacking the units. Once that is done, the
guide is more or less complete.
Version 0.8 [6/7/10]
Guide complete. Enjoy guys!
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.01] Tutorial, 1778-1793
"Set during Napoleon's youth, this tutorial will teach you the basics of
Total War's campaign game with the help of Louis Alexandere Berthier,
Napoleon's most trusted staff officer. His help will guide you through the
various trials that Napoleon encounted during his early life, culminating
in the Siege of Toulon."
This is a tutorial, so it will get you started on the basics. You will
learn to move units around, use the camera, etc. This is what you will need
if you want to play any Total War game, so I suggest that you play it.
First you need to move Napoleon into the port, then, move him onto the
European mainland.
From there, you will need to move him to Switzerland, and you will get a
mission. Basically, follow the tutorial, and it will guide you on what to
do. This is very hand-holding, but the basics are required before you can
move onto the hard. To finish your mission, set up a trade agreement with
the Swiss.
Move the little general to Reims and you will get a new mission to build up
a school in the nearby town, so do so. After that, you will need to get
yourself started with some research, so lets do that as well. This is all
very simple, and things that people who have played Empire: Total War will
find very boring. Then you learn about your agents. Again, things previous
players would have heard before.
After finishing off at Reims, head to Paris to build up cities, and learn
about recruiting units. Then, head off to Dijon. Then you will learn about
happiness in towns, and quashing revolts. From there, towards the seas and
you will learn about ruling the waves, blockading and piracy, and eventually,
making peace.
After a while, it is time to learn about the second asset that you have, the
spy. Then, build up an army with line infantry, dragoons and cannons, and
attack Toulon. And finishg that will end this tutorial.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.02] Italy, 1796-1797
"The new, revolutionary Republic of France is under threat from all the
old reactionary nations of Europe! It is clear that there are no options
other than war, and the utter ruination of France is the only aim of Austria
and France's other enemies. The Austrians are motivated by fear: they fear
their own people will follow the same revolutionary path.
The Austrians can be confronted in Germany and northern Italy. Austria's
possessions in Italy are ready for liberation! The other states of Italy
are watching, but should not be able to stand against the righteous anger
of the French people!
General "Napoleone di Buonaparte", in charge of the Army of Italy's
artillery, has been appointed to command the entire army. It is his duty
to hold onto France's territory in the Italian peninsular. That is, however,
an ambitious and skilful man and he plans to drive the Austrians out of
Italy and back to the gates of Vienna."
- Mission Issued: The March on Vienna -
Capture City - Klagenfurt
"Mon General! Now that you have assumed command of the Armee d'Italie, you
must prepare for the invasion of Austria. As we speak, our forces in the
Rhineland are readying to advance into the Tyrol. If we are to have any
hope in seizing Vienna, we must be in a position to support our forces
when the time comes.
To that end, we have been charged by the Directoire to invade Carinthia
and capture Klagenfurt, from whence we will be able to stage our glorous
march on Vienna!"
Reward - A clear path to Vienna
You will start off with the province of Nice, which doesn't give you much,
but you will have two armies, one led by Napoleon and one lead by Jean
Serurier. First, you should have Napoleon take on the Austrian army and
remove them, and use the Serurier army to take the province above it. When
Napoleon has attacked the Austrian army, you get a new mission.
- Mission Issued: A Matter of Supply -
Construct Building - Supply Post
"If we are to have any hope of driving a path through to Austria, it is
imperative that we keep our regiments at full combat-effectiveness. With
the majority of French military resources deployed on the German front,
the Armee d'Italie has been left without access to some of our nation's
finest troops.
By establishing a supply post in one of our commercial centres, we will be
able to maintain the strength and numbers of all our troop types, their
scarcity in the region not withstanding."
Reward - Grants a unit of: Grenadiers of the Line
Experience for all land units
With this mission, you will probably want to use the Genoa province seeing
that there is a town there, and that is the method you should attack with
Napoleon. After ending a turn, you will get a new mission.
- Mission Issued: To Subjugate a Kingdom -
Capture City - Turin
"For too many years has the Kingdom of Piedmont-Sardinia been a thorn in
our side. Their persistant affiliation with the enemies of the Republic and
their incursions upon French soil must be put to an end; storm Turin and
bring the Kingdom to its knees!"
Reward - Piedmont-Sardinia will become your protectorate
Well, I would rather capture all of their nation rather than have it become
a protectorate, more tax money. This will involve several armies, you will
need them to take the several territories that are on the front. Don't bother
attacking peaceful nations for now, you don't need more wars, and more fronts
to fight on, you have a tough enough situation as it is. Once you get close
to Milan, you get issued a new mission.
- Mission Issued: The Liberation of Milan -
Capture City - Milan
"The noble peopple of Milan have suffered Austrian occupiation for many
years, and yearn to be free of their influence. Liberate them from the
oppression and they will surely welcome you with open arms!"
Reward - Treasury +1000
Grants Revolutionary Infantry
Enables recruitment of Revolutionary Infantry
Now, Milan is a city, and odds are, it is going to be well defended, so you
are going to need a powerful stack army, probably led by Napoleon himself, and
attack with this army, and capture Milan. Once you capture Milan, you will get
the option to sack it for a hell of a lot of money, but it is useful as a
base to launch operations. And to rest your army. After a few more turns, we
get another mission on this road,.
- Mission Issued: The Stronghold -
"Mon General, our forces draw near to the Austrian stronghold of Mantua.
Although the garrison there is impressive, I recommend we move to wrest it
from Austrian control. It is well supplied with arms and artillery and would
prove an invaluable base from which to launch further offensives into
Austria."
Reward - Grants 8-lber Foot Artillery
Grants 6-in Howitzer
This is important for you to take the stronghold, it will give you more
artillery and that is invaluable when you are going to attack further
strongholds. However, once you get close to Modena, you will get another
mission.
- Mission Issued: The Liberation of Modena -
"Mon General! Our scouts bring word that the people of Modena have little
love for their Austrian occupiers, yet they regard the French favourably.
The Duchy is well-placed and wealthy; we could all do well to liberate these
lands and use their resources to our own advantage."
Reward - Treasury +1000
Grants Revolutionary Infantry
Enables recruitment of Revolutionary Infantry
Well, this is another capture the province mission, and it isn't very
heavily guarded, so you can take this with ease with your army before you
will head off and capture Mantua. When you capture that, and you have taken
on the Kingdom of Sardinia, you will be faced with a problem of getting to
your mission objective. Either ask Venice to let you through, or just knock
down the gates and blow your way in. But odds are, you get going to have to
destroy Venice, and just when I was getting to like them.
- Mission Issued: The Invasion of Venice -
"In spite of their long-standing neutrality, the Republic of Venice now
finds itself at odds with our forces in Italy. Recent conflicts between
our two nations have driven Venetian insurgents to commit acts of aggression
against French citizens in the region. Show them what it means to incur the
wrath of the mighty French Republic, conquer Venice and strip them of their
power and dignity!"
Reward - Treasury +4000
This is if you are to attack Venice. However, if you want to cross into your
objective province using the Papal States, you will need to take on the
pope, and unlike Stalin's quote, the pope does have armies.
- Mission Issued: In Defiance of The Pope -
"Further to recent affronts upon our glorious nation by the Papal States,
they have now set about harassing our forces in the region. We could use
this newfound aggression from the Vatican to our advantage; the Papal
States are notoriously wealthy and their riches will serve our war efforts
well.
March on Ancona and we will be one step closer to Rome - the Pope will have
no choice but to meet any demands we make when he is faced with conquest
at the hands of the mighty French Republic!"
Reward - Treasury +8000
Whether you go for that province is up to you, but that does mean taking a
valuable army off the front with Venice and Austria and attacking the
southern states, but there is a big boost to your treasury for this. Still,
push through Venice, and quickly use the capture of Venice and then defeat
of Venice, and push 2 full stack armies towards the objective, one is to
bear the brunt of the enemy's defending army, and the second to lay siege and
defeat the defenders in the city, and then claim victory.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.03] Egypt, 1798-1800
"Napoleon Bonapartez and his Armee d'Orient are faced with a difficult task:
the conquest of Egypt and a march to India. Once in India, they will join
forces with Tippu Sultan, the Tiger of Mysore, and drive the hated English
into the sea! Such is the grandeur of the scheme and, in General Napoleon
Bonaparte, there is a commander of equal grandeur to undertake it.
Before this can be achieved, however, there are more immediate obstacles.
Egypt is ruled by the Mamelukes, who are normally loyal servants of the
Ottoman Empire. In the burning heat of the desert, Frenchmen must march on
Alexandria and break their power before anything else can be achieved. But
here, in this land of ancient secrets, there is glory to be won!
Glory enough for France, and glory enough, possibly, for General Bonaparte!"
- Mission Issued: Breaking the Mameluke Resistance -
"Nominally administrators of the Ottoman Empire, these former slave solders
factually rule Egypt. It is under the guise of liberating Egypt from their
grasp that we have come here. Although we did not fool the Ottomans for
long, breaking the Mameluke's fighting spirit is still our top priority.
By capturing Cairo, we should reduce their army in status to a mere
nuisance, and Egypt will at last be ours!"
Reward - Treasury +2000
Well, to actually win this mission, you need to capture, in total, 10
provinces. Out of these 10, you need the provinces of Qalyubia, Galilee,
North Sinai, Rif Dimashq and retain control of the Western Delta. This is
not going to be easy.
You start off at war with all the nations. The problem first is going to
be the British. They have a full stack naval fleet off the coast, but the
real issue is Cyprus, where their base there will keep you from getting
any means of outside help.
Now, you have 2 armies to start off with. Send the first, weaker army to
the province of Damanhour, which is directly south of Alexandria, and use
your main army with Napoleon to capture the province of Gharbia, and then
use it to capture Cairo, whilst the second army will defend Gharbia from
unwanted enemies. Meanwhile, you will want to start building a fleet that
can challenge the British as well as transporting troops to Cyprus. You will
get the following mission orders in a few turns.
- Mission Issued: The British Threat -
"Mon general, due to the British control of Cyprus and its surrounding
waters, we are unable to get any well-trained soldiers from France. We know
that the treacherous Ottomans let the British use the island of Cyprus as
a base of operations. If we can conquer this island, we might be able to
get some supplies through.
This is an extremely dangerous undertaking. We might be better off securing
our position in Egypt on dry land, but if you feel particularly daring then
this is an option. Beware though, as the seas are our enemy's favourite
terrain, and the accused Nelson's fleet is still patrolling the waters."
Reward - Treasury +4000
Grants a unit of Fusiliers of the Line
As it is stated, it is quite dangerous to build up an army, and try to
transport it to the island while Nelson's full stack fleet is still around
in the waters, and you will have problems bringing it down. This is up to
you whether you will take it or not, but I suggest staying on land, the
British won't interfere and a strong land army will be needed to win the
campaign anyway.
Get your army to Cairo, and against the Mamelukes, battle is quite easy
even on autoresolve, because the enemy is weaker than yours, and that gives
you a lot few casualties against them. But that doesn't mean you don't need
more armies as you conquer more land. Once you take Cairo, you get another
mission.
- Mission Issued: The Ottoman Offensive -
"We have driven the Mamelukes out of Cairo, mon general, but alas, we cannot
rest. Our agents say that the Ottoman Sultan has sent more of his elite
troops southward, and a large contingent of Turkish soldiers now awaits
embarkation at Rhodes.
We must move eastward, into Syria, to stall the Ottoman advancement. Jaffa,
as one of their major Port Towns, will make a good first target before we
take on Acre. Its military value, in addition to its value as a wealthy
centre of commerce, makes Jaffa a highly palatable target."
Reward - Treasury +1000
And if you have a rebellion in Cairo, the following mission will pop up.
- Mission Issued: The Cairo Rebellion -
"Mon general! Grave news! The citizens of Cairo have taken up arms and are
in open rebellion, incited by their religious leaders! We must act quickly or
they will take the city! While not all of the populace stand behind those
fanatics, their followers will fight until the death."
Reward - Treasury +1000
Defeating a rebellion is simple enough, in these conditions anyway. When you
defeat the rebellion, you will get another mission.
- Mission Issued: A Matter of Morale -
"Mon general! We are cut off from the homeland. The climate is horrible and
drains both body and soul of the energy to continue. Good food is rare and
our army is in bad supply. Morale is low, and we desperately need something
to lift the spirits of the men.
Establish the suggested building in one of our intellectual centres so that
gentlemen can meet to devise a solution to this matter. We may need to
demolish or convert existing buildings in order to do this."
Reward - Experience for all land units.
Basically, you need to build a Classical University, which can be done in
Cairo. However, it is more than the Mamelukes that are going to attack Cairo,
the Bedouin will eventually attack Cairo, and that gives you another mission
to defeat them.
- Mission Issued: Subduing the Bedouin -
"Reports have reached us that Bedouin raiders assaulting our supply trains,
plundering border towns and committing unspeakable atrocities against the
few they do not enslave! We believe them to be loosely allied with our
enemies, the Mamelukes. If we don't subdue them they will continue to harass
us. If we can capture their camps they might make valuable allies and
guides."
Reward - Treasury +1000
Well, the province is pretty darn south of Cairo, but the problem is that you
are going to be facing a lot of attricion when you cross the desert unless you
create an army that is specifically designed for such terrain. If you use
heat resistant units, you will be able to do this. Meanwhile, continue your
main push east to capture the next few towns. Once you capture this province,
you will get another mission.
- Mission Issued: Desert Ways -
"Mon general! Our troops suffer heavily from the hostile climate. Our army is
not equipped for the perils of the desert regions and will take heavy losses
if it marches through them.
By recruiting local warriors into our ranks, we will be able to learn how
they protect themselves from the sun's merciless gaze. This will allow us to
form combat units that combine both the qualities of the modern French army
and the ancient wisdom of the desert."
Reward - Grants a unit of Dromedary Cavalry
Enables recruitment of dromedary cavalry
This is quite an easy mission, just recruit some camel warriors, and you will
finish this little mission. Moving on.
Your next real concern are the constant Mameluke raids that will be aimed
specifically at Cairo, so you will want to build up a few armies to wipe them
out, completely. Besides getting some decent land and tax money, it will save
you from having to protect your provinces from them and you will be able to
divert your forces elsewhere. This will also net you a new mission.
- Mission Issued: The Suez Canal -
"Long have learned men mused about creating a channel between the
Mediterranean and the Red Sea. Not only would it reduce the time needed for
ships to travel from India and Africa by half, it would also greatly expand
France's influence in the region.
Conquering the town of Suez would enable us to pursue this endeavour. A lot
of merchants are looking forward to you making this journey, as are our
savants."
Reward - Treasury +2000
The mission is relatively easy, and the pay is good as well. From there on,
advance into Jaffa, and you will get the next part in your mission.
- Mission Issued: Stalling the Ottoman Advance -
"Jaffa is ours, and the men are tired. But we cannot allow ourselves any
rest, mon general. Only the conquest of Acre can buy us enough time to
reorganise and make ready for the Ottoman invasion. It is there we must head
next, however much our bodies long for rest."
Reward - Treasury +2000
This is going to be painful, the next few provinces are quite populated with
Ottoman forces, Jerusalem will be a problem, mainly because there is an army
there and it will poise to be a threat against Jaffa if you do not take that
province out of the equation. When you are ready, strike against Acre, and
capture it. That will spring up the last of the missions.
- Mission Issued: Consolidating our Conquest -
"While our position is now very much secure, we still need to take one more
town: Damascus. Not only will it close our line from the coast to the desert,
it is also an important waystation for pilgrims to Mecca. Processing it will
give us legitimacy, influence, and money. It is the last military and
ideological stronghold of the Ottomans in the region. With fresh courage,
monsieur, eastwards!"
Reward - Treasury +2000
Again, when Acre is under your control and not rebelling, you will need to
bring up your army and capture another city. Once you capture Damascus, you
will complete this map.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.04] Europe, 1805-1812
"Behind all the Imperial facade, and republican sentiments, France is once
again an abosolute monarchy, now ruled by Emperor Napoleon I. His efforts to
secure good marriages for his brothers and marshals are dynastic politics
that Bourbon kings would have grasped instantly. Yet, for all this, the
French people have freedom, as Napoleon has used credit gained by his
victories to remake France. Merit, as well as birth, now counts for
something.
The Emperor's efforts have given France an impressive empire and domination
over many neighbours, he is a source of strength. Napoleon has redrawn the
map of Europe to suit his own ends. He is also a great weakness, as his
treatment of enemies and rivals has not been entirely politic or polite. He
has caused offence to nearly everyone, taking not giving, even when he
should have been conciliatory. He has managed, through poor diplomacy, to
make the British look like attractive allies to many.
As a result, the Austrians are waiting for an opportunity to strike back at
France for their recent humiliations and losses. The Russians, too, will
strike down this new upstart emperor if given a chance, and will they ignore
Napoleon's instructions to ban trade with England? The Prussians, apparently,
are content to sit and wait, but for how long? Will they idly sit by if it
becomes necessary to extend French power into northern Germany? And then
there is always the British: always there are the British. That vindictive
little island will have to be dealt with at some time.
France, therefore, faces many rivals. But if they can be isolated and removed
one by one, then Europe really will know peace, under Bonaparte, the heir to
Caesar!"
- Mission Issued: The Fall of Austria -
"Mon Empereur! Once more the European nations have joined forces in the hope
of putting an end to the mighty French Empire. Their incessant interference
with our grand designs must be put to an end.
Austria, having never learned the futility of challenging our great and
powerful nation, stands ready to invade our eastern borders as we speak. No
more will we tolerate such antagonism; conquer Vienna and break the so-called
might of the Austrian Empire once and for all!"
Reward - Austria will be compelled to make peace.
Well, you start off straight up with Britain, Austria and Russia at war with
you, as well as Naples, Sicily and Sweden. Even your allies, the Spanish, do
not like you. Eventually, you will be at war with pretty much all the major
powers, so you might want to get your armies in place. In particular, you
might want to consider building a full stack army and some ships, you want to
quickly place a highly trained stack army in England, and get some leverage
there. Wiping out England, something Napoleon never did, will help you greatly
in removing the naval threat.
Well, to win on this map, you need to capture a total of 35 provinces, and you
will need to retain control of France, and take over Brandenburg (Prussia),
Moscow Guberniya (Russia), East Prussia and Vienna (Austria). Well, first
things first. I suggest that on the Eastern front, strip all armies of units
and give them to Napoleon's stack, that way, you will have a full stack of
units to attack, and attack Hessen, it is a lone state, and give you an
entry ground to other nations. Meanwhile, you need to build up a very strong
economy here, you need all the money you can get.
When you declare war on Hessen, you will be at war with Saxony also, and this
is a very good province once you capture Dresden, since you are right next
door to the Prussia province of Brandenburg, and that is one of the required
regions that you need to capture. When you get close to Berlin, you will get
a new mission that you can accomplish when you feel like, but you don't have
long, since they are now at war with you.
- Mission Issued: The Storming of Berlin -
"It would seem that Prussia, indignant at our recent military actions against
their Germanic cousins, has been driven into conflict with our forces! Their
belligerence must be quelled as quickly as possible. Though Prussia's
military might is but a shadow of its former self, given time to bolster
its armies or seek reinforcement from its allies they could pose a serious
threat to French interests. Storm Berlin and put a decisive end to Prussia's
ambitions in Europe!"
Reward - Treasury +2000
This should be done when you are ready to take on Prussia, with all your
other enemies, which is quite hard. But you need to take them on sooner or
later, and that is up to you when you want to defeat them. Keep some armies
on the coast, the English will be a pain and they will attack with some
naval invasions on your coastline, especially in the province of Hannover.
As you continue eastward, you will get another mission.
- Mission Issued: Monument to Triumph -
"Mon Empereur, your mastery of the art of war is matched only by your great
ambitions for the glory and good of the French Empire! In recognition of
your achievements and of the endeavours of the French people in face of
adversity, it has been proposed that a commemorative monument be built in
Paris.
Construct this testament to the French triumph so that our people may be
inspired by them and our enemies humbled before them!"
Reward - Experience for all land units
The mission asks you to build the Arc de Triomphe, although it will cost you
a lot of money to build it. But it does give your armies a movement range
bonus, which is extremely useful. But you will need to save up for it, but
in the meantime, capture Brandenburg, and continue eastward.
- Mission Issued: The Liberation of Warsaw -
"Now that Berlin is under French control, we must work towards diminishing
the threat from Prusso-Russian forces in the East. Currently, our enemies'
forces are in control of Warsaw and its surrounding territories. The local
population has little loyalty to their occupiers, however, and we stand to
benefit greatly by liberating these steadfast people from oppression;
requisitioning their resources for the greater good of the Empire!"
Reward - Treasury +2000
Warsaw is going to be well guarded, the Austrians are also in the way as well,
so you will need some firepower to take them down. Move eastward cautiously
and only attack when your forces are completely ready, nothing short of a full
stack army will succeed. The lucky thing about capturing Warsaw is that they
will welcome you with open arms, so that you will not have to worry about
resistance and rebellion.
- Mission Issued: The Conquest of Konigsberg -
"Since your conquest of Berlin, we have been receiving reports that Konigsberg
has become the centre of an increasing amount of Prussian resistance against
our Empire. The Prussian monarchy, fled there from Berlin, has instilled
patriotic fervour and anti-French sentiment amongst the people, posing a
serious threat to our authority in the region. Take Konigsberg and bring
the Prussians to heel once more!"
Reward - Prussia will be compelled to make peace.
Now, it really isn't in your best interests to make peace, you want to capture
all of Prussia, and taking Poland will make it easier for you to capture
Konigsberg. However, take this time to build up your forces, you will need to
take on Moscow next, and you will need all the forces your Empire can
muster and take on the Russians with. And you will get a mission for that,
after you have taken on the Russians.
- Mission Issued: The March on Moscow -
"Mon Empereur! We have received word that the Tsar, fearful of your sovereign
ambition and of the might of the Empire, has begun preparations for an
invasion of our lands. Before he has a chance to muster an army capable
of sweeping through our territories, we must strengthen our Grande Armee and
take Russia by storm. Once Moscow is under the rule of the French Empire,
the esxtent of your domination will be absolute."
Reward - Treasury +2000
When you are planning your march into Moscow, do so not in the winter months,
the cold attrition will take a toll on your troops, and that isn't a good
thing, so hop between towns and cities that you capture to avoid attrition.
That and in friendly territory, this will replenish your forces. When you
have captured Moscow and completed the required number of territories, you
will have finished this mission, and unlocked the Battle of Waterloo.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[2.05] Battle of Waterloo, 18. 6. 1815
"The Battle of Waterloo (18 June, 1815), proved to be Napoleon's last
action. The combined British, Hanoverian, Prussian and Dutch-Belgian force
of the Seventh Coalition decisively defeated Napoleon and his loyal generals,
ending the emperor's rule forever and leading to his exile on the Atlantic
island of St. Helana."
This is going to be a monster of a battle. Your first order of business is
to take out the farmhouse on the left. This will be relatively easy with
2 fusiler units. This is your first stronghold. From here, you should be
safe. Next, send some cavalry units near the woods in front of the farmhouse
on your left flank, there are some jagers there hiding, and you want them
eliminated. Once they are dead, move your cavalry back.
From here, move 4 units of infantry to protect your right flank, Prussiank
reinforcements will attack from that flank. Meanwhile, use your artillery
to destroy enemy cavalry units, in particular, kill the enemy General, the
Duke of Wellington, with it. Then target the lifeguards and dragoons, and
this will make it a lot easier for you.
When the Prussians start to arrive from the side of the map, send the 2 Old
Guards units towards the middle farmhouse and capture it. Meanwhile, start to
beef up your right flank, you want to crush the Prussians as fast as
possible. When the Prussians start to run out of the place, Wellington, or
his subordinates if you have killed him, will charge at you.
The two farmhouses that you have captured will be able to hold him off for
a long period of time, which is good, but the rest will attack. This is the
real reason I told you to attack cavalry first, that is what he will charge
at you first, and at your artillery, but by now, it is too late. Move the
forces you have used to crush the Prussians to crush the cavalry charge.
Now, you will need to deal with infantry. This isn't as bad, but there is a
fair amount of decent infantry you will be fighting. By now, the middle
farmhouse is clear, so send your units from there to attack the enemy
infantry units from the rear. Meanwhile, set artillery to canister shot and
grenadiers to lob grenades, this will make a good first volley against
enemy infantry.
This is the downhill part. You should still have the majority of your forces
still in place, attack the remaining infantry, and you will have rewritten
history, the victory of Napoleon at Waterloo.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.01] Austria
"There are matters to be settled between the house of Hapsburg and the
upstart Bonaparte.
Francis I is the first Hapsburg monarch to use the title Emperor of Austria.
His ancient possessions in the Holy Roman Empire have been largely stripped
away by a series of military disasters inflicted by the "Emperor" Napoleon.
The old Empire is no more. In Italy and Germany, General Bonaparte personally
oversaw military campaigns that broke Austrian Hapsburg dominance. Despite a
relatively generous peace settlement in 1801, the Hapsburg throne lost too
much.
France remains a threat: it is unlikely that Napoleon can ever let matters
rest as they are now. His legitimacy as a ruler is bought and paid for in
military glory, and that cannot be won in times of peace. His attitude
towards other nations is tinged with contempt at best, and hostility at
worst. Austria, then, has to choose sides. Fortunately, there are potential
allies in the Russians and the British. Indeed, the British may be ideal
allies, for they are likely to want the return of Hanover, thus weakening
Prussian power within Germany. They also have an exceptionally large amount
of money to help finance their continental allies.
The Russians will expect to be compensated for any efforts against Napoleon
by Polish territory, but Austria can put up with such an arrangement. The
difficulty may lie in coming to an arrangement with Prussia: can Germany be
divided equably? But there is much to be gained by finding allies: Austria
needs help if she is to regain the lost lands of Italy and, finally, remove
the revolutionary threat that is France."
Victory Conditions
Historical - Capture and hold 25 regions, including the regions shown.
Flanders & Wallonia, Balkans, Silesia, Tyrol, Volhynia & Podolia,
Austria, Saxony & Thuringia, Northern Italy.
Complete by the end of your turn in: Late December 1812
World Domination - Capture and hold 60 regions, including the regions shown.
Austria.
Complete by the end of your turn in: Late December 1812
Austria starts off with a very, very weak government, and that will hinder
your efforts to build up a powerful army, a force to be reckoned with. You
will need to take on Bavaria and Northern Italty first, they are your first
targets.
First, take out the nations that are single province entities, that will give
you leverage to take them out with ease, and work your way slowly towards
France. Also, build up armies against the Ottoman Empire, this will be
crucial in the fight against them. Their armies are significantly weaker, so
you can dilute your forces a bit more with them, and still have an easy time
against them.
As long as you defend your existing provinces, and build up fortresses between
your provinces and Napoleon, it should be easy enough for you to keep him in
check. This will allow you to get to work on your next provinces that you
need to capture.
Prussia will have to be attacked, and unless Napoleon has wiped the floor with
them, you are going to have to declare war on them, simply because it is the
only means of getting the provinces that you want. You will have to wait until
you have Napoleon in check, and then attack Prussia with a lot of firepower.
Crush the Prussians, and that will leave you with the last set of provinces
that you will require.
This means you will need to attack your ally, Russia, for the last province
of Volhynia and Podolia. This should be the last thing you do, because losing
an ally means that you will need someone else to fight against Napoleon for
you.
However, given Austria's position, with an ally to the east, neutral nations
to the west and north, and Napoleon knocking on your doorstep, Austria is hard
to fight with, and why they were destroyed in the actual Napoleonic Wars.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.02] Great Britain
"Great Britain is a constitutional monarchy, a nation of free trade and
personal liberty. Its people are seemingly devoted to making money and
disliking foreigners in equal measure. Foreigners are, quite simply, just not
very good at anything, be that running an empire or making a decent pie.
Britons make no secret of their prejudice, a crass attitude that makes
diplomacy difficult. The "English" as, much to the annoyance of the Scots,
everyone calls them, are disliked in every court in Europe for this arrogance
and their willingness to let everyone else do all the fighting and dying
against the French. The apparent truth of this last point has been a gift to
Bonaparte.
If the British do have a truly visceral dislike, then it would be the French,
thanks to traditional rivalry and a genuine horror at the consequences of the
French Revolution. While many British politicians were pleased to see an end
to the Bourbon monarchy, they were repulsed by the insatiable bloodshed of
the Terror, and fearful that the infection of revolution might cross the
English Channel, with or without French bayonets to help it along. Invasion
is a constant fear and, as always, an enemy in control of the Low Countries
is enough to scare London.
Britain's position in 1805 is better than might be expected, but not due to
its own efforts: Napoleon has managed to upset almost every other nation in
Europe with his high-handedness. This is an opportunity for the British to
build a new alliance, although this will mean paying handsome subsidies to
its partners. As long as the Royal Navy can keep control of the seas, Britain
is safe from invasion, but without a substantial army and continental allies
this counts for little against France. Britain can contribute to the downfall
of France, but needs time and resolve to muster its strength. Napoleon may
not grant that time."
Victory Conditions
Historical - Capture and hold 20 regions, including the regions shown.
Balearic Isles, England, Hannover, Provence, Spain, Denmark,
Bretagne.
Complete by the end of your turn in: Late December 1812
World Domination - Capture and hold 60 regions, including the regions shown.
England.
Complete by the end of your turn in: Late December 1812
England has it pretty damn lucky. It is isolated by a nice piece of real
estate called the English Channel, and aside from Gibraltar, you have it
pretty damn easy. However, this does make it harder for you to invade
mainland Europe, you need to build a powerful army, and defeat the owners of
the invaded province.
Your first priority is to either reinforce Gibraltar or build up from there,
and this will require some time, or the complete demolishing of the French
and Spanish fleets, since you are war with both. Luckily for you, Admiral
Nelson is more than a match for the two fleets, and you should have control
of the seas. From here on in, the ability to stop the enemy from launching a
naval invasion is the power of the Royal Navy.
Your first task is probably to take out Spain. It is a wealthy province in
itself, and the provinces of Barcelona and the Balearic Isles, which are not
only necessary for you, but also provide a good spot to harass the trade
routes of enemy nations.
Now, as you build up an army in the home isles, you will probably want to
take on the Netherlands. It is a powerful nation in terms of wealth, which
could be yours, and that they are already at war with you, so you might as
well.
With that, you have a stepping stone into France. You will need to capture
parts of Northern and Southern France, as per the objectives, in order to
win this mission. Moving onto to Denmark, it isn't all that hard, however,
you will be either taking a long naval approach or marching through provinces
where you will be making more enemies, so that is your choice.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.03] Prussia
"Prussia has a proud military heritage: what else could be the case for the
nation of Frederick the Great? The country has been at peace for ten years,
the result of getting a free hand in northern Germany east of the Rhine in
exchange for recognising French control west of the Rhine. Political
realities have to be recognised. Napoleon, however, is not an easy neighbour
to endure. His ambitions are seemingly limitless, his army is growing every
day, and he is in need of new victories to add lustre and legitimacy to his
crown. It may only be a matter of time before he once again looks to secure
the borders of France through war. Perhaps, though, he can be persuaded to
go south, against Austria, even if that only leaves a stronger France to
face at a later date. There are allies available, if the Prussians can
stomach them. The British are condescending and unwilling to fight on land,
but they have the wealth needed to finance a war. The Russians and Austrians
may be willing to help bring down the upstart empire of Napoleon, even as
they will do their best to hamper Prussian ambitions. Neither the Austrians
nor the Russians have any wish to see Germany or Poland dominated by Prussia,
even as they prepare for war against France. Such then, is the situation
facing Frederick William III. Danger and opportunity await."
Victory Conditions
Historical - Capture and hold 25 regions, including the regions shown.
East Prussia, Hannover, Baden-Wurttemberg, Bavaria, Silesia,
Frisia, Mecklenburg, Brandenburg, Bohemia, Hessen-Kassel,
Saxony & Thuringia.
Complete by the end of your turn in: Late December 1813
World Domination - Capture and hold 60 regions, including the regions shown.
Bavaria, Brandenburg.
Complete by the end of your turn in: Late December 1813
Prussia is in a tough situation, mainly because it has a province right next
to the powerful French army, I never thought I had to say that, but there we
go, and that the Russians aren't exactly liking you owning Poland that much,
so you will have a threat from them. All the while, the Austrians look north
to your lands to see whatever they wish to see.
For now, if you want to attack, practice on the single nation provinces,
such as Saxony and Hessen-Kassel. It is easy target practice, and what is
more, you will need to build a path to get to your province of Cleves-Mark,
and that involves demolishing such nations, as well as defeating the French
presence at Hannover.
But once you get to rescue Cleves-Mark from the French, you will have several
fronts, as such, you might want to eliminate Baden-Wruttemberg from the
equation, not only do you need that province, you are at war with them, and
that is the bigger problem you will be facing.
Once you have kept the French in check, by building up your fortresses so
that their assaults are worthless, you will need to worry about the Austrians
and the Russians. They will attack Prussia, regardless of their common enemy,
and luckily for you, you will be needing some of their provinces, so you will
have to attack them anyway. Take their lands off them, they are not worthy.
Besides that, crush all those who stand in your way. Defeat them.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[3.04] Russia
"Russia is a giant, if it can be mobilised to face the deadly danger to peace
that is Napoleon Bonaparte.
It is also a nation that is recovering from the assassination of the
reforming Tsar Paul in 1801, a man who was too interested in reform to be
left on the throne. Rumour has it that Tsar Alexander was complicit, at the
very least, in his father's death. Paul had taken Russia to war against
revolutionary France. Now Alexander is beginning to realise that a French, or
rather, Napoleonic hunger for victories will drag Russia into war once again.
If Russia is to be seen as a major power in Europe, she must behave as a
major power, or accept French domination of Europe.
This is why Russia now contemplates war against France again. There may be
incidental gains to be made in Poland and Prussian-dominated Germany, but the
threat of the new French Empire is real. Napoleon has set himself up as the
equal of the Tsar, and that is an implicit challenge. There are potential
allies and some, like the English, have very large treasuries.
Russian soldiers may be rough and ready, but her generals are cunning
commanders. Russia also has the advantage of time and space, should a war go
badly. No invader from the west can comprehend the emptiness of the steppes,
deal with the vast distances of Russia, or survive the merciless campaigns of
"General Winter"."
Victory Conditions
Historical - Capture and hold 25 regions, including the regions shown.
Ingria, Greater Poland, Moldova & Bessarabia, East Prussia,
Finland, Galicia, Moscow Guberniya.
Complete by the end of your turn in: Late December 1812
World Domination - Capture and hold 60 regions, including the regions shown.
Moscow Guberniya.
Complete by the end of your turn in: Late December 1812
Russia is in a relatively strong position, it is very far from the action
and that gives you a lot of time to play with. You are allied with Austria
and England, and that gives you a lot of buffer to play with, you are
effectively the last army that Napoleon will go after, and that is before the
winter attrition sets in.
You will need to attack Prussia and the Ottoman Empire for their lands that
you will require to win. That much is definite. However, you will also need
to attack Sweden, and given that you have trading routes with England, you
will need some sort of a navy to protect yourself against the Swedes and the
raids they will conduct on your trade routes.
The Ottomans are quite weak, their forces aren't strong compared to a nation
such as Prussia, and that gives you a lot of room to play with since you don't
need a very strong force to wipe the floor with them.
However, the problem is raising an army, the Russian economy isn't exactly
the strongest thing in the world, that's up to General Winter, but you will
have a hard time getting enough money to ensure that you keep your soldiers
paid. That means you will need to take on some of the bigger cities, such as
Poland, straight off the bat, since you need that tax money. Or you can
disband some army units, but that will weaken your forces.
I suggest that you remove the units in Moscow, since they are too far out
of the way to do anything, and build up infrastructure first up, that will
build up town wealth, which will in turn give you bigger tax revenue. But you
will have plenty of time to do that before you enter battle, Napoleon is a
long distance away from Moscow. For now. Compared to Austria, you have less
tax money, but a better government.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.01] Spain
"Spain, once the conqueror of other nations, is now an unstable and fractured
country. There is no valid central government, its king is a hated foreigner
foisted on them by an invasion, and their oldest enemies are set to become
their greatest allies.
Until recently Spain was allied with Bonaparte's France and dreamt of sharing
in the spoils of France's new glorious empire. Napoleon, however, betrayed
Spain's trust, overthrowing the Spanish government and putting his own
brother, Joseph, on the throne. Instead of the minor trouble Napoleon
expected, he was faced with a revolt of such scale and ferocity that his army
of occupiation could not stop it. For the first time, France's seemingly
invincible armies were shaken, not by an enemy in the field, but by the
Spanish people.
Up to now, with no universally recognised central government, Spain has been
ruled by small juntas, and internal quarrels and a lack of organisation mean
that the Spanish Army has had little leadership. The Spanish guerrilla
bands, groups of freedom fighters using the tactics of brigands, may be
Spain's greatest assets, but their military strength is negligible, and
more suited to raiding rather than open warfare. The correct use of these
forces and a strategy that plays to any and all Spanish strengths may be the
key to pushing back, and, ultimately, beating the French. Britain could be
a valuable ally against the common enemy, but the British must always be
watched carefully. Spain has not been fortunate in her allies, and the
British are among the oldest of Spain's enemies.
Spain, then, must look to build up her forces, while using her guerrilla
bands to keep the French busy. At the same time, building an alliance with
Britain, no matter how painful, is a necessary evil."
Victory Conditions
Ensure that France owns no more than 5 regions while holding the regions
shown.
Midi-Pyrenees
Complete by the end of your turn in: Late December 1815
Spain has two regions to play with, Sevilla and Valencia, and both are good
starting points, with the neighbouring provinces being rather hostile to the
French, and that gives you a good place to start.
Your first order of business is to build up a bigger economy, from what you
have, it is pretty limited, but you will need to expand a bit, take the more
valuable provinces, such as Barcelona, and with that, build up a decent sized
economy to support your upkeep for your troops.
You will also want to build more supply ports in your capitals, this will
give you access to better troops, and whilst they are more expensive than your
average guerrillas, they are a lot more powerful, and that will be something
you will need to keep in mind when you fight the French, you might outnumber
them with your guerrillas, but on the open field, fighting the conventional
fight, you will lose pretty badly. However, the best thing about your units,
in particular, the guerrillas, is that they have longer range than standard
line infantry units, so you will be able to inflict some pretty serious
damage on the advancing infantry units when fighting from distance.
With decent forces to play with, you will want to advance slowly, throughout
the provinces, with the help of the British, but not let them capture the
cities so you can get the income. When capturing provinces, use your priests
to convert the Pro-French supporters back to the Anti-French side, and that
will be useful to lower political unrest, and keep the provinces in check.
When you taking more provinces, all that you must do is to slowly advance
on the remaining French provinces and wipe the floor with them.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.02] Great Britain
"Great Britain and Portugal have been allies since medieval times. When
Napoleon invaded Portugal after its refusal to obey his embargo orders on
trade with Great Britain, the result was a foregone conclusion. British
troops arrived in Portugal and the Royal Navy spirited away the entire
Portugalese court before the French could reach Lisbon. With Napoleon and
his Grande Armee otherwise occupiped, this far-flung corner of Europe was an
opportunity for the British to deal a blow to the Corsican Tyrant.
With the Lines of Torres Verdas now complete, Lisbon is safe behind a mighty
fortress. This strong defensive position gives the British a superior base
of operations in the Peninsula. Combined with the support of Spanish
guerrillas and the Portuguese Army, Britain stands a fair chance of driving
the French from Spain altogether. However, Marshal Massena must not be
underestimated. He is a seasoned commander and will not give up without a
hard fight. He has Napoleon's trust for excellent reasons, and will use
every asset under French control to the greatest advantage.
Britain has challenges and opportunities in Spain. There is the chance to
directly fight, and possibly beat, the French. But the army under
Wellington is, for all intents, then only army that the British can field.
Once it is gone, any chance of further land campaigns is also gone."
Victory Conditions
Ensure that France owns no more than 5 regions while holding the regions
shown.
Midi-Pyrenees
Complete by the end of your turn in: Late December 1815
The British have 3 armies. 2 armies are based in Portugal, and one small
garrison is held in Gibraltar. The enemy forces are spread pretty thin, so it
won't be that hard for you to get rid of the enemy, but again, the problem
will be trying to maintain the anti-French sentiment that is important, the
religious unrest in this campaign.
The two armies in Portugal need to be capturing provinces straight off the
bat, they will need a base to launch further attacks, as well a source of
replenishment in terms of troops. Your forces in Gibraltar are a holding
garrison for now, but they will be necessary to launch attacks with the
Spanish later on and is the only actual province, and capital, that you will
start off with.
Build up your technology and supply lines to get a powerful army going, the
more troops you have fighting the French, the easier it is to occupy the
lands and slowly advance on your target province in Toulouse. The Spanish
are useful distractions on the battlefield, but make sure that you get control
of the provinces, not only do you get replenished troops, but also you get
the valuable tax income, and that is necessary in order to provide upkeep
for your armies.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[4.03] France
"The "Spanish Ulcer" is a canker on an otherwise successful career. Napoleon
has never given Spain his personal attention, but he has sunk money and
troops into a Spanish war. He has made his brother Joseph, the former King
of Naples, the punitive foundation of a new Bonaparte dynasty of Spain. But
the people hvae not come to heel. The Spanish are now fighting as though
the struggle is a war of independence: their tactics are barbaric at times.
Bandits and brigands crawl all over the countryside, mercilessly killing
French troop sent to keep the peace, thwarting sensible attempts to make
the country governable.
As well disgrunted locals, the French also face the perfidious British. They
have used their old alliance with Portugal as an excuse to strike against
Napoleon, building a defensive position at Torres Vedras that makes any
attack on Portugal incredibly difficult. The British commander, Wellington,
has a fair grasp of logistics and the respect of his men; always a
dangerous combination. He will need to be swiftly dealt with if France is to
stand any chance of keeping control in Spain.
France, then, faces difficulties in Spain. As an occupying power in an
unfriendly land, there is no front line. But France also has the finest
army in Europe, and able generals to command then."
Victory Conditions
Capture and hold 30 regions, including the regions shown.
Sevilla, Midi-Pyrenees, Estremadura, Gibraltar, Castilla la Nueva
Complete by the end of your turn in: Late December 1815
In the Peninsular Campaign, France has the hardest campaign. Although you have
most of the map down set, you will have several areas nearing revolt next to
straight away, and I suggest that you put those provinces on no tax, until
you can get your provocateurs into those provinces to raise the pro-French
sentiments so you can get them backoff tax again.
The next step is to move your armies into cities nearing revolt, not only will
this prevent them from going into revolt, it will be able to defeat the
revolters if they do rise up. This should be done in the frontlines, next
to the provinces held by the British and the Spanish, for they are your only
enemies on this map. This will keep a few more provinces in check.
The final step at the start will be to build up governmental buildings in
these provinces, it will build up repression, and not only provide more tax,
it will keep the local population in line, and that will also help prevent you
from getting revolts.
Finally, technology, several techs will increase happiness or repression
throughout the region, and that will also help keep the population in line.
The French campaign is completely different to what you have played so far,
you aren't here to command and conquer the enemy, but rather, to keep the
peace and stop the local population from revolting like crazy. Use
provocateurs to raise your sentiment, and that will help you keep your
existing provinces, whilst building up revenue and forces to take the
remaining provinces from the Spanish and British.
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[A.01] List of Traits
Below is a list of traits that you can get in the game, be it from the
campaign mode, which would be obvious, to the ones that you can get on the
battlefield. Note down which are personal traits, to do with the person,
research traits, battle traits, etc.
- Academic Fellow (Personal) -
Academic Fellow
- +4 to Research
- Agarian (Industrial) -
Agarian
- +1 to Management
- -1% to clamour for reform
- Aggressive Attacker (Military) -
Aggressive Attacker
- +2 to Command when attacking on land
- Aggressive Commander (Naval) -
Aggressive Commander
- +2 to Command at sea when attacking
- A "Good" Seat (Military) -
A "Good" Seat
- +1 to Command when leading cavalry units
- A Grasp of the Shovel (Military) -
A Grasp of the Shovel
- +1 to Command when besieging
- Agricultural Authority (Research) -
Agricultural Authority
- +1 to Research
- Research points per turn for industrial technologies: 3
- A Happy Drinker (Personal) -
A Happy Drinker
- +1 to morale in battles
- Armchair General (Research) -
Armchair General
- Research points per turn for military technologies: 1
- Artillery Cadet (Campaign) -
Artillery Cadet
- Artillery: the very best plaything a young man with military tastes can
have!
- Artillerist (Military) -
Artillerist
- +2 to Command when leading artillery units
- +2% to artillery units' campaign movement range
- Assassin (Personal)
Assassin
- +1 to Subterfuge
- +1 to subterfuge for assassination missions
- Authority on War (Research) -
Authority on War
- +1 to Research
- Research points per turn for military technologies: 3
- Autocrat (Personal) -
Autocrat
- +1 to repression in all regions
- Barony (Personal) -
Barony
- +1 to Management
- Bloody (Personal) -
Bloody
- -1 to morale in battles
- Bonapartist (Personal) -
Bonapartist
- +2 to persuasion for provocateurs or priests converting regions to your
political alignment.
- Bon Vivant (Industrial) -
Bon Vivant
- +1 to management
- +1 happiness (lower classes)
- Born Cavalryman (Military) -
Born Cavalryman
- +2 to command when leading cavalry units
- Born to Fight (Personal) -
Born to Fight
- +2 to Command in land battles
- Born to the Quarterdeck (Personal) -
Born to the Quarterdeck
- +1 to Command in sea battles
- +2% to movement range for ships on the campaign map
- Brave Sailor (Personal) -
Brave Sailor
- +2 to morale in battles
- Brave Soldier (Personal) -
Brave Soldier
- +2 to morale in battles
- Camp Follower (Military) -
Camp Follower
- +3 to Management of Army Administration
- Capitalist (Industrial) -
Capitalist
- +2 happiness (Nobility)
- +2 to Management of Treasury Administration
- Captain of Industry (Research) -
Captain of Industry
- +1 to Research
- Research points per turn for industrial technologies: 3
- Cavalryman (Military) -
Cavalryman
- +1 to command when leading cavalry units
- Cold-Blooded Murderer (Personal) -
Cold-Blooded Murderer
- +3 to Subterfuge
- +3 to Subterfuge for assassination missions
- Commissioner (Naval) -
Commissioner
- +2 to Management for naval administration
- Compleat Banker (Research)
Compleat Banker
- Research points per turn for civil technologies: 1
- Concerned by Spying (Personal) -
Concerned by Spying
- +5% to chance of spawning spies
- Confident Admiral (Naval) -
Confident Admiral
- +1 to Command in naval battles
- Confident General (Military) -
Confident General
- +1 to Command in land battles
- Cool Under Fire (Presonal) -
Cool Under Fire
- +1 to morale in battles
- Corporal in Gold Braid (Military) -
Corporal in Gold Braid
- +1 to Command when leading infantry units
- +1 to morale in battles
- Counter-spy (Personal) -
Counter-spy
- +1 to subterfuge
- +1 to subterfuge when counterspying
- Courageous Leader (Personal) -
Courageous Leader
- +3 to Morale in Battles
- Cunning Seamaster (Naval) -
Cunning Seamaster
- +2 to Command at sea when defending
- Darling of the Gutter Press (Military) -
Darling of the Gutter Press
- +2 to morale in battles
- Destined to Rules (Campaign) -
Destined to Rule
- Napoleon has seen the world, now he must control it. It is a matter of
destiny.
- Devout (Personal) -
Devout
- -2% to religious unrest
- Divine Right to Rule (Personal) -
Divine Right to Rule
- -1 to Management
- -1 happiness (lower classes)
- -1 happiness (nobility)
- +1 to repression in home region
- +1 Prestige per turn
- Doctorate (Personal) -
Doctorate
- +1 to Research
- Double Agent (Personal) -
Double Agent
- +2 to Subterfuge
- +3 to subterfuge when counterspying
- Drawing Room Philosopher (Personal) -
Drawing Room Philosopher
- -5% to cost of constructing cultural buildings
- Drillmaster (Military) -
Drillmaster
- +2 to Command when leading infantry units
- +2% to infantry units campaign movement range
- Drunken (Personal) -
Drunken
- -1 to morale in battles
- Dukedom (Personal) -
Dukedom
- +2 to Management for Treasury Administration
- Economist (Adminstration) -
Economist
- +2 to Management of Treasury Administration
- Enlightened Despot (Personal) -
Enlightened Despot
- 5% chance per turn to spawn a gentleman
- -5% to cost of town watch
- Factory Master (Research) -
Factory Master
- Research points per turn for industrial technologies: 1
- Famous Post Captain (in his days) (Naval) -
Famous Post Captain (in his days)
- +1 to Command when commanding Ships of the Line
- Fighting Sailor (Naval) -
Fighting Sailor
- +1 to Command at sea when attacking
- Financial Wizard (Research) -
Financial Wizard
- +1 to Research
- Research points per turn for civil technologies: 3
- Fingers in the Privy Purse (Personal) -
Fingers in the Privy Purse
- -1 happiness (nobility)
- -1 to Management for treasury administration
- Fond of Sailors (Naval) -
Fond of Sailors
- +3 to Management for navy administration
- Friends in Government (Personal) -
Friends in Government
- +3 to subterfuge for infiltration missions
- Frigate Captain (Naval) -
Frigate Captain
- +1 to Command when commanding frigates
- Frugal and Thrifty (Administration) -
Frugal and Thrifty
- -1 happiness (Nobility)
- +2 to Management of treasury administration
- General of Artillery (Military) -
General of Artillery
- +3 to Command when leading artillery units
- +2% to artillery units campaign movement range
- General of the Grand Armee (Military) -
General of the Grand Armee
- +5% to the replenishment rate in this region
- +10% to army campaign movement range
- +50% to line of sight range
- Glorious Admiral (Naval) -
Glorious Admiral
- +4 to command in sea battles
- Glorious General (Military) -
Glorious General
- +4 to command in land battles
- Good Defender (Military) -
Good Defender
- +1 to Command when defending on land
- Good Saboteur (Personal) -
Good Saboteur
- +2 to Subterfuge
- +2 to Subterfuge for sabotage missions
- Great General (Military) -
Great General
- +3 to Command in land battles
- Guerrilla Fighter (Military) -
Guerrilla Fighter
- +1 to Command during ambushes
- Harsh Reputation (Personal) -
Harsh Reputation
- -1 happiness (lower classes)
- +1 to Management for justice administration
- Hero of the Army (Military) -
Hero of the Army
- +4 to morale in battles
- Hero of the Navy (Naval) -
Hero of the Navy
- +4 to morale in battles
- Hero-Worshipped (Military) -
Hero-Worshipped
- -1 to Command in land battles
- +3 to morale in battles
- Hidalgo (Personal) -
Hidalgo
- +1 to presuasion for provocateurs and priests converting regions to your
political alignment.
- Honest (Personal) -
Honest
- +1 to Management for treasury administration
- Incorruptible (Personal) -
Incorruptible
- +1 to Management
- -2 to happiness (nobility)
- +2 to Management for treasury administration
- Intelligencer (Personal) -
Intelligencer
- +3 to Subterfuge
- +3 to Subterfuge for infiltration missions
- +75% to line of sight radius
- Jug Head (Personal) -
Jug Head
- +1 happiness (lower classes)
- -1 happiness (nobility)
- +3% to clamour for reform
- Knighthood (Personal) -
Knighthood
- +1 to Management
- Lawyer (Research)
Lawyer
- Research points per turn for civil technologies: 1
- Local Contacts (Personal) -
Local Contacts
- +2 to subterfuge for infiltration missions
- Leader of Men (Campaign) -
Leader of Men
- Napoleon has the common touch, and can convince his soldiers to fight and
die for him, not for France or an idea, just him.
- Legend in the Making (Campaign) -
Legend in the Making
- There is a truth at the heart of the Bonaparte legend: Napoleon is not
afraid to lead from the front.
- Likes Uniforms (Military) -
Likes Uniforms
- -10% recruitment cost for all land units in this region
- Little Sergeant (Military) -
Little Sergeant
- -5% to losses in an area of attrition
- +5% to army campaign movement range
- Manufactory Owner (Research) -
Manufactory Owner
- Research points per turn for industrial technologies: 2
- Manufacturer (Industrial) -
Manufacturer
- -1 happiness (lower classes)
- +2 to Management for treasury administration
- Martinet (Military) -
Martinet
- +1 to Command in land battles
- -15% to losses in an area of attrition
- +5% to army campaign movement range
- -1 to morale in battles
- Master Gunner (Military) -
Master Gunner
- +1 to Command when leading artillery units
- Mentioned in Dispatches (Military) -
Mentioned in Dispatches
- +1 to morale in battles
- Military Tactician (Campaign) -
Military Tactician
- Napoleon understands battle tactics, and how to apply them in new ways.
- Morally Impaired (Personal) -
Morally Impaired
- -1 to Management for treasury administration
- Natural Brigand (Personal) -
Natural Brigand
- +1 to Subterfuge
- Natural Sailor (Personal) -
Natural Sailor
- +2 to Command in sea battles
- +2% on movement range for ships on the campaign map
- +1 to morale in battles
- Nonsensical Outbursts (Personal) -
Nonsensical Outbursts
- -2 Prestige per turn
- Not Religious (Personal) -
Not Religious
- -1 Happiness (Lower Classes)
- -1 Happiness (Nobility)
- Patron (Naval) -
Patron
- +1 to Management of Navy Administration
- Petty Tyrant (Military) -
Petty Tyrant
- -10% to losses in an area of attrition
- -1 to morale in battles
- +5% to army campaign movement range
- Pious (Personal)
Pious
- -1% to religious unrest
- Respected Philosopher (Research) -
Respected Philosopher
- +1 to Research
- Research points per turn for civil technologies: 3
- Respected Physiocrat (Industrial) -
Respected Physiocrat
- +1 to Management
- -2% to clamour for reform
- Res Publica (Personal) -
Res Publica
- +1 to Management
- -5 to technology research rate
- +1 Prestige per turn
- Riding Master (Military) -
Riding Master
- +2 to command when leading cavalry units
- Scholar (Research) -
Scholar
- Research points per turn for civil technologies: 1
- Skilled Siege Defender (Military) -
Skilled Siege Defender
- +1 to Command when besieged
- Slaughtered Family (Personal) -
Slaughtered Family
- +3 to Command when in battle against the French
- Sneaky (Personal) -
Sneaky
- +1 to Subterfuge
- +1 to Subterfuge for infiltration missions
- +25% to line of sight range
- Soldier from Birth (Personal) -
Soldier from Birth
- +1 to Command in land battles
- Something of a Banker (Administration) -
Something of a Banker
- +1 to Management for treasury administration
- Spy (Personal) -
Spy
- +1 to subterfuge for assassination missions
- Stallholder (Industrial) -
Stallholder
- +1 Happiness (Nobility)
- +1 to Management for treasury administration
- Status Quo (Personal) -
Status Quo
- -1 happiness (lower classes)
- +1 happiness (nobility)
- -3% to clamour for reform
- Strategist (Military) -
Strategist
- +2 to Management for army administration
- Steadfast (Naval) -
Steadfast
- +1 to Command when commandering Frigates
- Steady Under Fire (Personal) -
Steady Under Fire
- +1 to Morale in battles
- Strong Defender (Military) -
Strong Defender
- +2 to Command when defending on land
- Superior General (Military) -
Superior General
- +2 to Command in land battles
- Swords or Bottles? (Personal) -
Swords or Bottles?
- +1 to Duelling when duelling with swords
- Tactician (Military) -
Tactician
- +1 to Management for Army administration
- Tenured Professorship (Personal) -
Tenured Professorship
- +2 to research
- The Navigator (Campaign) -
The Navigator
- Napoleon shows a good understanding of naval power.
- Trickster (Personal) -
Trickster
- -1 to Research
- True Blue Prussian (Personal) -
True Blue Prussian
- +3 to Command when leading infantry units
- -1 to morale in battles
- True Corsican (Campaign) -
True Corsican
- Home is Napoleon's first love: glory is his second love and ever his
mistress!
- Undercover Priest (Personal) -
Undercover Priest
- +1 to presuasion for provocateurs and priests converting regions to your
political alignment.
- Uptight (Personal) -
Uptight
- -1 happiness (Nobility)
- +1 to Management of Treasury Administration
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[A.02] List of Followers
As in Empire: Total War, over the course of the game and through battles, your
generals, admirals and your ministers will all have followers.
- Aide de Camp -
Aide de Camp
- A clever general surrounds himself with young men of talent.
- +1 to Command in Land Battles
- Banker -
Banker
- -5% Recruitment Cost for all land units in this region.
- Beau -
Beau
- -1 to Command when leading cavalry units
- Bishop -
Bishop
- +1 happiness (nobility)
- Choirmaster -
Choirmaster
- +1 happiness (nobility)
- Cryptographer
Cryptographer
- +3 to Subterfuge when counterspying
- Decorated Hero -
Decorated Hero
- +1 to morale in battles
- +1 to Prestige (military)
- -10% to losses in an area of attrition
- Dilettante -
Dilettante
- +1 to Management
- Duellist -
Duellist
- +1 to Duelling when duelling with swords
- +1 to Duelling when duelling with pistols
- Dusty Librarian -
Dusty Librarian
- +2 to research
- Exiled Nobleman -
Exiled Nobleman
- +5% to chance of assassination
- Exploring Officer -
Exploring Officer
- +10% to line of sight range
- +2% to campaign movement range
- Favourite Charger -
Favourite Charger
- +1 to Command when leading cavalry units
- Flag Lieutenant -
Flag Lieutenant
- +1 to Command at sea when attacking
- +10% to line of sight range
- Foul-mouthed Parrot -
Foul-mouthed Parrot
- +1 to morale in battles
- Governess -
Governess
- +1 happiness (Nobility)
- Grizzled Old Sergeant -
Grizzled Old Sergeant
- +1 to morale in battles
- -2% to losses in an area of attrition
- Hot Air Balloonist -
Hot Air Balloonist
- Observation ballon provides a full view of enemy units in their
deployment.
There is risk in the aery realms, but is there not also glory, honour,
scientific curiosity, and a very good view of the enemy?
- Justice of the Peace -
Justice of the Peace
- -1 happiness (lower classes)
- -1 happiness (nobility)
- +1 to Management for Justice Administration
- Legion d'Honneur -
Legion d'Honneur
- +1 to morale in battles
- Loony Carpenter -
Loony Carpenter
- +10% to ship repair rate during naval battles
- Military Engineer -
Military Engineer
- +2% to army campaign movement range
- Military Expert -
Military Expert
- -1 to Management for army administration
- Mistress -
Mistress
- +1 happiness (nobility)
- "Mistress" -
"Mistress"
- +1 happiness (lower classes)
- -1 happiness (nobility)
- Natural Philosopher -
Natural Philosopher
- Research points per turn for civil technologies: 2
- Order of Saint Andrew, the First-Called -
Order of Saint Andrew, the First-Called
- +1 to morale in battles
- Ottoman Turncoat -
Ottoman Turncoat
- +1 to Command when in battle against the Ottomans
- Parrot -
Parrot
- +1 to morale in battles
- Pilot -
Pilot
- +10% to line of sight range
- +2% movement range for ships on the campaign map
- Piper -
Piper
- +1 to morale in battles
- Private Secretary -
Private Secretary
- +1 to Management
- Secret Policeman -
Secret Policeman
- 1% chance per turn to spawn a spy
- Shameless Guitar Plucker -
Shameless Guitar Plucker
- +1 to morale in battles
- Sharpshooter -
Sharpshooter
- +1 to unit marksmanship skill
- Supply Agent -
Supply Agent
- -5% to losses in an area of attrition
- +5% to the replenishment rate in this region
- Tax Collector -
Tax Collector
- +1 to Management for treasury administration
- -1 happiness (lower classes)
- Taxidermist -
Taxidermist
- -1 to Research
- The Moonstone -
The Moonstone
- +10% of chance of assassination
- Thieftaker -
Thieftaker
- +1 happiness (nobility)
- +2 to repression in all regions
- Well-Connected Mistress -
Well-Connected Mistress
- +1 to Management
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[A.03] List of Infantry Units
This is a list of all land infantry units. They will be listed in a way that
will describe the total number of men in their unit, their attack range,
accuracy, reloading skill, amount of carried ammunition, melee attack damage,
charge bonus for melee, defence and morale. This is also with their abilities
as well.
- 1st East Prussian Grenadier Battalion -
"Grenadiers are large, strong men, armed with muskets and a fearsome
reputation.
All grenadiers regard themselves as elite, and occupy the place of honour
at the right of the line on parade. They have good reason: only the largest,
bravest men can become grenadiers; this size and strength makes them an
impressive sight in a charge, and gives them an edge in melee. They are
vulnerable when charged by heavy cavalry and when attacked by skirmishers.
Those points aside, grenadiers are a proud group and they are dedicated
soldiers who will follow orders to the letter.
Historically, the Prussian army went through a radical reorganisation
following Napoleon's downfall in 1814. In October of that year the six
existing grenadier battalions became two regiments and, as a mark of respect,
the King of Prussia named these regiments after his allies, Czar Alexander
of Russia and Emperor Francis of Austria. The Kaiser Alexander Grenadier
Regiment was formed of the 1st and 2nd East Prussian battalions and the Life;
the Kaiser Franz regiment was formed of men from the Pomeranian, West
Prussian and Silesian battalions."
Type - Grenadiers
Available - Prussia
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 55%
Reloading Skill - 45
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 17
Defence - 11
Morale - 9
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- 1st Regiment Emperor's Own -
"These men are exceptionally fine line infantry armed with smoothbore muskets.
The 1st Regiment "Emperor's Own" is made up of battle-hardened Czech troops,
as deadly with their bayonets as they are excellent marksmen. They are best
employed in an advance upon the enemy firing volleys before delivering a
decisive bayonet charge. To guard against potentially devastating cavalry
charges, they can form square, although this leaves them vulnerable to fire
from artillery.
Historically, the Austrian army suffered thanks to the conservative mindset
of its military establishment. Rules were handed down to the army from the
Hofkriegsrat, the military-civilian administration. At a time when most
nations were modernising, choosing less formal formations and making use of
light infantry, the dead hand of bureaucracy meant that the Austrian Army
could not adapt. Reforms were called for after each defeat, but were
thwarted by financial issues. Despite the ineptitude and penny-pinching of
national command, the ordinary Austrian soldiers fought on to acquit
themselves with bravery and discipline: a surprisingly modern-looking problem
for an army of 200 years ago."
Type - Line Infantry
Available - Austria
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 55%
Reloading Skill - 55
Ammunition - 10 Rounds
Melee Attack - 8
Charge Bonus - 12
Defence - 10
Morale - 8
Abilities - Can hide in woodland
Resistant to morale shocks
- 17th Jager Regiment -
"These veterans are versatile light infantry, adept at both skirmishing and
fighting in the line.
Able to fight in loose skirmish formation or fire a massed volley when
organised in line, the Jagers are an adaptable response to enemy tactics.
Although their experience in battle means they have good firepower, the
Jagers' flexibility as a unit has its disadvantages. They are not as accurate
as other skirmishers and will not always beat enemy line infantry when firing
in volley. They also lack the ability to form square, which leaves them
vulnerable to cavalry charges.
During 1804-1813, Russia was fighting on two fronts: holding off Napoleon's
troops and fighting a war for territory against the Persians. The
Russo-Persian War was an attempt by both sides to consolidate their claims
to the same land. Russia was attempting to expand the empire and Persia was
attempting to hold on to lands they always considered their own. Because the
Russians were also committed against the French, they could not provide a
large force to fight the Persians, and instead had to rely on superior
technology and tactics to gain an advantage."
Type - Light Infantry
Available - Russia
Regiment Size - 120 Men
Attack Range - 100 Metres
Accuracy - 45%
Reloading Skill - 45
Ammunition - 15 Rounds
Melee Attack - 7
Charge Bonus - 14
Defence - 5
Morale - 7
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Resistant to cold fatigue
- 18th Regiment d'Infanterie de Ligne "The Brave" -
"These soldiers are line infantry, and more versatile than their lesser
comrades.
The 18th Regiment are revered by their fellow countrymen, who know them as
"The Brave". They are experienced soldiers and that makes them valuable on
the battlefield. Formed into a line, they can deliver a volley of fire into
an enemy, follow it with a decisive charge and then finish the foe in close
combat. Brave or not, they are still vulnerable to artillery and sniping by
skirmishers. Like other line infantry, they can form square to repulse enemy
cavalry.
The 18th Regiment were at the Battle of Leipzig in 1813, at that time the
largest battle to have taken place on European soil. It was also a decisive
victory for the forces of the Sixth Coalition, and Napoleon was forced to
retreat. This persuaded the smaller German states to join the Coalition.
Thanks to Leipzig, the Coalition forces outnumbered the French; apart from
anything else, Napoleon had lost his Grande Arme during his failed Russian
campaign in 1812. The Coalition further weakened Napoleon's forces by
avoiding battle with the emperor, instead attacking his less able
sub-ordinates."
Type - Line Infantry
Available - France
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 55
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 13
Defence - 10
Morale - 7
Abilities - Can hide in woodland
Resistant to morale shocks
- 42nd Foot (The Black Watch) -
"These elite soldiers are an inspiration to others by their example, and
dashed handy in a fight to boot!
Equipped like other line regiments with muskets and bayonets, the Black
Watch are easily distinguished on the field by their bonnets and dark
tartan kilts. This alone marks them out as something special. They are an
excellent unit, with high morale and extremely good fighting characteristics.
They are particularly fearsome when charging home, as Highlanders have a
reputation for savagery in battle that is all their own. Like all line
infantry, however, their courage counts for little if they are left exposed
to artillery fire.
The 42nd (Royal Highland) Regiment of Foot recruited most of its soldiers in
Scotland and supposedly got its nickname from the dark green tartan sett that
the regiment wore; unlike other Scottish units, it did not wear a clan tartan
but a government-issue pattern. The regiment was originally raised after the
Jacobite Rebellion of 1715 to police the more rampantly Tory (rebel) clans.
In this, it was only partly successful. The 42nd fought under Wellington in
Spain and were present at both Quatre Bras and Waterloo in 1815. The regiment
still exists in the British Army as the 3rd Battalion, the Royal Regiment of
Scotland, and retains many of the proud traditions and values of its
forebears."
Type - Elite Infantry
Available - England in Scotland
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 70
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 18
Defence - 11
Morale - 9
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
- 47th (Czech) Regiment -
"The 47th are an experienced and versatile line infantry regiment.
These veteran soldiers are adept at close and fire combat. When formed in a
disciplined line, they can unleash a massed volley of fire and then move
forwards to engage in melee with the enemy. Their strength in close formation
is also one of their weaknesses: they are a large target for artillery or
skirmishers. Cavalry charges on the line can be devastating, but the 47th
Regiment can form square when required.
In 1809, the Czech 47th Regiment distinguished itself at the Battle of
Aspern-Essling, the first battle Napoleon had personally lost in ten years.
Using tactics and tricks such as laying down to minimise casualties from
artillery bombardments, the Austrians prevented the French from crossing
the Danube. The French would later succeed in crossing on their second
attempt at Wagram a few months later.
The Austrian army consisted of troops from many nations, as the Austrian
"empire" was a patchwork of personal fiefs and states. Many Austrian
soldiers were technically from the Holy Roman Empire: ruled by Francis II
(1768-1835), the Empire included 3 million Czechs until 1806. After that
date, the Holy Roman Empire was dissolved and Francis became Francis I of
Austria. He did manage to hang on to some of the old Empires soldiery."
Type - Line Infantry
Available - Austria
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 45
Ammunition - 10 Rounds
Melee Attack - 10
Charge Bonus - 14
Defence - 14
Morale - 8
Abilities - Can hide in woodland
Resistant to morale shocks
- 6th Regiment d'Infanterie Legere -
"These men are light infantry, adept at harassing the enemy and screening the
main army.
These versatile veterans can form a disciplined line to deliver a massed
volley, or switch to a loose skirmishing formation to harass and thin out
enemy formations. Although their experience in battle means they fire their
muskets with a good degree of accuracy, their flexibility also means they
lack certain specialised qualities. They are not quite as accurate as other
skirmishers nor as devastating as line infantry when firing in volleys. They
also lack the ability to form square, which leaves them vulnerable to cavalry
charges.
Historically, the 6th Regiment saw action in over forty battles during the
Napoleonic War and were awarded seven battle honours for their achievements.
Four of these were given for victories over the Austrians at the battles of
Marengo, Ulm, Jena and Wagram. The loss at Wagram in 1809 was a particularly
devastating blow for the Austrians, breaking their national morale and
forcing them to sign a peace treaty that resulted in the loss of a large part
of their empire."
Type - Light Infantry
Available - France
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 50%
Reloading Skill - 60
Ammunition - 15 Rounds
Melee Attack - 5
Charge Bonus - 11
Defence - 6
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- 8th Life Regiment -
"Highly disciplined and inspirational in their bravery, these line infantry
are an excellent addition to any Prussian army.
The steadiness displayed by the men of the 8th Life Regiment is amazing,
and on the battlefield they will encourage nearby troops to follow their
example. As with many Prussian line infantry units, these men are incredibly
disciplined and trained: this makes for excellent marksmen with fast
reloading times, though their close formations leave them vulnerable to
artillery fire and skirmishers. Being an elite unit, the regiment is
expensive to recruit, but their abilities more than justify the extra cost.
The 8th Life was one of the most celebrated line infantry units of the
Prussian army. During the Napoleonic Wars, the line infantry regiments of the
Prussian army outnumbered the newer light infantry regiments. Despite
changing tactics the 8th was able to maintain its iron discipline and
perform useful service."
Type - Elite Infantry
Available - Prussia
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 55%
Reloading Skill - 70
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 12
Defence - 12
Morale - 9
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
- 88th Foot "Connaught Rangers" -
"These troops are exceptional line infantry, and can be trusted to press
forward with any attack.
A little rough around the edges, but courageous and professional on the
battlefield, the Connaught Rangers are an Irish line infantry regiment.
Whether pushing home a bayonet or forming a disciplined firing line, these
men will stand and fight. Like all line infantry, they are vulnerable to
artillery fire and the sniping of skirmishers, but they can quickly counter
cavalry charges by forming square.
Raised in 1793, the Connaught Rangers were among the best regiments in
Wellington's army, and distinguished themselves repeatedly in battle.
General Picton, their divisional commander, saw them as little more than
a plundering rabble and never held back from insulting their Irish roots
and Catholic religion. This was probably the result of an unfortunate
incident involving two Rangers and a goat. The Rangers caught Wellington's
eye at the Battle of Bussaco in 1810, when he declared that he never
witnessed a more gallant charge. They attacked without orders from General
Picton who was notably absent from the battle!"
Type - Line Infantry
Available - England
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 55%
Reloading Skill - 65
Ammunition - 10 Rounds
Melee Attack - 8
Charge Bonus - 14
Defence - 12
Morale - 8
Abilities - Can hide in woodland
Resistant to morale shocks
- 95th Foot -
"Armed with very accurate rifles, these marksmen are an elite skirmishing
force.
The flintlock rifles these men carry have an astonishing range and
accuracy. Their skirmishing abilities allow them to use whatever cover
is available to hide, stalk enemies, and then kill them at great distances.
In an age of military peacocks, their uniforms are a dark, subdued colour
to help them in their role as hunters. They are, however, not invulnerable.
Like all skirmishers, they can be cut down by a carefully organised cavalry
attack. They will also suffer if exposed to volleys from a line unit.
The 95th Rifles started in 1800 as the Experimental Corps of Riflemen in
Horsham, Sussex (co-incidently, the developers of this game are based in
the same town). Unlike the rest of the British army, who sported the famous
red coat, riflemen wore a distinctive dark green jacket, the first British
attempt at camouflage. A good rifleman was expected to think for himself
if he could not read, he was taught, in order to give him a fair chance at
promotion. The class distinctions between officers and men still existed
in "the Rifles" but trust and respect were emphasised: officers, for
example, regularly dined with their men. Officers were also expected to
become marksmen at least as expert as their soldiers."
Type - Skirmishers
Available - The Peninsular Campaign
Regiment Size - 60 Men
Attack Range - 125 Metres
Accuracy - 80%
Reloading Skill - 55
Ammunition - 15 Rounds
Melee Attack - 4
Charge Bonus - 4
Defence - 5
Morale - 7
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
- Archduke Charles' Legion -
"This high-disciplined line infantry regiment excels as weapons drill and
accuracy.
As part of the Archduke's military reforms, these troops are trained in
the latest military style in a bid to copy the success of Napoleons
Grande Armee. This training improves accuracy, reloading and close combat
skills. There is also a morale effect: the men are filled with a renewed
confidence that makes them unlikely to rout. However, as with most line
infantry, they have little defence against units such as artillery or
skirmishing snipers and will be at a disadvantage against elite infantry.
In 1806, Austria was still reeling from her defeat by France at Austerlitz.
Austrian conservatism and tradition had resulted in an outdated and
outmatched army, and its defeat by the French forced them to accept the
harsh terms of the Treaty of Pressburg. Archduke Charles, a highly respected
field-marshal, recognised that the Austrian army needed modernising and
introduced a number of military reforms. These improvements were tested
during the Peninsular War period when the Austrians formed the Fifth
Coalition against France. It was during this coalition that the Legion took
part in the Battle of Aspern-Essling, Napoleons first defeat in over ten
years."
Type - Line Infantry
Available - Coalition Battle Pack
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 50
Ammunition - 10 Rounds
Melee Attack - 8
Charge Bonus - 14
Defence - 12
Morale - 8
Abilities - Can hide in woodland
Resistant to morale shocks
- Armed Citizenry -
"In times of desperation, the people must defend their homes and loved ones
from the monstrous, rapacious attacks of foreigners!
Armed citizenry are a mob, given whatever guns are to hand, with brief
training that the muzzle end is to be pointed towards the foe. Weapons do
not make soldiers, and arming the people is an act of desperation. On the
battlefield, the citizenry are unlikely to do much to damage an enemy, but
the size of the mob can at least cause the foe problems. This can give real
soldiers enough time to win the battle, or make the enemy pay heavily for
their victory.
Historically, arming the people was something that really scared the
authorities in every nation, particularly if the population hated the
existing regime. It was not wise to supply an angry population with weapons,
when these might be turned on the rulers, rather than foreigners. When
Austria decided to create landwehr or militia forces, it was careful to
exclude many regions from the decision as the loyalty of Austrias many
different ethnic groups could not always be guaranteed."
Type - Mob
Available - When attacked in a city
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 25%
Reloading Skill - 5
Ammunition - 3 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 3
Morale - 4
Abilities - Can hide in woodland
- Armed Populace -
"In times of desperation, the people must defend their homes and loved ones
from the monstrous, rapacious attacks of foreigners!
Armed citizenry are a mob, given whatever guns are to hand, with brief
training that the muzzle end is to be pointed towards the foe. Weapons do
not make soldiers, and arming the people is an act of desperation. On the
battlefield, the citizenry are unlikely to do much to damage an enemy, but
the size of the mob can at least cause the foe problems. This can give real
soldiers enough time to win the battle, or make the enemy pay heavily for
their victory.
Historically, arming the people was something that really scared the
authorities in every nation, particularly if the population hated the
existing regime. It was not wise to supply an angry population with weapons,
when these might be turned on the rulers, rather than foreigners. When
Austria decided to create landwehr or militia forces, it was careful to
exclude many regions from the decision as the loyalty of Austrias many
different ethnic groups could not always be guaranteed."
Type - Mob
Available - When attacked in a city when your Ottomans
Regiment Size - 120 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 5
Defence - 3
Morale - 4
Abilities - Can hide in woodland
- Azzars -
"These irregular troops are poorly equipped and ill disciplined, but they
can be a mob of very effective skirmishers.
Little more than a rabble, these men are an erratic and unpredictable
enemy for line infantry, and they are good at hiding in a variety of
terrain types. They lack the necessary skills to fight well in close
combat, instead working better at range, in short, sharp sniping attacks.
However, if they are forced into a prolonged exchange of fire with regular
light or line infantry they will be the weaker force. Cavalry units also
pose a real threat to the azzars, as they lack even basic discipline.
Historically, Azzars had little to do with standard military protocols,
practice, or even organisation, often taking up arms in extraordinary
circumstances. The lack of discipline meant that they could sometimes
be extremely brutish in their behaviour. It often worked in their favour,
in that it gave enemies pause for thought. More typically, however, their
lack of discipline counted against them and, when faced with a well-ordered
force, they were at a disadvantage. However, their mobility was a boon,
allowing them to harass an enemy and withdraw as soon as the fight went
against them."
Type - Irregulars
Available - Ottoman Empire
Regiment Size - 120 Men
Attack Range - 100 Metres
Accuracy - 35%
Reloading Skill - 15
Ammunition - 15 Rounds
Melee Attack - 5
Charge Bonus - 1
Defence - 5
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Good stamina
Resistant to heat fatigue
- Bashi Bazouks -
"Vicious and dangerous, these irregular troops are a cheap way of bringing
death to enemies.
More than happy to run headlong into an enemy force with nothing but a
sword and bared teeth, the Bashi Bazouks are berserk madmen. When engaged
in close combat, they are second to none. Their upkeep and recruitment
costs are minimal, making them an ideal unit for those with tight purse
strings. However, due to their lack of discipline and firearms they are
vulnerable to both cavalry and missile-armed troops.
Historically, the original Turkish form of "Bashi Bazouk" literally meant
"damaged head" or "leaderless". These men were raised from all over the
Ottoman Empire, although they originally came from tribes based in
Afghanistan. They were never given uniforms, but did receive their weapons
from the Ottoman government. Plunder was their only real payment, and this
was considered legitimate by the government. Their lawless ways made them
difficult to control and they often had to be forcibly disarmed after taking
part in battles. This unpredictable nature gave them a fearsome reputation
and other nationalities generally feared them as brutal and savage warriors."
Type - Irregulars
Available - Ottoman Empire
Regiment Size - 120 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 9
Charge Bonus - 10
Defence - 4
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Good stamina
Resistant to heat fatigue
- Beylik Janissary Grenadiers -
"The janissaries are professional soldiers, almost born for close combat and
powerful in a charge!
These grenadiers are the cream of the Ottoman army, but in comparison to
other nations they fight in an old-fashioned way. The Beylik Janissary are
unusual because they are grenadiers that still carry grenades. Their
relatively small numbers in a unit puts them at a disadvantage against more
modern style soldiers, but what they compensate for this lack of numbers by
their ferocity. The janissaries are personally brave to the point of
foolhardiness; they are given to festooning themselves with weapons and think
nothing of hurling themselves into any fight!
Historically, the corps of janissaries dates back to the 14th Century. They
were intended to be a force that was to be completely loyal to the sultan.
Boys as young as five were trained and, if necessary, converted to Islam.
Janissaries were paid even when not at war, something unheard of in the
medieval world! Over time, however, they became bureaucrats and
administrators, and this gave them too much power within the Ottoman Empire.
Eventually, the janissaries' entrenched position in government and
conservative outlook corrupted them. They became a force against any and all
change, contributing to the Ottomans' decline."
Type - Grenadiers
Available - Ottoman Empire
Regiment Size - 90 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 30
Ammunition - 10 Rounds
Melee Attack - 11
Charge Bonus - 16
Defence - 8
Morale - 8
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Resistant to heat fatigue
- Beylik Janissary Musketeers -
"The janissaries are professional soldiers, distinguished by arduous training
and their hatred for modern military ideas.
The janissaries are the cream of the Ottoman army but, in comparison to some
other national armies, they fight in an old-fashioned way. Their strict code
values personal initiative and courage, making them fierce warriors when in
close combat. They are carry swords, and refuse to adopt bayonets, making
them more vulnerable to cavalry charges than European troops.
Historically, the janissaries were the paid "new soldiers" of the sultan,
rather than feudal levies. The corps grew so powerful they became a law unto
themselves, able to make and break sultans as they saw fit. They were also
deeply conservative in the outlook, and jealous of any threats to their
position as the Ottomans' best military force and its bureaucracy. This
arrogance eventually lead to their downfall in what became known as the
"Auspicious Incident": Sultan Mahmud II goaded them into yet another revolt,
then crushed them."
Type - Line Infantry
Available - Ottoman Empire
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 45
Ammunition - 10 Rounds
Melee Attack - 8
Charge Bonus - 11
Defence - 8
Morale - 6
Abilities - Can hide in woodland
Resistant to morale shocks
Resistant to heat fatigue
- Brunswick Line Infantry -
"These line infantry are exceptionally good soldiers, the superiors of many
in melee and musketry.
They are an extremely versatile force, and can be relied on to give a good
account of themselves in most circumstances. Cavalry will have an extremely
hard time breaking any Brunswick square. However, like other line infantry
they cannot be left exposed to punishing cannon fire: their bravery and
skills are of little use against an artillery bombardment. Like other
musket-armed infantry they are vulnerable to skirmishers if their attackers
keep under cover and at long range.
Brunswick Infantry fought alongside British troops in the Peninsular War
(1810-14). They were organised, armed and equipped in a largely British
fashion, as might have been expected: the men came from the "Black Band",
a Brunswicker force that had been evacuated from Germany by the Royal Navy
just ahead of an advancing French army. Once reformed and retrained, and then
despatched to Spain, the Brunswickers proved their worth time and again as
troops who could be relied on to fight, and fight hard. They kept this
reputation, and were in the Anglo-Allied army at Waterloo (18 June 1815),
gallantly defending the farmhouse of La Haye Sainte against repeated French
attacks."
Type - Line Infantry
Available - England
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 50
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 11
Defence - 10
Morale - 7
Abilities - Can hide in woodland
Resistant to morale shocks
- Cazadores -
"These light infantry are an extremely versatile force, able to skirmish and
fight in line.
Literally translated, cazadores means "hunters" and huntsmen make up a large
proportion of the rank and file, along with mountain men of various kinds.
Their independent spirits naturally lend themselves to skirmishing. All of
these men make their living in the wilds, and are excellent marksmen.
However, in close combat or when facing cavalry, the cazadores are
disadvantaged.
Historically, the cazadores were created to replace the light infantry units
that had been sent to fight in the French army's Portuguese Legion. Because
the cazadores were a new unit, the Portuguese took the opportunity to give
them elite status. Fearing French attacks along the mountainous Spanish
border, men familiar with the terrain were the first choice of recruits.
Despite problems in finding enough weapons for them, the cazadores went on
to garner an impressive reputation, becoming the elite force the Portuguese
government so needed."
Type - Light Infantry
Available - Spain
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 40%
Reloading Skill - 35
Ammunition - 15 Rounds
Melee Attack - 5
Charge Bonus - 9
Defence - 7
Morale - 7
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
- Cazadores de Cataluna -
"This light infantry force forms a screen to slow the enemy advance and keep
their own battle line unmolested by enemy skirmishers. Guerrilla units can
be deployed anywhere on the battlefield except inside the enemy deployment
zone or within range of the enemy general.
It is the job of these men to cover the main battle line, harass the enemy
and, if possible, pick off important enemy leaders. Their range and accuracy
are excellent but their inability to form square leaves them vulnerable to
cavalry, and a well trained infantry unit will best them in line. However,
Guerrilla Cazadores are capable of forming a disciplined line as well as
fighting in loose skirmish order.
Although the romantic image of the guerrillas is of a wild man of the
mountains, hiduing amongst rocks and sleeping under the stars, some were
simply professionals who took up arms to protect their fellow countrymen.
Juan Palarea Blanes or El Medico, "The Doctor", had a successful medical
practice in Madrid, at least until the French occupation in 1808. His
treatment at French hands forced him to raise a band of guerrillas,
originally mainly mounted troops that thwarted the French at every
opportunity. In May of 1811 he added the Cazadores Francos Numantinos to
his party. These light troops were soon incorporated into the 4th Spanish
Army and El Medico and his men gained a reputation for bravery as they
fought for the people of Spain.
Type - Light Infantry
Available - The Peninsular Campaign
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 35%
Reloading Skill - 30
Ammunition - 15 Rounds
Melee Attack - 3
Charge Bonus - 8
Defence - 8
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Guerrilla Warfare
- Cemaat Janissaries -
"These sword-armed soldiers are professional warriors, the heirs to a
centuries' old tradition of strict training.
The janissaries are the cream of the Ottoman army, but also old fashioned
and outmoded by contemporary military forces. They are traditionalists in
all things, and this includes making war: they value personal courage and
skill, not collective discipline. They are, however, supremely dangerous
fighters in close combat and when they charge home.
Historically, the janissaries were the "new soldiers" of the Ottoman Empire,
the replacements for feudal levies and tribal warriors. Janissaries were
taken into the corps as children, converted to Islam if necessary, and
indoctrinated to fight and die for the Ottoman sultan. They were completely
loyal, reliable and efficient, so much so that the Ottoman state came to rely
on them as military governors and administrators as well as warriors. This
gave them too much power and the new soldiers slowly became the entrenched
conservatives who fought any further reforms. Their loyalty was such that
they could even rationalise revolt against the sultan, if his policies went
against what they considered the best interests of the Ottoman Empire."
Type - Melee Infantry
Available - Ottoman Empire
Regiment Size - 120 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 00
Ammunition - 00 Rounds
Melee Attack - 13
Charge Bonus - 10
Defence - 8
Morale - 7
Abilities - Can hide in woodland
Resistant to morale shocks
- Chasseurs -
"Chasseurs, or "hunters", are light infantry who are excellent at skirmishing
and ranged attacks.
Light, fast and agile, these men are experts at forming a skirmishing screen,
providing diversions for an advance, or rearguard cover for a withdrawal.
Armed with muskets, they are equally adept when deployed in line and loose
skirmish formations. Their range and accuracy are exemplary, but they lack
the skills necessary for close combat; their inability to form square leaves
them vulnerable to cavalry charges.
Historically, Napoleon's chasseurs included both foot and mounted regiments.
The foot regiments were named chasseurs a pied, and the men who served well
in them could be rewarded by promotion to the prestigious grenadiers. The
cavalry troops were known as the chasseurs a cheval, and had a rivalry with
the French hussars. Each unit believed they were superior to the other, and
this resulted in many arguments between them over who wore the most dashing
clothes or were the better horsemen. Although the hussars had the more
expensive uniforms, the chasseurs argued that Napoleons escort unit was made
up of men from their ranks."
Type - Light Infantry
Available - France
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 40%
Reloading Skill - 50
Ammunition - 15 Rounds
Melee Attack - 5
Charge Bonus - 11
Defence - 6
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- Coldstream Guards -
"Disciplined, well-trained and respected, these elite foot guards inspire
nearby troops in battle.
The Coldstream Guards are expensive to maintain, but for good reason: they
are superb troops who can reload quickly, charge home with the bayonet and
then give a good account of themselves in melee. Their overall competence
and excellent morale inspire nearby troops to fight all the harder. However,
in common with ordinary line regiments, the Coldsteamers are vulnerable to
artillery bombardment and skirmishers' sniping.
At the Battle of Waterloo in 1815, the Coldstream Guards defended Hougoumont.
The farm was important for Wellingtons Anglo-Dutch army as it protected his
right flank. Despite assault after assault, the Guards and their comrades
managed to hold the place against the French. The Coldstream Guards are still
in service today and continue to celebrate their victory with the ceremony of
"Hanging the Brick". A large stone from Hougoumont is marched through their
barracks by the officers while the junior ranks attempt to steal it.
Naturally, these utterly solemn proceedings involve wearing fancy dress and
quite a lot of drinking!"
Type - Elite Infantry
Available - Coalition Battle Pack
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 55%
Reloading Skill - 90
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 18
Defence - 15
Morale - 11
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
- Contra-Guerrillas -
"Crack-shots with exceptional defence abilities, contra-guerillas are perfect
for harassing the enemy from afar. Guerrilla units can be deployed anywhere
on the battlefield except inside the enemy deployment zone or within range
of the enemy general.
These men have been trained as guerrillas, but for reasons of their own have
taken up arms against their Spanish brothers for Bonaparte. Their hunting and
tracking experience helps them to hide in all kinds of terrain, and set
ambushes. They fight in a loose formation and crouch to protect themselves
from enemy fire. These sharpshooters are best employed in sniping at enemies,
as they will suffer heavy losses in close combat and have little chance
against cavalry. They will also suffer when matched against volley-firing
line infantry.
After the occupation of Spain in 1808, Napoleon's forces faced considerable
hostility from Spanish guerrilla bands. Local rebellions had been expected,
but the sheer ferocity of the guerrillas shook the French army and morale
suffered as a result. The French needed their own guerrillas and set about
recruiting fugitives and deserters, as "Contra-Guerrillas". Only those with
nothing left to lose would risk facing the loyalist guerrillas, as they would
face a grisly death if captured."
Type - Skirmishers
Available - The Peninsular Campaign
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 60%
Reloading Skill - 50
Ammunition - 15 Rounds
Melee Attack - 4
Charge Bonus - 4
Defence - 7
Morale - 9
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
Guerrilla Warfare
- Corso Terrestre de Navarra -
"As sharpshooters the Guerrilla Tiradores are perfect for harassing an enemy
from afar. Guerrilla units can be deployed anywhere on the battlefield except
inside the enemy deployment zone or within range of the enemy general.
Largely recruited from among hunters and farmers living in the Spanish
mountains, these men have grown up using firearms, and they are crack shots.
Their hunting and tracking experience allows them to hide and their loose
formation helps to protect them from bombardment. These sharpshooters are
best employed sniping enemies from a distance: they will take heavy losses
in close-combat, have precious little defence against cavalry, and will
they suffer in a formal exchange of volleys with against other infantry.
Guerrilla bands were created by the Spanish to fight back against occupying
French forces during the Peninsular War. Often outnumbered and outgunned,
the guerrillas relied heavily on skirmishing, ambushing, and superior
knowledge of the landscape to obtain a tactical advantage. Francisco Espoz
y Mina (1781-1836) made himself an expert on guerrilla tactics. He started
career in the "Tiradores de Doyle", a guerrilla band put together by
British officer, Col. Charles W. Doyle, and then went on to be one of the
most feared fighting men in Spain."
Type - Skirmishers
Available - The Peninsular Campaign
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 25%
Reloading Skill - 0
Ammunition - 15 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 5
Morale - 4
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
Guerrilla Warfare
- Dutch Flanguers -
"Light infantry are skirmishers who harass the enemy while screening the main
body of an army.
These men are versatile soldiers: whether firing in a disciplined line or
skirmishing in loose formation, they bring a good self-discipline and
accuracy to the battle. They carry smoothbore, muzzle-loading muskets, but
do not rely on massed fire. Instead they aim at individuals within the enemy
ranks, killing officers, sergeants and anyone else who takes charge. They
also fight their own specialised battle, driving off enemy skirmishers.
However, they may prove weak when pitted against line infantry or highly
expert skirmishers such as riflemen.
By the early 1800s, light infantry had a much greater role on the
battlefield, at least in Napoleon's forces. Many armies still saw light
infantry as little more than auxiliary troops, choosing to favour the old,
tried and tested tactics of massed volley fire and close formations.
Napoleon, on the other hand, recognised the advantage flexibility conferred,
and used light infantry extensively, to harass enemy lines to pieces, then
closing up for a final rush."
Type - Light Infantry
Available - England
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 40%
Reloading Skill - 45
Ammunition - 15 Rounds
Melee Attack - 5
Charge Bonus - 9
Defence - 6
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- Dutch Grenadiers -
"An elite and disciplined force, Dutch Grenadiers are skilled with muskets and
with bayonets in close combat.
Dutch Grenadiers see themselves as elite soldiers and occupy the place of
honour at the right of the line on parade. This sense of inherent worth helps
to inspire other soldiers and instils a sense of pride in the troops. They
are incredibly disciplined and can reload their weapons at breathtaking
speed, discharging them with relatively good accuracy. Their extensive
training makes them more expensive to raise than other infantry units but,
like all foot soldiers, they must exercise sensible caution when facing
heavy cavalry and skirmishers.
The Dutch Grenadiers became part of Napoleon's army following his 1810
annexation of Holland. At that time they were the Dutch Royal Grenadiers,
and the men of this regiment entered Paris in August of 1810. Napoleon
reviewed the troops personally and was very impressed by the fine
appearance of the men. They wore white coats faced with crimson, instead
of the traditional dark blue worn by other senior regiments (later other
units wore white, but this was because the British blockade affected dye
supplies). The Guard Grenadiers were not as impressed however, and the
first meeting of these two regiments ended in a near-riot. Their behaviour
was so appalling that they were forced to apologise to the general public
for their rowdy and drunken antics."
Type - Elite Infantry
Available - France
Regiment Size - 90 Men
Attack Range - 80 Metres
Accuracy - 55%
Reloading Skill - 55
Ammunition - 10 Rounds
Melee Attack - 12
Charge Bonus - 22
Defence - 13
Morale - 12
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
- Dutch Line Infantry -
"These musket-armed troops use massed volleys to break an enemy, relying on
discipline to withstand counter attacks.
"Marching regiments" or "line battalions" make up the majority of units in
most armies. They are so called because they form the line of battle, not
because they always deploy in a line. In fact, when faced with a cavalry
charge, it is wise to form square for protection. Their strength comes from
their close formation which gives them firepower and strength in melee, but
this also leaves them vulnerable to artillery and skirmishers.
Historically, these soldiers carried muzzle-loading, smoothbore muskets
firing lead balls as wide as a man's thumb. These were inaccurate weapons,
effective only over 200 paces or so. They were usually fired in massed
volleys to increase the chance of the target being hit! This also meant that
the whole unit was busy reloading at the same time. To counter this, the
British Army perfected a kind of continuous rolling barrage called platoon
fire. A regiment would divide itself into two halves and fire alternately,
so that while one "platoon" (the modern use of the word has a different
meaning) was firing, the other was loading."
Type - Line Infantry
Available - England
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 45
Ammunition - 10 Rounds
Melee Attack - 6
Charge Bonus - 10
Defence - 8
Morale - 6
Abilities - Can hide in woodland
Resistant to morale shocks
- Fencibles -
"Militia are often poorly equipped and trained, but are ideal for maintaining
public order.
Men in the militia rarely expect to be sent into battle. It is their lot to
act as reserves, or local law enforcers. As a result, if they do find
themselves on a battlefield, they should be expected to run away, and not
handle their weaponry with any great proficiency. Militia may appear useless,
then, but they are cheap to maintain and as plentiful as any bureaucrat
could want.
In 1806, despite previous unfortunate experiences with disgruntled peasants,
the Russian state recruited 600,000 serfs into the "opelchenie", a militia.
Training was basic, and weaponry similarly simple: the opelchenie were
given pikes. After the French invasion of 1812 the opelchenie was no longer
limited to serfs, and another 200,000 recruits joined in a national wave of
patriotism. Some of this new cohort of serfs brought their own pitchforks
and shovels as weapons."
Type - Militia
Available - England
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 25
Ammunition - 10 Rounds
Melee Attack - 4
Charge Bonus - 11
Defence - 5
Morale - 3
Abilities - Can hide in woodland
Can hide in light scrub
Garrison policing bonus
- Firelock Armed Populace -
"In times of desperation, the people must defend their homes and loved ones
from the monstrous, rapacious attacks of foreigners!
Armed citizenry are a mob, given whatever guns are to hand, with brief
training that the muzzle end is to be pointed towards the foe. Weapons do
not make soldiers, and arming the people is an act of desperation. On the
battlefield, the citizenry are unlikely to do much to damage an enemy, but
the size of the mob can at least cause the foe problems. This can give real
soldiers enough time to win the battle, or make the enemy pay heavily for
their victory.
Historically, arming the people was something that really scared the
authorities in every nation, particularly if the population hated the
existing regime. It was not wise to supply an angry population with weapons,
when these might be turned on the rulers, rather than foreigners. When
Austria decided to create landwehr or militia forces, it was careful to
exclude many regions from the decision as the loyalty of Austrias many
different ethnic groups could not always be guaranteed."
Type - Mob
Available - When attacked in a city when your Ottomans
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 25%
Reloading Skill - 5
Ammunition - 3 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 3
Morale - 4
Abilities - Can hide in woodland
- Foot -
"These versatile troops form the line of battle, using volley fire to break
the enemy before delivering a bayonet charge.
Highly disciplined and calm in the face of the enemy, these men are well
trained in line infantry tactics. They can be relied upon to perform their
duties with stolid determination rather than with dash and "fire in their
bellies". Their close ranks can make them vulnerable to artillery bombardment
and skirmishers, and they will be ripped apart by heavy cavalry charges if
they are in line. To counter this last threat, the unit can be ordered to
form square. As long as discipline holds, an infantry unit in square should
be able to see off enemy cavalrymen.
The weapon of the British line infantryman was the famous 'Brown Bess'; a
flintlock musket used, in various guises, from 1730 to 1830. Other nations
had their own standard pattern of musket. The Brown Bess used a large heavy
ball that would not fit into French muskets, meaning that British ammunition
captured on the battlefield was useless. It could be melted down and recast,
but not immediately fired at its former owners. The British discovered that,
in times of crisis, it was possible to "tap load" a musket by banging the
butt on the ground. The bullet was jogged down the barrel, and could then be
fired."
Type - Line Infantry
Available - England
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 60
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 13
Defence - 11
Morale - 6
Abilities - Can hide in woodland
Resistant to morale shocks
- Foot Guards -
"Foot guards are the best line infantry in the world; every man in their ranks
knows it!
These men form a superbly disciplined killing machine: a regiment that can
fire volley after volley without wavering under any kind of enemy assault.
They can reload at speed, charge home with the bayonet and give a very good
account of themselves in melee. Their competence and evident morale can
inspire nearby troops to fight all the harder. However, like ordinary mortals
in line regiments, the Guards will die under artillery bombardment, or if
skirmishers start picking them off.
The Guards regiments are the oldest units in the British army but, in a
typically British and contradictory way, they were raised by different sides
in the Civil War! The Coldstream Guards were raised in 1650 part of the
republican Commonwealths New Model Army. The 1st Foot Guards were raised in
exile to be Charles IIs bodyguard. The 1st Foot Guards became "Grenadier
Guards" after Waterloo in 1815 because they had beaten the French Grenadiers
of the Imperial Guard. In fact, theyd driven off another unit, but the
honour and name stuck. As the older regiment, the Coldstreamers have the
motto "Nulli Secundus" or "second to none", but the old republicans are
still second in the precedence lists after the royalist Grenadier Guards!"
Type - Elite Infantry
Available - England
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 55%
Reloading Skill - 85
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 16
Defence - 14
Morale - 11
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
- Foot Guards -
"The guard comprises of the biggest and bravest men of the Prussian army:
an elite force indeed.
The Prussian obsession with military drill breeds incredibly disciplined
troops, willing and able to follow any order. They are able to load and
fire their weapons with an accuracy and speed few can match. Their
discipline makes them a deadly foe, and the powerfully built men have an
edge over other units in melee. However, these skills make them expensive
to recruit, and they are as vulnerable as other men to artillery fire and
the sniping of skirmishers.
The Prussian army underwent a series of important changes just before and
during the Napoleonic era. Gone were the mercenary armies of the past,
replaced by a true national army. In 1809 it was decided that a set standard
for the movement of battalions was required. The idea of simply placing
battalions in line was replaced with a more modern "chequer-board" formation.
This was made up of three main elements, the skirmish line, the main battle
line and the reserves. The size of these elements varied considerably from
battle to battle."
Type - Elite Infantry
Available - Prussia
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 55%
Reloading Skill - 80
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 14
Defence - 13
Morale - 11
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
- Fusiliers -
"These musket-armed troops use massed volleys to break an enemy, relying on
discipline to withstand counter attacks.
"Marching regiments" or "line battalions" make up the majority of units in
most armies. They are so called because they form the line of battle, not
because they always deploy in a line. In fact, when faced with a cavalry
charge, it is wise to form square for protection. Their strength comes from
their close formation which gives them firepower and strength in melee, but
this also leaves them vulnerable to artillery and skirmishers.
Historically, these soldiers carried muzzle-loading, smoothbore muskets
firing lead balls as wide as a man's thumb. These were inaccurate weapons,
effective only over 200 paces or so. They were usually fired in massed
volleys to increase the chance of the target being hit! This also meant that
the whole unit was busy reloading at the same time. To counter this, the
British Army perfected a kind of continuous rolling barrage called platoon
fire. A regiment would divide itself into two halves and fire alternately,
so that while one "platoon" (the modern use of the word has a different
meaning) was firing, the other was loading."
Type - Line Infantry
Available - The Peninsular Campaign
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 35
Ammunition - 10 Rounds
Melee Attack - 6
Charge Bonus - 10
Defence - 9
Morale - 6
Abilities - Can hide in woodland
- Fusiliers of Line -
"Line infantry are the mainstay of any army. They form the battle line and are
skilled with muskets and bayonets.
Fusiliers advance upon the enemy, firing volley after volley before they
close with fixed bayonets. Although they are foot soldiers, and lack the
dash and elan of cavalry, they take a justifiable pride in their worth in
battle. They can form square when threatened by cavalry, and give other
enemy infantry a bloody time but they are still vulnerable to shelling by
artillery and sniping by skirmishers.
The fusiliers were considered the ordinary soldiers of Napoleon's army.
They enjoyed little of the prestige and privileges showered on the Emperors
precious guards, his artillery formations, or the light troops. Yet they were
vital to his victories: strong, dependable and loyal to Napoleon. They could
be counted on to do his marshals' bidding in almost every circumstance."
Type - Line Infantry
Available - France
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 50
Ammunition - 10 Rounds
Melee Attack - 6
Charge Bonus - 12
Defence - 8
Morale - 6
Abilities - Can hide in woodland
Resistant to morale shocks
- German Fusiliers -
"These musket-armed troops use volleys to break an enemy line, and rely on
their discipline to survive any return fire.
German Fusiliers are line infantry who take their title from the fusils,
light flintlock muskets, that they carry. Forming the line of battle, they
must be able to calmly take aim at their targets as shells explode around
them, skirmisher's shots smack home, and enemy cavalry bear down upon them.
Fusiliers are effective against cavalry when in square, and excel in close
combat, but care needs to be taken against skirmishers at extreme range.
Historically, the Austrian army's infantry was divided into German and
Hungarian regiments. The Hungarians were renowned for their ferocity, and
the Germans for rigid discipline. This was particularly true of the
fusiliers who fought in the rigid formations that made up the bulk of the
army. During the Napoleonic Wars, units such as skirmishers, grenadiers and
artillery took on more of the fighting as tactics evolved, but the line
regiments remained almost unchanged as organisations. Their company and
battalion structure still forms the basis of modern armies."
Type - Line Infantry
Available - Austria
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 40
Ammunition - 10 Rounds
Melee Attack - 6
Charge Bonus - 10
Defence - 9
Morale - 6
Abilities - Can hide in woodland
Resistant to morale shocks
- German Grenadiers -
"Grenadiers are large, strong men, armed with muskets and a fearsome
reputation.
Grenadiers see themselves as elite soldiers, and occupy the place of honour
at the right of the line on parade. They have good reason: only large, brave
men become grenadiers, this size and strength makes them an impressive sight
in a charge. It also gives them an advantage in melee combat. Grenadiers are
a proud group and this pride makes for dedicated soldiers who will follow
orders to the letter. Like other infantry, they must exercise caution when
facing heavy cavalry, but they are also vulnerable to attack from
skirmishers.
Historically, grenadier regiments and battalions began as ad-hoc assault
groups. All line infantry regiments had grenadier companies; collecting
these sub-units gave commanders a useful group of heavily armed, aggressive
and skilful soldiers. Grenadier companies remained in line infantry regiments
after the creation of grenadier regiments, but they largely abandoned using
grenades: instead, each grenadier company became a "heavy mob" of the biggest
and strongest soldiers in a regiment!"
Type - Grenadiers
Available - Austria
Regiment Size - 90 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 25
Ammunition - 10 Rounds
Melee Attack - 8
Charge Bonus - 16
Defence - 11
Morale - 8
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- Grenadiers -
"Grenadiers are large, strong men, armed with muskets and a fearsome
reputation.
Grenadiers see themselves as elite soldiers, and occupy the place of honour
at the right of the line on parade. They have good reason: only large, brave
men become grenadiers, this size and strength makes them an impressive sight
in a charge. It also gives them an advantage in melee combat. Grenadiers are
a proud group and this pride makes for dedicated soldiers who will follow
orders to the letter. Like other infantry, they must exercise caution when
facing heavy cavalry, but they are also vulnerable to attack from
skirmishers.
Historically, grenadier regiments and battalions began as ad-hoc assault
groups. All line infantry regiments had grenadier companies; collecting
these sub-units gave commanders a useful group of heavily armed, aggressive
and skilful soldiers. Grenadier companies remained in line infantry regiments
after the creation of grenadier regiments, but they largely abandoned using
grenades: instead, each grenadier company became a "heavy mob" of the biggest
and strongest soldiers in a regiment!"
Type - Grenadiers
Available - Prussia, Russia, Spain
Regiment Size - 90 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 35
Ammunition - 10 Rounds
Melee Attack - 8
Charge Bonus - 16
Defence - 10
Morale - 8
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- Grenadiers of the Line -
"Grenadiers are large, strong men, armed with muskets and a fearsome
reputation.
Grenadiers see themselves as elite soldiers, and occupy the place of honour
at the right of the line on parade. They have good reason: only large, brave
men become grenadiers, this size and strength makes them an impressive sight
in a charge. It also gives them an advantage in melee combat. Grenadiers are
a proud group and this pride makes for dedicated soldiers who will follow
orders to the letter. Like other infantry, they must exercise caution when
facing heavy cavalry, but they are also vulnerable to attack from
skirmishers.
Historically, grenadier regiments and battalions began as ad-hoc assault
groups. All line infantry regiments had grenadier companies; collecting
these sub-units gave commanders a useful group of heavily armed, aggressive
and skilful soldiers. Grenadier companies remained in line infantry regiments
after the creation of grenadier regiments, but they largely abandoned using
grenades: instead, each grenadier company became a "heavy mob" of the biggest
and strongest soldiers in a regiment!"
Type - Grenadiers
Available - France
Regiment Size - 90 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 35
Ammunition - 10 Rounds
Melee Attack - 8
Charge Bonus - 18
Defence - 10
Morale - 8
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- Grenzers -
"Grenzers are aggressive skirmishers, armed with muskets.
This light infantry unit is used to harass and disrupt the enemy during
battle. Like other skirmishers, grenzers consider themselves a cut above
most infantrymen. They are expected to show individual aggression, initiative
and soldiering skills, not just blindly obey and fight in formation. Their
inability to form an effective square formation does leave them vulnerable
to cavalry, but their fire accuracy is adequate compensation.
Historically, the Austrians had a tradition of creating high-quality light
forces such as hussars and skirmishers. The grenzers were part of this
tradition, recruited from among the Croat and Transylvania population of
the Austrian Empire's domains as frontier guards against the Turks. As
frontiersmen, they had a certain air of lawlessness and even banditry,
but they proved extremely able light troops. Over time, they became a
hybrid type between line infantry and skirmishers: often deployed in battle
in the line, but with the ability to skirmish when necessary. As an
identifiable infantry nomenclature, grenzers remained in Austrian service
until the end of the First World War in 1918."
Type - Light Infantry
Available - Austria
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 45%
Reloading Skill - 45
Ammunition - 15 Rounds
Melee Attack - 5
Charge Bonus - 9
Defence - 5
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- Guard Seamen -
"Disciplined and ready for anything, the Guard Seamen are an elite unit in
every sense of the word.
The ranks of the Guard Seamen are filled with the best soldiers the French
army has to offer. Chosen for their imposing height, good conduct and
loyalty, these men have excellent morale and a positive effect on the
morale of nearby friendly units. Their discipline is exemplary; their
reload times and the accuracy of their musketry are the envy of many.
They do have some weaknesses: their extensive training and experience
makes them more expensive than most foot troops, and they perform poorly
against artillery and skirmishers that stay beyond their musket fire.
Historically, the Seamen of the Guard were formed as a result of a decree
by Napoleon. They were originally intended for action as part of the
planned invasion of Britain, but when these plans were put aside they
took a place in the Imperial Guard. In a few short years these men had
developed a wide variety of skills that made them indispensible to the
Emperor. He commented that "When occasion required they proved equally
valuable whether as sailors, soldiers, artillerymen or engineers; there
was no duty they could not undertake.""
Type - Elite Infantry
Available - France
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 80
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 16
Defence - 13
Morale - 11
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
- Guardia de Infanteria -
"These elite foot guards are charged with the protection of the monarch, the
royal family and royal palaces.
These men are experts with the smoothbore musket, famed for their accuracy
and fast reloading skills. They are also famous for their meticulously
correct uniforms: the post of foot guard can only be held by the very best
soldiers. If necessary the guards must be willing to lay down their lives
to protect the royal family. This requires a rare breed of man: highly
disciplined with excellent morale, able to stand steadfast to the last. On
the battlefield the foot guards set an example to inspire nearby units.
Historically, monarchies vied with each other to have the finest household
guards in their palaces. The French Maison du Roi regiment were hand picked
by the king from candidates sent in from every line regiment. Officers who
sent along duffers for the duty were punished. In Prussia the "Potsdam
Giants" were a quirk of Frederick I's obsession with very, very tall men
and military pomp. Oddly, Frederick was not a very warlike chap at all.
He just liked tall men."
Type - Elite Infantry
Available - Spain
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 65
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 14
Defence - 14
Morale - 12
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
- Guerrillas -
"These men are not soldiers, but civilians driven to take up arms against
their enemies.
Guerrillas are not a recognised military organisation, but bands of
comrades and neighbours who have adapted banditry into a way of making
war. They fight hard, working in spread out formations that make them
difficult for missile troops to hit effectively. They are best when employed
in ambush, or as harassing skirmishers. Their "local knowledge" means they
are able to hide and appear at will, using their homelands hidden places to
help fight against invaders. They cannot be expected to fight in carefully
dressed lines like disciplined soldiers, and as such are at a disadvantage
against well-trained cavalry and infantry.
Historically, the Spanish people had an enormous capacity for carrying on
wars against foreign occupiers long after their rulers had made their peace
with an invader. Guerrillas often arose as part of a rebellion; the name is
Spanish, and means "little war". When his men were bogged down, Napoleon
described Spain as an "ulcer", thanks in part to the constant partisan
warfare carried on by the guerrillas. They gave the French no peace or
safety, even far from the front line."
Type - Irregulars
Available - Spain
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 25%
Reloading Skill - 15
Ammunition - 15 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 4
Morale - 5
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Good stamina
- Guerrilla Cazadores -
"This light infantry force forms a screen to slow the enemy advance and keep
their own battle line unmolested by enemy skirmishers. Guerrilla units can
be deployed anywhere on the battlefield except inside the enemy deployment
zone or within range of the enemy general.
It is the job of these men to cover the main battle line, harass the enemy
and, if possible, pick off important enemy leaders. Their range and accuracy
are excellent but their inability to form square leaves them vulnerable to
cavalry, and a well trained infantry unit will best them in line. However,
Guerrilla Cazadores are capable of forming a disciplined line as well as
fighting in loose skirmish order.
Although the romantic image of the guerrillas is of a wild man of the
mountains, hiduing amongst rocks and sleeping under the stars, some were
simply professionals who took up arms to protect their fellow countrymen.
Juan Palarea Blanes or El Medico, "The Doctor", had a successful medical
practice in Madrid, at least until the French occupation in 1808. His
treatment at French hands forced him to raise a band of guerrillas,
originally mainly mounted troops that thwarted the French at every
opportunity. In May of 1811 he added the Cazadores Francos Numantinos to
his party. These light troops were soon incorporated into the 4th Spanish
Army and El Medico and his men gained a reputation for bravery as they
fought for the people of Spain.
Type - Light Infantry
Available - The Peninsular Campaign
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 40%
Reloading Skill - 35
Ammunition - 15 Rounds
Melee Attack - 5
Charge Bonus - 9
Defence - 8
Morale - 8
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Guerrilla Warfare
- Guerrilla Tiradores -
"As sharpshooters the Guerrilla Tiradores are perfect for harassing an enemy
from afar. Guerrilla units can be deployed anywhere on the battlefield except
inside the enemy deployment zone or within range of the enemy general.
Largely recruited from among hunters and farmers living in the Spanish
mountains, these men have grown up using firearms, and they are crack shots.
Their hunting and tracking experience allows them to hide and their loose
formation helps to protect them from bombardment. These sharpshooters are
best employed sniping enemies from a distance: they will take heavy losses
in close-combat, have precious little defence against cavalry, and will
they suffer in a formal exchange of volleys with against other infantry.
Guerrilla bands were created by the Spanish to fight back against occupying
French forces during the Peninsular War. Often outnumbered and outgunned,
the guerrillas relied heavily on skirmishing, ambushing, and superior
knowledge of the landscape to obtain a tactical advantage. Francisco Espoz
y Mina (1781-1836) made himself an expert on guerrilla tactics. He started
career in the "Tiradores de Doyle", a guerrilla band put together by
British officer, Col. Charles W. Doyle, and then went on to be one of the
most feared fighting men in Spain."
Type - Skirmishers
Available - The Peninsular Campaign
Regiment Size - 60 Men
Attack Range - 100 Metres
Accuracy - 50%
Reloading Skill - 20
Ammunition - 15 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 4
Morale - 8
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
Guerrilla Warfare
- Hungarian Fusiliers -
"These musket-armed troops use volleys to break an enemy line, and rely on
their discipline to survive any return fire.
German Fusiliers are line infantry who take their title from the fusils,
light flintlock muskets, that they carry. Forming the line of battle, they
must be able to calmly take aim at their targets as shells explode around
them, skirmisher's shots smack home, and enemy cavalry bear down upon them.
Fusiliers are effective against cavalry when in square, and excel in close
combat, but care needs to be taken against skirmishers at extreme range.
Historically, the Austrian army's infantry was divided into German and
Hungarian regiments. The Hungarians were renowned for their ferocity, and
the Germans for rigid discipline. This was particularly true of the
fusiliers who fought in the rigid formations that made up the bulk of the
army. During the Napoleonic Wars, units such as skirmishers, grenadiers and
artillery took on more of the fighting as tactics evolved, but the line
regiments remained almost unchanged as organisations. Their company and
battalion structure still forms the basis of modern armies."
Type - Line Infantry
Available - Austria
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 45
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 11
Defence - 11
Morale - 7
Abilities - Can hide in woodland
Resistant to morale shocks
- Hungarian Grenadiers -
"Hungarian Grenadiers are the best grenadiers the world has ever seen!
Recruited in Hungary, these men have an imposing size and impressive skills
that are seldom matched by grenadiers of other nations. The Hungarian
Grenadiers are a sight to behold on the battlefield in their magnificent
uniforms. Not only are they experts in melee and impressive on the charge,
but they also display extraordinary marksmanship skills. Their only real
vulnerability is artillery fire and, possibly, the danger of being charged
from the rear by heavy cavalry. Even under tough circumstances their
courage still inspires nearby comrades and encourages them to battle on as
well.
Historically, military enlistment in Austrian service was originally for
life, but by 1757 limited service was introduced in the hopes of attracting
better recruits and thereby improving the calibre of the soldiers. Men were
allowed to enlist for a maximum of six years, or for the duration of any
hostilities, whichever was longer. The Hungarian units in the Austrian army
were raised by feudal levy. Although the Austrians had an integrated army,
and shared a Hapsburg monarch with Hungary, the two nations remained
separate kingdoms."
Type - Grenadiers
Available - Austria
Regiment Size - 90 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 30
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 17
Defence - 10
Morale - 9
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- Highland Foot -
"These "bonny, brae Scots" form the line of battle, using volley fire to
break the enemy before delivering a bayonet charge.
Raised from among the fierce people of the Scottish Highlands, these men
are the embodiment of the savagery of their clan forebears and the savage
discipline of British marching regiments. They fight well, whether giving
fire to an enemy, or the bayonet, and Scottish pride gives them a
bloody-minded streak that means they rarely break and run. Like other line
regiments, they must adopt square formation when attacked by cavalry.
The Highland regiments that fought in the Napoleonic Wars were based on the
independent companies that were raised to keep order after the Jacobite
Rebellion of 1745. The suppression of the rebellion was a brutal business,
and the highlanders who joined were brutal, hard men. In regular service,
they became solid, dependable and brave: men who could be relied on to fight
on, no matter what was happening around them. The 42nd "Black Watch", for
example, held off repeated French assaults at the Battle of Corunna in 1809,
giving the British army time to escape from the port."
Type - Line Infantry
Available - England in Scotland
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 55
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 17
Defence - 9
Morale - 7
Abilities - Can hide in woodland
Resistant to morale shocks
- Infantry -
"These musket-armed troops use massed volleys to break an enemy, relying on
discipline to withstand counter attacks.
"Marching regiments" or "line battalions" make up the majority of units in
most armies. They are so called because they form the line of battle, not
because they always deploy in a line. In fact, when faced with a cavalry
charge, it is wise to form square for protection. Their strength comes from
their close formation which gives them firepower and strength in melee, but
this also leaves them vulnerable to artillery and skirmishers.
Historically, these soldiers carried muzzle-loading, smoothbore muskets
firing lead balls as wide as a mans thumb. These were inaccurate weapons,
effective only over 200 paces or so. They were usually fired in massed
volleys to increase the chance of the target being hit! This also meant that
the whole unit was busy reloading at the same time. To counter this, the
British Army perfected a kind of continuous rolling barrage called platoon
fire. A regiment would divide itself into two halves and fire alternately,
so that while one "platoon" (the modern use of the word has a different
meaning) was firing, the other was loading."
Type - Line Infantry
Available - Portugal
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 55
Ammunition - 10 Rounds
Melee Attack - 6
Charge Bonus - 10
Defence - 8
Morale - 7
Abilities - Can hide in woodland
- Jagers -
"These skirmishers are excellent shots, perfect for harassing an enemy
from a distance.
Nothing causes fear in men during battle like seeing your comrades
slaughtered by a seemingly invisible enemy. Jagers are adept at hiding
in cover as the foe approaches and they then use their superior
marksmanship to bring down their targets. Using loose skirmishing
formations, jagers are good at ambushes, but are at a disadvantage if
they are forced into close combat, or ridden down by cavalry.
The Austrian Jagers, or "hunters" were extremely well trained and
particularly adept at using cover and fieldcraft to gain the upper hand
in a fight. They could stalk their targets, just as hunters stalk deer, using
every bit of cover to hide their approach to a firing position. At the Battle
of Wagram in 1809 jagers hid in a drainage ditch and lay in wait for the
French, hitting them with a barrage of well-aimed shots."
Type - Skirmishers
Available - Prussia, Austria
Regiment Size - 60 Men
Attack Range - 125 Metres
Accuracy - 65%
Reloading Skill - 30
Ammunition - 15 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 5
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
- Kings German Legion Foot -
"Favoured for their unwavering commitment to duty, these troops are versatile
line infantry.
Well-trained and well-respected, the foot regiments of the King's German
Legion are responsible for holding the line in battle. When deployed, they
brave the threat of artillery fire, skirmishers and cavalry charges to
unleash very effective volley fire upon the enemy. Cavalry charges should be
countered by ordering them to form square. They fight with justifiable pride
in their skills in close combat, giving opponents pause with their brutal
use of bayonets.
Historically, the majority of the King's German Legion was recruited from the
Hanoverian Army, which had disbanded after Napoleons occupation of Hanover.
Given that the British monarch was also Elector of Hanover, the British lost
no time in creating a legion of Hanoverian exiles, ready to fight and die to
destroy Napoleon. The British soon held the King's German Legion in high
regard due to their exemplary behaviour on the battlefield and in training.
Hanoverian officers had a professional attitude towards war that was largely
lacking in their native British counterparts, who considered tactics and
drill beneath the notice of proper gentlemen."
Type - Line Infantry
Available - England
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 60
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 13
Defence - 13
Morale - 7
Abilities - Can hide in woodland
Resistant to morale shocks

- Kings German Legion Light Foot -
"These versatile light troops are capable of forming an ordered line as well
as skirmishing in loose order.
Recruited from the soldiers of the Hanoverian army and armed with muskets,
these troops excel at both melee and range combat, where their accuracy and
range are nearly unrivalled. This versatility makes them incredibly useful
on the battlefield. Their only real vulnerability is when facing cavalry,
as they are unable to form square, the standard defence against cavalry
charges.
All of Europe breathed a collective sigh in 1814. The Treaty of Fontainbleau
brought an end to hostilities and halted Napoleons domination of Europe. The
ink was barely dry on this agreement when the British government started to
divide up Wellingtons army. Some were sent off to the war in America, others
were discharged at home. The King's German Legion was considered incredibly
valuable and escaped this cull. However, all the non-Hanoverian troops were
discharged or transferred to other foreign corps. As a result the numbers of
the Legion were greatly reduced, leaving only 7,000 in the Legion at
Waterloo, but they were all proud sons of Hanover!"
Type - Light Infantry
Available - England
Regiment Size - 120 Men
Attack Range - 100 Metres
Accuracy - 50%
Reloading Skill - 60
Ammunition - 15 Rounds
Melee Attack - 3
Charge Bonus - 9
Defence - 7
Morale - 6
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
- Landesschutzen -
"These troops are a rifle-armed militia, and very effective against other
militia units.
Cynics might describe the Landesschutzen as cannon fodder: they lack
prestige, and suffer from low morale as a result. They are denied equipment
that other, higher status regular units take for granted. Such a view is
wrong. As militia, the Landesschutzen are rather skilful in combat, with
good marksmanship skills; they can certainly hold their own against other
militia forces, and give careless regular infantry a nasty surprise. As they
lack bayonets, they use their rifles as clubs in close combat.
In 1805 Austria lost the Tyrol to Bavaria, thanks to defeat at the hands of
the French and their allies. In 1809 Andreas Hofer, an Austrian nationalist,
organised a rebellion against his new masters, took the Tyrol back, and
succeeded in capturing Innsbruck not once, but twice. Hofer had been a
militia captain in the war against the French, and was a sharpshooter of
some skill. A thorn in the side of the French generals, he was tricked,
captured, tried and executed by firing squad in 1810, ensuring his place as a
hero."
Type - Skirmishers
Available - Austria
Regiment Size - 60 Men
Attack Range - 125 Metres
Accuracy - 50%
Reloading Skill - 15
Ammunition - 10 Rounds
Melee Attack - 1
Charge Bonus - 1
Defence - 4
Morale - 4
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
- Landwehr -
"Landwehr soldiers are armed with muskets and bayonets, and are quite capable
of defending their homes.
They are also equal to the job of quelling troublesome civilians, but their
lack of training means that they should not be expected to fight as well as
regular soldiers. These are the people-in-arms, not a hardened force of
veterans. Against well-handled and disciplined soldiers, they will suffer
heavy losses. They are, however, a useful force of garrison troops, and can
help keep order at relatively low cost.
In 1812 Prussia had been compelled to aid Napoleon's invasion of Russia.
General Yorck, the officer in charge of the Prussian Auxiliary Corps, was a
well-respected patriot, and an experienced soldier. It was obvious to him
that the French were going to be defeated, so he declared his corps neutral
and aided the Russians in taking East Prussia. As East Prussia, if not the
whole country, was at war with France, an army was needed to defend it and
the result was the recruitment of a large body of Landwehr militia. Yorck's
decision to defy the French produced the Russo-Prussian alliance of 1813, a
significant bloc against Napoleon's France."
Type - Militia
Available - Prussia, Austria
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 20
Ammunition - 10 Rounds
Melee Attack - 4
Charge Bonus - 9
Defence - 4
Morale - 3
Abilities - Can hide in woodland
Can hide in light scrub
Garrison policing bonus
- Libyan Bedouin -
"These militia troops are an ideal garrsion force, and can help maintain
public order in desert regions.
Because they lack the status and training of other Ottoman units, Libyan
Bedouins are not always as reliable in battle as they might be. They are
effective against other militia units, and against rebellious civilians, but
should not be expected to last for long against regular army units. On the
battlefield, a cynical commander could employ them as a distraction, or to
shield his more valuable soldiers.
The Bedouin were a desert people, toughened by life in the desert, a life
on the move bred men who did not need much to survive. Yet they were also
known to avoid bloodshed if they could, at least among themselves. Feuding
was costly, in both time and blood, and a wise man knew that it was better
to talk than to reach for the knife. This same attitude was not always
extended to outsiders: raiding and theft from non-Bedouin were honourable
ways to support a family."
Type - Militia
Available - French Campaign
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 10
Ammunition - 10 Rounds
Melee Attack - 1
Charge Bonus - 1
Defence - 5
Morale - 2
Abilities - Can hide in woodland
Can hide in light scrub
Garrison policing bonus
Resistant to heat fatigue
- Lifeguard Foot -
"The Lifeguard are disciplined, elite soldiers used to protect the Tsar and
his household.
Picked from the finest noble families of Russia, these guardsmen have a
position of respect in the Russian army. Chosen for their size and strength,
they are easily recognizable on the battlefield, inspiring other units with
their presence and boundless moral strength. Their unfailing discipline means
these men have excellent accuracy and their reload times are almost
unrivalled. These skills do not come cheaply, and their only real
vulnerabilities are when facing artillery and wily skirmishers.
Historically, the Lifeguards were the most ornate unit of the Tsar's entire
army. Hand-picked for looks and stature, they even had their jackets padded
around the chest and shoulders to enhance their impressive physiques.
Generally recruited from among the nobility, these men soon earned themselves
an unfavourable reputation amongst other European nations for their conduct
during a banquet held in their honour. Napoleon's own guards were appalled
to see the Russians tearing meat with their hands, draining glasses of wine
in one gulp, and even vomiting to make room for further excesses!"
Type - Elite Infantry
Available - Russia
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 65
Ammunition - 10 Rounds
Melee Attack - 11
Charge Bonus - 19
Defence - 12
Morale - 12
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
Resistant to cold fatigue
- Life Guard of Foot -
"The Lifeguard are disciplined, elite soldiers used to protect the Tsar and
his household.
These men are experts with the smoothbore musket, famed for their accuracy
and fast reloading skills. They are also famous for their meticulously
correct uniforms: the post of foot guard can only be held by the very best
soldiers. If necessary the guards must be willing to lay down their lives
to protect the royal family. This requires a rare breed of man: highly
disciplined with excellent morale, able to stand steadfast to the last. On
the battlefield the foot guards set an example to inspire nearby units.
Historically, monarchies vied with each other to have the finest household
guards in their palaces. The French Maison du Roi regiment were hand picked
by the king from candidates sent in from every line regiment. Officers who
sent along duffers for the duty were punished. In Prussia the "Potsdam
Giants" were a quirk of Frederick Is obsession with very, very tall men
and military pomp. Oddly, Frederick was not a very warlike chap at all. He
just liked tall men."
Type - Elite Infantry
Available - Denmark
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 75
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 14
Defence - 13
Morale - 11
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
- Light Foot -
"These light troops are ideal for harassing the enemy from a distance.
These light troops are trained to use their surroundings to their advantage,
and use skirmish tactics to break and harass the enemy. This British regiment
can also form an effective firing line when needed. The accuracy of their
fire is excellent but they are weak against well-trained cavalry. Their
inability to form square leaves them incredibly vulnerable; prolonged close
combat is also inadvisable.
The British army traditionally recruited its riflemen and light troops from
German states, but as France expanded into Holland in 1799, Britain was
forced to rethink its recruitment strategy as the north German states were
no longer quite so accessible. Many of the foreign troops in British service
had perished in the West Indies or been drafted into the 60th Royal
Americans. With few light troops available, General John Moore established a
camp at Shorncliffe, Kent in 1802 for the instruction of light infantry. It
took a year before the first unit of line infantry was converted into a
British light infantry regiment."
Type - Light Infantry
Available - England
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 45%
Reloading Skill - 55
Ammunition - 15 Rounds
Melee Attack - 5
Charge Bonus - 11
Defence - 7
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- Line Infantry -
"These musket-armed troops use massed volleys to break an enemy, relying on
discipline to withstand counter attacks.
"Marching regiments" or "line battalions" make up the majority of units in
most armies. They are so called because they form the line of battle, not
because they always deploy in a line. In fact, when faced with a cavalry
charge, it is wise to form square for protection. Their strength comes from
their close formation which gives them firepower and strength in melee, but
this also leaves them vulnerable to artillery and skirmishers.
Historically, these soldiers carried muzzle-loading, smoothbore muskets
firing lead balls as wide as a mans thumb. These were inaccurate weapons,
effective only over 200 paces or so. They were usually fired in massed
volleys to increase the chance of the target being hit! This also meant that
the whole unit was busy reloading at the same time. To counter this, the
British Army perfected a kind of continuous rolling barrage called platoon
fire. A regiment would divide itself into two halves and fire alternately,
so that while one "platoon" (the modern use of the word has a different
meaning) was firing, the other was loading."
Type - Line Infantry
Available - Spain
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 35
Ammunition - 10 Rounds
Melee Attack - 6
Charge Bonus - 10
Defence - 9
Morale - 7
Abilities - Can hide in woodland

- Lombardy-Cisapline Legion -
"These light infantry are a versatile unit who can both skirmish and form a
disclipined line.
The Lombardy-Cisapline Legion is trained to use an effective combination of
loose and close knit formations. They are skirmishers, used to harass the
enemy at long range before concentrating into a tighter formation for a last
charge. Their versatility has some disadvantages however, and they may come
unstuck against troops well trained to specialise in one area of expertise.
Historically, many of the troops in Napoleon's Italian army were Polish
emigrants, who looked to Revolutionary France for sanctuary and inspiration
after the third partition of Poland in 1795. The Polish legions were
assembled by Jan Henryk Dabrowski acting for the Cisapline Republic, a French
puppet state. Eventually they became part of the army of the Republic of
Lombardy. All, however, were under the command of Bonaparte. Napoleon made
his name during the Italian campaign, thanks to his appeal to the common
soldiers and brilliant strategies. He had the respect and admiration of his
men and even managed to inspire the Army of Italy in 1796, despite the fact
that they were under-equipped, underfed and unpaid!"
Type - Light Infantry
Available - French Campaign
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 42%
Reloading Skill - 47
Ammunition - 15 Rounds
Melee Attack - 6
Charge Bonus - 9
Defence - 8
Morale - 7
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- Militia -
"Militia are often poorly equipped and trained, but are ideal for maintaining
public order.
Men in the militia rarely expect to be sent into battle. It is their lot to
act as reserves, or local law enforcers. As a result, if they do find
themselves on a battlefield, they should be expected to run away, and not
handle their weaponry with any great proficiency. Militia may appear useless,
then, but they are cheap to maintain and as plentiful as any bureaucrat
could want.
In 1806, despite previous unfortunate experiences with disgruntled peasants,
the Russian state recruited 600,000 serfs into the "opelchenie", a militia.
Training was basic, and weaponry similarly simple: the opelchenie were
given pikes. After the French invasion of 1812 the opelchenie was no longer
limited to serfs, and another 200,000 recruits joined in a national wave of
patriotism. Some of this new cohort of serfs brought their own pitchforks
and shovels as weapons."
Type - Militia
Available - France
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 30%
Reloading Skill - 15
Ammunition - 10 Rounds
Melee Attack - 4
Charge Bonus - 9
Defence - 4
Morale - 3
Abilities - Can hide in woodland
Can hide in light scrub
Garrison policing bonus
- Militiamen -
"Militia are often poorly equipped and trained, but are ideal for maintaining
public order.
Men in the militia rarely expect to be sent into battle. It is their lot to
act as reserves, or local law enforcers. As a result, if they do find
themselves on a battlefield, they should be expected to run away, and not
handle their weaponry with any great proficiency. Militia may appear useless,
then, but they are cheap to maintain and as plentiful as any bureaucrat
could want.
In 1806, despite previous unfortunate experiences with disgruntled peasants,
the Russian state recruited 600,000 serfs into the "opelchenie", a militia.
Training was basic, and weaponry similarly simple: the opelchenie were
given pikes. After the French invasion of 1812 the opelchenie was no longer
limited to serfs, and another 200,000 recruits joined in a national wave of
patriotism. Some of this new cohort of serfs brought their own pitchforks
and shovels as weapons."
Type - Militia
Available - United Neatherlands
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 30%
Reloading Skill - 15
Ammunition - 10 Rounds
Melee Attack - 4
Charge Bonus - 9
Defence - 4
Morale - 3
Abilities - Can hide in woodland
Can hide in light scrub
Garrison policing bonus
- Moscow Musketeers -
"The Moscow Musketeers are a versatile force of line infantry.
These troops are battle-hardened veterans, making them invaluable on the
battlefield. Formed into a disciplined line, they can unleash a massed volley
into an enemy then, while the enemy is reeling, follow it with a decisive
bayonet charge. For all their experience, they are still vulnerable to fire
from artillery or skirmish units, but they can form square to counter
potentially murderous cavalry charges.
In 1812, Napoleon marched his Grand Armee into Moscow, expecting a great
victory and abject surrender by Tsar Alexander I. However, the French were
hit hard by starvation on the march to Moscow: the foraging that served them
well in richer parts of Europe backfired in Russia's bleak landscape, made
more bleak by the Russian habit of burning everything in their path. The
French were desperate to find supplies in Moscow, but the Russians continued
their denial policy, stripped the city of everything moveable and burned the
rest. Robbed of victory and food, the Grand Armee pulled back, and marched
into a Russian winter. Napoleon left at least three-quarters of his army,
frozen and starved to death, on the steppes."
Type - Line Infantry
Available - Russia
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 40
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 10
Defence - 9
Morale - 8
Abilities - Can hide in woodland
Resistant to morale shocks
Resistant to cold fatigue
- Musketeers -
"These line infantry soldiers are skilled in giving fire and pressing home an
attack with the bayonet, but at the expense of dash and initiative.
Prussian line infantry revel in the hand-to-hand struggle of a good bayonet
charge. They are quite capable of delivering a volley of devastating fire
into an enemy with their smoothbore muskets. They have good morale, a legacy
of being indoctrinated in their nation's past glories, but this is no
protection against artillery bombardment or the sniping of skirmishers. If
threatened by cavalry, they can form square.
In the years before 1806 the Prussian army had become a little complacent,
confident that the glories of the Seven Years War meant that a Prussian
soldier was unbeatable. There was no need to change an army that had
performed so well. Iron discipline was considered enough to beat any foe.
While the immaculately turned out and perfectly drilled Prussians were
superficially impressive, they turned out to be inadequate when facing a
tactical genius like Napoleon."
Type - Line Infantry
Available - Prussia
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 50
Ammunition - 10 Rounds
Melee Attack - 6
Charge Bonus - 10
Defence - 8
Morale - 6
Abilities - Can hide in woodland
Resistant to morale shocks
- Musketeers -
"Musketeers are line infantry, able to attack with fixed bayonets or fire
disciplined volleys into an enemy's ranks.
Even Russia's foes have a grudging respect for these sons of the Motherland.
They are capable of delivering a volley of devastating fire into an enemy
with their smoothbore muskets, and then following it up with a good
bayonet charge. They have good morale, but this is no protection against
artillery bombardment or the sniping of skirmishers. If threatened by
cavalry, they can form square.
Barclay de Tolly, the Russian Minister of War in 1810, instigated a
complete re-organisation of the Russian army, to bring it up to date with
contemporary tactics. Before him, the army had suffered from the
eccentricities of Tsar Paul I, who had reversed, ignored or subverted many
of Catherine the Great's policies. Paul chose to model his army on that of
Frederick the Great, an organisation pattern already a quarter-century out
of date when he chose it. Among the other madness that Paul inflicted on
his poor soldiers was the introduction of steel knee plates; these were not
for protection, but to make the soldiers adopt a "proper" stiff-legged
marching style!"
Type - Line Infantry
Available - Russia
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 35
Ammunition - 10 Rounds
Melee Attack - 8
Charge Bonus - 15
Defence - 7
Morale - 7
Abilities - Can hide in woodland
Resistant to morale shocks
Resistant to cold fatigues
- Nassau Jager -
"These skirmishers are excellent shots, perfect for harassing an enemy
from a distance.
Nothing causes fear in men during battle like seeing your comrades
slaughtered by a seemingly invisible enemy. Jagers are adept at hiding
in cover as the foe approaches and they then use their superior
marksmanship to bring down their targets. Using loose skirmishing
formations, jagers are good at ambushes, but are at a disadvantage if
they are forced into close combat, or ridden down by cavalry.
The Austrian Jagers, or "hunters" were extremely well trained and
particularly adept at using cover and fieldcraft to gain the upper hand
in a fight. They could stalk their targets, just as hunters stalk deer, using
every bit of cover to hide their approach to a firing position. At the Battle
of Wagram in 1809 jagers hid in a drainage ditch and lay in wait for the
French, hitting them with a barrage of well-aimed shots."
Type - Skirmishers
Available - United Netherlands
Regiment Size - 60 Men
Attack Range - 125 Metres
Accuracy - 65%
Reloading Skill - 25
Ammunition - 15 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 5
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
- National Guard -
"The National Guard is a militia armed with muskets and bayonets, and
relatively cheap to recruit.
When considered against other militias, the National Guard is clearly a
superior force. However, they should not be expected to stand against
regular military units; they are an armed police force, intended to keep
order. In battle, they lack confidence, and may run. They are, however,
useful garrison troops, can maintain public order, and are inexpensive to
recruit and pay.
The French National Guard was formed in 1789, a result of "la Grande Peur",
or the "Great Fear". Failed harvests led to unrest and the National Assembly
needed a police force. The Troupes Provinciales were unreliable because they
were recruited, by lottery, from the peasantry who were the source of the
unrest. The National Guard, on the other hand, attracted the middle classes
to its ranks, if only because guardsmen were expected to pay for their own
uniforms and equipment. That social difference made them a more reliable
force."
Type - Militia
Available - France
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 30%
Reloading Skill - 20
Ammunition - 10 Rounds
Melee Attack - 4
Charge Bonus - 11
Defence - 4
Morale - 5
Abilities - Can hide in woodland
Can hide in light scrub
Garrison policing bonus
- Nizam-I Cedit Infantry -
"These troops of the Ottoman "new model" army are equipped in the latest
western European fashion.
The Nizam-I Cedit infantry are a mixture of traditional Ottoman military
ideas and western discipline. They have kept the tradition of Turkish
bravery and blended it with the drills and formal tactics practiced by
European armies. This includes adopted their Western-style uniforms and
bayonets. This makes them effective against enemy cavalry, but they remain
vulnerable to artillery fire and the sniping of skirmishers.
The Nizam-I Cedit was the first westernised infantry in the Ottoman Empire.
By the late 18th century the Ottoman army was struggling against modern
forces. The janissaries, the Ottomans shock troops, had become corrupted
and ineffective. This forced Selim III (1761-1808) to establish a "new
model" army with help from French military advisors. Though the Nizam-I
Cedit proved a success in battle, the corps was disbanded in the aftermath
of the Janissary revolt that deposed Selim III."
Type - Line Infantry
Available - Ottoman Empire
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 50
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 11
Defence - 10
Morale - 7
Abilities - Can hide in woodland
Resistant to morale shocks
Resistant to heat fatigue
- Nizam-I Cedit Light Infantry -
"These light troops of the Ottomans' new model army are equipped and trained
in the latest Western European fashion.
Fighting in a formal way with tight control and disciplined fire is a new
idea for Turkish troops. The traditional method has involved brave men
hurling themselves pell-mell at the enemy with no thought of defeat. The
Nizam-I Cedit still fight bravely, but with Western tactics. They have
adopted a combination of formations used by Western light infantry, and can
switch quickly between skirmishing and a regular firing line.
Historically, the Nizam-I Cedit reforms were made vital by the repeatedly
poor performance of the Ottoman army in battle against Russians. The empire's
inability to defend itself against growing threats was the reason Turkey
became known as the "sick man of Europe". The French Revolutionary Republic,
anxious for any allies no matter how unlikely, provided military expertise to
the Ottomans. The retraining of the army was not without problems: the
janissaries resented their loss of position, privileges and influence."
Type - Light Infantry
Available - Ottoman Empire
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 40%
Reloading Skill - 45
Ammunition - 15 Rounds
Melee Attack - 5
Charge Bonus - 9
Defence - 6
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Resistant to heat fatigue
- Nizam-I Cedit Rifles -
"These troops of the "new model" army are armed, equipped and trained in the
latest European fashion.
Fighting in formal order with disciplined fire is a new idea for Turkish
forces: the traditional method simply involved brave, heavily armed men
hurling themselves at the enemy. This "new model" army is a break with the
past, and it has even adopted Western-style military dress. Despite these
modernisations the Nizam-I Cedit remain vulnerable to cavalry charges and
when in prolonged close combat. They are best used in a loose skirmish
formation, where their marksmanship and rifles can be used to the full.
Historically, the Nizam-I Cedit reforms were made vital by the poor
performance of Ottoman armies against the Russians. The Ottomans' inability
to defend their empire against a growing Slavic threat, and predatory moves
by other European powers, were reason enough for Turkey to be known as the
"sick man of Europe". Help came from an unlikely source: anxious for allies,
the French Revolutionary Republic provided much of the expertise to retrain
the Ottoman army. However, the reforms met with opposition from the
ultra-conservative janissaries; eventually the janissaries had to be
disbanded."
Type - Skirmishers
Available - Ottoman Empire
Regiment Size - 60 Men
Attack Range - 125 Metres
Accuracy - 60%
Reloading Skill - 25
Ammunition - 15 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 5
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
Resistant to heat fatigue
- Norwegian Ski Troops -
"These men are a superb force of crack marksmen, able to hit targets with
almost supernatural accuracy.
Their skis are the perfect way of moving across a snowy landscape at speed,
although it is often easier, and stealthier, to walk into battle. Mobility
allows these soldiers to quickly select good firing positions and then make
full use of their sniping skills, honed over years of hunting. Their hunting
experience allows them to hide in plain sight and their loose formation
provides them with a small amount of protection from enemy missile troops.
Historically, the rifle was an expensive item to manufacture, as the barrel
required careful machining to create the grooves that impart spin to the
bullet; smoothbore weapons were nowhere near as difficult to make. A rifled
barrel, however, would shoot further and with more accuracy than any
smoothbore.
Ski-ing as a tool of warfare has a long history in Scandinavia, being first
mentioned in the 13th Century works of Saxo Grammaticus, the Danish historian
and antiquary. Ski troops were able to cover vast distances at speed in
wintertime, giving them strategic mobility, and yet remain fresh enough to
fight a battle."
Type - Skirmishers
Available - Denmark
Regiment Size - 60 Men
Attack Range - 125 Metres
Accuracy - 65%
Reloading Skill - 30
Ammunition - 15 Rounds
Melee Attack - 4
Charge Bonus - 2
Defence - 7
Morale - 7
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
- Old Guard -
"Veterans of Napoleon's Imperial Guard, these men are an elite force of
musket-armed soldiers.
These highly trained and experienced troops are handpicked by Napoleon and
act as part of his personal guard. Taken from the ranks of the Imperial
Guard, the Old Guard is made up of the most intimidating soldiers the French
army has to offer. Chosen specifically for their physical attributes and
notably above average height, these men strike fear into the hearts of
Napoleons enemies. Their prowess as soldiers is world-renowned and the mere
presence of these men on the battlefield can inspire even war weary fellow
Frenchmen to fight on.
After his dramatic defeat in Russia, Napoleon bid farewell to the Old Guard.
These men were his few remaining loyal soldiers but, with no support in
Paris, Napoleon was forced to disband them. However, following Napoleon's
return from exile in 1815, they were recalled and marched triumphantly back
to Paris with their leader. The end of the Old Guard came at the Battle of
Waterloo where they were routed for the first and only time. For many of the
French soldiers fighting that day, the retreat of the Old Guard was the end
of the battle and the end of Napoleon himself."
Type - Elite Infantry
Available - France
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 60%
Reloading Skill - 90
Ammunition - 10 Rounds
Melee Attack - 11
Charge Bonus - 18
Defence - 15
Morale - 13
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Scares enemies
Inspires nearby units
- Opelchenie -
"Militia are often poorly equipped and trained, but are ideal for maintaining
public order.
Men in the militia rarely expect to be sent into battle. It is their lot to
act as reserves, or local law enforcers. As a result, if they do find
themselves on a battlefield, they should be expected to run away, and not
handle their weaponry with any great proficiency. Militia may appear useless,
then, but they are cheap to maintain and as plentiful as any bureaucrat
could want.
In 1806, despite previous unfortunate experiences with disgruntled peasants,
the Russian state recruited 600,000 serfs into the "opelchenie", a militia.
Training was basic, and weaponry similarly simple: the opelchenie were
given pikes. After the French invasion of 1812 the opelchenie was no longer
limited to serfs, and another 200,000 recruits joined in a national wave of
patriotism. Some of this new cohort of serfs brought their own pitchforks
and shovels as weapons."
Type - Militia
Available - Russia
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 25%
Reloading Skill - 5
Ammunition - 10 Rounds
Melee Attack - 6
Charge Bonus - 14
Defence - 3
Morale - 4
Abilities - Can hide in woodland
Can hide in light scrub
Garrison policing bonus
Resistant to cold fatigue
- Ordenza -
"In times of desperation, the people must defend their homes and loved ones
from the monstrous, rapacious attacks of foreigners!
Armed citizenry are a mob, given whatever guns are to hand, with brief
training that the muzzle end is to be pointed towards the foe. Weapons do
not make soldiers, and arming the people is an act of desperation. On the
battlefield, the citizenry are unlikely to do much to damage an enemy, but
the size of the mob can at least cause the foe problems. This can give real
soldiers enough time to win the battle, or make the enemy pay heavily for
their victory.
Historically, arming the people was something that really scared the
authorities in every nation, particularly if the population hated the
existing regime. It was not wise to supply an angry population with weapons,
when these might be turned on the rulers, rather than foreigners. When
Austria decided to create landwehr or militia forces, it was careful to
exclude many regions from the decision as the loyalty of Austrias many
different ethnic groups could not always be guaranteed."
Type - Mob
Available - When attacked in a city when Portugal
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 30%
Reloading Skill - 15
Ammunition - 3 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 3
Morale - 5
Abilities - Can hide in woodland
- Palestinian Auxiliaries -
"These troops are an infantry militia who help maintain public order.
The primary task of auxiliaries is not necessarily fight on the battlefield,
but to intimidate local troublemakers and keep order in the streets. Because
of this, they receive little training and, when pitted against regular
soldiers, they are likely to run or be killed very quickly. However, for
garrison duties and as a division on the battlefield they can be useful
to a cunning commander.
In 1799, Napoleon besieged the Ottoman city of Acre in Palestine, echoing
the Crusades that had taken place 700 years earlier. For once, Napoleon
lacked artillery as British forces had ambushed it en route. His infantry
would have to take Acre unsupported. After many attempts, new artillery was
brought up and broke down the wall, only to reveal that the Ottomans had
built an inner wall to seal the breach! After two months of failure and
disease, Napoleon admitted defeat and withdraw his exhausted soldiers."
Type - Militia
Available - French Campaign
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 15
Ammunition - 10 Rounds
Melee Attack - 5
Charge Bonus - 1
Defence - 5
Morale - 5
Abilities - Can hide in woodland
Can hide in light scrub
Garrison policing force
Resistant to heat fatigue
- Pavlovsk Grenadiers -
"Powerful in melee, excellent when charging, and incomparable marksmen,
these grenadiers are the truly frightening.
These men are the best of the best: powerful, skilful and deadly. They have
proven themselves time and time again in battle and this shows no signs of
changing. They excel in melee and the sheer size of the men makes their
charge a terrifying sight for even the most experienced soldiers. Talented
with a bayonet as well as a musket, they are vulnerable to artillery fire.
They must also be wary of heavy cavalry who could take them in a flank.
Historically, Pavlovsk Grenadiers were instantly recognisable on the
battlefield as they retained a more traditional uniform while other units
modernised their dress. This was an honour, given to them by Tsar Alexander
after their gallant efforts at the Battle of Friedland. They retained the
mitre cap that all other infantry units had relinquished, setting them apart
and making them one of the most distinctive units of the Napoleonic era.
This recognition was well deserved, as their bravery became the stuff of
legend. In 1813 they were honoured again when they became part of the
Imperial Guard."
Type - Grenadiers
Available - Russia
Regiment Size - 90 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 25
Ammunition - 10 Rounds
Melee Attack - 11
Charge Bonus - 22
Defence - 10
Morale - 10
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
Resistant to cold fatigue
- Peasant Levy -
"These men are dragged from the fields, perhaps given muskets, and then
herded in the direction of the enemy.
Even though they carry muskets, they are given only the most basic of
training: just enough so that they will not actually kill themselves
before they reach a battlefield. This inexperience and a fatalistic attitude
towards survival mean that they have low morale even before the firing
starts. They can, just, hold their own against militia units, but expecting
much more of them is a little optimistic. They can be a useful way of
getting the enemy to waste precious shot and gunpowder.
The Ottoman Empire had several different types of conscripted levies in its
armies: "miri-askeris" were paid on the battlefield, for example, while the
"yeri-neferats", included every Muslim man, regardless of age, in a town
under threat. The intention was to get as many people onto a battlefield as
quickly as possible as a response, any kind of response, to an enemy
incursion."
Type - Militia
Available - Ottoman Empire
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 25%
Reloading Skill - 10
Ammunition - 10 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 4
Morale - 3
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to heat fatigue
- Polish Legion -
"The Polish Legion is a line infantry unit, able to give fire or charge home
with bayonets.
The Legion may be regarded as socially inferior and paid less than other
infantry, but they fight like the Devil when asked. They will honourably
withstand shot, shell and sabre and then go forwards with courage to drive
off enemies. Armed with muskets and bayonets, they can steadily fire volleys
into the mass of an enemy army, or fix bayonets and attack at close quarters.
They may lack the pomp of other infantry, but they do all that is asked.
The Poles were ardent supporters of Napoleon and saw him as a liberator.
This admiration was mutual; the Emperor declared that his Polish Legion
infantry were to be treated with the same respect as their French
equivalents. The Polish infantry excelled in defensive tactics, choosing
to avoid the mass assaults the French favoured. As a result they were
less vulnerable to artillery attacks, and were even known to sit down
under fire to reduce their vulnerability!"
Type - Line Infantry
Available - France in Poland
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 45
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 11
Defence - 11
Morale - 7
Abilities - Can hide in woodland
Resistant to morale shocks
- Portuguese Cazadores -
"These light infantry are an extremely versatile force, able to skirmish and
fight in line.
Literally translated, cazadores means "hunters" and huntsmen make up a large
proportion of the rank and file, along with mountain men of various kinds.
Their independent spirits naturally lend themselves to skirmishing. All of
these men make their living in the wilds, and are excellent marksmen.
However, in close combat or when facing cavalry, the cazadores are
disadvantaged.
Historically, the cazadores were created to replace the light infantry units
that had been sent to fight in the French army's Portuguese Legion. Because
the cazadores were a new unit, the Portuguese took the opportunity to give
them elite status. Fearing French attacks along the mountainous Spanish
border, men familiar with the terrain were the first choice of recruits.
Despite problems in finding enough weapons for them, the cazadores went on
to garner an impressive reputation, becoming the elite force the Portuguese
government so needed."
Type - Light Infantry
Available - The Peninsular Campaign
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 55%
Reloading Skill - 65
Ammunition - 15 Rounds
Melee Attack - 6
Charge Bonus - 10
Defence - 9
Morale - 8
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- Portuguese Infantry -
"These musket-armed troops use massed volleys to break an enemy, relying on
discipline to withstand counter attacks.
"Marching regiments" or "line battalions" make up the majority of units in
most armies. They are so called because they form the line of battle, not
because they always deploy in a line. In fact, when faced with a cavalry
charge, it is wise to form square for protection. Their strength comes from
their close formation which gives them firepower and strength in melee, but
this also leaves them vulnerable to artillery and skirmishers.
Historically, these soldiers carried muzzle-loading, smoothbore muskets
firing lead balls as wide as a mans thumb. These were inaccurate weapons,
effective only over 200 paces or so. They were usually fired in massed
volleys to increase the chance of the target being hit! This also meant that
the whole unit was busy reloading at the same time. To counter this, the
British Army perfected a kind of continuous rolling barrage called platoon
fire. A regiment would divide itself into two halves and fire alternately,
so that while one "platoon" (the modern use of the word has a different
meaning) was firing, the other was loading."
Type - Line Infantry
Available - The Peninsular Campaign
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 55
Ammunition - 10 Rounds
Melee Attack - 6
Charge Bonus - 10
Defence - 8
Morale - 6
Abilities - Can hide in woodland
Resistant to morale shocks
- Portuguese Militia -
"Militia are often poorly equipped and trained, but are ideal for maintaining
public order.
Men in the militia rarely expect to be sent into battle. It is their lot to
act as reserves, or local law enforcers. As a result, if they do find
themselves on a battlefield, they should be expected to run away, and not
handle their weaponry with any great proficiency. Militia may appear useless,
then, but they are cheap to maintain and as plentiful as any bureaucrat
could want.
In 1806, despite previous unfortunate experiences with disgruntled peasants,
the Russian state recruited 600,000 serfs into the "opelchenie", a militia.
Training was basic, and weaponry similarly simple: the opelchenie were
given pikes. After the French invasion of 1812 the opelchenie was no longer
limited to serfs, and another 200,000 recruits joined in a national wave of
patriotism. Some of this new cohort of serfs brought their own pitchforks
and shovels as weapons."
Type - Militia
Available - The Peninsular Campaign
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 25
Ammunition - 10 Rounds
Melee Attack - 4
Charge Bonus - 9
Defence - 4
Morale - 3
Abilities - Can hide in woodland
Can hide in light scrub
Garrison policing bonus
- Provincial Militia -
"Militia are often poorly equipped and trained, but are ideal for maintaining
public order.
Men in the militia rarely expect to be sent into battle. It is their lot to
act as reserves, or local law enforcers. As a result, if they do find
themselves on a battlefield, they should be expected to run away, and not
handle their weaponry with any great proficiency. Militia may appear useless,
then, but they are cheap to maintain and as plentiful as any bureaucrat
could want.
In 1806, despite previous unfortunate experiences with disgruntled peasants,
the Russian state recruited 600,000 serfs into the "opelchenie", a militia.
Training was basic, and weaponry similarly simple: the opelchenie were
given pikes. After the French invasion of 1812 the opelchenie was no longer
limited to serfs, and another 200,000 recruits joined in a national wave of
patriotism. Some of this new cohort of serfs brought their own pitchforks
and shovels as weapons."
Type - Militia
Available - Spain
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 30%
Reloading Skill - 5
Ammunition - 10 Rounds
Melee Attack - 4
Charge Bonus - 9
Defence - 5
Morale - 4
Abilities - Can hide in woodland
Can hide in light scrub
Garrison policing bonus
- Prussian Fusiliers -
"Fusiliers are an elite light infantry unit, able to form a firing line or
skirmish as required.
Rigorous training and careful selection of troops have made the fusiliers
some of the best soldiers in the Prussian army. The men are armed with
smoothbore muskets and bayonets, and drilled to use the most of the tactics
of light and line infantry. Their only real weakness is that, when under
threat from cavalry, they cannot form square.
The first battalion of fusiliers for the Prussian army was formally created
in 1787. Its origins, however, went back to the "Free Regiments" of the Seven
Years War; those units had a reputation for ill-discipline, roguish behaviour
and desertion, even at a time when desertion was a common problem. Indeed,
desertion remained a problem for many armies, especially among the men
conscripted into light skirmishing units. Skirmishers often operate away
from direct control by sergeants and officers, and can slip away in the
heat of battle, if they really want to desert."
Type - Light Infantry
Available - Prussia
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 55%
Reloading Skill - 60
Ammunition - 15 Rounds
Melee Attack - 5
Charge Bonus - 9
Defence - 6
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
- Regimento de Arlanza -
"This light infantry force forms a screen to slow the enemy advance and keep
their own battle line unmolested by enemy skirmishers. Guerrilla units can
be deployed anywhere on the battlefield except inside the enemy deployment
zone or within range of the enemy general.
It is the job of these men to cover the main battle line, harass the enemy
and, if possible, pick off important enemy leaders. Their range and accuracy
are excellent but their inability to form square leaves them vulnerable to
cavalry, and a well trained infantry unit will best them in line. However,
Guerrilla Cazadores are capable of forming a disciplined line as well as
fighting in loose skirmish order.
Although the romantic image of the guerrillas is of a wild man of the
mountains, hiduing amongst rocks and sleeping under the stars, some were
simply professionals who took up arms to protect their fellow countrymen.
Juan Palarea Blanes or El Medico, "The Doctor", had a successful medical
practice in Madrid, at least until the French occupation in 1808. His
treatment at French hands forced him to raise a band of guerrillas,
originally mainly mounted troops that thwarted the French at every
opportunity. In May of 1811 he added the Cazadores Francos Numantinos to
his party. These light troops were soon incorporated into the 4th Spanish
Army and El Medico and his men gained a reputation for bravery as they
fought for the people of Spain.
Type - Light Infantry
Available - The Peninsular Campaign
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 35%
Reloading Skill - 35
Ammunition - 15 Rounds
Melee Attack - 3
Charge Bonus - 8
Defence - 8
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Guerrilla Warfare
- Republican Guard -
"The Republican Guards are proud to fight for their people and are unwavering
in the defence of hard-won liberties.
The guard are trained to fight in the same fashion as line infantry,
delivering volley fire from their smoothbore muskets. They are considered to
be elite as they are chosen for their devotion to the national cause and for
their personal courage. This devotion to freedom inspires other nearby troops
to fight for their liberty and guards' morale is almost boundless.
Historically, this unit had a ceremonial role, in much the same way as a
royal or household guard would have in a monarchy, giving protection to the
head of state. Their presence at formal occasions added legitimacy to the
business of a republic. A republican guard was different from a royal guard
in one other respect: it might include political officers, who watched for
signs of disloyalty. The "palace guard" sometimes became the only unit a
leader could trust when politics got out of hand. It was not unknown for the
guard to take the role of "kingmakers", even in a republic and give their
protection to a presidential candidate they liked."
Type - Elite Infantry
Available - England, Germany
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 75
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 14
Defence - 13
Morale - 11
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
- Revolutionary Infantry -
"Fortified by patriotic fervour, these men are glad to die or, preferably,
slaughter in the name of the French Republic!
These infantrymen are convinced that their actions are honourable, just and
virtuous in defence of the Revolution and their beloved France. They are the
people's soldiers, buoyed up by high morale and a lack of experience they are
capable of insane feats of bravery on the battlefield. Strong in numbers, and
weak in discipline, they are only a little braver than an armed mob, but what
a mob! They burn with a zealous conviction that they are right, and this is
their weapon even more than the muskets they carry so inexpertly.
Before 1791, the French army echoed the old feudal system: officers gained
their place through family connections and title. The ordinary soldiers were
treated badly. A series of munities and military rebellions produced some
reforms in 1791: a code of justice, a reform of finances and an opening
up of the officer class to the lower social classes. But it was the
Revolution and the French Guards' part in storming the Bastille that
transformed the army from a tool of repression to the army of the people. The
soldiers of the Revolution, though willing, eventually had to come to terms
with military discipline, and that would need Napoleon."
Type - Line Infantry
Available - French Campaign
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 30%
Reloading Skill - 45
Ammunition - 10 Rounds
Melee Attack - 4
Charge Bonus - 13
Defence - 6
Morale - 8
Abilities - Can hide in woodland
Resistant to morale shocks
- Rifles -
"Armed with a tough, accurate rifled musket, the Rifles are an elite
skirmishing force.
The rifle gives them the ability to kill at astonishing ranges for a
flintlock weapon. Their skills and skirmishing tactics allow them to use
whatever cover is to hand to hide, stalk the enemy, and then kill them from
a distance. Even their uniforms are a subdued colour to help them in their
role as hunters and snipers.
They are, however, not invulnerable. Like all skirmishers, they can be cut
down by a carefully timed cavalry charge. They will also suffer
disproportionate casualties if exposed to a line unit's firepower.
Historically, the Greenjackets, nicknamed for their dark green uniforms that
blended into the landscape, carried an infantry rifle designed by Ezekiel
Baker of London. This muzzle-loading flintlock used a small ball in a rifled
barrel with superb accuracy. Loading was a slow business, and could take a
minute or more to do properly so that a shot would fly true. The result, in
the hands of an expert, was deadly. French officers came to dread the
presence of the Rifles on a battlefield."
Type - Skirmishers
Available - England
Regiment Size - 60 Men
Attack Range - 125 Metres
Accuracy - 80%
Reloading Skill - 55
Ammunition - 15 Rounds
Melee Attack - 4
Charge Bonus - 4
Defence - 6
Morale - 7
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
- Russian Jagers -
"These light infantry are armed with rifles. As skirmishers, they harass the
enemy accurate sniping.
Hard-working and hard-drinking, these hard men are hardened to every
conceivable hardship; they are tough, and loyal soldiers to their superior
officers. The jagers remain in the Russian army until the day they die,
almost as military serfs; most of them were serfs anyway. They have a
lifetime of experience of living off the land, and a fearsome reputation for
being rather barbaric. Despite this, they are not well suited to the
discipline of close combat, and are much more use when peppering an enemy
with musket balls.
Strangely, the Tsar's troops were assigned regiments depending on their
physical size. The tallest always became grenadiers, and the smallest were
destined for the jager battalions. But physique is no guarantee of soldierly
qualities and in 1811 Field Marshal Barclay de Tolly changed the system so
that personal merit and worth determined a man's assignment. Even more
strangely, this practice of "sizing" soldiers went on in the Russian Soviet
army as well, but for the practical reason that tall or bulky men simply
would not fit into tanks: the design philosophy of Russian tanks was to make
them as low as possible, hence the lack of space inside."
Type - Light Infantry
Available - Russia
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 35%
Reloading Skill - 35
Ammunition - 15 Rounds
Melee Attack - 7
Charge Bonus - 14
Defence - 5
Morale - 7
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Resistant to cold fatigue
- Semenovski Lifeguard -
"Immaculately turned out, these elite guards have excellent morale and are
superb when used against skirmish troops and artilery.
The steadiness displayed by the men of the Semenovski Lifeguard is amazing,
and on the battlefield they inspire nearby troops to hold fast by their
example. These men are incredibly disciplined, and they are excellent
marksmen with fast reloading times, though their close formations leave
them vulnerable to artillery fire and skirmishers. Being an elite unit,
the regiment is expensive to recruit, but the men's abilities more than
justify the extra cost.
The Russian Lifeguards were famed for their fine appearance. They were
hand-picked for looks and stature, and even had jackets padded around the
chest and shoulders to enhance their impressive physiques. Lady Burghersh
(wife of the Military Commissioner at the Allies' Headquarters and a
prolific letter writer) believed them to be "the handsomest of the
empire... all gigantic; they are composed of the tallest men in Russia."
Even von Schubert was forced to concede that these men were "the focal
point of the balls and every other kind of society." However, their
immaculate good looks did not imply equally good manners and, at a banquet
held in their honour, Napoleons own guards were appalled to see the
Russians tearing meat with their hands, draining glasses of wine in one
gulp, and even vomiting to make room for more gluttony and drinking!"
Type - Elite Infantry
Available - Coalition Battle Pack
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 70
Ammunition - 10 Rounds
Melee Attack - 12
Charge Bonus - 24
Defence - 16
Morale - 15
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
Resistant to cold fatigue
- Sharpshooters -
"These skirmishers are excellent shots, perfect for harassing an enemy from
a distance.
Nothing causes fear in men during battle like seeing your comrades
slaughtered by a seemingly invisible enemy. Jagers are adept at hiding
in cover as the foe approaches and they then use their superior
marksmanship to bring down their targets. Using loose skirmishing
formations, jagers are good at ambushes, but are at a disadvantage if
they are forced into close combat, or ridden down by cavalry.
The Austrian Jagers, or "hunters" were extremely well trained and
particularly adept at using cover and fieldcraft to gain the upper hand
in a fight. They could stalk their targets, just as hunters stalk deer, using
every bit of cover to hide their approach to a firing position. At the Battle
of Wagram in 1809 jagers hid in a drainage ditch and lay in wait for the
French, hitting them with a barrage of well-aimed shots."
Type - Skirmisher
Available - Denmark
Regiment Size - 60 Men
Attack Range - 125 Metres
Accuracy - 70%
Reloading Skill - 35
Ammunition - 15 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 5
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
- Silesian Schuetzen -
"Elite rifle-armed troops, these men are crack shots and skilled in skirmish
warfare.
Named for the province in which they are raised, Silesian Schuetzen are
elite sharpshooters. These troops can hide completely in a variety of
terrain types and fire upon the enemy with startling accuracy. They fight
in loose formation, which gives them added protection from line infantry.
If they meet the same units in open conflict, these skirmishers will
suffer. The Silesian Schuetzen are also at a disadvantage in close combat.
Historically, Schuetzen units were raised from a variety of sources to
defend Silesia from the French attack of 1807. They were originally
garrisoned in Liegnitz and, like many units in their early years, they
lacked uniformity of armament, though mostly they were armed with infantry
muskets. Eventually the men were all armed with the 1787 pattern rifle, a
long gun with a calibre of about a finger's width. Unusually for a
flintlock, it had front and back sights: the back sight was graded up to
300 paces, allowing startling feats of marksmanship."
Type - Skirmishers
Available - Prussia
Regiment Size - 60 Men
Attack Range - 125 Metres
Accuracy - 80%
Reloading Skill - 50
Ammunition - 15 Rounds
Melee Attack - 4
Charge Bonus - 2
Defence - 5
Morale - 7
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
- Spanish Fusiliers -
"These musket-armed troops use massed volleys to break an enemy, relying on
discipline to withstand counter attacks.
"Marching regiments" or "line battalions" make up the majority of units in
most armies. They are so called because they form the line of battle, not
because they always deploy in a line. In fact, when faced with a cavalry
charge, it is wise to form square for protection. Their strength comes from
their close formation which gives them firepower and strength in melee, but
this also leaves them vulnerable to artillery and skirmishers.
Historically, these soldiers carried muzzle-loading, smoothbore muskets
firing lead balls as wide as a mans thumb. These were inaccurate weapons,
effective only over 200 paces or so. They were usually fired in massed
volleys to increase the chance of the target being hit! This also meant that
the whole unit was busy reloading at the same time. To counter this, the
British Army perfected a kind of continuous rolling barrage called platoon
fire. A regiment would divide itself into two halves and fire alternately,
so that while one "platoon" (the modern use of the word has a different
meaning) was firing, the other was loading."
Type - Line Infantry
Available - The Peninsular Campaign
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 35
Ammunition - 10 Rounds
Melee Attack - 6
Charge Bonus - 10
Defence - 9
Morale - 6
Abilities - Can hide in woodland
Resistant to morale shocks
- Spanish Light Infantry -
"Light infantry are skirmishers who harass the enemy while screening the main
body of an army.
These men are versatile soldiers: whether firing in a disciplined line or
skirmishing in loose formation, they bring a good self-discipline and
accuracy to the battle. They carry smoothbore, muzzle-loading muskets, but
do not rely on massed fire. Instead they aim at individuals within the enemy
ranks, killing officers, sergeants and anyone else who takes charge. They
also fight their own specialised battle, driving off enemy skirmishers.
However, they may prove weak when pitted against line infantry or highly
expert skirmishers such as riflemen.
By the early 1800s, light infantry had a much greater role on the
battlefield, at least in Napoleon's forces. Many armies still saw light
infantry as little more than auxiliary troops, choosing to favour the old,
tried and tested tactics of massed volley fire and close formations.
Napoleon, on the other hand, recognised the advantage flexibility conferred,
and used light infantry extensively, to harass enemy lines to pieces, then
closing up for a final rush."
Type - Light Infantry
Available - The Peninsular Campaign
Regiment Size - 90 Men
Attack Range - 100 Metres
Accuracy - 40%
Reloading Skill - 35
Ammunition - 15 Rounds
Melee Attack - 5
Charge Bonus - 9
Defence - 8
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
- Spanish Provincial Militia -
"Militia are often poorly equipped and trained, but are ideal for maintaining
public order.
Men in the militia rarely expect to be sent into battle. It is their lot to
act as reserves, or local law enforcers. As a result, if they do find
themselves on a battlefield, they should be expected to run away, and not
handle their weaponry with any great proficiency. Militia may appear useless,
then, but they are cheap to maintain and as plentiful as any bureaucrat
could want.
In 1806, despite previous unfortunate experiences with disgruntled peasants,
the Russian state recruited 600,000 serfs into the "opelchenie", a militia.
Training was basic, and weaponry similarly simple: the opelchenie were
given pikes. After the French invasion of 1812 the opelchenie was no longer
limited to serfs, and another 200,000 recruits joined in a national wave of
patriotism. Some of this new cohort of serfs brought their own pitchforks
and shovels as weapons."
Type - Militia
Available - The Peninsular Campaign
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 30%
Reloading Skill - 5
Ammunition - 10 Rounds
Melee Attack - 4
Charge Bonus - 9
Defence - 5
Morale - 3
Abilities - Can hide in woodland
Can hide in light scrub
Garrison policing bonus
- Swiss Foot -
"These men are able to unleash a volley of fire and then go forwards in a
decisive bayonet charge.
As line infantry they are a relatively versatile force for their general,
and can be relied on to stand and fire, or give a good account of themselves
in close combat. They are, of course, vulnerable to artillery fire, and can
suffer if left exposed to skirmishers. Against cavalry, they can quickly
form square, and then withstand an attack.
The Swiss have a long tradition of serving in foreign armies, as long as the
money was there. The saying "No money, no Swiss" dates back to at least the
Renaissance, when Swiss mercenaries were regarded as among the best in
Europe. When paid, there were no fiercer soldiers. By the Napoleonic era,
Swiss units were exclusive to the French army and the Papal Swiss Guard of
the Vatican. At the Battle of Berezina, the Swiss covered the French retreat
under fire from the Russians, and this brave service was immortalised in the
song "Beresinalied"."
Type - Line Infantry
Available - France in Switzerland
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 50
Ammunition - 10 Rounds
Melee Attack - 6
Charge Bonus - 10
Defence - 8
Morale - 8
Abilities - Can hide in woodland
Resistant to morale shocks
- Tiradores -
"Sharpshooters and expert woodsmen all, the Tiradores are Portugals elite
rifle corps.
Armed with rifles and an excellent knowledge of fieldcraft, Tiradores could
shoot the cockade off a dragoon at 100 paces. "Tiradores" is Portuguese for
sharpshooters and nothing describes these men better. They fight in loose
formation and are ideal for harassing the enemy from a distance, using their
ability to hide in all kinds of terrain. However, should these men be drawn
into close combat they will suffer heavy losses. Any contact with cavalry
could prove disastrous.
In 1808, as Napoleon continued to dominate Europe, Portugal found that it was
totally without regular light infantry units. Those that had been raised with
the all-arms light corps in 1796 had been drafted into the French army's
Portuguese Legion. New light infantry would need to be recruited, equipped
and trained from nothing. These new light infantry were called "Cacadores",
the Portuguese for hunters, and within each battalion were four companies of
ordinary Cazadores and one company of elite "Tiradores".
Type - Skirmishers
Available - Portugal
Regiment Size - 60 Men
Attack Range - 125 Metres
Accuracy - 75%
Reloading Skill - 45
Ammunition - 15 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 3
Morale - 7
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
- Tiradores de Cantabria -
"As sharpshooters the Guerrilla Tiradores are perfect for harassing an enemy
from afar. Guerrilla units can be deployed anywhere on the battlefield except
inside the enemy deployment zone or within range of the enemy general.
Largely recruited from among hunters and farmers living in the Spanish
mountains, these men have grown up using firearms, and they are crack shots.
Their hunting and tracking experience allows them to hide and their loose
formation helps to protect them from bombardment. These sharpshooters are
best employed sniping enemies from a distance: they will take heavy losses
in close-combat, have precious little defence against cavalry, and will
they suffer in a formal exchange of volleys with against other infantry.
Guerrilla bands were created by the Spanish to fight back against occupying
French forces during the Peninsular War. Often outnumbered and outgunned,
the guerrillas relied heavily on skirmishing, ambushing, and superior
knowledge of the landscape to obtain a tactical advantage. Francisco Espoz
y Mina (1781-1836) made himself an expert on guerrilla tactics. He started
career in the "Tiradores de Doyle", a guerrilla band put together by
British officer, Col. Charles W. Doyle, and then went on to be one of the
most feared fighting men in Spain."
Type - Skirmishers
Available - The Peninsular Campaign
Regiment Size - 60 Men
Attack Range - 100 Metres
Accuracy - 50%
Reloading Skill - 25
Ammunition - 15 Rounds
Melee Attack - 3
Charge Bonus - 1
Defence - 4
Morale - 8
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
Guerrilla Warfare
- Voltigeurs -
"These musket-armed skirmishers are exceptionally good at using available
cover, making them useful for ambushes.
Skirmishers fight two battles: one against the enemy's skirmishers to prevent
them from doing their worst, and the second to harass the main body of the
enemy army. Voltigeurs are excellent shots, even with their smoothbore
muskets, and can whittle down the numbers of enemies they face very quickly.
They are also well trained in using every scrap of cover and every fold in
the landscape to hide. This makes them hard to spot and worse, hard to kill.
At the start of the Napoleonic period, most armies thought of light troops as
auxiliaries to the line infantry. Part of Napoleon's genius lay in taking
existing ideas and making them work really well: he got the proportions of
light and line troops right for his armies, and made sure that his attacking
columns were well supported by swarms of skirmishers, including voltigeurs.
Originally, the name had come about because they were expected to jump onto
enemy cavalry horses and attack the riders that way! This was nonsense, but
the voltigeurs did prove excellent soldiers. They were also given additional
tasks, such as aiding pontonniers in building bridges; they could not only
work hard, but also fight effectively to defend the bridge if necessary."
Type - Skirmishers
Available - France
Regiment Size - 60 Men
Attack Range - 100 Metres
Accuracy - 60%
Reloading Skill - 50
Ammunition - 15 Rounds
Melee Attack - 4
Charge Bonus - 4
Defence - 5
Morale - 7
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Paths seldom trod
Good stamina
- Voluntarios de la Coruna -
"Guerrilla Fusiliers are a versatile infantry unit able to form line to use
their muskets and bayonets to full effect. Guerrilla units can be deployed
anywhere on the battlefield except inside the enemy deployment zone or within
range of the enemy general.
Recruited from vengeful and patriotic Spaniards outraged by the French
usurpation of their lands, Guerrilla Fusiliers are mountain men who have
grown up using firearms, swords and knives. This personal experience make
them individually skilled and they are effective in melee as a result. They
are at a disadvantage when facing enemies such as artillery and skirmishing,
but they have enough tactical sense to be able to form square when threatened
by cavalry.
During the French occupation of Spain, the French army committed many crimes
against the Spanish people, often with the connivance of their officers.
Theft, rape and murder were commonplace, and seen as practical ways to strike
back at the "brigands" and "bandits" of the guerrilla, or little war. Friends
and family would suffer, even if the fighters did not. In the turn, the
Spanish treated any Frenchman they caught with similar brutality. Family
honour, a driving force for many Spaniards, meant that they had to avenge
their dead no matter what the personal cost. So while the government
apparently did little, the people made the lives of the French invaders a
hell of ambushes and fear. The French army was almost paralysed at times by
the need to protect its rear and supply lines from the guerrillas.
Type - Line Infantry
Available - The Peninsular Campaign
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 30
Ammunition - 10 Rounds
Melee Attack - 4
Charge Bonus - 11
Defence - 7
Morale - 6
Abilities - Can hide in woodland
Guerrilla Warfare
- Voluntarios de la Cruzada del Tietar -
"Guerrilla Fusiliers are a versatile infantry unit able to form line to use
their muskets and bayonets to full effect. Guerrilla units can be deployed
anywhere on the battlefield except inside the enemy deployment zone or within
range of the enemy general.
Recruited from vengeful and patriotic Spaniards outraged by the French
usurpation of their lands, Guerrilla Fusiliers are mountain men who have
grown up using firearms, swords and knives. This personal experience make
them individually skilled and they are effective in melee as a result. They
are at a disadvantage when facing enemies such as artillery and skirmishing,
but they have enough tactical sense to be able to form square when threatened
by cavalry.
During the French occupation of Spain, the French army committed many crimes
against the Spanish people, often with the connivance of their officers.
Theft, rape and murder were commonplace, and seen as practical ways to strike
back at the "brigands" and "bandits" of the guerrilla, or little war. Friends
and family would suffer, even if the fighters did not. In the turn, the
Spanish treated any Frenchman they caught with similar brutality. Family
honour, a driving force for many Spaniards, meant that they had to avenge
their dead no matter what the personal cost. So while the government
apparently did little, the people made the lives of the French invaders a
hell of ambushes and fear. The French army was almost paralysed at times by
the need to protect its rear and supply lines from the guerrillas.
Type - Line Infantry
Available - The Peninsular Campaign
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 30%
Reloading Skill - 35
Ammunition - 10 Rounds
Melee Attack - 6
Charge Bonus - 9
Defence - 7
Morale - 6
Abilities - Can hide in woodland
Guerrilla Warfare
- Walloon Guards -
"These elite foot guards are charged with the protection of the monarch, the
royal family and royal palaces.
These men are experts with the smoothbore musket, famed for their accuracy
and fast reloading skills. They are also famous for their meticulously
correct uniforms: the post of foot guard can only be held by the very best
soldiers. If necessary the guards must be willing to lay down their lives to
protect the royal family. This requires a rare breed of men: highly
disciplined with excellent morale, able to stand steadfast to the last. On
the battlefield the foot guards set an example to inspire nearby units.
Historically, monarchies vied with each other to have the finest household
guards in their palaces. The French Maison du Roi regiment were hand picked
by the king from candidates sent in from every line regiment. Officers who
sent along duffers for the duty were punished. In Prussia the "Potsdam
Giants" were a quirk of Frederick I's obsession with very, very tall men and
military pomp. Oddly, Frederick was not a very warlike chap at all. He just
liked tall men."
Type - Elite Infantry
Available - The Peninsular Campaign
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 65
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 14
Defence - 14
Morale - 11
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
- Windbuchse Jagers -
"These skirmishers are experts in fieldcraft, and armed with an unusual rifled
airgun instead of a flintlock.
Recruited from woodsmen, hunters and poachers, these men are used to moving
across broken ground and staying unobserved by their prey. Their cleverly
designed airguns can be reloaded very quickly by screwing in a new air
reservoir and slotting home a new magazine of shot. The airgun is also
rifled, making it a deadly weapon at long range. However, like all
skirmishers the Windbuchse Jagers are vulnerable to being ridden down by
cavalry and cannot be expected to last long against the massed fire of line
infantry.
Historically, the windbuchse ("wind rifle") was a fascinating "what if" of
military history. It had a 20-round magazine, and could fire as quickly as
the user could pull the trigger. The gun could drive a ball through a plank
(or a man) at 100 paces, but it was a delicate weapon. Quiet, and without a
tell-tale cloud of gunpowder smoke, the windbuchse did not work after rough
treatment, something that was inevitable in battle. Napoleon Bonaparte hated
them and decreed that any captured "assassin" with an airgun was to be
executed, not treated as a soldier."
Type - Skirmishers
Available - Austria
Regiment Size - 60 Men
Attack Range - 125 Metres
Accuracy - 75%
Reloading Skill - 40
Ammunition - 15 Rounds
Melee Attack - 4
Charge Bonus - 2
Defence - 6
Morale - 7
Abilities - Can skirmish
Can hide in woodland
Can hide in light scrub
Can hide in long grass
Remains hidden whilst walking
Paths seldom trod
Good stamina
- Young Guard -
"Disciplined and inspirational, the men of the Young Guard are elite soldiers
of the highest order.
Raised from the ranks of the Imperial Guard, the Young Guard contains the
creme de la creme of the new recruits. They inspire surrounding units,
encouraging them to fight on in the hope of one day joining the Guard
themselves. Unfailing discipline means these men have excellent accuracy
and their reload times are exceptionally good. These skills make them an
expensive unit. Their only real vulnerabilities are artillery fire and
sniping from skirmishers.
Historically, the Young Guard attracted a number of ambitious young soldiers
looking to make a name in battle. One such gentleman was Adolphe Edouard
Casimir Joseph Mortier, who joined the army in 1791 as a sub-lieutenant. He
took part in a number of key battles during the Revolutionary War, leading
Napoleon to place his name high on his first list of Marshals in 1804.
Mortimer was a huge man, greatly respected by his troops, a fact that proved
vital during battles in the Peninsular War, but helped him little at Waterloo
when he was unable to join the battle due to severe sciatica. He eventually
met his end in 1835 when he and eleven other men were killed by a bomb that
was intended for the restored King Louis-Philippe."
Type - Elite Infantry
Available - France
Regiment Size - 120 Men
Attack Range - 80 Metres
Accuracy - 50%
Reloading Skill - 65
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 14
Defence - 12
Morale - 9
Abilities - Can hide in woodland
Can hide in light scrub
Resistant to morale shocks
Inspires nearby units
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[A.04] List of Cavalry Units
This is a list of all the cavalry units. It will be listed similar to the
way infantry is listed, with all the stats similar to the way infantry is
listed in the section above.
- 1st Hussars -
"Hussars are an elite light cavalry force, and effective when used against
skirmishers and artillery.
Like other light cavalrymen, hussars have speed, "dash", and an elitist
attitude towards enemies. Hungarian hussars are, without exception, superb
equestrians, as might be expected for a Magyar force. Their organisational
origin as irregular forces, reputedly recruited from brigands and bandits,
gives them a certain independence of spirit and makes them ideal for chasing
down skirmishers and dealing with artillery units. They carry a curved sabre
and, even though their charge is effective, they are still weak against
infantry formed in square.
Historically, Austria had raised units of irregular Magyar horsemen called
"huszarok" as far back as the mid-15th Century. They had fought bravely for
Matthias Corvinus, the King of Hungary and Croatia and Duke of Austria, but
it was not until the 1680s that regular hussar regiments were formed. Having
proved their utility in Austrian service, other nations soon copied the ideas
and hussars to their own armies. Many enthusiastically adopted hussar uniform
as a fashion statement for cavalrymen. In some armies, hussar uniforms grew
ever more gaudy, exaggerated, and rather lewdly suggestive in the cut of their
very tight breeches!"
Type - Light Cavalry
Available - Austria
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 12
Charge Bonus - 18
Defence - 10
Morale - 9
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
- 15th Hussars -
"Hussars are an elite light cavalry force, and effective when used against
skirmishers and artillery.
Like other light cavalrymen, hussars have speed, "dash" and an elitist
attitude towards enemies. The 15th Hussars are made up of veteran
cavalrymen, deadly in close combat and at the charge. Their speed makes
them ideal for chasing down skirmishers and for dealing with artillery
units. They carry curved sabres and, even though their charge is powerful,
they are still at a disadvantage against infantry in square and heavy
cavalry units.
The 15th Hussars were changed from light dragoon regiments as hussar
regiments became fashionable across Europe. Colonel George Augustus Elliot
raised "Elliot's Light Horse", a regiment of light dragoons. Less than a
year after being raised the regiment was already 684 men strong and was
marked out for overseas service. They took part in the Battle of Emsdorf,
where they earned the very first named Battle Honour ever given to a
British regiment. Eventually, the regiment became the 15th Hussars."
Type - Light Cavalry
Available - England
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 11
Charge Bonus - 17
Defence - 9
Morale - 8
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
- 5e Regiment de Hussards -
"Hussards are a light cavalry force, and very effective when sent against
skirmishers and artillery.
These veterans of the American War of Independence possess hard-earned battle
experience. Light and fast, they can quickly reach areas of the battlefield
where they are most needed, cutting down the enemy with their curved sabres.
Their speed makes them especially effective against units such as artillery
and skirmishers, as they can close before taking too much fire. Heavier
cavalry units or line infantry in square will overmatch the Hussards, as
their mounts are chosen for speed, not strength.
The 5e Regiment de Hussards has its roots in the Legion de Lauzun, which was
formed in 1778 and saw action during the American War of Independence. The
regiment earned itself a reputation for bravery and stoic resolve at the
Battle of Yorktown where it chased down a unit of light horse commanded by
the famous British commander Banastre Tarleton. The Legion de Lauzun was
renamed in 1793 and became the 5e Regiment de Hussards, seeing service in
several key battles of the Napoleonic Wars before eventually being disbanded
in November 1815."
Type - Light Cavalry
Available - France
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 11
Charge Bonus - 17
Defence - 9
Morale - 8
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
- 7e Regiment de-Chevaulegers - Lanciers -
"These cavalrymen are armed with lances that make them particularly deadly
when charging.
The lance is probably among the oldest of cavalry weapons. It gives the
user a chance to put all his weight and that of his charging horse into one
very sharp point. A lance that can, in skilled hands, be driven right through
any enemy. When coupled with the fast pace of their horses, a lancer's charge
is very intimidating. However, if the lancer does not kill his target, he
leaves himself vulnerable. A long lance is less use in a melee than a sword,
and a lancer is at a disadvantage once the close fighting starts, especially
against well-trained infantry capable of forming square.
Historically, many nations used lancers. The French army adopted lancers with
some enthusiasm, and Napoleon even included Polish lancers in his Imperial
Guard. In India the lance had long been used as a weapon: lancer skills were
often practiced by "pegging", picking tent pegs out of the ground with the
lance tip, or "pig-sticking", the hunting of wild pigs or even wild dogs with
the lance."
Type - Lancer Cavalry
Available - France
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 9
Charge Bonus - 39
Defence - 9
Morale - 9
Abilities - Can hide in woodland
Good stamina
- Ahmed al-Jazzar -
"A pasha who has the stomach to send men to their deaths, and yet command
respect, is worth his weight in gold.
A general inspires his men to greater efforts by his presence, if he truly
has the gift of command. He need only obey the 17th Century military dictum
of "pay well, command well, hang well" to ensure that his troops know
exactly what is expected of them. Although it might be tempting to use a
general in combat this is a waste. A general is not a combat unit: it is his
job to command, not bathe his sword in the blood of enemies.
Ahmed al-Jazzar was an Ottoman pasha, or general, who was born in Bosnia,
then a Turkish province. He is best known in Western histories for his
successful defence of Acre when the city was besieged by Napoleon in 1799.
Despite this heroic stand, the pasha was not loved by the people of Acre,
or anywhere else unfortunate enough to suffer his rule. He was a cruel man,
even in a time when cruelty was considered a legitimate tool of government.
He was reputed to keep a mobile gallows to hand, so that those who offended
could have the error of their ways swiftly corrected. He died in 1804, having
rebuilt Acre to a large extent, but without being extravagantly mourned. His
real achievement is in stopping Napoleon's Syrian campaign before it could
get properly started."
Type - General
Available - Ottoman Empire
Regiment Size - 24 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 8
Morale - 11
Abilities - Can rally routing comrades
Inspires nearby units
- Brandenburg Uhlans -
"These light, fast troops are well seasoned and excellent in a charge.
The Brandenburg Uhlans are lucky enough to count some of the most experienced
cavalrymen in Europe among their number. These men are excellent riders and
can persuade their steeds into breathtaking acts of speed, be it to reach a
surrounded friendly unit or to charge down a routing enemy unit. However,
should these men find themselves in prolonged close combat they will quickly
suffer heavy losses. They are best employed in short, sharp attacks that give
them room to manoeuvre.
Historically, Major Fredirick von Schill of the Prussian army was the
original commander of what would later become the Brandenburg Uhlans. It was
his actions that would lead Fredrick II to rename the regiment. Schill
decided that the newly-created state of Westphalia was ripe for rebellion and
made the ill-advised decision to rise against Napoleon. This revolt was
quickly crushed, and Schill paid a terrible price for his folly. He was
decapitated, his body was dumped in an unmarked grave, and his head was sent
to Jerome Bonaparte, the ruler of Westphalia, as a trophy."
Type - Lancer Cavalry
Available - France
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 37
Defence - 7
Morale - 7
Abilities - Can hide in woodland
Good stamina
- Camel Gunners -
"These camel-mounted irregulars are armed with carbines and are born
skirmishers.
Horses cannot stand the smell fo camels, and this gives all camel riders
the advantage in melee. However, these soldiers are most effective when
using their firepower to harass enemies, whittling down their numbers to
the point where a charge will break them. They are also swift and very
manoeuvrable, and this can be used to keep them out of trouble as well as
send them to a critical point in battle. They will not, however, survive
for long if they are sent against a disciplined and well-handled line
infantry unit.
Historically, the Bedouin people talked before resorting to the feud,
although they were very adept at defending themselves when needed. Life in
the desert was harsh and unforgiving, and unnecessary squabbles or attempts
to save face through violence did nothing for a man's survival. The Bedouin
were raiders on other folk but that was a matter of survival, and directed,
as often as not, against outsiders."
Type - Missile Cavalry
Available - French Campaign
Regiment Size - 45 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 35
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 11
Defence - 5
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Paths seldom trod
Scares horses
Good stamina
Resistant to heat fatigue
- Camel Warriors -
"Mounted on camels, these warriors are particularly effective in melee and
terrifying when on the charge.
Living in a desert makes a man tough and ruthless, or dead. The weak do not
survive, and this fierce life produces proud and dangerous warriors. Their
battle skills have been honed by years of riding, goat thievery and fighting
against the more settled people of oasis villages. The smell of camels
riding into battle terrify horses, giving these Bedouin warriors the edge
over European cavalry. However, should they meet European elite infantry
their weakness becomes apparent as their cumbersome steeds make excellent
targets.
Traditionally, the name Bedouin is derived from the Arabic word "Bedu"
meaning "inhabitant of the desert." The Bedouin were among the most
dangerous of desert tribes, fighting among themselves when outsiders weren't
available. Constantly on the move to find new pastures for their livestock,
the Bedouin learned to live with the minimum of possessions and external
support in the harshest of conditions. Loyalty to tribe and family was all
that helped a man survive."
Type - Light Cavalry
Available - French Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 9
Charge Bonus - 13
Defence - 6
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Scares horses
Good stamina
Resistant to heat fatigue
- Carabiniers -
"Resplendent in body armour, these elite horsemen are capable of a shattering
charge and excel in melee.
Carabiniers are a brute force unit, used to deal the final blow that drives
an enemy from the field of battle. They are excellent close combat troops.
Their only weakness is against well-disciplined elite infantry who are
capable of forming a square: this combination can prove deadly to this
slow-moving unit. As heavy cavalry they are not expected to chase down an
enemy, as this is a job better saved for light cavalry forces.
Following the French Revolution, many of the royal corps in the French army
were abolished and French carabiniers had every reason to expect that the
same fate awaited them. In an attempt to preserve the traditions and
privileges of their corps they sent Colonel Comte de Pradel to appeal to the
Legislative Assembly. After a vote the new organisation of the French cavalry
was decided. The carabiniers remained in service but became known as the
'Grenadiers des troupes a cheval' and their gold-trimmed hat was replaced
with a peaked bearskin cap."
Type - Heavy Cavalry
Available - United Netherlands
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 11
Charge Bonus - 17
Defence - 14
Morale - 9
Abilities - Resistant to morale shocks
- Cazadores Voluntarios de Madrid -
"These mounted light infantry help to slow the enemy advance and keep their
own line untroubled by enemy skirmishers.
These men harass the enemy and, if possible, pick off important men in the
enemy ranks. Unlike their comrades in the line and light infantry, they are
mounted and can fight on foot if needed. They form up in a loose skirmish
line, firing independently at their self-designated targets. The result is
a constant barrage rather than a devastating volley, but a deadly one as
officers and sergeants are removed from the fight.
Historically, Cazadores were trained to defend the border between Spain and
Portugal, an area of much activity before and during the Peninsular War. In
1800, Napoleon and his Spanish ally, Manuel de Gordoy, demanded that Portugal
ally with France. This was something that Portugal, a long-standing ally of
the British, refused to do. In 1801 French and Spanish troops under Gordoy
took the Portuguese town of Olivenza. Once the fighting was over, Gordoy
picked oranges from a nearby grove and sent them back to the Queen to inform
her of his victory, giving the affair the title of "The War of the Oranges"."
Type - Mounted Infantry
Available - The Peninsular Campaign
Regiment Size - 60 Men
Attack Range - 80 Metres
Accuracy - 30%
Reloading Skill - 25
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 9
Defence - 3
Morale - 6
Abilities - Can hide in woodland
Garrison policing bonus
Guerrilla warfare
- Chasseurs a Cheval -
"Fast moving and good in melee, these light cavalrymen can pursue fleeing
enemies and keep them from regrouping.
These light cavalrymen do not hold with armour, even the sensible steel
skull caps many other units favour beneath their officially-sanctioned hats
and caps. Chasseurs a Cheval carry swords, carbines and pistols, but they
are not expected to charge home, merely harass and pursue enemies. This makes
them effective against skirmishers and artillery. Their horses have good
endurance, are fast and properly looked after: a cavalryman without his horse
is useless. They are vulnerable when matched against heavier cavalry and
well-trained infantry in square.
Historically, the Chasseurs a Cheval were given the impressive nickname of
'Invincibles' by Napoleon. The men of this regiment were veterans from the
Guides a Cheval, a regiment created to guard Napoleon's headquarters when
he was on campaign in Italy. The Chasseurs went on to act as a personal
escort to Napoleon, following him everywhere. So deep was Napoleon's
respect for this unit and its men that he regularly chose to appear in
public sporting their green undress uniform. This affectation also suited
his sense of theatre and emphasised his common touch with the ordinary
soldiers."
Type - Light Cavalry
Available - French Campaign
Regiment Size - 45 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 30
Ammunition - 10 Rounds
Melee Attack - 10
Charge Bonus - 12
Defence - 9
Morale - 8
Abilities - Can skirmish
Can hide in woodland
Paths seldom trod
Scares horses
Good stamina
- Chevaliers Garde -
"The most prestigious unit in the Russian Imperial Guard, these cavalrymen
can be used to batter an enemy with a destructive charge.
The Chevaliers Garde is the senior unit of the Russian Imperial Guard
cavalry, charged with the personal protection of the Tsar. Only the most
experienced troops gain entry into this esteemed unit, and they are as
expert in close combat and horsemanship. Armed with straight, heavy cavalry
swords and protected by cuirasses, they are a force to be respected. As
heavy cavalry, however, they can rarely keep pace with the light cavalry.
In 1800, the Russian Chevaliers Garde regiment was formed by Tsar Paul, a
reorganisation of the existing Chevalier Guard corps. It had been a
ceremonial regiment, but after 1800 the Garde were an active field force as
well. This apparently egalitarian fairness in expecting his bodyguards to
actually do some fighting was about as far as Pauls levelling instinct
went. Other reforms he carried out included shutting down all private
printing presses in Russia and the banning of the words "society",
"revolution" and "citizen". If you cant write or talk about ideas, perhaps
the ideas will die..."
Type - Heavy Cavalry
Available - Russia
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 15
Charge Bonus - 19
Defence - 18
Morale - 13
Abilities - Resistant to morale shocks
Inspires nearby units
Resistant to cold fatigue
- Chevau-Legers Lancers -
"These cavalrymen are each armed with a lance, which make them particularly
deadly when charging.
The lance is probably among the oldest of cavalry weapons. It gives the
user a chance to put all his weight and that of his charging horse into one
very sharp point. A lance that can, in skilled hands, be driven right through
any enemy. When coupled with the fast pace of their horses, a lancer's charge
is very intimidating. However, if the lancer does not kill his target, he
leaves himself vulnerable. A long lance is less use in a melee than a sword,
and a lancer is at a disadvantage once the close fighting starts, especially
against well-trained infantry capable of forming square.
Historically, many nations used lancers. The French army adopted lancers with
some enthusiasm, and Napoleon even included Polish lancers in his Imperial
Guard. In India the lance had long been used as a weapon: lancer skills were
often practiced by "pegging", picking tent pegs out of the ground with the
lance tip, or "pig-sticking", the hunting of wild pigs or even wild dogs with
the lance."
Type - Lancer Cavalry
Available - France
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 8
Charge Bonus - 38
Defence - 7
Morale - 8
Abilities - Can hide in woodland
Good stamina
- Chevauxlegers -
"Good all-round cavalry, Chevauxlegers are trained in heavy and light cavalry
tactics.
The Chevauxleger regiments may not be the strongest or fastest cavalry, but
their courage cannot be faulted. What they lack in specialisation they
compensate for by versatility: they can be set almost any cavalry task to do.
A wise commander needs to bear in mind that they should not be pitted against
heavier, more professional cavalry. Instead, they can be used to attack light
infantry or as relief for beleaguered comrades.
The Austrian cavalry of the Napoleonic Wars were one of the most powerful
forces of the period, but they were often hampered by the poor quality of
regimental officers. Officially, good officers were recognised as vital to
success, even more so than having good men in the rank and file. Yet
favouritism, patronage and personal politics meant that command positions
were often given to men with the right connections. Idiots, reckless fools
and cowards could be, and were, appointed to command. If they were lucky, the
men of their regiments were good enough to save them and their reputations."
Type - Cavalry
Available - Austria
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 9
Charge Bonus - 15
Defence - 11
Morale - 7
Abilities - Can hide in woodland
- Coraceros Espanoles -
"Coraceros Espanoles are powerful heavy cavalry, who wear cuirasses for
protection and for extra weight in their devastating charge.
The flash f the Coraceros Espanoles' swords, and the gleam of their
breastplates, may very well be the last thing an enemy ever sees, such is
the finality of their charge! They are relatively slow moving because they
are heavyweights, but when it comes to punching holes in the enemy's
defences, they are almost unmatched. Once their charge is over they can
stay and fight in melee. They are exceptional warriors, and need only show
due caution when facing guard cavalry or elite infantry.
The Coraceros Espanoles claimed their uniforms, armour and weapons from
captured French cuirassiers after the Battle of Mollet in 1810. A lack of
funds, along with losses of men and horses during the war, often meant the
Spanish army was short of supplies, despite receiving considerable support
from the British. This was particularly true for cavalry units, where some
cavalrymen had to actually serve on foot due to a lack of suitable horses!"
Type - Heavy Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 11
Charge Bonus - 17
Defence - 17
Morale - 9
Abilities - Resistant to morale shocks
- Cossack Cavalry -
"Cossacks are a free warrior people, fine horsemen and terrible foes.
Cossacks are cavalrymen without peer, as might be expected of steppe folk.
There are few soldiers that can withstand their terrifying charge, making
them excellent shock troops. As is often the case, their courage and
eagerness to enter battle betrays a certain wildness; their undisciplined
nature can find them plunging blindly into trouble, making them
particularly vulnerable in melee.
Historically, Russians and other Eastern Europeans had an ambiguous
relationship with the Cossacks. There was admiration for their warrior
culture and freewheeling ways, yet a certain wariness of their wild nature.
They lacked the discipline of other troops and had a certain fondness for
drink, but it was their constant harassment that helped destroy Napoleon's
Grand Armee. Their reputation inspired fear in their enemies and won many
a fight even before the Cossacks voiced their deafening war cries."
Type - Lancer Cavalry
Available - Russia
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 4
Charge Bonus - 35
Defence - 4
Morale - 4
Abilities - Can hide in woodland
Good stamina
Resistant to cold fatigue
- Count von Bennigsen -
"A general can turn the tide of battle when all hope is lost and bring
terrified men back to the cause.
This commander's presence alone is enough to inspire battle-weary troops to
fight on, even in the bleakest of situations. A general who carries the
respect and adoration of his troops is a valuable asset and should be
treasured. It is advisable to keep this man away from the thick of battle,
not only for his protection but to allow him to keep a cool head and make
the necessary decisions to win a decisive victory.
Count von Bennigsen started his military career in the Hanoverian army but
soon retired and then joined the Russian army as a field officer. Although
Bennigsen led a distinguished career in the Russian army, rising quickly
through the ranks, he was removed from military service due to his
involvement in the plot to assassinate Tsar Paul I. This seemed of little
consequence to the Tsar's heir, Alexander I, who reinstated Bennigsen
immediately after his father's death and made him a general of cavalry in
1802. His was later awarded the Order of St. Andrew, the highest order
bestowed by the Russian empire."
Type - General
Available - Russia
Regiment Size - 24 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 8
Morale - 11
Abilities - Can rally routing comrades
Inspires nearby units

- Cuirassiers -
"Cuirassiers are intended to charge and break enemy units in vicious melee
combat.
Equipped with heavy, straight swords and wearing armour, cuirassiers are
melee cavalry. If the cuirassiers can get in among their foes, then they can
do bloody work and have some protection in the fight granted by their
cuirasses and heavy helmets. They are rightly feared by enemy infantry, and
other cavalry forces are foolish not to treat them with a degree of respect.
The price paid for this imposing strength is in speed: cuirassiers are far
from swift, dashing cavalrymen. They are heavyweights, and killers.
In many ways, Cuirassiers hark back to an older style of warfare: cavalrymen
had always been armoured, until the widespread use of firearms meant that
armour was more trouble than it was worth. The magnificence of their
appearance, however, added to their worth on the battlefield. Their "Minerva"
style helmets merely added to the impression that here was a unit of giants.
The effect was intended to be quite intimidating, and it worked: cuirassiers
were always big men on big horses, heavily armoured and well trained to use
shock against any weak enemy. The French army eventually abandoned the
cuirass as an item of field equipment in 1915."
Type - Heavy Cavalry
Available - France, Russia, Prussia, Austria
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 13
Charge Bonus - 19
Defence - 19
Morale - 11
Abilities - Resistant to morale shocks
- Deli Horsemen -
"These extravagantly dressed light cavalry are an extremely useful force for
any Ottoman general.
These troops are recruited from many peoples, and have an ethos of personal,
rather than collective, bravery. They are armed with curved sabres and these
can cause terrible wounds in hand-to-hand combat. Although they are skilled
in close combat and cavalry charges, Deli Horsemen are primarily favoured for
their speed across ground. This makes them an obvious choice to destroy
vulnerable skirmishers and artillery.
Historically, Deli infantrymen and cavalry were irregular troops, and
horsemen would often find employment guarding caravans and important
dignitaries. By the late 18th century, the elite horsemen of the feudal
Sipahis had largely disappeared, and most of the Ottoman cavalry force was
made up of the irregular Deli horse. They had no uniforms to speak of, but
could be recognised by their black felt hats. The other point of recognition,
for as long as an enemy lived, was their spectacular mixture of whatever
weaponry they could find or steal!"
Type - Light Cavalry
Available - Ottoman Empire
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 9
Charge Bonus - 13
Defence - 6
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
Resistant to heat fatigue
- Dragoons -
"Dragoons are heavy cavalry, trained to fight on foot and horseback.
The Dragoons' strength lies in their versatility: on horseback they can
produce an impressive charge or they can ride to critical spots on a
battlefield where firepower is needed. Once dismounted, they can engage in
melee or use their muzzle-loading muskets to fire upon the enemy. This
flexibility is also their greatest weakness: they are the slowest of all
cavalry units and may have difficulty when facing heavier cavalry and elite
infantry.
Historically, the first dragoons were infantrymen, trained to ride into
battle but fight on foot. Equipping cavalry units with horses was an
expensive business, and so the best were always kept for the 'real' cavalry,
leaving the dragoons to make do with cheaper, slower steeds. Dragoons slowly
changed into cavalry soldiers like any other, and stopped fighting as mounted
infantry, although regiments did retain the dragoon title. The "old" cavalry
had always regarded them as social inferiors, and the infantry had resented
them for not being proper soldiers, so the dragoons welcomed their new
acceptability as full-blown cavalry."
Type - Heavy Cavalry
Available - To All Nations
Regiment Size - 45 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 25
Ammunition - 10 Rounds
Melee Attack - 11
Charge Bonus - 17
Defence - 13
Morale - 9
Abilities - Resistant to morale shocks
- Dragoon Guards -
"These mounted men are a useful mobile force who excel at melee.
Dragoon Guards are trained to fight on horseback and foot. They each carry a
sabre and carbine musket but are only capable of firing when dismounted.
Their slightly impetuous nature makes them less effective than other more
disciplined cavalry units but their flexibility and skill in close-combat
makes them incredibly valuable. Having the option to unleash these men at
key strategic points on the field of battle can easily provide the upper
hand over an ill-prepared enemy.
Dragoons were often considered to be inferior soldiers by "proper" regiments
of horse: not really cavalrymen with class, but jumped-up infantry. They did
not need particularly good horses because they did not fight on horseback, so
they were cheaper to equip and pay than regular cavalry. In the British Army
the designation "dragoon guards" was used as a face-saving measure when
"real" cavalry units were converted to dragoons; despite becoming a lower
class unit, they kept their slightly elitist cavalry attitudes. The British
Army still has dragoon guard units and they now use light tanks in
reconnaissance and security roles."
Type - Heavy Cavalry
Available - England
Regiment Size - 45 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 35
Ammunition - 10 Rounds
Melee Attack - 12
Charge Bonus - 18
Defence - 15
Morale - 10
Abilities - None
- Dromedary Cavalry -
"Astride fast moving and manoeuvrable steeds, these carbine and sabre armed
men are excellent skirmish troops.
Fearsome and powerful beasts, these camels terrify regular cavalry horses
with their distinctive reek. Their long limbs and striding gait make them
incredibly manoeuvrable; their riders are armed with sabres and carbines,
and excel in skirmish warfare. Able to effectively avoid trouble, their only
major tactical weakness is when engaged in prolonged attacks against well-
trained infantry or in melee against a superior cavalry unit.
Historically, camel cavalry were often used to panic enemy horses. All
horses, unless accustomed to camels, hate their smell and became
uncontrollable when near them. Camels have proven to be extremely useful
beasts throughout the world: the one-humped dromedaries are now largely
domesticated, with only a few living wild in their original homelands. There
are, however, estimated to be 300,000 wild camels in Australia, escapees
from the herd brought in to act as transport in the desert interior. At the
time of writing, the Australian authorities are considering a cull, as the
camel has no natural predators in the outback."
Type - Missile Cavalry
Available - French Campaign
Regiment Size - 45 Men
Attack Range - 80 Metres
Accuracy - 52%
Reloading Skill - 42
Ammunition - 10 Rounds
Melee Attack - 10
Charge Bonus - 11
Defence - 6
Morale - 8
Abilities - Can skirmish
Can hide in woodland
Paths seldom trod
Scares horses
Good stamina
Resistant to heat fatigue
- Duke of Wellington -
"The presence of this esteemed general on the battlefield spurs troops
onto great deeds!
Such is the Duke's reputation that any troops in his vicinity will be
inspired to hold their positions come what may: the men find it
difficult to rout when his eagle eye is upon them. His importance to army
morale cannot be underestimated, and it is foolhardy to risk him in direct
combat. He should be kept well out of range of the enemy and his sword, if
it is ever drawn, should only be raised with a rallying cry to bring men
back to the cause.
As a young man, Arthur Wellesley (1769-1852) showed little of the promise
and drive that would later earn him honours from numerous European nations
and make him one of the most famous British generals of all time. During
his early twenties, his mother worried about Arthur's prospects until he left
to study horsemanship in France. Upon his return, he displayed a new focus,
bought a commission and took to politics. However, it wasnt until he was
denied permission to marry the woman he loved, and took himself to India,
that he resolved to completely dedicate himself to a career in the military.
His meteoric rise may have been helped, a little, by his brother who was
the Governor General of British India at the time."
Type - General
Available - England
Regiment Size - 24 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 8
Morale - 11
Abilities - Can rally routing comrades
Inspires nearby units
- Dutch Guard Lancers -
"Proud horsemen, Dutch Guard Lancers are fast moving and powerful when
charging.
Trained to ride hard into battle with their lances down, these superb
horsemen are ideal shock troops: the moment of impact is the moment of
truth for their attack. They either break enemies, or should withdraw to
charge again. Their steeds are fast moving and carry them to key points on
the battlefield very quickly. Their morale is superb, but they are not
suitably equipped for prolonged melee. A lancer is at a disadvantage in a
close-in fight. Used against elite infantry in square their skills and
lances will, of course, count for very little.
Originally formed as a hussar regiment, these men were transformed into
lancers by a decree issued on the 23rd September 1810. Their first
challenge was to learn how to handle the apparently unwieldy, but deadly
lance. Several officers were sent to the Polish Lancers' Chantilly barracks
where they were drilled in the much-needed skills of the lance. These men
then passed their new found wisdom to the rest of their regiment in
Versailles. The reorganisation of the new Guard Lancers resulted in a
number of uniform changes that proved extremely costly. The Minister of War
had to ask Napoleon himself to provide them with more money to pay for new
uniforms for the men!"
Type - Lancer Cavalry
Available - France
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 12
Charge Bonus - 42
Defence - 9
Morale - 14
Abilities - Can hide in woodland
Good stamina
- Dutch Light Dragoons -
"Light dragoons are mounted skirmishers, riding to a fight then engaging the
enemy on foot.
Dragoons horses are primarily for mobility, but they are also fast and can
deliver a reasonably effective charge. These characteristics make light
dragoons effective against skirmishers and artillery: they can close quickly
enough to not suffer too many casualties. When mounted, they are effective
with their curved sabres, but to use their carbines they must dismount first.
On foot, they are vulnerable to enemies in melee.
Historically, light dragoons often performed as a kind of police force, and
were useful in suppressing riotous and rebellious civilians. Their horses
give them strategic mobility, allowing them to control large areas and
quickly come to the aid of the local, civil authorities. As the 18th Century
drew to a close, they had lost their role as mounted infantry and most became
another kind of light cavalry, although they retained the dragoon name. The
officers and men welcomed the change, as "proper" cavalrymen had glamour for
the ladies, a higher social status, and better pay rates!"
Type - Light Cavalry
Available - England
Regiment Size - 45 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 25
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 13
Defence - 6
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Good stamina

- Empress Dragoons -
"The Empress Dragoons are an elite unit within the elite Imperial Guard, an
exceptionally effective heavy cavalry force.
Their charge is almost irresistible, and they can fight effectively in melee
with their heavy cavalry swords, but they should not be thrown away against
infantry squares. Even against other cavalry, they can give a very good
account of themselves. They are, however, relatively slow moving and should
not be used to pursue fleeing foes. The Empress Dragoons can fight on foot,
if needed, using their carbines, but they are not particularly effective as
an infantry unit.
Under Napoleon the Imperial Guard gradually became an almost separate army;
it had infantry, artillery, and cavalry components, and even its own elite
units within the already-elite Guard. By any standards, the Empress Dragoons,
named to honour Josaphine de Beauharnais, were an elite force. All the
officers were appointed personally by Napoleon, and the rankers had to have
served at least 10 years in the saddle before they were allowed to join.
Every chasseur and dragoon regiment of the line in the French army had its
best non-commissioned officers taken. While this undoubtedly made sure the
Empress Dragoons was composed of the best of the best, it almost certainly
damaged the rest of the army by removing those same veterans from their
original units."
Type - Heavy Cavalry
Available - France
Regiment Size - 45 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 45
Ammunition - 10 Rounds
Melee Attack - 15
Charge Bonus - 19
Defence - 17
Morale - 17
Abilities - Resistant to morale shocks
- Gebhard von Blucher -
"A general can be the wellspring of his army's strength, even when all hope
is apparently lost.
This man's presence alone is enough to inspire the battle-weary rank and file
great efforts, even in their bleakest moments. A general who carries the
respect of his troops is a valuable asset and should be protected in battle.
He should be kept away from the cut and thrust of battle, as he should have
his mind on command, not dodging bullets.
Swedish by birth, Gebhard von Blucher transferred his allegiance to Prussia
after he was captured in 1760. However, a slight tendency towards excess
often meant he was passed over for promotion, leading him to resign his
commission in 1773. Upon receiving this resignation Fredrick the Great was
reported to say "Captain Blucher can take himself to the devil." He was
blacklisted, and Blucher was unable to rejoin the army until after the death
of Fredrick. Once back, he distinguished himself, going on to play one of
the key roles in the Allied victory at Waterloo."
Type - General
Available - Prussia
Regiment Size - 24 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 8
Morale - 11
Abilities - Can rally routing comrades
Inspires nearby units
- General's Staff -
"These tough soldiers have only one job: keeping their general alive in the
middle of a battle.
A routing unit can often cause other units to doubt themselves, and panic
can easily spread through the ranks. When soldiers waver, a general's
presence can inspire courage and make men redouble their efforts. His
importance also makes him a target for the enemy; a sensible general has a
bodyguard of his best soldiers. These men are fiercely loyal and protective
of their general, never leaving his side unless all else is lost.
In 1796, General Napoleon Bonaparte created his own bodyguard of 200 men
after a too-close call with some Austrian cavalry. These men were
forerunners to the Chasseurs a Cheval of the Guard. Naturally, being the
first, they were favoured by Napoleon. Indeed, they were called the
'Favoured Children' and, like all children, were often indulged too much
and undisciplined. Still, only the most talented men would be recruited to
guard the Emperor and, during many of his battles, they proved their skill
and bravery in defence of their Emperor."
Type - General
Available - All Nations
Regiment Size - 24 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 8
Morale - 11
Abilities - Can rally routing comrades
Inspires nearby units
- Guardias de Corp -
"This heavy cavalry excels at melee and can use its powerful charge to break
an enemy force.
These cavalrymen are expected to protect the king and his household, but they
are not just a court regiment for show. With a powerful charge, they can deal
a devastating blow to an enemy line. However, their horses are slow moving
and, like all cavalry, vulnerable to infantry in square. As heavy cavalry
they are little use chasing down enemies; they are at their best when used to
deal a crushing blow to an enemy.
Historically, Spain's reputation as a European power had suffered greatly
under the rule of the Hapsburg family and Charles II. However, King Carlos
III instigated a cultural revival, and his reign quickly became known as the
"Ilustracion". The arts, sciences and economy flourished as intellectuals
embraced new ideas from all over the globe and travelled Europe to broaden
their understanding. The army also saw a marked improvement, thanks to
forward-thinking generals, who attempted to emulate the French army,
correctly regarded as the best in western Europe."
Type - Heavy Cavalry
Available - Spain
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 13
Charge Bonus - 19
Defence - 18
Morale - 11
Abilities - Resistant to morale shocks
Inspires nearby units
- Guards Chasseurs a Cheval -
"The Guard Chasseurs a Cheval are fine horsemen, skilled in melee combat and
harassing the enemy.
These light cavalrymen carry swords and carbines, but they are not expected
to charge home, instead they are a superb force to disrupt enemy plans and
pursue the routing foes. They are, for example, incredibly effective against
skirmishers and artillery. Their horses have good endurance and are fast:
a cavalryman without his horse is, after all, fairly useless. They are
vulnerable when facing heavier cavalry and well-trained infantry in square,
but they can fire their carbines when mounted.
The Guard Chasseurs a Cheval, Napoleon's closest guards, had their origins on
the battlefields of northern Italy and the "Guides" that Napoleon raised
there. When the regiment was officially constituted in 1800 it had four
officers and 113 men, all chosen from among the Guides and other veterans
of the Italian campaign. Napoleon's respect for his regiment was obvious and
he was often seen wearing the green undress uniform of the chasseurs. These
men followed Napoleon from Arcola to Waterloo, and remained loyal to him
even in his exile. Few Chasseurs consented to serve under the restored
Bourbons when the Emperor finally abdicated."
Type - Light Cavalry
Available - France
Regiment Size - 45 Men
Attack Range - 80 Metres
Accuracy - 55%
Reloading Skill - 50
Ammunition - 10 Rounds
Melee Attack - 13
Charge Bonus - 15
Defence - 12
Morale - 11
Abilities - Can skirmish
Can hide in woodland
Paths seldom trod
Good stamina
- Guerrilla Husares -
"These mounted troops are versatile and fast moving, particularly effective
against enemies such as skirmishers and artillery. Guerrilla units can be
deployed anywhere on the battlefield except inside the enemy deployment zone
or within range of the enemy general.
The essence of the guerrilla or "little war" is that a small force can take
on a much larger foe by relying on ambushes, cunning and speed. Guerrilla
Husares are motivated by their hatred for the French, which drives them
forward during their impressive cavalry charges. Their speed and agility
should be used to chase down skirmishers or disrupt enemy artillery, but
they will be outclassed should they ever face heavier cavalry in melee or,
for that matter, infantry in square.
The mountaineous terrain of Spain and Portugal made movement by heavy
cavalry or artillery slow and difficult for all the armies in the Peninsular
War. The roads that did exist were rough and poorly maintained, prompting the
Grand Armee and the Spanish guerrilas to rely on lighter cavalry such as
hussars as the mobile elements. Many of the guerrillas were actually from
the towns and villages found high in the mountains. Their local knowledge
gave them an advantage in covering ground. Their reputation as mountain
"savages" was as useful as numbers in intimidating the French; it was a
notoriety enhanced by the collecting French ears and fingers as war
trophies."
Type - Light Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 14
Defence - 4
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
Guerrilla warfare
- Guerrilla Lanceros -
"Guerrilla Lanceros are swift, irregular horsemen who use their lances in
devastating charges. Guerrilla units can be deployed anywhere on the
battlefield except inside the enemy deployment zone or within range of
the enemy general.
The sight and sound of thundering cavalry, lances thrust forward, is a
fearsome thing to behold. Guerrilla Lanceros are supposed to use their
horsemanship to punch a hole through enemy defences, causing casualties
and possibly breaking the enemy in the process. After a charge, they
should withdraw quickly and reform, as lances are too unwieldy to use in
close combat. Staying in a prolonged fight might prove too dangerous for
the lancers!
Napoleon's occupation of Spain and depredations by the French soldiers
outraged the Spanish, leading many of them to seek revenge. Julian Sanchez
was an ex-soldier and farmer who raised a band of Guerrilla Lanceros after
the French brutalised his family. Sanchez grasped that light cavalrymen
with an intimate knowledge of the country could carry out small, but
damaging, attacks. His lancers would lay in wait for days and then ambush
small convoys, gathering intelligence as they did so. In the process, French
morale was damaged and the lives of the French were made as miserable and
dangerous as possible. He quickly gained the attention of the Duke of
Wellington as well as the Spanish people, who showed their respect by
addressing him as "Don Julian"."
Type - Lancer Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 4
Charge Bonus - 35
Defence - 3
Morale - 4
Abilities - Can hide in woodland
Good stamina
Guerrilla warfare
- Horse Guards -
"Horse Guards are an elite heavy cavalry unit, armed with deadly sabres and a
devastating charge.
Heavy cavalrys purpose is to break the enemy by shock. Simply put, the Horse
Guards are expected to charge home and smash enemy ranks by weight and speed.
They are not for chasing down enemies: this is the work of faster, lighter
cavalry forces. Instead, they are a battering ram, hurled over short
distances against close-formed enemies in the hope of producing a
breakthrough and further confusion. However, when confronted by elite
infantry in a square formation, these horsemen meet their match and charging
blindly in could lead to heavy losses.
Historically, the Horse Guards Parade buildings in London were designed by
William Kent, completed in 1755 and used for the "Trooping of the Colour",
a tradition that continues to this day. Indeed, the Horse Guards, as part of
the Blues and Royals, themselves remain a feature of the modern British Army,
although they now use tanks rather than horses."
Type - Heavy Cavalry
Available - England, Prussia, Russia, Spain
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 13
Charge Bonus - 19
Defence - 14
Morale - 11
Abilities - Resistant to morale shocks
Inspires nearby units
- Horse Guards -
"Horse Guards are an elite heavy cavalry unit, with a fierce reputation and
deadly sabres.
It is the task of the heavy cavalry to break the enemy by shock and impact.
Simply put, the Horse Guards are expected to charge home and smash enemy
ranks through weight and speed. They are not for chasing down enemies: that
is the work of faster, lighter cavalry forces. Instead, they are a battering
ram, hurled over short distances against close-formed enemies in the hope of
producing a breakthrough and utter consternation. Thanks to being part of the
royal household guard, these cavalrymen also lend a touch of class to the
brutal business of a cavalry charge!
Historically, the Horse Guards Parade in London was the setting for "Trooping
of the Colour", a practice that dates back to the 17th Century. A regiment's
colours were a rallying point on the battlefield and so they were shown to
the soldiers beforehand, in order that they would be recognised in battle.
Today, the ceremony is used to celebrate the official birthday of the ruling
monarch; at the time of writing Queen Elizabeth attends every year and takes
the salute at the end of the parade."
Type - Heavy Cavalry
Available - England
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 16
Charge Bonus - 20
Defence - 16
Morale - 14
Abilities - Inspires nearby units
- Hungarian Hussars -
"Hussars are an elite light cavalry force, excellent against skirmish troops
and artillery.
Like other light cavalrymen, hussars have speed, "dash", and an elitist
attitude towards enemies. Hungarian hussars are, without exception, superb
equestrians, as might be expected for a Magyar force. Their organisational
origin as irregular forces, reputedly recruited from brigands and bandits,
gives them a certain independence of spirit and makes them ideal for chasing
down skirmishers and dealing with artillery units. They carry a curved sabre
and, even though their charge is effective, they are still weak against
infantry formed in square.
Historically, Austria had raised units of irregular Magyar horsemen called
"huszarok" as far back as the mid-15th Century. They had fought bravely for
Matthias Corvinus, the King of Hungary and Croatia and Duke of Austria, but
it was not until the 1680s that regular hussar regiments were formed. Having
proved their utility in Austrian service, other nations soon copied the ideas
and hussars to their own armies. Many enthusiastically adopted hussar uniform
as a fashion statement for cavalrymen. In some armies, hussar uniforms grew
ever more gaudy, exaggerated, and rather lewdly suggestive in the cut of their
very tight breeches!"
Type - Light Cavalry
Available - Austria
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 11
Charge Bonus - 17
Defence - 9
Morale - 8
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
- Husares -
"Hussars are light cavalry, fast moving and useful for scouting ahead of an
army.
These superb horsemen can be used as a screen for the main army, or for
strategic scouting to locate the enemy. Hussar speed makes them ideal for
targeting skirmishers and artillery: enemies have little chance to escape if
hussars are sent against them. Hussars are armed with curved sabres, and can
acquit themselves well in melee or during a charge, although they do not fare
well against disciplined infantry or heavy cavalry.
Historically, hussars of all nations enjoyed the freebooting attitude of the
Hungarian originals, and acted independently of the main army as much as they
could. This was useful, because they could be sent out to do long patrols or
reconnaissance, and possibly a little plundering. Their high-spirited
approach to war was matched by their popinjay uniforms, some of the gaudiest
ever to have been worn into battle. Hussar arrogance, however, was well
deserved: in 1806 some 500 French hussars bluffed a 6,000-strong Prussian
garrison at Stettin into surrendering the fortress there."
Type - Light Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 9
Charge Bonus - 15
Defence - 6
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
- Husares de Cantabria -
"These mounted troops are versatile and fast moving, particularly effective
against enemies such as skirmishers and artillery. Guerrilla units can be
deployed anywhere on the battlefield except inside the enemy deployment zone
or within range of the enemy general.
The essence of the guerrilla or "little war" is that a small force can take
on a much larger foe by relying on ambushes, cunning and speed. Guerrilla
Husares are motivated by their hatred for the French, which drives them
forward during their impressive cavalry charges. Their speed and agility
should be used to chase down skirmishers or disrupt enemy artillery, but
they will be outclassed should they ever face heavier cavalry in melee or,
for that matter, infantry in square.
The mountaineous terrain of Spain and Portugal made movement by heavy
cavalry or artillery slow and difficult for all the armies in the Peninsular
War. The roads that did exist were rough and poorly maintained, prompting the
Grand Armee and the Spanish guerrilas to rely on lighter cavalry such as
hussars as the mobile elements. Many of the guerrillas were actually from
the towns and villages found high in the mountains. Their local knowledge
gave them an advantage in covering ground. Their reputation as mountain
"savages" was as useful as numbers in intimidating the French; it was a
notoriety enhanced by the collecting French ears and fingers as war
trophies."
Type - Light Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 14
Defence - 6
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
Guerrilla warfare
- Husares de Rioja -
"These mounted troops are versatile and fast moving, particularly effective
against enemies such as skirmishers and artillery. Guerrilla units can be
deployed anywhere on the battlefield except inside the enemy deployment zone
or within range of the enemy general.
The essence of the guerrilla or "little war" is that a small force can take
on a much larger foe by relying on ambushes, cunning and speed. Guerrilla
Husares are motivated by their hatred for the French, which drives them
forward during their impressive cavalry charges. Their speed and agility
should be used to chase down skirmishers or disrupt enemy artillery, but
they will be outclassed should they ever face heavier cavalry in melee or,
for that matter, infantry in square.
The mountaineous terrain of Spain and Portugal made movement by heavy
cavalry or artillery slow and difficult for all the armies in the Peninsular
War. The roads that did exist were rough and poorly maintained, prompting the
Grand Armee and the Spanish guerrilas to rely on lighter cavalry such as
hussars as the mobile elements. Many of the guerrillas were actually from
the towns and villages found high in the mountains. Their local knowledge
gave them an advantage in covering ground. Their reputation as mountain
"savages" was as useful as numbers in intimidating the French; it was a
notoriety enhanced by the collecting French ears and fingers as war
trophies."
Type - Light Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 14
Defence - 4
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
Guerrilla warfare
- Husares de Valpenas -
"These mounted troops are versatile and fast moving, particularly effective
against enemies such as skirmishers and artillery. Guerrilla units can be
deployed anywhere on the battlefield except inside the enemy deployment zone
or within range of the enemy general.
The essence of the guerrilla or "little war" is that a small force can take
on a much larger foe by relying on ambushes, cunning and speed. Guerrilla
Husares are motivated by their hatred for the French, which drives them
forward during their impressive cavalry charges. Their speed and agility
should be used to chase down skirmishers or disrupt enemy artillery, but
they will be outclassed should they ever face heavier cavalry in melee or,
for that matter, infantry in square.
The mountaineous terrain of Spain and Portugal made movement by heavy
cavalry or artillery slow and difficult for all the armies in the Peninsular
War. The roads that did exist were rough and poorly maintained, prompting the
Grand Armee and the Spanish guerrilas to rely on lighter cavalry such as
hussars as the mobile elements. Many of the guerrillas were actually from
the towns and villages found high in the mountains. Their local knowledge
gave them an advantage in covering ground. Their reputation as mountain
"savages" was as useful as numbers in intimidating the French; it was a
notoriety enhanced by the collecting French ears and fingers as war
trophies."
Type - Light Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 14
Defence - 6
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
Guerrilla warfare
- Husares Francos Numantinos -
"These mounted troops are versatile and fast moving, particularly effective
against enemies such as skirmishers and artillery. Guerrilla units can be
deployed anywhere on the battlefield except inside the enemy deployment zone
or within range of the enemy general.
The essence of the guerrilla or "little war" is that a small force can take
on a much larger foe by relying on ambushes, cunning and speed. Guerrilla
Husares are motivated by their hatred for the French, which drives them
forward during their impressive cavalry charges. Their speed and agility
should be used to chase down skirmishers or disrupt enemy artillery, but
they will be outclassed should they ever face heavier cavalry in melee or,
for that matter, infantry in square.
The mountaineous terrain of Spain and Portugal made movement by heavy
cavalry or artillery slow and difficult for all the armies in the Peninsular
War. The roads that did exist were rough and poorly maintained, prompting the
Grand Armee and the Spanish guerrilas to rely on lighter cavalry such as
hussars as the mobile elements. Many of the guerrillas were actually from
the towns and villages found high in the mountains. Their local knowledge
gave them an advantage in covering ground. Their reputation as mountain
"savages" was as useful as numbers in intimidating the French; it was a
notoriety enhanced by the collecting French ears and fingers as war
trophies."
Type - Light Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 9
Charge Bonus - 14
Defence - 4
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
Guerrilla warfare
- Husares Independiente de Extremadura -
"These mounted troops are versatile and fast moving, particularly effective
against enemies such as skirmishers and artillery. Guerrilla units can be
deployed anywhere on the battlefield except inside the enemy deployment zone
or within range of the enemy general.
The essence of the guerrilla or "little war" is that a small force can take
on a much larger foe by relying on ambushes, cunning and speed. Guerrilla
Husares are motivated by their hatred for the French, which drives them
forward during their impressive cavalry charges. Their speed and agility
should be used to chase down skirmishers or disrupt enemy artillery, but
they will be outclassed should they ever face heavier cavalry in melee or,
for that matter, infantry in square.
The mountaineous terrain of Spain and Portugal made movement by heavy
cavalry or artillery slow and difficult for all the armies in the Peninsular
War. The roads that did exist were rough and poorly maintained, prompting the
Grand Armee and the Spanish guerrilas to rely on lighter cavalry such as
hussars as the mobile elements. Many of the guerrillas were actually from
the towns and villages found high in the mountains. Their local knowledge
gave them an advantage in covering ground. Their reputation as mountain
"savages" was as useful as numbers in intimidating the French; it was a
notoriety enhanced by the collecting French ears and fingers as war
trophies."
Type - Light Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 14
Defence - 4
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
Guerrilla warfare
- Husares Voluntarios de Burgos -
"These mounted troops are versatile and fast moving, particularly effective
against enemies such as skirmishers and artillery. Guerrilla units can be
deployed anywhere on the battlefield except inside the enemy deployment zone
or within range of the enemy general.
The essence of the guerrilla or "little war" is that a small force can take
on a much larger foe by relying on ambushes, cunning and speed. Guerrilla
Husares are motivated by their hatred for the French, which drives them
forward during their impressive cavalry charges. Their speed and agility
should be used to chase down skirmishers or disrupt enemy artillery, but
they will be outclassed should they ever face heavier cavalry in melee or,
for that matter, infantry in square.
The mountaineous terrain of Spain and Portugal made movement by heavy
cavalry or artillery slow and difficult for all the armies in the Peninsular
War. The roads that did exist were rough and poorly maintained, prompting the
Grand Armee and the Spanish guerrilas to rely on lighter cavalry such as
hussars as the mobile elements. Many of the guerrillas were actually from
the towns and villages found high in the mountains. Their local knowledge
gave them an advantage in covering ground. Their reputation as mountain
"savages" was as useful as numbers in intimidating the French; it was a
notoriety enhanced by the collecting French ears and fingers as war
trophies."
Type - Light Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 9
Charge Bonus - 14
Defence - 4
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
Guerrilla warfare
- Hussars -
"Hussars are light cavalry, fast moving and useful for scouting ahead of an
army.
These superb horsemen can be used as a screen for the main army, or for
strategic scouting to locate the enemy. Hussar speed makes them ideal for
targeting skirmishers and artillery: enemies have little chance to escape if
hussars are sent against them. Hussars are armed with curved sabres, and can
acquit themselves well in melee or during a charge, although they do not fare
well against disciplined infantry or heavy cavalry.
Historically, hussars of all nations enjoyed the freebooting attitude of the
Hungarian originals, and acted independently of the main army as much as they
could. This was useful, because they could be sent out to do long patrols or
reconnaissance, and possibly a little plundering. Their high-spirited
approach to war was matched by their popinjay uniforms, some of the gaudiest
ever to have been worn into battle. Hussar arrogance, however, was well
deserved: in 1806 some 500 French hussars bluffed a 6,000-strong Prussian
garrison at Stettin into surrendering the fortress there."
Type - Light Cavalry
Available - England, Russia
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 9
Charge Bonus - 15
Defence - 6
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
- Jozsef Alvinczi -
"A general can send his men forward to victory and glory, or he can turn the
tide of battle when hope is gone.
Alvinczi's presence alone is enough to inspire his troops to fight on, or go
forwards to almost-certain death. A general who has the respect and adoration
of his troops is worth protecting, and its is sensible to keep this man out
of combat. He should be used to inspire, rally, and command. It is not his
place to spend a battle with a sword in his hand and blood in his eye!
A famous pipe smoker and proponent of scientific investigation, Joseph
Alvinczi's military career was punctuated with acts of great personal
bravery, something that made him incredibly popular with his men. He played
a key role in gathering the Tyrolean militia who resisted Napoleon during
his advance across Italy in 1796. He and his new recruits were sent to
relieve Mantua and break Napoleon's siege. At first successful, Alvinczi
won a victories at Caldiero and Bassano. He was eventually defeated at
Arcole, though he ignored his deteriorating personal health to regroup his
men and launch a further attack at Rivoli."
Type - General
Available - Austria
Regiment Size - 24 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 8
Morale - 11
Abilities - Can rally routing comrades
Inspires nearby units
- Karl Schwarzenberg -
"Greatly respected by his men, Schwarzenbergs presence inspires and guides
them.
General Schwarzenberg leads by example: his bravery and skilful manoeuvres
on the battlefield spur his followers on to greatness. His importance to
morale cannot be underestimated, and so placing him in harms way in combat
would be extremely foolish. Though he is armed, talents are better used to
command an army, not to personally slaughter enemies.
Karl Schwarzenberg (1771-1820) was no stranger to perilous situations,
famously breaking through French lines when they besieged the city of Ulm.
He actually became Napoleon's friend during negotiations over Bonaparte's
marriage to Archduchess Marie Louise of Austria. Napoleon respected him
enough to give him command of the Austrian corps attached to the Grand Armee
in 1812. When Austria joined the Allies in 1814, Schwarzenberg found himself
fighting against his friend. He was instrumental in taking Paris and thereby
forcing Napoleon into exile on Elba."
Type - General
Available - Austria
Regiment Size - 24 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 8
Morale - 11
Abilities - Can rally routing comrades
Inspires nearby units
- Kings German Legion Dragoons -
"These heavy cavalrymen can be rushed to critical areas on the battlefield to
provide powerful support.
When mounted, these troops can either use their deadly heavy swords in close
combat or break enemy line formations with a powerful charge. Their horses
allow them to reposition quickly to counter enemy moves, quickly lending
firepower to beleaguered comrades. However, they have to dismount before
firing their carbines. They sometimes need to be kept on a tight rein by a
commander, because their eagerness for battle can sometimes become
recklessness.
In 1807, the Danes refused naval support to the British. The British, for
their part, feared the Danes would support the French, and so part of the
King's German Legion to Denmark. On the road to Copenhagen, the 1st King's
German Light Dragoons learned that there was an arsenal in the fortress of
Friederickswerk. Despite having only a single squadron to hand, Captain
Krauchenberg, the dragoon's commander, sent a message demanding the
fortress' surrender. He claimed that an army of 10,000 was on the way. His
enormous fib worked, and the KGL Dragoons secured an impressive haul of
enemy guns and ammunition, just as daylight revealed their actual numbers!
By then, it was too late for the hapless Danes."
Type - Heavy Cavalry
Available - England
Regiment Size - 45 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 25
Ammunition - 10 Rounds
Melee Attack - 11
Charge Bonus - 17
Defence - 13
Morale - 9
Abilities - Resistant to morale shocks
- Kings German Legion Light Dragoons -
"Speed and agility, coupled with the ability to fight both mounted and on foot
makes these men indispensable.
Fast moving and highly skilled, these light dragoons are a useful and
versatile unit. Their true skill lies in horsemanship, although they need to
dismount to use their carbines. Their flexibility in battle makes them ideal
for use against artillery and skirmishers. However, should they find
themselves facing well-disciplined line infantry in square their weaknesses
will swiftly become apparent.
Historically, the dragoons and the light dragoons of the Kings German Legion
were quartered in Weymouth, on south coast of England, along with two horse
artillery batteries. The barracks were often visited by King George III and
the men were his particular favourites. He would walk among the men as he
oversaw drill, discussing news of home in Germany and joking with them. He
even took to wearing the uniform of the dragoons during his visits. The
practice of visiting the men of the Kings German Legion didnt die with
George III; the then-Prince of Wales and other members of the Royal family
continued this tradition for years to come."
Type - Light Cavalry
Available - England
Regiment Size - 45 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 25
Ammunition - 10 Rounds
Melee Attack - 10
Charge Bonus - 16
Defence - 7
Morale - 7
Abilities - Can hide in woodland
Paths seldom trod
Resistant to morale shocks
Good stamina
- Lanceros de Castilla -
"Guerrilla Lanceros are swift, irregular horsemen who use their lances in
devastating charges. Guerrilla units can be deployed anywhere on the
battlefield except inside the enemy deployment zone or within range of
the enemy general.
The sight and sound of thundering cavalry, lances thrust forward, is a
fearsome thing to behold. Guerrilla Lanceros are supposed to use their
horsemanship to punch a hole through enemy defences, causing casualties
and possibly breaking the enemy in the process. After a charge, they
should withdraw quickly and reform, as lances are too unwieldy to use in
close combat. Staying in a prolonged fight might prove too dangerous for
the lancers!
Napoleon's occupation of Spain and depredations by the French soldiers
outraged the Spanish, leading many of them to seek revenge. Julian Sanchez
was an ex-soldier and farmer who raised a band of Guerrilla Lanceros after
the French brutalised his family. Sanchez grasped that light cavalrymen
with an intimate knowledge of the country could carry out small, but
damaging, attacks. His lancers would lay in wait for days and then ambush
small convoys, gathering intelligence as they did so. In the process, French
morale was damaged and the lives of the French were made as miserable and
dangerous as possible. He quickly gained the attention of the Duke of
Wellington as well as the Spanish people, who showed their respect by
addressing him as "Don Julian"."
Type - Lancer Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 6
Charge Bonus - 33
Defence - 3
Morale - 4
Abilities - Can hide in woodland
Good stamina
Guerrilla warfare
- Lanceros del Tietar -
"Guerrilla Lanceros are swift, irregular horsemen who use their lances in
devastating charges. Guerrilla units can be deployed anywhere on the
battlefield except inside the enemy deployment zone or within range of
the enemy general.
The sight and sound of thundering cavalry, lances thrust forward, is a
fearsome thing to behold. Guerrilla Lanceros are supposed to use their
horsemanship to punch a hole through enemy defences, causing casualties
and possibly breaking the enemy in the process. After a charge, they
should withdraw quickly and reform, as lances are too unwieldy to use in
close combat. Staying in a prolonged fight might prove too dangerous for
the lancers!
Napoleon's occupation of Spain and depredations by the French soldiers
outraged the Spanish, leading many of them to seek revenge. Julian Sanchez
was an ex-soldier and farmer who raised a band of Guerrilla Lanceros after
the French brutalised his family. Sanchez grasped that light cavalrymen
with an intimate knowledge of the country could carry out small, but
damaging, attacks. His lancers would lay in wait for days and then ambush
small convoys, gathering intelligence as they did so. In the process, French
morale was damaged and the lives of the French were made as miserable and
dangerous as possible. He quickly gained the attention of the Duke of
Wellington as well as the Spanish people, who showed their respect by
addressing him as "Don Julian"."
Type - Lancer Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 4
Charge Bonus - 37
Defence - 5
Morale - 4
Abilities - Can hide in woodland
Good stamina
Guerrilla warfare
- Lanceros -
"These cavalrymen are each armed with a lance, which make them particularly
deadly when charging.
The lance is probably among the oldest of cavalry weapons. It gives the user
a chance to put all his weight and that of his charging horse into one very
sharp point. A lance that can, in skilled hands, be driven right through any
enemy. When coupled with the fast pace of their horses, a lancer's charge is
very intimidating. However, if the lancer does not kill his target, he leaves
himself vulnerable. A long lance is less use in a melee than a sword, and a
lancer is at a disadvantage once the close fighting starts, especially
against well-trained infantry capable of forming square.
Historically, many nations used lancers. The French army adopted lancers with
some enthusiasm, and Napoleon even included Polish lancers in his Imperial
Guard. In India the lance had long been used as a weapon: lancer skills were
often practiced by "pegging", picking tent pegs out of the ground with the
lance tip, or "pig-sticking", the hunting of wild pigs or even wild dogs
with the lance."
Type - Lancer Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 6
Charge Bonus - 36
Defence - 5
Morale - 6
Abilities - Can hide in woodland
Good stamina
- Lancers -
"These cavalrymen are each armed with a lance, which make them particularly
deadly when charging.
The lance is probably among the oldest of cavalry weapons. It gives the user
a chance to put all his weight and that of his charging horse into one very
sharp point. A lance that can, in skilled hands, be driven right through any
enemy. When coupled with the fast pace of their horses, a lancer's charge is
very intimidating. However, if the lancer does not kill his target, he leaves
himself vulnerable. A long lance is less use in a melee than a sword, and a
lancer is at a disadvantage once the close fighting starts, especially
against well-trained infantry capable of forming square.
Historically, many nations used lancers. The French army adopted lancers with
some enthusiasm, and Napoleon even included Polish lancers in his Imperial
Guard. In India the lance had long been used as a weapon: lancer skills were
often practiced by "pegging", picking tent pegs out of the ground with the
lance tip, or "pig-sticking", the hunting of wild pigs or even wild dogs
with the lance."
Type - Lancer Cavalry
Available - Prussia
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 6
Charge Bonus - 36
Defence - 5
Morale - 6
Abilities - Can hide in woodland
Good stamina
- Life Guards -
"These elite cavalrymen are all gentlemen, skilled in melee attacks and deadly
on the charge.
Life Guards are an elite court regiment where appearance is as important as
fighting ability. This doesnt diminish their skills as soldiers: their
powerful charge is capable of breaking the most stoic of enemy lines and
their skill in a fight is almost unrivalled. However, their pride can lead
some to be a little hot headed: they lack the discipline of other cavalry
units and, like all cavalry, they may prove ineffective against infantry in
square.
Historically, perhaps the oddest sounding of the various royal guard cavalry
regiments were the curiously named "horse grenadier guards". Common sense
would seem to indicate that these men would only ever get to throw their
grenades once, before their horses took off at speed towards all points of
the compass! In British service, the Household Cavalry regiments, including
the horse grenadiers did not, and do not, have sergeants: they have
"corporals of horse". The word "sergeant" has the same origins as "servant",
and no gentleman, even a private trooper, is ever a servant."
Type - Heavy Cavalry
Available - England
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 14
Charge Bonus - 20
Defence - 16
Morale - 12
Abilities - Inspires nearby units
- Lifeguard Horse -
"These elite heavy cavalry may be slow, but they more than make up for it with
a devastating charge.
The Lifeguard Horse troops are members of Russia's Imperial Guard. They are a
terrifying sight to behold on the battlefield. In close combat, they wield
straight heavy cavalry swords and the armour they wear provides them with
protection against enemy blows. Their horses are slow, but very strong, and
they use them to batter and intimidate enemy infantry with powerful cavalry
charges.
In 1800, army reforms split the Tsar's Lifeguard cavalry into several
different regiments: the Horse Guards, Lifeguard Hussars, Lifeguard Cossacks
and, most senior of all, the Chevalier-Garde. The Lifeguard first saw action
against Napoleon in the Battle of Austerlitz in 1805, but were driven back by
cavalry of Napoleon's own Imperial Guard. It was Napoleon's victory at
Austerlitz that effectively destroyed the Third Coalition against France and
thereby altered European politics."
Type - Heavy Cavalry
Available - Russia
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 13
Charge Bonus - 19
Defence - 18
Morale - 11
Abilities - Resistant to morale shocks
Inspires nearby units
Resistant to cold fatigue
- Lifeguard Hussars -
"This fast light cavalry unit is best used for dealing with skirmishers and
artillery who can attack from long range.
Lifeguard Hussars are members of Russia's Imperial Guard cavalry, and all
are elite servicemen. Dressed in impressive uniforms and riding the fastest
of horses, they enjoy a high status in the Russian army, and are supremely
sure of their abilities, sometimes to the point of arrogance. They have
excellent morale and speed, making them exceptional when charging, and ideal
for chasing down skirmishers or attacking artillery units. However, they
sacrifice some strength for speed and are vulnerable if pitted against
heavier cavalry in melee or infantry units in square.
Czar Paul I (1754-1801) formed his own personal guard cavalry in the
Lifeguard Hussars, Chevalier-Garde, Horse Guards and Lifeguard Cossacks when
he was crowned. These new bodyguards replaced the existing guard cavalry
created by his mother, Catherine the Great (1729 -1796). Disgusted by what
he saw as the decadence and corruption of the old nobility, Paul I devoted
his reign to renewing the medieval notion of chivalry through a
reorganisation of the Russian hierarchy. Unfortunately, Paul Is long-held
fear of assassination was justified: he was soon murdered by disgruntled
members of the nobility."
Type - Light Cavalry
Available - Coalition Battle Pack
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 15
Charge Bonus - 19
Defence - 12
Morale - 11
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
Resistant to cold fatigue
- Light Dragoons -
"Light dragoons are mounted skirmishers, riding to a fight then engaging the
enemy on foot.
Dragoons horses are primarily for mobility, but they are also fast and can
deliver a reasonably effective charge. These characteristics make light
dragoons effective against skirmishers and artillery: they can close quickly
enough to not suffer too many casualties. When mounted, they are effective
with their curved sabres, but to use their carbines they must dismount first.
On foot, they are vulnerable to enemies in melee.
Historically, light dragoons often performed as a kind of police force, and
were useful in suppressing riotous and rebellious civilians. Their horses
give them strategic mobility, allowing them to control large areas and
quickly come to the aid of the local, civil authorities. As the 18th Century
drew to a close, they had lost their role as mounted infantry and most became
another kind of light cavalry, although they retained the dragoon name. The
officers and men welcomed the change, as "proper" cavalrymen had glamour for
the ladies, a higher social status, and better pay rates!"
Type - Light Cavalry
Available - England
Regiment Size - 45 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 25
Ammunition - 10 Rounds
Melee Attack - 10
Charge Bonus - 10
Defence - 12
Morale - 9
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
- Line Cavalry -
"Reliable, sturdy and fast, line cavalry are a good all-round mounted unit.
Armed with a traditional straight sword, as opposed to the ever-popular
sabre, these cavalrymen are a multipurpose unit. They are light enough to
chase down a routing enemy, but heavy enough to charge effectively into
enemy lines. However, their versatility comes at the cost of specialisation:
should they be pitted against the likes of horse guards, their lack of
specialist training will become apparent.
Spain and the Peninsular War proved to be a major part in the downfall of
Napoleon and this was thanks, in part, to his older brother Joseph. Joseph
helped his brother to take control of France during the revolution and was
rewarded with the throne of Naples in 1806. His time as king was brief, and
he was soon sent elsewhere when Spain fell under Napoleon's control.
Napoleon needed someone he could trust on the Spanish throne and Joseph was
the obvious choice. However, French occupation of Spain was unpopular to say
the least and Joseph never really managed to gain a steady grip on the
country. French control was eventually broken at the Battle of Vitoria and
Joseph abdicated, fleeing back to France."
Type - Cavalry
Available - England
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 8
Charge Bonus - 14
Defence - 8
Morale - 6
Abilities - Can hide in woodland
- Luetzow's Freikorps -
"Swift light cavalry, the riders of Luetzows Freikorps are excellent in
melee and on the charge.
The men of Luetzow's Freikorps have immense pride in their regiment and as a
consequence exhibit excellent morale. These fast, light cavalry are an
effective fighting force whether charging home or fighting in close quarters.
Their flexibility in battle makes them ideal for use against artillery and
skirmishers, but will be of little utility against heavier cavalry in melee.
As with any cavalry unit their biggest threat is infantry in square
formation.
A certain amount of romance is attached to Luetzows Freikorps. Following a
crushing defeat on 17th July 1813, the Freikorps began recruiting in earnest;
during this time a large number of intellectuals, artists and poets were
drawn to Luetzow's regiment. This was thanks in part to his reputation for
personal bravery and the regiments reputation for derring-do. This
reputation that was upheld by one of the Corps most famous members, Eleonore
Prochaska: she disguised herself as a man and fought alongside her fellow
soldiers until she finally met her end at the Battle of Goehrde. It was only
as Prochaska lay wounded, still beating time on a stolen French drum, that
she admitted her deception to her lieutenant. She was removed from the field
and lived for three weeks before succumbing to her wounds."
Type - Light Cavalry
Available - Coalition Battle Pack
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 9
Charge Bonus - 16
Defence - 4
Morale - 8
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
- Mikhail Kutuzov -
"Honoured to defend Mother Russia, this general inspires nearby troops.
The men serving under General Mikhail Kutuzov respect and trust his
strategies and orders. Unlike many generals who have bought commissions, he
has earned his position through success, not politics. As a result, his men
would follow him into the mouth of Hell. His presence alone will make it
harder to rout his troops: their faith in him really is that strong. For this
reason, he should be kept out of the front line. Although he is armed with a
sword his strength is leadership, and his death would be a great blow to the
troops.
Mikhail Kutziv or Kutuzov (1745-1813) was a Field Marshal famed for defeating
the French Grand Armee during Napoleons ill-fated invasion of Russia in
1812. By this time, Kutuzov had lost an eye in service, giving him a menacing
countenance, and had achieved great honour during the Russo-Turkish Wars. He
was a follower of the great Generalissimo Alexander Suvorov (1729-1800),
something that certainly gave him the necessary military skills."
Type - General
Available - Russia
Regiment Size - 24 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 8
Morale - 11
Abilities - Can rally routing comrades
Inspires nearby units
- Mounted Cazadores -
"These mounted light infantry help to slow the enemy advance and keep their
own line untroubled by enemy skirmishers.
These men harass the enemy and, if possible, pick off important men in the
enemy ranks. Unlike their comrades in the line and light infantry, they are
mounted and can fight on foot if needed. They form up in a loose skirmish
line, firing independently at their self-designated targets. The result is
a constant barrage rather than a devastating volley, but a deadly one as
officers and sergeants are removed from the fight.
Historically, Cazadores were trained to defend the border between Spain and
Portugal, an area of much activity before and during the Peninsular War. In
1800, Napoleon and his Spanish ally, Manuel de Gordoy, demanded that Portugal
ally with France. This was something that Portugal, a long-standing ally of
the British, refused to do. In 1801 French and Spanish troops under Gordoy
took the Portuguese town of Olivenza. Once the fighting was over, Gordoy
picked oranges from a nearby grove and sent them back to the Queen to inform
her of his victory, giving the affair the title of "The War of the Oranges"."
Type - Mounted Infantry
Available - Spain
Regiment Size - 60 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 30
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 5
Morale - 7
Abilities - Can hide in woodland
Garrison policing bonus
- Mounted Jagers -
"As mounted skirmishers these men harass the enemy and screen the main body of
an army.
Along with their horses, initiative, aggression and pace mark these men out
from other infantry. Mounted Jagers carry standard smoothbore, muzzle-loading
muskets, but they do not rely on massed volley fire: they deliberately aim at
individuals within the enemy ranks. This unsporting and selective fire can be
delivered on foot or from horseback. It can disrupt enemy formations or drive
off enemy skirmishers. These men are trained to shoot, not fight in
hand-to-hand battles, and will be worsted in a melee.
Hessian mercenary Captain Johann Ewald was a field commander of the Jager
corps and a prolific writer. He documented his life as a soldier during the
American Revolution and created maps of the areas he spent time in, with
detailed information about the placement of troops and fortifications. Ewald
was the son of a bookseller and began his military career at the age of
sixteen, quickly attaining the rank of captain and given command of a group
of Jagers. After taking part in several key battles during the American
Revolution, it became apparent that Ewald had progressed as far as his social
class would allow and he decided to join the Danish army, where he was
promoted to Lieutenant Colonel."
Type - Mounted Infantry
Available - Sweden
Regiment Size - 60 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 40
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 4
Morale - 6
Abilities - Can hide in woodland
Garrison policing bonus
- Mounted Nizam-I Cedit -
"Armed with muskets and swords, these soldiers are can fight mounted and on
foot.
The primary duty of the mounted Nizam-I Cedit is to harass the enemy and pick
off important individuals within their ranks. The speed provided by their
mounts mean these men can reach areas of the battlefield significantly quicker
than their counterparts on foot. However, their speed and versatility is no
protection if they find themselves in close combat; if pitted against line
infantry they will suffer heavy losses.
Historically, the mounted Nizam-I Cedit were known as the Neferi Nizam-I
Cedit, or the 2nd Orta provincial militia. Shortly after being raised, the
1st Orta felt the wrath of the British Ambassador, who was angered by the
fact that the units of this new model army were issued with French instead
of British muskets! His displeasure was the least of their problems. Although
sanctioned by the sultan, the modernisation of the army was met with
hostility from Ottoman traditionalists. The bayonet, for example, was a
serious bone of contention: many chose to see it as a way of reducing proud
warriors to little more than parts in a machine."
Type - Mounted Infantry
Available - Ottoman Empire
Regiment Size - 60 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 40
Ammunition - 10 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 4
Morale - 6
Abilities - Can hide in woodland
Garrison policing bonus
Resistant to heat fatigue
- Mounted Rifles -
"Armed with a tough, accurate rifled musket, the Rifles are an elite
skirmishing force.
The rifle gives them the ability to kill at astonishing ranges for a
flintlock weapon. Their skills and skirmishing tactics allow them to use
whatever cover is to hand to hide, stalk the enemy, and then kill them from
a distance. Even their uniforms are a subdued colour to help them in their
role as hunters and snipers.
They are, however, not invulnerable. Like all skirmishers, they can be cut
down by a carefully timed cavalry charge. They will also suffer
disproportionate casualties if exposed to a line unit's firepower.
Historically, the Greenjackets, nicknamed for their dark green uniforms that
blended into the landscape, carried an infantry rifle designed by Ezekiel
Baker of London. This muzzle-loading flintlock used a small ball in a rifled
barrel with superb accuracy. Loading was a slow business, and could take a
minute or more to do properly so that a shot would fly true. The result, in
the hands of an expert, was deadly. French officers came to dread the
presence of the Rifles on a battlefield."
Type - Mounted Infantry
Available - Russia
Regiment Size - 60 Men
Attack Range - 80 Metres
Accuracy - 35%
Reloading Skill - 30
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 15
Defence - 3
Morale - 7
Abilities - Can hide in woodland
Garrison policing bonus
Resistant to cold fatigue
- Napoleon Boneparte -
"An inspirational leader of men can be worth any number of common soldiers in
the right place, at the right time.
Napoleon's presence alone is enough to inspire battle weary troops to fight
on, even in the bleakest of situations. He commands the respect and adoration
of his troops, and respects and cares for them in return. The moral fibre he
instils in lesser men is a valuable asset on the battlefield. It is advisable
to keep him away from the thick of the fighting: it is his task to have a
cool head, not be pre-occupied with swinging a sword.
From an early age Napoleon's school masters commented on his pride and
ambition, aspects of his personality that were to follow him through to
adulthood. Many of his teachers took the time to nurture this talented and
promising young man, but none more so than Baron du Teil, the commandant of
the artillery school Napoleon attended. He helped lay the foundations for
Napoleon's skills with artillery and helped him to develop a better
understanding of tactical concepts which he would later use to outstanding
effect. Even as a mature commander, Napoleon never lost his grasp of the
simple truth that artillery won battles for him."
Type - General
Available - France
Regiment Size - 24 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 8
Morale - 11
Abilities - Can rally routing comrades
Inspires nearby units
- Pavlograd Hussars -
"Hussars are an elite light cavalry force, armed with curved sabres and
excellent against skirmish troops and artillery.
All hussars have "dash" and a touch of derring-do in their collective
attitude towards war. Pavlograd hussars are, without exception,
excellent horsemen, ideal for chasing down skirmishers and overrunning
artillery units. Though their charge is powerful, they are still weak
against infantry in square and will suffer losses in prolonged close
combat. Instead, they are better used to quickly attack, then break
away and attack again.
The Pavlograd Hussars were immortalised in Tolstoys epic novel "War and
Peace", but their fame was well established before Tolstoy penned his
masterpiece. In 1797, a young Georgian officer, Spiridon Zhevahov, took
command of the Pavlograd Hussars and led them to impressive triumphs
against Napoleons forces. The Hussars shocked the French by crushing the
3rd Lancers of the Young Guard, part of Napoleons personal guard. To add
insult to injury, they also managed to capture the 3rd Lancers' standard,
a major blow to French prestige."
Type - Light Cavalry
Available - Russia
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 10
Charge Bonus - 16
Defence - 8
Morale - 7
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
- Polish Guard Lancers -
"Polish Guard Lancers are fearsome and lightning fast at the charge.
Trained to ride hard into battle with their lances couched, these superb
horsemen are ideal shock troops. Their steeds are fast and carry them to key
points on the battlefield in what seems like a heartbeat. The morale of these
brave men is unrivalled, but should they become caught in a prolonged melee
their weakness in close combat will become apparent. Employed against elite
infantry formed in square their charge and lance skills will be largely
wasted.
The Polish Guard were originally raised from among a party of exiled Polish
noblemen who accompanied Napoleon into Warsaw in 1807. He was so impressed
with the loyalty of these men that he insisted the new regiment be attached
to his own Imperial Guard. From that moment on candidates for the regiment
had to be Polish landowners between the ages of 18 and 40; they were expected
to provide their own horses and equipment. It wasnt until after the Battle
of Wagram in 1809 that these men were issued with the lance as standard
equipment. When Napoleon was forced exiled on Elba in 1814, 150 loyalists of
the Polish Guard Lancers followed their Emperor to prison."
Type - Lancer Cavalry
Available - France in Poland
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 12
Charge Bonus - 44
Defence - 11
Morale - 12
Abilities - Can hide in woodland
Good stamina
- Portuguese Cavalry -
"Armed with straight swords, these cavalry are competent troops.
Portuguese horses, although hardy and reliable, are neither large nor fast
enough to be used for heavy or light cavalry. For this reason, they are used
as mounts in a kind of all-purpose cavalry, slower than light cavalry and
weaker than most heavy cavalry units. Despite this lack of specialisation,
they are still useful on the battlefield and fight courageously. They must be
deployed with a little care, as charging them into well-trained line infantry
squares will only lead to heavy losses.
Historically, cavalry regiments were the weakest arm of the Portuguese
forces. They had difficulty raising effective cavalry due to Portugal's lack
of natural resources required to produce remounts. It was hard to find enough
forage to sustain the horses, and the native animals were not large, or
swift. As a result, Portuguese cavalry was never organised as specialised
regiments and failed to fulfil the needed tactical roles. To be fair,
Portugal simply did not have the spare land required for large herds of
horses."
Type - Cavalry
Available - Portugal
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 13
Defence - 7
Morale - 5
Abilities - Can hide in woodland
- Royal Scots Greys -
"The Scots Greys are a heavy dragoon unit that can also be used as
effective shock cavalry.
The men of the Greys are each armed with a flintlock carbine and the standard
British heavy cavalry sword, a man-killing butcher's blade of a sword when
used from horseback in close combat. Like all Scotsmen, they are sure they
are the best soldiers in the world and can fight like the Devil. This may be
true, but more disciplined and less impetuous cavalry can beat them.
More properly called the 2nd Royal North British Dragoons, the Scots Greys
were one of the oldest dragoon regiments in British service. The term "North
Britain" was preferred in official circles to "Scotland" after the Act of
Union between England and Scotland, and abortive Jacobite rebellions, but
the name Scots Greys was used anyway. Distinguished by their all-grey
mounts, the 2nd RNBD achieved immortality as part of the Union Brigade in
Uxbridge's magnificent and successful heavy cavalry charge against the
French centre at Waterloo. Sergeant Charles Ewart of the 2nd RNBD captured
an Eagle in the action, but the whole of the British heavy cavalry were not
kept in-hand, and were "blown" for the rest of the battle. Lady Elizabeth
Butler's painting "Scotland Forever" depicts their charge in all its glory,
and remains one of the finest examples of patriotic art ever created."
Type - Heavy Cavalry
Available - Pre-Order Bonus
Regiment Size - 40 Men
Attack Range - 80 Metres
Accuracy - 45%
Reloading Skill - 35
Ammunition - 10 Rounds
Melee Attack - 14
Charge Bonus - 20
Defence - 15
Morale - 10
Abilities - Can dismount
- Shaturnal Camel Gunners -
"These camel troops are armed with carbines and have highly regarded
skirmishing skills.
These men have been hardened for battle by the merciless nature of the
desert, a place that is utterly unforgiving to the weak. A man who cannot
fight is unlikely to survive the life of feuding and banditry that is his
lot. Unlike many of their enemies, the shaturnal camel gunners are extremely
swift and manoeuvrable force, and have perfected their skirmish tactics. An
extra edge in combat is gained from their camels: enemy horses are easily
scared by these gurning, spitting creatures!
Historically, a shaturnal was a kind of swivel gun mounted on the back of a
camel or an elephant. Rather than using the camel to simply transport the
gun, the weapon was actually fired with the gun still attached to the animal.
Because there was no need to dismount to use the weapon, it could be brought
into action very quickly."
Type - Missile Cavalry
Available - Ottoman Empire
Regiment Size - 45 Men
Attack Range - 80 Metres
Accuracy - 40%
Reloading Skill - 35
Ammunition - 10 Rounds
Melee Attack - 9
Charge Bonus - 11
Defence - 5
Morale - 6
Abilities - Can skirmish
Can hide in woodland
Paths seldom trod
Scares horses
Good stamina
Resistant to heat fatigue
- Silahtar Guard -
"These elite cavalry are the Sultans personal guard: all men of exceptional
courage and morale.
For the Ottomans, military service is not a burden, but an honour and one
that men should readily embrace. The greatest honour is reserved for the
Silahtar Guard, who are charged with protecting the sultan himself. If
needed these troops will lay down their lives for him; such sacrifice demands
an iron resolve, and the Silahtar are not easily shaken in battle. They are
armed with lances, excellent for breaking through enemy lines with a
devastating charge.
By the end of the 18th century the Ottoman Empire, despite still having an
effective military, was not the power it had been. The Ottoman army was
under-funded, and many men left the military to find other work. This was
especially true of the cavalry. Many of the old feudal Sipahis had
disappeared, and even the Silahtar Guard was largely diminished. Recognising
the need for modernisation, Sultan Selim III (1789-1807) attempted to reform
the Ottoman military along European lines. Unfortunately, the janissaries
violently resisted his reforms, resulting in Selim's murder."
Type - Heavy Cavalry
Available - Ottoman Empire
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 11
Charge Bonus - 39
Defence - 14
Morale - 11
Abilities - Resistant to morale shocks
Inspires nearby units
Resistant to heat fatigue
- Siphai Cavalry -
"These superb horsemen have an excellent charge attack and their exceptional
morale makes them reliable and brave.
The Siphai are unswervingly faithful and deserving of their elite status.
Mounted on the finest horses, they carry ornate lances that are deadly when
used at the charge. When delivered to the flanks or rear of an enemy, such
a charge often proves decisive in a fight. Their heavy lances mean the
Siphai are vulnerable during prolonged melee and against well-trained line
infantry.
As almost feudal fief-holders, Siphai were granted the income from a parcel
of land in exchange for their military service, and were expected to supply
a number of armed men. They enjoyed the high status common to many cavalry
corps, and the disciplined Siphai saw themselves as superior to the
oft-unruly janissaries. Rivalry between the two corps was a barely concealed
simmering hatred at times. A contributing factor was that Siphai were all
ethnic Turks, whereas the janissaries recruited as children from provincial
Christian families and converted to the Islamic faith. Despite these petty
matters, Siphai represented the best horsemen available to the Sublime
Porte."
Type - Heavy Cavalry
Available - Ottoman Empire
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 9
Charge Bonus - 37
Defence - 13
Morale - 9
Abilities - Resistant to morale shocks
Resistant to heat fatigue
- Spanish Husares -
"Hussars are light cavalry, fast moving and useful for scouting ahead of an
army.
These superb horsemen can be used as a screen for the main army, or for
strategic scouting to locate the enemy. Hussar speed makes them ideal for
targeting skirmishers and artillery: enemies have little chance to escape if
hussars are sent against them. Hussars are armed with curved sabres, and can
acquit themselves well in melee or during a charge, although they do not fare
well against disciplined infantry or heavy cavalry.
Historically, hussars of all nations enjoyed the freebooting attitude of the
Hungarian originals, and acted independently of the main army as much as they
could. This was useful, because they could be sent out to do long patrols or
reconnaissance, and possibly a little plundering. Their high-spirited
approach to war was matched by their popinjay uniforms, some of the gaudiest
ever to have been worn into battle. Hussar arrogance, however, was well
deserved: in 1806 some 500 French hussars bluffed a 6,000-strong Prussian
garrison at Stettin into surrendering the fortress there."
Type - Light Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 9
Charge Bonus - 15
Defence - 6
Morale - 6
Abilities - Can hide in woodland
Paths seldom trod
Good stamina
- Towarczys -
"This unit of lancers are a powerful force of shock cavalry, able to break
through units with a charge.
The Towarczys lancers are a unique force in Prussian service: fast moving,
and with high morale thanks to their self-belief. Trained to attack at the
full gallop, their lances give them an advantage in the first few moments
of hand-to-hand combat. This is often enough to break unprepared or
disorganised enemies. Like all lancers, however, they are not good in a
prolonged fight, and should withdraw and regroup rather than stay in a
melee. Only a foolish commander would order them to attack prepared
infantry in a square.
Originally, these troops had been the Bosniaks in Prussian service but,
after 1800 they were recruited from Polish territory that had been recently
conquered by Prussia. Despite the changes, they remained light lancers,
indeed the only lancers in the Prussian army until the Uhlans were raised
in 1808. The regiment adapted a traditional Polish idea of the nobility
serving as cavalry officers called "towarzysz", or companions. Originally,
these men had joined the army with their followers, and their pay and
privileges were entirely dependent on the size of their personal retinue.
The Corps Towarczys was present at the Battle of Eylau in 1807, as part of
the 3rd Division of the Prussian Corps; this small force was pretty much
all that was left of the Prussian military after their crushing defeat at
the Battle of Jena-Auerstedt in 1806."
Type - Lancer Cavalry
Available - Pre-Order Bonus
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 6
Charge Bonus - 36
Defence - 5
Morale - 6
Abilities - Can hide in woodland
Inspires nearby units
Good stamina
- Tsar Alexander -
"A commanding general can inspire his men to great feats of valour, and hold
them with his will when all seems lost.
This man's presence alone is enough to inspire the battle-weary rank and file
great efforts, even in their bleakest moments. A general who carries the
respect of his troops is a valuable asset and should be protected in battle.
Apart from anything else, it is not wise to expose the Tsar to the cut and
thrust of battle. He should have his mind on command, not dodging bullets.
The circumstances that surrounded Alexander Is death were intriguing, even
in comparison to his interesting life. In 1825, his wifes doctors
recommended a trip to the Russian southern city of Taganrog, as the Tsarina
had been sick for some time. During their stay, Alexander developed typhus
and died. The sudden and unexpected nature of his death led many to speculate
that he had faked his own death and left the country to begin a new life in
peace and solitude. Some even believed that he took the name Feodor Kozmich
and became a hermit, although this was never proven. Regardless of rumour or
truth, when Tsar Alexander's tomb was opened by the later Soviet government
it was found to be completely empty."
Type - General
Available - Russia
Regiment Size - 24 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 7
Charge Bonus - 10
Defence - 8
Morale - 11
Abilities - Can rally routing comrades
Inspires nearby units
- Ulans -
"Ulans are fast-moving lancers, and terrific shock cavalry who can batter an
enemy into flight.
Like all lancers, it is their weapons that give them a distinct advantage in
the first seconds of contact. A unit of lancers, charging into the attack, is
frightening indeed to the targets of their ire. However, a lance is not the
handiest of weapons in a melee, so the ulans should break off, reform and
charge anew rather than stay in hand-to-hand combat. Like all shock cavalry,
they should not be thrown into ill-considered attacks against prepared or
elite infantry in square formations.
The Austrian decision to raise lancer regiments was a consequence of
conquering former Polish provinces: Polish manpower was there to be
exploited, and Poles were regarded as expert lancers. The first units were
raised by the order of Emperor Joseph II (1741-90), but it was under his
successor, Leopold, that the first proper regiments were created. The Poles
had a long tradition of fielding lancer regiments, and the Austrians made
full use of this experience. Ulans were armed, dressed, and trained in a
distinctly Polish style: the rank and file were also mostly Polish speakers."
Type - Lancer Cavalry
Available - Russia, Austria
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 6
Charge Bonus - 36
Defence - 5
Morale - 6
Abilities - Can hide in woodland
Good stamina
Resistant to cold fatigue
- Vistula Uhlans -
"These cavalrymen are each armed with a lance, which make them particularly
deadly when charging.
The lance is probably among the oldest of cavalry weapons. It gives the user
a chance to put all his weight and that of his charging horse into one very
sharp point. A lance that can, in skilled hands, be driven right through any
enemy. When coupled with the fast pace of their horses, a lancer's charge is
very intimidating. However, if the lancer does not kill his target, he leaves
himself vulnerable. A long lance is less use in a melee than a sword, and a
lancer is at a disadvantage once the close fighting starts, especially
against well-trained infantry capable of forming square.
Historically, many nations used lancers. The French army adopted lancers with
some enthusiasm, and Napoleon even included Polish lancers in his Imperial
Guard. In India the lance had long been used as a weapon: lancer skills were
often practiced by "pegging", picking tent pegs out of the ground with the
lance tip, or "pig-sticking", the hunting of wild pigs or even wild dogs
with the lance."
Type - Lancer Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 8
Charge Bonus - 38
Defence - 7
Morale - 8
Abilities - Can hide in woodland
Good stamina
- Voluntarios de Ciudad Rodrigo -
"Reliably, sturdy and fast, line cavalry are a good all-round mounted unit.
Guerrilla units can be deployed anywhere on the battlefield except inside the
enemy deployment zone or within range of the enemy general.
Armed with a traditional straight sword, as opposed to the ever-popular
sabre, these cavalrymen are a multipurpose unit. They are light enough to
chase down a routing enemy, but heavy enough to charge effectively into
enemy lines. However, their versatility comes at the cost of specialisation:
should they be pitted against the likes of horse guards, their lack of
specialist training will become apparent.
Spain and the Peninsular War proved to be a major part in the downfall of
Napoleon and this was thanks, in part, to his older brother Joseph. Joseph
helped his brother to take control of France during the revolution and was
rewarded with the throne of Naples in 1806. His time as king was brief, and
he was soon sent elsewhere when Spain fell under Napoleon's control. Napoleon
needed someone he could trust on the Spanish throne and Joseph was the
obvious choice. However, French occupation of Spain was unpopular to say the
least and Joseph never really managed to gain a steady grip on the country.
French control was eventually broken at the Battle of Vitoria and Joseph
abdicated, fleeing back to France."
Type - Cavalry
Available - The Peninsular Campaign
Regiment Size - 45 Men
Attack Range - 0 Metres
Accuracy - 0%
Reloading Skill - 0
Ammunition - 0 Rounds
Melee Attack - 6
Charge Bonus - 13
Defence - 6
Morale - 6
Abilities - Can hide in woodland
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[A.05] List of Artillery Units
The same is for artillery units, although the stats will be a little different
than infantry and cavalry. They won't have melee attack, charge bonus and
defence, since it is artillery.
- 10-lber Unicorn -
"Wonderfully versatile and breathtakingly powerful, the unicorn is the
crowning achievement of Russian artillery.
This impressive piece of artillery, named for the unicorn traditionally
engraved on the barrel, has fantastic range capabilities and fires a wide
array of shot types. A howitzer and cannon hybrid, the unicorn is operated by
skilled artillerymen who, although expertly trained in the firing of cannons,
lack skills required for effective defence in melee. However, the power and
versatility of the unicorn guns on the battlefield more than make up for this
weakness.
The first unicorn was cast by Andrey Chokhov, a Russian gun founder who began
his career during the reign of Ivan the Terrible (1547-84). He supervised the
creation of many of Russias most famous artillery pieces including the
behemoth Tsar Pushka, or Tsar Cannon. This masterpiece was commissioned by
Tsar Feodor and weighed a whopping 38 metric tons. It originally sat on a
wooden carriage that was later destroyed during Napoleon's attack on Moscow
in 1812. It now sits in the Kremlin next to the "Tsar Bell", the biggest bell
ever made but never rung."
Type - Artillery
Available - Russia
Regiment Size - 18
Operational Guns - 4
Firepower - 18
Attack Range - 450 Metres
Accuracy - 40%
Reloading Skill - 35
Morale - 3
Abilities - Slow-moving
Can hide in woodland
Resistant to cold fatigue
- 12-lber Foot Artillery -
"Foot artillery batteries are the core of an army on campaign: cannons win
battles.
Despite the name, foot artillery batteries are towed by horses. The
artillerymen, however, march alongside their pieces rather than ride.
Because the guns can be loaded with round or canister shot they are
effective at long and short range: canister shot turns cannons into
gigantic fowling pieces. Artillery is slower than the rest of the army and,
if left behind and undefended, will be vulnerable to cavalry attacks.
Disabling the enemys guns should always be a high priority for a general,
and artillerymen only have the most rudimentary sword skills for their
defence.
By the late eighteenth century, improvements in artillery design had
drastically reduced the weight of cannons and their field carriages.
Design improvements had reduced the time to get into action from the march.
By carefully positioning the barrel in the centre of the gun carriage, the
balance, and manoeuvrability of guns was significantly improved. Napoleon
was an artilleryman, and his use of guns in concentration against small
parts of the enemy battle line persuaded many nations to increase the size
of their own artillery corps."
Type - Artillery
Available - France, Russia, Prussia, Austria, Spain
Regiment Size - 18
Operational Guns - 4
Firepower - 30
Attack Range - 600 Metres
Accuracy - 50%
Reloading Skill - 40
Morale - 3
Abilities - Slow-moving
Can hide in woodland
- 18-lber Foot Artillery -
"Foot artillery batteries are the core of an army on campaign: cannons win
battles.
Despite the name, foot artillery batteries are towed by horses. The
artillerymen, however, march alongside their pieces rather than ride.
Because the guns can be loaded with round or canister shot they are
effective at long and short range: canister shot turns cannons into
gigantic fowling pieces. Artillery is slower than the rest of the army and,
if left behind and undefended, will be vulnerable to cavalry attacks.
Disabling the enemys guns should always be a high priority for a general,
and artillerymen only have the most rudimentary sword skills for their
defence.
By the late eighteenth century, improvements in artillery design had
drastically reduced the weight of cannons and their field carriages.
Design improvements had reduced the time to get into action from the march.
By carefully positioning the barrel in the centre of the gun carriage, the
balance, and manoeuvrability of guns was significantly improved. Napoleon
was an artilleryman, and his use of guns in concentration against small
parts of the enemy battle line persuaded many nations to increase the size
of their own artillery corps."
Type - Artillery
Available - Ottomans
Regiment Size - 18
Operational Guns - 4
Firepower - 35
Attack Range - 600 Metres
Accuracy - 35%
Reloading Skill - 30
Morale - 3
Abilities - Slow-moving
Can hide in woodland
Can hide in light scrub
Resistant to heat fatigue
- 20-lber Unicorn -
"Wonderfully versatile and breathtakingly powerful, the unicorn is the
crowning achievement of Russian artillery.
This impressive piece of artillery, named for the unicorn traditionally
engraved on the barrel, has fantastic range capabilities and fires a wide
array of shot types. A howitzer and cannon hybrid, the unicorn is operated by
skilled artillerymen who, although expertly trained in the firing of cannons,
lack skills required for effective defence in melee. However, the power and
versatility of the unicorn guns on the battlefield more than make up for this
weakness.
The first unicorn was cast by Andrey Chokhov, a Russian gun founder who began
his career during the reign of Ivan the Terrible (1547-84). He supervised the
creation of many of Russias most famous artillery pieces including the
behemoth Tsar Pushka, or Tsar Cannon. This masterpiece was commissioned by
Tsar Feodor and weighed a whopping 38 metric tons. It originally sat on a
wooden carriage that was later destroyed during Napoleon's attack on Moscow
in 1812. It now sits in the Kremlin next to the "Tsar Bell", the biggest bell
ever made but never rung."
Type - Artillery
Available - Russia
Regiment Size - 18
Operational Guns - 4
Firepower - 27
Attack Range - 550 Metres
Accuracy - 30%
Reloading Skill - 35
Morale - 3
Abilities - Slow-moving
Can hide in woodland
Resistant to cold fatigue
- 5-In Howitzer -
"Howitzers send shells high into the air to plunge onto enemies, making
defences and cover less effective.
Howitzers fall somewhere between guns and mortars, the other main artillery
types. Like guns, they have limited mobility and are slow moving, but are
they not as accurate as cannons. They do not fire straight at the target,
but lob shots high into the air to plunge down on a target. The charge of
powder and the barrel angle can be varied, which means a howitzer can send
an almost-vertical shot over a wall. Given such an ability, they are best
employed to bombard areas where enemies are concentrated. In close action,
they can fire canister rounds directly into enemy formations, blasting them
with hundreds of musket balls.
Historically, howitzers were not easy to use. Ballistics was not a perfectly
understood science and, apart from inaccurate targeting, a shell did not
necessarily do any damage when it arrived. Erratic winds could send shells
flying off course. Shell fuses had to be lit while still in the barrel, and
the length of fuse judged to match the flight time. If the fuse was too
short, the shell could explode in mid air; too long and the enemy might be
able to put it out before the shell exploded!"
Type - Artillery
Available - England
Regiment Size - 18
Operational Guns - 4
Firepower - 18
Attack Range - 400 Metres
Accuracy - 45%
Reloading Skill - 25
Morale - 3
Abilities - Slow-moving
Can hide in woodland
- 6-In Howitzer -
"Howitzers send shells high into the air to plunge onto enemies, making
defences and cover less effective.
Howitzers fall somewhere between guns and mortars, the other main artillery
types. Like guns, they have limited mobility and are slow moving, but are
they not as accurate as cannons. They do not fire straight at the target,
but lob shots high into the air to plunge down on a target. The charge of
powder and the barrel angle can be varied, which means a howitzer can send
an almost-vertical shot over a wall. Given such an ability, they are best
employed to bombard areas where enemies are concentrated. In close action,
they can fire canister rounds directly into enemy formations, blasting them
with hundreds of musket balls.
Historically, howitzers were not easy to use. Ballistics was not a perfectly
understood science and, apart from inaccurate targeting, a shell did not
necessarily do any damage when it arrived. Erratic winds could send shells
flying off course. Shell fuses had to be lit while still in the barrel, and
the length of fuse judged to match the flight time. If the fuse was too
short, the shell could explode in mid air; too long and the enemy might be
able to put it out before the shell exploded!"
Type - Artillery
Available - France
Regiment Size - 18
Operational Guns - 4
Firepower - 18
Attack Range - 400 Metres
Accuracy - 50%
Reloading Skill - 30
Morale - 3
Abilities - Slow-moving
Can hide in woodland
- 6-lber Foot Artillery -
"Foot artillery batteries are the core of an army on campaign: cannons win
battles.
Despite the name, foot artillery batteries are towed by horses. The
artillerymen, however, march alongside their pieces rather than ride.
Because the guns can be loaded with round or canister shot they are
effective at long and short range: canister shot turns cannons into
gigantic fowling pieces. Artillery is slower than the rest of the army and,
if left behind and undefended, will be vulnerable to cavalry attacks.
Disabling the enemys guns should always be a high priority for a general,
and artillerymen only have the most rudimentary sword skills for their
defence.
By the late eighteenth century, improvements in artillery design had
drastically reduced the weight of cannons and their field carriages.
Design improvements had reduced the time to get into action from the march.
By carefully positioning the barrel in the centre of the gun carriage, the
balance, and manoeuvrability of guns was significantly improved. Napoleon
was an artilleryman, and his use of guns in concentration against small
parts of the enemy battle line persuaded many nations to increase the size
of their own artillery corps."
Type - Artillery
Available - France, England, Russia, Prussia, Austria
Regiment Size - 18
Operational Guns - 4
Firepower - 20
Attack Range - 450 Metres
Accuracy - 70%
Reloading Skill - 40
Morale - 3
Abilities - Slow-moving
Can hide in woodland
- 6-lber Horse Artillery -
"To keep up with fast moving cavalry, horse artillery batteries put entire
gun crews on horseback or the horse-drawn limbers.
The cannon used by horse artillery lack range and firepower compared to other
artillery pieces. This is considered unimportant; speed is all! Horse
artillery units can move guns to a firing position, deploy, and then remove
themselves with some despatch. They can be where they are needed to support
and attack or break an enemy advance. They are a tactical reserve that any
general will welcome, or a means to exploit a weakness in the enemy line.
Historically, Frederick the Great of Prussia observed that even the smallest
artillery piece could be enough to break enemy defensive formations, leaving
them open to subsequent attacks by infantry. He concluded that speed and
mobility, rather than simple weight of shot, was important. This observation
lead him to order the development of a galloper gun, and a six-pounder
that could be dragged at the gallop. Fredericks contribution to military
tactics was acknowledged by Napoleon himself, who considered the king a
master tactician."
Type - Horse Artillery
Available - France, England, Russia, Prussia, Spain
Regiment Size - 18
Operational Guns - 4
Firepower - 20
Attack Range - 450 Metres
Accuracy - 65%
Reloading Skill - 40
Morale - 3
Abilities - Can hide in woodland
- 7-In Howitzer -
"Howitzers send shells high into the air to plunge onto enemies, making
defences and cover less effective.
Howitzers fall somewhere between guns and mortars, the other main artillery
types. Like guns, they have limited mobility and are slow moving, but are
they not as accurate as cannons. They do not fire straight at the target,
but lob shots high into the air to plunge down on a target. The charge of
powder and the barrel angle can be varied, which means a howitzer can send
an almost-vertical shot over a wall. Given such an ability, they are best
employed to bombard areas where enemies are concentrated. In close action,
they can fire canister rounds directly into enemy formations, blasting them
with hundreds of musket balls.
Historically, howitzers were not easy to use. Ballistics was not a perfectly
understood science and, apart from inaccurate targeting, a shell did not
necessarily do any damage when it arrived. Erratic winds could send shells
flying off course. Shell fuses had to be lit while still in the barrel, and
the length of fuse judged to match the flight time. If the fuse was too
short, the shell could explode in mid air; too long and the enemy might be
able to put it out before the shell exploded!"
Type - Artillery
Available - Prussia
Regiment Size - 18
Operational Guns - 4
Firepower - 18
Attack Range - 400 Metres
Accuracy - 35%
Reloading Skill - 20
Morale - 3
Abilities - Slow-moving
Can hide in woodland
- 8-lber Foot Artillery -
"Foot artillery batteries are the core of an army on campaign: cannons win
battles.
Despite the name, foot artillery batteries are towed by horses. The
artillerymen, however, march alongside their pieces rather than ride.
Because the guns can be loaded with round or canister shot they are
effective at long and short range: canister shot turns cannons into
gigantic fowling pieces. Artillery is slower than the rest of the army and,
if left behind and undefended, will be vulnerable to cavalry attacks.
Disabling the enemys guns should always be a high priority for a general,
and artillerymen only have the most rudimentary sword skills for their
defence.
By the late eighteenth century, improvements in artillery design had
drastically reduced the weight of cannons and their field carriages.
Design improvements had reduced the time to get into action from the march.
By carefully positioning the barrel in the centre of the gun carriage, the
balance, and manoeuvrability of guns was significantly improved. Napoleon
was an artilleryman, and his use of guns in concentration against small
parts of the enemy battle line persuaded many nations to increase the size
of their own artillery corps."
Type - Artillery
Available - France
Regiment Size - 18
Operational Guns - 4
Firepower - 25
Attack Range - 520 Metres
Accuracy - 60%
Reloading Skill - 40
Morale - 3
Abilities - Slow-moving
Can hide in woodland
- 9-lber Foot Artillery -
"Foot artillery batteries are the core of an army on campaign: cannons win
battles.
Despite the name, foot artillery batteries are towed by horses. The
artillerymen, however, march alongside their pieces rather than ride.
Because the guns can be loaded with round or canister shot they are
effective at long and short range: canister shot turns cannons into
gigantic fowling pieces. Artillery is slower than the rest of the army and,
if left behind and undefended, will be vulnerable to cavalry attacks.
Disabling the enemys guns should always be a high priority for a general,
and artillerymen only have the most rudimentary sword skills for their
defence.
By the late eighteenth century, improvements in artillery design had
drastically reduced the weight of cannons and their field carriages.
Design improvements had reduced the time to get into action from the march.
By carefully positioning the barrel in the centre of the gun carriage, the
balance, and manoeuvrability of guns was significantly improved. Napoleon
was an artilleryman, and his use of guns in concentration against small
parts of the enemy battle line persuaded many nations to increase the size
of their own artillery corps."
Type - Artillery
Available - England, Spain, Ottomans
Regiment Size - 18
Operational Guns - 4
Firepower - 25
Attack Range - 520 Metres
Accuracy - 55%
Reloading Skill - 35
Morale - 3
Abilities - Slow-moving
Can hide in woodland
- Artillerie a Cheval -
"This elite horse artillery can gallop when limbered up, quickly bringing
firepower to where it is needed.
In horse artillery units everyone in the gun crews rides into battle: drivers
ride the lead horses in teams, while gun crews sit on the gun limbers. The
Artillerie a Cheval represent a good balance between speed of movement and
firepower. The crews are highly experienced and disciplined, and their
intimate knowledge of the guns enables them to deliver accurate, devastating
shots at long range.
Historically, these men and their cannons were part of Napoleons Imperial
Guard, and held in the highest regard by the emperor. Admittance to the
Imperial Guard was extremely tough and, because only the very experienced or
very good gained entry, the Guard could boast of the very best gunners in
Europe. The horse artillery division was the elite within the elite, and got
the best of everything. When the supply of suitable horses ran low in 1815,
Napoleon ordered his Horse Grenadiers to give up their mounts to be draft
animals for his beloved horse artillery."
Type - Horse Artillery
Available - France
Regiment Size - 18
Operational Guns - 4
Firepower - 20
Attack Range - 450 Metres
Accuracy - 75%
Reloading Skill - 50
Morale - 3
Abilities - Can hide in woodland
- Artillerie a Pied -
"Accurate and capable of firing over breathtaking distances, the Artillerie a
Pied is a powerful artillery unit.
This elite unit is precise and deadly, but it does have the disadvantage of
being vulnerable to fast moving cavalry and melee attacks. The soldiers who
man these guns, although armed with swords, are not trained to defend
themselves effectively. The power here lies in the cannons, and placing them
at a discreet distance from the fray is always advisable.
Formed in 1808, the Artillerie a Pied consisted of six companies of gunners
and a company of ouvriers-pontonniers. These ouvriers-pontonniers were
responsible for building bridges, allowing the artillery to pass swiftly
and safely to their positions. There was some argument amongst the engineers
and the artillery over who had command of these men but it was eventually
decided that they should be assigned to the artillery. Ouvriers-pontonniers
could construct a bridge of sixty to eighty pontoons, some 500 feet or 150
metres long, in just seven hours. They were also known to improvise if
supplies were short, creating bridges from any materials that were to hand."
Type - Artillery
Available - France
Regiment Size - 18
Operational Guns - 4
Firepower - 30
Attack Range - 600 Metres
Accuracy - 60%
Reloading Skill - 50
Morale - 5
Abilities - Slow-moving
Can hide in woodland
Inspires nearby units
- Bombardment Mortars -
"A mortar is a large calibre, fixed artillery piece that lobs percussive
shells and quicklime in a high arc at the enemy.
To the uneducated eye, a mortar looks like a large, stumpy cooking pot,
set at an angle in a heavy wooden frame. Indeed, the weapons name may
even come from its similarity to the mortars used to grind spices. Mortars
use indirect fire, firing their percussive shells and quicklime high into
the air to plunge down on enemy positions.
Unlike a howitzer, a mortar uses a fixed, and relatively small, charge of
gunpowder to propel its shell. Range is adjusted by changing the angle of
fire; accuracy is subject to winds and weather. There is also a practical
minimum range to mortar fire as the weapon cannot be aimed in a near-vertical
position. The men that handle them are incredibly vulnerable to fast moving
cavalry.
Modern mortars owe their widespread use to trench warfare in the First World
War. Current designs, based on the British Stokes trench mortar, come in many
sizes. Most can fire shells with proximity fuses as anti-personnel rounds.
The larger examples can fire sophisticated "smart" munitions that guide
themselves onto targets."
Type - Fixed Artillery
Available - Ottomans
Regiment Size - 18
Operational Guns - 4
Firepower - 70
Attack Range - 750 Metres
Accuracy - 10%
Reloading Skill - 5
Morale - 3
Abilities - Can hide in woodland
Resistant to heat fatigue
- Experimental Howitzer -
"Howitzers send shells high into the air to plunge onto enemies, making
defences and cover less effective.
Howitzers fall somewhere between guns and mortars, the other main artillery
types. Like guns, they have limited mobility and are slow moving, but are
they not as accurate as cannons. They do not fire straight at the target,
but lob shots high into the air to plunge down on a target. The charge of
powder and the barrel angle can be varied, which means a howitzer can send
an almost-vertical shot over a wall. Given such an ability, they are best
employed to bombard areas where enemies are concentrated. In close action,
they can fire canister rounds directly into enemy formations, blasting them
with hundreds of musket balls.
Historically, howitzers were not easy to use. Ballistics was not a perfectly
understood science and, apart from inaccurate targeting, a shell did not
necessarily do any damage when it arrived. Erratic winds could send shells
flying off course. Shell fuses had to be lit while still in the barrel, and
the length of fuse judged to match the flight time. If the fuse was too
short, the shell could explode in mid air; too long and the enemy might be
able to put it out before the shell exploded!"
Type - Artillery
Available - France, England, Russia, Prussia, Austria
Regiment Size - 18
Operational Guns - 4
Firepower - 18
Attack Range - 400 Metres
Accuracy - 50%
Reloading Skill - 30
Morale - 3
Abilities - Slow-moving
Can hide in woodland
- Grand Battery of the Convention -
"This numerically strong gun battery is a very powerful artillery force for
any French commander.
With twice as many guns as an ordinary arillery unit, the Grand Battery is an
exceptioanlyl strong unit. Its cannons have both a long range and
tremendous killing power. However, it is vulnerable to cavalry attack even
when not emplaced, as it is slow moving. The gun crews are only armed with
swords and relatively untrained in hand-to-hand combat. Fighting is not their
task: serving the guns is their only duty.
The Grand Battery was the turning point of Napoleon Boneparte's career: he
was promoted to brigader-general thanks to his skill and drive. As a trained
artillerist, he knew that the real killing power in an army was in the heavy
guns, not musketry or sabres. The idea of a Grand Battery was used in many of
his later battles. It relied on weight of fire against a single section of an
enemy line to blow a hole through any enemy defences. Against the storm of
shot that a grand battery could produce, flesh stood little chance. The best
defence was to use a reverse slope and hide behind the crest of a hill,
rather than endure such a bombardment."
Type - Artillery
Available - Pre-Order Bonus
Regiment Size - 36
Operational Guns - 8
Firepower - 35
Attack Range - 600 Metres
Accuracy - 60%
Reloading Skill - 50
Morale - 5
Abilities - Slow-moving
Can hide in woodland
- Howitzer -
"Howitzers send shells high into the air to plunge onto enemies, making
defences and cover less effective.
Howitzers fall somewhere between guns and mortars, the other main artillery
types. Like guns, they have limited mobility and are slow moving, but are
they not as accurate as cannons. They do not fire straight at the target,
but lob shots high into the air to plunge down on a target. The charge of
powder and the barrel angle can be varied, which means a howitzer can send
an almost-vertical shot over a wall. Given such an ability, they are best
employed to bombard areas where enemies are concentrated. In close action,
they can fire canister rounds directly into enemy formations, blasting them
with hundreds of musket balls.
Historically, howitzers were not easy to use. Ballistics was not a perfectly
understood science and, apart from inaccurate targeting, a shell did not
necessarily do any damage when it arrived. Erratic winds could send shells
flying off course. Shell fuses had to be lit while still in the barrel, and
the length of fuse judged to match the flight time. If the fuse was too
short, the shell could explode in mid air; too long and the enemy might be
able to put it out before the shell exploded!"
Type - Artillery
Available - Ottomans
Regiment Size - 18
Operational Guns - 4
Firepower - 18
Attack Range - 400 Metres
Accuracy - 35%
Reloading Skill - 20
Morale - 3
Abilities - Slow-moving
Can hide in woodland
Resistant to heat fatigue
- Portuguese 6-lber Foot Artillery -
"Foot artillery batteries are the core of an army on campaign: cannons win
battles.
Despite the name, foot artillery batteries are towed by horses. The
artillerymen, however, march alongside their pieces rather than ride.
Because the guns can be loaded with round or canister shot they are
effective at long and short range: canister shot turns cannons into
gigantic fowling pieces. Artillery is slower than the rest of the army and,
if left behind and undefended, will be vulnerable to cavalry attacks.
Disabling the enemys guns should always be a high priority for a general,
and artillerymen only have the most rudimentary sword skills for their
defence.
By the late eighteenth century, improvements in artillery design had
drastically reduced the weight of cannons and their field carriages.
Design improvements had reduced the time to get into action from the march.
By carefully positioning the barrel in the centre of the gun carriage, the
balance, and manoeuvrability of guns was significantly improved. Napoleon
was an artilleryman, and his use of guns in concentration against small
parts of the enemy battle line persuaded many nations to increase the size
of their own artillery corps."
Type - Artillery
Available - The Peninsular Campaign
Regiment Size - 18
Operational Guns - 4
Firepower - 20
Attack Range - 450 Metres
Accuracy - 55%
Reloading Skill - 30
Morale - 3
Abilities - Slow-moving
Can hide in woodland
- Rocket Troop -
"War rockets are a terrifying device; they can be fired over a great distance
and lower enemy morale.
The rockets these troops employ are iron tubes filled with gunpowder
propellant; when fired in large volleys, the noise alone is unnerving and
has a negative effect on enemy morale. Each rocket is laid in an angled
launcher, and it is the job of the artilleryman to correctly judge the angle
of launch so that the rockets drop in the middle of the enemy. He also needs
to take into account wind, as the long tails of the rockets make them
inaccurate. The fixed nature of this artillery means the crewmen are
incredibly vulnerable to attack, especially from fast moving cavalry.
Historically, it was the Indian war rockets used by Tippu Sultan of Mysore
that introduced Europeans to rocket bombardment. The British copied these
weapons as the Congreve rocket system, and used them aboard ships as well
as on land. A rocket troop was present at the final defeat of Napoleon at
Waterloo in 1815, although accounts of their effectiveness vary. Congreves
system even included illumination rounds to light up the battlefield!"
Type - Fixed Artillery
Available - France, England, Russia, Prussia, Austria
Regiment Size - 18
Operational Guns - 4
Firepower - 6
Attack Range - 750 Metres
Accuracy - 30%
Reloading Skill - 15
Morale - 3
Abilities - Can hide in woodland
- Spanish 9-lber Foot Artillery -
"Foot artillery batteries are the core of an army on campaign: cannons win
battles.
Despite the name, foot artillery batteries are towed by horses. The
artillerymen, however, march alongside their pieces rather than ride.
Because the guns can be loaded with round or canister shot they are
effective at long and short range: canister shot turns cannons into
gigantic fowling pieces. Artillery is slower than the rest of the army and,
if left behind and undefended, will be vulnerable to cavalry attacks.
Disabling the enemys guns should always be a high priority for a general,
and artillerymen only have the most rudimentary sword skills for their
defence.
By the late eighteenth century, improvements in artillery design had
drastically reduced the weight of cannons and their field carriages.
Design improvements had reduced the time to get into action from the march.
By carefully positioning the barrel in the centre of the gun carriage, the
balance, and manoeuvrability of guns was significantly improved. Napoleon
was an artilleryman, and his use of guns in concentration against small
parts of the enemy battle line persuaded many nations to increase the size
of their own artillery corps."
Type - Artillery
Available - The Peninsular Campaign
Regiment Size - 18
Operational Guns - 4
Firepower - 25
Attack Range - 520 Metres
Accuracy - 50%
Reloading Skill - 35
Morale - 3
Abilities - Slow-moving
Can hide in woodland
*~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~*
[A.06] List of Naval Units
With naval units, things are a little different. It is identified by the
number of men and, as you can guess, cannons that it has. It will feature
more like an artillery weapon, but it will also have hull strength, which is
how many hits it can normally sustain, speed, which is the speed in battle,
how manoeuverable it is and the morale of your boat.
- 106-gun First Rate -
"A 106-gun ship-of-the-line has an impressive array of guns and is intended
to be the centrepiece of a fleet.
While these warships are among the most powerful vessels afloat, they are
lubberly sailors, being both slow and unresponsive. This is not a serious
shortcoming because, armed with 106 cannons firing 32-, 24-, and 18-pounder
balls on their three decks, they deliver a terrible and destructive
broadside. They actually have more artillery than most land armies! Their
cost, however, is a drawback and few navies can afford to build or maintain
more than a handful of them.
Historically, 106-gun ships-of-the-line were never common, and hardly ever
sent to overseas stations. They were pure battleships, existing only to fight
in set-piece actions, and not for mundane duties such as protecting
merchantmen, policing the seas and hunting down privateers. They were
commissioned and richly decorated as a physical representation of the glory
of the state, but this practice went into decline as warfare became more
intense, forcing ships to become more functional."
Type - Battleship
Available - England, Spain
Crew Men - 304
Operational Cannons - 102
Firepower - 352
Attack Range - 450 Metres
Accuracy - 30%
Reloading Skill - 20
Hull Strength - 3820
Speed - 13
Maneuverability - Low
- 122-gun Ship-of-the-Line -
"This costly, massive and powerful vessel carries 122 heavy guns, and has a
hull capable of withstanding heavy broadsides.
Like most large ships-of-the-line, this vessel is a terrifying sight for
enemies and with good reason: its broadside is enormous. Each side of the
ship, let alone the whole thing, has more guns than many land armies can
boast! Such firepower, however, makes the ship heavy and cumbersome under
sail. This is little comfort to those caught by its broadside. Equally, the
price of the vessel and its high upkeep costs are little comfort to enemies
either.
Historically, ships as large and heavily protected as this over-sized first
rate were incredibly expensive to maintain and required a large crew. They
were often used as admiral's flagships, as there was plenty of room for the
admiral and his staff. The term flagship originates from the officers' custom
of hanging distinctive pennants to denote their presence. These flags were
often rather large: Lord Howe's Union flag for use aboard his Royal Navy ship
was 12-by-17 feet in size."
Type - Battleship
Available - Most nations
Crew Men - 344
Operational Cannons - 118
Firepower - 388
Attack Range - 450 Metres
Accuracy - 30%
Reloading Skill - 5
Hull Strength - 4000
Speed - 13
Maneuverability - Low
- 24-Gun Sixth Rate -
"A frigate is a fast and manoeuvrable single-deck vessel, used for
reconnaissance and missions in distant waters.
This 24-gun ship is not a ship-of-the-line, and would not last long in combat
against such an opponent. Rather than heavy firepower, it is built for speed
and easy handling; the guns on board are much lighter than those used by even
the smallest battle ship. A frigate is not suited to close combat, its hull
and masts would not survive a heavy enemy broadside. Instead, their advantage
lies in the long range qualities of their relatively accurate 9-pounder guns,
and their manoeuvrability against lumbering ships. They can, quite simply,
outmanoeuvre larger opponents, and choose to run if the odds are against
them.
Historically, a frigate's guns were all mounted together on a single deck
well above the waterline. Warships often had their guns split between the
upper and lower decks, and during rough weather would have to close the lower
gun ports to prevent swamping. A frigate had no guns close to the waterline,
so was not handicapped by this problem and could deploy all its guns all the
time. A frigate was seen as a desirable posting for a young officer, as it
offered the chance of prize money and the chance to be noticed as a dashing
and brave commander."
Type - Frigate
Available - Most nations
Crew Men - 76
Operational Cannons - 24
Firepower - 43
Attack Range - 500 Metres
Accuracy - 60%
Reloading Skill - 50
Hull Strength - 450
Speed - 20
Maneuverability - Medium
- 32-Gun Frigate -
"A 32-gun frigate is a single deck warship, mostly used for convoy raiding and
protection.
This square-rigged ship is armed with 12-pounders on the only gun deck. The
cannons it carries do not have the same punch as the guns found on larger
ships, but they are more than capable of damaging smaller ships. The speed
and handling characteristics of a 32-gun frigate allow it to choose when and
where to engage a slower enemy. Whereas most ships must blast away at close
range, this frigate can pepper an enemy at a distance.
The first 32-gun frigates were introduced in 1756 and classed as "fifth
rates" by the Royal Navy. The Southampton-class of frigates were British
built and had more headroom on the lower deck than the French frigate models.
British frigates had been derived from the French designs: the British were
impressed with the French design, and copied captured examples for their own
fleet. Although not usually commanded by a full captain, a frigate was a
desirable ship for an ambitious officer as it gave him a taste of independent
command."
Type - Frigate
Available - Most nations
Crew Men - 96
Operational Cannons - 32
Firepower - 86
Attack Range - 500 Metres
Accuracy - 70%
Reloading Skill - 40
Hull Strength - 510
Speed - 21
Maneuverability - Medium
- 38-Gun Frigate -
"This single-deck vessel carries 18-pounder cannons, giving it a substantial
broadside for such a manoeuvrable ship.
This frigate is the largest design of the type, and the relatively heavy
18-pounders it carries balance both firepower and reasonable accuracy.
Against another frigate, the 38 is a dangerous opponent, but in close combat
against a ship-of-the-line it is outmatched: like all frigates, it has been
built for speed, not hull strength. In battle against a powerful enemy the
best strategy is to keep out of range, and choose when and where to engage,
taking advantage of the fact that the crew can reload the 18-pounders
relatively quickly.
Historically, frigates were usually involved in single-ship actions, against
other frigates rather than set-piece fleet battles involving
ships-of-the-line. In fact, it was seen as ungentlemanly for a
ship-of-the-line to fire upon a frigate, unless the frigate fired first. In
such a case, the frigate captain had shown that he was ready for a fight that
he was unlikely to win. This was not the only quirky rule of naval combat in
the period. It was common to "clear for action" and put the captain's
furniture in a ship's boat that was towed during any fight. It was considered
very unsporting for an enemy to shoot at a captains private property!"
Type - Frigate
Available - Most nations
Crew Men - 108
Operational Cannons - 36
Firepower - 172
Attack Range - 500 Metres
Accuracy - 65%
Reloading Skill - 35
Hull Strength - 580
Speed - 20
Maneuverability - Medium
- 38-Gun Steam Ship -
"A steam-powered ship is not at the mercy of the wind, a valuable attribute
for any admiral.
By fitting a steam engine and all its machinery into an existing hull, naval
architects created a small ship-of-the-line not entirely tied to the wind
and tide. The results are moderately successful, as a steamship can sail
independently of the wind, but still spend a good deal of time under sail to
save fuel. Tactically, however, the steamship has another advantage:
manoeuvrability. The 38 guns aboard can be brought to bear with ease.
Historically, steam shipbuilding owes a great debt to the British engineer
Isambard Kingdom Brunel, a man who built ships, bridges and railways. His
first ship, the SS Great Western, made 74 Atlantic crossings during its life.
Not content with this, Brunel designed and built an iron, screw-driven
"liner", the SS Great Britain. The first screw-driven ship to cross the
Atlantic, she is now splendidly restored and preserved at Bristol Docks in
England."
Type - Steam Frigate
Available - Most nations
Crew Men - 108
Operational Cannons - 36
Firepower - 208
Attack Range - 500 Metres
Accuracy - 65%
Reloading Skill - 35
Hull Strength - 660
Speed - 20
Maneuverability - Medium
- 50-gun Ship-of-the-Line -
"This is the smallest vessel styled a "ship-of-the-line" of battle, carrying
some 50 long guns.
Ships-of-the-line are the mainstay of fighting fleets; they are strong and
stable gun platforms for battering enemy fleets to pieces. A 50-gun
ship-of-the-line is a square-rigged, two-deck vessel, carrying two calibres
of cannon: 24- and 18-pounders, with the heavier guns mounted on the lower
deck. Though cheap compared to other two-deck warships, their broadside is
still effective at close range, and best employed against frigates and
smaller craft. A 50-gun ship should not be expected to last long in combat
against larger battleships.
By the 1750s it was obvious that 50-gun ships lacked the hull strength and
firepower to stand in the line of battle against larger vessels. Because of
their size, there was a new production of British 50-gun ships to serve in
shallow coastal waters during the American Revolution but, apart from this,
their usefulness in battle was largely over. Various national admiralties
removed these small battle ships from active service, or sent them to minor
overseas stations where they were unlikely to encounter powerful enemies.
Some survived as converted troop transports."
Type - Frigate
Available - Most nations
Crew Men - 144
Operational Cannons - 48
Firepower - 227
Attack Range - 450 Metres
Accuracy - 40%
Reloading Skill - 15
Hull Strength - 1160
Speed - 14
Maneuverability - Low
- 64-gun Ship-of-the-Line -
"The 64-gun ship-of-the-line can hold its own in battle, but is cheaper to
build and run than heavier ships.
The 64-gun ship may lack some of the firepower of the other
ships-of-the-line, but it still has a respectable broadside, and can be
constructed at a lower cost. It can be regarded as a stepping stone between
50- and 74-gun ships, with more broadside weight than the first yet with a
faster reloading time than the second thanks to its lighter cannons.
Opinions differ as to whether this is a happy compromise.
The Royal Navy classed a 64-gun ship as a "third rate" ship, normally a
classification reserved for 74-gun ships. Although small, the 64 was not
without supporters: Captain Horatio Nelsons favourite ship was HMS
Agamemnon, a 64 built at Bucklers Hard in the New Forest. His crew, often
called Agamemnons, loyally followed Nelson to his subsequent ships and
successes. The Agamemnon itself was used by the Royal Navy during the
American and French Revolutionary Wars, the Napoleonic War and was at the
Battle of Trafalgar. After nearly 30 years of hard service it ran aground
off South America, but the entire crew survived the wreck. The "Eggs and
Bacon", as the crew called it, looked after its men to the last."
Type - Frigate
Available - Most nations
Crew Men - 178
Operational Cannons - 62
Firepower - 262
Attack Range - 450 Metres
Accuracy - 40%
Reloading Skill - 15
Hull Strength - 1380
Speed - 16
Maneuverability - Low
- 74-gun Ship-of-the-Line -
"The 74-gun ship is an excellent blend of firepower and handling. It is a
stable gun platform and has more guns than many armies!
The 74 is a supremely practical naval weapon and regarded as the best
balance between defensive strength and manoeuvrability. A two-deck design,
it is strong enough to mount very heavy 32-pounder cannons on its lower gun
deck. These, when combined with the upper deck's 18-pounders, give it a
devastating broadside, although this is best delivered at close quarters.
The French developed the 74-gun ship concept in the mid-18th Century. The
design was so good that other navies lost no time in copying it for
themselves or taking French ships in action. Many French vessels were made
from green timber that "worked" in heavy seas and therefore leaked; the
French accepted this because they believed the green timber made the ships
resilient. British 74s were well built too, although there was a regrettable
tendency to save money by recycling timbers, along with their woodworm and
rot, from older vessels!
The last 74, HMS Implacable, was finally scuttled in 1949! Built in 1800 by
the French, and then captured by the British at Trafalgar in 1805, she stayed
in active service until 1842. She ended her days as a coal hulk."
Type - Ship of the Line
Available - Most nations
Crew Men - 204
Operational Cannons - 72
Firepower - 325
Attack Range - 450 Metres
Accuracy - 50%
Reloading Skill - 15
Hull Strength - 1830
Speed - 17
Maneuverability - Low
- 80-gun Ship-of-the-Line -
"This is a heavily-armed vessel, with a destructive close range broadside and
a very strong hull to withstand return fire.
These large two-decker ships-of-the-line can hold more and heavier guns than
most two-deck vessels. They carry 32- and 24-pounders. These powerful cannon
do not have the fast reloading times of lighter pieces, but make up for that
with weight of shot. It is most advantageous for a captain to hold his fire
until close to the enemy, in order to do the maximum possible damage.
Historically, the "new pattern" 80-gun ship with two decks was considered a
success. The previous three-deck 80s had been somewhat unwieldy in action. In
1758, the French 80-gun Foudroyant fought an action against HMS Monmouth
(66 guns, third rate) off Cartagena in Spain. The fight lasted for over four
hours, and only came to an end when HMS Swiftsure (70 guns, third rate)
joined the battle. Foudroyant was captured. Once brought back to England,
Foudroyant was refitted and repaired. In a further upset for the French, in
1782 HMS Foudroyant captured another French ship, the Pegase, earning her
then-captain, John Jervis, a knighthood for the feat."
Type - Ship of the Line
Available - Most nations
Crew Men - 220
Operational Cannons - 78
Firepower - 317
Attack Range - 450 Metres
Accuracy - 50%
Reloading Skill - 15
Hull Strength - 1970
Speed - 17
Maneuverability - Low
- 80-gun Steam Ship -
"A steamship has sails but the engine gives it the tactical ability to ignore
the wind in battle.
By having a good weight of broadside that can be brought to bear regardless
of wind conditions, this 80-gun ship is a significant force in any fleet. The
ability to sail directly into the wind is something that no sail-powered
vessel can ever match.
The idea of going into battle with a fire raging in his ship's belly was not
one that appeals to every captain. Fire was always a risk aboard a wooden
vessel, and boiler explosions were not unknown. There was also the problem of
coaling stations: while these ships carried sails, they did need regular
supplies of coal. Steam was a tactical advantage, not a strategic one.
Historically, the first British ship to be designed and built from scratch to
use steam was HMS Agamemnon, laid down in 1852; previous steam warships were
conversions from sailing ships-of-the-line. Agamemnon was fitted with sails
and carried 91 guns. She also had a short career as the Navy's pride and joy,
as she was paid off in 1862. She did, however, help lay the first
Transatlantic telegraph cable in 1857-8."
Type - Steam Ship of the Line
Available - Most nations
Crew Men - 220
Operational Cannons - 78
Firepower - 400
Attack Range - 450 Metres
Accuracy - 50%
Reloading Skill - 15
Hull Strength - 2100
Speed - 19
Maneuverability - Low
- 80-gun Third Rate -
"This is a heavily-armed vessel, with a destructive close range broadside and
a very strong hull to withstand return fire.
These large two-decker ships-of-the-line can hold more and heavier guns than
most two-deck vessels. They carry 32- and 24-pounders. These powerful cannon
do not have the fast reloading times of lighter pieces, but make up for that
with weight of shot. It is most advantageous for a captain to hold his fire
until close to the enemy, in order to do the maximum possible damage.
Historically, the "new pattern" 80-gun ship with two decks was considered a
success. The previous three-deck 80s had been somewhat unwieldy in action. In
1758, the French 80-gun Foudroyant fought an action against HMS Monmouth
(66 guns, third rate) off Cartagena in Spain. The fight lasted for over four
hours, and only came to an end when HMS Swiftsure (70 guns, third rate)
joined the battle. Foudroyant was captured. Once brought back to England,
Foudroyant was refitted and repaired. In a further upset for the French, in
1782 HMS Foudroyant captured another French ship, the Pegase, earning her
then-captain, John Jervis, a knighthood for the feat."
Type - Ship of the Line
Available - England
Crew Men - 220
Operational Cannons - 78
Firepower - 317
Attack Range - 450 Metres
Accuracy - 40%
Reloading Skill - 25
Hull Strength - 2060
Speed - 16
Maneuverability - Low
- 86-gun Ship-of-the-Line -
"This 86-gun ship has a strong hull capable of withstanding heavy broadsides.
It excels against other ships of the line.
This three-deck warship is a design compromise between wanting the firepower
of a "first rate" battleship with the sea-keeping qualities of a 74-gun ship.
Like many compromises, the result is not perfect, but the extra weight of
fire in the broadside does compensate for poor sailing qualities. The design
does have one unexpected benefit: enemy captains are often quick to identify
this ship as a much larger vessel and run from a superior enemy!
The lower gun deck houses 32-pounders, and this explains the "tumblehome"
shape: the bulge at water level and just above in the hull allows more room
on the lower decks for the recoil of large cannons. Lighter guns on the
higher decks did not recoil to the same extent.
Historically, only the British Royal Navy commissioned ships of this "second
rate" class; other nations built large first rates instead. This was
probably due to the Royal Navys need for large ships to act as flagships on
foreign stations, an assignment that would have been wasteful and expensive
for a very large ship. The second rate did retain some of the more favourable
qualities of a first rate, including a robust hull. During the Battle of Cape
Saint Vincent (1780) HMS Blenheim fought the Santissima Trinidad and took 105
hits to the hull, but only 13 crew members were killed and 48 wounded."
Type - Ship of the Line
Available - Portugal
Crew Men - 260
Operational Cannons - 84
Firepower - 290
Attack Range - 450 Metres
Accuracy - 30%
Reloading Skill - 10
Hull Strength - 3320
Speed - 13
Maneuverability - Low
- 98-gun Second Rate -
"A 98-gun second rate ship-of-the-line is an over-gunned standard design: a
powerful addition to any fleet.
This three-deck warship is a modified "second rate" ship, and the addition of
extra guns alters the balance of the vessel and consequently its handling.
While a normal second rate is somewhat lumbering, this ship is even less
handy and responsive to the helm. The benefits in terms of additional
firepower do, however, handsomely compensate for a loss of manoeuvrability.
Historically, the 98-gun ship was created by simply adding extra guns to the
quarterdeck and increasing the weight of some of the other cannon. However,
few nations chose to commission original ships of this type, preferring to
build normal "first rates" instead. Only the Royal Navy bothered, as it
needed large ships to act as flagships on overseas postings. Nine 98-gun
ships were ordered during the French Revolutionary Wars, including HMS Boyne
and HMS Union, both ship names emphasising loyalty to the British Crown."
Type - Ship of the Line
Available - England
Crew Men - 280
Operational Cannons - 94
Firepower - 331
Attack Range - 450 Metres
Accuracy - 30%
Reloading Skill - 20
Hull Strength - 3470
Speed - 13
Maneuverability - Low
- Bomb Ketch -
"This is a small, two-masted ketch-rigged vessel, adapted to carry a single
large mortar upon its forward deck.
All sailing ships rely on having their masts and sails in positions that give
them a balanced and evenly weighted push from the wind. Bomb ketches are not
handy sailing vessels, thanks to their compromised rigging and the weight of
the mortar and its mounting. The design needs to keep the forward portion of
the ship clear for firing the mortar.
The strength of a bomb is in its mortar. This can throw an explosive shell
high into the air to plunge down on enemies. The fact that the shell is
explosive rather than solid adds to its deadly qualities: men and structures
are equally shredded by the arrival of a shell.
Duty aboard a "bomb" was not an enviable posting, and there was a good reason
why bomb ketches were named after volcanoes, fire-gods or fearsome ideas.
They had a nasty tendency to explode, thanks to the shells that they carried;
fire aboard a mortar was far more dangerous than aboard any other type of
sailing ship, as the ammunition as well as the propellant powder could go up!
Despite this, all navies found them a useful ship to have, and the original
French design was soon copied by all the sea-going European powers."
Type - Bomb Ketch
Available - Most nations
Crew Men - 42
Operational Cannons - 15
Firepower - 67
Attack Range - 750 Metres
Accuracy - 70%
Reloading Skill - 20
Hull Strength - 170
Speed - 18
Maneuverability - Low
- Brig -
"A brig is a lightly-armed, two-masted sailing ship, with exceptional handling
and sailing qualities.
In the hands of a good master, a brig is a handy little ship, and can almost
turn in its own length. The square-rigged sails allow precise control. A good
helmsman can swiftly bob in and out of range of larger, deadlier ships whose
cannons could demolish the brig's weak hull. This manoeuvrability makes up
for the light armament, which consists of only 6-pounder cannons, which have
little real firepower in naval terms.
Historically, the United States Navy favoured brigs, particularly on the
Great Lakes. Brigs, like the USS Argus, also gave a brave account of
themselves against the Barbary Pirates along the North African coast. United
States traders had suffered at the hands of the pirates after the Revolution;
the Barbary Pirates had an agreement to leave British and British colonial
ships alone, but after the successful rebellion, they considered the
newly-flagged American ships to be fair game. Today, a brig is more commonly
understood to be a ships prison cells, a usage that is probably due to the
US Navy's use of brigs as prison hulks."
Type - Brig
Available - Most nations
Crew Men - 78
Operational Cannons - 25
Firepower - 74
Attack Range - 500 Metres
Accuracy - 80%
Reloading Skill - 60
Hull Strength - 170
Speed - 26
Maneuverability - High
- Carronade Frigate -
"Carronade frigates are single-deck vessels, with extremely impressive
short-range firepower.
Normally frigates would be armed with long guns, probably no larger than
12-pounders. A few short-barrelled 64-pounder carronades might be aboard to
give a close-in broadside more weight of shot. A carronade frigate goes one
better, and carries nothing but carronades short guns that are half the
weight of the equivalent conventional cannon. While the weight of a broadside
is truly awesome, the frigate has to get in close in order to blow an enemy
to smithereens thanks to the carronades' limited range. A clever enemy will
stay out of range of the carronades' horrendous power and take long range
pot shots.
Historically, only the Royal Navy experimented with an all-carronade
armament aboard HMS Glatton (in service from 1795). Glatton carried 28
64-pounder and 28 32-pounder carronades, giving a weight of fire that was
more than 17% greater than HMS Victory could deliver at the Battle of
Trafalgar! This massive firepower allowed her, on one occasion, to chase all
eight vessels in a French squadron back into port. Oddly enough, the next two
vessels to carry the name "Glatton" in RN service were also massively
over-armed."
Type - Frigate
Available - Most nations
Crew Men - 96
Operational Cannons - 32
Firepower - 106
Attack Range - 250 Metres
Accuracy - 70%
Reloading Skill - 40
Hull Strength - 510
Speed - 21
Maneuverability - Medium
- Corvette -
"Corvettes are small warships, handy to sail, and armed with a small number
of 9-pounder guns.
Their size makes them ideal as a "skirmisher" against sloops and brigs, as
they have the speed to keep up and the cannon range to do damage. They will
not last long, however, against a larger vessel such as a ship-of-the-line:
one broadside at close range from a rated ship would likely dash any
corvette to pieces.
Corvettes were a two-masted, French design for a ship very similar to a
sloop-of-war; slightly smaller than a frigate with only a single gun deck.
Like many French vessels, they were well thought out and beautifully
constructed, with good sea-handling characteristics. Corvettes were ideal for
the inshore waters along the English Channel where good sailing qualities
were required. Other nations counted themselves fortunate if they took a
French-built corvette as a prize. The term "corvette" was revived by many
navies a century later for smaller warships. Indeed, a large number of modern
navies use "corvette captain" (Korvettenkapitan, for example, in the Deutsche
Marine) as a rank title, one step-up from lieutenant, indicating an officer
suitable for an independent command."
Type - Gunboat
Available - Most nations
Crew Men - 76
Operational Cannons - 24
Firepower - 43
Attack Range - 500 Metres
Accuracy - 70%
Reloading Skill - 40
Hull Strength - 430
Speed - 21
Maneuverability - Medium
- Galley -
"A galley does not rely solely on the wind to move: banks of oars and rowers
below deck make it manoeuvrable and handy.
It is also heavily-armed, with 42-pounder cannons giving it a formidable
weight of shot for each volley. It can also move directly into the wind, and
even turn on the spot if the rowers on one side of the ship back water while
their companions continue to row normally. These handy sailing qualities come
at a price, though: the large crew of rowers are vulnerable to grapeshot; the
hull and oars are weak compared to a ship of the line.
Galleys tended to be employed in relatively sheltered waters, and close to a
friendly port, the second due to the large crew of rowers. The life of a
rower can be brutal and short. Some countries use criminals at the oars, and
these men are chained to the ship to prevent escape. If the ship goes down,
however, the rowers perish with it. They are always confined below the
fighting platform of the ship, and are in danger from grapeshot and broken
oars. Indeed, a good raking with grapeshot will cripple a galley as surely
as firing chainshot into the masts of a sailing vessel."
Type - Galley
Available - Ottoman Empire
Crew Men - 28
Operational Cannons - 2
Firepower - 173
Attack Range - 450 Metres
Accuracy - 50%
Reloading Skill - 30
Hull Strength - 60
Speed - 13
Maneuverability - High
- HMS Elephant -
"HMS Elephant is a ship of the line with an impressive broadside at close
range.
Like all ships-of-the-line, HMS Elephant is not a handy ship, being slow
and unresponsive to the helm. Good sailing qualities, however, are secondary
to the weight of broadside that she can both deliver and withstand. This is
important in a warship that is intended to form the centrepiece of any
squadron and possibly act as an admirals flagship.
Built on the River Hamble in Hampshire, an estuary with a centuries-old
shipbuilding industry, HMS Elephant was one of a class of 12 third-rate,
74-gun warships. The class was designed by Sir Thomas Slade, possibly the
best naval architect of his time, and most were built by private
contractors using standardised plans. HMS Elephant was chosen by
Vice-Admiral Nelson to be his squadron flagship at the Battle of
Copenhagen (1801), thanks to her shallow draft, which was considered a
useful feature when attacking a fleet at anchor. Another Slade-designed
ship, HMS Victory, carried the promoted Viscount Nelson to his final
victory and death at Trafalgar in 1805."
Type - Ship of the Line
Available - Pre-Order Bonus
Crew Men - 204
Operational Cannons - 72
Firepower - 325
Attack Range - 450 Metres
Accuracy - 50%
Reloading Skill - 25
Hull Strength - 1980
Speed - 16
Maneuverability - Low
- Indiaman -
"The Indiaman is an armed merchant ship, built for trade between Europe and
the East. It can defend itself in need.
Unusually for a merchant ship, an Indiaman carries cargo, passengers, and a
good number of guns. Intended to sail from Europe to the other side of the
world and back carrying valuable, even priceless, cargoes, these ships have
to be able to defend themselves. The Indiaman's 9- and 18-pounders are
sufficient to fight off smaller attackers, but it is vulnerable to boarding.
Carrying a cargo does not help its speed either, and the added guns mean the
upkeep has an impact on any profit made. However, a defendable trade ship is
always more profitable than stolen goods or kidnapped passengers.
Historically, East Indiamen resembled ships of the line, both in their
general configuration and paintwork. At the Battle of Pulo Aura (1804), the
ambiguous appearance and aggressive handling of a squadron of British
Indiamen completely humbugged the French admiral, Charles-Alexandre Linois.
He withdrew in the face of "superior" forces. Commodore Nathaniel Dance, of
the British Company fleet, received a knighthood and a handsome reward for
his cunning."
Type - Trade Ship
Available - Most nations
Crew Men - 140
Operational Cannons - 56
Firepower - 182
Attack Range - 450 Metres
Accuracy - 40%
Reloading Skill - 15
Hull Strength - 1060
Speed - 13
Maneuverability - Low
- Ironclad -
"This steamship carries an extra covering of iron plates, armouring the
already strong wooden hull.

An ironclad is an incredibly tough ship, able to withstand pounding by
almost any comparable vessel. A thick outer skin of iron is riveted to a
conventional wooden hull, and the two layers can defeat most solid shot
except at very close range. Combined with a steamships ability to ignore
the wind and go where the captain wills, this makes an ironclad a
formidable opponent. This power is not without risk, though, as a boiler
explosion will rip out the heart of any steamship.
Historically, ironclads first saw action during the American Civil War
(1861-65). During the Battle of Hampton Road CSS Virginia made short work
of the wooden ships in the river, but an encounter next day with USS Monitor
ended inconclusively, as neither ship could knock out the other. These
vessels were not, however, the first ironclad warships; they were heavy river
gunboats or monitors, and almost incapable of going to sea. The first
ocean-going ironclad warships were HMS Warrior and the French Navys La
Gloire, launched during yet another arms race between Britain and France.
Warrior was launched specifically to steal French thunder and make their ship
obsolete, being commissioned and built while the French vessel was still on
the slipway."
Type - Ship of the Line
Available - Most nations
Crew Men - 220
Operational Cannons - 78
Firepower - 400
Attack Range - 450 Metres
Accuracy - 50%
Reloading Skill - 15
Hull Strength - 4360
Speed - 18
Maneuverability - Low
- Merchantman -
"The merchantman is built for trade, although it does carry a few light guns
for defence.
This trade ship is neither blessed with speed nor firepower and can be
outmanoeuvred by most naval vessels. It is built for trade, and its low
upkeep costs mean a large profit from each journey. If trapped it can defend
itself slightly and maybe even drive off very weak attackers, but merchants
are not fighting men, and their low morale and the ship's light guns are
unlikely to last long against a real warship.
British merchant trading was the strongest in the world during the Napoleonic
era, and this position was protected by the Navigation Acts first passed in
1651. Trade with British colonies had to be carried out using "British
bottoms" or British ships, not to mention British ports and mainly British
crews, effectively squeezing out any competition. Other nations tried similar
protectionist policies, but without as much success. Despite this legal help,
British merchant owners were not without their difficulties; the Royal Navy
used press gangs to recruit seamen for the ranks and experienced merchant
sailors were the first to be targeted, forcing merchant owners to pay high
wages for less able seamen simply to run their ships."
Type - Trade Ship
Available - Most nations
Crew Men - 52
Operational Cannons - 12
Firepower - 41
Attack Range - 450 Metres
Accuracy - 40%
Reloading Skill - 30
Hull Strength - 410
Speed - 16
Maneuverability - Low
- Razee -
"A razee is a type of strongly-built frigate, created by cutting the top deck
off a ship-of-the-line.
In effect, a small ship of the line is sawn in two, horizontally, and the top
deck removed completely. The resulting ship has a hull that was originally
constructed to withstand the recoil of heavy guns and, as a result, it is far
stronger than an ordinary, purpose-built frigate. The loss of a deck and guns
improves the ship's handling too, and a razee is manoeuvrable and speedy. The
overall result is a very strong, powerful vessel that is better than its
donor battleship or a frigate.
Historically, few razees were actually made, as sacrificing a
ship-of-the-line to make a weaker vessel was not an action that many
admiralties could get their political masters to approve. However, one of the
most successful examples was HMS Indefatigable, under Edward Pellew. In the
company of another frigate, Pellew took on, and defeated, the Droits de
l'Homme, a French 74 ship-of-the-line, in 1797. This victory was rightly
considered a stunning feat of seamanship and command. During the next year or
so, Pellew and the Indefatigable went on to take a further nine vessels."
Type - Razee
Available - Britain
Crew Men - 134
Operational Cannons - 47
Firepower - 170
Attack Range - 500 Metres
Accuracy - 60%
Reloading Skill - 50
Hull Strength - 1430
Speed - 19
Maneuverability - Medium
- Rocket Ship -
"A rocket ship is a floating battery, able to set any enemy vessel afire with
a horrendous bombardment.
The ship is entirely given over to the business of launch ramps and rocket
stands. Given that rockets are horribly inaccurate, the most effective way of
using them is to fire a great many at a single target all at once. Such a
peppering with rockets, some of which may still be burning, can cause a
target to catch fire or even explode. There is also a risk of explosion
aboard the rocket ship and, because of this inherent danger, most navies see
little point in using good quality hulls to mount rockets. There is little
need to reinforce the fabric of the ship, because the rockets do not create
much recoil, but rigging chains (not ropes) and wetted sails are standard to
reduce the risk of fire.
Military rockets in Europe were the result of some very nasty surprises
suffered by European troops in India, where rockets had long been used in
warfare. In Britain, Congreve's rockets were direct copies of Indian weapons
although this made them no less fearsome. Rockets were made with all kinds of
warheads from simple spears to explosive shells; proposals were even put
forward for a variety of war gasses and chemicals, although these were
rejected as barbarous and un-Christian by every government. On ships,
explosive heads were preferred, as these did the most damage to wooden
targets."
Type - Rocket Ship
Available - Most nations
Crew Men - 16
Operational Cannons - 2
Firepower - 67
Attack Range - 750 Metres
Accuracy - 50%
Reloading Skill - 20
Hull Strength - 110
Speed - 18
Maneuverability - Low
- Santissima Trinidad -
"This floating behemoth has 130 guns on her four decks, making her the largest
and most powerful ship in the world!
The Santissima Trinidad is, however, an unwieldy beast and hardly responsive
to the helm. This, however, is entirely secondary to the enormous firepower
that her captain has at his command. There is no ship in the world to rival
her and few that even bear comparison.
Built in Havana in 1769, the Santissima Trinidad was the pride of the Spanish
navy. Although a masterpiece of contemporary construction techniques, she was
built to a very old-fashioned design principle. Most naval architects were
beginning to realise that overall functionality was more important than size
and firepower, but this ship harked back to a time when a hefty broadside was
the only consideration. It was obvious to many experienced Spanish officers
that her power lay in defence, but this was overlooked and she was put to sea
with the fleet at the Battle of Trafalgar (1805). She lost her sails under
heavy fire from the British ships and was eventually forced to surrender,
crippled and unable to bring her guns to bear, by HMS Neptune. Unfortunately,
she was lost at sea during a storm after the battle."
Type - Battleship
Available - Spain
Crew Men - 392
Operational Cannons - 136
Firepower - 400
Attack Range - 450 Metres
Accuracy - 15%
Reloading Skill - 5
Hull Strength - 4380
Speed - 11
Maneuverability - Low
- Sloop -
"A sloop-of-war is a very manoeuvrable sailing vessel, with enough firepower
to sting larger opponents at the very least.
Speed is the sloop's weapon: a ketch-rigged sloop is capable of sailing very
close to the wind, far closer indeed than many larger ships. This ability
allows it to stay out of trouble, most of the time, if under a competent
master. This is fortunate, as a sloop does not have the weight of shot,
being armed with relatively light six-pounder cannon; or structural strength
to last very long against a real battleship.
A sloop was hardly ever the command of a post-captain, a man who was on the
permanent list of naval officers. The commanding officer of a sloop was
called "captain", at least to his face, but his official title was usually
"master and commander"; his rank, and pay, was that of lowly lieutenant.
Commander as a naval rank, as opposed to job title, was a later development.
This is why, somewhat confusingly to civilians, a naval commander is
outranked by a naval captain, and it is still something that baffles
Hollywood scriptwriters from time to time. Command of a sloop, however, was
a chance for a young officer to get away from stuffy superiors and to shine
in his own right as an aggressive and successful leader."
Type - Sloop
Available - Most nations
Crew Men - 62
Operational Cannons - 18
Firepower - 80
Attack Range - 500 Metres
Accuracy - 80%
Reloading Skill - 60
Hull Strength - 170
Speed - 27
Maneuverability - High
- Steam Paddle Frigate -
"Quick and manoeuvrable, this frigate can sail against the wind thanks to its
two enormous paddle wheels.
Carrying powerful 32-pounder cannon, this frigate is a valuable asset to any
admiral. At close range, her guns fire a powerful broadside, but this does
not make her invulnerable. No frigate has a hull that can withstand a
broadside from a ship-of-the-line, and in this case the paddle wheels are
vulnerable too. While a paddle-wheel powered frigate is not entirely at the
mercy of the wind, it is not possible to carry enough fuel to cruise over
long distances; steam is a tactical advantage, not a strategic one.
Paddle wheels were a logical reversal of the idea of a waterwheel, simply
reversing the idea of the water flowing past the wheel and providing energy.
They were originally used in river-going craft, and it was not until 1819
that the first seafaring paddle-wheel ship, SS Savannah, made the first
steam-powered crossing of the Atlantic, from Savannah, Georgia, to Liverpool
in England. Savannah did run out of fuel off Ireland, but eventually made
landfall and then, after refitting, pressed on to St. Petersburg in Russia,
where the Tsar's government was so impressed that it made a cash offer for
the ship. The valuation wasnt good enough."
Type - Steam Ship of the Line
Available - Most nations
Crew Men - 102
Operational Cannons - 31
Firepower - 238
Attack Range - 450 Metres
Accuracy - 70%
Reloading Skill - 40
Hull Strength - 1450
Speed - 21
Maneuverability - High
*~~~~~~~~~~Save your tears for the day when the pain is far behind~~~~~~~~~~~*
[A] Contact Information
APPEARS IN g,a,m,e,f,a,q,s.c,o,m always. Remove the commas. Never on that
c,h,e,a,t,c,c.c,o,m. Remove the commas.
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
!Before you Email me, read everything in this Contact Information section and!
!check the guide. If the information is already listed, your email will be !
!promptly deleted. !
!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!!
E-Mail Me, and for the love of all that isn't sacred, make sure that the title
of the game is smacked into place. IF THERE IS NO TITLE ON THE MESSAGE, IT
WILL NOT BE READ, AND PROMPTLY DELETED. Also, email with courtesy. If you just
hurl abuse, I will promptly hurl more abuse back, and save it so the entire
world can abuse you and see your stupidity.
When you write the Email, you have to do so in English, and English only. No
foreign languages allowed, Chinese, French, Spanish, Antarctic Penguin and so
forth, mainly because I won't be able to understand it.
There will be absolutely NO INTERNET SPEAK IN ANY EMAILS. Seriously, I will
not read emails full of lols, rofls or the like. No lazy English either. I
won't read crap like "Hw Tis in Gme" because it is lazy and inconsiderate. But
that doesn't mean you send me a business letter detailing what information you
want to know either.
Finally, if you see that there is something wrong in this FAQ, or something
that you think should be included in it, please send it in, the worse you can
do is to have it rejected, but if I think it is a good addition, I'll add it
with the next update as well as give you credit for the addition. Corrections
are always welcome.
I will also NOT RESPOND to the following:
* Phishing Sites
* Attempted Scams
* Mass Spamming
* Forward Messages
* Advertising
* Technical Issues
* Illegal Activities
* Unrelated Emails to the Game
* Emails about Another Game
All problems with technical issues to do with the gameplay such as bugs and
glitches should be sent to the developer or publisher, or look for fixes or
ways to avoid it. All technical issues with hardware should be sent to the
manufacturer of the piece of hardware in question.
The secret email address is:
hillsdragon13 [at] [ho.tm.ail] [dot] [co.m]
Now, the legend:
[at] = @
[ho.tm.ail] = Remove the .'s
[dot] = .
[co.m] = Remove the .'s
If you feel generous, you can send money via Paypal to that address. It is
completely optional, but I'm curious to see how much I can milk, I mean make
out of this. All donations are appreciated, seeing I have to pay for the
game this guide is for, and that does cost money, more since I'm faced with
the outrageous prices found in Australia.
It may be a pain in the ass, but most smart people could figure out the real
email address. The problem is that people would normally Ctrl+F to find the
email address without reading the relevant guidelines, as well spamming sites
which always find their way to my inbox.
Also, do not add me to your MSN, Yahoo or any other instant messaging system
because you will be blocked and deleted permanently. Also, I will not accept
invites to be your Facebook friend, or join any other social networking site
because all invites will be rejected.
*~~~~~~~~~~On your feet come with me. We are soldiers, stand or die~~~~~~~~~~*
[B] Credits
The credits section is where all the credits for the guides go. Anyone or
anything that remotely helped out with this guide goes here, and that goes
for all those people out there who have interesting information to send in.
You know, your name could be on this list as well.
CJayC, The Creator of GameFAQs, thanks for all the memories
SBAllen for administrating GameFAQs, keep up the good work
You, no point of writing if no one is reading
Sega for the distribution of the game
The Creative Assembly for developing the game
ASCGen for their program making ASCII Art
Ghost in the Shell - Stand Alone Complex, for all those little sayings
Me, for a shameless piece of self promotion
*~~~~~~~~Save your tears, take your place. Save them for Judgment Day~~~~~~~~~*
[C] Webmaster Information
This is where all the sites that this guide can appear on are listed. If the
site name is not on this list, that means that either they are accepted by
me but not listed, due to logistical reasons (this is the same copyright
section as all the other guides, and no point listing a Civ 4 site on a Sims
game), or they are not allowed outright.
Anyway, POINT OUT ALL SITES NOT LISTED HERE. It will be up to me what site is
allowed or disallowed.
www.GameFAQs.com <Master Copy>
www.NeoSeeker.com
www.SuperCheats.com
NeoSeeker and SuperCheats will have the guides a full day after it appears on
GameFAQs. This is because those two sites grab any new update from me from
GameFAQs itself, so if you are itching for the newest version, please check
www.GameFAQs.com first.
It will NEVER BE ALLOWED TO APPEAR ON
www.cheatcc.com
Why? Because they stole some of my works before, and I will not forget that.
No amount of goodwill will be able to repair what you have done.
*~~~~~~~~~~~~Fast and free, follow me. Time to make the sacrifice~~~~~~~~~~~~*
[D] Copyright Notice
This game is Copyright 2010 Sega / Creative Assembly. All Copyrights are
held by their rightful owners as well as any Trademarks used.
This document is protected by copyright laws in many countries, so please
don't steal. This FAQ can be used for personal use, which means you can store
a copy on your home PC, your IPod, USB Drive, etc. You cannot use this FAQ to
sell for your own financial gain. Doing so is fraud, and I will promptly have
all the money gained wired for directly to me.
If you do sell it, and you are caught, I will launch court proceedings if
necessary. If a website steals this, I will have your site shut down, either
through talking to your server, Internet Service Provider, and if you are a
big site, through your advertisers. It might start with a small email of
request, but I can snowball it. In fact, I will.
You also cannot claim this guide as your own. You are not allowed to use this
guide and submit this to another website, claiming it as your own work. I will
google search random phrases from my own FAQ just to ensure that it hasn't
been stolen or hijacked by other people.
I am also not affiliated with any corporation, and I was not paid by any
developer, publisher or distributor for the production of this guide. This was
done solely out of my own free time and will, a dedication to the video gaming
industry in general.
This document is Copyright 2010. All Rights not conquered by the French.
This FAQ uses the V2.06 Template.
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