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321 - Fast Play Napoleonic Rules v4.

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“​The moral is to the physical as three to one” - Napoleon Bonaparte 
By Mark Ottley 2020: ​https://chasseuracheval.blogspot.com/p/321-fast-play-napoleonic-rules.html

Scale​: One turn = approximately 30-60 minutes, and 1” = 25-50 yards. Distances are in inches and
assume base widths of 2” (5cm) for foot and 2-3” for cavalry. Adjust distances proportionally if base
sizes differ markedly to this. Base size and figure quantity doesn’t matter if both sides are roughly
similar. Units represent campaign strength regiments organised into divisions, or they may instead
be taken to represent battalions organised into brigades, given unit strengths varied considerably.
Army Organisation: ​Armies are organised into one or more Divisions, each of a General and two
or more units. Each army has one additional General as the Army Commander (who will usually
represent a Corp Commander). Generals are one base, units are two to six bases. A standard unit
has one command base and three other bases, or two bases plus one-two limber bases if artillery.
A unit’s front facing is the base edge faced by figures on the command and usually other bases.
Note: Alternatively you can use a different number of bases, and tokens to record disorder hits​.
Morale: ​All units have a morale rating which represents their overall skill, training and bravery.
This rating is used for shooting, melee and resilience. Values are:
● 2​ = Raw, ​3​ = Regular, ​4​ = Veteran, ​5​ = Elite
To ‘​Pass a Morale Test​ ’ a unit must roll EQUAL or LESS than its morale. The rules will describe
when a morale test or tests need to be made and any modifiers to morale rating that apply.
Regardless of modifiers, when rolling a morale test, a die roll of 1 always passes and a 6 always
fails. Similarly when rolling to hit an enemy with shooting or melee a ‘1’ always hits, and when
rolling to inflict disorder on an enemy with a hit, a ‘6’ always disorders.
Disorder​: Units will be disordered when they take ​disorder hits​. This is indicated as follows:
Infantry and Cavalry​: Stagger one base back from the command base half a base width for each
disorder hit. Light infantry units in skirmish formation taking a disorder hit indicate this by turning a
base to face the opposite direction of the command base instead of staggering it. If there is no
base to stagger (i.e. the unit takes more than three hits for a standard unit), then the unit breaks.
Skirmishers​: Defender removes one base for each disorder hit. Break if only one base remains.
Artillery:​ Stagger one base if one disorder hit, and break if two disorder hits. Limber bases are only
used to show if artillery is limbered, and do not count towards the disorder limit.
Breaking​: Units which break are lost and are removed from play immediately.
Break Tests​: If a non-skirmisher unit breaks or General is lost, all units in the Division (or from the
Division the Army Commander is in contact with if he is lost), must immediately pass a morale test.
or take a disorder hit. This test is at +1 if artillery, or if four or more units are still in the Division.
Broken Divisions:​ ​A Division is broken once over half of its non-skirmisher units break.
Immediately, and everytime it loses a unit or General thereafter, each unit in the Division must pass
a morale test for each disorder hit it has (minimum of one die), or break. Units lost due to these
break tests do not cause further break tests.
Loss of Generals​: Any time a unit with a General in contact suffers a disorder hit from an enemy
attack, the attacker rolls a die and the General is lost on a 6, or 5-6 if a rifle shooting hit. If a
General is with a unit breaking in melee, roll a die and the General is lost on a 4-6. Next Command
Phase, the General’s Division holds and end of the phase a new General is placed anywhere not
in contact. A General with no units remaining is removed and permanently lost.
Retreating Units:​ Halt if table edge or impassable terrain is contacted during their move, but break
if starting in contact with this and unable to retreat further due to this.
Terrain: Terrain is defined by modelled area templates. Woods and towns are rough terrain, and
hills may be rough terrain. Hills, hill crests if present, woods, and towns block visibility to targets
beyond them, but not on or in them. Woods and towns are cover to units in them. Unless the
shooter is touching fortifications/walls these are cover to units beyond. Towns/fortifications/walls
are an obstacle to chargers, and may also be a strongpoint. Each town sector can hold one unit as
a garrison. Large towns should consist of multiple sectors.
Game Length and Victory​: A predetermined scenario may determine length of game and victory
conditions, or see Appendix 2 (page 6) for recommended Tournament game setup.
Turn Sequence​: Player A has a turn, then Player B has a turn. A turn has four phases:
(P1) Command, (P3) Charges and Other Movement, (P3) Shooting, (P4) Melee

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Phase 1: Command​ ​ ​“Never interrupt your enemy when he is making a mistake.” - NB 
Army Commanders: ​At the start of your turn, move your Army Commander up to ​36”​. Division
Generals may reroll their activation roll if in the range determined by the Army Commanders rating:
● Incompetent - No rerolls; Cautious - ​12”;​ Competent - ​24”​; Strategist - ​36”​.
Activate Divisions​: After Army Commanders have moved, Division Generals attempt to activate
their Divisions. Each General has a command rating which is as follows:
● 2 ​= Incompetent, ​3​ = Cautious, ​4​ = Competent, 5 ​ ​ = Strategist
Each Division General must roll EQUAL or LESS than their command rating in order to activate
their Division. Roll for each General at the start of your turn and face them to the rear towards your
table edge if they fail - their Division ​holds. ​Units in holding ​Divisions are ​slowed (move at half
speed), and cannot charge, or move closer to any enemy except by changing formation or facing.
Generals of non-holding Divisions may then move up to ​36”​, and are placed either in contact or
not in contact with a unit in their Division. As described in later sections, Generals and Army
Commanders in contact may lead and assist units in the movement, shooting and melee phases.
Generals not in contact may increase speed of all their Division units in the movement phase.
Out of Command​: Units not within ​18” of their Division General, or within ​36” if light cavalry or
horse artillery, count as being from a holding division, except that cavalry are not slowed.

Phase 2: Movement ​“​There is a moment in every battle at which the least maneuver is decisive” - NB 
Formations​: Units must be in one of the following formations: ​Line (a single rank of bases, and/or
double line for cavalry), or ​March Column (a single file of bases, and adds ​12” if a non-charge
move entirely along a road). Infantry may also form ​Skirmish (bases not in contact and up to a
base width apart), ​Attack Column (double line of bases), or ​Square (double line of bases facing 2-4
directions). Line infantry may be in line, column or square formations. Light Infantry may be in line,
column, square or skirmish formations. Skirmisher units may only be in skirmish formation.
Changing Formation:​ Units may change formation at the beginning or end of their move. One base
remains stationary but can change facing, and other bases redeploy about this as desired.
No Formation Change:​ No unit may change formation and charge. ​A ​square may not change
formation if at any point within ​12”​ and 45 degree forward arc of enemy cavalry able to charge it.
Limbers:​ Artillery must be either ​limbered (​ limber in contact) or ​unlimbered​ (limber not in contact).
An artillery unit may either limber or unlimber in a turn, and doing so is a formation change.
Artillery must pass a morale test to limber, at +1 if horse artillery, and -1 if heavy artillery.
Movement​: Move units one at a time. Movement is either charges (see page 3), or other
movement. Other movement is in any direction provided units do not exceed their movement
allowance, or contact enemy. A road or bridge can only be moved along in march column. Only
infantry can garrison a town (and if garrisoning count as being in no formation), and can do so if
they can reach it. All units may pass through a town if starting in contact with it, or exit if a garrison
- place in any formation touching it. Generals in contact with a unit may move with it, including if
charging, evading, or retiring, or instead move up to 36” but not contact a unit. Move distances are:
● 18”​ Limbered Horse Artillery, or Cavalry (​24”​ if Charging Cavalry or Light Cavalry)
● 12”​ Limbered Foot or Heavy Artillery, or Infantry; ​4”​ Unlimbered Artillery or Squares
Near Enemy​: Units within ​12” and in front of enemy (between imaginary lines extending that
enemies flank edges forwards) may not move more than two base widths left or right relative to
that enemies front, unless non-skirmishers in front of skirmishers, or a unit/town is intervening.
Slowed​: Halve movement if one or more of following apply: (1) Changing formation unless horse
artillery, other artillery limbering, or veteran/elite and changing formation except from square;
(2) moving backwards (ending to rear of an imaginary line extending rear base edge) unless
skirmishers, square, limbered artillery, or light cavalry; (3) any move in rough unless skirmishing.
Interpenetration​: Units may move through friendly units freely, but not end overlapping them. They
may be placed just beyond a unit they can reach but not clear, though unless a retreat move,
cannot do so if this overlaps a further unit. Detached limbers, generals and friendly skirmishers
may be moved minimally if necessary to give way to moving non-skirmishers.
Rally​: If a General is ​in contact with a unit except skirmishers or artillery, that does not move, this
may remove a disorder hit by passing a morale test, but not its last hit as it is no longer fresh.
Maneuver​: If the General of an activated Division is ​not in contact,​ non-charge moves by his units
may add ​12” ​unless squares, unlimbered artillery, slowed, or within ​12”​ of enemy at any point.
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Charges: ​Charge moves are special moves completed before all other movement.
Declare Charges and Reactions​: A unit can declare a charge at one enemy unit within its
movement distance and 45 degrees of straight ahead, if it has a clear movement path to contact.
Units can charge through friendly skirmishers or unlimbered artillery but not other units or a town.
Artillery, skirmishers or squares cannot charge. Infantry cannot charge cavalry, nor cavalry a town.
Only a march column can charge across a bridge. Garrisons can only charge adjacent garrisons.
Artillery with enemy infantry within a base width cannot be charged if the infantry can be charged.
Declare each charge and reaction, and move one by one. Possible reactions to being charged are:
● Countercharge​: Cavalry automatically countercharge if charged. Leave in place assuming they
are countercharging, turning to face chargers unless already in melee or charged in rear.
● Form Square:​ Infantry in line/column may try to form square if charged by cavalry to their front
or flank. To do so they must pass a morale test for each disorder hit on their unit (minimum of
one die), at +1, and +1 if in attack column. Reroll failures if enemy cavalry are more than ​12”
away or if morale is 6 after modifiers. Stand if failed, or if no space to change formation.
● Stand and Shoot​: Infantry may stand and shoot at chargers to their front if line/attack column,
or if a garrison. Lines must pass a morale test before shooting at cavalry or take a disorder hit.
Unlimbered foot artillery stand and unlimbered horse artillery may stand, and shoot at
chargers to their front. Resolve shooting counting chargers as within ​12”​, but only
non-disordered bases shoot. Artillery shooting at chargers count these as a massed target.
● Retreat​: Skirmishers and limbered foot artillery retreat ​12”​. Horse artillery may limber, and if
limbered retreats ​18+D6”​. Skirmishers must pass a morale test or take a disorder hit.
Retreaters move within 45 degrees of a line directly away from the charger, facing them. They
are not slowed and may pass through towns, but break if caught or unable to avoid enemy.
Chargers can choose a new target if the first retreats, which also reacts and if retreating allows
new target selection again. Chargers whose target(s) retreats must follow ​6”​ to a full move.
● Stand:​ In all other circumstances, or if already in melee, charged units simply remain in place.
Charge Test and Movement:​ After charge reactions are resolved, chargers that were shot at must
pass a morale test at +1, for each disorder hit on their unit. Chargers with a General in contact may
reroll one failed test. If any test is failed then charging fails and the unit cannot move or rally this
turn. Successful chargers then move in a straight line to contact with the target, making up to one
45 degree turn at any point by pivoting on a front corner. Then align contacted edges, and centres
of these if possible. Only one unit per facing (front, each flank, rear) may contact an enemy.
Note: A charging unit may sometimes partially contact multiple enemies if it has a wider frontage
than the target unit it charged, but only the target unit counts as being in contact for melee.
Flanking Charges​: A unit may only charge a flank if no part of the charger is in front of the enemy
unit (between an imaginary pair of lines extending the enemies flank edges forwards), and part of
the charging units front edge is forward of an imaginary line extending the enemy unit’s front edge.
A unit must charge the enemies rear edge if entirely behind an imaginary line extending that edge.
A garrison or square counts the edge faced by the command base as the front edge, and other
edges of the town/square as flanks or rear relative to this when determining enemy charges.
Cavalry Opportunity Charge:​ If an enemy charge will pass within ​12” and 45 degrees of the front of
a friendly cavalry unit, then this can charge in the enemy turn against this enemy charge, provided
it has a clear path to contact and will not itself be charged (opponent must declare and commit to
such charges at this stage). If an opportunity charge occurs, stop the enemy at a point within ​12”​,
turn it to face unless already in melee, and move the opportunity chargers to contact.

Phase 3: Shooting ​ “​To cannon all men are equal” ​- NB 


In the shooting phase friendly units with valid targets shoot. Resolve units one by one. Each base
shoots straight ahead one base width at the closest visible target, or up to one base width either
side of this at the closest visible target if none is straight ahead. A target cannot be shot if a unit
intervenes even partially between parallel lines connecting nearest corners of shooter and target.
Artillery:​ May ignore skirmishers and shoot targets beyond, but shoots at both if in close range of
both. If there is an artillery target within 45 degrees of straight ahead, must pass a morale test or
shoot the closest such artillery, unless there is a non-artillery target straight ahead at close range.
Skirmishers​: If in open cannot shoot cavalry. If in front of enemy artillery/column/square (in front of
an imaginary line extending the enemies front edge), this cannot be shot by more than two bases
(three if a six base enemy), plus a base for each enemy flank without a unit within a base width.
Shooting ranges are as follows. Add ​6”​ to long range if shooter is artillery is on a hill.
● Infantry:​ Muskets/Rifles: ​12/18”​; ​Artillery​: Non-heavy/Heavy: ​18/24”​ close,​ 36/48”​ long
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Rolling to hit: ​Roll one die per base in the front rank if infantry or long range artillery, or two
dice per base if close range artillery. Garrisons fire up to three bases in any direction, and squares
one base out each of four sides. Roll EQUAL or LESS than ​Attacker’s morale​, modified by:
● Infantry/Artillery​: ​-1​ unless in line; ​-2​ defender is skirmishers/unlimbered artillery/garrison
● Skirmishers (use instead of above)​: ​-1​ or​ -2​ if defender is a garrison
Artillery Low Ammunition​: If artillery rolls a total of three or more unmodified 6’s from bases firing at
close range and/or 5-6’s from bases firing at long range, it is out of ammunition - turn one base to
face the rear. Check for the first roll only if firing through skirmishers. No further shooting is
allowed, until the turn after a shooting phase spent with General in contact and morale test passed.
Artillery Bombardment:​ Artillery with General in contact may add one die to a base, hitting on 1-2.
Artillery, Towns and Fires​: If artillery rolls three or more unmodified 1’s when shooting at a
non-strongpoint town (possible even if town is empty), this town is set on fire. Any units garrisoning
a burning town must pass a morale test at the end of their move phase or suffer a disorder hit.
Rolling to disorder: ​For each hit, roll to inflict a disorder hit needing ​4-6​, or ​3-6 if a massed target,
or ​5-6 if the target is unlimbered artillery or skirmishers, or the firer is skirmishers, or the firer is
infantry shooting at non-charging cavalry. For each hit that would BREAK the target, you must roll
the die again, and score EQUAL or HIGHER than its morale to do so, or else discard the hit.
Target in Cover​: Roll to disorder is at ​-1​ unless shot by heavy artillery, or always ​-2​ if strongpoint.
Massed:​ Shot by artillery and chargers/square/march column, or attack column with column/square
within two base widths of flank (between imaginary lines extending front and rear edges to flank).
Bouncethrough​: For each disorder hit artillery inflicts, roll to disorder any non-skirmishing unit
behind it within two base widths, between imaginary lines extending edges away from the shot at
edge (the shot at edge is chosen as for flanking charges, see page 3). Ignore if either unit in cover.

Phase 4: Melee​ ​“​Cavalry charges are equally useful at the beginning, middle, and end of a battle.” ​- NB 
In the melee phase all units in contact with the enemy attack the unit they are in contact with. If
fighting multiple enemies, before rolling the dice, allocate attacks as desired. The player whose
turn it is chooses unit pairings to resolve, one by one, resolving attacks in pairings simultaneously.
Rolling to hit: ​Roll one die if artillery. Roll one die for each non-disordered base if infantry or
cavalry, up to five dice maximum. If a friendly General in contact add one further die hitting on 1-2.
Roll EQUAL or LESS than ​Attacker’s morale​, modified by:
● Infantry​:​ -2​ square, or attacking cavalry; ​-1​ charging obstacle*; ​+1 ​attack column/garrison
● Cavalry​: ​-3 ​charging infantry in rough/square/defending obstacle*; ​+1​ dragoons/cuirassiers
Flanking attacks​: Unless a garrison or square attacking or attacked, reroll failures to hit if attacking
a flank/rear, or successes if attacked in flank/rear or a march column not at least partly on a bridge.
Rolling to disorder. ​For each hit roll EQUAL or HIGHER than defenders morale to inflict a
disorder hit. ​Defender’s morale​ is modified by:
● Infantry​: ​+3​ square or ​+1​ attack column and attacked by cavalry; ​+2​ in strongpoint
● Cavalry​: ​+3​ attacked by infantry or artillery; ​+1​ cuirassiers
● All​: ​-1​ attacked in flank/rear; ​-1 ​attacked by lancers unless cuirassiers*
Losing Melee​: A unit taking more disorder hits than the enemy loses, and if artillery also breaks.
If not already broken, losing infantry, or cavalry losing to cavalry, must pass a morale test or break.
Infantry losing to cavalry tests at +2 if square, -2 if not, rerolling failure if morale is 6 after modifier.
Infantry losing to infantry/artillery but not broken immediately retreats ​12” or halts if a garrison.
Cavalry failing to break infantry/artillery, or losing but not broken, immediately retreats ​12-24”​.
Retreating units must move within 45 degrees of a line directly away from opponent, facing them.
They are not slowed and may pass through towns, but break if caught or unable to avoid enemy.
Note: Cavalry retreating 12” is at 12” so can stop squares changing formation (see page 2).
Drawn Melee​: D ​ rawn cavalry only, or infantry/artillery only melees, fight again immediately
(*ignoring modifiers for obstacle or lance), or chargers retreat as above if this is a second draw.
Winning Melee:​ Winning infantry may halt and always halt versus cavalry, or occupy a vacated
defender’s position, or charge on ​6+D6”​. Winning cavalry charges on ​18+D6”​, or if it passes a
morale test may instead choose to halt or retreat up to ​24”​. Units halting may also change facing.
Units charging on can charge enemy in range. When charging on, opponents reactions and melee
are as for a first charge, except that a stand and shoot reaction is not allowed. Units charging on
that win melee again may only halt or occupy a position if infantry, or halt or retreat ​12”​ if cavalry.
Cavalry Fatigue​: Cavalry units must pass a morale test at the end of each completed melee, at -1 if
charging on, or take a disorder hit, though they do not take a hit if this would break them.
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Appendix 1: Army Lists and Special Rules
Google Sheet for making army lists:​ A
​ rmy Creator - 321 Napoleonic Rules v4.0
Recommended National Division Structures are listed below. Where there are multiple lines in a cell, choose
one option. Units are regular and 4 infantry/cavalry, or 2 artillery bases. Options in brackets give number of
units (any if not specified) in a Division that may be a different troop or morale class.
Divisions with ‘*’ may additionally class up to two units as Veteran, and up to two units as Recruit.
Divisions with ‘†’ may have large 5-6 base units of listed infantry or cavalry options for that Division.
Division Line Infantry Light Infantry Light Cavalry Heavy Cavalry Grenadier/Guard
Austria *†2-8 Ln (Raw, Rec) *2-3 Lt, 1-2 LC/La *†2-4 LC (0-2 La) *†2-4 Cu/Dr 2-4 Vet Ln
Britain *2-6 British Ln (0-1 Lt) †2-3 Vet Lt (​0-1 El​) *2-3 LC *2-3 Dr †2-4 Vet Ln (0-2 El)
2-6 Allied Ln (Rec, 0-1 Lt) 2-3 Allied LC (Rec) 2-3 Vet Dr
France *1 Lt, 2-6 Ln (Rec) 2-4 Lt (Vet) *2-4 LC/La (Rec) †2-4 Cu (Vet) †​2-4 Vet Ln/Lt (El)
*2-6 Allied Ln (0-1 Lt, Rec) *​2-4Cu/Dr †0-2 El Dr, 0-2 Vet Dr
2-4 Allied Ln (0-1 Lt, Raw) †2-4 Vet LC/La (0-2 El)
Prussia 2-6 Ln/Lt, 1 LC/La​, ​(Raw, *1-2 Lt, 1-2 LC/La 2-4 LC/La (Rec) 2-3 Dr 2-3 Vet Ln
Rec) †2-3 Vet Dr/LC
Russia 2-6 Russian Ln 2-4 Lt *2-5 LC/La/Co *†2-4 Cu/Dr 2-4 Vet Russian Ln (0-2 El)
2-4 Raw Ln *†2-4 LC/La †2-3 Vet Cu/Dr
†2-3 Vet LC/La
Spain 2-5 Raw/Rec Ln (0-1 Reg) 2-4 Lt (0-1 Vet Ln) 2-3 Rec LC (0-1 La) 2-3 Rec Dr 1-2 Vet Ln, 0-2 Ln, 0-1 Lt
1 Dr, 2-3 Rec Dr/LC (0-1 Cu)

Points per 4 ​(1) ​bases Raw Rec​ruit Reg​ular British Line Vet​eran El​ite
Line Infantry (Ln), Skirmisher, Cossack (Co) 12​ (3) 18​ (4.5) 24​ (6) 30​ (7.5) 36​ (9) 48​ (12)
Light Infantry (Lt), Skirmishers with Rifle 16​ (4) 24​ (6) 32​ (8) 40​ (10) 48​ (12) 64​ (16)
Light Cavalry (LC), Dragoon (Dr), Foot Artillery
Light Infantry with Rifles, Sappers, Lancer (La), 20​ (5) 30​ (7.5) 40​ (10) 60​ (15) 80​ (20)
Cuirassier (Cu), Heavy/Horse Artillery
General/Commander Points​: Incompetent​ 0/0​, Cautious ​10/40​, Competent ​20/70​, Strategist ​40/100​.

Artillery Units​: Each Division may have purchase up to one unit of Recruit or Regular Artillery - Foot for Line
Infantry Divisions, and Foot or Horse for other Divisions. Up to half of Foot artillery units in the army may be
graded as Heavy. Artillery grading may be changed as for other units in the Division. Armies may purchase
an Artillery Reserve Division of two artillery units (any class) or up to three artillery units if French or Russian.
Grenadier, Guard or Horse Artillery may always be Veteran. French Guard or Reserve Artillery may be
Veteran or Elite. One British or Austrian Horse artillery unit may be classed as Rockets.
Austrian Mass: Austrian six base infantry may form an attack column two bases wide and three deep. Is
massed target. Gives +2 morale versus cavalry melee hits to disorder. +2 to break tests if loses to cavalry.
British Cavalry: ​ Have a bonus melee die hitting on a 1-2, but must charge on if they win melee.
British Line:​ Count as regular (morale 3) but in line shoot and melee as veteran (morale 4).
Cossacks​: Raw Light Cavalry. Cannot charge the front of non-skirmishing infantry or dragoons or cuirassiers
(including those turning to face), and must retreat 18+D6” from these if charged (as per rules page 3).
Elites​: No more than a single Division of each listed line in a cell containing elite units may be taken.
Generals​: Each Division must purchase a General, and each side may purchase an Army Commander.
Austrian, Russian and Spanish cannot have Strategist Generals or Army Commanders.
Recruits: ​Count as regular (morale 3), but shoot and melee attack as raw (morale 2).
Rifles​: One unit per Division of British Light Infantry, or British/Prussian/Austrian skirmishers may have rifles.
Rockets​: ​36” range. Per base roll two dice to hit non-skirmishing infantry/cavalry within ​18”​, otherwise one
die: 1 = direct hit, disorder target; 2 = indirect hit, roll higher than targets morale to disorder; 3-5 = miss; 6 =
misfire, roll again: 1-2 ignore, 3-4 disorder nearest unit, 5-6 disorder self. Fire risk as for other artillery.
Russian Line​: Count morale as one level lower when shooting, but opponents shooting is at -1 to disorder.
Sappers​: One Division in the army may have a unit of two Sapper bases, or these bases may be attached to
another 4 base unit. These count as Line Infantry but reroll failed rolls if attacking or defending
town/fortifications/strongpoint. A Sapper unit may also build or destroy a bridge if stationary and adjacent to
a river for 3 (wood) or 6 (stone and destroy only) moves, during which time they can do nothing else.
Skirmishers: A Division may have one skirmisher unit with a number of bases equal to its infantry units +2,
or +1 if Austrian/Russian. Morale is selected from available Division options.
Small Units​: Not counting skirmishers/artillery, up to two units in a Division may be small (2-3 bases).

Random Army Generator​: Roll a D6 to generate each Division and roll again if Light or Grenadier/Guard:
1-3​ Line, ​4​ Light (​1-2 Infantry, 3-6 Cavalry​), ​5​ Heavy Cavalry,​ 6​ Grenadier/Guards (​1-4 Infantry, 5-6 Cavalry​)
Roll D6 for size (-1 unless line Infantry): ​1-2​ 2 units, ​3-6​ that number of units up to maximum
Roll D6 for General : ​1​ Cautious, ​2-4​ Competent, ​5​-​6​ Strategist (Competent if Austrian/Russian/Spanish)
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Appendix 2: Tournament Game Scenarios
Points and Table Size: 6’ deep. Width for points up to 1K is 8’, 1-2K is 12’, 2K is 16’. For up to 500 points,
a 4’ x 6’ table may be used, but halve objective and deployment distances.
Battle​: Both players roll a D6, adding plus +1 if Cautious, +2 if Competent, or +3 if Strategist Commander,
and +1 for each Light Cavalry Division (which for all scenario purposes includes Guard Divisions containing
only Light Cavalry and/or Lancers, and/or Horse Artillery). Highest score is the Attacker and will have first
turn. The Defender has -1 to all reserve activation and flank march rolls (see below). Roll D6 for scenario:
(1-2) Set Battle​ : ​Armies arrive too late in the day for battle, and deploy ready for the morning.
Starting with Defender, players select ONE to HALF (round down) of their Divisions to start in reserve.
(3-4) Encounter Battle:​ ​Main bodies meet and begin battle, bringing up reinforcements.
Starting with Defender, both players select HALF (round up) of their Divisions to start in reserve.
(5-6) Escalating Battle​: ​Advance guards clash over a vital position and call for reinforcements
Starting with Defender, players select ONE Division to start on table, plus any Light Cavalry Divisions.
Terrain​: Roll a D6 for Location: 1 Mountains (-1 to terrain rolls), 2-5 Plains, 6 Wooded (+1 to terrain rolls).
Then for each 24” square terrain sector generate a terrain piece with D6 roll (Clear = no terrain):
0 Hill, 1 Clear, 2 Hill, 3 Clear, 4 Town*, 5, Wood, 6 Clear, 7 Wood. ​ (​*​Roll D6 - strongpoint on a 6)
Roll a die for each terrain piece generated. On a 1-3 the Defender, and on a 4-6 the Attacker, chooses
terrain piece and its size (6-18” width by 4”-24” depth), location in the sector, and if a hill whether it is rough
terrain. If the sector is on the Defender’s table edge, then the Defender chooses on a 1-4, and the attacker
on a 5-6. Then both players, starting with the Defender, place D6x12” of road (D6+3 for 12’ table, D6+6 for
16’ table) in such a way that roads begin and end at different table edges or towns, and first connecting
unconnected towns to table edges if this is possible.
River:​ May be placed on a die roll of a 6 by Defender, or if not placed, by the Attacker on a 6. Rivers connect
long table edges, may only overlap roads, and are placed between 18” and 30” of one short table edge. Two
bridges not within 12” of the table edge or each other are also placed. Rivers are 2-6” wide, rough terrain on
a die roll of 1-3, impassable on a 4-6, and impassable to artillery except at bridges.
Weather: ​Roll D6, and on a 6 roll again for weather effects: 1 Mud; 2-4 Rain; 5 Mud and Rain, 6 Fog.
Mud (or snow)​: All units count cover versus artillery fire (including heavy artillery fire) at long range.
Rain​: Roll a D6 start of each players turn. On a 5-6 a downpour starts, or stops if present. During a
downpour, there is no infantry shooting or long range artillery shooting, no break test morale bonus versus
cavalry, no chance of setting towns on fire, and existing fires are extinguished.
Fog​: The battle starts in fog. Shooting ranges are only 6”. Units may only move or charge straight ahead,
unless enemy are within 6”. Morale tests to form square are at -1. Roll a die at the start of each players turn
from turn 2. On a 5-6 the fog disperses, or it automatically does so at the start of turn 4.
Objectives and Victory​: Each mission requires four 2” square bases as objectives. Starting with the
Defender, each player places one objective within 18” of the opponent’s rear table edge and not within 18” of
a short table edge. Repeat with a second pair of objectives. Start of your turn five and each turn thereafter, if
you have a unit within 2” of an objective you placed, and no enemy within 2” of it, you immediately win the
game. You also immediately win the game if over half of total enemy units (for this purpose each General
adds one to total units) are lost. Every broken unit counts as two units lost. Each lost General, or General or
unit still on the table from a broken Division counts as one unit lost. Otherwise, at game end both players
total their points of lost units. The player with the lowest total wins.
Deployment​: Starting with the Defender, players alternate deploying on-table Divisions within 18” of their
table edge, or within 24” if Skirmishers or Light Cavalry.
Turns​: The Attacker has first turn. First turn both sides automatically pass command rolls for on table
Divisions. The battle stops end of Defender’s turns ten, or eleven on a die roll of 4-6, otherwise turn twelve.
Reserves​: At the start of each turn from turn 2, a player may try to activate a reserve Division, at -1 unless a
Light Cavalry Division. Before rolling you can opt to ​force march,​ temporarily counting the command rating as
+1, but if activated each unit in the Division must pass a morale test or take a disorder hit. Activated
Divisions make one move measuring from the arrival table edge within 24” of the centrepoint if a long edge,
or 12” of the General if flank march (see below). Army Commander ability can be used if he is within his
command distance of the entry point of a long edge. Units may be in any formation but artillery must start
limbered. Units may shoot but not charge. Immediately before arrival, any enemy units within 12” of this table
edge must retreat away from this edge 18+D6” if cavalry/horse artillery, or 12” if other, using the retreat rules
on page 3.
Flank Marches​: Reserve Divisions may choose this option in turns 2-5 only. On a successful activation
place the General on a short table edge where there is not already an enemy flank march declared in this
manner or arrived. In subsequent turns, the General must pass a command test at -3, or -2 if it is a Light
Cavalry Division, for the flank march to arrive (Note: this is additional to the usual reserve roll). Force
marching is allowed, but the Army Commander ability cannot be used until the turn after arrival.

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