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18-19.

Jahrhundert Kriegsführung Regeln

Napoleonische-
Kriegsführung v2.1
Part 1: Rules

NKF (1685-1845)
Welt im Krieg - Schnelles Spiel

Peter Frederick Model © 3. Februar 2024


A Regimental Element Scale, Army Game of Napoleonic Warfare
(Based on the Korps-Kommandeur v6.0, KK6, Game System )
Forward (Führen)
These rules are based on the Korps-Kommanduer v6.0 game-system, KK6, which is a quick play set of
micro-armour figure-gaming rules, influenced by Corps Commander and Korps Commander, written by
A.A. Rea-Taylor. Version 2 of the KKv6 game systems uses a quick play combat system which does not use
strength points. That game-system had been modified for Napoleonic warfare.
This version of the rules is dedicated to B.A. Rea-Taylor, while others saw only the possibility of skirmish
scale simulations, B.A. Rea-Taylor had the vision to see beyond. May he Rest in Peace.

Versions (Ausführung)
Napoleonische-Kriegsführung v1 (NK): A Regimental Element Scale, Army Game of Napoleonic Warfare. Players can
command army sized formations and complete a game in 3 hours. Uses Element Strength Points.
Napoleonische-Kriegsführung v2 (NK): A Regimental Element Scale, Army Game of Napoleonic Warfare. Players can
command army sized formations and complete a game in 3 hours. Does not use element strength points.

Structure (Struktur)
The rules set consists of a number of Parts, these are as follows;
Part 1: RULES – User Reference: To be used when playing the game (1 column)
(2 column)
(3 column)
Part 2: BASIC ORGANISATION – Army Lists (Gliederungen)
Part 3: EQUIPMENT DATA CHARTS – Equipment Lists (Ausrustung)
Part 4: QRS – Quick Reference Sheets, Charts, Tables and Rules (Kurzübersicht)
Part 5: EXAMPLES – Examples of Play. (Beispiele)
Part 6: DESIGNERS NOTES – Commentary and overview of the Rules.
Part 7: SCENARIO’S – Scenarios (Kampagnen)
Part 8: BOARD GAME (Brettspiel)
Part 9: COUNTERS - Counter, Markers and Game Aids (Zähler)
NAPOLEONISCHE-
KRIEGSFUHRUNG V2.1
[1.0] INTRODUCTION
Napoleonische-Kriegsführung v2 is based on the Korps-Kommandeur v6, KK6, game system, which is a game
system designed for micro-armour conflicts. In turn this game system is based on the Corps Commander set
of rules by Bruce Rea Taylor, although I must admit they have been totally rewritten.
I never expected to base a set of Napoleonic figure gaming rules on a game system designed to simulate
World War II and modern conflicts. As with many of my projects, this was accidental.
I accidently discovered an old set of Napoleonic rules printed in November 1990 and loosely based on DBA. I
must have been involved in the printing of the rules, but I do not remember providing any input into the
game system, so the credit for that goes to others, unknown, gamers. The rules were used for club games,
rd
in an era of WRG Napoleonic and Empire 3 Edition rules. For the time it was rather revolutionary, but
today not so advanced.
I have scanned this set of rules, reformatted it and made is available on the Tallion IO:Group site, but during
this exercise I also decided to do a deep dive into DBN v2.1, the 2013 version. This is much closer to DBA
and I must admit holds promise, but I suspect its strength is in a standard sized game of 12 elements per
side. As a game I cannot recommend it more, it gives you a good, short and exciting game, but larger games
require more players, each pair controlling 12 elements each, This ends up being a single battle, but lots of
separate games, for game mechanics reasons, related to scale.
I will most certain pursue DBN as I consider them good rules, but in my play testing I realised that the KKv6
game system could be used for Napoleonic and in a manner which allows each player to command 50
element forces, while at a scale of 1000 men per element gives you a force of 40,000 to 50,000. You could
probably do the same thing by converting DBMM to Napoleonic’s as well, but i will leave that to someone
more experienced in DBMM. I did consider doing it with DBM, which I know very well, and that may be a
project for the future. Instead I have decided to convert KK6 into a Napoleonic set of rules.
The ground scale is 1:5000, or 1 cm = 50 metres, and uses a figure scale of 1:250. A line infantry element, at
4 cm wide, covers 200 metres and consists of 1000 men. Assuming a 3 deep line the frontage would be 200
metres, so that matches history. A column would be represented by additional elements to the rear, or if by
itself, a column with some form of zone of control to each side. As with Tallion and DBN, formations are
assumed to be automatically adopted for maximum benefit thus a player would not need to worry about
forming square, line or column, except in terms of placing elements behind each other.
The game-turn scale was a struggle; Marengo lasted from the morning to past 17:00, so between 10 and 12
hours. The standard game-turn length was 15min in both Tallion and DBN, so would take 40 to 50 game-
turns, which is very long. The other issue is at 1:5000 ground scale infantry would move, in formation, no
more than 5 cm in a game-turn. As KK6 allows for two actions, each action would be 2.5 cm, which is short. I
have adopted a 60 minute game-turn scale, which means actions will be 5cm and combats will be short, but
possibly complex.
The major change is moving towards the large base philosophy, similar to LWRS, where elements in base to
base contact move as a single unit and conduct combat as a single unit against any enemy elements in
contact, and any other enemy elements in bases to base contact. This makes inflicting casualties a bit more
complex, but as I will be adopting the Neu v2 system of no strength points, it should be manageable. The
idea is to create a game where players can easily complex a game within 4 hours, while commanding forces
of between 40,000 and 50,000 men.

Napoleonische-Kriegsführung v2.1 1 Part 1: Rules


TABLE OF CONTENTS [10.6]
[10.7]
REACTION MOVE
CHARGE RANGE
29
29
[11.0] DIRECT FIRE (Table Seven) ........................ 30
[1.0] INTRODUCTION .......................................... 1
[11.1] DIRECT FIRE ELIGIBILITY 30
[11.2] OPPORTUNITY FIRE (Table Ten) 30
PART 1: RULES ............................................... 4 [11.3] RETURN FIRE 31
[1.1] BASIC CONCEPTS 4 [11.4] DIRECT FIRING ARCS 32
[1.2] SCALE & BASING 5
[1.3] SETTING UP 5
[12.0] CLOSE ASSAULT (Table Eight) ................... 33
[1.4] PLAYING AREA 6 [12.1] CLOSE ASSAULT 33
[1.5] TERRAIN, See Case [19.0] 7 [12.2] CLOSE ASSAULT MOVE 35
[1.6] BASE WIDTHS 7 [12.3] DEFINING EACH CLOSE COMBAT 37
[1.7] ELEMENT CATEGORY & TYPES 8 [12.4] CLOSE COMBAT 38
[1.8] TROOP TYPES 9 [12.5] CLOSE SUPPORT 39
[1.9] ELEMENT CLASS, MORALE & SKILL 10 [12.6] ENDING A CLOSE COMBAT 40
[12.7] FOLLOW-ON CLOSE COMBAT & SUPPORT 40
[2.0] SEQUENCE OF PLAY (Table One) ............... 11 [12.8] MIXED GOOD ORDER & DISORDERED ELEMENTS 41
[2.1] PHASE 1: INITIATIVE PHASE 11 [12.9] COMMAND BONUS (Optional) 41
[2.2] PHASE 2: 1st FIRE & MOVEMENT PHASE 11
[2.3] PHASE 3: 2nd FIRE & MOVEMENT PHASE 11
[13.0] FIRE & CLOSE COMBAT (Table Nine) ......... 42
[2.4] PHASE 4: HOUSEKEEPING PHASE 11 [13.1] ELIGIBILITY TO FIRE 42
[13.2] FIRE EFFECTIVNESS (FE) DETERMINATION 43
[3.0] COMMANDERS ......................................... 12 [13.4] BASIC & FINAL FIRE COLUMN 43
[3.1] C-in-C & SUB-COMMANDERS 13 [13.5] FIRE LOSS PROCEDURE 44
[3.2] BASE COMMANDER QUALITY VALUE 14 [13.6] TABLE NINE: DIRECT FIRE MODIFIER CHART 45
[3.3] COMMANDER PROFESSIONAL SKILL (Optional Rule) 14 [13.7] TABLE TEN: CLOSE COMBAT MODIFIERS 46
[3.4] COMMANDER INSPIRATIONAL IMPACT (Optional [13.8] TABLE ELEVEN: FIRE & CLOSE COMBAT TABLE 47
Rule) 14 [13.9] INDIRECT FIRE 48
[4.0] TROOP TESTS (Table Two) ........................ 16 [14.0] ENGINEERING ........................................... 49
[4.1] QUALITY TEST 16 [14.1] COMMON TASKS 49
[4.2] COMMANDERS (H.Q.) 16 [14.2] DESTROYING BRIDGES 49
[4.3] CASUALTIES 16 [14.5] LINEAR OBSTRUCTIONS 49
[4.4] SPENT (Optional Rule) 17 [14.6] FORTIFICATION & ENTRENCHMENTS 49
[4.5] EFFECTS OF QUALITY 17 [14.7] SPECIALIST TASKS 50
[5.0] TROOP ORDER .......................................... 18 [14.8] BUILDING BRIDGES 50
[5.1] DISORDER 18 [14.9] FERRIES 50
[5.2] DISRUPTED 18
[5.4] FATIGUE (Optional) 18 PHASE 4: HOUSEKEEPING PHASE.................. 51
[5.5] EXHAUSTION (Optional) 18 [15.0] HOUSEKEEPING ........................................ 51
[5.6] RESTING (Optional) 19
[15.1] HOUSEKEEPING PROCEDURE 51
[5.7] DEPLOYING, See case [9.4] 19
[15.2] RALLY TEST 51
[5.8] TAKING COVER, See Case [5.1] and Case [5.7] 19
[15.3] RALLY PLACEMENT 51
[5.9] LOOSE FORMATION 19
[15.4] TEST TO RETREAT 52
[6.0] OBSERVATION (Table Three) .................... 20 [15.5] TEST TO WIN (Optional) 52
[6.1] OBSERVATION DISTANCES 20
[16.0] DAYLIGHT AND NIGHTFALL ....................... 53
[6.2] LINE OF SIGHT 20
[16.1] DAY LENGTH 53
PHASE 1: INITIATIVE PHASE ......................... 21 [17.0] CLIMATIC REGIONS & SEASONS (Table
[7.0] INITIATIVE PHASE (Table Four) ................. 21 Fourteen) ............................................... 53
[7.1] REINFORCEMENT SUB-PHASE 21 [17.1] TABLE 15: CLIMATIC REGIONS AND SEASONS, See
[7.3] INITIATIVE SUB-PHASE 21 Case [16.1] (See Charts & Tables) 53
[7.4] WEATHER DETERMINATION SUB-PHASE 21 [18.0] WEATHER ................................................. 53
[7.5] ELAN SUB-PHASE 21 [18.1] WEATHER EFFECTS 53
[7.6] PRE-GAME INITIATIVE TEST 21 [19.0] TERRAIN (Table Fifteen) ........................... 54
[19.1] TERRAIN TYPES 54
PHASE 2/3: FIRE & MOVEMENT PHASE ........ 22 [19.2] TERRAIN HEIGHT 54
[8.0] ACTIVATING HEADQUARTERS ................... 22 [19.3] BUILD-UP AREA’S 55
[8.1] COMMAND POINTS 23 [19.4] TERRAIN DEFINITION 55
[8.2] COMBAT UNIT 24 [19.5] STREAMS, LARGE STREAMS & RIVERS 55
[8.3] ATTACKING COMBAT UNIT 25 [20.0] CREDITS .................................................... 55
[8.4] DEFENDING COMBAT UNIT 26
[9.0] ACTIONS (Table Five) ................................ 27 PART 5: EDITORS NOTES .............................. 56
[9.1] ALLOWED ACTION’S 27
[9.4] DEPLOYING, See case [5.7] 27 PART 6: APPENDIX ....................................... 59
[9.5] MOUNTING & DISMOUNTING 27 [A.0] COMMANDER VALUES.............................. 59
[9.7] LIMBERING & UNLIMBERING 27 [A.1] FRENCH 59
[10.0] MOVEMENT (Table Six) ............................ 28 [A.2] GREAT BRITAIN 60
[10.1] MOVEMENT ALLOWANCE 28 [A.3] SPAIN 60
[10.2] MOVEMENT RESTRICTIONS 28 [A.4] RUSSIA 60
[10.4] TRAVEL MODE 29 [A.5] PRUSSIA 61
[10.5] RETREAT MOVE 29 [A.6] AUSTRIA 61
INDEX 62 TABLE OF FIGURES
Errata 63 Fig 1.4: A typical playing area (Short axis play) 6
Fig 1.4: A typical playing area (Long axis play) 6
Fig 1.4 Base Size Example, for 1/285 scale figures 7
Fig [8.2] Combat Unit 24
Fig [8.3] Attacking Combat Unit. 25
Fig [8.4] Defending Combat Unit 26
Fig [p12.1] The Close Assault 34
Fig [12.1] The Combat Units 34
Fig [12.2] Close Assault Move 35
Fig [12.2] Close Assault Move – Flank Attack. 36
Fig [12.5] Close Support Elements - Attacker 39
Fig [12.5] Close Support Elements – Defender 39

Napoleonische-Kriegsführung v2.1 3 Part 1: Rules


PART 1: RULES
[1.1] BASIC CONCEPTS
General Rules;
A player represents the army commander, or C-in-C, which is made up of between two and six
corps/divisional sized formations, each under the command of a Commander, or sub-commander. Each sub-
commander possesses a number of divisional/brigade sized formations. Each of these Division/Brigades
consists of a number of elements, each made up of a number of figures.
Cases;
[1.1.1] Formation - Army: A player will typically represent an army commander, or C-in-C, commanding a number
of corps sized formations, called a command, each of which is commanded by a sub-commander.
[1.1.2] Formation – Corps: Sub-Commanders, or the C-in-C, commands a corps sized formation, also called column
or wing, which in turn consists of one to several division/brigade size formations. This formation ranges
from 6,000 to 18,000 men and are referred to as Commands, as they are commanded by a Commander,
either C-in-C or Sub-Commander.
[1.1.3] Formation – Division/Brigade: Each corps sized formation consists of a number of divisional/brigade sized
formations, which consist of a number of elements in base-to-base contact. These formations do not have a
commander and are subordinated to the C-in-C or a Sub-Commander. This formation ranges from 2,000 to
9,000 men and are referred to as Combat Units.
[1.1.4] Element: All figures are mounted on bases, which are referred to as elements. Artillery is mounted one per
element, with separate crew figures recommended. Infantry are mounted two to four figures to an
element. Cavalry are mounted one to two figures an element. Each element is 200 metres wide.
[1.1.5] Loss: A LOSS results in the element being removed, which can return if it passes a rally test, See case [15.2]
[1.1.6] Dice: All dice in the game are d6, of which several are required.

Napoleonische-Kriegsführung v2.1 4 Part 1: Rules


[1.2] SCALE & BASING
Commentary;
Each element’s base width represents 200 metres, irrespective of the size of the base width. As a result the
ground scale will vary based on the element width used. Any element base width can be used, as long as
both sides use the same base widths. If different troop types use different base widths, players will need to
decide what the standard base width, which represent 200 metres, is. In most cases this is determined by
using the maximum length edge of an infantry element, See Case [1.6].
Example: An infantry element which is 4cm by 2 cm uses a standard base width of 4 cm. If the infantry
element is 2 cm wide by 3 cm deep, the standard base width in this case is 3 cm.
Cases;
[1.2.1] For 15mm scale each centimetre represents 50 metres, which represents a scale of 1:5000. If using 25mm
scale figure replaces all centimetres with inches, thus one inch represents 50 metres, representing a scale of
1:1968. In all cases the width of the elements is 200 metres.
[1.2.2] Each Game-Turn represents 60 minutes.
[1.2.3] Each figure represents 250 infantry, 200 cavalry, or 12 artillery pieces. Each infantry element represents
1000 infantry, skirmish element 500 infantry and cavalry elements 800 cavalry.
Note: These rules do not support variable scales, so player refighting Marengo will possess 20-25 elements
each, while a refight of Leipzig will require 240-360 elements each, with a corresponding large playing area.
This does give player an interesting view of the differences between the early and later battles, but does not
lend itself to a consistent game size where refighting a range of different battles. The card system, on the
other hand, is designed to allow players to field from 48 to 72 elements each, depending on reinforcement
schedules. As a result the troop scale will vary in order to allow this, so for Marengo the troop scale will be
500 infantry per element, while Leipzig will require 4000 infantry per element. This does require the
"Commands" to span divisions, brigades, corps, columns and wings, in order to allow an average strength of
12 elements per command, +/- 4 elements. While smaller or larger commands will be allowed, these should
not exceed 1-2 very small or 1-2 very large command. When the troop scale changes, in this case, the ground
and time scale is not changed, which means the card system only offers players a historical accurate army
list rather than a historical accurate battle.

[1.3] SETTING UP
Player should follow the following procedure when setting up;
1. Players setup the playing area, deploying any terrain as required.
2. Players write down the square troops will enter the playing area.
3. Troops on the playing area are then deployed as determined by the scenario. Players may choose to
secretly deploy troops. Defenders may be placed anywhere, except the closest 15 cm to the
attacker’s player edge.

Napoleonische-Kriegsführung v2.1 5 Part 1: Rules


[1.4] PLAYING AREA

A typical playing area is 120 cm by


90 cm, or 4 feet by 3 feet.

Fig 1.4: A typical playing area (Short axis


play)

Fig 1.4: A typical playing area (Long axis play)

Napoleonische-Kriegsführung v2.1 6 Part 1: Rules


[1.5] TERRAIN, See Case [19.0]
[1.5.1] Terrain include Rivers, Roads, and Hills. Terrain has three effects, Observation, Movement and Combat.
Observation: Terrain which offers concealment. This has an effect on Observation, See Case [6.2] and Case
[9.4] and Case [19.1.2].
Movement: Terrain can double movement rates, halve movement rates, or prohibit movement, See Case
[9.4] and case [10.1], Case [19.1.3].
Combat: Terrain can provide protection; this reduces the effect of fire combat or close assault, See Case
[19.1.1]

[1.5.2] For purposes of concealment & protection Area terrain is divided into the following three types.
Featureless: Offers no concealment or protection, even if taking cover. (Desert, plains, Steppe) and See
Case [5.7].
Clear: Offers concealment or protection if taking cover. (Default Terrain), See Case [5.7].
Cluttered: Offers concealment if not taking cover and additional concealment if taking cover. (Woods or
Built-Up Area), See Case [5.7]. Can also often be Rough Terrain.
Rough: Offers protection if not taking cover and additional protection if taking cover. (Woods, Broken, Built-
Up Area). Can also be Cluttered Terrain, See Case [5.7].

[1.6] BASE WIDTHS


Commentary;
These rules uses base widths as its system of measurement. If all elements possess the same base width,
that will be used as the Base width measure. If base widths vary select the largest base width as the base
width measurement, ignoring fringe element types.
These rules can be used with any basing system, with the most common being the UK system, which is 4 cm
wide for 15mm, or the US system, which is 3 cm for 15mm. These rules are “element” centric, thus any
element width is allowed as long as all players use the same width.
Cases;
[1.6.1] Standard UK Basing: For 15mm all elements are 4 cm wide. Infantry Figures should be placed on a base 2
cm deep, Cavalry on a base 3 cm deep, Artillery on a base 4 cm deep and baggage on a base 8 cm deep. The
base may be deeper to accommodate the figure, and if players wish to deploy infantry into two ranks a
depth of 3 cm is recommended. C-in-C are mounted on a base 4 cm deep and sub-commanders on a base 3
cm deep. These element sizes are also used by DBN version 2.1.

Fig 1.4 Base Size Example,


for 1/285 scale
figures

[1.6.2] Standard US Basing: For 15mm all infantry elements are 2 cm wide by 3 cm deep, all other elements are 3
cm wide by 3 cm deep. The depth can be increased to accommodate figures.
[1.6.3] All distances are measured by Base width, so 1 BW is equal to 4cm if the base width is 4 cm.

Napoleonische-Kriegsführung v2.1 7 Part 1: Rules


[1.7] ELEMENT CATEGORY & TYPES
[1.7.1] Element category: Combat elements are classed as infantry (INF), cavalry (CAV), artillery (ART) or Baggage
(BAG). Headquarters (CMD) are a special element type described in Case [3.1].
[1.7.2] Element Types: Elements are further divided into types; the following table provides a list of these type;
[1.7.3] ELEMENT TYPE CHART (See Charts & Tables)
15mm (UK) 15mm (US) Figures 6 mm
Cat Type Code Width (4cm) Width/Depth Element Width/Depth
Depth (cm)
CMD CinC CinC 4 cm (Circle) 3 cm (Circle) 2-4 (1) 3 cm circle
CMD Sub Commander Sub Cmd 3 cm (Circle) 2 cm (Circle) 1-2 (1) 2 cm circle
INF Muskets Ms 2 cm 2 x 3 cm 4 3 sq cm
INF Muskets (2 ranks) Ms2 2 cm 3 x 3 cm 4 3 sq cm
INF Light Infantry LI 2 cm 2 x 3 cm 4 or 2 (5) 3 sq cm
INF Skirmish Infantry(5) Sk/Jg 2 cm 2 x 3 cm 2 3 sq cm
INF Levee en Masse LEM 2 cm 2 x 3 cm 4 3 sq cm
INF Guerrillas Gs 2 cm 3 x 3 cm 2 3 sq cm
CAV Heavy Cavalry HC 3 cm 3 x 3 cm 2 3 sq cm
CAV Light Cavalry LC 3 cm 3 x 3 cm 2 3 sq cm
CAV Skirmishing Cavalry SC 3 cm 3 x 3 cm 2 or 1 (4) 3 sq cm
CAV Irregular Cavalry IC 3 cm 3 x 3 cm 2 3 sq cm
ART Foot Artillery FA 3-4 cm 3 x 3-4 cm 2-4 (2) 3 sq cm
ART Horse Artillery HA 3-4 cm 3 x 3-4 cm 2-4 (2) 3 sq cm
ART Rockets CR 3-4 cm 3 x 3-4 cm 2-4 (2) 3 sq cm
BAG Baggage Train BT 8 cm 3 x 6-8 cm Varied (3) 3 sq cm
Notes:
(1) CinC and Sub Command figures can be either mounted or dismounted but regardless of how they are depicted they
are treated as mounted for Movement purposes.
(2) Each base also has a model gun or rocket launcher.
(3) The Baggage Train can be represented by a supply wagon, artillery limber, vivandiers/cantiniers cart, tents, etc and a
number of foot or mounted figures appropriate to the army they supply. If the scenario demands
that the Baggage Train be mobile then it should look the part, ie wagons should be limbered and
the figures moving purposely forward!
(4) Skirmishing cavalry has two modes, one figure per element or two figures per element. Some light Cavalry can also
adopt a skirmish mode, which allows it to deploy 1 figure elements.
(5) Jager and skirmish infantry can be the same, but some jager, especially Russian, are light infantry.
[1.7.4] Artillery can represents 2 pdr, or smaller, guns, 3-pdr guns, British 4 2/5-inch howitzers and mortars up to 5
½ inch, 4-pdr guns, 6pdr guns, British light 12-pdr guns, British light 5 ½ inch howitzers, French 12-pdr
howitzers, Russian 10pdr howitzers, Prussian 10-pdr howitzers, 8-pdr guns, 9-pdr guns, Prussian light 12-pdr
guns, British heavy 5 ½ inch howitzers, 24-pdr howitzers, French 12-pdr howitzers, Russian 20-pdr
howitzers, Prussian 10-pdr howitzers, British and Prussian heavy 12-pdr guns and 8-inch howitzers.
[1.7.5] Skirmish cavalry, as well as adopting a standard two figures per element, can be deployed as one figure per
element. The latter represents fire combat skirmishing cavalry, allowing it to double its frontage, but
consequently being in a disadvantage in close combat, See case [1.7.7]
[1.7.6] Light infantry has two modes, two figures per element or four figures per element, See case [1.7.7]. When
in two figures per element mode, the infantry is referred to as skirmish infantry.
[1.7.7] Modes: Some troop types have two modes, standard or skirmish. These troop types can change mode
during a game at the cost of an action, with the owning player replacing the elements accordingly. Extra
elements are placed to the rear of the front rank element. If the number of elements is reduced place the
new element in either of the locations occupied by the skirmish elements. In some cases elements must
change mode in order to enter certain terrain types.
[1.7.8] 2 rank infantry: The 2 Rank infantry basing is optional, instead players can use Case [12.4.9] rule to simulate
this.

Napoleonische-Kriegsführung v2.1 8 Part 1: Rules


[1.8] TROOP TYPES
Commentary
There are three basic troop types, infantry, Cavalry and Artillery. Within each type there are a number of
sub-types which can affects movement (MOV), fire combat (FE/FR) and close assault values (CAE).
[1.8.1] TROOP TYPE MOVEMENT & COMBAT VALUES (See Charts & tables)
Key Name FE FR CAE CAE1 MOVE PTS STR
Ms Musketeers 4 ½ 4 - 2F 8 4(4-½)2F
LI Light Infantry 4 ½ 4 - 3F 8 4(4-½)3F
RI Rifle Infantry 4 ¾ 4 - 3F 8 4(4-¾)3F
Sk Skirmishers 2 ½ 2 - 3F 4 4(4-½)3F
Rj/Ja Rifle Jager 2 ¾ 2 - 3F 4 4(4-¾)3F
HC Heavy Cavalry - - 3 5 4C 5 3/4-4C
MC Medium Cavalry - - 3 4 5C 4 3/4-5C
LC Light Cavalry - - 2 3 6C 3 2/3-6C
LLC Lance Light Cavalry - - 2 3L 6C 3 2/4L-6C
SC Skirmish Cavalry - - 1 2 6C 2 1/2-6C
IC Irregular Cavalry - - 1 1 8C 1 1/1-8C
LFA Light Foot Art 4 2 1 - 2A 5 1(4-2)2A
MFA Medium Foot Art 6 3 1 - 2A 7 1(6-3)2A
HFA Heavy Foot Art 8 4 1 - 2A 9 1(8-4)2A
LHA Light Horse Art 4 2 1 - 4A 5 1(4-2)4A
MHA Medium Horse Art 6 3 1 - 4A 7 1(6-3)4A
HHA Heavy Horse Art 8 4 1 - 4A 9 1(8-4)4A
HOW Howitzer 6H 6 1 - 2A 7 1(8H-6)2A
RCK Rockets 6R 3 1 - 2A 7 1(8R-3)2A
PIO Pioneers 1 ½ 1P - 2F 2 1P(1-½)2F
TRN Transports - - 1T - 2A 1 1T-2A
Ms Guards* 4 ½ 4 5 2F 8 4/5(4-½)2F
Ms Grenadiers* 4 ½ 4 5 2F 8 4/5(4-½)2F
Note:
Element Skill affects FE, for Cavalry only it affects CAE (Close Assault Effectiveness)
Element Morale affects CAE, for Artillery only it affects FE. (Fire Effectiveness)
st
L = Lance armed cavalry gain a +1 in the 1 round again infantry only.
H/R = Howitzers and Rockets can only engage in indirect fire.
Heavy Artillery can engage in indirect fire using their face FE value and with their FR doubled. (Fire Range)
Medium Artillery can engage in indirect fire at half their FE value and their FR doubled.
st
CAE1 values are only uses in the 1 close assault combat if the phasing player.
st
* Guard and Grenadier Musketeers gain a +1 in the 1 round of Close Combat, defending or attacking.

Napoleonische-Kriegsführung v2.1 9 Part 1: Rules


[1.9] ELEMENT CLASS, MORALE & SKILL
Commentary
Each element has its own Class modifier, which in turn affects its skill and morale. Class determines an
elements Quality when it attempts to rally from disruption, See case [15.2]. Morale modifies an elements
Close Assault Effectiveness, See Case [12.0], while Skill affects and elements Fire Effectiveness, See case
[11.0].
General Rule;
Elements have a Class which affects the elements ability to rally from being disrupted, See Case [15.2].
Class also determines skill, which affects an elements fire combat and Morale which affects close assault.
These latter values are built-in to the Equipment Charts FE and CAE values for each Element Type.
[1.9.1] ELEMENT CLASS CHART (See Charts & Tables)
Class Moral Skill Name
1 -1 -1 M/Militia Represents Unwilling, poorly trained or poorly equipped troops.
2 - -1 I/Levee Represents poorly equipped but motivated troops.
2 -1 - R/Raw Represents standard trained but inexperienced troops.
3 - - O/Ordinary Represents standard trained and motivated troops (Default)
4 - +1 V/Veteran Represents standard equipped and experienced troops.
4 +1 - S/Elite Represents well equipped and motivated troops.
5 +1 +1 X/Guard Represents well equipped and experienced/motivated troops
6 +2 - F/Fanatic Represents Fanatic troops.
Note: Skill affected fire combat and Morale affects close assault. Class affects rally from Disruption.

Napoleonische-Kriegsführung v2.1 10 Part 1: Rules


[2.0] SEQUENCE OF PLAY (Table One)
[2.1] PHASE 1: INITIATIVE PHASE
[2.1.1] Reinforcement Placement Sub-Phase: Reinforcements are deployed on the playing area edge, or if a Rally
or Recover, on the playing area, See Case [15.2] and Case [15.4].
[2.1.3] Initiative Sub-Phase: Each player rolls for initiative, See Case [7.0], and determine move order.
[2.1.4] Weather Determination Sub-Phase, See case [7.4].
[2.1.5] Elan Sub-Phase., See case [7.5]

[2.2] PHASE 2: 1st FIRE & MOVEMENT PHASE


[2.2.1] Commander Activate Sub-Phase: The phasing player activates a Commander, either C-in-C or sub-
commander, which has no cost.
[2.2.2] Combat-Unit Activate Sub-Phase: The activated C-in-C or sub-commander expends Command Points to
activate subordinate “Combat Units”. All elements must be in base to base contact to be an eligible Combat
Unit.
[2.2.3] Active Combat Unit Movement & fire sub Phase: All “active” elements subordinate to that headquarters
can conduct movement and fire combat. Each element has between one and three “Actions”, each action
allows an element to move or conduct fire combat. This can occur in any order, and elements can choose
not to expend all their actions, allowing another element to expend actions, before completing their fire &
movement phase by conducting its remaining actions. Players will need to keep track of this.
[2.2.4] Attacking Combat Unit Close Assault Sub-Phase: An active Combat Unit can conduct close assault by
expending an action and its superior commander expending an additional command point, about those
required to activate the combat unit. The combat unit can now move, as whole, into base-to-base contact
with the enemy and is referred to as an “Attacking combat unit”. This move may trigger opportunity fire.
Any activated element in base to base contact with the attacking combat unit and with sufficient actions
available can be part of the attacking combat unit. This is conducted after all non-close assault movement
and fire combat has been completed.
[2.2.5] Close Combat Sub-Phase: Opportunity fire is resolved and the close combat may begin. The Attacking
Combat Unit conducts as many rounds of close combat as is required, until one side is eliminates or retires.
All enemy elements in base-to-base contact with the attacking elements, including edges and any enemy
elements in base to base contact to the rear, are considered the defending combat unit. The Attacking
Combat Unit totals its eligible die rolls to determine how many HITS are achieved, the defending unit does
the same. Both sides now spin a SAVE die for each HIT. The resulting HITS and CASULTIES are now
compared to determine if one side retires. After the first round each side can voluntarily retire. If they
remain in base to base contact, the close combat continues. After this is any Opposing elements in base to
base contact remain, they continue close combat until no opposing elements are in base to base contact
with each other, See Case [12.7.1] and Case [12.7.2].
[2.2.6] Fire & Movement End Sub-Phase: Once all activated elements subordinate to a commander have
completed their fire & Movement, another commander is activated. This is repeated until all commanders
have been activated and all activated elements have conducted fire and movement, See Case [8.0].

[2.3] PHASE 3: 2nd FIRE & MOVEMENT PHASE


st
The opposing player is now the phasing player, who repeats the 1 Fire and Movement Phase.

[2.4] PHASE 4: HOUSEKEEPING PHASE


Players conduct all housekeeping activates, after which they advance the game-Turn marker. These will
include element attempt to recover and rallying, See Case [15.0].

Napoleonische-Kriegsführung v2.1 11 Part 1: Rules


[3.0] COMMANDERS
Commentary;
The rules are designed so in most cases elements has a Quality of 3. The actual element may differ in Class,
Moral and Skill, but these values are built into the Part 3 Equipment Data Charts, which are contained in the
Scenario pdf file. Players can simply assume this standard Quality value for their games and by-pass many of
the Quality rules. The complexity related to different quality values are all contained in the Commander
rules, as the Basic quality of any Element is taken from their commander, in most cases the sub-
commander.
General Rule;
Each players army, or force mix, is commanded by an Army Commander, otherwise referred to as a C-in-C.
Each C-in-C has a Base Quality, which is used for initiative, See case [7.0], allowed Actions, See case [9.0],
Command Points, See case [8.1] and determines the base quality for its subordinate elements, if any.
Subordinate to the C-in-C are any directly attached elements and all the corps/divisional commanders, also
referred to as sub-commanders. Each sub-commander has its own base Quality, which is used to
determined allowed Action, Command Points and determines the Base Quality of its subordinate elements
within its command.
This Base Quality represents a combination of the nationality doctrine, tactics, training and organisation and
any unique command capabilities of the C-in-C, See Case [3.2]. A C-in-C also possess a professional skill
value which represents the special ability, or professional skill, of the individual commander, See Case [3.3]
The Base quality of a Commander can range from one to six, although quality six only applies to Fanatic
Commanders, which have a range of special restrictions. In most cases Quality will range from 1, which is
Incompetent and is very poor, to five, which is superior, and which is very good.
A C-in-C or Sub-Commander can also possess its own Professional Skill, which impacts the number of
command points available. Professional skill only affects how many command points a Commander possess.
Finally a commander also possesses an Inspirational Impact, which allows a command, at the risk of his own
life, to inspire his subordinate elements to prevent it from becomes disrupted.
The Quality value of an army or corps commander affects the number of command points it has available
each game-turn, See Case [8.1], and any Quality tests required by the army or corps commander or any
subordinate elements, See case [4.0].
Cases;

Fig [3.0] Commander Quality & Professional Skill

Napoleonische-Kriegsführung v2.1 12 Part 1: Rules


[3.1] C-in-C & SUB-COMMANDERS
General Rule;
An army commander is called the C-in-C and the corps commander is called a sub-commander. The C-in-C
or Sub-Commander element has a Quality value, See case [4.2], and may have a Professional Skill value, See
case [3.3].
Cases;
[3.1.1] C-in-C or Sub-Commander elements can be the target of fire combat or close assault and can move as any
other element, counting mounted, See Case [10.1.2].
[3.1.2] C-in-C or Sub-Commander elements cannot conduct fire combat or initiate close assault.
[3.1.3] If a C-in-C or Sub-Commander element is eliminated, its subordinate elements lack a Commander for the
full game-turn the commander was killed. During this period all elements have a base quality of 0. During
the following game turn a new Commander element is deployed, which has a quality 1 less than the
eliminated Commander element, with the minimum being 1. This affects the quality of all subordinate
elements, See Case [5.4]. The Professional skill modifier is lost permanently in this case.
[3.1.4] Corp Commander, or sub-commander, elements have a command radius of 5 Base Widths and Army
Commander, or C-in-C, elements a command radius of 10 Base Widths. Subordinate elements outside the
command radius of its Commander have a Quality one less than the Commander, with the minimum being
1. This also applies to sub-Commanders. Note: Elements, including sub-commanders, not on the playing
area are always considered to be within the command radius of its commander C-in-C Commander.
[3.1.5] C-in-C or Sub-Commander elements can be considered to occupy the same spot as a subordinate element in
base to base contact with it. This protects it from enemy fire combat and is called stacking. C-in-C or Sub-
Commander elements move into the same spot as its subordinate element, after which it moves with the
subordinate element. Depict this by placing the Commander element in base to base contact and declare it
is stacked. Once stacked it cannot be the target of fire combat, but if the subordinate element is disrupted
or eliminated the commander is eliminated.
Example: A Quality.3 sub-commander is outside the command radius of its commanding C-in-C commander,
resulting in its Quality rating dropping to 2. This affects all subordinate elements. If one of its subordinate
element is, in turn, outside the command radius its Quality rating dropped to 1. Quality.1 is the lowest rating
an element, or commander, could drop for this cause.
[3.1.6] A C-in-C or Sub-Commander Professional Skill Value affects a commander command quality for the
purposes of command points only, See case [3.3].
[3.1.7] Subordinate Elements: Each commander will have a number of designated subordinate elements. The only
exception is that the C-in-C has the option of possessing subordinate elements or not. Subordinate
elements of a sub-commander must always remain subordinate to that sub-commander, unless the C-in-C
decided to make then a subordinate element. This can happen during any Phasing Fire and Movement
Phase and these elements must be within the command radius of the C-in-C. This transfer of command
occurs at the start of the C-in-C’s activation. Once they elements become subordinate to the C-in-C this
must remain during the entire phasing Fire and Movement Phase. The reverse can occur, with any sub-
commander being able to subordinate any element, under C-in-C command, at the start of their activation.
These elements must have been subordinate to the C-in-C at the start of the Phasing Fire and Movement
Phase to become subordinated to a sub-commander.
Note: C-in-C can adopt any element within command radius, as long as these elements had not yet been
activated in the current player phase. The reserve can occur in the following Game-Turn, allowing the C-in-C
the ability of moving subordinate elements around his army. Element which begin the game subordinate to
the C-in-C can be allocated to subordinate sub-commanders as required, providing the player with a form of
reserve.

Napoleonische-Kriegsführung v2.1 13 Part 1: Rules


[3.2] BASE COMMANDER QUALITY VALUE
General Rule;
All Commanders, both C-in-C or sub-commanders, have a Quality Value, which determines the quality of
any subordinate elements for Quality Tests, See Case [4.1], and affects the number of Command Points
available, See Case [8.1].
Example: A Command quality of 3 means all subordinate elements have a base quality of 3, See case [3.0]. A
C-in-C also uses this value to determine initiative, See Case [7.0]
Commentary;
A Quality value is assigned to a commander and all subordinate elements possess the same Quality. This
represents a combination of commander and troop organisation, tactics, doctrine, experience and training.
[3.2.1] COMMANDER QUALITY CHART (See Charts & Tables)
Quality Code Definition
1 I Incompetent Represents Incompetent Commander and Staff.
2 P Poor Represents Poor Commander and Staff.
3 A Average Represents Average Commander and Staff.
4 G Good Represents Good Commander and Staff.
5 B Brilliant Represents Brilliant Commander and Staff.
6 F Fanatic Represents Fanatic Commander and Staff.

[3.3] COMMANDER PROFESSIONAL SKILL (Optional Rule)


General Rule;
Professional skill can affect the number of commands points available for both a C-in-C or a sub-
commander. The Personal Commander Quality represents the special ability, or professional skill, of the
individual commander. Professional skill only affects available command points for that commander.
[3.3.1] COMMANDER PROFESSIONAL SKILL MODIFIER CHART (See Charts & Tables)
Professional Skill Code C-in-C (Army) Corps Commander
Effect Effect
Excellent E +2 +2
Superior S +1 +1
Ordinary O - -
Inferior I -1 -1
Despicable D -2 -2
Note: If the professional Skill modifier results in a Command Point total of zero, a Commander can always
have 1 command point on a D6 die roll of 1-3.
[3.3.2] If the professional Skill modifier results in a Command Point total of zero, a Commander can always have 1
command point on a D6 die roll of 1-3. This means a command can find itself with no command points
available in a Game-Turn.
Note: A C-in-C with a modifier command point total of zero should never directly command elements.

Napoleonische-Kriegsführung v2.1 14 Part 1: Rules


[3.4] COMMANDER INSPIRATIONAL IMPACT (Optional Rule)
General Rule;
Each Commander has an Inspirational Impact, which modifies the die roll of any attempt to save an element
from becoming disrupted. If such an attempt is made there is a chance the commander will be killed.
Cases;
[3.4.1] A commander in the same “combat-unit” as any elements which suffers a disrupt result can attempt to
prevent the disrupt result. To be in the same combat-unit both the commander and the element suffering
the disrupt result must be in base to base contact with the same “combat-unit”. A commander can only
attempt this once in a given Game-turn. A player is never forced to attempt this.
[3.4.2] If the commander spins a “1” on a D6, in the attempt to prevent a disrupt result, the commander is killed,
See case [3.1.3]. If this occurs the save is automatically successful.
[3.4.3] Commander Emergency Rally Save Table
Inspirational Impact Roll to save
Charismatic Up to 5
Inspirational Up to 4
Impersonal Up to 3
Uninspiring Up to 2
[3.4.4] Elements which are saved remain disordered, but may be disrupted in subsequent combat in the same
player turn.

Napoleonische-Kriegsführung v2.1 15 Part 1: Rules


[4.0] TROOP TESTS (Table Two)
General Rule;
Some activities require an element to pass a Quality test, otherwise that activity cannot occur. An elements
Base Quality Value is taken from its Commanders Quality Value, See Case [3.2], but may be modified by its
Class, See case [1.9], when conducting a Rally, See Case [15.2].
Commentary;
Quality represents a combination of training, equipment and experience. For simplicity names are given to
each quality value as a easy to remember label. This name represents the most suitable name, but Quality.2
troops could represent troops which have seen combat, but with poor equipment, motivation or unusually
poor command doctrine, or trained troops which have never seen action.
Cases;

[4.1] QUALITY TEST


[4.1.1] Elements which need to conduct a quality test spins a D6. If the result is equal to, or less, than its quality it
has passed, otherwise it has failed. A Die roll of 6 always results in a failure, as a result Quality.6 (fanatic)
commander gains no Quality test benefits, but does gain the ability to have three Actions, See Case [4.1.4].
[4.1.2] CHART 2: QUALITY TEST TRIGGER CHART
nd
Quality 1 or 2 element executing a 2 Action, See Case [4.1.3] and Case [9.1.2]
rd
Quality 5 or 6 element executing a 3 Action, See Case [4.1.4] and Case [9.1.2]
Engineers destroy a bridge, See Case [14.2]
Rally an element, See Case [15.2].
nd
[4.1.3] Elements with a Quality rating of 1 or 2 need to pass a quality test in order to conduct a 2 Action.
rd
[4.1.4] Only elements with a Quality rating of 5 or 6 can conduct a 3 action if they pass a Quality test.
4.1.5] TABLE 2: QUALITY TEST
D6 Die Roll Result
rd
6 – unless testing for a 3 Action Fail
Die roll Greater than Quality Fail
Die roll equal to or less the Quality Pass
Modifier Modifier
Commander suffers at least 50% casualties -1
Commander suffered at least 75% casualties -2

[4.2] COMMANDERS (H.Q.)


Elements outside the command radius of its Commander has its Quality reduced by 1. If a Commander is
eliminated the quality of all subordinate elements is Quality.0 until a replacement Commander is deployed.
This replacement Commander has a Quality one less than the eliminated Commander, but this can never
fall below 1, See Case [3.1.3]. The replacement Commander is placed in base to base contact with any
subordinate element.

[4.3] CASUALTIES
If a Commanders command has suffered at least 50% casualties its Quality is reduced by 1. If a Commander
command has suffered 75%, or more, casualties its Quality is reduced by 2. Quality can never drop below 1
due to casualties. This is determined by the total number of subordinate elements, excluding the
Commander itself, any non-combat elements and any off-playing area elements. Casualties are any
elements removed from the playing area. The C-in-C counts the number of all on-playing area elements in
the army.
Example: A Commander has 12 subordinate combat elements, but has lost 6 elements, which means an
element was removed and has failed its rally test, resulting in its removal from the game. In this case the
Command quality reduces by 1. Elements returning due to rally may cause the Commanders quality to
increase.

Napoleonische-Kriegsführung v2.1 16 Part 1: Rules


[4.4] SPENT (Optional Rule)
General Rule;
Spend represents elements which are more fragile, caused by exhaustion, lack of ammunition or shaken
confidence. Spend elements which suffer a disorder becomes disrupted, removed from the playing area,
with no rally possible. Apart from this they conduct movement, fire combat and quality tests normally.
Disordered elements which recover conduct a quality test, if they fail they become spend. All elements
which rally and return to the playing area are spent.

[4.5] EFFECTS OF QUALITY


Commentary;
Quality is used in several different ways in the rules, this lists the impact of quality.
Cases;
A commander uses Quality to determine the number of actions available, See Case [4.1.2]
When a Commander is fatigued it must conduct a Quality test if it wishes to conduct more than one action,
this applies to all its subordinate elements, irrespective of Quality, See Case [5.4.3]
Exhausted Commanders can never conduct more than one action and must take a Quality test for this, See
case [5.5]
A Commanders available Command Points, during each Phasing Fire & Movement Phase is equal to its
current Quality, See Case [8.1.1]
The test to retreat is a standard quality test, using the C-in-C’s quality, subtracting 5 from the die roll, See
Case [15.4.3]
If a player gains an Elan bonus, all elements allowed actions increase by one, to a maximum of 3. If a Quality
of 1 or 2 can execute two actions and the third requires a quality test, See Case [7.5]
Quality of 1 or 2. A 2nd action is only allowed if a quality test is passed, See case [9.1.2]
Quality of 5 or 6. A 3rd action is allowed if a quality test is passed, See case [9.1.2]
Any element, which has not been activated, may make a facing change after a successful quality check, if
unsuccessful no facing change is allowed, See Case [10.6.1]
Close Assault Modifiers, Difference in Quality Value, See Case [13.7.1]
Engineer elements can attempt to destroy bridges after a successful quality test. If a major bridge this has
to be repeated, with the first successful quality test damaging the bridge and the 2nd destroying it, See Case
[14.5.1].
Engineers can destroy linear obstructions after a successful quality test, See Case [14.5.3]

Napoleonische-Kriegsführung v2.1 17 Part 1: Rules


[5.0] TROOP ORDER
General Rule;
Elements can possess good order, be disordered or disrupted. Disorder and disruption are caused by enemy
close combat or fire combat, See Case [13.5.9] and Case [13.8.1], or if carried away by a retreat, See Case
[10.5.3]. Elements can also be fresh, fatigued or exhausted, with fatigue and exhaustion being caused by
prolonged activity.
Cases;

[5.1] DISORDER
[5.1.1] Elements which become disordered due to fire combat automatically take cover, if not already, and may
make a retreat move, See case [10.5.1], before taking cover. If the element is currently taking cover or is in
terrain which offer’s cover, it cannot conduct a retreat move
[5.1.2] Elements which becomes disordered in close combat continue to fight, but if they retreat they
automatically take cover at the end of their retreat move, See Case [12.4.2].
[5.1.3] Elements which are carried away by a retreat become disordered, See Case [10.5.3].
[5.1.4] Disordered element half the number of dice, rounded up, in fire combat or close combat, See Case [13.4.8].
[5.1.5] An element recovers from disorder by the expenditure of an action, See Case [9.1.3]. Until this occurs it
cannot move, conduct opportunity fire, or return fire, but can conduct close combat if engaged by an
enemy close assault or conduct fire combat.

[5.2] DISRUPTED
nd
If a disordered elements suffers a 2 disorder, or suffers a disrupted due to enemy fire combat or close
assault is disrupted, See Case [13.5.6] and Case [13.8.7]. If disrupted an element is removed from the
playing area and is eligible for rally, See Case [15.2].

[5.4] FATIGUE (Optional)


Commentary
Use a six sided dice to track fatigue. The first Game-turn a command is active place a D6 with one showing.
For each Game-Turn a command is active increment the dice by one at the end of the Game-Turn during
the housekeeping Phase. Once the dice reaches six that command is fatigued the following Game-Turn.
Cases;
[5.4.1] A Commander, as well as all subordinate elements, which is active for six Game Turns becomes fatigued at
the end of the Game-Turn, during the housekeeping Phase. Skipped night Game-Turns are counted for the
purposes of Fatigue, See Case [16.1.3].
[5.4.2] Being Active is defined as any Commander, or subordinate element moving or conducting fire combat.
Subordinate Commanders are not counted as subordinate elements, See Case [3.1].
[5.4.3] When a Commander is fatigued it must conduct a Quality test if it wishes to conduct more than one action,
this applies to all its subordinate elements, irrespective of Quality.

[5.5] EXHAUSTION (Optional)


Commentary
nd
Use a 2 six sided dice, of a different colour, to track exhaustion. The first Game-turn a fatigued command
is active place a D6 with one showing. For each Game-Turn a command is active increment the dice by one
at the end of the Game-Turn during the housekeeping Phase. Once the dice reaches six that command is
exhausted the following Game-Turn.
Cases;
If a fatigued Commander, as well as all subordinate elements, is active for an additional six Game-Turns, it
becomes exhausted. Exhausted Commanders can never conduct more than one action and must take a
Quality test for this.

Napoleonische-Kriegsführung v2.1 18 Part 1: Rules


[5.6] RESTING (Optional)
[5.6.1] If a Commander, or any subordinate element, does not move, conduct fire combat, conduct close assault,
or is subject to enemy fire combat, the fatigue or exhaustion count can be reduced by one. That
commander, and subordinated elements, is resting and recovering.
[5.6.2] If a Commander, or any subordinate element is only subject to enemy fire combat, the fatigue or
exhaustion count does not change. Fatigue or Exhaustion does not get worst, but this does not counta s
resting.
[5.6.3] Once fatigued or exhausted a commander and subordinate elements cannot recover by resting.
Note: A player can use a D6 dice to track fatigue, once the dice is a six and the unit is active for one more
game-turn, it becomes fatigue. Once fatigued the same process can be sued to track exhaustion.

[5.7] DEPLOYING, See case [9.4]


Elements can deploy for defence. If an element deploys, which requires the expenditure of 1 action, it can
take advantage of terrain which offers concealment and protection as well as adopting a lower profile, such
as kneeling. Concealment affects observation while protection affects fire combat, See Case [6.0] and Case
[9.4]. If an element moves it is no longer deployed, See case [9.1.3]. Note: Once deployed an element is
taking cover.

[5.8] TAKING COVER, See Case [5.1] and Case [5.7]


Elements which are disordered, See Case [5.1], or deployed, See Case [5.7], are considered to be taking
cover and gain a fire combat benefit, See and Case [13.6.1]. If in cluttered terrain, which offers extra
concealment, or Rough Terrain which offered extra protection, the effect is greater. Elements taking cover
in featureless terrain has either no effect or is only done to avoid the disadvantages of being in featureless
terrain, See Case [13.6.1], Case [13.7.2], it does not provide any benefits, unless in fortifications or
entrenchments.

[5.9] LOOSE FORMATION


[5.9.1] Elements need to adopt a loose formation when required to move through some types of terrain. This
occurs when the element needs to move through the terrain causing it and they recover the moment they
exit that terrain. There is no cost for moving to or from a loose formation.
[5.9.2] Adopting a loose formation has a negative effect when conducting fire combat or if engaged in close
combat, See case [13.7.3].
[5.9.3] Line and Light infantry (Ms/LI) must adopt loose formation in open woods (OW), woods (W), Heavy woods
(HW) or village, town or city build-up terrain (BUA1, BUA2 or BUA3).
[5.9.4] Skirmishers (Sk/Jg) must adopt loose formation in heavy woods (HW, F, J) or City built-up terrain (BUA3)
[5.9.5] Cavalry (CAV) must adopt loose formation in Open woods (OW), woods (W) or village, town or city build-up
terrain (BUA1, BUA2 or BUA3). Prohibited in Heavy Woods (HW), Forest (F) or Jungle (J).
[5.9.6] Artillery or Transport (ART/TRN) must adopt loose formation in open woods (OW) or village, town or city
build-up terrain (BUA1, BUA2 or BUA3). ART is prohibited in woods or heavy woods (W, HW)
[5.9.7] If Cavalry adopts loose formation it always uses its lower CAE value, it does not gain a benefit charging, See
Case [1.8.1].
[5.9.8] LOOSE FORMATION CHART (See Charts & Tables)
Troop Type OW W* HW F/J BUA1 BUA2* BUA3
Ms/LI L L L P L L L
Sk/Jg - - L L - - L
CAV L L P P L L L
ART/TRN L L P P L L L
Key:
L = Must adopt Loose formation
P = Prohibited

Napoleonische-Kriegsführung v2.1 19 Part 1: Rules


[6.0] OBSERVATION (Table Three)
Commentary;
An Element can observe another element as long as there is a unblocked line of sight exists between the
two elements. In some cases a LOS is blocked when it is traced more than a certain distance through some
types of terrain. Lighting conditions can also impose a maximum distance.
Cases;

[6.1] OBSERVATION DISTANCES


General Rule;
To determine if an element can observe another trace a unblocked line of sight between the two elements.
Lighting conditions can impose the maximum distance of a LOS, See Case [6.1.1]
Cases;
[6.1.1] TABLE 3: OBSERVATION DISTANCE CHART (Base Widths) (See Charts & tables)
Lighting Condition Clear Rain Hv Rain
Snow Blizzard
Daylight 10 8 6
Dawn/Dusk 8 6 4
Night w/Moon 1 1 1
Night/Moonless Adj Adj Adj

[6.2] LINE OF SIGHT


General Rule;
Line of sight can be blocked by opaque terrain, such as hills. Other terrain can block a line of sight if it
traverses a given distance through it, such as with cluttered terrain. Enemy and friendly elements block a
line of sight, unless Skirmishers, ART or TRN elements, See Case [6.2.4] and Case [6.2.5]. Friendly elements
in base to base contact do not block a line of sight, its assumed the elements are working together thus are
deployed to allow a line of sight to exists if required, See Case [6.2.6]
Cases;
[6.2.1] Line of sight is blocked if traversing more than ¼ Base Width, if Heavy Cluttered terrain, or ½ Base Width, if
standard cluttered terrain, or 1 Base Width if Open Cluttered terrain. Cluttered terrain can be woods or
built-up areas.
[6.2.2] Elements on the edge of cluttered terrain suffer no observation effects when observing outwards.
[6.2.3] Line of sight is blocked by higher elevation terrain, See Case [19.2]
[6.2.4] Friendly or Enemy elements block line of sight, exception, See Case [6.2.5] and case [6.2.6]
[6.2.5] Skirmishers, ART or TRN never block a line of sight, allowing some type of fire combat to occur through
these element types, See case [11.1.3].
[6.2.6] Friendly elements in base to base contact never block a line of sight, allowing direct fire combat through
these elements, unless opportunity fire. When elements are in base to base contact they are working
together and formations may move to allow for a line of sight, if required.
[6.2.7] Elements on higher elevation can see over friendly and enemy elements on a lower elevation, unless in the
dead zone of the element. The dead zone of an element is 1 Base Width.
[6.2.8] If Elements are behind the crest of a hill, line of sight is blocked. Exception, line of sight is not blocked if the
element conducted fire combat in the current game-Turn, or previous Fire and Movement Phase.
[6.2.9] TABLE 3: BLOCKING LOS CHART
Terrain LOS Blocked
Open/Light Cluttered 1 BW
Standard Cluttered ½ BW
Closed/Heavy Cluttered ¼ BW
Hills Blocks

Napoleonische-Kriegsführung v2.1 20 Part 1: Rules


PHASE 1: INITIATIVE PHASE
[7.0] INITIATIVE PHASE (Table Four)
General Rule;
During the initiative Phase both players place reinforcements and determine initiative, in that order. The
Fire & Movement order is determine during this Phase.
Cases;

[7.1] REINFORCEMENT SUB-PHASE


[7.1.1] During the initiative Phase players deploy all reinforcements. Reinforcements are either placed on the
friendly player edge or, if a rally or recovery, on the playing area, See Case [14.1.2].
[7.1.2] An attacker initial forces, which are not deployed on the playing area before play begins, must be deployed
by the first daylight Game-Turn.
[7.1.3] Reinforcement which arrive from off the playing area enter the playing area from the friendly player edge.
The entry location must be free of enemy opportunity fire zones. The player can delay the entry of his
reinforcements by one Game-Turn and enter from a flank edge, within 4 Base Widths of the friendly player
edge, in order to avoid enemy opportunity fire zones. This option is not available to the attackers’ initial
forces which can enter an enemy opportunity fire zone if no alternative exists.

[7.3] INITIATIVE SUB-PHASE


[7.3.1] During the initiative Phase each player spins one D6. This die result is added to the commanding
headquarters quality value and any scenario related modifiers are applied, to arrive at that player’s
initiative value, Also see Case [7.3.3].
st nd
[7.3.2] The player with the highest initiative chooses to be either the 1 or 2 player for the current Game-Turn. If
the result is identical, repeat the player order of the previous game-turn.
[7.3.3] A player which outnumbers its opponent element total by 20% on the playing area gains a +1 to the
initiative die roll. Note: This includes any elements which are arriving the current game-turn and are on the
player edge.

[7.4] WEATHER DETERMINATION SUB-PHASE


If the combined die roll of both players is a 2, the weather improves. Blizzard to snow, snow to clear or
heavy rain to rain and rain to clear. If the combined value is 12 is spun the weather deteriorates, reverse the
weather order, See Case [18.0]

[7.5] ELAN SUB-PHASE


If a player modified initiative die roll is five, or greater, than his opponent, gains an Elan bonus. All players
elements allowed actions increase by one, to a maximum of 3. Commanders with a Quality of 1 or 2 can
execute two actions and the third requires a quality test. Other Commanders can conduct three actions. For
Elan bonus purposes any modifiers are not considered.

[7.6] PRE-GAME INITIATIVE TEST


Before the game begins each players spins two D6, adding it to the headquarters quality. The player with
this high value is considered the attacker, with the other player the defender. The defender identified one
commander with at least 25% of all the elements in the defenders force mix as reinforcements. The Game-
Turn this arrives is the defenders two D6 results, excluding any modifiers. initiative total, with the minimum
being 3 and maximum being 9.

Napoleonische-Kriegsführung v2.1 21 Part 1: Rules


PHASE 2/3: FIRE &
MOVEMENT PHASE
[8.0] ACTIVATING HEADQUARTERS
General Rule;
Fire and Movement is conducted Commander by Commander, where all fire and movement is completed in
one Command before moving on to the next Command. The Phasing player selects a Commander and
“Activates” it and its subordinate elements in its Command, which has no cost, See Case [8.1.2].
Once Activated a Commander then expends “Command Points” to Activate subordinate “Combat Units”,
with the cost to activate being the sum of the elements divided by four, fraction rounded to the closest
whole number, See Case [8.1.2] and Exception, See Case [8.1.4]. A Commanders Command Point availability
is equal to its Quality, See Case [8.1.1], modified by its Professional Skill, See Case [3.3]. A “Combat-Unit” is
any collection of subordinate elements, owning players choice, which are in “base-to-Base” contact with
each other, See case [8.2]
A Commander can activate subordinate combat-units in any order in the fire and movement Phase. A
combat unit can be activated to conduct fire and movement before the next combat unit is activated, or
more than one combat unit can be activated simultaneously, with each combat unit moving and conducting
fire combat simultaneously, See Case [8.1.4]. In both cases the combat units(s) must complete movement
and fire combat before another combat unit(s) can be activated. Once activated a combat unit can conduct
movement or fire combat, with all its component elements simultaneously moving and conducting fire
combat, See Case [8.2.1]
nd
Close Assault requires a 2 activation which require addition Command Points, as well as the expenditure
of an Action, after which the “Attacking” Combat-Unit moves into base to base contact with enemy
elements, See Case [12.1.1]. A Combat Unit which is conducting a close assault is called an “Attacking
Combat Unit”, See Case [8.1.5].
If two, or more, activated combat-units, with the necessary “actions” to allow for close assault, are in base-
to-base contact with each other, they can form a single attacking combat unit. The cost to activate this
“attacking combat unit” may need to be recalculated, See case [8.1.5]
The elements within the attacking combat unit must start and end the move in base to base contact, but
can otherwise distort its formation in order to move into base to base contact with enemy elements, See
case [12.2.2]. Individual elements can start the move by conducting facing changes in order to line up with
the attacking combat unit, but otherwise this move to contact cannot involve any wheeling and must be a
forward movement, with sideward moves up to a maximum of half its forward movement allowed, See
Case [12.2.1]
Enemy elements which find themselves in base to base contact with the “Attacking Combat Unit”, including
corners, and any elements in base to base contact to the rear of such an element, become the “Defending
combat unit”, even if elements are not in base to base contact with each other, See case [8.4.1].
Opportunity fire, triggered by movement or close assault, must be fully resolved before any close combat
occurs. Close Combat occurs between the “Attacking” and “Defending” Combat Unit until one, or both, are
eliminated or retire, See case [12.6]
Commentary;
The rules encourage players to move element in division, or in some cases, Corps sized multi-element combat
units. Players may use movement trays to move all the elements in a combat unit. While the position of an
element in such a combat unit is significant, its assumed all elements in a combat units are working together
and adjusting their formations to support elements to their front, and allowing direct fire through elements
to their front.
Cases;

Napoleonische-Kriegsführung v2.1 22 Part 1: Rules


[8.1] COMMAND POINTS
General Rule;
Commanders expend command points in order to activate “Combat Units” or for an activated “Combat
Unit” to execute a Close Assault. A Commanders available Command points is equal to its Quality, so a
Commander with a Quality of 3 possess 3 command points each Fire & Movement Phase, See Case [3.1.6].
This may be modified by its Professional Skill Value, See Case [3.2] and case [3.3], and any Command Points
which may have been transferred from the C-in-C to it. If the modified command point is zero, a
Commander has one command point on a die roll of 1-3, See Case [3.3.2].
Cases;
[8.1.1] A Commanders available Command Points, during each Phasing Fire & Movement Phase, is equal to its
current Quality. Note; A Commander’s quality may decrease due to being outside command radius of the C-
in-C, replacement, or due to casualties, See Case [3.1.3], Case [3.1.4] and Case [3.3].
[8.1.2] Activating a Combat Unit: The cost to activate a Combat Unit is determined by the number of elements in
the Combat Unity, with the total normally being divided by 4, fractions rounded to the closest whole
number, with a minimum value of 1 Command Point. A 0.5 is rounded up to 1. This is called the command
divisor. Depending on the period the divisor of 4 can increase, if the Commanders formations are small, or
decrease if the commanded formations are large, See case [8.1.3]
Example: A Combat Unit of five elements costs 1 Command Point to Activate, while a Combat Unit of six
element costs 2 Command Points to activate.
[8.1.3] Command Divisor: The divisor used to determine the number of command points required to activate a
combat unit will vary based on the average size of the commanded formation, See Case [8.1.2]. Early corps
was small, with corresponding smaller staff assets to assist the commander, while later corps was larger
with significantly greater staff assets. When the average size of a corps, of both sides, was small the divisor
used will be 5 or 6, while when the corps was larger the divisor used will be 3 or 2. This is detailed in the
scenario details, or if using the card system, on the cards.
[8.1.4] Combat Units can be activated one at a time, or more than one can be activated simultaneously. In the
former each combat unit completes all fire and movement before the next combat unit is activated, in the
later the combat units all fire and move together. Note: The later allows a player to assemble a larger
“attacking” combat unit to conduct close assault.
[8.1.5] Activating an Attacking Combat Unit for a Close Assault: The command point cost to allow an attacking
combat unit to move into base to base contact with enemy elements and initiate close assault is
determined by the number of elements in it, with the total normally being divided by 4, fractions rounded
to the closest whole number, with a minimum value of 1 Command Point. This uses the same divisor as
used to activate a command and is identical to the cost of activating a Combat Unit.
[8.1.6] Travel Mode: Activated elements in travel mode remain activated, at no further command point cost, until
the element leaves travel mode, See case [10.4.3].
[8.1.7] C-in-C: A C-in-C or, Army Commander, which has not yet been activated, can transfer command points to
any subordinate sub-commander within its command radius. This need to be noted and affects the number
of command points available to the C-in-C, when it is, in turn, activated. This is the only method command
points can be transferred between commanders.
[8.1.8] Commanders command quality can be modified by its professional skill, See Case [3.1.6].

Napoleonische-Kriegsführung v2.1 23 Part 1: Rules


[8.2] COMBAT UNIT
General Rule;
A Combat Unit is any collection of elements which are subordinate to the same commander and are in base
to base contact with each other. A Combat Unit is not a formal formation, such as a division or even a
Corps and is instead one or more formal formations which are operating in unison, moving and conducting
fire combat simultaneously.
Cases;
[8.2.1] Defining a Combat Unit to Activate: A Combat Unit is declared by the phasing playing during the Fire &
Movement Phase. All elements must be in base to base contact with each other and be subordinate to the
Active Commander. Once Activated the elements conduct movement and fire combat simultaneously. The
elements can move out of base to base contact or conduct different types of movement and the phasing
player can move elements individually if desired.
[8.2.2] The phasing player can exclude elements in base-to-base contact from the combat unit, if desired.
Example: The Commander activated six elements in base to base contact with each other, two are
disordered and four are not. The Commander expends one Command points in order to do this. As the
Commander has a Quality of 3, all activated elements can expend two Actions. The phasing player expends
an action to recover from disorder for the two disordered elements, and expends an action to move the
other four elements to a new location, which is no longer in base to base contact with the previously
disordered elements. The Commander could have also activated each group of elements separately, but this
would of cost two Command Points.

Fig [8.2] Combat Unit


All elements, except the Dragoon not in base-to-base contact, is part of the Combat Unit, which costs 2 CP to
activate.

Napoleonische-Kriegsführung v2.1 24 Part 1: Rules


[8.3] ATTACKING COMBAT UNIT
General Rule;
An Attacking (or Close Assault) Combat Unit is any collection of activated elements which are subordinate to
the same commander, are in base to base contact with each other and which possess sufficient “actions” to
initiate close assault or close support and move into close combat with enemy elements.
Cases;
[8.3.1] Defining an Attacking Combat Unit to initiate a Close Assault: Any activated elements in base to base
contact with each other and with sufficient actions to initiate a close assault, or close support, and, in
addition, move into close combat with opposing elements is called an Attacking Combat Unit.
[8.3.2] The Commander must expend additional Command Points for the attacking combat unit to initiate the close
assault. This represents the order to attack, See Case [8.1.5].
[8.3.3] In most cases the combat unit which is originally activated is also the attacking combat unit, but in some
rare cases combats units may move together to create a larger attacking combat units before the close
assault is initiated. This may occur if elements have three actions available. In other cases elements may
have to be left behind, because they lack the necessary actions, or movement allowance, to conduct the
close assault.
Example: In our earlier example the commander has activated a combat unit of six elements, two of which
are disordered. The disordered elements must recover before they can conduct close assault so expend an
action, this means they lack sufficient actions to initiate close combat and move into contact with the
enemy, or provide support. As a result they are left behind when the four eligible elements form an attacking
combat unit and move into close combat with the enemy.

Fig [8.3] Attacking Combat Unit.


All elements except the disordered and element not in base-to-base combat is part of the Attacking Combat
Unit, which requires 2 CP to launch a Close Assault.

Napoleonische-Kriegsführung v2.1 25 Part 1: Rules


[8.4] DEFENDING COMBAT UNIT
General Rule;
For close combat purposes the elements subject to a close assault forms a defending combat unit. This type
of combat unit is involuntary and is formed based on which elements are in base to base contact with
elements from an enemy attacking combat unit. Unlike other types of combat units the elements do not
need to be in base to base contact with each other to be part of a defending combat unit, apart from
elements supporting the close combat, which may not be in base to base contact with the attacking combat
unit.
Cases;
[8.4.1] Defining a Defending Combat Unit in close combat: When an enemy attacking combat unit moves into
base to base contact with friendly elements, all elements in base to base contact, including corners, and all
elements in base to base contact with those elements ,providing close support in the rear, are defined as
the defending combat unit.
[8.4.2] Elements do not need to be in base to base contact with each other to be part of a defending combat unit.
[8.4.3] Elements in base to base contact with elements in a defending combat unit, which are not otherwise
eligible, are not part of the defending combat unit.
[8.4.4] A defending combat unit can consist of elements subordinate to different commanders.
[8.4.5] Elements in base-to-base contact with and element to its front, which, in turn, is contacted by an enemy
attacking units, can provide close support. These elements are part of the defending combat unit.
Example: The defender has a line of four elements in bases to base contact, with a gap and then another line
of four elements in base to base contact. All elements have an element to their rear in base to base contact.
The enemy has contacted two elements from each line of four with a single attacking combat unit. Only the
four elements in base to base contact with the enemy and the elements to their rear are considered as part
of the defending combat unit. The close combat only affects these eight elements and the other eight
elements take no part in the close combat.

Fig [8.4] Defending Combat Unit


A Defending Combat Unit is any collection of elements which are contacted any an enemy Attacking combat
unit. They do not need to be in base to base contact with each other and do not need to be subordinated to
the same commander.

Napoleonische-Kriegsführung v2.1 26 Part 1: Rules


[9.0] ACTIONS (Table Five)
[9.1] ALLOWED ACTION’S
General Rule;
All elements can execute from one to three actions in a Phasing Fire & Movement Phase. During each action
an element can move or conduct fire combat, including initiating close assault, See case [8.0].
Cases;
[9.1.2] CHART 5: ACTION ALLOWANCE CHART
Actions Situation
nd
1 Quality of 1 or 2. A 2 action is only allowed if a quality test is passed.
2 Quality of 3 or 4. Can conduct 2 actions with no testing required.
3 Quality of 5 or 6. A 3rd action is allowed if a quality test is passed.
Modifiers
+1 Elan bonus.

[9.1.3] CHART 5: ACTION COST CHART


Action Fire Combat Activity
1 Conduct Fire Combat.
Conduct Close Assault or Close Support.
Action Movement Activity
1 Conduct Movement.
Mounting Transports.
Limbering.
Deploying, See Case [9.4].
Recovering from Disorder, See Case [5.1.5]
½ Entering or leaving Travel mode.
Foot crossing a linear terrain feature. (Fortifications)
Mounted or artillery crossing a large stream.
Foot, animals, or wheeled vehicles crossing a wall or embankment.
Elements crossing an engineer constructed bridge (does not include other bridges).
[9.1.4] When an element expends ½ action it can only perform other activities which cost ½ action, or an activity
which can be halved, such as ½ action to move up to ½ its normal movement allowance.

[9.4] DEPLOYING, See case [5.7]


An element expends 1 action to deploy, but leaving has no cost, See case [9.1.3]. Deploying is a trigger for
opportunity fire, See Case [11.2].

[9.5] MOUNTING & DISMOUNTING


Troops can dismount at any time during the phasing fire and movement phase at no cost. When mounted
troops dismount and the transporting vehicle, or animal, is removed and replaced with the infantry
element. Mounting cost an action and can only occur during the phasing Fire and movement phase.
Mounting is a trigger for opportunity fire, See Case [11.2].

[9.7] LIMBERING & UNLIMBERING


[9.7.1] Towed artillery can unlimber at any time during the phasing fire and movement phase at no cost. If artillery
unlimbers its movement ends during the current action, unless this occurs before any movement has
occurred as a result of expending an action.
[9.7.2] Artillery can unlimber after each enemy direct fire combat in other phases. When artillery unlimbers the
transporting vehicle is removed and replaced with the artillery element. Limbering cost an action and can
only occur during the phasing Fire and movement phase. Note: Artillery can still be manhandled, but at a
lower speed. Limbering is a trigger for opportunity fire, See Case [11.2].
[9.7.3] When artillery limbers or unlimbers, it may change facing at no cost.
[9.7.4] Limbered artillery can never conduce fire combat or be involved in close combat. If non-phasing limbered
artillery is subject to close combat it can immediately unlimber, but halves the number of dice as a result.

Napoleonische-Kriegsführung v2.1 27 Part 1: Rules


[10.0] MOVEMENT (Table Six)
[10.1] MOVEMENT ALLOWANCE
General Rule;
During an action an element can move up to its standard movement allowance listed in Table 6. Move
Distance Table. The distance an element can move is affected by the terrain it is traversing. Note, when
elements move simultaneously in order to speed up game-play, each elements movement is still considered
to be determined individually, See case [8.0]
Cases;
[10.1.1] TABLE 6: MOVE DISTANCE CHART (See Charts & Tables)
(per Action Movement Allowance) Terrain Modifiers
Code Type Off-Road On-Road Difficult Road Difficult
4C-6C Cavalry 4-6 8-12 2-3 x2 x½
3A-4A Animal (1) 3-4 6-8 1½-2 x2 x½
2F-3F Foot (2) 2-3 3-4 ½ 1½-2¼ x1½ x¾
½m-1m Manhandled Art(3) ½-1 ¾-1½ ¼-½ x1½ x½
Note: Headquarters move as if they were 8C, See Case [3.1.1]
(1) Animal towing wagons, including horse artillery. Note that Foot Artillery crew are on foot.
(2) Line infantry have a movement allowance of 8F, Light infantry have a movement allowance of 10F.
(3) Guns of under 6pdr have a movement allowance of 1m, other guns, howitzers and rockets have ½m
[10.1.2] Commanders are classed as 6C, See Case [3.1.1], unless specifically indicated otherwise.

[10.2] MOVEMENT RESTRICTIONS


[10.2.1] Wheeling: Wheels are measured from the outside of the element.
[10.2.2] Echelon: Echelon moves (like a bishop in chess); sideways while moving forward, or backward movements,
are permitted at normal movement rates. The sideward move must not exceed the forward or backward
movement.
[10.2.3] Optional: A sideway move of more than 45 degrees is done at half speed. At less than 45 degrees a wheel
would be conducted instead. Moving sideways, without any wheeling, is always done at half speed.
[10.2.4] Moving through Units: Elements may move through other elements, although their movement can't end on
another element, See Case [10.5.1]
[10.2.5] Reversing: An element can move in a retrograde manner at a movement cost of x2. The facing remains the
same in this case.
[10.2.7] Turning to face the rear or flank: For an element to face to the rear there is a cost of 1 Base Width, which
represents the front of the element moving to its rear. Skirmishers can freely turn to face the rear at no
cost. For an element to face the flank, including skirmishers, there is an additional a cost of 1 Base width.
When turning to face the flank the element must not end the turn to face the flank movement closer to any
enemy element.
[10.2.7] Moving Side-wards: An element can move to either side at a movement cost of x2. The facing remains the
same in this case.
[10.2.8] Manhandled Guns: Guns of 6 pounds or greater and all howitzers and rockets can be manhandled ½ BW
per action, smaller guns can be manhandled at 1 BW per action.
[10.2.9] Mixed Terrain: Moving across different terrain is done on a pro-rata basis.
Example: Cavalry with a movement allowance of 8C is expending half its allowance on clear terrain, quarter
on road and quarter on difficult. This translates to 1 BW for the clear terrain, 1 BW for the road and ¼ BW
for the difficult terrain, totalling a distance of 2¼ BW being covered.

Napoleonische-Kriegsführung v2.1 28 Part 1: Rules


[10.4] TRAVEL MODE
General Rule;
Travel mode is used to conduct strategic or operational movement. While Travel Movement doubles all
movement, the element will suffer heavy losses if attacked.
Cases;
[10.4.1] Elements can double their movement by adopting travel mode. This expends ½ action to adopt and ½ action
to leave. This can only occur in the phasing fire and movement Phase.
[10.4.2] Elements in travel mode cannot conduct fire combat, this includes opportunity fire and return fire.
[10.4.3] If conducting fire combat or close combat against an element in travel mode use an extra dice, See Case
[13.8.2]. Once the fire combat or close combat is completed the element in travel mode automatically
leaves travel mode in a disordered state, if not already disordered. This cannot be a cause for disruption.
[10.4.4] Elements in travel mode which are activated, remain activated the following game-turns until they leave
travel mode.

[10.5] RETREAT MOVE


General Rule;
A Retreat move is caused by an element becoming disordered, or can be execute at the end of each close
combat round. In both cases its an attempt to move to a position of safety.
Cases;
[10.5.1] Retreat Move,: A retreat move is a minimum of 1½ Base Width, or an elements movement allowance if it is
less, and a maximum equal to its movement allowance, away from the enemy element, toward the friendly
player edge or terrain which offers cover.
[10.5.2] Unless moving to terrain which offers cover, the move must be directly to the rear of the element with
sideward moves of no more than the element width allowed. The element remains facing the enemy.
[10.5.3] Friendly elements encountered can be passed through, See Case [10.2.4], or the friendly elements chooses
to be carried away by the retreat, becoming disordered in the process. If carried away it remains in base-to-
base contact with the lead retreating element, which is the first retreating element encountered by the
element being carried away. Note: This would occur to get rear elements to a position of safety, or to avoid
being eliminated because elements occupy the same spot on the playing area.

[10.6] REACTION MOVE


General Rule;
After a player has completed all fire and movement by “Activated” elements, any elements which were not
activated can conduct a reaction move, which is a facing change triggered by visible enemy elements within
the enemy elements move distance, See case [10.1.1].
Cases;
[10.6.1] Any element, which has not been activated during a phasing fire and Movement phase, may make a facing
change if there are any visible enemy elements within the enemy elements move distance, See Case
[10.1.1]. This requires a successful quality check, if unsuccessful no facing change is allowed.
[10.6.2] If successful an element can make a facing change in order to avoid being contacted in the flank. If possible,
the centre of the element must remain in place, but some minor adjustments is allowed in order to avoid
other friendly elements.
[10.6.3] If more than one enemy element is triggering a Reaction move and its not possible to avoid having a flank
exposed, the owning player can choose which flank should be protected and which will remain exposed.

[10.7] CHARGE RANGE


Commentary:
An elements move allowance is also referred to its charge range, as a move into close combat is this
distance. Of course any element which has three actions can make a normal move into a better position
before expending an action for the close assault and an action for the move into contact.

Napoleonische-Kriegsführung v2.1 29 Part 1: Rules


[11.0] DIRECT FIRE (Table Seven)
In order to conduct direct fire an element must have a direct fire capability which has an effect at that
range, have a visible enemy target, have a unblocked line of sight to the enemy target and must have an
action to expend, or if in the non-phasing fire and movement phase, be eligible for opportunity fire.

[11.1] DIRECT FIRE ELIGIBILITY


General Rule;
Standard direct fire occurs during the phasing Fire and movement phase and requires an action.
Cases;
[11.1.1] Elements must conduct direct fire against any enemy element within effective range and directly to its
front, in other cases it can choose any valid target. If more than one enemy directly to the front, select the
one with the largest frontage to the firing element. If the frontage is the same, the owner player may select
either target, Exception Indirect Fire, See Case [13.9]
[11.1.2] Elements firing at long range must fire at any elements within its firing arc. If there are no targets within its
firing arc, It is penalised when firing outside its firing arc, See case [11.4]
[11.1.3] Artillery can conduct direct fire through enemy Skirmishers, but in all other cases you cannot conduct direct
fire through any friendly or enemy element. If on different elevations you can conduct direct fire over
friendly elements, but not over enemy elements, See case [13.1.2]

[11.2] OPPORTUNITY FIRE (Table Ten)


General Rule;
Opportunity fire occurs during the non-phasing fire and movement phase and is triggered by enemy
movement, close assault or fire combat. It does not expend an action and an element can conduct
opportunity fire twice in a non-phasing fire and movement phase against different targets. Exception; An
element can always conduct opportunity fire if its close assaulted, even if it has previously conducted
opportunity fire against that element in the same phase. This exception only applies to the close assault
element, conducting opportunity fire against the close support element uses the standard two opportunity
fire limits, See Case [12.1.4].
Cases;
[11.2.1] The opportunity fire zone of any element is its fire range, i.e. Effective (short) Range, See case [13.2.4].
[11.2.2] When conducting opportunity fire treat as long range, unless the trigger is enemy fire combat., See case
[11.3.5], or being close assaulted. If the trigger is close assault always treat as effective range.
[11.2.3] CHART 7: OPPORTUNITY FIRE TRIGGER CHART
Any enemy element which ends its movement within an opportunity fire zone of an element. (1)
Any element which exits an opportunity fire zone.
Any element which deploys, mounts, or limbers, within an opportunity fire zone. (2)
Any element which is initiating close assault against the element conducing opportunity fire, See Case
[11.2.6]. (3)
Any element which is subject to direct fire can return fire, See Case [11.3] (4)
Notes:
(1) = Elements conducting close assault are considered to have ended its move the moment it comes into
contact with an enemy element.
(2) = Leaving cover does not trigger opportunity fire.
(3) = Treat as effective (short) range, See Case [11.2.3] and Case [12.1.4].
(4) = Range is as per standard rules, effective range up to its FR and long range at twice FR, See Case
[13.2.4].
[11.2.4] An element can be subject to opportunity fire for any cause, by any eligible different enemy element, and
any number of times, See case [8.0] and Case [11.2.5].
Example: Ending a move in the opportunity fire zone of 2 enemy elements could result in an element
rd rd
suffering two opportunity fire combats. If it conducted close assault against a 3 enemy elements a 3
opportunity fire would occur.

Napoleonische-Kriegsführung v2.1 30 Part 1: Rules


[11.2.5] An element can only be subject to opportunity fire from any single enemy element once in a phasing Fire &
Movement Phase. Exception: an element can always conduct opportunity fire against an element close
assaulting it, See case [11.2.7].
Example: An phasing element triggers opportunity fire for moving an entire action and enters a opportunity
fire zone of an enemy element. It also triggers opportunity fire for moving ½ action within that element’s
opportunity fire zone. While there are two triggers opportunity fire can only be conducted one. If during the
nd
phasing elements 2 action it declares a close assault against the non-phasing enemy element and moves
into contact with it, the non-phasing element can conduct opportunity fire against it, even though it did so
previously. This would only occur if a phasing element had 3 actions available.
[11.2.6] An element can conduct opportunity fire a maximum of twice in a given non-phasing fire and movement
phase. Exception: an element can always conduct opportunity fire against an element close assaulting it,
See Case [11.2.7]
Example: A non-phasing element has conducted opportunity fire against two different phasing enemy
rd
elements and is then close assaulted. It can conduct opportunity fire a 3 time in this case.
[11.2.7] An element can always conduct opportunity fire against an enemy elements close assaulting it. An element
which is being close assaulted can only conduct opportunity fire against the enemy element conducting
close assault. It cannot conduct opportunity fire against elements conducting close support, or close
assaults against other friendly elements. This restriction only occurs once the enemy declares a close assault
against that element, prior to this the element can conduct opportunity fire normally.
Example: A non-phasing element is being close assaulted twice two, it can conduct opportunity fire against
each. A non-phasing element can conduct opportunity fire against an element close assaulting it for any
eligible trigger, but cannot conduct opportunity fire against the element conducting close support.
[11.2.8] Opportunity fire triggered by movement outside its firing arc has no effect because its consider long range
and if triggered by close assault in its flank or rear is halved as required by Case [11.4].

Napoleonische-Kriegsführung v2.1 31 Part 1: Rules


[11.3] RETURN FIRE
General Rule;
Return fire occurs during the non-phasing fire and movement phase and is triggered by enemy direct fire
combat. Return fire is considered as Opportunity Fire, but has no range penalty, See Case [13.2.4]. It is
subject to the opportunity fire limit, See case [11.2.6].
Cases;
[11.3.1] Return fire is triggered when the element is subject to direct fire where there exists an unblocked line of fire
between it and the firer.
[11.3.2] Return fire is considered to occur simultaneously with the trigger cause, thus the elimination of an element
does not preclude return fire.
[11.3.3] Return fire can occur even if the target is not visible, such as may occur if the line of sight is blocked by
enemy elements, in this case count as unobserved direct fire.
[11.3.4] Indirect fire never triggers return fire.
[11.3.5] Return can never occur outside an elements firing arc, See case [11.2.8]
[11.3.5] Return fire uses the standard Direct Fire effective and long range rules, there is no range penalty.

[11.4] DIRECT FIRING ARCS


[11.4.1] Fire Combat: Elements cannot conduct fire combat equally well around its entire 360 degree arc. Elements
can only conduct direct fire out of their front edge and 45 degrees to each side. If forced to conduct fire
combat out of any other arc, count effective range as long range and no fire combat at long range is
permitted. This means opportunity fire is not possible outside the firing arc, See Case [11.2.8]
[11.4.2] Close Combat: Close combat involved hand to hand and firing firearms, as a result when conducting close
combat or close support through a flank or rear, half the number of dice. This is halves if conducted close
assault and quarter if conducting close support.
Note: This means an element can fire or conduct close combat outside its flank or rear, but at a greatly
reduced effect.

Napoleonische-Kriegsführung v2.1 32 Part 1: Rules


[12.0] CLOSE ASSAULT (Table Eight)
Commentary;
Close Combat represents both firing and engaging in hand to hand combat.
Close Assault is the term used to describe the initiation of close combat and the element which initiates the
close combat against an enemy element.
Close Combat represents two opposing elements engaged in close combat, such as hand to hand with
bayonet, close range musket fire and other similar activities.
Close Support can be provided by any number of additional eligible elements, with such elements described
providing close support.
General Rule;
Close Combat is conducted element by element, only involving elements defined as in an attacking or
defending combat unit, for as many rounds as required to ensure no opposing elements are in base-to-base
contact with each other.

[12.1] CLOSE ASSAULT


General Rule;
An element can attempt to move into the same spot as an enemy element, triggering close assault. The
Close assault move represents the movement of elements into base to base contact with enemy elements,
as well as the movement of all supporting elements. These elements are part of an attacking combat unit
and a command point is required to “order” the attacking combat unit to conduct the close assault move,
which requires additional Command Points being expended See Case [8.1] and Case [8.3].
Cases;
[12.1.1] Close Assault: The close assault element must expend an action to initiate close assault and then must
move into base to base contact with the target element, to initiate close assault. The base to base contact
for both elements must be on an edge, base to base contact on a corner is not valid. As a result an element
needs at least two actions to initiate close assault. Note: The action to initiate close assault occurs first,
followed by the action required to move, See Case [8.1.5] and Case [8.3].
Note: Opposing elements in base to base contact on a corner are not considered to be in base to base
contact for close assault purposes, but close support can occur in this case.
[12.1.2] Attackers Close Support: Up to two elements, in base to base contact and directly behind the close assault
element, and any number of elements which are in base to base contact with both the close assault
element and the target element, can support the close combat. This is called close support. Note: Elements
in contact at the corner are considered to be in base to base contact for close support purposes, unlike to
close assault elements, See Case [12.1.1]. Close Support elements must expend an action to provide close
support, as well as remaining in base to base contact with the close assaulting element, or an element to its
front, which is in base to base contact, with the close assaulting element at all times. As a result an element
needs at least two actions to initiate close support. Note: The action to initiate close support occurs first,
followed by the action required to move.
[12.1.3] Defenders Close Support: Up to two elements, directly behind the target of a close assault, and any number
of elements which are in base to base contact with both the close assault element and the target element,
can support the close combat. In this case the non-phasing player does not need to expend any actions.
[12.1.4] Opportunity Fire: The close support element can triggers opportunity fire due to its movement during the
close assault. There is no special opportunity fire trigger for close support element and in many case these
elements will be shielded from opportunity fire by the element to its front. The Close Assault element is
always considered an opportunity fire trigger when it achieves base to base contact with the target, as well
as its move into base to base contact, See Case [11.2.6] and Case [11.2.7].

Napoleonische-Kriegsführung v2.1 33 Part 1: Rules


[12.1.5] The Close Combat is assumed to be occurring in the location the defending element resides, thus any
negative terrain effects affect the close assaulting element. Any effect is implemented after all opportunity
fire is conducted. If movement into that terrain is prohibited, the close assault cannot occur. That element
can conduct close support if another eligible element can be the close assault element. The close support
element is not affected by any terrain in the location the defending element resides in.
Example: The defending element is in open woods and the close assaulting element is an Ms, which requires
it to adopt loose formation in such terrain. This occurs when the element is in base to base contact with the
target element, but after any opportunity fire.

Fig [p12.1] The Close Assault

Fig [12.1] The Combat Units

Napoleonische-Kriegsführung v2.1 34 Part 1: Rules


[12.2] CLOSE ASSAULT MOVE
General Rule;
The close assault move is normally a forward move, with some sideward movement permitted. Before the
forward move begins facing changes or wheeling can occur and after contact is made the element pivots to
line up with the enemy elements edge. The movement into close assault only needs to result in base to
base contact with the enemy, its does not need sufficient movement to occupy the area the enemy element
occupies.
Cases;
[12.2.1] The Close Assault move forward which results in contact with the enemy cannot involve any wheeling after
the element has begun its forward movement and must be a forward move, with sideward moves up to a
maximum of half its forward movement allowed. Individual elements can start the move by conducting
facing changes in order to line up with the attacking combat unit before this forward move begins.

Fig [12.2] Close Assault Move


[12.2.2] The elements within the attacking combat units must start and end the move in base to base contact, but
can otherwise distort its formation in order to move into base to base contact with enemy elements.
[12.2.3] When the attacking combat unit’s elements make base to base contact with the opposing elements they
can pivot to line up with a defending elements edge. This pivot has no movement cost. How they pivot
depends where they started the close assault move. If any part of the element started from at least ¼ Base
Width behind a line parallel with the target element front, they can pivot onto the targets flank if there are
no obstacles, otherwise they would pivot onto its front edge. If the entire element started from behind a
line parallel with the rear edge they can pivot onto the rear edge, otherwise would pivot onto the flank.

Fog [12.2] Close Assault Move – Wheel at start.

Napoleonische-Kriegsführung v2.1 35 Part 1: Rules


Fig [12.2] Close Assault Move – Wheel at end.
[12.2.4] Close Assault into enemy flank: A Close assault unit must start the move behind a line parallel with the
target enemy elements front edge in order to conduct a close combat against an enemy flank. It must be
clearly behind this line, otherwise it must contact the enemy element front edge by wheeling.

Fig [12.2] Close Assault Move – Flank Attack.

Napoleonische-Kriegsführung v2.1 36 Part 1: Rules


[12.3] DEFINING EACH CLOSE COMBAT
General Rule;
Once the attacking combat unit has completed the close assault move, as well as suffering any opportunity
fire triggered by the move, in a complex multi-element close assaults, each close combat needs to be
defined. Each element in base to base contact with an enemy element is defined as a close assault element.
If there is more than one the owning player chooses, but as much as possible each enemy element must be
attacked by a close assault element. All other eligible elements are defined as close support elements.
Each close combat is now executed, in any order the attacking player wishes, until a conclusion is arrived at
and then the next close combat is executed. As a result of this new close combats can be initiated, which
does not trigger opportunity fire, as well as new close support elements defined. This only occurs if the
victor of a close combat finds itself in base to base contact with an unrelated enemy element, which can
occur if it advances into the space vacated by the defeated enemy element, See case [12.7]
Cases;
[12.3.1] If physically possible every defending element in base to base contact with a friendly element must be
directly engaged in close combat by a close assaulting element. Defending elements not engaged becomes
close support elements for a defending element in close combat. If this is not physically possible, the
unengaged enemy elements will act as close support.
[12.3.2] Within the restrictions of Case [12.3.1], If the attacker finds itself with more than one element in base to
base contact with a single enemy element, the owning player determines which element will be the close
assault element and the other(s) providing close support.
[12.3.3] Within the restrictions of Case [12.3.1], if the defender finds itself with more than one element in base to
base contact with a single close assaulting element, the attacking player determines which will be the target
of the close assault and the other defending element providing close support.
[12.3.4] Once all close combats has been determined or defined, the phasing player choses the order close combats
occur. All initially defined close combats are considered to occur simultaneously.
[12.3.5] When more than one element is conducting close combat against a single element, as would occur when
there is a close support element, totals all eligible dice and spin together. There is only a single close
combat per round. Any disorder result only affects close assault element, but a retreat result affects all
elements, which including the close assault and all close support elements.
Example: Two line infantry are engaged in close combat against a single line infantry element, one is close
assault and the other a close support element. If the single element achieves a disorder against its opponent,
only the close assault element is disordered. If that players decided to retreat from close combat, both
elements retreat.

Napoleonische-Kriegsführung v2.1 37 Part 1: Rules


[12.4] CLOSE COMBAT
General Rule;
Close Combat consists of both elements conducting close combat against each other until one side retreats
or is eliminated. Some elements gain positive modified in the first round of close combat and negative
modifiers in subsequent rounds. This normally affects cavalry, Exception, loose formation, See case [5.9.8]
Cases;
nd
[12.4.1] If any element suffers a 2 disorder it becomes disrupted and is removed, See Case [5.2] and Case [15.2.1].
Note: If using the Spend Optional rule, See case [4.4], spent elements which suffer a disorder are disrupted
and removed.
[12.4.2] Except for the first round of close combat, either player can choose to retreat from close combat, See Case
[10.5] and conduct a retreat move. This applies even if elements become disordered, See case [5.1.6] and
disorder never forces a player to retreat from close combat. Both players simultaneously declare if they are
retreating or remaining before the next close combat round. Close Support element must retreat if the
close assault element retreats. If unable to retreat the element is eliminated, See Case [5.1], Case [10.5] and
st
Case [15.2.4]. Exception, Skirmishers can evade in the 1 round of close combat, See case [12.4.3]
st
[12.4.3] Evade: Non-Phasing Skirmishers can Evade in the 1 round of close combat, resulting in no close combat.
This is called evading and is only possible to skirmishers which are defending against a close assault from
enemy infantry. The attacker is considered the victor in that close combat and advances into the vacated
spot. If they are in base to base contact with any remaining element they can conduct follow-on close
assault, See Case [12.7.2]. Skirmishers who initiate close assault cannot evade. Skirmishers can never evade
if close assaulted by Cavalry.
Note: Skirmishers who evades is considered to not be in the same defensive combat unit as any elements
which do not evade. If skirmishers decide to stand and fight they can be supported by elements to their rear
or side normally.
[12.4.4] If the non-phasing players element retreats, or is eliminated, the phasing players element wins the close
assault and advance into the place the non-phasing players element occupied, See case [12.6.1]. Close
support elements directly behind can maintain base to base contact with the advancing element, See Case
[12.5.2]. Other close support elements, such as to the side, cannot move in this case, See case [12.6.2].
It should be noted the non-phasing player, or defending player, can never advance if they win a close
combat. The combat is occurring in the space the defender occupies.
[12.4.5] If the phasing players element retreats, or is eliminated, the non-phasing players element wins the close
assault and remains in place, See Case [12.6.3]. If both elements retreat or are eliminated, no-one occupies
the place the defender resided in.
[12.4.6] If after a round of close combat no winner is determined; both players now conduct a second round of close
combat. This continues until there is a winner, or until one side decided to retreat.
[12.4.7] Cavalry have two FE values, the standard FE value and a special value which they can take advantage of in
st
the 1 round of close combat, unless disordered or deployed (taking cover). This applies if the cavalry is
initiating or defending against a close assault. In addition cavalry armed with lances gain a +1 FE in first
round of close combat only if they are initiating the close assault against infantry. Exception, loose
formation, See case [5.9.8]
[12.4.8] Even though the close combat is considered to be occurring in the area occupied by the defending element,
the attacking elements can never benefit from terrain in that area, such as Rough terrain, but the attacking
close assault element does suffers any negative effects from the terrain. Only the defender benefits from
terrain in any close combat.
[12.4.9] Optional: British Ms, trained or better, which are being close assaulted by enemy Infantry gain a +1 in the
first round of combat. This represents their two line formation and practice of staying behind a crest of a
hill, See case [13.7.3]. Note: If using 2 rank based elements, do not use this optional rule, See Case [1.7.3]
and Case [1.7.8]

Napoleonische-Kriegsführung v2.1 38 Part 1: Rules


[12.5] CLOSE SUPPORT
Commentary;
Close support represents elements supporting an element conduct close combat. In the case of cavalry
supporting infantry or cavalry, it could represent short charges and retreats as required. In the case of
infantry supporting infantry, it could represent momentum used to punch through an enemy position. In
the case of infantry supporting cavalry it could represent a fire base which the cavalry can withdraw to
before their next charge.
General Rule;
Up to two elements can provide close support for a close assaulting element, with the elements placed in
base to base contact with the rear of friendly element conducting close assault or close support. Any
number of additional elements can provide close support if in base to base contact with the close assault
element and enemy target element.
Cases;
[12.5.1] The elements conducting close support conduct close combat normally, but are assumed to do so at long
range, thus the number of dice used is halved, fractions rounded upwards. If more than one element is
conducting close support, total all dice first then round upward.
[12.5.2] If the close assault is successful the close support elements to the rear can remain in base to base contact
with the close assault element as it moves to occupy the defenders position, See Case [12.4.4] and Case
[12.6.2]. If the close assault element is eliminated and the enemy defending element is eliminated, the close
support element stays in place.
[12.5.3] A Close Assault can be supported by up to two close support elements to its rear, See Case [13.7.3], as well
as any elements in base to base contact with the close assault element and enemy target element.

Fig [12.5] Close Support Elements - Attacker

Fig [12.5] Close Support Elements – Defender

Napoleonische-Kriegsführung v2.1 39 Part 1: Rules


[12.6] ENDING A CLOSE COMBAT
General Rule;
A close combat ends when either, or both, sides retreat or are eliminated. The victor advances into the spot
the defender occupied, which in some cases may affect other close combats, or even initiate new close
combats.
Cases;
[12.6.1] Phasing players elements which win their respective close combat occupy the spot the opposing element
occupied, with supporting elements to their rear remaining in base-to-base contact, See case [12.5.2]. This
can involve facing changes, Sideward moves and of course, forward moves. If the base depth differs, the
front of the advancing element lines up with the rear of the enemy elements former position.
Note: Other friendly element to its rear may need to have their position adjusted to accommodate the
advancing element, which may affect close combats not yet executed, so make sure the order of the close
combats are carefully determined.
[12.6.2] Close Support elements which are not in the rear of the close assault element and instead were in base-to-
base contact with the enemy element, remain in place if the close combat was won.
[12.6.3] Non-phasing players’ elements which win their respective close combats remain where they are, See Case
[12.4.4] and case [12.4.5].

[12.7] FOLLOW-ON CLOSE COMBAT & SUPPORT


General Rule
Elements which win their respective close combat and which find themselves in base to base contact with
other opposing elements, become involved in further close combats against that element, either as a
follow-on close support element or a follow-on close assault element. If elements are in base to base
contact on their corners they are not considered to be in base to base contact for close assault purposes,
but these elements may still provide close support, See case [12.1.2].
Commentary;
Players would be wise to retreat rather than end a fire & movement phase in base to base contacts on their
corner. But players are allowed to do this if they desire.
Cases;
[12.7.1] Follow-On Close Support: Elements defined as follow-on close support elements can provide close support
to any close combats, which have not yet been conducted, in the same manner as any normal close support
element. This can include base to base contact on their corners, See case [12.1.2]
[12.7.2] Follow-on Close Assault: If an element is defined as a follow-on close assault element this means a new
close combat is initiated, which in this case does not trigger any opportunity fire. Follow-on Close Combats
occur after all the initial close combats have been concluded. It should be noted this would be a very rare
occurrence and would require either side losing and winning one close combat each. Note: Elements in base
to base contact at their corners are not considered to be in base to base contact.
[12.7.3] If an element is defined as a follow-on close assault element and are in base-to-base contact on their flanks,
the elements do not change facing, instead they are engaging from their flanks with the resulting penalties,
See case [11.4.2]. If they have any supporting elements to their rear, they provide support as normal, but
also suffer the same halving effect, which means they are halved twice. Supporting elements to either flank
are also halves twice, See Case [11.4.2].
[12.7.4] If a phasing element is in contact with an enemy element edge on its corner, it can wheel in order to allow
edges to be in base to base contact. This is not permitted if both elements corners are in contact, only if a
phasing attacking elements corner is in contact with an enemy elements edge. If the phasing attacking
elements edge is in contact with an enemy elements corner it may also wheel to allow for edges to be in
base to base contact.

Napoleonische-Kriegsführung v2.1 40 Part 1: Rules


[12.8] MIXED GOOD ORDER & DISORDERED ELEMENTS
[12.8.1] An element conducting close combat which suffers a disorder does not affect any close support elements,
See case [12.3.5].
[12.8.2] If conducting close combat and some elements are disordered, which may occurred if the non-phasing
st
player, these elements will be removed when the 1 disorder result in the close combat occurs, leaving the
good order troops behind.
[12.8.3] If a close support element is removed and close support elements which need to be in base-to-base contact
to provide support, may no longer provided support.
[12.8.4] If the element conducting close combat is removed, the close combat has ended, See case [12.6, although
an advance after combat may result in a follow on close combat, See Case [12.7.1] and case [12.7.2].

[12.9] COMMAND BONUS (Optional)


General Rule;
The phasing player can expend command point to provide individual elements with a close combat
command bonus. This costs 1 command point and provided a bonus modifier of +1 during the entire close
combat, for that element only. The command providing the bonus must be part of the same combat unit as
the element receiving the bonus.
The non-phasing player may expect any unused command points, from its previous phasing fire &
Movement Phase, to provide an element with a close combat command bonus. This costs 1 command point
and provided a bonus modifier of +1 during the entire close combat, for that element only. The command
providing the bonus must be part of the same combat unit as the element receiving the bonus.
At the beginning of any phasing fire & Movement Phase any unused command points are permanently lost.

Napoleonische-Kriegsführung v2.1 41 Part 1: Rules


[13.0] FIRE & CLOSE COMBAT (Table Nine)
Procedure;
The range of a weapon is twice its fire range, with the distance up to its fire range considered as effective
(short), and up to twice its fire range as long range. A player would calculate the fire column to arrive at a
“result”, the result represents the number of D6 dice to throw. If firing at long range halve the number of
dice, fractions rounded up, See Case [13.2.1] and Case [13.2.3]. A 4 or greater on a D6 achieves a HIT, See
Case [13.2.1]. The only exception is Indirect Fire, which achieves a HIT on a die roll of 6 only, See Case
[13.2.3]
Elements conducting fire and movement simultaneously at a single target, within a single action, total all
dice to throw. These are thrown together, and the total number of Hits used for the Save roll, See Case
[13.4.6] and Case [13.5.9].

[13.1] ELIGIBILITY TO FIRE


General Rule;
When conducting fire players first determine the correct row to use on the Fire Table, which is determined
by the target troop type. Then determine the Net Column. The result is the number of D6 die to throw to
determine the number of HITS achieved. This value is then used for the target SAVE Throw, with resulting
include no effect, disordered, or dispersed.
Cases;
[13.1.1] To fire the firing element may not be limbered.
[13.1.2] The target must not be in "dead-ground", See case [19.2], and must have a line of fire. The line of fire
cannot pass through friendly or enemy elements, unless artillery through Skirmishers. Note a line of fire can
pass over friendly or enemy elements, See case [11.1.3]. Indirect fire can be conducted over friendly or
enemy troops, but the target must be visible unless in a Built-up area.
[13.1.3] For Elements executing Direct Fire, Opportunity Fire or Return Fire, or firing on the move, the target must
be visible to the firer. The target must be sighted prior to the fire combat. Return fire can affect visibility.
[13.1.4] Measure the range to the target, ensuring that it is visible to the firer at the start of the current direct fire
step. Note: Return fire can uncover an enemy element within the phase, although this is highly unlikely in
these rules.
[13.1.5] The range is measured from any part of the firing element to any part of the target.
[13.1.6] The maximum range is twice an weapons fire range. Effective (short) range is up to an elements fire range
and long range is out to twice its fire range, See Case [13.2.4].
[13.1.7] Indirect Fire Range is twice direct fire range. This applies for both effective and long range, See Case
[13.2.3]. Indirect fire can occur over intervening troops.
[13.1.8] Howitzers and Rockets can only conduct Indirect fire, other artillery of 6 pound or greater can conduct
direct or indirect fire, other artillery can only conduct direct fire.
[13.1.9] Elements need to note firing arcs, See case [11.4].

Napoleonische-Kriegsführung v2.1 42 Part 1: Rules


[13.2] FIRE EFFECTIVNESS (FE) DETERMINATION
General Rule;
Read the Fire Effectiveness (FE) and Fire Range (FR) of the Elements from the Equipment Data Charts.
Cases;
[13.2.1] Direct Fire: If conducting direct fire combat at a HIT is 4 or greater on a D6, See Case [13.4.6]. If long range
halve the number of dice, fractions rounded upward.
[13.2.2] Close Combat: If conducting close combat at a HIT is 4 or greater on a D6, See Case [13.4.6]. For Close
Assault elements the range is 0 Base Widths, so is always considered effective range. Close support
elements are considered to be at long range, thus halve the number of dice, fractions rounded upwards.
The Fire Effectiveness Value (FE) at a Fire Range (FR) of 0 Base Widths is that elements Close Assault
Effectiveness (CAE), indicated by a “c”, example, 3c.
[13.2.3] Indirect Fire: If conducting indirect fire combat a HIT is 6 on a D6, See Case [13.4.6] and Case [13.1.7]. If long
range halve the number of dice, fractions rounded upward.
[13.2.4] Fire Range: The effective, or short, range is an elements fire range. The long range is twice an elements fire
range.

[13.4] BASIC & FINAL FIRE COLUMN


[13.4.1] For Direct Fire against a target use face value of the firing elements (unit) firing effectiveness (FE) value to
arrive at the Basic Fire Value.
[13.4.2] For Indirect Fire against a target use face value of the firing elements (unit) firing effectiveness (FE) value to
arrive at the Basic Fire Value.
[13.4.3] The Basic Fire Value is used with Table 11 Fire & Close Combat Table, See Case [13.8]. Cross reference the
Basic Fire Value with the appropriate Fire Type Row. The Fire Type Row used is dependent on the type of
fire.
If Direct fire use the Direct Row.
This is further divided into target troop types such as Skirmishers, Ms/LI, Cavalry, etc.
If Indirect fire use the Direct Row.
This is further divided into target troop types such as Skirmishers, Ms/LI, Cavalry, etc.
If Close Combat use the Close Combat Row.
The resulting cross referenced column is the Basic fire column for that particular weapon shooting at the
target.
[13.4.4] Final (NETT) Fire Column: This Basic fire column may be modified by shifts to either the left or right due to
terrain, mode etc. All such shifts are based on the column calculated in Case [13.4] the net shift being
applied to the column. A shift which results in the column moving off the left of the table means that the
attack was unsuccessful; (Exception: Close Assault, See Case [13.8.3]) whilst a shift which results in moving
off the right of the table means that the attack is calculated using the right hand column, See Case [13.4].
[13.4.5] If conducting Close Assault and shifts which results in the column moving off the left of the table means that
the attack is calculated using the left hand column. This is an exception to Case [13.4.4].
[13.4.6] Final Fire Value: The resulting number is the number of D6 which are spun by the firer. A roll of 4 or greater
results in a HIT, otherwise no effect, Exception, Indirect Fire, See Case [13.2.3]. If more than one element is
conducting fire combat simultaneously against a single target, total the number of D6 and spin together,
otherwise each element completes fire combat before moving to the next element.
[13.4.7] An element in travel mode may execute fire combat, dividing the number of dice by 4, rounding to the
closest whole number. (i.e. only the leading element may fire)., See Case [13.1.2].
[13.4.8] Disordered element halve the number of dice to use, rounded up, See Case [5.1.1].
Note: When dividing more than once, determine the final divisor, divide and round to the closes whole
number, with a ½ rounded up to 1. Thus a 4 divided two is divided by 4, resulting in 1.

Napoleonische-Kriegsführung v2.1 43 Part 1: Rules


[13.5] FIRE LOSS PROCEDURE
General Rule;
The firing player spins the correct number of D6 die as determined in case [13.4.6].
Cases;
[13.5.1] A result of “4 or greater on a D6” means the target suffers a HIT, See Case [13.4.6]. Exception, Indirect Fire,
See Case [13.2.3].
[13.5.2] The number of HIT’s against an element is totalled and the owning player makes a SAVE THROW using a D6
and using this value. HITS can only be totalled within a single action. Elements which expend two actions
cannot total their HITS and must conduct two separate fire combats, each of which results in a Save Throw.
[13.5.3] HITS must be totalled if more than one element is simultaneously conducting fire combat against a target.
Elements which are conducting fire combat against a single target sequentially conducts fire combat
separately, each of which results in a Save Throw.
[13.5.4] An element in travel mode adds 1 HIT to any HIT’s it has received. This means all HITSs are doubled.
[13.5.6] An element in close assault combat which suffers a second disorder becomes disrupted and is removed, See
Case [5.2].
[13.5.9] CHART 9: FIRE LOSS RESULTS CHART (See Charts & Tables)
HITS Result
1 to 6 HITS Defending spins a D6, if the result is equal or less than number of HITS then target is disordered.
7+ HITS Defender is disordered and spins a D6, if the result is equal to or less than the number of HITS
minus 6, then target is disrupted, otherwise remains disordered.

Napoleonische-Kriegsführung v2.1 44 Part 1: Rules


[13.6] TABLE NINE: DIRECT FIRE MODIFIER CHART
General Rule;
The effects given below are column shifts on Table [13.8] Fire Table. A plus (+) shift moves the fire column
to the right and a minus (-) shift moves it to the left.
Cases;
[13.6.1] TABLE 9: DIRECT FIRE COLUMN MODIFIERS (DEFENDERS MODIFIERS) (See Charts & Tables)
Mod Condition
If the target is;
+2 Any Element in travel mode.
+1 In featureless terrain, unless taking cover.
Any element fired into flank or rear (1)
-1 Taking cover in clear terrain.
Taking cover in a solid building, or behind a Wall or side of Embankment which provides cover.(3)
-2 Taking cover in rough terrain.
Taking cover in entrenchments.(2)
Executing any unobserved direct fire. (4)
Key:
(1) Firer must be fully or partially behind the front of the target element.
(2) This also counts the terrain the entrenchment occupies. If entrenchment is made of stone apply
the -1 for being behind a wall or in a building, i.e. fortifications or City BUA.
(3) Add to any additional modifier for talking cover in terrain, such as in clear or rough terrain.
(4) Only applies to return fire, where the target is not visible because of intervening enemy elements
but the line of fire is.

[13.6.2] TABLE 9: DIRECT FIRE COLUMN MODIFIERS (ATTACKER MODIFIERS) (See Charts & Tables)
Mod Condition
If the Firer is:
-1 if the firing Element is Fatigued.
If the firing Element is taking Cover (Disordered or Deployed), or if in loose formation (1)
If firing in rain or snow.
If firing in Dawn or Dusk.
-2 if the firing Element is Exhausted.
If firing in Heavy Rain or Blizzard.
Key:
(1) If both taking cover or in loose formation only apply once. This modifier is only used once.
[13.6.3] Fire combat is prohibited at Night

Napoleonische-Kriegsführung v2.1 45 Part 1: Rules


[13.7] TABLE TEN: CLOSE COMBAT MODIFIERS
General Rule;
The effects given below are column shifts on Table [13.8] Fire Table. A plus (+) shift moves the fire column
to the right and a minus (-) shift moves it to the left.
Cases;
[13.7.1] TABLE TEN: CLOSE COMBAT COLUMN MODIFIERS (FIRER & TARGET MODIFIERS) (See Charts &
tables)
If either the firer or target is:
Mod Condition
+/- For each Command Point allocated to the Close Assault, + if attacker, - if defender.

[13.7.2] TABLE TEN: CLOSE COMBAT COLUMN MODIFIERS (TARGETS MODIFIERS) (See Charts & tables)
If the target is:
Mod Condition
+2 Any Element in travel mode.
+1 In featureless terrain, unless taking cover.
-1 Taking cover in clear terrain
Taking cover in a solid building, or behind a Wall or side of Embankment which provides cover (1)
-2 Taking cover in Rough terrain.
Taking cover in entrenchments (2).
Key;
(1) Add to any additional modifier for talking cover in terrain, such as in clear or rough terrain
(2) The also count the terrain the entrenchment occupies. If entrenchment is made of stone apply the
-1 for being behind a wall or in a building, i.e. fortifications or City BUA.

[13.7.3] TABLE TEN: CLOSE COMBAT COLUMN MODIFIERS (FIRERS MODIFIERS) (See Charts & Tables)
If the Firer/attacker is:
Mod Condition
+1 Attacking with Lance against Infantry in first round of close combat, See Case [12.4.7].
Attacker is Trained, or better, British Ms being close assaulted by enemy infantry in first round of
combat, See Case [12.4.9]
-1 Attacking a hilltop position, or attacking up a slope (3)
Attacking enemy over a stream(2), ford, or behind a wall or the side of embankment which
provides cover.
Attacking element taking cover. (1)
Attacking element Fatigued.
Attacking in loose formation
Attacking in Rain or Snow.
-2 Attacking enemy over a Large Stream(2).
Attacking element Exhausted
Attacking in Heavy Rain or Blizzard.
-3 Attacking over a Bridge.
Attacking at Night with Moon
-4 Attacking at Night with no moon.
Key;
(1) If a non-phasing element in cover, this represents an element defending against a close assault
fighting back.
(2) The Close assaulting element would be in the stream in this case.
(3) The Close assaulting element would be on the hill slope or would of moved up a slope in order to
conduct he close assault.

Note: Both the close assaulting element, or the element which initiated the close combat, and the
defending element attacks its opponent during each round. Thus the “Attacker” in this Table can
be either.

Napoleonische-Kriegsführung v2.1 46 Part 1: Rules


[13.8] TABLE ELEVEN: FIRE & CLOSE COMBAT TABLE
General Rule;
Identify the table, either indirect, direct or close combat. If direct fire identifies the row, based on the target
type. Once on the correct row cross reference the row, which is equal to the firers FE value. Apply any left
or right shift modifiers and then cross reference this with the D6 row to obtain the number of D6 die which
can be spun.
Example: Musket element is conducting direct fire against an enemy Ms, which is in cover. The Musket has a
FE.4, shift left once due to target being in cover and the cross reference this with the D6 row, which results in
3, this means 3 D6 dice are thrown, with any result of 4+ being a HIT. The number of HITS are totalled and
the defender spins a SAVE roll, with any result equal to or less than the number of HITS resulting in a
disorder. there are 7 or more HITS the element is automatically disordered and 6 is subtracted from the total
of HITS. If the D6 result is equal to or less than this modified value the element is disrupted. If already
nd
disordered the element is immediately disrupted if disordered a 2 time.

[13.8.1] TABLE 11: FIRE & CLOSE COMBAT TABLE (See Charts & Tables)
DIRECT & INDIRECT FIRE (TABLE ELEVEN)
Target (FE – Fire Effectiveness Value)
Jg, Sk 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19
ART, CMD -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18
Ms, LI -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17
TRN, Sk CAV -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16
CAV -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15
CLOSE COMBAT (TABLE THIRTEEN)
ALL -5 -4 -3 -2 -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14
DICE
D6 - -1 0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17

FIRE TABLE KEY


# # indicates the number of dice to throw, where a 4 or greater results in a HIT. If at long range halve this value, fractions rounded upwards.
If indirect fire a 6 is required for a HIT, See Case [13.2.3]
0 1 dice can be thrown, with a 5+ resulting in a HIT (Optional Rule)
-1 1 dice can be thrown with a 6 resulting in a HIT (Optional Rule)
- No dice can be thrown.
No HITS No effect.
1 to 6 HITS Defending spins a D6, if the result is equal or less than number of HITS then target is disordered, See case [5.1].
If already disordered, becomes disrupted, See Case [5.2].
6 HITS always results in a disorder (Obviously)
7+ HITS Defender is disordered and spins a D6, if the result is equal to or less than the number of HITS minus 6, then target is disrupted,
See Case [5.2].
NOTES
An element in travel mode add 1 HIT if any HITs are achieved against it.
Differential values which are lower than the chart allows are considered as no effect, unless in Close Assault, in which case treat as the left most
column. Differential values which are higher that the chart allows count as the highest differential. The maximum number of dice which can be
thrown is 14, which is a 13+.
Add one D6 per extra row shift received in the attack above that needed to move the row beyond the last Row on Table [13.8] Fire Table. This only
applies to Shift Modifier, thus a shift 3 beyond the right most column adds three additional D6’s against the target.
INSTRUCTIONS
Cross reference the attacking Elements Strengths; See [13.5] with the selected Column, the resulting value is the number of D6 dice to be used and
the value which is required for Causality. See Case [13.4.6].

Napoleonische-Kriegsführung v2.1 47 Part 1: Rules


[13.8.2] An element in travel mode uses an extra Dice, See Case [10.4.3]
[13.8.3] For Differential values which are lower than the chart allows are considered as no effect, unless in Close
Assault, in which case treat as the left most column, see Case [13.4.4]. Differential values which are higher
that the chart allows count as the highest differential. The maximum number of dice which can be thrown is
13, which is a 13.
[13.8.4] Add one D6 dice per extra row shift received in the attack above that needed to move the row beyond the
last Row on Table [13.8] Fire Table. This only applies to Shift Modifier, thus a shift 3 beyond the right most
column adds three additional D6 dice to the firer.
[13.8.5] All HIT’s against a single element is totalled and this value is used by the defender when he spins a D6 to
determine the results of the combat, See Case [13.5.9].
[13.8.6] If a target receives 1 to 6 HITS a D6 is thrown, if the result is equal to or less than the number of HITS it is
disordered, otherwise there is no effect, See Case [13.5.9]
[13.8.7] If a target receives 7 or more HITS a D6 is thrown, if the result is equal to or less than the number of HITS
minus 6, it is disrupted, otherwise it is disordered, See case [13.5.9].

[13.9] INDIRECT FIRE


General Rule;
Indirect fire, as the name implies, is indirect fire, or more specifically plunging fire with the arc of the shell
reaching significant height before plunging to the ground. Indirect fire can only be conducted by Guns of 6
pounds or greater, Howitzers and rockets, See Case [13.1.8].
Indirect fire occurs during the phasing fire and movement phase in the same manner as direct fire. It
requires an action, for example.
When conducting indirect fire the fire range is twice the direct fire range, See case [13.1.7]. While Howitzers
and rockets are not able to conduct direct fie, their fire range is if they could conduct direct fire range. This
is done to make things simple.
Example: A Gun with a Fire Range of 3 can conduct effective indirect fire at a range of 6 and long range is 12
Base widths.
When conducting indirect fire a HIT is achieved on a die roll of 6, See case [13.2.3].
Indirect fire never triggers return fire, See case [11.3.4]
Indirect fire can be conducted over friendly or enemy troops, but the target must be visible unless in a Built-
up area, See case [13.1.2]. Can target any element in arc as long as a los exists. Fires over intervening terrain
or troops
If Indirect fire use the Direct Row, See case [13.8.1]
When conducting indirect fire any target within arc can be fired upon, there is no need to fire at an enemy
element directly to your front, See case [11.1.1]

Napoleonische-Kriegsführung v2.1 48 Part 1: Rules


[14.0] ENGINEERING
Commentary;
Engineers or Pioneers are considered to be identical in this rule. Both can undertake engineering tasks.
Cases;

[14.1] COMMON TASKS


All engineers or Pioneers can perform the following common tasks:
Destroying Bridges
Lay linear obstacles
Entrenching elements

[14.2] DESTROYING BRIDGES


Engineer or Pioneer elements can attempt to destroy bridges during the Fire & Movement Phase. The
engineer or pioneer element must be adjacent to the bridge and expends two Actions. The engineer or
pioneer conducts a quality test, if successful the bridge is destroyed, otherwise its not. If a major bridge this
nd
has to be repeated, with the first successful quality test damaging the bridge and the 2 destroying it.

[14.5] LINEAR OBSTRUCTIONS


[14.5.1] Engineers or Pioneers can lay linear obstructions, such as barricades and major road blocks, at the cost of 2
actions. There is no Quality test, its automatic. The Linear Obstruction is 1 Base Width wide by ¼ Base
Width deep. The deployed Linear Obstruction must be in base to base contact with the engineer or pioneer,
which includes corners, allowing an engineer to lay obstacle segments to its front without moving.
[14.5.2] Dismounted infantry expends a ½ action to cross and wheeled vehicles cannot cross.
[14.5.3] Engineers or Pioneers can destroy linear obstructions at the cost of one action and requires a quality test. If
successful a 1 Base width wide tank obstacle is cleared.

[14.6] FORTIFICATION & ENTRENCHMENTS


General Rules
Fortification are deployed before the game begins, they cannot be constructed during a game. They can be
destroyed by engineers or pioneers. Fortifications are made of stone or concrete and gains the appropriate
modifiers.
Elements may be entrenched, either before play begins or due to engineers or pioneer entrenching an
element. This has an effect on fire combat. To take advantage of the entrenchment the element must be
taking cover in them, which would be assumed. Engineer or pioneer elements can “entrench” friendly
elements during the game. Entrenchments can never be made of stone or concrete.
Cases;
[14.6.1] An engineer or pioneer element can entrench a friendly element by expending two actions. The engineer
must be in base to base contact, which includes corners, allowing an engineer to entrench three friendly
elements to its front.
[14.6.3] If elements move from their entrenchments, the entrenchments are lost.
[14.6.4] Fortifications are the same as entrenchments, except they are made of stone or concrete and not lost if
elements leave them or do not occupy them, See Case [14.6.3].
[14.6.5] An engineer or pioneer element can destroy a 1 BW x 1 BW fortification at the cost of two actions.

Napoleonische-Kriegsführung v2.1 49 Part 1: Rules


[14.7] SPECIALIST TASKS
[14.7.1] Generally each engineer or pioneer elements can pick one of the following. On some occasions engineer or
pioneer elements may have more than one function.
Building bridges
Ferry units

[14.8] BUILDING BRIDGES


[14.8.1] Each element of engineers or pioneers can bridge a river for infantry by expending three actions.
[14.8.2] Each element of engineer or pioneers can bridge a river for artillery or cavalry by expending six actions.
[14.8.3] The pioneer must move to the river edge, where the bridge is to be built, and must not move until an
infantry bridge is constructed. It can move away and return to upgrade the bridge for artillery and cavalry.
[14.8.4] Assume that an element or pioneers is all that would be allocated to a corps in usual circumstances. During
an assault across a river they might have extra resources allocated to them.

[14.9] FERRIES
[14.9.1] Ferries
[14.9.11] An element of pioneers, specifically equipped with boats, can carry an up to five elements of artillery or
cavalry, or up to ten elements of infantry, across a river per turn.
[14.9.12] The width of the river isn’t that important, unless it is huge in which case, they take two turns per five
elements.

Napoleonische-Kriegsführung v2.1 50 Part 1: Rules


PHASE 4: HOUSEKEEPING
PHASE
[15.0] HOUSEKEEPING
[15.1] HOUSEKEEPING PROCEDURE
During the housekeeping Phase players attempt to Rally disrupted elements, as well as determine if the
army will retreat.
Rally Sub-Phase: Rally routing elements, See Case [15.2].
Victory Determination Sub-Phase: Both players test to determine if a retreat occurs.
Game-Turn Advancement Sub-Phase: Move the game-turn track to the next game-Turn.

[15.2] RALLY TEST


General Rule;
During the Housekeeping Phase both players determine if elements, due to being disrupted, recover and
when they are placed back on the playing area, See Case [5.2]. The Elements Class is considered for this
Quality Test, See Case [1.9], Commanders Quality has no influence.
Cases;
[15.2.1] Any element which has been removed in the current game-turn, due to being disrupted, conducts a quality
test to determine if they are eliminated (removed permanently) or if they rally, See Case [5.2]. If they rally,
the Game-Turn they are returned is also determined during the same test.
[15.2.2] If the element fails the quality test it is removed for the remainder of the day. The element recovers during
the night and automatically rally on the following dawn game-turn.
[15.2.3] If the element passes the test it will rally after several game-turns equal to the Quality test die roll. Thus a
“one” means they are placed on the game-turn record chart after one Game-turn after the Game-Turn they
were disrupted. Elements are returned during the Reinforcement Placement Sub-Phase.
[15.2.4] Elements which surrender or are otherwise eliminated may never rally, See Case [10.5.1].
[15.2.5] Rally Quality Test Modifiers: If an element Class is Elite its Quality is 5, if veteran 4, if Raw 2 and if Militia its
Quality is 1, otherwise its Quality is considered to be 3, See Case [1.9.1]
Example: On game-Turn two a Veteran element is removed. During the Housekeeping Phase it spins a 3,
which means it recovers. It placed on game-turn five of the game-turn record chart, game-Turn 2 + Die Roll 3
= Game-Turn 5. During the Initiative Phase its placed back on the playing area. If that element’s Class was
Elite, its Quality is 5.

[15.3] RALLY PLACEMENT


When an element is placed back on the playing area due to a rally it is placed immediately behind its
commanding headquarters. If the headquarters is not present during that game-turn it is placed once the
replacement headquarters is present.

Napoleonische-Kriegsführung v2.1 51 Part 1: Rules


[15.4] TEST TO RETREAT
General Rule;
During the victory determination sub-phase both players determine if the C-in-C decides to retreat. This
ends the game and the first players who retreats is considered to have lost and the other player is
considered to have won. If both sides retreat in the same game-turn, the game ends in a draw. The level of
victory is dependent on which game-turn the game ends.
Cases;
[15.4.1] Once no more forces are scheduled to arrive as reinforcements both players start to test for retreat during
the Victory Determination Sub-Phase. Note: While unlikely, Its possible both players may fail the test and be
required to retreat, this is regarded as a draw.
[15.4.2] Each player spins several D6 equal to the number of elements which were disrupted in the current Game-
Turn. The highest value is used for the test to retreat. If no elements were disrupted, no test is required.
[15.4.3] Standard Modifier: The test to retreat is a standard quality test, using the C-in-C’s quality, subtracting 5
from the die roll. This means without any other modifiers a Quality 1, or higher, Commander can never fail a
retreat test.
[15.4.4] Objectives: Depending on the scenario a number of objectives are placed on the playing area, any player in
control of an objective gains a -1 modifiers when conducting a test to retreat. In most scenarios there are at
least three objectives.
[15.4.5] Losses: Players total all elements which are disrupted, including those which are yet to return, and
compares this with the total number of elements in their force. For each 5%, fractions rounded upwards,
that player applies a +1 modifier when conducting a test to retreat.
Example: All reinforcements have arrived and a player has suffered 3 disruptions during the current Game-
Turn. That player will need to test for retreat. The player had a total of 48 elements in his army, with 10
elements currently off the playing area. The player would apply a +5 modifier, 10/48 = 20.8%, rounded up to
25%. The player spins 3 dice, with a result of 1, 3 and 5. The player currently holds one objective. He has to
select the highest value of 5 and applies a +5 and a -5 and a -1 modifier, with the result being 4. The Army
has a Quality of 3 so the player has failed, the army must now retreat and the game ends.

[15.5] TEST TO WIN (Optional)


General Rule;
In a standard game three objectives are identified, one in the centre of the playing area, one in mid-point of
the attacker’s side, on the attackers left or right flank within 30 cm of the player edge. The final one is in the
defenders side on the defender left flank, within 30 cm of the player edge. Once all reinforcements have
arrived player determine if any player has won. The first player to occupy all three objectives is considered
the victor, ending the game. Objectives should be a built-up area on a road which is 1 Base width square.

Napoleonische-Kriegsführung v2.1 52 Part 1: Rules


[16.0] DAYLIGHT AND NIGHTFALL
[16.1] DAY LENGTH
General Rule;
There are usually twelve daylight turns, a dawn and a dusk turn and two night turns in a full day.
Cases;
[16.1.1] During winter there are one or two more night turns and in summer, one or two less night turns, and in the
north there can be even less daylight.
[16.1.2] Dawn, Dusk and night can affect observation, See case [6.1.1], Fire Combat, See Case [13.6.2] and Close
Combat, See Case [13.7.3].
[16.1.3] Players skip every even numbered night game-Turn. This reflects the reduction in activity which would
occur at night.

[17.0] CLIMATIC REGIONS & SEASONS (Table Fourteen)


General Rule;
Climatic Regions and Seasons affect the length of a Day and the weather which may occur during a day.
There are four climatic regions; Cold applies north of the Pyrenees, Alps, Caucasus and the Central Asian
Desert, to the Danube basin, Galatia, Mongolia, Tibet, Korea, China north of the Fei River, Japan and
highland Peru, and to all large mountain regions. Cold has a sub category of Severe Cold, which has the
effect of increasing the likely hood of Snow terrain and Snow falling. This applies to north of the arctic circle,
such as northern Finland and northern Norway. Warm applies to southern Europe, Africa north of the Atlas,
Asia Minor except Galatia, and Syria/Palestine. Dry applies to the Sahara, Libya, Egypt, West and East
Sudan, Arabia, Persia, Mesopotamia, the Indo-Persian border, and the Central Asian Desert. Tropical applies
to Africa south of the Sudan, India, Southeast Asia, China south of the Fei river, and Central and South
America.

[17.1] TABLE 15: CLIMATIC REGIONS AND SEASONS, See Case [16.1] (See Charts & Tables)
Region Season Daylight Dawn/Dusk Night
Cold Summer 14 turns 2 turns 12 turns
Warm or Dry Summer 13 turns 2 turns 11 turns
All Spring/Autumn 12 turns 2 turns 10 turns
Tropical Summer/Winter 12 turns 2 turns 10 turns
Warm or Dry Winter 11 turns 2 turns 9 turns
Cold Winter 10 turns 2 turns 8 turns

[18.0] WEATHER
General Rule;
There are two weather paths, snow and rain. In both paths clear weather means there is no weather
effects. If the weather deteriorates the weather will change to Rain or Snow, followed by Blizzard or Heavy
Rain, See Case [7.4]. Players determine if the Snow or Rain path is used before the game begins.

[18.1] WEATHER EFFECTS


[18.1.1] Weather can affect Observation, See case [6.1.1], Fire Combat, See Case [13.6.2] and Close Combat, See
Case [13.7.3].

Napoleonische-Kriegsführung v2.1 53 Part 1: Rules


[19.0] TERRAIN (Table Fifteen)
General Rule;
A playing area will contain a wide range of different terrain, examples include roads, built-up areas (such as
villages, towns, and cities), water features (such as streams, rivers and water ways), hills, ridges, woods,
swamps, rough going and difficult going. Most terrain will have one or more of the following effects,
Observation, Movement and combat.
The Rules only provide the terrain effect, players will need to allocate these affects against the terrain they
wish to deploy. Some suggested terrain is provided.
Cases;

[19.1] TERRAIN TYPES


[19.1.1] Combat Effect: Terrain can be Clear or Rough. Rough terrain offers addition combat benefits.
Entrenchments are man-made terrain which also offer additional combat benefits. Built-Up areas can be
classed as clear or rough, as well as offering additional protection if it consists of solid buildings.
[19.1.2] Observation Effect: Terrain can be featureless, clear or cluttered.
Terrain: Effect
Featureless: Terrain offers no concealment, even if elements take cover. (Desert or Plains)
Clear: Terrain only offers concealment if element takes cover. (Default)
Cluttered: Terrain offers concealment even if element is not taking cover. If taking cover it offers
additional concealment. There are three types of cluttered terrain, Heavy blocks line
of sight beyond ¼ BW, Standard blocks line of sight beyond ½ BW and Open blocks line
of sight beyond 1 BW, See case [6.2.1]. (Woods or Built-up Area)
[19.1.3] Movement Effect: Terrain can be Roads, Clear, Featureless or difficult. Roads and Difficult terrain affects
movement. Some difficult terrain prohibits movement in some circumstances, such as wheeled elements
moving through Heavy Difficult terrain. Some linear terrain prohibits movement, such as rivers.
Terrain Effect
Good Going (Road) Terrain increases movement allowance, See Case [10.1.1]
Clear, Featureless Standard Off-Road movement, See Case [10.1.1]
Bad Going (Difficult) Terrain reduces movement. There are three types of difficult terrain, Heavy prohibits
all non-foot movement. Standard prohibits all wheeled movement and Light does not
prohibit movement.

[19.2] TERRAIN HEIGHT


Opaque terrain can block a line of sight, See Case [6.2.1]
[19.2.1] If both elements are on the same elevation any opaque terrain can block a line of sight.
[19.2.2] If the opaque terrain is the same or higher elevation than either elements elevation, the line of sight is
blocked.
[19.2.3] If the opaque terrain is lower than both elements’ elevations, the line of sight is not blocked.
[19.2.4] If the opaque terrain is one level lower than either element, it can block the line of sight if its closer to the
lower element than the higher element, otherwise the line of sight is not blocked.
[19.2.5] ELEVATION CHART
Terrain Height
Level 1 Level 1 Hill, Village & Open woods
Level 2 Level 2 Hill, Town & Woods
Level 3 Level 3 Hills, City, Heavy Woods, Forest & Jungle.

Napoleonische-Kriegsführung v2.1 54 Part 1: Rules


[19.3] BUILD-UP AREA’S
General Rule;
Build-Up areas can be Villages, Town or City. Each have different observation and combat effects.
Cases;
[19.3.1] Village: For observation purposes a Village is cluttered/open for infantry or artillery only, in other cases its
clear. For combat purposes a village is rough terrain for infantry only, otherwise is considered clear.
[19.3.2] Town: For observation purposes a Town is cluttered/standard. For combat purposes a Town is rough
terrain, but not considered as fortifications or solid buildings.
[19.3.3] City: For observation purposes a City is cluttered/heavy. For combat purposes a City is rough terrain and is
considered as fortifications or solid buildings.

[19.4] TERRAIN DEFINITION


Terrain Type Effect
Open Woods (OW) Observation Cluttered/Open for Infantry or Artillery
Movement Bad Going for wheeled elements.
Combat Rough for infantry or Artillery
Woods (W) Observation Cluttered/Standard
Movement Prohibited for wheeled elements, Difficult for others
Combat Rough
Heavy Woods (HW) Observation Cluttered/Heavy
Movement Prohibited for vehicles, Difficult for others
Combat Rough
Forest/Jungle (F/J) Observation Cluttered/Heavy
Movement Prohibited for vehicles or artillery, Difficult for others
Combat Rough
Village (BUA1) Observation Cluttered/Open for Infantry or Artillery
Combat Rough for infantry, otherwise clear.
Town (BUA2) Observation Cluttered/Standard
Combat Rough (or clear in solid buildings, both have the same effect)
City (BUA3) Observation Cluttered/Heavy
Combat Rough, Solid Buildings, ie brick, concrete.

[19.5] STREAMS, LARGE STREAMS & RIVERS


River are impassable, except at bridges or fords. Large streams require ½ an action to cross by mounted or
artillery, with infantry able to cross with no penalty. Minor streams can be freely crossed at no cost.

[19.6] HILLS & SLOPES


Apart from LOS advantages, elements which close assault and enemy from a lower elevation suffers a close
assault penalty. This occurs for all close combat rounds. Depending on the terrain used, the close assaulting
element would most likely be on the hill slope.

[20.0] CREDITS
Napoleonische-Kriegsführung v2.1
Designer: Peter Frederick Model.

Napoleonische-Kriegsführung v2.1 55 Part 1: Rules


PART 5: EDITORS NOTES
OVERVIEW
I never expected to be able to use the KKv6 game system to cater for Napoleonic warfare, but after working
on the one elements equals one company scale version of KKv6 I began to see very linear effects occurring.
This also occurred in the original version, as well as the platoon scale version, but it was not as obvious due
to the range of the weapons. But in the company scale set of rules it was very obvious, as at that scale it
was common to conduct a single simultaneous close assault using two or three battalions.
What really made me realise this was my investigation of two sets of rules based on DBA, Tallion, a very old
club set of rules, and DBN, which is a more modern set of rules. The movement of units began to look a lot
like my company scale version of KKv6. The final straw was it was quickly obvious DBN and Tallion were very
much focused on manoeuvring elements rather than any kind of large “unit”. My games of LWRS and the
company scale version of KKv6 encouraged player to move multi-elements “combat units”, which would
result in a major conflict that would punch its way through or be repulsed. I like that type of gaming rather
than the element manoeuvre style of gaming.
I must point out there is nothing wrong with DBN’s element manoeuvre focus, with a small number of
elements on a small playing area it gives up a very interesting game, but the game resembled chess in many
ways. I must admit I will continue to investigate and play DBN, but I wanted something more on the lines of
LWRS or KK6. My other driver was Lost battles, which was an ancients set of rules. In those rules it was all
about getting all the right elements together in a single attack at the right time, with the main focus being
on the co-ordinating of the elements for the attack. The attack itself was reasonably simple, with no
element based manoeuvring. This gave me a nice game, although I must admit its uses of “areas” gave it a
very board game feel.
The results of these though processes is this set of rules. Like LWRS or KKv6 the game is all about
manoeuvring your elements into an optimum attack position and then waiting for the correct time to
launch an attack, with the main focus being on concentration and coordination between different weapon
systems, artillery, cavalry and infantry.
The combat itself can get very complex, but as a typical game will only have one or two major attacks in it,
this is not really a major issue.
Anyway that is my objective and I suspect a lot of play testing will be required to get it right.
NEU v2
A quick note about the Version number, the KK game system uses strength points, which is not the case
here. A version, referred to as Neu v2, implements a number of modifications which removes the use of
strength points. There is a Version 1; however it uses strength points, which in general terms is a negative
aspect to any set of rules, which is why I am not pursuing it.
COMMAND & LEADERSHIP
One major change was command and leadership, unlike KK6 which deals with this in a simple manner
though its use of quality, Napoleonic warfare is more complex, or at least is seems more complex. A good
example is napoleon, which was a Superior and Charismatic leader. Do you give this command a capability
to reflect this, or do you leave the player to use his command ability to lead the army. Of course you need
to do the latter, otherwise why bother to have players. Of course napoleons charismatic capabilities could
be modelling into the rule, assuming you use this concept in a set of rules.
Now the next question is if you allow the player to provide command ability, then all the armies should be
the same with each player doing his thing. This also does not work as while napoleon was a superior leader,
the army his commanded had a number of unique advantages compared with his opponents. Basically the
organisation, doctrine and tactics were superior compared with the Austrians in 1800. A player does not
provide this, thus this organisational capability is reflected by the quality concept. A French army would
possess a Quality of 3, compared with the Austrian 2 in 1800, for example. If Napoleon suddenly found
himself commanding the Austrian army at Marengo he would have to deal with the lack of a corps
structure, obsolete tactics and inferior doctrine.

Napoleonische-Kriegsführung v2.1 56 Part 1: Rules


When Napoleon reorganised the French army before 1805 the French organisation, tactics and doctrine had
improved, possibly being 4 now. The Austrians had also improved and could be considered to have a Quality
of 3, thus still commanded a significant advantage. IN 1813 due to heavy losses of experienced men the
French quality would have dropped to 3, but probably never dropped below that.
Thus how does a commander affect the army you may ask, a commander could influence quality upwards
or downwards. Hey what about the player taking command, while in the most this is the case but one
aspect a player cannot influence is charisma? Another is to achieve historical results you may need to build
in some command advantages as well, thus napoleon could increase Quality by 1 or 2, for himself only.
Another way of reflecting this is affecting the whole Army if napoleon is in command, thus if Napoleon is in
command in 1805 the French army Quality in increased by 1, due to the confidence his command inspires in
him men. If napoleon was absent then the French would adopt its default Quality. The best solution is a
combination of both these ideas, with army commanders having a professional skill and an Army quality
modifier. The sub-commanders, or corps commander, would only possess a professional skill modifier.
The next question to ask what about Elite troops. In the Napoleonic period the quality of troops is almost
the same as its equipment. Only experienced men go into the guards, where they are well trained and
equipped and filled with the esprit de corps of the formation. Where you have a troops type with different
morals there is normally a reason, thus the Prussian Regular Line Infantry in 1813 would have higher morale
than the Reserve Line Infantry. In summery morale becomes a troop capability and you specifically deploy a
type of unit which you know is classed as Elite, or Veteran.
How does this come all together, the Army has a Base Quality, which could be modified by the army
commander and affects all subordinate elements? Each individual commander could have a professional
skill modifier, which gives it more command points. In turn individual elements could have a personal
morale which affects its skill and ability to rally, but is otherwise also affected by the Army Quality level.
This is not simple, but after much analysis seems to reflect what occurred in Napoleonic warfare. The
rd
following comes from Empire 3 edition and is an example of the French commanders and the Quality
effect.
Name Army Modifier Corps Modifier Inspiration
Napoeleon I Superior +1Q/+1Q Superior +2Q Charismatic
Augereau 1800-07 Good Inspirational
1807-14 Mediocre Impersonal
Bernadotte Mediocre Mediocre Impersonal
Bessieres Good Inspirational
Cav Corps Good Inspirational
Davout Excellent Superior +2Q Impersonal
Drouet d’Erlon Good Impersonal
Eugene de Beauharnais Mediocre Good Inspirational
Exelmans Cav Corps Good Impersonal
Gerard Good Inspirational
Grouchy Cav Corps Mediocre Excellent +1Q Inspirational
Jerome Bonaparte Poor na/-1Q Poor -1Q Inspirational
Junot Mediocre Mediocre Inspirational
Cav Corps Excellent +1Q Inspirational
Kellermann (Young) Cav Corps Excellent +1Q Inspirational
Lannes Superior +2Q Charismatic
Latour-Maubourg Cav Corps Excellent +1Q Inspirational
Lefebvre Good Inspirational
Marmont Good Excellent +1Q Inspirational
Massena 1796-1800 Excellent Superior +2Q Impersonal
1801-1811 Excellent Excellent +1Q Impersonal
McDonald Poor na/-1Q Good Impersonal
Milhaud Cav Corps Good Impersonal
Mouton (Lobau) Excellent +1Q Inspirational

Napoleonische-Kriegsführung v2.1 57 Part 1: Rules


Key: Army Modifier, the first modifier affects the entire armies Quality, the second the professional skill
modifier of the C-in-C. Corps Modifier, this represents the professional skill modifier of the corps
commander. Cav Corps applies when these commanders command a cavalry Corps, otherwise they are
commanding a standard Corps.
The next aspect of command which required change was the idea of command points being used to activate
elements, for both movement or fire combat and close assault. Command control was not a simple thing in
Napoleonic warfare and the best way of reflecting it was through the use of command points. The other
method could have been a quality test to determine if elements could move and fight and while this would
work as well, it represented a lot more work than command points. A Good game requires both simplicity
and ease, its easier to be given several command points which you allocate as you desire than lots of D6
dice being spun.
BIG BASE SYSTEM
Most high scale Napoleonic rules use the big base system, a large base which contains a number of
elements, which act like strength points. When such a big-unit figures or moves it does so as a single unit,
with its combat capability determined by the elements within it. This works and works rather well, but is
basically a strength point system. Thus if a Division represented a big base containing a number of
elements, your 4 corps could possibly consist of 8 to 12 big bases. You basically have a game of DBN, but
with bigger bases. There is nothing wrong with this and I suspect I will end up mainly focusing in the area,
but it seems to be somewhat lacking as a figure-gaming system. BBNB does a good job minimising this issue,
but Blucher goes in the oppose direction.
What I wanted was a system which used a single element as the basic element of a game, which could be
placed together to form divisions and corps are required. These would move together, but all fire combat
and close combat would remain element based. This represents a hybrid system between a classic element
manoeuvre set of rules and a big base set of rules. This was the objective of the “Combat-Unit” concept,
which incidentally I stole from a set of rules called LWRS and it works very well in those rules and in these
rules. This is the “differentiator” these rules possess and if this does not ring your bell, then you may not
find these rules useful. But if it does ring you bell you should find them enjoyable.
Version 2.1
Version 2.1 focuses on simplifying he commander rules and conducting editing and correcting errors. If it
was not for the simplification of the commander rules this would simply be a minor update to the original
rules. There are no changes to the basic mechanics of the original rules, with only one exception. Only the
elements directly 9involved in the close assault are affected by combat losses, elements providing close
support are not affected.
Das Ende

Napoleonische-Kriegsführung v2.1 58 Part 1: Rules


PART 6: APPENDIX
[A.0] COMMANDER VALUES
rd
These commander values come from Empire 3 Edition, a very well-produced set of rules, but which proved
too hard to play and has since gone by the way side, at least for me. While I love the data contained in the
rules, I do not necessarily agree with the rating provided. The one aspect not covered is the basic
organisation doctrine and tactics of each army. If napoleon suddenly found himself commanding the
Austrians at Marengo he would have had to deal with the obsolete tactic, doctrine and organisation of that
army. I am sure he would have done a good job, but the success of the French was more than just
Napoleon, as could be proven in 1806 when Davout managed to defeat a much larger Prussian army at
Auerstedt. Thus, these charts attempt to build in the superior French tactics, organisation and doctrine into
the commander’s ability, which for a strategic level board games makes sense, but for a figure-game of the
battle less so.

[A.1] FRENCH
Name Professional Skill Professional Skill Professional Skill Inspirational
Army Corps Cav Corps Impact
Napoeleon I (5) Brilliant (5) Superior Charismatic
Augereau (1800-07) (4) Good Inspirational
Augereau (1807-14) (3) Mediocre Impersonal
Bernadotte (3) Mediocre (3) Mediocre Impersonal
Bessieres (4) Good (4) Good Inspirational
Davout (4) Good (5) Superior Impersonal
Drouet d’Erlon (4) Good Impersonal
Eugene de Beauharnais (3) Mediocre (4) Good Inspirational
Exelmans - (4) Good Impersonal
Gerard (4) Good Inspirational
Grouchy (3) Mediocre - (5) Excellent Inspirational
Jerome Bonaparte (2) Poor (2) Poor Inspirational
Junot (3) Mediocre (3) Mediocre (5) Excellent Inspirational
Kellermann (Young) - (5) Excellent Inspirational
Lannes (5) Superior Charismatic
Latour-Maubourg - (5) Excellent Inspirational
Lefebvre (4) Good Inspirational
Marmont (4) Good (5) Excellent Inspirational
Massena (1796-1800) (5) Brilliant (5) Superior Impersonal
Massena (1801-1811) (5) Brilliant (5) Excellent Impersonal
McDonald (2) Poor (4) Good Impersonal
Milhaud - (4) Good Impersonal
Mouton (Lobau) (5) Excellent Inspirational
Murat (2) Poor (3) Mediocre (5) Superior Charismatic
Nansouty - (5) Excellent Inspirational
Ney (3) Mediocre (4) Good Charismatic
Oudinot (3) Mediocre (4) Good Inspirational
Pontiatowski (3) Mediocre (4) Good (Polish) Charismatic
(Others) Impersonal"
Reille (4) Good Inspirational
Reynier (2) Mediocre Impersonal
Saint-Cyr (3) Mediocre (4) Good Impersonal
Soult (5) Excellent (5) Excellent Impersonal
Suchet (5) Excellent (5) Excellent Impersonal
Vandamme (2) Poor (4) Good Inspirational
Victor (2) Mediocre Inspirational

Napoleonische-Kriegsführung v2.1 59 Part 1: Rules


[A.2] GREAT BRITAIN
Name Professional Skill Professional Skill Professional Skill Inspirational
Army Corps Cav Corps Impact
Beresford (3) Mediocre (2) Mediocre Impersonal
Graham (4) Good Impersonal
Hill (5) Excellent Impersonal
Hope (3) Mediocre Impersonal
Moore (4) Good (5) Excellent Inspirational
Price of Orange (2) Poor Uninspiring
Stapelton-Cotton (5) Excellent Inspirational
Uxbridge (4) Good Inspirational
Wellington (5) Superior (5) Superior Inspirational

[A.3] SPAIN
Name Professional Skill Professional Skill Professional Skill Inspirational
Army Corps Cav Corps Impact
Blake (2) Poor Inspirational
Castanos (3) Mediocre Inspirational
de la Cuesta (1) Despicable (1) Despicable Charismatic
Romana (2) Poor Impersonal

[A.4] RUSSIA
Name Professional Skill Professional Skill Professional Skill Inspirational
Army Corps Cav Corps Impact
Bagavout (1) Despicable Impersonal
Bagration (3) Mediocre (4) Good Charismatic
Barclay de Tolly (3) Mediocre (4) Good Impersonal
Benningsen (2) Poor (2) Poor Uninspring
Buxhowden (1) Despicable (2) Poor Impersonal
Constantine (1) Despicable Charismatic
Docturov (2) Poor Impersonal
Essen (1) Despicable Impersonal
Eugene of Wuttemberg (2) Poor Inspirational
Korf (2) Poor Inspirational
Kutuzov (4) Good Inspirational
Langeron (2) Poor Impersonal
Mildoradovitch (4) Good Inspirational
Ostermann-Tolstoi (3) Mediocre Inspirational
Platov (3) Mediocre Inspirational
Prebyshevsky (1) Despicable Impersonal
Raevski (3) Mediocre Inspirational
Sacken (1) Despicable Impersonal
Sievers (2) Poor Impersonal
Suvarov (4) Good Impersonal
Tormasov (2) Poor (3) Mediocre Impersonal
Tuchov (2) Poor Impersonal
Tsar Alexander I (2) Poor Charismatic
Uvarov (2) Poor Inspirational
Wittgenstein (3) Mediocre Impersonal

Napoleonische-Kriegsführung v2.1 60 Part 1: Rules


[A.5] PRUSSIA
Name Professional Skill Professional Skill Professional Skill Inspirational
Army Corps Cav Corps Impact
Blucher (4) Good (1) Despicable Charismatic
Duke of Brunswick (1) Despicable Uninspring
Bulow (4) Good Impersonal
Kleist (4) Good Inspirational
Pirch (4) Good Impersonal
Thielmann (3) Mediocre Impersonal
Yorck (4) Good Inspirational
Zieten (4) Good Inspirational

[A.6] AUSTRIA
Name Professional Skill Professional Skill Professional Skill Inspirational
Army Corps Cav Corps Impact
Archduke Charles (3) Mediocre Charismatic
Archduke Ferdinand (1) Despicable Impersonal
Archduke John (1) Despicable (1) Despicable Impersonal
Bellegarde (2) Poor Impersonal
Hiller (2) Poor Impersonal
Hohenzollern (2) Poor Impersonal
Klanau (1) Despicable Impersonal
Kollowrat (2) Poor Impersonal
Liechenstein (3) Mediocre Inspirational
Mack (1) Despicable Inspirational
Rosenberg (1) Despicable Impersonal
Reuss-Plauen (1) Despicable Impersonal
Schwarzenberg (2) Poor (3) Mediocre Impersonal
Wurmser (1) Despicable (1) Despicable Impersonal

Napoleonische-Kriegsführung v2.1 61 Part 1: Rules


INDEX
B L
Bridge, 43
Light infantry, 26
Light Infantry, 7
C loose formation, 17, 42, 43
Clear Terrain, 6, 42, 51
Cluttered Terrain, 6, 51 M
Combat Unit, 10, 21, 22
Muskets, 7
Combat Unit, Attacking, 10, 21, 23, 32
Combat Unit, Defending, 10, 24
Command, 4, 14, 16, 20, 21 O
Commanders, 13 Observation, 6, 18, 28
Concealment, 6
Cover, 6, 17, 28, 35, 42, 51
P
D Personal Commander Quality, 12

Dead-Ground, 39
deploying, 17, 25, 28, 42
Q
Difficult Terrain, 26, 51 Quality Test, 14, 19, 25, 46, 48
Disorder, 16, 41 Quality, Base, 13
Disrupted, 9, 13, 15, 16, 35, 41, 44, 48, 49 Quality, Commander, 13, 21
Quality, Personal Commander, 21
E
Elan bonus, 10, 19, 25
R
Element Class, 9, 14, 48 Rally, 13
Element Quality, 9 Retreat move, 16, 27, 35
Engineers, 14, 46 Return Fire, 39
Entrenchments, 42, 43, 46, 51 Road Terrain, 51
Exhausted, 16, 42 Rough Terrain, 6, 42, 43, 51

F S
Fatigued, 16, 42 Skirmishing Cavalry, 7
Featureless Terrain, 6, 42, 43, 51 Stream, 43
Ferry, 47
Firing on the Move, 39 T
Ford, 43
Fortifications, 25, 42, 43, 46 Taking Cover, 25, 46
Terrain, 6
J
Jagers, 7

Divisions-Kommandeur v1 62 Part 1: Rules


Errata
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Divisions-Kommandeur v1 63 Part 1: Rules


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