DE BELLIS NAPOLEONICIS (DBN) v2.1 (as at January 2013)

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De Bellis Napoleonicis v2.1 Copyright© KISR Publications dated Jan 13 1 DE BELLIS NAPOLEONICIS (DBN) v2.1 (as at January 2013) CONTENTS Page No Contents Page 1 Section 1 - Introduction and Concept 2 Section 2 - Equipment and Scales 3 Section 3 - Troop Type Definitions 5 Section 4 - Figures and Basing 8 Section 5 - Terrain 9 Section 6 - Game Set Up and Playing Sequence 13 Section 7 - Command, Control and Movement 15 Section 8 - Combat 20 Section 9 - Victory Conditions 25 Section 10 - Larger Battles 26 Section 11 - Optional Rules 27 Section 12 - Playsheets 33 Section 13 - Army Lists 36 Section 14 - Rulers 39 Appendix A - National Characteristics 40 Appendix B - Troop Type Classifications 41 Appendix C - Command Capabilities 43 Appendix D – The Peninsula Light Division 44 Appendix E – The Ottomans 45 Appendix F – Supporting in Close Combat 47 Index 48 ACKNOWLEDGEMENTS We are indebted to WRG for their DBA Rules, which were the original inspiration for DBN v1 rules. These rules were also ‘inspired’ by the "DBA Extension for 1500-1900 AD" produced by Humberside Wargames Society. COPYRIGHT All Rights Reserved – from Jan 2004 Section 12 – ‘Playsheets’ and Section 14 – ‘Rulers’ may be photocopied for the purchasers personal use only, otherwise no other part of this publication may be reproduced, stored in a retrieval system or transmitted, in any form or by any means, be it electronic, photocopying, recording or otherwise, without prior permission in writing from the copyright holder. CONTACT DETAILS If you have any queries or suggestions regarding these rules please either write to Keep It Simple Rules, Brompton Banks, Stokesley Road, NORTHALLERTON, DL6 2UD or e-mail [email protected] WEBSITE www.dbnwargaming.co.uk

Transcript of DE BELLIS NAPOLEONICIS (DBN) v2.1 (as at January 2013)

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De Bellis Napoleonicis v2.1

Copyright© KISR Publications dated Jan 13 1

DE BELLIS NAPOLEONICIS (DBN) v2.1 (as at January 2013)

CONTENTS Page No Contents Page 1 Section 1 - Introduction and Concept 2 Section 2 - Equipment and Scales 3 Section 3 - Troop Type Definitions 5 Section 4 - Figures and Basing 8 Section 5 - Terrain 9 Section 6 - Game Set Up and Playing Sequence 13 Section 7 - Command, Control and Movement 15 Section 8 - Combat 20 Section 9 - Victory Conditions 25 Section 10 - Larger Battles 26 Section 11 - Optional Rules 27 Section 12 - Playsheets 33 Section 13 - Army Lists 36 Section 14 - Rulers 39 Appendix A - National Characteristics 40 Appendix B - Troop Type Classifications 41 Appendix C - Command Capabilities 43 Appendix D – The Peninsula Light Division 44 Appendix E – The Ottomans 45 Appendix F – Supporting in Close Combat 47 Index 48

ACKNOWLEDGEMENTS

We are indebted to WRG for their DBA Rules, which w ere the original inspiration

for DBN v1 rules.

These rules were also ‘inspired’ by the "DBA Extens ion for 1500-1900 AD" produced by Humberside Wargames Society.

COPYRIGHT

All Rights Reserved – from Jan 2004

Section 12 – ‘ Playsheets’ and Section 14 – ‘ Rulers’ may be photocopied for the

purchasers personal use only, otherwise no other pa rt of this publication may be reproduced, stored in a retrieval system or transmi tted, in any form or by any

means, be it electronic, photocopying, recording or otherwise, without prior permission in writing from the copyright holder.

CONTACT DETAILS

If you have any queries or suggestions regarding th ese rules please either write to Keep It Simple Rules, Brompton Banks, Stokesley Road, NORTHALLERTON, DL6 2UD

or e-mail [email protected]

WEBSITE

www.dbnwargaming.co.uk

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SECTION 1 – INTRODUCTION AND CONCEPT 1.1 Introduction . Over the last ten years, since DBN v1 was first produced, we the authors, with many other colleagues and inte rnational gamers have campaigned hard on the Napoleonic tabletop battlefi eld. In the process we have given DBN a thorough play-testing. In addition to the many small games played during a night at the club, at home or even in a ho tel whilst visiting Waterloo, we have fought many large historical battles, inclu ding Austerlitz, Waterloo and the largest of all, Leipzig; you may have read our reports on these in wargaming magazines. All this gaming and the ‘feed back’ we h ave received from all over the world has been considered, tested, developed and if thought relevant, added to the rules, so we now feel that it is time to presen t these amendments and improvements in our Version 2 rules. 1.2 ‘ Keep It Simple’ . Whilst we freely acknowledge that the basis for DBN was the highly successful DBA Rules, without which DBN v1 cannot be played, we now also feel that it is time for us to move on and tak e DBN up a level by making them ‘freestanding’, and so DBN v2 is just that; th ey can be played as they are without reference to DBA. However our overriding c oncern was to stick to our principle of ‘Keep It Simple’ . We think we now have a set of Napoleonic rules that are as good as you are going to get. If you w ant rules that are easy to play yet challenging, capture the spirit and histor ical accuracy of the time, are perfect for fighting Big Historical Battles and fin ally, good fun, then look no further, these rules are for you. 1.3 Concept . These rules have been developed to fight tactic ally challenging battles. They will not suit the ‘line ‘em up, throw a few dice, look pretty and do nothing’ style of player . We have assumed that players have an understandin g of army organisation, terminology and a basic knowl edge and general understanding of Napoleonic , tactics, principles and warfare. Each manoeuvre pi ece on the tabletop represents a Napoleonic tactical troop typ e, be it Infantry, Cavalry or Artillery, known as a ‘Unit’. The Unit is represen ted by a number of appropriate model figures mounted on a base, all of which have the same size frontage but vary in depth. A group of two or more Units is cal led a ‘Formation’. Command and Control was just as important an element of win ning battles as the quality of the troops, therefore it is a significant part of t hese rules and is simply and effectively implemented by the use of Commanders Ac tion Points or ‘CAPs’. 1.4 Scale . For the purposes of simplicity all quoted dista nces are based on 15mm scale and should be adjusted accordingly for o ther scales. 1.5 About The Authors . We (Alex Testo & Bob Carter - ‘KISR Publication s’) are both experienced Napoleonic wargamers who have both retired from wide-ranging careers in the British Army. We have combined our military training and experience with our knowledge of wargaming and Napo leonic history to produce this unique set of rules. However we do not claim to ‘k now it all’ so please feel free to contact us for rule advice or clarification . Our contact details can be found at the bottom of the ‘Contents’ Page.

1.6 Version 2.1. This latest version is the ‘cherry on the cake’ and includes the minor amendments and additions that were added to the main 2.0 rules.

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SECTION 2 - EQUIPMENT AND SCALES EQUIPMENT 2.1 Playing Area . The basic playing area, or tabletop battlefield , is 600mm or 24” square for 15mm or smaller figures. It is i ncreased to 900mm or 36” for 25mm figures and above. However the playing area c an be varied in both depth and width to suit historical scenarios. Onto this blan k battlefield are placed pieces of terrain that represent rivers, woods, hil ls, towns, etc, all of which are described in Section 5 - Terrain. 2.2 Playing Equipment . The only other equipment required are standard D6 dice (for larger games several D6 of different colours m ay be required) and a ruler or tape measure with which to measure distances; a DBN ‘Ruler’ is included as Section 14. SCALES 2.3 Unit Representation . Each Unit represents a group of historical unit s, the actual size of which can vary to suit any battl e. However for the purpose of the basic game each represents the following:

2.3.1 Infantry – This represents a brigade sized group of 2000 to 2500 infantrymen, including integral skirmishers, comman d staff and supporting artillery. 2.3.2 Cavalry – This represents a brigade sized group of 1200 to 1500 cavalrymen including command staff. 2.3.4 Jagers or Skirmishing Cavalry – This represents an ‘ad hoc’ Independent group of 600 - 800 infantry or cavalrym en and command staff. 2.3.5 Artillery – This represents the Corps or Army Reserve or Hor se Artillery Units, each of up to 18 guns. At this sc ale artillery is difficult to represent without it ‘cluttering’ up t he battlefield so Paragraph 2.6 gives more detail as to our reasoning behind this representation. 2.4 Distances . All distances are referred to as ‘Paces’ with 1 00 paces equating to 25mm if using 5mm to 15mm figures and 4 0mm if using 20mm to 30mm figures.

2.5 Time . Play is divided into Turns with each one divide d into 2 Bounds, one for each side. Each Turn is the equivalent of appr oximately 15 minutes in real life. A game consists of as many Turns as are nece ssary for one side or the other to achieve its victory conditions, although t he number of Turns may be predefined if recreating an historical scenario. 2.6 Artillery Representation . In DBN the Game Player is the Commander of at least a large independent Corps who would only be d irectly concerned with the Artillery under his personal command, the batteries that constituted the Corps or Army Reserves. This Reserve Artillery was usually the Heavy Foot 9 to 12pdrs, however occasionally if the Heavy Foot Artillery we re unavailable then lesser calibre guns or even Horse Artillery would be used. Horse Artillery in the Napoleonic period really ‘came of age’ and apart fr om supporting cavalry it was often used by the Army Commanders in a semi indepen dent tactical role in support of major actions. The Divisional, Brigade and Regi mental Artillery were the responsibility of lower level Commanders who are no t represented in these rules. Historically the usual allocation of Foot Artillery per Infantry Division used in nearly all armies was 12 – 18 Guns ( two Batteries/Companies ). If Regimental Artillery was used there was usually a reduced allo cation of Divisional Artillery resulting in roughly the same amount of guns or ‘ar tillery effect’ per Division.

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Because of all these factors it was decided to inco rporate the Divisional and lower level guns within the Combat Factors of the L ine Infantry Units, known as ‘Muskets’. In DBN, this means that only Corps/Army Reserve Artillery and some Horse Artillery are represented as separate Units o n the tabletop. When creating historical scenarios it may be found that the historical Commander had not formed an Artillery Reserve and there are n o artillery units outside of the Infantry Divisions or that certain Infantry Div isions have an extra allocation of guns. In those circumstances the gam e organiser can represent the extra allocation of artillery either as a separate unit or, if there is no extra allocation, of not representing the artillery at al l or, for the benefit of ‘the game’, he can choose to represent, as a separate Un it, a percentage of the Divisional Artillery from both armies. However in these circumstances the most important thing is to get the historical ‘balance’ of artillery right within both armies. This method of representation can be seen as a bit unconventional but give it a try, with DBN it works!

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SECTION 3 – TROOP TYPE DEFINITIONS TROOP TYPES 3.1 Introduction . The three fighting Arms, Infantry, Cavalry and Artillery, are all represented in DBN to which are added Comma nd, Baggage Train and various Irregular Troop types. For the purpose of Movement and Combat all Units are collectively defined as either Foot or Mounted. 3.2 Infantry . There are three main types of Infantry Units, c ollectively classed as Foot.

3.2.1 Muskets (Ms) . Muskets covers all close order, volley-firing f oot troops, fighting in lines and columns with smoothbo re muskets and using bayonets or rifle butts for Close Combat. The pres ence of integral battalion skirmishers and battalion guns are factor ed in. When in Close Combat, Muskets benefit from a rear supporting unit of Muskets, thus depicting Attack Columns, however they should only be used if historically appropriate. 3.2.2 Light Infantry (LI) . Light Infantry are those Musket units that were especially trained for deployment in loose ord er, such as the British light infantry battalions, French 'Legere' regiments, Prussian fusiliers and Austrian ‘Grenzers’ . 3.2.3 Jagers (Jg) . Jagers are the true skirmishers of the Napoleon ic Armies who were trained to operate independently, u sually in pairs, in a very dispersed or much looser formation than Light Infantry, firing at a distance with accuracy and discipline. They were t rained in Field Craft and could therefore make best use of available cove r. They were reluctant to engage in Close Combat and vulnerable to mounted troops if caught in Good Going. They were often rifle armed and classe d as ‘Elite’ units, and include British ‘Rifles’ and Prussian ‘Jagers’ and ‘Schutzen’ units. They are not to be confused with some nations Light Infa ntry, particularly Russia’s, who were ‘Jagers’ in name only. 3.2.4 Foot Skirmishers . For the purposes of Movement and Combat results, Light Infantry, Jagers and Guerrillas are collectively classed as ‘Foot Skirmishers’.

3.3 Cavalry . There are three types of cavalry, Heavy, Light and Irregular, collectively classed as Mounted:

3.3.1 Heavy Cavalry (HC) . Heavy Cavalry are the Napoleonic ‘knights’ or mounted ‘shock’ troops of all armies. Such is the momentum of their charge that when victorious they always pursue a defeated enemy one base depth. 3.3.2 Irregular Cavalry (IC) . Cossacks, mounted Guerrillas and Partisans and other similar horsemen are classed as Irregular Cavalry. They are not so effective in Combat but were very m anoeuvrable and unlike other mounted they do not suffer any penalty when i n Close Combat in Bad Going, other than in a Built Up Area. In addition they do not ‘count’ as losses when making Victory calculations. 3.3.3 Light Cavalry (LC) . All other mounted troops are classed as Light Cavalry. 3.3.4 Skirmishing Cavalry (SC) . In order to reflect the use of Light Cavalry as mounted scouts and piquets (Outpost Duti es) one unit per Command may be reclassified as Skirmishing Cavalry. Once d eployed as Skirmishing Cavalry they remain so throughout the game.

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3.4 Artillery . Artillery was divided into two types, Foot and Horse. Despite the name of the latter, for all Combat purposes the y are both classed as ‘Foot’.

3.4.1 Foot (FA) . Foot Artillery were Heavy guns of 9 – 12 lbs in calibre. The guns and associated equipment were he avily built, lacked manoeuvrability and moved slowly as most artillerym en accompanied them on foot. Foot Artillery is therefore unable to Move a nd Fire in the same Turn. 3.4.2 Horse (HA) . Horse Artillery was much more manoeuvrable than Foot as the guns were generally lighter, usually 3 to 6l bs calibre, and had a shorter range. The artillerymen were all mounted w hich enabled it to keep up with some mounted Units. Horse Artillery can mo ve and fire in the same Turn.

3.5 Fixed or Position Batteries . The Russians, in particular, often used Fixed or Position Batteries where the gun were depl oyed in a fleche, redan, redoubt or similarly protected position. Once the guns were in place the limbers were taken further to the rear than normal, and so although they enjoyed greater protection against enemy fire they were not so easy to reinstate if forced to withdraw, and so cannot be moved during the course of a game. Fixed or Position Battery Units consist of a gun and 3 or 4 model fig ures, dependant on type, with a 10-15mm deep ‘earthwork’ across the front of the base. The British often brought ashore ships guns for use in their Fixed Ba tteries ( New Orleans in 1815 being an example) and so a ship’s gun and crew, whe re appropriate, may be used as an interesting alternative. 3.6 Commanders. A Command unit is represented by a single mount ed figure, which, for the basic battles, will be the CinC. In larger battles where another higher level of command may be needed the Command u nit is depicted as 2 or more mounted or dismounted figures. Regardless of the p oses of the figures Commanders are classed as Mounted, except when located in a BU A or Fortification when they may be declared as Foot; and reclassified as Mounte d when they move out of it. 3.7 Baggage Train (BT) . Each army must have a Baggage Train, which is cl assed as Foot. It should be depicted as a group of limber s, wagons or tents, or a combination of all three. Once placed it cannot be moved, unless required to do so for a particular scenario, when it is treated as Foot Artillery for Movement. It has an intrinsic Combat Factor of 1 Close Combat but not Firing. However it’s defence can be improved by placing a Unit of Infant ry within the confines of its base, in which case it assumes the Combat Factor of the unit providing the ‘defence’. The defending unit can be ‘relieved of t heir guard duties’ if the need for them is more pressing elsewhere, and can be rep laced by another Infantry unit if so desired. The BT and its defenders are destroy ed if beaten in Close Combat. 3.8 Guerrillas (Gs) . Groups of armed men, and women, who harassed an enemy from behind their own lines, such as Russian Partis ans and Spanish Guerrillas, are collectively classed as ‘Guerrillas’. They usu ally fought on foot in Bad Going, ambushes being a speciality, and so special rules apply for their deployment. They cannot be used to garrison a BUA and may only defend a Fortification if it is connected to Bad Going.

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TROOP TYPE MODIFIERS 3.9 Combat Abilities . Infantry, Cavalry and Artillery may all be modi fied to reflect their combat abilities as follows:

3.9.1 Elite (E) . Elite is a generic term that is applied to thos e units, regardless of type, with significantly bette r training, morale and, more often than not, better equipment than their co ntemporaries, eg British Guards and Rifles, French Combined Grenadiers and P russian Guards and Grenadiers. It should be noted that not all so cal led ‘Guard’ units merit Elite status and that the famous French Old Guard a re dealt with as a separate Discretionary Troop Type. 3.9.2 Militia (M) . Militia is a generic term applied to those unit s who were less well trained, poorly motivated, badly lea d, of low morale or other such 2 nd class soldiers. The term may be applied to all Ar ms, except Irregular Cavalry and Guerrillas, and should be use d in an historic context, ie most Spanish Infantry should be classed as Militia. It can also be used to reflect those formations that were below strength and therefore have a reduced combat capability.

3.10 National Characteristics . The national methods of recruiting, training, equipping, morale, officer quality and staff system s were all important components in how various troops performed. These factors varied greatly between nations and often within different periods of time, and so add ‘colour’ and variety to the different armies. We have called th ese factors ‘National Characteristics’ and those of the major nations are listed at Appendix A. 3.11 Troop Type Classifications . At Appendix B are lists of Troop Types classified in accordance with their Combat Abilitie s and National Characteristics. DISCRETIONARY TROOP TYPES 3.12 Details of Discretionary Troop Types are in Se ction 11 - Optional Rules. They include the Old Guard, Levee en Masse, Superio r Light Infantry and Cavalry, Congreve Rockets and Mounted Infantry.

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SECTION 4 – FIGURES AND BASING 4.1 Basing . All bases regardless of type have the same fron tage. This is 40mm if the figure scale is 15mm or less and 60mm i f 25mm or more. However the depth of the bases and the number of model figures per base can be varied to suit the player’s personal preference. The table below lists those used in our original DBN v1 rules, an option for deeper bases a nd correspondingly more figures per base are included in Section 11 – Optio nal Rules. Troop Type

Type Code

15mm 25mm Figures Per Base

Remarks Base

Depth Base Depth

CinC CinC 40mm 60mm 2-4 Note 1 Sub Commander Sub Comd 30mm 40mm 1-2 Note 1 Muskets Ms 20mm 30mm 4 Light Infantry LI 20mm 30mm 3 Jagers Jg 20mm 30mm 2 Levee en Masse LEM 20mm 30mm 3-4 Guerrillas Gs 20mm 30mm 2-3 Heavy Cavalry HC 30mm 30mm 4 Light Cavalry LC 30mm 30mm 3 Skirmishing Cavalry SC 30mm 30mm 2 Irregular Cavalry IC 30mm 30mm 2 Foot Artillery FA 40mm 60mm 4 Note 2 Horse Artillery HA 40mm 60mm 3 Note 2 Rockets CR 40mm 60mm 3 Note 2 Baggage Train BT 80mm 120mm Varied Note 3

Notes: 1. CinC and Sub Command figures can be either mount ed or dismounted but regardless of how they are depicted they are treate d as mounted for Movement purposes. 2. Each base also has a model gun or rocket launche r. 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 sh ould look the part, ie wagons should be limbered and the figures moving pu rposely forward!

4.2 Different Scales . Base sizes remain the same for model scales bel ow 15mm; however there are twice the numbers of figures to a base. If using 20mm and 54mm figures then the base width and depth should be pro portionally adjusted. 4.3 Unit Representation . The figures should be spaced evenly across the base in a straight line if Elite or Average, in a stagge red line if Militia and in no particular ‘formation’ if Guerrillas or Irregular C avalry. The distinction between Elite and Average can be made by using figu res with plumes for the former and figures without for the latter. There are of c ourse a variety of ways that can be used dependant upon personal choice, figure scale and historical uniforms.

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SECTION 5 - TERRAIN GENERAL 5.1 Playing Area . The basic DBN points based game is played on a 600mm square ‘Board’ if 15mm or smaller or 900mm square if 25mm or larger. Bigger games involving 2 or more Commands are played on proporti onately larger boards. The playing area should have a mix of Terrain Features, Natural and Manmade, which can be sub divided into ‘Good Going’, ‘Bad Going’ o r ‘Impassable Terrain’. 5.2 Weather . Weather is not taken into account as usually bo th sides were equally badly affected by it, unless of course it p articularly hampers one side or the other, such as the torrential rain that brie fly fell, to such a significant effect, during the Battle of Albuera , Spain 1811. In which case a special rule should be devised for the particular s cenario. BATTLEFIELD FEATURES 5.3 Good Going . The majority of the battlefield should be ‘Good Going’, representing open ground that may or not have been cultivated and where, given the ground scale, features such as small woods, str eams, boggy ground, small groups of buildings and fences or walls present no real obstacles to Movement and Combat. Hills in general are considered to be Good Going and are any slope or contour that all players agree will give ’uphill ad vantage’ in Close Combat and, where applicable, some types of standing crops, suc h as the head high corn in the fields of Quatre Bras , Belgium 1815, should be classed as Bad Going. 5.4 Number of Terrain Features . There should be a minimum of 4 features, at least one of which is to be Manmade, and should ref lect the type of terrain that is geographically accurate for the season, year and country in which the ‘battle’ is being fought. In reality one side, usually the defender, had a terrain advantage but to compensate for this the opposition , usually the attacker, had an advantage in deployment; although this was not alwa ys so, especially if Napoleon was in command! However when playing a basic game, that is not based on an historical scenario, with both sides have similar s ized armies (based on 12 points) the terrain should be laid out so as not to give too great an advantage to one side or the other. NATURAL FEATURES

5.5 Natural Features are those that have been creat ed by nature but may, to a greater or lesser extent, have been modified by man . They can be subdivided into ‘Bad Going’ and ‘Impassable Terrain’.

5.5.1 Bad Going . Features that are classed as ‘Bad Going’ are th ose that have an impact on Movement, Firing, Close Comb at or all three and are listed below. Movement through all types of ‘Bad G oing’ is either as a single Unit or in a Column and unless otherwise spe cified Artillery and Baggage cannot enter Bad Going, except on a road, a nd cannot deploy in it. The following are classed as Bad Going:

5.5.1.1 Rivers . Rivers are those watercourses that can be forde d for much of the year and provide an ‘uphill’ advant age to troops defending their banks. If, during periods of flood , they become unfordable they should then be classed as ‘Impassab le’. Artillery and Baggage can only cross rivers at a ford or a br idge. They should be a minimum of 25mm and a maximum of 50mm wide. Al l units may Fire on a unit within the river as if in Good Going, bec ause the Fire is considered to go ‘over’ and not ‘into’ the Bad Goin g. 5.5.1.2 Woods. Woods are those areas of openly spaced trees, often with thick undergrowth, through which Foot an d Mounted can pass, albeit for some at a slower pace, and which a ffects both Firing and/or Close Combat. All Infantry fires at a range of 100 Paces and if Muskets, at reduced effect. Muskets and all Mou nted except Irregular Cavalry fight Close Combats at reduced ef fect.

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5.5.1.3 Steep Hills . Impassible to Artillery & Baggage, except via road. All movement is halved. Rocky Steep Hills are classed as Bad Going for all units except Skirmishing Infantry. Op en Steep Hills ( as at Bussaco 1810 ) are classed as an ‘Exhausting Climb’ as such any unit entirely on the hill suffers a -1 in all comba ts until it spends one full turn stationary and entirely off the steep hill. 5.5.1.4 Marshes and Soft Sand . In addition to the ‘Bad Going’ effects on Combat and Movement (see Paragraph 5.5.1 ) all types of Infantry and Cavalry, except Heavy Cavalry (which c annot enter Marshes or Soft Sand) and Camels (whose Movement is unaffected by Soft Sand), have their Movement reduced by 100 pace s. However Foot troops, other than Artillery, not in a Marsh or Sof t Sand may fire at enemy units in it as if in Good Going without any r eduction to their Tactical Factor. Artillery firing into Marshes and Soft Sand at 300 Paces or more is deemed to be using round shot. As there will be little or no ‘bounce through’ the usual Tactical Fa ctors for firing into Bad Going are therefore applied. 5.5.1.5 Dunes . Although Dunes were not common they are a featur e of parts of coastal Europe and of course Napoleon’s ‘ Egyptian Campaign ’ in 1798/99. Dunes have no effect on the Movement of Camel mounted troops but are classed as Impassable for al l other Mounted except Irregular Cavalry and Skirmishing Cavalry. Movement and Combat for all Infantry is the same as if in Woods.

5.5.2 Impassable Terrain . The following Terrain Features are classed as ‘Impassable’:

5.5.2.1 Lakes . A lake are ‘Impassable’ to all Units but may be upgraded to ‘Bad Going’ if they are frozen, such as the ‘Saachen Mere’ was during the ‘ Battle of Austerlitz’ in 1805. A special rule may also be created, if players so wish, to recreat e Napoleon’s tactic of using artillery to break the ice thus eit her destroying those fleeing across it or in order to prevent them from doing so. 5.5.2.2 Waterways . Waterways are those rivers, such as the ‘River Danube’ , that are always unfordable and have very few brid ges. They may however be crossed using pontoons or boats for which special rules should apply. Waterways should either form a board edge or if located entirely away from a board edge be a minimu m of 50mm wide and a maximum of 150mm wide. 5.5.2.3 Forests . Forests are those areas of densely packed trees that are ‘Impassable’ to all troops except Skirmish ing Infantry. 5.5.2.4 Built Up Area (BUA) . Regardless of whether or not it is Garrisoned, Units cannot recoil into BUA, even if t hey have just left it astride a road (they would loose all unit cohesi on and be lost). Therefore BUA are classed as Impassable Terrain if Recoiled into.

MANMADE FEATURES 5.6 Manmade Features are those that have been creat ed by man which either impede or aid Movement and Combat in various ways.

5.6.1 Roads . Roads were a very common feature but the moveme nt advantage that they confer should be adjusted to su it both the quality of the road and the Seasons. Troops moving by road th rough Bad Going may continue to claim the ‘Road Movement’ bonus but onl y if they are astride the road and not involved in any form of Combat.

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5.6.2 Built Up Area (BUA) . In DBN terms a BUA is considered to be a large well developed village or small town, the 'Ga rrison' of which is at a significant advantage when in Close Combat and is l argely unaffected by Firing. Two or three collocated BUA’s represent a large town and four or more a city, each of which is garrisoned as a separ ate entity. A BUA should be depicted as a group of buildings on a 100mm squa re base with an internal open space large enough to ‘accommodate’ the Garris on Unit of Infantry. 5.6.3 Non Linear Fortifications (NLF) . A NLF is a village that is more than a few scattered buildings but not large enough or developed enough to be classed as a BUA. Examples such as ‘Fuentes de Onoro’ , Peninsular 1811 , or a compact group of buildings or large walled far m complex, such as ‘ Hougoumont’ , Waterloo 1815, are classed as a NLF. It can be depicted as a small building with a walled courtyard on a base 80 mm x 60mm. Any smaller groups of buildings are not represented unless they played a significant part in an historical battle, eg ‘ Le Haye Sainte’ , Waterloo 1815 when they are then classed as a ‘Strongpoint’ (see optional r ule 11.10). A NLF is not Good Going, and is classed as Bad Going for all Cav alry. 5.6.4 Linear Fortifications . ‘Linear Fortifications’, such as the ‘Grand Redoubt’, Borodino , Russia 1812, provide benefit to the defender both against Firing and when in Close Combat but on ly if the fortification is between the defender and the attacker. The defe nders can be any Foot except Guerrillas, who may only defend fortificatio ns that are connected to Bad Going. Linear Fortifications are represented by a 40mm wide x 10 to 15mm deep ‘earth’ bank, fascines or similar which, once placed, cannot be moved. However army points are used to ‘purchase’ them in lieu of Units, on the basis of one Fortification providing cover f or any one Foot Unit. In some scenarios stone walls and thick hedges may be classed as ‘Linear Fortifications’. 5.6.5 Causeways . Causeways, such as that which joined ‘ Leipzig’ and ‘ Lindenau’ , Germany 1813 or on the Western approaches to the Polish town of ‘ Raszyn’ , Poland 1809, pose a particular tactical problem. They should be depicted as a raised bank no more than 40mm wide wi th the ground on either side being classed as Bad Going or Impassable. Alt hough the Causeways itself is not classed as Bad Going, as road movemen t rate can be used, Units engaged in Close Combat whilst on them cannot claim flank support due to the terrain on either side being at a lower leve l. Combat is therefore on a very narrow frontage, and so rear support from a second Unit cannot be claimed and all Units Combat at reduced effect. In addition due to the narrowness of the Combat frontage the Garrison of a BUA that is positioned immediately at the end of a Causeway fight a Close Combat as if defending a Fortification. However troops lining the top of a raised Causeway can claim uphill advantage or, if deployed on the rever se slope, protection from enemy fire. 5.6.6 Bridges . Bridges over Waterways and Impassable Rivers ar e treated in much the same way as Causeways. Unless otherwis e specified by the scenario all other bridges are merely classed as an aid to movement. 5.6.7 Vineyards . Vineyards are a common feature in Central and S outhern Europe and usually consist of rows of vines support ed by stout posts and wire. They are Impassable to Artillery and Baggage , present no obstacle to Skirmishing Infantry and are classed as Bad Going f or movement purposes for all others (vineyards do not provide Cover). 5.6.8 Olive Groves . Olive groves are a very common feature in South ern Europe and are usually made up of rows of bushy, re latively short openly

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spaced trees that, whilst they have little no impac t on Infantry, affect the Movement and Combat ability of Artillery and Mo unted. Artillery can be deployed in and fire from the edges of Olive Groves but movement through them is reduced to 100 Paces. Olive Groves are tre ated as Bad Going for all Mounted except Irregular Cavalry and Skirmishin g Cavalry.

SIZE OF TERRAIN FEATURES 5.7 Unless otherwise dictated by an historical scen arios, Terrain Features should be no narrower than 50mm wide and no larger than 200mm wide at any point. LINE OF SIGHT 5.8 For purposes of Command Radius the following Te rrain Features restrict Line of Sight:

BUA Causeways* Dunes Forests, Woods and Olive Groves Gentle and Steep Hills Fog. * Only if the Commander is on the lower ground with in 600 Paces of the sides.

5.9 Torrential rain and fog also restrict Line of Sight for purposes of Command Radius.

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SECTION 6 – GAME SET UP AND PLAYING SEQUENCE GAME SET UP 6.1 Introduction . With DBN you have many options on the type of g ame you may wish to play from the basic 12 point game played on the standard 600mm x 600mm table to a refight of Leipzig with hundreds of unit s and a huge table; the choice is yours. We will present each type of game as an ‘option’ as follows:

6.1.1 Option 1 - The 12 Point Game . This is where the DBN experience should start and is the training ground for all DBN Generals. The game is between two players on a standard 600mm x 600mm ‘ba ttleground’, with the potential for two or three battles being comfortabl y completed in an evening. The terrain is set up, and then each play er selects a 12 point army from the Army Lists based on the chosen campai gn year. The players then select table sides and then set up the troops. The battle is based on the standard DBN victory conditions and is ideal fo r club nights and competitions. 6.1.2 Option 2 - The 24 Points or more Game . This is for two to four players on a 900mm wide x 600mm deep battleground w ith 24 point armies, or for even larger point’s based games, with more play ers and a proportionally larger playing area. The terrain is set up, then ea ch player selects two or more 12 point armies from the Army Lists based on t he chosen campaign year (see Section 10 - Larger Battles). The players the n select table sides and deploy their troops. This Option uses the standard victory conditions and is ideal for the ‘big club game’ or a lazy Sunday a fternoon. 6.1.3 Option 3 - The Created or Historical Scenario Game . This is where the players ‘do their own thing’ be it a created sc enario or a historical scenario based on the player’s research. Either wa y, these scenarios should always be challenging and have a ‘unique qui rk’, be it special terrain, unusual deployment or a special type of Un it. The table size, troop set up and victory conditions should be relev ant to the scenario. There are a large number of created and historical scenarios suitable for converting to DBN available in books or on the inte rnet or ‘ready made ones’ can be obtained from KISR Publications.

6.2 Deployment . Both sides roll a D6 and the player with highes t score is the ‘Attacker’. In a multi player game it may be just the senior commander who rolls the dice, or all of the players on both sides and t he totals used to decide the issue. 6.3 Terrain Set Up . The Defender using the guidelines in Paragraphs 5.3 and 5.4 sets up the terrain. A BUA must not be within 900 Paces of any table edge. 6.4 Choosing Table Sides . In the basic game, where the battlefield is squ are, the Attacker numbers three of the sides 1, 2 and 3 and the fourth, his preferred Base Edge, 4, 5 and 6, but the latter must not be e ither of the sides closest to any BUA. The Attacker then dices to determine whic h will be his Base Edge. The Defender takes the opposite side. In larger games where the table is oblong the Attacker numbers his preferred longest side 3, 4, 5 and 6 and the opposite 1 and 2, and as before he then dices to see which side wi ll be his Base Edge. Clearly if playing an historical or invented scenario then the Base Edges are predetermined. 6.5 Troop Deployment . The Defender deploys first. Both players have a Deployment Zone of 600 Paces from their Base Edge a nd at least 300 Paces from both Sides. The Defender has the option to ‘Garris on’ any BUA, Strong Point or Fortification that is not within his Deployment Zon e.

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PLAYING SEQUENCE 6.6 Each Game consists of a number of Turns, which are themselves divided into a Bound for each player. During a Bound each side, Moves, Fires and Resolves Combats, any elements that can Fire must do so in b oth Bound; except Foot Artillery that has Moved cannot Fire until its next Turn. The Attacker takes the First Bound. The Turn sequence is a follows:

6.6.1 Attacker’s Bound . The Bound sequence is as follows:

6.6.1.1 Command Phase. Roll CAP Dice, make Capability adjustments and allocate CAPs to Sub Commanders where appropria te. 6.6.1.2 Movement Phase . Move Units and Formations, dependant upon the number of CAPs available, in accordance with th e rules for Command Radius. 6.6.1.3 Combat Phase – Firing . All Units on both sides that can Fire do so with the Attacker dictating the order of Firing. 6.6.1.4 Combat Phase – Close Combat . All Close Combats are resolved with the Attacker dictating the order.

6.6.2 Defender’s Bound . This follows the same sequence as the Attacker’ s Bound but with the Defender dictating the order of Combat.

6.7 At the end of both Bounds the game moves on to the next Turn. If there is more than one player per side the Bounds for each P layer on that side are taken at the same time.

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SECTION 7 – COMMAND, CONTROL AND MOVEMENT

COMMAND AND CONTROL

7.1 Command Action Points . ‘Command and Control’ is a Commander's ability to move his troops so that they have maximum impact on the enemy when they meet in Combat. Napoleon set the standard for all to follo w and showed that it is one of the most important requirements in achieving victor y on the battlefield. Good Command & Control depends on effective communicatio ns and the chaotic environment of a Napoleonic battlefield, with messengers gettin g lost or killed and orders being misunderstood or even ignored, meant that eff ective Command & Control was a very imprecise science. A Commander’s Command & Co ntrol is represented by the use of ‘Command Action Points’ or CAPs and the vari ation in effectiveness is expressed by using a D6 dice to generate the CinC, or Commanders, CAPs at the start of each Bound; therefore a D6 score of 3 equa ls 3 CAPs which the Commander then uses to move his Units or Formations in that B ound. Some Commanders and some national command organisations worked signific antly better than others. This is expressed by predefined increases or decrea ses to their CAP dice roll but never to less than 1. A list of suggested Command Capabilities is at Appendix C. 7.2 Initial Battle Orders . Historically the initial moves of a battle plan , no matter how poor, were usually implemented and it was only once it was under way that any shortcomings became obvious; usually a s a result of first contact with the enemy! It is therefore very frustrating, and historically inaccurate, for a battle plan not to be initiated for want of a decent initial CAP dice roll, and so for the First Turn only the attacking CinC g ets 2 extra CAP. 7.3 Compulsory Advance . All too often in wargames the ‘Attacker’, perha ps having taken advantage of the Terrain and Setting U p sequence, decides not to attack after all, resulting in either a stalemate o r the ‘Defender’ getting frustrated by the lack of action and attacking in a dverse circumstances. Therefore as the attacking Commander has made the s trategic decision to attack he must do so; he must, therefore, always advance at l east 1 Unit (excluding Jagers, Guerrillas, Irregular and Skirmishing Cavalry) a mi nimum of 200 paces until an attacking Unit is within 300 paces of the enemy. 7.4 Command Radius and Visibility . The Command Radius is the distance within which a Commander can exercise relatively effective tactical Command and Control by seeing what is happening on the battlefield and issuing orders accordingly, either personally or through his staff. For the av erage Commander this is 1200 Paces, measured from any point on the Commander’s b ase. As visibility was so important to the Command Radius, regardless of a Co mmander’s ability, is reduced by half if the Commander’s Line of Sight is affecte d by any of the Terrain Features listed in Paragraph 5.8 - ‘Line of Sight’. Because of its critical importance it therefore costs an extra CAP to move any Unit or Formation that starts its move outside of the Command Radius. It also costs an extra CAP to move each individual Unit and Formation if the CinC is located (cowering?) in a BUA or if engaged in supporting a Close Combat. MOVEMENT 7.5 Tactical Movement . Having deployed his army the CinC and/or Sub Commanders then use their CAPs to move troops eithe r as single Units or as Formations. It costs 1 CAP to move either a single Unit or a Formation that are within his Command Radius; this should not be confu sed with Compulsory Movements, which occur as a result of Combat. The CinC and, w here appropriate, mobile Baggage Trains are classed as Units. The maximum p ermitted movement distance for each type of Unit is listed on the Playsheet. Tact ical Movement can be subdivided as follows:

7.5.1 Unit Movement . A move by a single Unit of any type is known as a ‘Unit Move’. It can move forward of its front edge in any direction and may end the move facing in any direction providing no part of its base has moved more than its permitted maximum distance. If it moves sideways of its front edge or backwards then movement is restricted (see rule 7.12)

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7.5.2 Formation Movement . A group of Units that are all facing in the same direction and are all in full edge contact wit h each other either from front to rear or side to side may make a ‘Formation Move’ but only to the maximum permitted distance for the slowest Unit. T he following definitions apply to Formation Moves:

7.5.2.1 Formation in Line . A Formation is in ‘Line’ when it is two or more Units wide. A Line can only move either st raight ahead or wheel to right or left, except when moving into Clo se Combat when separate conditions apply, which are described in t he Combat Section. A Line wheels by pivoting on the outside front corn er of the Unit on either end of the line, dependant on the direction of the wheel. In either case no Unit within the Formation may move m ore than its permitted maximum distance. 7.5.2.2 Formation in March Column . A ‘March Column’ is a group of Units where each Unit is in full front to rear edge contact only with the one in front. A column may be any number of Un its long and its primary use is for rapid movement around the battle field. It may move in any direction provided all Units follow the course of the lead Unit and no part of any Unit’s base moves more than its permitted movement distance. Formations may only b enefit from being in March Column if they remain more than 600 Paces from any types of enemy Units. 7.5.2.3 Formation in Attack Column . An ‘Attack Column’ is defined as a Unit of Muskets supported by another Unit of M uskets, whose front edge is in full contact with the rear edge of the leading Unit, and facing in the same direction and is not in BG. The concept of an Attack Column was based on that of almost unstoppab le force generated by large numbers of men in a concentrated formation moving forward, and so it must have moved forward a minimum of one Ms base depth or forward into Close Combat in its last Move in order for it to achieve its momentum. If it has not moved then it is deeme d to be stationery and as such cannot claim the Attack Column Tactical Factor. An Attack Column can only move either straight ahead or wheel to right or left and can not wheel more than 45 Degrees in one Turn. 7.5.2.4 Forming a Line From Column . At a cost of 1 CAP a Column may move into Line by the lead Unit remaining stati onary and the other Units in the Column forming up on one or eith er side of the lead Unit. However no part of any Unit may move mo re than its permitted maximum distance, units in the formation can ‘close up’ as a free movement prior to taking their permitted mov ement. It will, therefore, take more than 1 CAP to form a Formation of more than 3 Units into Line. 7.5.2.5 Forming a Column from Line . At a cost of 1 CAP a Column may be formed from a Line by the nominated lead Uni t moving up to its permitted maximum move distance and the remaining U nits in the Line then closing up to its rear. As with ‘Forming a Li ne from Column’ no part of any Unit may move more than its permitted m aximum distance, and so any Unit that cannot reach its place in the Column moves as far as it can and requires addition CAPs to reach i ts final position in that Column.

7.6 Movement in Bad Going . Other than reduced movement rates individual Un its can move as normal when in Bad Going. However Form ations, except those composed entirely of Foot Skirmishers, must always be moved as if in Column, and so, for example, a Line of Muskets in Bad Going must either be moved as a number of separate Columns or as individual Units. Formation s of Foot Skirmishers are unaffected by this restriction. Any part of a unit that moves inside Bad Going is obliged to move at Bad Going speed. If the unit has already travelled the maximum distance permitted for Bad Going then movement must cease.

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7.7 Successive Tactical Moves (STM) . Normally Units may only move up to their maximum permitted distance in each Bound, but under certain circumstances, and providing the Unit or Formation remains more than 6 00 Paces from any enemy, then STM’s may be made as follows:

7.7.1 Foot Skirmishers . All Foot Skirmishers may make up to 2 STM in any of its bounds at a cost of 1 CAP per STM. 7.7.2 March Moves . To allow for the rapid deployment of reserves a Formation in March Column may make up to 2 STM in a ny of its Bounds at a cost of 1 CAP per STM. 7.7.3 All Others . All other Units or Formations may make 1 STM in any of its Bounds at a cost of 1 CAP. 7.7.4 Jagers . Jagers may make a ‘Jager Action Move’ for 1 CAP , this is a unique move and allows Jagers to make 1 STM remai ning more than 300paces (not 600paces) from any enemy unit and Fire in the same turn.

7.8 Road Movement . The Road Movement rate assumes that the unit is in March Column and so if it has moved along a road at Road Movement rate it may neither end the move in contact with the enemy nor may it f ire. 7.9 Interpenetration . Mounted and Muskets can interpenetrate Foot Ski rmishers and Foot Skirmishers can pass through any friends p roviding they are all facing in the same or opposite direction, but only if ther e is sufficient room beyond the Unit or Formation being interpenetrated. Foot Skirmishers can recoil through any Foot and but only if it and the Unit being Reco iled through are facing in the same direction. 7.10 Moving Through a BUA or Non Linear Fortification . Any Unit can be positioned in or move through a BUA or Non Linear F ortification and not be deemed to be Garrisoning or defending it, such as when mak ing a road move in March Column through a town or village. They are conside red to be engaged in activities other than defending the perimeter; but they will defend themselves if attacked. They are however classed as being in a F ortification for Close Combat but can neither Fire themselves nor can they be fir ed upon. 7.11 Moving through Gaps . No Unit may move through a gap between two Impassable pieces of Terrain that is less than half a base width in size. Any gap that is more than half a base width but less th an a base width in size is treated as if it were a Causeway. 7.12 Retiring and Sideways Movement . A Unit may retire (move backwards away from the current position of its front edge) or Sid eways (move directly in line with the current position of its front edge). To do this and remain as a formed body involved a relatively complex series of drill movements. To reflect this, all regular movement rates are reduced by 100paces.

7.12.1 Formation . Formations, other than those classed as Irregul ar (see Paragraph 7.15), cannot ‘Retire’ or make Sidew ays Movement as a group, and so each Unit must be moved on an individual bas is.

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7.13 Zone of Control (ZOC) . All units have a ZOC to their front of one base width wide and the same deep. No enemy Unit may mo ve into this Zone for any purpose other than to engage that unit in Combat. I f a unit is ‘caught’ in an enemy ZOC and wants to move away, it must first mov e directly away and out of the ZOC. 7.14 Unsupported Units . Any single Unit, except Commanders, Jagers, Irr egular Cavalry, Skirmishing Cavalry and Guerrillas, that a re more than 300 paces from any other friendly Unit are deemed to be ‘Unsupport ed’ and as such cost an additional CAP for movement. 7.15 Irregular Cavalry . So as to more accurately reflect the independen t nature of their role, all Commanders with Irregular Cavalry under their direct command receive +1 to their CAP dice each Bound spe cifically for the movement of either a Unit or a Formation composed entirely of I rregular Cavalry. This bonus cannot be used to move Formations that contain Unit s other than Irregular Cavalry, except for larger battles where a Sub Comm ander may be specifically nominated to a command composed entirely of Irregul ar Cavalry and a single Unit of Militia Horse Artillery. In which case, the ent ire Formation is classed as ‘Irregular’, although the prescribed rules for Arti llery must still be observed. 7.16 Guerrillas . To encourage the use of Guerrillas in their tra ditional role of ambush they need not be deployed at the start of the game. They can instead be placed during the friendly Movement Phase in any ar ea of Bad Going that no enemy unit has passed or come within 100paces of and can then in the same phase make a tactical move, at a maximum cost of 1 CAP for each Unit. They cannot leave the terrain feature in which they appear, unless to mov e into Close Combat with an enemy Unit that is no more than 100 Paces from the edge of the Bad Going in which they, the Guerrillas, appeared. If, on completion of the Close Combat, they are still in Good Going and not in contact with an enem y Unit they must retreat to the nearest piece of Bad Going in their next Moveme nt. 7.17 Garrisoning a BUA . Each individual BUA may be ‘Garrisoned’ by a si ngle Unit of Muskets or Light Infantry. A BUA may be ga rrisoned at the start of the game by the defender at no cost and regardless of w here the BUA is on the battlefield. The garrison Unit may vacate the BUA at any time as a Tactical Move, costing 1 CAP, by placing the rear edge of th e Unit immediately adjacent to one edge of the BUA; thus representing them forming up outside the gates ready to move away. However if it is later regarrisoned by moving the same or a different Unit fully inside the BUA, the Unit’s Commander mus t roll a 6 on his following CAP dice roll in order to ‘Garrison’ and claim the Garrison Tactical Factor; this is reduced by 1 on each subsequent attempt per Turn . Until such time as the ‘Garrison’ status is achieved the occupying Infantr y Unit makes a free move to the centre of the BUA and defends the BUA as if it were defending a NLF. The same rules for claiming the Garrison Tactical Facto r applies to enemy infantry that have occupied a BUA either as a result of Clos e Combat or just by merely occupying it. 7.18 Occupying a Non Linear Fortification (NLF) . An NLF is easier to occupy than a BUA, therefore a unit must move fully inside the NLF in one Turn but can not fire out (as per 7.10). In its next Turn it is then considered to of ‘Occupied’ the NLF for Firing and all Combat. NLF c an be vacated in the same way as a BUA using a normal Tactical Move. Any Infantry and Guerrillas may Occupy a NLF but the latter may only do so if the NLF is con nected to Bad Going. 7.19 Compulsory Movements . The following Compulsory Movements may occur as a result of Combat and as such do not require the exp enditure of CAPs:

7.19.1 Recoiling . A Unit that 'Recoils', as a result of Close Com bat or Firing, moves one base depth directly backwards or away from the base edge of a NLF or BUA. Any friendly Unit that is contact ed during the movement also recoils one base depth providing the friendly Unit is facing in the same direction. The recoiling Unit is destroyed if the movement results in contact with Impassable Terrain, with friends not f acing in the same direction or contact with an enemy Unit.

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7.19.2 Pursuit and Support Follow up . All Attack Columns, all Heavy Cavalry, all British Cavalry (except KGL) and all I rregular Cavalry who are victorious in Close Combat must Pursue for 1 base d epth. All other Mounted who are victorious may also Pursue. Mounted units that have provided ‘Support’ to a victorious Mounted unit may also ‘Fo llow up’ providing it maintains its position alongside the victorious uni t. A victorious Unit of Infantry attacking BUA or Fortifications must ‘foll ow up’ and occupy the ground previously held by the enemy. If the Infant ry are in an Attack Column the lead Unit occupies the objective and the second Unit must move up to and remain facing the side through which they attacked until the next Bound, unless subsequently attacked themselves. An y other subsequent Units who may also be following immediately behind the At tack Column may either ‘Follow Up’ or remain stationary. An Infantry unit Supporting a victorious Attack Column in Close Combat may also ‘follow up’ providing it maintains its position alongside the victorious Attack Column . 7.19.3 Fleeing . A Unit that is forced to 'Flee' as a result of Close Combat or Firing ‘Recoils’ as detailed above. If i t has not been eliminated as a result of the recoil, it then moves 600 Paces away from the enemy in the direction of its own baseline, staying as far way as possible from any other enemy Units. It ends its move with its back to the enemy.

7.20 Cavalry Charging into Bad Going. Under normal circumstances regular cavalry were very reluctant to charge into Bad Goin g. Therefore all regular cavalry (HC, LC and SC) are classed as ‘Shaken’ (-1 to their Combat Factor) for the first round of Close Combat if they are classed as ‘in Good Going’ and attacking an enemy ‘in Bad Going’ (see rule 8.23). 7.21 Movethrough. In addition to rule 7.9 (Interpenetration) as a Tactical Move all individual units can ‘Movethrough’ another individual unit providing both units are facing in the same direction, the un it that is moved through is stationary for that Phase and the moving unit does not move into contact with the enemy. The moving unit must start the move phase i n contact with the rear base edge of the stationary unit and end the move in con tact with its front base edge. This was historically a difficult manoeuvre to perf orm therefore to reflect this, the moving unit can not Fire in that Bound. 7.22 Cavalry Moving Up Hill . Cavalry or Horse Artillery moving up hill for a ny part of their movement have their maximum movement reduced by 100paces. 7.23 Evading Horse Artillery . Horse Artillery has the option of ‘Evading’ when attacked by Infantry.

To evade, throw 1 x D6 immediately when infantry mo ve into close contact, +1 if Elite Artillery, -1 if Militia or Shaken Artillery. Apply results immediately as follows:

0 to 1 ‘Disaster, left it too late some guns are lost, ta ke 2 Hits and Flee 600paces’ 2 ‘Badly coordinated withdrawal, take 1 Hit and Flee 600paces’ 3+ ‘Successful evasion and withdrawal, well done, Flee 600paces’

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SECTION 8 - COMBAT INTRODUCTION

8.1 DBN v2.1 features a new Combat System called ‘A ttrition’ which can be used instead of the original system to decide Combat Res ults. Regardless of which system is used, Combat is divided into two parts, F iring and Close Combat. Firing takes place between Units that are not touch ing whereas Close Combat is the hand to hand combat and close range volley fire that occurs when Units are in front or rear edge to edge contact. This Section h as four Main Headings; Combat System, Firing, Close Combat and Command Casualties . For ease of use all Combat Factors are listed in Section 12 – Playsheets. We find the Playsheets work very well if printed out ‘back to back’ on card.

COMBAT SYSTEM

8.2 The player has the choice of choosing one of tw o combat result systems. However the method for both systems and all combat resolutions is for both sides to simultaneously throw 1xD6, + Unit Tactical Facto rs, + or – Combat Tactical Factors, this gives a result. The two systems to ch oose from in DBN are:

8.2.1 The Original DBN System . This gives a challenging fun game and is the simpler of the two systems to play. It has no Unit attrition as the Unit suffers damage by being ‘Destroyed’ or ‘Pushed Back’. The main benefit of this system is that it is simple to play and there is no use of Unit ‘Hit Markers’, but it does give a slightly sty lised type of game. Because of the frequent use of ‘Recoils’ it is nece ssary to keeping all units constantly aligned in order to avoid unnecess ary casualties. Players have a choice of whether or not to retain the origi nal system in its entirety or add those DBN v2 rules that appeal to t hem. 8.2.2 The Attrition System . This is new to DBN v2 and gives an equally challenging fun game but with more realistic and ac curate combat results. It has a simple system where each combat unit is ei ther ‘Destroyed’ outright or suffers damage of up to two Hits, reduc ing its morale and effectiveness gradually until it becomes Destroyed and is removed from the table. This system also reduces the necessity of k eeping all units exactly aligned as there is very little ‘Recoiling’. The s ystem has the following features:

8.2.2.1 Hits . The term ‘Hits’ is as much a reflection of the Units cohesion as its casualty level, so 1 Hit mean s the unit has taken casualties but carries on as normal, 2 Hits m eans that it has become ‘Shaken’ and as such is much more vulnerable if involved in further Combat and 3 Hits means that it has become ineffective, its morale breaks and it is ‘Destroyed’. 8.2.2.2 Exceptions . Commanders are the only exception to the Hit system. If merely beaten in Combat they Recoil but if beaten by double or more they are Destroyed. 8.2.2.3 Morale Hit Test . With the exception of Artillery, or a unit in a Fortification, or British & Russian Guard s or French Old Guard. Any combat unit in contact with the rear of a friendly unit of its own type that has just been Destroyed must immediately take a Morale Hit Test by throwing a D6 , modified as follows:

-1 if Elite or a Commander is attached +1 if Militia or any 1815 French.

Results as follows:

1 to 4 – Unit unaffected 5 or 6 - Unit immediately takes a Hit.

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8.2.2.4 Shaken Units . Each Hit is indicated by a marker on the Unit and 2 markers show that the unit is ‘Shaken’. A Shaken Unit Fires and Close Combats at –1 and it costs an extra CAP to move a Shaken Unit or a Formation which includes a Shaken Unit into Close Combat, but if the shaken unit wins the Close Comba t its Shaken marker is removed and it goes back to 1 Hit. Obviou sly a Shaken unit that loses a Close Combat is Destroyed. Shaken uni ts can ‘Support’ with no Combat Factor penalty. 8.2.2.5 Recoiling and Fleeing . A unit that is unable to Recoil or to Flee is Destroyed.

FIRING 8.3 Definition . Firing represents long range volley fire, skirm ish fire and medium to long range artillery fire. Any Units who are able to do so may fire in both sides Bounds with the players whose Bound it i s deciding the order in which his Units will fire and at whom, but as a general p rinciple all Units, except Artillery in certain circumstances, must Fire at or respond to firing from the nearest enemy. 8.4 Ranges . Maximum Firing Ranges are listed on the Playshe et with the range to the target being measured from any point on the firing Units front edge to any point on any edge of the enemy Unit. Although some Mounted units were armed with carbines, their range was so limited and relatively ineffective that their firing is classed as part of Close Combat. 8.5 Arcs of Fire . All Foot may fire at any enemy that is within a base width either side of straight ahead. 8.6 Zone of Fire . The firing Unit must have a largely uninterrupt ed view of the target defined by drawing an imaginary line fro m the right hand front corner of the firer to the left hand corner of the target and from the left hand front corner of the firer to the right hand corner of the target. It does not matter which edge of the target is being fired on so long as both corners can be seen. Any piece of terrain or another friendly Unit that obtrudes into this Zone of Fire obstructs the firer’s view and thus prevents F iring from taking place. 8.7 Fire Support . A firing Unit may be given ‘Fire Support’ by as many Units as can be brought to bear. However the ‘Fire Suppo rt’ Units, other than Artillery, must not ignore an enemy Unit that is ne arer than the one on which they are to provide Fire Support and must fire on i t rather than providing Fire Support. The target Unit suffers a –1 to its Comba t Factor for each Fire Support Unit firing at it, eg a Unit of French Muskets fire on a Unit of Austrian Muskets, the French have Fire Support from a Unit o f Light Infantry and a Unit of Artillery; the French basic Combat Factor is +4 but the Austrian is only +2 as it suffers –1 for each of the Units providing Fire Sup port to the French Muskets. A supporting unit can only fire in support at one uni t per Fire Phase. 8.8 Firing From a Flank or From The Rear . In order to claim the Flank Fire Tactical Factor, the firer must be fully behind an imaginary line drawn across the front edge of the target. 8.9 Firing From a BUA and NLF . The ‘Garrison’ of a BUA or the ‘Occupying’ unit of a NLF have a 360° arc of fire, but they must fir e at the nearest enemy Unit. Units inside and not ‘Garrisoning’ or ‘Occupying’ a BUA or NLF can not Fire. 8.10 Firing on a BUA . Historically it was most unusual for the Garris on of a BUA to be evicted or destroyed by firepower alone. A BUA usually had to be taken 'at the point of a bayonet', and as a result often changed hands several times during the course of a battle. In order to reflect this situation, if the attacker's Combat Result for Firing is greater or d ouble that of the Garrison's then there is no effect but of course if the revers e is true then the usually Combat Results are applied. This does not apply to NLF.

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8.11 Firing for Units in Two Terrain Features . For the calculation of Firing Tactical Factors, a unit is considered to be ‘in th e terrain which covers the edge firing or facing the Firer. Except that a uni t with part of its Forward Edge in Bad Going is considered to be in Bad Going for its Fire Effect and as a Target it is considered to be in the terrain, which makes the Target most easily visible to the Firer. To help understand and inter pret the above rulings, the ‘facing or firing edge’ has a depth of 5mm. In the event of there being any doubt a D6 should be thrown to decide the issue, th e result of which will remain in effect until such a time as the situation change s. 8.12 Firing Whilst on a Bridge or Causeway . Any Unit that Fires whilst either on a bridge over an Impassable river or on a Causew ay suffers a –2 to its Combat Factor. This is because the Firing is on such a na rrow frontage. 8.13 Artillery Firing . Artillery may fire in every Bound unless they ha ve recoiled in the previous Bound, or if Foot Artiller y that has moved. However, unlike all other Foot, Artillery need only Fire at the nearest target if it is within 300 Paces. If they have no target within th is distance they may select any other target that is within Range and Arc of Fi re. Artillery moving by road through Bad Going may not Fire and neither may any artillery unit Fire on Command Units or BT units outside of 300 Paces. 8.14 British Infantry Firing . In order to simulate their better firepower all British Infantry, including KGL, not classified as Militia, fire as if Elite. CLOSE COMBAT 8.15 Definition . Close Combat represents close range volley fire , close range artillery fire and hand to hand combat. It occurs w hen a Unit moves its front edge into contact with the edge of an enemy Unit. 8.16 Moving into Close Combat . Contact can be made against any edge but it must be fully against that edge whether it is front , side or rear. Contact across a corner is not acceptable, and the attacker must be able to make contact with at least 50% of its front edge. As a general principle the attacker will always conform to the defender but in doing so must ensure that no point of the attacker’s base moves more than its permitted maxim um distance. 8.17 Close Combat Support . A Unit that is engaged in Close Combat with an enemy Unit to its front and that also has further e nemy units to its right, left or both is outflanked twice and suffers –1 to its C ombat Factor for each Outflanking Unit. These flanking Units are deemed to be providing Close Combat Support, and as such cannot be Fired upon. Troops i n BUA and Non Linear Fortifications cannot provide Close Combat Support to any friendly Unit that may be abutting the BUA or Non Linear Fortification as any such support would be relatively ineffectual. Commanders, ADC’s and Bagga ge Trains can not Support. No unit can be Recoiled and provide Close Combat Suppo rt in the same Bound. 8.18 Attacking a Unit in the Flank or Rear . Any attacked, unshaken unit of ‘Mounted’ can immediately ‘Turn to Face’ if the att acker has moved more than 200paces in sight before making contact. All other units can not ‘immediately turn to face’. If the attacked Unit loses the comba t it then ‘turns to face’ (if not already) and recoils; if it cannot recoil then it is destroyed. However if it wins the Close Combat the Attackers recoil and the attacked Unit has the choice of either ignoring the Attacker or immediately turn ing to face the Attacker or any unit it is still in contact with as a free move . If more than one Unit attacks the same target the first Unit to make cont act is the ‘Attacker’ and the other Unit/s provide Close Combat Support. Commande rs & Baggage have no ‘Flank’. If a unit is in contact with an enemy unit but not facing it, then at the start of its move phase it can not move away but it can ‘ turn & face’ at no CAP cost. 8.19 Attacking Artillery in Close Combat . A Unit of Artillery cannot claim the Tactical Factor for firing within 300paces (caniste r effect) because they are deemed to be in Close Combat.

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8.20 Attacking a Column in the Flank or Rear . If a column is attacked on its right flank the attacking Unit must align its right hand edge with its chosen opponent’s front edge. Due to the width of its bas e the attacker may be in contact with two enemy Units but only the right han d Unit is deemed to be the one under attack and the second Unit is not classes as providing Close Combat Support. If the attack is on the left hand side of the column then the reverse of the above applies, ie for ‘right’ read ‘left’. The Close Combat is resolved as detailed in Paragraph 8.16 except that both Unit s contacted by the attacker ‘turn to face’ and recoil if beaten, but if the att ack is unsuccessful the attacker recoils and the target Unit may either ign ore the attacker or both Units may immediately ‘turn to face’ as a free move if th e player so chooses. 8.21 Close Combat Restrictions . Infantry may not move into contact with any Mounted except as Close Combat Support for a friend ly Unit that is either in or has moved into contact in that Bound. Artillery ma y not move into Close Combat but Horse Artillery may move into Close Combat Supp ort. 8.22 Attack Column Factors . Both Units in the Attack Column must be of the same nation but may be of different classes. Howev er the lowest class of unmodified Combat Factor is used, eg an Attack Colu mn composed of a Unit of Muskets and a Unit of Militia Muskets has a basic C ombat Factor of +3, whereas that of Elite Muskets and Muskets would be at +4. W hen an Attack Column is classed as ‘destroyed’ as a Close Combat Result the n both units of the involved Attack Column are destroyed, not if as a result of recoiling. 8.23 Close Combat if Units are in Two Terrain Features . For the calculation of Close Combat and Combat Results, the Unit is ‘in th e terrain the majority of its base occupies’. The only exception is when a unit Recoils into Impassable Terrain, in which case it is the rear edge that is used to determine the location of the Unit. To help understand and interpret the above rulings the ‘facing or front edge’ has a depth of 5mm. In the event of th ere being any doubt a D6 should be thrown to decide the issue, the result of which will remain in effect until such a time as the situation changes. 8.24 Close Combat Against a BUA . A Garrisoned BUA may be attacked by up to three Attack Columns each fighting as separate enti ties, ie they cannot claim any Close Combat Supports. The most effective way of at tacking a BUA is simultaneously from more than one direction. There fore if a BUA is attacked simultaneously by a second or third column or unsha ken Unit on a second or third side of the BUA then the Garrison suffer a -1 to it s Combat Factor for those rounds of Close Combat. Also a Garrison adjacent to an enemy Garrison or Strongpoint suffers a minus one to its Combat Facto r. Any Combat inside a BUA or a NLF is classed as in Bad Going ( because the Defender would not be ‘Garrisoning’ the BUA or ‘Occupying’ the NLF ). A unit wishing to attack a unit inside a BUA ( not garrisoning ) must move fully inside the BUA to be classed as i n Close Combat. Units inside a BUA do not have a ‘Flank’ fo r combat purposes. Units inside a BUA do not have a ‘Flank’ for combat purpo ses. A unit inside a BUA that is Recoiled as a result of combat is recoiled back to outside of the BUA. 8.25 Close Combat Between BUAs . When a Garrisoned BUA is being attacked from an adjacent BUA, the Garrison Tactical Factor is re duced to +2 as the attackers will be attacking from and through the cover of the ir own BUA. Attacks must also be undertaken as individual Units as they cannot cl aim the Factors for either Attack Column or Close Combat Support. 8.26 Close Combat on a Bridge or Causeway . Any Unit, whether or not they are attacking or defending, in Close Combat whilst eith er on a bridge over an Impassable river or on a causeway suffers a –2 to i ts Combat Factor. Regardless of the adjacent terrain neither combatant can have Close Combat Support (because the Close Combat is on such a narrow frontage) nor can they claim the Attack Column Tactical Factor. In addition the Garrison o f a BUA that is positioned immediately at the end of either a bridge or causew ay Close Combat as if defending a Fortification.

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8.27 Recoiling . A Unit forced to recoil across the face of an e nemy Unit that is in contact with one of its side edges is destroy ed. 8.28 Command Casualties . Commanders may attached themselves to a Unit or Attack Column in order to give it morale support and hopef ully increase its chances of winning a critical Close Combat, but it was a high risk business, especially so for Commanders such as Ney and Blücher who invariably led from the front. 8.29 ‘ Hors de Combat’ . If the Unit or Attack Column to which a Command er has attached himself is beaten in Close Combat, a D6 is rolled to see if he has been killed or injured, as follows:

1 Killed in action 2 – 3 Out of action for 2 Turns (‘hors de combat’ ) 4 - 6 Survives combat uninjured.

A Commander who is ‘hors de combat’ can either rema in where he is on the battlefield or retire up to 600 paces away from the enemy at no cost. In either event he resumes command from the point at which he was restored to ‘fighting fitness’ (It is recommended that an alternative Com mand Unit, depicting a General being ‘doctored’, is used until the casualty is onc e again fit for duty). Whilst a Commander is ‘Hors de Combat’ it costs an extra C AP for the Tactical Movement of all of the Units and Formations under his comman d and his Combat Factor is reduced to Zero. If a Commander is unable to Retrea t as a result of losing in Close Combat then he is Destroyed (captured). 8.30 Command Succession . The command structure for most Napoleonic armie s was comparatively robust and the death of a Commander, even a popular one, did not necessarily have the same catastrophic effect on th e morale of its troops that it did in earlier wars. Therefore any Commander that has been killed can be replaced by a ‘Poor’ commander after 2 Turns if Fre nch or British and after 4 Turns for all other Nations.

8.31 Supporting in Close Combat . In Close Combat, to be ‘Supporting’ no part of the base front edge of a Supporting unit is to pass the front edge of the combating enemy unit, unless in full, clear front e dge contact. See Annex F for examples. 8.32 Break Off from Close Combat . No unit may voluntarily ‘break off’ from Close Combat. 8.33 Destroyed Unit Markers. This is an optional rule, it will add to the look and feel of the game and help tell the story of the developing battle. A relevant ‘Destroyed Unit Marker’ (infantry casualty figure, dead cavalry horse or br oken gun) is placed on the table at the point where a unit w as destroyed. The markers affect the game as follows: Cavalry and Artillery are classed as being in Bad G oing if they are in base contact with 3 or more Markers at any point of time (a gun counts as 2). The casualties have no significant effect on infantry. 8.34 Foot Artillery Firing from Hills . Foot Artillery on a hill or contour can only fire over 600paces if on the ridge line of a h ill or the forward edge of a plateau. 8.35 Firing Overhead . Artillery can fire over the head of intervening units providing the intervening unit is on lower ground t o both the firer and the target unit. Also the intervening unit must be outs ide of 200paces from the firer or the target.

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SECTION 9 – VICTORY CONDITIONS 9.1 In order to win a battle or game one side must achieve its Victory Conditions. The Victory Conditions will vary depen ding on the type of game, be it the basic Points Game or a Created Historical or Fictional Scenario. 9.2 Basic Points Game . When one side has lost a 1/3 rd (rounded down) of their total number of units ( this number includes all Combat Units, Commanders a nd Baggage Train ) then the other side has won the game or battle. The only exception to this formula is that Destroyed Old Gua rd Muskets, CinC’s and Captured Baggage Trains count as 2 casualties and I rregular Cavalry and Guerrillas just don’t count as casualties. A Comma nder that is ‘hors d combat’ counts as a casualty until he is active again. In addition, for armies of 15 to 23 points one extr a casualty can be sustained, for armies of 24 to 35 points two extra casualties can be sustained and for armies of 36 points or more three extra casualties can be sustained. 9.3 Created Scenario - Historical or Fictional . This can be much more complex if desired, although usually the 1/3 rd rule will still apply. However Victory Points (counting as casualties) are usually awarded for the holding or capturing of certain key terrain features. Also, Guard Musket units become more important in historical games and usually count as double cas ualties; the French Old Guard Muskets in a big game should count as treble casual ties. With a created scenario it is ultimately down to the Scenario Designer to s et the right level of Victory Conditions. 9.4 Battle Honours . In order to encourage players to ‘get stuck in’ in large battles a system of awards or Battle Honours can be implemented. Every time a player eliminates a Unit he picks a card from a pac k of playing cards, if it is a picture card then the player has won a Battle Honou r. The Player with the most Battle Honours at the end of the game receives a pr ize or trophy. This means that a player can be on the losing side but still g oes away from the game with an increased sense of achievement. The umpire may als o award extra honours or cards for special (heroic?) reasons.

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SECTION 10 - LARGER BATTLES

10.1 DBN is capable of being expanded to fight larg er battles by uniting several basic armies to form a single entity under the comm and of a CinC. Both sides should have either approximately the same number of total points or, if historical, reflect the actual number of troops inv olved. 10.2 Cost of Commanders . The army is thus divided into a number of comma nds or Corps each of which must have its own Sub Commander . The CinC is not costed but each of his Sub Commanders are, based on their Comm and Capabilities as follows:

Poor: 1 Point. Average: 2 Points. Good: 3 Po ints.

The CinC is classed as Average but he may be upgrad ed to Good for 1 Point, conversely he may be downgraded to ‘Poor’ for –1 Po int. 10.3 CAP Dice . All Commanders have their own specific CAP dice , which cannot be interchanged, to manoeuvre only the troops in th eir command. But in Larger Battles the CinC may use his CAP to:

10.3.1 Manoeuvre the Units under his personal com mand.

10.3.2 Allocate some or all of them to his Sub Co mmanders, in which case they must be allocated before any Movement takes pl ace.

10.3.3 Manoeuvre a Unit or Formation that is not under his direct command, but at a cost of 2 CAPs per Unit or Format ion.

10.3.4 Transfer a Unit or Formation from one comm and to another for the cost of 1 CAP to the CinC and to all other Commande rs involved in the transfer, plus 1 further CAP to the CinC if Command er is outside of the CinC’s Command Radius.

10.4 Compulsory Advance . The rules for Compulsory Advance (7.3) must be applied to each Command that is deployed in the fro nt line. They do not apply to Corps or Commands that are designated as being ‘In Reserve’. 10.5 Command Radius and Visibility . The rules relating to Command Radius and Visibility remain extant, and so if the CinC decide s to allocate CAP to a command that is outside of his command radius it will cost him an extra CAP to do so. So for example if a CinC decides to move a Unit or For mation that is not under his command and that is also outside of his Command Rad ius it will cost him 3 CAPs, or if he decides to allocate CAPs to a Sub Commande r who is outside his Command Radius it will cost an extra CAP for every one he w ishes to allocate, ie a total of 2 CAPs. 10.6 Playing Area . The playing area should increase in proportion to the number of commands by adding approximately 300mm to the table width for each command that is to be deployed in the front line of battle, no extra width should be added for those commands held in reserve. It is , however, largely a matter of judgement and personal preference. It almost goes without saying that the playing area for historical refights should be an a ppropriately scaled down representation of the actual battlefield.

10.7 Army Composition . It is recommended that non historical Larger Ba ttles are played in multiples of 12 Point Armies (24, 36, 48, etc Points). If an Army List shows a Troop Type with no minimum number, the n for a 24 point army there must be a minimum of 1, for 36 point minimum of 2 a nd so on. For example if the Basic 12 Point Army includes 0-2 Ms(E) then for a 3 6 point army it will 3 times this number with a minimum of 2 (shown as 2–6 Ms(E) ) or if the Basic 12 Point Army lists 0-1 Jg then for 48 Points it would be 3- 4 Jg. 10.8 Casualty Reduced Command & Control. A Commander suffers a -1 to his CAP Rating when his command (for any reason) is reduced to 5 or less combat units. This rule reflects the loss of Staff Officers, comm anders and battle fatigue.

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SECTION 11 - OPTIONAL RULES LARGER BASES

11.1 For those players who like the ‘big battalion’ look for their armies we suggest that the depth of infantry bases can be inc reased as detailed below and the number of figures increased accordingly:

Troop Type

Type Code

15mm 25mm Figures Per Base Base

Depth Base Depth

Muskets Ms 25mm 40mm 8 Light Infantry LI 30mm 45mm 6 Jagers Jg 30mm 45mm 3 Levee en Masse LEM 25mm 40mm 6-8

DISCRETIONARY TROOP TYPES

11.2 The following Discretionary Troop Types may be used where historically appropriate:

11.2.1 Old Guard . The Old Guard are exclusive to French. It includ es all Old and Middle Guard Infantry from 1804-15, which a re classed as Elite Muskets but with an increased Close Combat factor a nd Old Guard Heavy and Light Cavalry from 1805-13 which are classed as Eli te Cavalry, but also with an increased Close Combat factor. The Old Gua rd Artillery, Old Guard Cavalry from 1814 and Non French Infantry attached to the Imperial Guard are classed as Elite. 11.2.2 Superior Light Infantry . These are a special category of Light Infantry and include only French Legere 1805–12 & 1 5 (By 1813 the French ‘Legere’ were not as well trained, and so are not c lassed as Superior), British Light Infantry Battalions from 1809 and the long established Prussian regular infantry regiments who were by 181 5 also trained to operate in a Light Infantry role. Superior Light I nfantry were able to operate as either Muskets or Light Infantry and as such were highly trained, well motivated and self assured units that were comfortable in either Close or Loose Order. Although most other n ation’s Light Infantry could also operate in Close Order they were never t hat comfortable in this role and are therefore not classed as Superior. Th e change to Muskets, or visa versa, happens during the Movement phase of th eir side’s Bound at a cost of 1 CAP, provided that they are more than 400 Paces from any enemy and take no other action in that Bound. 11.2.3 Levy en Masse . Levy en Masse are of a lesser class than ‘Militia’ and is a generic term applied to all hast ily conscripted irregular foot troops, such as Russian ‘Opolochenie’ , Ottoman ‘Fellahin’ and other mass conscripted local civilians. They w ere often unreliable, formed up shoulder to shoulder, with little or no t raining in anything but the most basic of drill movements, often wearing th eir civilian clothes, frequently armed with an array of bladed weapons, s pears and with very few if any muskets so their Fire was ineffectual. Once they had stopped advancing they were also notoriously difficult to ‘ get moving’ again, and so if they have not Moved in the previous Turn it c osts an extra CAP to move them. However if they did decide to stay and fight they usually fought bravely, so to simulate this, on the first o ccasion that they lose any form of Combat they take a test by rolling a D6 ; 1, 2 or 3 they break and run from the field and are removed from the boa rd, 4, 5 or 6 they fight on for the rest of the battle. They may only be su pported in Close Combat by their national Commander. For Army Points calcu lations and Combat purposes they are classed as Militia Muskets, but w ith no Combat Factor for Firing. Levee en Masse are not included in Victory Conditions calculations neither when counting the total number of Units in the Army nor when totalling casualties.

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11.2.4 Superior Light Cavalry . This is very much an optional rule and is best suited to specific scenarios. Superior Lig ht Cavalry reflects a quality of cavalry in between the normal and the El ite classes. There are a great variety of cavalry included in the Light Ca valry Troop Type some of which had the ability, attitude and training to cau se a greater ‘impact’ when in Close Combat against other Light Cavalry, b ut were not superior enough in all other respects to be graded as ‘Elite ’. This limited, but nonetheless significant, superiority may be reflect ed by giving Superior Light Cavalry a +1 advantage in Close Combat but on ly when facing normal Light Cavalry. This advantage is not applicable wh en facing Elite, other Superior Light Cavalry or Militia Light Cavalry. T hose Units we have classed as Superior Light Cavalry are listed in App endix B. 11.2.5 Congreve Rockets . Congreve Rockets are a specifically British unit, which are treated as Horse Artillery but with lesser factors. Although particularly effective against Mounted tro ops They were treated as a specialist weapon and with suspicion by comman ders, therefore they can only fire individually and cannot provide Fire Supp ort. In addition they were also notoriously unstable and often wildly ina ccurate and so a roll of 1 indicates that it has misfired. To assess the ef fect of the misfire roll a D6, results as follows:

1 Rocket explodes on ignition, Unit destroyed. 2 Rocket explodes on leaving the tube, Unit recoi ls and takes one Hit. 3/5 Rocket swings left. 4/6 Rocket swings right.

When a ‘swinger’ occurs the nearest Unit in range w ithin the area between the front of the Rocket’s rear base line and behind a 45 degree line from its front base line is hit. Test for effect as for Firing.

11.2.6 Mounted Infantry . Mounted Infantry were not unknown in Napoleonic Armies. They were generally few in numb er but, like Congreve Rockets, they make an interesting addition to an ar my list. They were employed by the USA as part of their regular army, by the Prussians in 1813 - 1814, mainly as Freikorps Jagers , and by the Ottomans, most of whom were mounted on camels. Napoleon also had a Régiment de Dromedaires (infantry mounted on camels) in his Army of the Orient in Egypt from 1798 to 1801. Because they were few in numbers, the maximum being one Unit in a basic 12 Point army, they are treated as Skirmishing Cavalry when mounted and Jagers when dismounted. The mounted unit be depicted as t wo figures on the appropriate mounts on the usual cavalry 40 x 30mm b ase, the dismounts should be on a base of the same size and consist of two foot figures with an appropriate mount and a mount holder if so desir ed. The mounted unit should be classed as Average or more usually Militi a, as appropriate, but may if historically appropriate be increased by a c lass level when dismounted. At a cost of 1 CAP they may:

Move mounted, dismount and Fire. Remount and Move.

In addition because they invariably had their mount s close at hand they are not classed as Foot Skirmishers when fired on by Ar tillery. 11.2.7 Special ADCs . For the cost of 1 Army Point any CinC, but not Sub Commanders, can have a ‘Special ADC’. These self a ssured, colourful characters, usually enthusiastic young members of t he aristocracy, were nationally well known, keen to make a name for them selves on the battlefield and were able to inspire their nations troops to make extra efforts and sacrifices. He is represented by a sin gle suitably flamboyant mounted figure on a 20mm wide by 30mm deep base who is collocated with his Commander until he is detached, at the cost of 1 CA P, to join a Unit or Formation and lead them into Close Combat. The ADC can make up to 3 moves as Irregular Cavalry in one Turn for no CAP cost. In Close Combat he gives the unit he is attached to +1 and must test for ‘Co mmander Casualty’,

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regardless of the outcome of the Close Combat, ie w in, lose or draw. When the specific Close Combat action is finished, and a ssuming that he has survived unscathed, the ADC will move back to his C inC and await further orders. An ADC who is ‘Hors de Combat’ remains whe re he ‘fell’ on the battlefield and returns to his Commander at his nor mal movement rate after 2 complete Turns have passed. He cannot be used to support a Garrison or the defenders of a Fortification ( far too ignoble a task ) and would never work with other CinCs or ADC’s as his and his alone must be the glory. If an ADC fails to have at least one victory in the fi rst two separate Close Combats, then he leaves the field in disgrace. The y do not count towards Victory Conditions.

BREAKTHROUGH

11.3 The ‘Breakthrough’ rule allows for Infantry At tack Columns and Cavalry in Good Going to achieve a ‘Breakthrough’ after destro ying their opponents in Close Combat, but only when in Good Going. 11.4 Breakthrough Procedure . Whenever an Attack Column or Cavalry Unit in Go od Going destroys their opponents in Close Combat a D6 is thrown, modified by: -2 if Militia or British Cavalry, +1 if Infantry Column includes Elites or +1 if Guard Cavalry( see 13.8 ). Results as follows:

11.4.1 A final score of 3 or more is ‘Breakthroug h’ and the Attack Column or Cavalry unit can do one of the following:

1. Pursue as normal. 2. Move into Close Combat with another enemy Unit t hat is within its maximum permitted movement distance.

3. Move up its maximum permitted movement dis tance straight ahead.

(in accordance with rule 7.19.2 Supporting units ma y also ‘follow up’, also at this time, as a special movement an Attack Colum n may move its lead unit independently into Close Combat and at the same tim e move the second unit into the space vacated by the lead unit)

11.4.2 A final score of 2 or less for Cavalry, is ‘Impetuous Breakthrough’ the unit must, unsupported immediately move either into Close Combat with the nearest enemy unit that is within its maximum p ermitted movement distance, or if not, it must move its maximum permi tted movement distance straight ahead. Austrian Cavalry and Old Guard are an exception; if they fail the test they do not go ‘Impetuous’ but Pursue up to one base depth and do not move into close contact. An Attack Column, with a final score of 2 or less immediately halts where it is, can not Support a combat until its players next turn, and is no longer considered to be an Attack Column.

11.5 Breakthrough Results . If the Breakthrough Unit moves into Close Comba t the Close Combat is immediately resolved and if the Breakthrough Cavalry Unit is ‘Impetuous’ it fights as ‘Militia’ for that Bound o f Close Combat; there is never a second round of Breakthrough. A Cavalry Unit tha t has become ‘Impetuous’ remains as ‘Militia’ and is unable to move into Clo se Combat until it remains stationary and is not involved with Combat for one full turn then the Militia status is removed. (a model horse figure to represe nt ‘Impetuous’ is useful) BOMBARDMENT

11.6 This optional rule is designed for large histo rical battles. ‘Bombardment’ is the coordinated, extra long range fire by Heavy Artillery. The guns are fired at a steady rate and at a high elevation; this high elevation reduces the ‘bounce through’ effect of the cannon ball making them less effective. Because of the inaccuracy of long range fire and the lack of ‘boun ce through’ this fire was much less effective than ‘direct fire’ and was therefore only used against densely packed targets. This process also required a level of command coordination.

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11.7 Bombardment Order . The issuing of a ‘Bombardment Order’ costs 1 CA P and can only be fired by Foot Artillery at Muskets, For tifications or Cavalry Units. Bombardment range is up to 1600 Paces and the first round of fire is taken up with finding the range and adjusting the fire, ther efore the first round of fire is ineffective. 11.8 Bombardment Markers . During a Fire Phase the bombarding Unit or Form ation (Grand Battery) chooses its target and places a ‘Bo mbardment Marker’ immediately in front of the target unit, there is no dicing for Fire effect. During the next Fire Phase if able to fire and the target is within 100 Paces of the Bombardment Marker and no friends are within 600 Paces of the m arker, then the bombarding Unit or Formation can fire on the target with a pen alty to its Fire Factor of -1 for Bombardment Fire. If the target has moved more than 100 Paces from the marker then the first phase of the Bombardment Fire has to be repeated. 11.9 Indirect Fire . ‘Bombardment’ is the only way in which Artiller y can fire ‘indirect’, ie over a Terrain feature that restrict s the Line of Sight, and then only provided that there are no friendly Units with in 600 Paces of the target or within 300 Paces in front of the firer (half this d istance for howitzers). This type of fire was highly inaccurate and often specul ative and so there is a 50% chance that the ‘Bombardment Marker’ is not placed during the first Bound ( D6 is thrown) Indirect Fire may be reliant upon player ho nesty. STRONG POINTS(SP).

11.10 In certain historical battles large fortifie d buildings were used as Strongpoints, such as the Granary at Aspern-Essling or La Haye Sainte at Waterloo, they became much more significant to the battle th an their size would imply. Because of the scale used in DBN these Stron gpoints, which could contain a garrison of 200-400 troops, are not usually represe nted on the table top, however they may have a significant impact on the battle th erefore they should be. 11.11 Strongpoint Factors . The model Strongpoint should be on a base of 40mm x 30mm and can have its own small Garrison, kn own as a ‘Detachment’. This Detachment is of a ‘one Hit’ strength and is create d by donating a Hit strength from any Infantry Unit except Militia class Muskets . At a later stage in the game the Detachment can be withdrawn by moving the original donating Unit adjacent to it for one Turn. This Detachment Garris on, like that of a BUA, can not be ‘shot out’ but is destroyed if drawn or beat en in Close Combat. It can Fire independently, it has a 360º firing range of 2 00 Paces with an adjustable Fire Factor of 2 and a non-adjustable Close Combat Factor of 5 and is classed as a Fortification when fired upon. Also a Strongpoint adjacent to an enemy BUA Garrison or Strongpoint suffers a minus one to its Combat factor. 11.12 Attacking a Strongpoint . Due to its size, the Strongpoint can only be attacked in Close Combat by up to one Unit per Boun d but the Attacker can only suffers a maximum of 1 Hit per round of Close Comba t. A Draw result in Close Combat and the Defender is Destroyed but the Strong point is not occupied in that Phase.

11.13 Reserve Artillery Park . This rule reflects the common practice of the time and is also very useful if the players have in sufficient model artillery units. In Larger Battles involving a number of players a ‘ Reserve Artillery Park’ can be created containing one or more Artillery Uni ts. These are kept ‘off table’ or attached to the Baggage Train and become available as follows:

11.13.1 Any Sub Commander that has lost an Artill ery Unit can for the cost of 1 CAP request to the CinC for a replacement . If the CinC approves the request then on the next Turn a D6 is thrown, 5 or 6 the Artillery Unit arrives at the end of the Movement Phase along side the requesting Sub Commander, 1 to 4 the Unit fails to arrive, dice ag ain next Turn.

11.13.2 Alternatively once the Army has lost 2 Ar tillery Units then the CinC can immediately call up one or both of them wh ich will appear along side him at the end of the Movement Phase.”

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11.14 Infantry Verses Cavalry Response Test (Optional Rul e) The Basic Close Combat Factors are based on the assumption th at whenever a Musket or Light Infantry unit is attacked by cavalry it automatical ly attempts to form square. If the infantry unit wins the combat it has formed a s teady square and repulsed the cavalry, if it loses the combat it is assumed that it was unable to fully form the square and was broken by the cavalry. However M usket and Light Infantry units or formations can anticipate and prepare for cavalr y attack and therefore lessen their chance of being surprised and beaten by caval ry, they can also be caught ‘unprepared’ and be surprised.

11.14.1 Whenever an Infantry unit in Good Going is attacked by Cavalry, in Good Going, then this the “ Infantry verses Cavalry Response Test ” is taken. The attacker throws a D6 and +2 is added if either of the following applies:

1. The Infantry Unit has been ‘surprised’ if the attacking Cavalry unit has moved 200 Paces or less in view.

2. The Infantry has moved in its last Movement ph ase or after.

The results of the modified dice roll are applied a s follows: 1 2 3 4 5 6 +

Well Prepared +1 Steady Unprepared -1 ‘Well Prepared’ means the Infantry Unit gains +1 in that round of Close Combat ‘Steady’ means no change to its factors and ‘Unprepared’ means -1 in that round of Close Combat.

11.15 Counter Battery Fire This was usually an unproductive use of artille ry fire and was often frowned on by senior commanders; however a lucky shot could cause a lot of damage. To reflect this, any artill ery unit that has not moved in its last movement phase and is fired on by another artillery unit is then classed as a ‘Counter Battery Target’. When an artillery u nit that is classed as a Counter Battery Target is beaten by Artillery fire but not by double, then there is no effect, however if beaten by double normal re sults are applied. 11.16 Artillery Ammunition Supply In the standard DBN game, artillery units never have ammunition supply problems, however in L arger Battles the possible isolation of artillery units may become a tactical issue, therefore ammunition supply becomes a consideration. This simple rule co vers the logistics of artillery ammunition supply.

In order for artillery to be ‘in supply’ a line (su pply path) must be drawn from the nearest base edge of the artillery unit to the nearest Baggage Train or Artillery Caisson. This Supply Path can be no longe r than 2400paces and must not ‘pass’ within 300paces of an enemy combat unit. If the Supply Path travels through Bad Going then the Bad Going distance is qu adrupled.

If classed as ‘out of supply’ each time the unit Fi res ( not close combat ) it suffers one ‘Hit’ irrespective of any combat result , this continues until the unit is destroyed or it again becomes ‘in supply’ t hen in the following turn the ‘supply hits’ are removed. ‘Out of supply’ does not affect movement. An Artillery Caisson costs one point, they have the base size and combat factors of a Baggage Train and move as Horse Artillery. 11.17 Field Detachments . Field Detachments (Dets) are created by detachin g a ‘one Hit’ strength unit from any sponsoring Ms,LI o r Jg unit except no (M) class. These are Battalion strength infantry detachments a nd are represented on the game table by a single infantry figure. This action cost s 1 CAP, the donating (parent) unit must spend the turn stationary to create the D et and has a ‘Hit Marker’ placed on the parent unit. The created Det is place d adjacent to the parent unit in any terrain feature or to occupy a NLF. Dets can move in the normal way but can never move into Close Combat, and if they take a Hit they are Destroyed. Dets have a Basic adjustable Combat Factor of 2 or 1 for Jg and the Firing Range and combat class of their parent unit. Dets can Gar rison a Strongpoint (see rule 11.11) but not a BUA. Dets can be supported but ca n not ‘Support’.

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11.18 Battalion Gun Batteries . In certain early war battles, Battalion Gun Batteries were a notable feature, therefore KISR ha s decided to present this as a game option. This has been created for the more exp erienced DBN player who is looking for a new and different troop type.

This type of artillery unit was a ‘throw back’ to p revious wars and was progressively found to be, too difficult to manage, maintain and motivate. They were usually staffed and administered by the infant ry at Regimental/Battalion level and were generally, poorly manned, poorly tra ined and poorly led. They usually used the lightest calibre guns enabling the crew to move the guns around on the battlefield without the need of horsed limbe rs. Because of all these factors this unit type of arti llery is classed as Militia and referred to as BA(M).

BA(M) can only move if attached to an infantry unit or Commander, they move and fire as FA but with a range of HA. Because of their limited tactical role they can not provide ‘supporting fire’ to other artiller y units. BA(M) should be represented on the tabletop with a small calibre gu n, on a cavalry base, with a gun crew of 2. This artillery type can be deployed and dispersed w ithin the infantry unit it is supporting, this is represented by placing the BA(M ) directly behind the infantry unit and this formation is then classed as one unit of infantry for Close Combat. The infantry and BA(M) still fire separately howeve r the firing is from the infantry base, the attached BA(M) can only support their own infantry unit and any hits suffered are taken on the infantry. BA(M) are available within the Army Lists as an add ition to all armies up to 1806 ( they were occasionally around for longer, but had l ittle influence ) at a scale of one for every three Ms. With the use of National Characteristics the Early War (up to 1806) Austrian, Prussian and Russian armies receive 2 x BA(M) free of cost. BA(M) cost ½ point each and are not included in the casualties or calculation of Victory Conditions.

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SECTION 12 – ORIGINAL PLAYSHEET

RANGE, MOVEMENT AND COMBAT FACTORS

Troop Type Range (Paces)

Movement (Paces) Combat In GG In BG Roads v Ft v Mtd

CinC or Sub Commanders - 400 200 400 +1 +1 Artillery – Foot (FA) 1000 200 - 300 +3 (1) + 3 (1) Artillery – Horse (HA) 600 300 - 400 +3 (1) + 3 (1) Artillery – Rockets (CR) 600 300 - 400 +2 +3 (1 ) Cavalry – Heavy (HC) - 300 200 400 +3 +4 Cavalry – Irregular (IC) - 500 300 500 +1 +1 Cavalry – Light (LC) - 400 200 400 +3 +3 Cavalry – Skirmishing (SC) - 500 200 500 +2 +2 Guerrillas (Gs) 200 - 300 - +2 +1 Jagers (Jg) 400 300 300 400 +2 +2 Light Infantry (LI) 300 300 300 400 +3 (2) +2 (2) Muskets (Ms) 200 200 200 400 +4 +4

Notes 1. At +2 if defending against enemy shooting to wh ich they are not responding. 2. At +4 if garrisoning a BUA or Fortification. TERRAIN FACTORS. The maximum visibility for Firing into and with in Bad Going is 100 paces. Units Firing out of Bad Going must be on the edge. TACTICAL FACTORS

+4 If regular foot, except Jagers, Garrisoning a BUA. +3 1805-1812 French Muskets in Attack Column verses Foot +2 All Other Muskets in Attack Column verses Foot +2 If Old Guard in Close Combat. +1 If Commander is in base to base, corner to corner, contact whil st in Close Combat. +1 If Elite Firing or in Close Combat, except Old Guard in Clo se Combat. +1 If defending fortifications against Close Combat. +1 If Firing or Attacking into an enemies flank or rear . +1 If Russian Foot and the loser against Firing. +1 If Uphill of the enemy when in Close Combat -1 If Firing at Jagers in Bad Going -1 For each enemy Unit providing Fire Support or Overlapping -1 If Militia/Levy or if Jagers in Close Combat. -1 If any but Foot Skirmishers in open ground (GG) and shot at by Artillery within 300 paces -2 If Firing at Artillery or Infantry in fortifications . -2 If Firing or in Close Combat whilst on a bridge or causeway -2 If any but Foot Skirmishers or IC either in cont act with enemy or Firing within or into

Bad Going , or if IC in contact with enemy in a BUA, both on and off road.

COMBAT RESULTS If total is less than but more than half that of th e enemy:

Unit Result Mounted Destroyed if in Bad Going. If not recoil, unless ag ainst

rockets then recoil twice. Mobile Artillery, Rockets & Guerrillas Destroyed by any in contact. If not recoil. Position or Fixed Artillery Destroyed. Foot Skirmishers Destroyed by any Mtd if in Good Go ing. If not recoil. Muskets Destroyed by Heavy Cavalry if in Good Going. If not recoil. Garrison under Fire No effect Garrison in Close Combat Destroyed

If total is half or less than that of the enemy:

Unit Result Mounted Skirmishers Destroyed by other Mounted, Ms and NA or if in Bad Going.

If not flee 600 paces. Foot Skirmishers Destroyed by Mtd if in Good Going or by other Foot Skirmishers.

If not flee 600 paces. Others Destroyed.

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SECTION 12 - ATTRITION PLAYSHEET - FIRING

TACTICAL FACTORS

Troop Type Range (Paces)

Movement (Paces) Combat In GG In BG Roads v Ft v Mtd

CinC or Sub Commander - 400 200 400 +1 +1 Artillery – Foot (FA) 1000 200 - 300 +3 +3 Artillery – Horse (HA) 600 300 - 400 +3 +3 Artillery – Rockets (CR) 600 300 - 400 +2 +3 Cavalry – Heavy (HC) - 300 200 400 +3 +4 Cavalry – Irregular (IC) - 500 300 500 +1 +1 Cavalry – Light (LC) - 400 200 400 +3 +3 Cavalry – Skirmishing (SC) - 500 200 500 +2 +2 Infantry – Jagers (Jg) 400 300 300 400 +2 +2 Infantry – Light (LI) 300 300 300 400 +3 * +2 * Infantry – Muskets (Ms) 200 200 200 400 +4 +4 Guerrillas (Gs) 200 - 300 - +2 +1

* At +4 if garrisoning a BUA or Fortification.

TERRAIN FACTORS

The maximum visibility for Firing into and within B G is 100 paces. Units Firing out of BG must be on the edge.

ATTRITION

1 Hit = Taken Casualties 2 Hits = Shaken 3 Hits = Destroyed.

FIRING TACTICAL FACTORS

+1 Elite +1 Russian Muskets and the losers against Firing +1 Firing into enemy Flank or Rear -1 Artillery Firing at Foot Skirmishers in GG -1 Artillery not responding to enemy Firing -1 For each enemy Unit providing Fire Support -1 In GG and Fired at by Artillery within 300 Paces -1 Firing at Jagers in Bad Going -1 Militia -1 Shaken -2 Firing into BUA or Fortifications -2 Firing whilst on a Bridge or Causeway -2 Firing within or into BG except if Foot Skirmish ers

FIRING RESULTS .

If a ‘Draw’ no effect.

If a unit is beaten in Firing but not by double: CinC & Commanders Recoil a base depth and do not ta ke a Hit Garrisons No effect All Others 1 Hit

If a unit is beaten in Firing by double or more: CinC & Commanders Destroyed Skirmishing Cavalry & Irregular Cavalry

Destroyed if in BG otherwise Flee 600 Paces and 1 H it

Jagers Destroyed by Skirmishers otherwise 1 Hit an d Flee 600 Paces Guerrillas Destroyed Fixed Artillery Destroyed All others 2 Hits. No effect on Garrisons

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SECTION 12 - ATTRITION PLAYSHEET – CLOSE COMBAT TACTICAL FACTORS

Troop Type Range

(Paces) Movement (Paces) Combat

In GG In BG Roads v Ft v Mtd CinC or Sub Commander - 400 200 400 +1 +1 Artillery – Foot (FA) 1000 200 - 300 +3 +3 Artillery – Horse (HA) 600 300 - 400 +3 +3 Artillery – Rockets (CR) 600 300 - 400 +2 +3 Cavalry – Heavy (HC) - 300 200 400 +3 +4 Cavalry – Irregular (IC) - 500 300 500 +1 +1 Cavalry – Light (LC) - 400 200 400 +3 +3 Cavalry – Skirmishing (SC) - 500 200 500 +2 +2 Infantry – Jagers (Jg) 400 300 300 400 +2 +2 Infantry – Light (LI) 300 300 300 400 +3 * +2 * Infantry – Muskets (Ms) 200 200 200 400 +4 +4 Guerrillas (Gs) 200 - 300 - +2 +1 Baggage Train (BT) - 200 - 300 +1 +1

* At +4 if garrisoning a BUA or Fortification.

ATTRITION

1 Hit = Taken Casualties 2 Hits = Shaken 3 Hits = Destroyed.

CLOSE COMBAT TACTICAL FACTORS

+4 Muskets or Light Infantry Garrisoning a BUA +3 1805-1812 French Muskets in Attack Column verses Foot +2 All Other Muskets in Attack Column verses Foot +2 Old Guard +1 Up Hill Advantage +1 Supported by CinC or Commander, who is in full e dge to edge contact +1 Elite (except Old Guard) +1 Defending a Fortification -1 Militia or Jagers -1 For each enemy Unit that is providing Close Comb at Support -1 Shaken -1 Attacked First in Flank or Rear -2 On a Bridge or Causeway -2 Within BG except if Skirmishers or Irregular Cav alry

CLOSE COMBAT RESULTS.

If a ‘Draw’ both Units suffer 1 Hit and if Mounted also Recoil.

If a unit is beaten in Close Combat but not by doub le: CinC & Commanders Recoil and does not suffer a Hit Mounted All except IC are destroyed in BG, all are destroyed by Artillery,

otherwise 1 Hit and Recoil Artillery & Guerrillas Destroyed Jagers Destroyed by Mounted in GG otherwise 1 Hit a nd Flee 600 Paces Muskets & Light Infantry

Destroyed by HC in GG otherwise 1 Hit and Recoil

Garrisons Destroyed

If a unit is beaten in Close Combat by double or mo re: CinC & Commanders Destroyed Skirmishing Cavalry & Irregular Cavalry

Destroyed by Mounted or if in BG otherwise Flee 600 Paces and 1 Hit

Jagers Destroyed by Mounted or Skirmishers otherwi se Flee 600 Paces and 1 Hit

All others Destroyed

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SECTION 13 - ARMY LISTS 13.1 These lists are designed to create armies of 12 or 13 points based on an All Arms Corps sized formation. KGL count as Briti sh and German and Dutch troops who wore French uniforms and were numbered as part of the French Army are classed as ‘French’. 13.2 Points Costs . Each Army costs 12 pts, except 1805 Austrian, 1 806 Prussian and the Spanish Armies, who tended to be l arger than their French opponents, are increased to 13 points when fighting the French.

CinC and Baggage Train 0 pts (Free!) Old Guard 2.0 pts Horse Artillery 1.5 pts All Others 1.0 pt Linear Fortifications 0.5 pt Elite + 0.5 pts Militia and Irregular Cavalry -.0.5 pt.

13.3 Abbreviations : Old Guard (OG), Muskets (Ms), Light Infantry (LI) , Jagers (Jg), Levee en Masse (LEM), Heavy Cavalry (HC), Lig ht Cavalry (LC), Irregular Cavalry (IC), Guerrillas (Gs), Congreve Rocket (CR) , Napoleonic Artillery (NA), Foot Artillery (FA), Elite (E), Militia (M). 13.4 Suggested Armies . Suggested army lists are as follows but note tha t only 1 Unit of Artillery may be Horse Artillery:

Austrian, 1794-1800. 6-12xMs, 0-2xMs(E), 0-1xLI (Combined Light Infantry ), 0-2xLI(M) (Grenzers), 0-2xHC, 1-4xLC*, 0-1xFA, 0-1x FA(M) (Massed Battalion Guns). Austrian, 1801-1808. 6-12xMs (50% must be ‘M’), 0-2xMs(E), 0-1xJg, 0-2xLI(M) (Grenzers), 0-2xHC, 0-4xLC*, 0-1xFA, 0-1x FA(M)(Massed battalion guns). Austrian, 1809-1815. 4-8xMs, 2-4xMs(M), 0-2xMs(E), 0-1xJg, 0-2xLI (Grenzers), 0-2xHC, 2-4xLC*, 0-2NA. Bavarian, 1813-1815. 4-8xMs, 4-8xMs(M), 0-1xMs(E), 1-2xLI, 2-4xLC*, 1xNA . British Peninsular, 1808-1811. 0-1xMs(E), 6-8xMs, 0-1xMs/LI(E), 0-1xJg(E), 0-1xLC*, 0-1xLC(M) (Portuguese), 2-6xMs( M)(Portuguese), 0-1xNA, 0-2xGs, 0-2xIC (Mounted Guerrillas), 0-1xGs (E) or Jg (1809 only Loyal Lusitanian Legion). British Peninsular, 1812-1814. 0-1xMs(E), 4-6xMs, 0-2xMs/LI (1 may be E), 0-1xJg(E), 0-2xLC* (2 nd may be KGL), 0-1xHC, 0-2xNA, 0-1xLC(M) (Allies), 1-2xMs(M) (Spanish), 2-4xMs (Portuguese), 0-2xLI (C acadores), 0-2xGs, 0-2xIC(Mounted Guerrillas). British & German Allies, 1815 . British: 0-2xMs(E)(Guards), 3-5xMs, 0-1xMs/LI, 0-1xJg(E), 0–1xHC(E), 0-1xHC, 0-3xLC*, 0 -1xNA, 0-1xCR. German Allies: 0-1xLI (Brunswick), 1-2xMs(Nassau & Hannovarian Line), 4-8xMs(M)(2 x Brunswick & 2–6 Hannovarian Landwehr) ,1-2xLC(M)(Hannovarian & Brunswick). British in the American War of 1812-1815. 0-1xMs(E)(Combined Grenadiers), 4-6xMs(includes Canadian Fencibles and West Indians ), 2-4xMs(M)(Canadian Militia and Sailors), 0-2xLI(M) (Canadian Militia), 1-2xMs/LI(includes Royal Marines), 0-1xJg(E)(95 th in 1815 0nly), 0-1xLC*, 0-1xNA, 0-1xCR, 0-2xGs(Native Americans). Dutch-Belgium, 1815 . 3-4xMs(Nassau & D-B Line), 0-2xLI (Composite Un its), 6-10xMS(M)(D-B Militia), 0-1xHC(M), 1-2xLC(M), 0-2x NA(M).

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French, 1794-1799. 6-10xMs(50%Ms/LI(M)), 0-2xLI, 0-1xLC, 0-2xLC(M)*,0- 2xNA. French, 1800-1804. 0-1xMs(E), 6-8xMs, 0-2xMs/LI (Legere), 0-2xLC*, 0-1 xHC, 0-2xNA. French, 1805-1812 & 1815. 0-2xMs(E), 4-8xMs, 1-3xMs/LI (Legere), 1-2xMs (Allies, 1809-12 only), 0-1xHC(E), 0-1xLC*(E), 0-2x HC(‘E’ from 1805-7), 1-2xLC*, 1-3xNA (One may be ‘E’). French, 1813-1814. 0-2xMs(E), 3-6xMs, 0-1xMs/LI, 4-8xMs(M) (Provincials/Marie Louise), 2-4xMs(M) (Allies 1813 only), 0-1xHC(E) or HC, 0-1xLC*(E) or LC*, 1-2xLC(M) (Allies or French), 1- 3xNA (one may be E). French Peninsular, 1808-1814. 0-1xMs(E), 4-8xMs (one may be ‘M’), 1-3xMs/LI 1-2xMs or Ms(M)(Allies), 0-1xJg (Combined Veteran V oltigeur in 1810-12), 0-3xLC*, 0-2xNA. French Corps de Garde Impériale 1809-1812 & 1815. 1-2xMs(OG), 1-2xMs/LI(E) (Young Guard), 0-2xMs(E) (only Vistula Legion in 1812 and only Middle Guard in 1815), 1-2xHC(OG), 1-2xLC*(OG), 0-3 xNA(E)(1 may be Hs). French Corps de Garde Impériale, 1813-1814. 0-2xMs(OG), 1-4xMs/LI(E) (Veteran Young Guard or Middle Guard), 1-6xMs/LI (Y oung Guard), 0-1xMs(E) (Allied Guard), 0-1xHC(OG), 0-1xLC(OG), 1-3xLC* (Yo ung Guard), 1-2xNA(E)(1 may be Hs), 0-1xNA (Young Guard). Prussian, 1794-1806 , 1-2xMs(E) (Guards & Combined Grenadier Bns), 4-8x Ms, 1-3xLI (Fusiliers), 0-1xJg, 1-2xLC*, 1-2xHC, 1-2xNA , 1xFA(M) (Massed battalion guns), Saxon Allies: 0-4xMs(M), 0-1xMs (C ombined Gren Bns), 0-1xHC(E), 0-2xLC*, 0-1xFA(M). Prussian, 1807-1812. 0-3xMs(E), 4-8xMs, 0-1xMs/LI (Fusiliers), 0-1xJg, 0-2xHC, 0-2xLC*, 0-1xLC*(E), 0-1xNA, 0-1xNA(M) (Mas sed battalion guns). Prussian, 1813-1814. 0-1xMs(E), 4-6xMs, 0-2xJg, 0-1xJg(E) (Elite Volunteers), 4-8xMs(M), 0-2xLC*, 0-1xHC, 1-2xLC(M) (Landwehr), 0-2xNA. Prussian, 1815. 3-6xMs, 1-2xMs/LI (Old Line Regts Nos 1 – 12), 0-2xJg, 4-8xMs(M), 0-2xLC*, 1-2xLC(M), 1-2xNA. Russian, 1800-1806. 1-2xMs(E), 4-8xMs, 1-2xLI (Jagers), 0-1xHC(E),0-1xH C, 0-1xLC*, 1-2xIC (Cossacks), 2xNA. Russian, 1807-1812. 0-2xMs(E), 3-8xMs, 1-2xLI (Jagers), 0-2xMs(M), 0-1xHC(E), 0-1xLC*(E), 0-1xHC, 0-2xLC*, 2xIC (Cossa cks), 2-4xNA (one may be E). Russian, 1813-1815. 0-2xMs(E), 3-6xMs, 0-1xLI(E) (Guard Jagers), 1-2xLI (Jagers), 0-1xHC(E), 0-1xLC*(E), 0-2xHC, 0-2 xLC*, 1-2xIC (Cossacks), 2-3xNA (one may be E). Spanish, 1807-1814. 0-2xMs (Walloons & Spanish Guard), 0-2xLI, 1-4xGs, 8-14xMs(M)(of which at least 2 are to be converted to 4 LEM) , 3-5xLC(M), 0-1xHC(M), 0-2xIC (Mounted Guerrillas), 0-1xNA. Swedish, 1808-1815. 0-2xMs(E), 6-10xMs, 0-4xMs(M), 0-1xMs/LI, 1xJg, 0-1 xHC or LC*(E), 0-1xLC*, 0-1xNA, 0-1xCR (British). USA, 1812-1815. 2-4xMs (Marines & Regulars), 0-1xJg(E) (Sharpshoote rs), 0-1xLI, 4-8xMs(M), 0-1xLC*, 1-2xLC(M), 0-1xGs (Pira tes/Indians), 0-1xNA, 0-1xNA (Fixed).

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13.5 Army Options . The following options may be used:

13.5.1 Skirmishing and Superior Light Cavalry . An * indicates that 1 Unit may be deployed as Skirmishing Cavalry and whe re applicable, as an option, 1 Unit may be upgraded to Superior Light Ca valry. 13.5.2 Mounted Infantry . The Prussian of 1813–1814 and the USA may include a Unit of Average Mounted Infantry in their Army Lists. 13.5.3 Levee en Masse . The Russian of 1807–1812 may exchange one or both of their Militia Muskets for two or four, resp ectively, Units of Levee en Masse. Note that LEM are not included in any ca lculations for Victory Conditions. 13.5.4 Fixed Batteries . Some or all Russian Artillery may be Fixed or Position Batteries (Grand Batteries). 13.5.5 The Peninsula Light Division . British Peninsula armies may include a The Light Division, the details of which are at Appendix D. 13.5.6 1815 Allied Armies . A 24 Point 1815 Allied Army is more accurately represented by combining the ‘ British and German Allies ’ army with the ‘ Dutch-Belgium ’ army. If a 36 Point army is required then a ‘ Prussia 1815 ’ army should be added.

13.6 The Ottomans . The Ottomans are treated as special case as the ir Armies were very different to their European contemporarie s, details of which are at Appendix E.

13.7 Howitzer (H) Units . The Prussians were the only nation who formed Howitzer batteries as part of their regular army or ganisation, but many other nations did occasionally form ‘provisional’ or ‘ad hoc’ batteries. Therefore the Prussians in any period, as part of the normal Army Lists, can exchange one Foot Artillery Unit for a Unit of Howitzers (FA(H)) and for specific scenarios any Army can have a unit of Howitzers on the same basis . Howitzer Units Move, Fire and Close Combat as a Foot Artillery but with -1 if Firing at an enemy in Good Going over 300 Paces away and at +1 if Firing at an enemy in Bad Going, BUA, Linear or Non Linear Fortifications.

13.8 Guard Cavalry in Breakthrough . This is a measure of their control and discipline not their ‘elan’ and does not include Fr ench Young Guard or Non Guard Elite Cavalry but does include Non Elite Guard Cava lry like Swedish, Spanish, Neapolitan etc.

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SECTION 14 – RULERS

1000 Paces

FA Firing

900 Paces

800 Paces

700 Paces

600 Paces

HA & CR Firing

500 Paces

SC & IC in GG & by Rd

400 Paces

Jg Firing CinC & LC in GG & Rd Ms, LI, Jg, HC, HA & CR by Rd

300 Paces

LI & Gs Firing LI, Jg, HC, HA & CR in GG Jg, LI, Gs & IC in BG FA by Rd

200 Paces

Ms Firing Ms, FA in GG All Mtd, except IC in BG

100 Paces

All, except NA, crossing river except at Bridge or Ford

600 Paces

HA & CR Firing

500 Paces

SC & IC in GG & by Rd

400 Paces

Jg Firing CinC & LC in GG & Rd Ms, LI, Jg, HC, HA & CR by Rd

300 Paces

LI & Gs Firing LI, Jg, HC, HA & CR in GG Jg, LI, Gs & IC in BG FA by Rd

200 Paces

Ms Firing Ms, FA in GG All Mtd, except IC in BG

100 Paces

All, except NA, crossing river except at Bridge or Ford

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APPENDIX A - NATIONAL CHARACTERISTICS (These Characteristics can be selective and are opt ional for the player)

The characteristics are specific to certain time pe riods and only include the major nations; players c ould develop similar sets of historical ‘Characteristics ’ for their favourite minor nation if not listed he re.

1794 - 1799 1800 - 1804 1805 - 1808 1809 - 1812 1813 - 1814 1815 AUSTRIAN

All Ms have a maximum firing range of 100 Paces. # LI(M)Grenzers Close Combat as ‘Regulars’.

-1 to Commanders CAP. From 1801 50% of Ms are (M). Ms have a maximum firing range of 100 Paces. # LI(M)Grenzers Close Combat as ‘Regulars’.

BRITISH

All Infantry, including KGL, except Militia Class, fire as Elite. All Cavalry, except KGL must ‘Pursue’

FRENCH

50% of Ms are Ms/LI(M). ‘Battle Cavalry’ are LC, Light Cavalry are LC(M)

+1 to Commanders CAP. +3 for 2 nd Rank when in Column of Attack

LC move as HC, except Guard & Veterans from Spain.

-1 to result if loser in Close Combat, except Guard.

PRUSSIAN

Ms have a maximum firing range of 100 Paces. # Close Combat as Elites and cannot use Attack Columns. -1 to Commanders CAP.

RUSSIAN

All Ms are ‘stoic’ therefore get +1 if loser against Firing. All Ms have a maximum firing range of 100 Paces. #

All Infantry Fire at one class lower. * In 1805 all Ms have a maximum firing range of 100 Paces. # All Ms are ‘stoic’ therefore get +1 if loser against Firing.

Only Ms Guard and Grenadiers get +1 if loser against Firing

Ms get +1 if loser against Firing

* The reduction in the quality of Russian Infantry F iring is a reflection of the quality of their oppon ents as much as a reflection of their own lack of traini ng and poor quality weapons. Also towards the end of the war this difference in Infantry Firing became negligibl e, however Russian stoicism faded. # This is a reflection of a comparative lack of inte gral skirmishing troops within the Battalion/Brigade formations. These armi es up to 1806 receive 2 x BA(M) free of points cost .

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APPENDIX B - TROOP TYPE CLASSIFICATIONS B.1 Elite (E) Infantry . The following are those Infantry units that sho uld be classed as Elite:

Austrian, French, Prussian and Russian Grenadiers British 43 rd and 52 nd Infantry Regiments from 1809 British 95 th Rifles British, Italian, Polish, Prussian, Russian, Saxon, Swedish and Westphalian Guard French Marines in 1813 French Young Guard but only 50% in 1814 French III Corps Ms & Ms/LI under Davout in 1806 Polish Vistula Legion.

B.2 Militia (M) Infantry . The following are those Infantry units that sho uld be classed as Militia:

All nations Militia/Landwehr Brunswick Light & Line 1815 French German Allies (Non Guard) 1813-14 French Provisional Units Kingdom of Naples (Non Guard) Ottoman Derbents (50%) Ottoman Infantry except Bostancia, Nizam-I-Jedid, R ayas and some Sekhan Portuguese pre 1811 Russo-German Legion Spanish Line (Non Guard).

B.3 Heavy Cavalry (HC) . The following are the powerful battle cavalry t hat are classed as Heavy Cavalry:

British Heavy Dragoons. British, French, Prussian, Russian, Saxon & Swedish Heavy Guard. Cuirassiers & Carabiniers of all nations.

B.4 Superior Light Cavalry (LC) . (An Optional Rule) The following types of Light Cavalry are classed as Superior:

Austrian 3 rd , 4 th and 5 th Chevau-legers up to 1815 Austrian Hussars up to 1809 British KGL British Light Cavalry Brigades that were well led a nd all British Light Cavalry Brigades in 1815 (Note 1) French Dragoon Brigades 1804-12 and 1815 French Lancers 1811-12 and 1815 French Light Cavalry Brigades, which were well led and included famous regiments 1804-12 (Note 2) French Young Guard Cavalry 1814 Italian Dragoon Brigades 1804-12 and 1815 Ottoman Mamelukes Prussian Cavalry Brigades with a majority of Hussar s Russian Hussar Brigades 1805-12 Saxon Light Cavalry Brigades. Notes : 1. All regular British Cavalry was of a high qualit y but often badly led. Therefore to reflect this only Cavalry Units, which were led by Cotton, Le Merchant or Paget can be classed as Supe rior. 2. French 7 th and 23 rd Chasseurs, 4 th , 5th and 7 th Hussars.

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B.5 Elite (E) Cavalry . Elite Cavalry are those units that are well tra ined, with a very high opinion of themselves and their ab ility, have an aggressive attitude and are very well mounted. They include:

British Heavy Dragoons 1815 British KGL Heavy Brigade British Life/Horse Guards. French Carabinier Brigade 1804-12 French Cuirassier Brigade 1804-07 French Guard prior to 1805 French Old Guard in 1814-15 French Young Guard in 1813 Polish Vistula Legion Lancers Prussian Guard Russian Guard Saxon Heavy Brigade.

B.6 Militia (M) Cavalry . Militia Cavalry are those units that are poorly trained and equipped, lacking in confidence and abi lity and usually poorly mounted. They include:

All nations Militia/Landwehr Austrian Insurrection British Allies (except KGL) Danish Light French Allies 1812-14 (Non Guard) French Provisional and Provincial Kingdom of Naples (Non guard) Ottoman Sipahis Russo-German Legion Spanish (Non Guard).

B.7 Artillery . By virtue of its nature most Napoleonic Artille ry was well trained, however there were a few exception as foll ows:

B.7.1 Elite .

French Guard Foot and Horse Massed Russian Guard Foot.

B.7.2 Militia .

Russo-German Legion Ottoman Foot Smaller than average batteries.

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APPENDIX C - COMMAND CAPABILITIES C.1 Command Capabilities . Each Commander has a CAP Rating, which is used to define his Command Capabilities, a reflection of th e combined quality of the Commander and his Staff. For most, those of Averag e capability, the Command Rating is ‘Zero’, but for those of greater or lesse r ability this rating is added or taken away from the Commander’s CAP dice throw e ach Turn. However the Commanders of some nations and, for historical batt les, certain characters were noticeably different and are therefore specifically noted below. C.2 Generic CAP Rating . The generic CAP Ratings are as follows:

C.2.1 Poor . A Poor Commander deducts 1 (-1) from his CAP dice roll. C.2.2 Average . An Average Commander is not modified. C.2.3 Good. A Good Commander adds 1 (+1) to his CAP dice roll .

C.3 Specific CAP Ratings . The following specific CAP Ratings should, where applicable, be applied to both national CinCs and S ub Commanders:

French 1805-1812 +1 Austrian 1801-1805 -1 Prussian 1790-1806 -1 Spanish -1 Napoleon 1801-1815 +3 Wellington +2 Blücher +1 The Prince of Orange -1 Emperors and Kings . Occasionally for big battles the Emperors and K ings of the Dynastic Monarchies of Europe would be prese nt at their armies’ Field HQ, where they often proved to be more of a h indrance than a help to their respective CinCs. So whenever the Monarchs a re in the field and the CinC throws a CAP dice score of 3 or less then -2 i s deducted from the score to reflect their interference.

C.4 Minimum CAP . Regardless of a Commander’s Capability, both Ge neric and Specific, there was always some ‘orders’ being issu ed, and so, after modification, no Commander will have less than 1 CA P per Turn. C.5 Close Combat Bonus . All CinC’s and all Good or Average Sub Commande rs add +1 to any Unit to which they are attached whilst in Close Combat. C.6 Inspirational Commanders . Certain Commanders can be classed as ‘Inspirational’ and will add +2 in Close Combat, al though in some cases only in certain circumstances:

Ney Blücher - but only when detached from his Staff HQ Duke of Brunswick - Brunswick Units in 1815 only Prince Louis Ferdinand of Prussia - Prussian Cavalry Units in 1806 only.

However these Inspirational Commanders usually led from the front and are therefore much more vulnerable, and so must take th e Command Casualty test regardless if the Unit to which they are attached w ins, loses or draws its Close Combat. It should be noted that although Napoleon and Wellington were Inspirational Commanders they are not included in t he above list as their presence in the firing line was usually disconcerti ng for their troops, who preferred that they be commanding the battle rather than ‘leading from the front’. C.7 Modified Command Radius . For certain historical scenarios a Commander’s Commander Radius may, if the command is very large, be extended to reflect his larger command staff. Conversely it may also be re duced if the command is smaller than usual, particularly so if the command is composed entirely of cavalry whose command staff were often appreciably smaller than those of the Infantry or All Arms Corps.

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APPENDIX D - THE BRITISH PENINSULA LIGHT DIVISION 1 810 -14 D.1 This was a unique and special formation and is therefore treated as an ‘option’. D.2 Overview . The British Peninsula ‘ Light Division’ was formed in 1810 from the existing highly trained and superbly led ‘ Light Brigade ’. The Division was always semi independent and gradually grew in size from 1810 until the end of the Peninsula War in 1814. The overall ‘Elite’ quality of its troops slowly diminished during this time due to battle losses an d fatigue but the very high quality of its professional efficiency and semi ind ependent command and control never failed or diminished. This can be reflected in DBN as detailed below. D.3 Command & Control . The Light Division has its own unique Sub Commander known as a Divisional Sub Commander (DSC). This Com mander is free of charge, with a Divisional Command Radius of 400 Paces and is rep resented by a single command figure ( Black Bob Craufurd ?) on an ADC size base. This unique DSC does not ha ve a CAP Dice Throw but has an intrinsic 3 CAP’s for e very game turn to be used on his Division only, the CinC can also allocate him C AP’s in the usual way. D.4 Army Lists . The Light Division is in addition to the standard selections for the British Peninsular Army. If it is used the full formation must be paid for and the only exception to the Army Lists is tha t no other Ms/LI(E) and Jg(E) can be included and the minimum number of Ms(Britis h) is reduced by 2.

D.4.1 Years 1810-12 : 1xMs/LI(E), 1xJg(E), 1xJg ( Cacadores ), 1xSC, 1xHA(M) – 6 Pts D.4.2 Years 1813-14 : 1xMs/LI, 2xJg(E), 1xJg ( Cacadores ), 1xSC, 1xHA(M) – 7 Pts

D.5 Army List Notes .

D.5.1 The Jg(E) units are the 95 th Rifles who were highly trained and able to form into close order when required. Theref ore the 2 x Jg(E) can combine together to form 1 x LI(E) using the same r ule as Superior Light Infantry when they convert from Light Infantry to M uskets or visa versa, except that both Units of Jg(E) must in base to bas e contact in order to convert. This may be useful when in the open and t hreatened by cavalry or if required to defend a BUA or Fortification. D.5.2 The SC is the 1st Hussars KGL who were permanently attached to the Division. They were a very highly trained regiment , and so the SC status is a reflection of both the way in which they were usually deployed, ie skirmishing, and a reflection of the fact that they were only a single regiment. D.5.3 The HA(M) represents Bull’s Troop RHA who, like the 1st Hussars KGL, were permanently attached to the Division. The M ilitia (M) status is a reflection of their size and not their ability.

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APPENDIX E - OTTOMAN ARMY 1790-1815 E.1 Introduction . This Army is unique amongst all other Napoleoni c Era Armies as the majority of its troops and commanders were o f Middle Eastern origin with distinctly different, almost medieval, military att itudes. Therefore this army with all its unique characteristics has been listed separately. The Ottoman Army fought almost continuously throughout the Napoleoni c Era; many of its battles were within provinces of its own Empire against its own people however it also fought against Napoleon and the French in Egypt between 1798 and 1800 and most significantly against the Russians from 1806 to 181 2, it also had a short campaign against the British in 1807. Generally th e Ottomans did not do very well when facing European armies (and play testing has shown that the same is true in DBN!); to reflect this they should always h ave the choice to deploy as the Defender when facing European opposition. E.2 Army List

0-1 Ms (Bostancia - Guard) 2-4 Ms(M) (Janissaries) (Note 1) 0-1 LI(M) (Light Infantry trained Janissaries) (Not e 2) 0-2 Ms (Nizam-i-Jedid) (Note 3) 1-5 Ms(M) (Sekhans - Irregular Provincial Militia) (Note 4) 0-2 Jg (Rayas - Skilled Peasant Huntsman)(Note 5) 0-2 LI(M) (Derbents – Local defence militia, often Mountain Bandits) 4-10 LEM (Fellahin - Mass Conscripted Peasant Milit ia) 0-1 HC (Suvarileri – Regular Guard Cavalry) (Note 6 ) 0-4 LC (Suvarileri – Regular Line Cavalry) (Note 6) 0-2 SC (Suvarileri – Regular Skirmishing Cavalry-Si pahis of the Porte) 0-5 LC (Mamelukes - Highly Skilled Light Cavalry) ( Note 7) 2-4 LC(M) (Sipahis - Militia Cavalry) 0-4 IC (Yoruks or Arabs – Similar to Cossacks) (Not e 8) 0-1 SC(E) (Djellis – ‘Crazy Heads’ Trained Irregula r Scouts) 0-1 HA (Regular French trained Horse Artillery, but only after 1808) 1-3 FA(M).

E.3 Army List Notes

E.3.1 Janissaries . The Janissaries were Regular Infantry with a gr eat past glory but by 1790 were a poor reflection of th eir former selves. They were devoutly religious and this caused them to be constantly in conflict with the policies of the various Ottoman rulers inc luding the refusal to accept modern military tactics, thinking and weapon s. They did not use or even acknowledge the need for squares and only adva nced or attacked in company wide columns. The result was that on the b attlefield they were frequently reluctant to perform to their best abili ty and were often very unreliable. To reflect these attitudes once all ar mies have been deployed throw a D6 for each Janissary unit: 1 or 2 - fight as Levy en Masse or 6 - fight as regular Muskets, and they should be deploy ed in pairs in Attack Column Formation unless defending Linear Fortificat ions when they may be deployed in Line. E.3.2 Janissary Light Infantry . At least 2 Orta (39 th and 44 th ) were trained as Light Infantry, however they are still s ubject to the same pre ‘battle’ test as Musket Janissaries. E.3.3 Nizam-i-Jedid . European trained ‘New Order Army’, but only fro m 1790 to 1808. The Nizam-i-Jedid were formed in an ultimately unsuccessful attempt to break the power and influence of the Jan issaries who eventually wiped them out when the latter revolted against the Sultan in 1808. Such was their dislike of them the Janissaries often ref used to deploy with them in the same army, and so they and the Nizam-i-Jedid cannot be grouped together in the same formation.

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E.3.4 Sekhans . The Sekhans were Irregular Infantry organised b y the Provincial Governors. Despite being irregular troo ps they were in no way inferior to the Janissaries, especially as many rea dily adopted European tactics and weapons. Ali Pasha of Janina (modern day Albania and Northern Greece), for example, ruled for 30 years during whi ch time he employed French officers until 1808 and British thereafter t o train his infantry, as a result they were more proficient than most other Sekhans; but he was not alone in doing so, and so in European only scenario s 50% of the Sekhans may be upgraded to Average Muskets (Ms). E.3.5 Rayas . The Rayas were formed into small groups and att ached to the Janissaries for use as Skirmishers, so 1 Unit o f Raya may be used to support 2 Units of Janissaries. E.3.6 Suvarileri . The Suvarileri were usually deployed in a singl e formation with the Guard in the centre. So if the Guard is to be used they must be supported by 2 units of Suvarileri Line Cav alry and deployed in a single line formation with the Guard unit in the ce ntre. E.3.7 Mamelukes . The Mamelukes were unique in Napoleonic warfare , they were highly skilled, brave and ferocious horsemen, however they fought as a mass of individuals rather than as a formed coordin ated body and as a result were often decimated by infantry volley fire , so they only get an Elite bonus when in Close Combat against all other mounted. They were mostly found in the Eastern Mediterranean and Egypt , therefore the minimum number of units is 2 if the scenario is within this geographic area but a maximum of 1 if it is outside. E.3.8 Camel Mounted Infantry . The Arabs may be exchanged for camel Mounted Infantry for North African and Middle Easte rn scenarios only. Camels are unaffected by Dunes and Soft Sand and ge t a +1 when in Close Combat against non Ottoman Mounted as Ottoman horse s were trained to fight alongside camels. E.3.9 Impetuous Cavalry . All Ottoman Cavalry tended to ‘go impetuous’ therefore all must ‘follow up’ if victorious in Clo se Combat. Also all Cavalry Units of a Formation must all move as a gro up when moving into contact and they must all attempt to make contact i n that Turn. E.3.10 Ottoman Fortifications . The Ottoman Armies usually tried to adopt a defensive position on the battlefield, as a result they were very skilled and proficient at constructing Fortificatio ns. To reflect this an Ottoman constructed Linear Fortification cost the s ame (0.5 Pts) but provides a +2 in Close Combat instead of the standa rd +1. E.3.11 Ottoman Commanders . Ottoman Commanders were reasonably competent and on a par with their European contemporaries, an d so classed as Average. E.3.12 Dervishes . Janissaries were usual accompanied by a number of holy men known as ‘Dervishes’, whose sole purpose w as to encourage them to perform feats of great valour. So instead of a Spe cial ADC an Ottoman army may include a Dervish (a foot figure on a 20 x 30mm base), who can only be attached to Janissary Units.

Acknowledgements: The Crescent Among the Eagles by William E Johnson 1994. Armies of the Ottoman Empire 1775-1820 - Osprey Men-at-Arms Series.

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ANNEX F – SUPPORTING IN CLOSE COMBAT

C is attacking B and A wishes to support B in Close Combat. The following, in accordance with rule 8.31 shows whether A is able to be classed as Supporting B:

This ruling reflects the confusion of combat and it supports the ordered and the aggressive General.

A B

C

A B

C

A B

C

A B

C

A

B C

YES NO NO NO YES

1 2 3 4 5

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INDEX This Index lists Paragraph Headings and their numbe rs in alphabetical order. 12 Point Game 6.1.1 1815 Allied Armies 13.5.6 24 Points or More Game 6.1.2 Abbreviations 13.3 ADCs 11.2.7 Arcs of Fire 8.5 Army Composition 10.7 Army Lists 13.1 Army Options 13.5 Artillery 2.3.5 & 3.4 Artillery Ammunition Supply 11.16 Artillery Firing 8.13 Artillery Representation 2.6 Attack Column 7.5.2.3 Attack Column Factors 8.20 Attacker’s Bound 6.6.1 Attacking a Column in the Flank or Rear 8.20 Attacking a Strongpoint 11.12 Attacking a Unit in the Flank or Rear 8.18 Attacking Artillery in Close Combat 8.19 Attrition System 8.2.2 Bad Going 5.5.1 & 7.6 Baggage Train 3.7 Basing 4.1 Battalion Gun Batteries 11.18 Battle Honours 9.4 Battlefield Features 5.3 Bombardment 11.6 Bombardment Markers 11.8 Bombardment Order 11.7 Breakthrough 11.3 Breakthrough Procedure 11.4 Breakthrough Results 11.5 Bridges 5.6.6 British Infantry Firing 8.14 Built Up Area 5.5.2.4 & 5.6.2 Camel Mounted Infantry E.3.8 CAP Dice 7.1 & 10.3 Causeways 5.6.5 Cavalry 2.3.2 & 3.3 Cavalry Charging into Bad Going 7.20 Choosing Table Sides. 6.4 Close Combat 8.15 & 6.6.1.4 Close Combat against a BUA 8.24 Close Combat between BUAs 8.25 Close Combat in Two Terrain Features 8.23 Close Combat on a Bridge or Causeway 8.24 Close Combat Restrictions 8.21 Close Combat Support 8.17 Combat 8.1 Combat Abilities 3.9 Combat Phase - Close Combat 6.6.1.4 Combat Phase - Firing 6.6.1.3 Combat System 8.2 Command Capabilities 7.1 & App C

Command Casualties 8.28 Command Phase 6.6.1.1 Command Radius and Visibility 7.4 & 10.5 Command Succession 8.30 Command, Control and Movement 7.1 Commanders 3.6 Compulsory Advance 7.3 & 10.4 Compulsory Movements 7.19 Concept 1.3 Congreve Rockets 11.2.5 Cost of Commanders 10.2 Counter Battery Fire 11.15 Created Scenario Game 6.1.3 & 9.3 Destroyed Unit Markers 8.33 Defender’s Bound 6.6.2 Deployment 6.2 Dervishes E.3.12 Detachments 11.17 Different Scales 4.2 Discretionary Troop Types 3.12 & 11.2 Distances 2.4 Dunes 5.5.1.5 Elite Units 3.9.1 Evading Horse Arty 7.23 Field Detachments 11.17 Fire Support 8.8 Firing 7.7.4 & 8.3 Firing for Units in two Terrain Features 8.11 Firing from Flank or Rear 8.8 Firing from a Non Linear Fortifications 8.9 Firing from BUA 8.9 Firing on a BUA 8.10 Firing on a Bridge or Causeway 8.12 Firing Overhead 8.35 Fixed batteries 3.5 & 13.5.4 Fleeing 7.19.3 & 8.2.2.5 Foot Artillery 3.4.1 & 7.12.1 Foot Skirmishers 3.2.4, 7.7.1 & 7.12.3 Forests 5.5.2.3 Formation Movement 7.5.2 Forming a Column from Line 7.5.2.5 Forming a Line from Column 7.5.2.4 Fortifications 5.6.3 & 5.6.4 Game Set Up 6.1 Garrisoning a BUA 7.17 Good Going 5.3 Guerrillas 3.8, 7.12.3 & 7.16 Heavy Cavalry 3.3.1 & 7.12.2 Historical Scenario Game 6.1.3 Hit Exceptions 8.2.2.2 Hits 8.2.2.1 Hors de Combat 8.29 Horse Artillery 3.4.2 & 7.12.2 Howitzers 13.7 Impassable Terrain 5.5.2 Impetuous Cavalry F.3.9

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Indirect Fire 11.9 Infantry 2.3.1 & 3.2 Inf v Cav Response Test 11.14 Initial Battle Orders 7.2 Interpenetration 7.9 Introduction 1.1 Irregular Cavalry 3.3.2, 7.12.3 & 7.15 Jagers 2.3.4 & 3.2.3 Jager Action Move 7.7.4 Janissaries E.3.1 Janissary Light Infantry F.3.2 Keep It Simple 1.2 Lakes 5.5.2.1 Larger Bases 11.1 Larger Battles 10.1 Levee en masse 11.2.3 & 13.5.3 Light Cavalry 3.3.3 & 7.12.2 Light Infantry 3.2.2 Line 7.5.2.1 Line of Sight 5.8 Linear Fortifications 5.6.4 & E.3.10 Mamelukes F.3.7 Manmade Features 5.6 March Column 7.5.2.2 Marshes 5.5.1.4 Militia Units 3.9.2 Morale Hit Test 8.2.2.3 Mounted Infantry 11.2.6, 13.5.2 Movement 7.5 Movement in Bad Going 7.6 Movement Phase 6.6.1.2 Movethrough 7.21 Moving into Close Combat 8.16 Moving through a BUA or Non Linear Fortification 7.10 Moving through Gaps 7.11 Muskets 3.2.1 & 7.12.1 National Characteristics 3.10 & App A Natural Features 5.5 Nizam-i-Jedid E.3.3 Non Linear Fortifications 5.6.3 & 7.18 Number of Terrain Features 5.4 Occupying a Non Linear Fortification 7.18 Old Guard 11.2.1 Olive Groves 5.6.8 Original DBN v1 System 8.2.1 Ottoman Commanders E.3.11 Ottomans 13.6 & App E Peninsula Light Division 13.5.5 Playing Area 2.1, 5.1 & 10.6 Playing Equipment 2.2 Playing Sequence 6.6 Points Costs 13.2 Position Batteries 3.5 & 13.5.4 Pursuit 7.19.2 Ranges 8.4 Raya E.3.5 Recoiling 7.19.1, 8.2.2.5 & 8.27

Reserve Artillery Park 11.13 Retiring & Sideways Movement 7.12 Retiring Formations 7.12.4 Rivers 5.5.1.1 Road Movement 7.8 Roads 5.6.1 Scale/s 1.4 & 2.3 Sekhans E.3.4 Setting Up 6.1 Shaken Units 8.2.2.4 Size of Terrain Features 5.7 Skirmishing Cavalry 2.3.4, 3.3.4, 7.12.3 & 13.5.1 Soft Sand 5.5.1.4 Steep Hills 5.5.1.3 Strongpoint Factors 11.11 Strongpoints 11.10 Successive Tactical Moves 7.7 Supporting in Close Combat 8.31 Supply 11.16 Superior Light Cavalry 11.2.4 & 13.5.1 Superior Light Infantry 11.2.2 Suvarileri E.3.6 Table Sides – choosing 6.4 Tactical Movement 7.5 Terrain Features – Numbers of 5.4 Terrain Features – Size of 5.7 Terrain Set Up 6.3 Time 2.5 Troop Deployment 6.5 Troop Type Classifications 3.11 & App B Troop Type Modifiers 3.9 Troop Types 3.1 Unit Movement 7.5.1 Unit Representation 2.3 & 4.3 Unsupported Units 7.14 Victory Conditions 9.1 Victory Conditions - Basic Points Game 9.2 Victory Conditions – Battle Honours 9.4 Victory Conditions – Created Scenario 9.3 Vineyards 5.6.7 Visibility 7.4 & 10.5 Waterways 5.5.2.2 Weather 5.2 Woods 5.5.1.2 Zone of Control 7.13 Zone of Fire 8.6