TTG Rules for the Napoleonic Period (1975)

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description

Written for the 1974 British National wargames Championship by R. W. (Bob) Connor of Table Top Games, and later published and sold by the same.

Transcript of TTG Rules for the Napoleonic Period (1975)

Page 1: TTG Rules for the Napoleonic Period (1975)

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INDEX

Page 1 Page 2 Pagel Page 4 Page ,5 P ge 6 P ge 7 P ge 8 P,ge 9 Page 11 Page U Page 14 Page 15 Page 17 Page 18 Pge 21

Organisation and scale; Base sizes· General game notes. Move sequence; Unit formations. Movement; Changing formation or face. Effect of terrain on movem.ent. Building • Skirmishers d dtached sub uN ts. Small arms fir • Small arm. fire factor table 0

Artillery Artillery fire factor table. Morale test. Morale test factor table. Unforming and reforming. Melees. Infantry charges; Cavalry charges. Melee factor t ble.

POINTS VALUES 50 ... C-in-C figure. 2S ... Senior command figure. 10 .... S,taff officer figure.

15 •. 0 StAndard and .tandardbearer. 10 ... Infantry and field artillery officer. 15 ... . Cbalry and hone a:rtillery officer.

2 ..... Line infantZ)' .figure. 4 0 ••• Light infantry figure. S •..• Rifle man figure.

2 •••• Cavalry and artillery horse .. 3. .. Light cava1%)' figure (le.. horse) .. S •••• Lancer figure (less horse). 6 .•. '. Heavy cavalry figure (les horse) 0

S ••.• ' Howitzer and field artilleryfigur 0 ,

s ..... All limber driver figures .. 10 0 ... Rocketeer figure .. 10 ••• Horse artillery figure.

35 ••• 3/4pdl' gun model. 6S 10 • 6pdr gun .model. 95 •••. 8/9pc1r g\lI\ model. 100 •• 9pdr 'howitzer model. 120' •• 12pdr gun m,odel.

40 .•• Hors artillery limber (l_s hor e). 20. •. ieid artillery limber (less hor e).

2S ••• Rocket launcher model. IS ••• Ammu.nition horae or wagon for

rocket battery.

1 •••. Exlra per figure for grenadier cla.s, infantry (including officers). 1. 0 •• Extra per figure for Briti.h regular infantry (less skirmisher., offieer. and

rifles.) 2 •••. Extra per figure for guard class tn>O~ (including officers and Skirmishers). 1 •••• Extra per cavalry figure armed with either mu ket or body annour. 1 •... Reduction per figure for mill tia c1a •• infan.try' figures. 2 •••• Reduction per figure for miijti.a class cavalry man, gunner and an officer ••

Note: All cavalry are a •• umed to be armed with ' rbin for purpo H of the . rule

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I These rules are a basic guide to the type of fighting in.the Napoleonic period. Certain arms and £,ormationahave been left out, but if any of these are to be used in a game it is suggested that an amicable arrangement be made between ~he players at the start of the game.

However, no tactics may be ernployed which were not in ,.ase by a particular army of this period, nor may any arms be used that are not historically ,correct to this period. .

ORGANISATION AND SCALE The scale used is approximately one model figure to 20 - 25 actual men, one company

'being equal. to two, an,d artillery batte'ries of 4 to 6, guns being represented as one gun and limber model. Cavalry squadrons are to a scale of 1 to 1.

The following are some examples of unit organisation. Others m.ay be researched and reduced by: the above scales to give national armies a. rQquired.

INF ANTRY UNITS ;

British French I Pruasian Light I

Line Line Line Battalions

Standard 1 1 1 0 (except certain guards)

Officers 5 5 6 4 ,

Close order ,

,4 4 I 4 0 sub 'Units

FIgs. inclose J- 6 6- 8 6- 10 0 order sub 'units ,

Open order 1 1 . 2 4 subunits I

Figs. • In open 3- 6 4- 6 3- 5 I 3 6 -order sub 'Units

CAVALRY UNITS (of most nations) 1 st.andard, 4 officers, and four squadrons each comprising 3 ... , 5 figures.

ARTILLERY BATTERIES 1 gun model, 1 Iimber model, 1 officer, mounted or on f ,oct, 2 limber drivers (for field guns), 3 limber drivers (for horse gunS) , and 3 - 5 gunners.

ROCKETBA TTERIES 1 rocket launcher model, 1 pack horse or wagon model. 1 officer and 2 -3 f 'i.gure ••

BASE SIZES Close order infantry ..• \" .quare Cavalry (al1 tYpes) ..... \n wide x l\t1 deep Guns .......• ' .. ' .• , ...•.. 4" wide x 2" deep Rocket launcher ........ 2" wide x 2 n deep Limber ................ 2" wide x depth to suit type of limber

Note: On each gun base make a. mark. half way along the back edge Open order infantry figures may be set on%" wide )( ~" deep base. if required.

GENERAL GAME NOTES 1. Assume that all small arms are loaded and that all artillery is unloaded at the begin­

-ning of the game. Artillery may only be moved loaded when being manhandled. During any move a unit, including utilIezy.. mus the ordered to load t after firing in the pre­-vi~us move, otherwi.e the unit will remain unloaded • Artillery ardel'. m.ust include the type of ammunition it is to be loaded with.

2. Only light infantry, light cavalry, lancers, and other troops in buildings,may operate 1

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in open order. Only one infantry sub unit per unit may operate ill skirmiahorde,r. with the exception of the Prussian force which may field two per close order infantry unit. No cavalry may operate insk:irmish order at any time

MOVE SEQUENCE 1. Write orders for each unit or detached unit .. Under no circumstances may alternative

orders be written for any unit or sub unit.

2. Declare any charges or counter charges, and determine at which point in the move contact will be made. then move units up to their minim.um effective charge distance.

3. Move all but charging uni ts as detailed in their move orders.

4. Resolve all fire taking place in the first half of the move. and take morale tests re­-suIting from such fire.

S. Take morale tests for charging units if contact OJ' other causes occur in the first half of the move. Morale test permitting, move any such units into contact, that meet in the first half of the move.

6. Resolve all fire taking place in the second half of the move.

7. Resolve all morale tests due to charges making contact in the second half of the move and move them into contact where applicable.

8. Resolve all melees. This includes those where contact was made in the first half of the move.

9. Resolve all morale tests d~e either to fire, melee, or retreating/routing units, which occur in the second half of the move.

10. Up-date unformed percentages.

Note: a) In all the aoove calculations the unit's percentage unformed total should be up­dated or reduced as causes or reforming takes place. It is suggested that this total for each unit is written on a piece of card and placed to the rear 0·£ the unit concerned.

b) In the firs t half of the move uni ts whose morale order i. retrea t or rout will be moved back the appropriate distance at the start of the second half of the move. The morale effect of such actions on other units will be taken into account at stage 9. above.

c) In the second half .of the move units whose morale order is retreat or rout will commence their retreat or rout at the beginning of the next move. The morale effect .of such actions on other units will be taken into account £-rom stage 4. onwards.

UNIT FORM\TIONS Close order ..........•....... All bases touching. Open order .........•.••..•..• %,. between heads of inf an try figures. 1 tI for cavalry

figures. Skirmish order ... . .......... 1\" between heads of infantry figures only. Line. . . . . . . . . . . . • • . • • . .. .•.•. One or two ranks inclose· or open order. Square .........•.. •..... ..... Unit split into four equal parts. each of which fonn.

the side of a square, with officers and standard inside.

Column of attack. . • . . . . . . . . .. Not less than one c.ompany wide by a minimum of three ranks deep.

Column of march ....•.•..••.•. Not more than three figures wide by a minimum of five ranks deep.

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MOVEMENT -

Normal Charge Double Notes

INF. Line in 7" 10" 9" aJ Units in column of march

close order may not charge.

Line in b) British infant%}' may not ~ U" 12" a ttack in colwnn unless

open order a ttacking through a ga p

Column 10" 14" 12" less than 3" wide.

Squ.u-e 3" c) \ move required for infantry -.. -- to lie down or stand up.

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Skirmisher 10·t 14" d) Units o.rdered to fall back ...

C-in-C ~ Staff 20" 26" 26" may retire facing the enemy at \ normal rate.

CAV. Light 18" 26" -- \ move required to mount a) -

Lancer 16" 24" -- or dismount.

Heavy IS" 20" b) Horses of dismounted men ,...-mus t have 1 man per sub unit

Normal Man- Action* as holder, and they may not handle I move over 10" a move.

3/4 pdr Field gun 12" 6" 16" a) * Must include limbering or

6 pdr Field gun 8" 4" -- unlimbering bu t not both in the same move.

8/12 pdr Field gun 6" 2" -- b} ~ move required to limber or and howitzer "

-unlimber all guns and rockets.

Horse guns 12't 6" 20"

Rocket. 16" 8" 24"

DOUBLING A unit ordered to double must be ordered to double to an objective. A unit so ordered

~u.t continue to double until it reaches the objective, or it i. ordered to halt by a staff " -

of'ficer or senior command figure who moves to it. He will stop them at the end of the .move in which he reaches them.

Senior command figures moving with • doubling unit may order it to halt a t the begin­-nine or halfway point of a move.

Any unit which double. for more than" \ of a move may not load or fire that move.

CHANGING FORMATION OR FACE -- -

All fonnation changes and changes of face must be ca,rried out when a unit is stationary . On the move units may only wheel to change direction. No man, however, in either circum­-stance, may move further than hi. "doubleR move di5tance, and no unit may charge or counter charge while doing 50.

I nfan try order Cavalry order

, Skirmish Open Close Column OpenUne Close line 1Dte lin.

Turn 90° -1" ~ move it · . '-move . ~move ~move \ move

From close \mov8 \ move \ move \ move -- --order to: ,

Form column 1 move \ move' \ move \mDVe -- --from:

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Skirmish O~n Close Column Open line Close line linp- lin@

Form square , ,

1 move %,move I

\ move from: -- -- --1st rank

-2" ~move ~move -3" -- --through 2nd I

EFFECT OF TERRAIN ON MOVEMENT HILLS It is im.portant that before the game ,starts the nature of hill tops .must be defined, ie:

they ma.y be flat or ridged. If the latter, draw the ridge position in on the contours. Steep hills .... These are de.fined as hills with contours less than 2" apart. Slopes ... 9 •••• These re hills ·of single contour height t or more tha,n one contour 2" or

more apart.

MOVEMENT ON HILLS (Penalty per contour) -

Infantry Cavalry Horse guns & , Rockets Other Manhandled 3/4pdr Field guns guns

Ste~p _2" -4" _5" -4" -6" ,-10"

Slopes -1" _21t _2" -2" -3" -4" -

VISION ON AND FROM mLLS cit a. flat topped hill infantry and deployed guns 1 "from the edge t and ca,vab:y or mounted

gunn,ers . 2" from the edge, cannot beeeen by troops on a lower level. Troops on hills of more than one contour height will be able to see over houses and high

walls. and willbi! able to see troops at least 3" aV!ay from the edge of a wood or orchard • •

OTHER MOVEMENT PENALTIES

IOpen woods . Dense Low walls I

Broken Streams Ditches Rivers & orchards woods fences & ground & ford.s up to

hedges up to 2" 2n wide wide

Skirmishers None ~ rate ~. move % rate ~move None ~. moye

Open order None ~ rate \ move % rate % move ~move % move

Close order \ rate • ~ move ~ rate \ move \ move 1 move unpass - -

Columns \ rate • \ move Js rate ~ move ~move 3. unpass ~move

Open o~der ~ rate % ra.te 1 move. ~ rate \ move - * \ move: \ move cavalry

Close order \ rate • 1 move· % rate ~move \mov~ \ move' cavalry

unpass •

- -

Guns ~ rate impass 1 move \ rate % move • 1 move un pas s

Note: a) • This penalty does not apply to cavalry jumping an obstacle. b) Double the above penalties for streams, fords and crossable rivers per two inch

width •. •

cJ VIS10N IN WOODS is as follows·: Open.. .. 8" inside, troops outside will see in if they are within 8" of the edge,

and will see in as far as 8" Ie Ii the dis tance they are from the edge. 'Dense ... . 4" inside, troops outside will not see in unless lining the edge.

d) Low walls are defined 8 .S walls low enough for infantry to fire oyer while standing on the ground. When 5~ of the occupied wa1l is destroyed troo~ behind will be

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eta sed as in soft cover'. w' pona,.

e •• 8kirmishing,. a . ' may ,not then beclas,sed a ' r ,e •

e) Troops lining hedge ,o,r w, in a firing position will lying behind will not.

CAVALRY JUMPING OBSTACLES

een; troops kneeling or •

Caval%)' ,may jump ditches, low w ll8, hedges and fence ' if they are moving at charge rat. d, they move at ' .st '. If of their full move di tanct this rate before reacrun the 0 ' tacle., This doe. not pply if enemy troops in cloe o'rd line the obstacle or the oppo ita ' of a ditch, but do 8 ' pply if they ar,e in the dich,.

COVER VALUE OF TERRAl " I I ,

Infantry '8 1 I en Ca I

Ca!"..is ter Melee e I

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fir fire fire fire . • , e

Open wood. Soft None Soft Soft Soft Soft and o,rchards

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Den . wood. Hard Soft Soft Hard Soft Soft . ,~

Hedge/fence Soft None None Soft Soft Soft T,.-H ' . , .. 11. Hard H rd Soft Hard ,Hard Hard _ft W ,

Hi waU_ Hard Hard, Hard , H ,R d Hard r I

..

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Wood ' I H :80 t SOft :Hard I ,8 rd Hard hJn,3,~

, I

ag' .

I ,

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Stone I .

Hard H rd Hard . Hud H d Hard buildings _ ar

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Ditch •• ., Soft H d Soft Soft Soft Soft

BUILDINGS A ' .. " ding will hold one ' npu inch, of outside fron,t,a ,' . per floor. It will take one full

mov " to fully occupy a wood . ding d two ,full mov ,. to occupy a . tone one, ie. to barricade doors and wiMows, . d cut firing slits, etc,

Troo atta.cked before the full occupation period may beenga ed through each . tural gap, ie~ cJoor, window, or bole at least \" wide. When fully occupied an attacker may en--gae ' efenders through ~. doorw y only, and only then . fter breaking dOwn the door ( ee MELEE .ection).

One man per inch of outlJide frontale per floor may fire from £ullyoccupied building. one man per natural gap only from non-fully occupied building. 4

ENTERING BUILDINGS Troops must enter a buildin • which is not already occupied by an enemy, through

c100 y; window, or gap at Ie ' st~' wide. To determine th ~ leng h of time required to , t ,, ' .. - sure the cti.stAnc rom he furthest man from th - , . . ding to the gap through Nch he· to enter ..

LEAVING BUILDINGS When leaving a building the following movement times must be allowed for infantry, and

d .' ~ .move mounting time for cavalry The wu.t must form up wi h the 1 at man out within 1" of the point of exit.

CIo , e order ....... 1 full move , d . ~ . Open or er ......• 04 move

Skirmish order .... % mev,

R : ~OCCUPY1NG DESTROYED BUILDIGS lOOp re-occupying a de troyed building will be claed _.s· in soft cover fro . aU form

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of small arms fire, and melees.

Sl<IRMISHERS AND DETACHED SUB UNITS

SI<IRMISHERS Skirmishers were light troops trained to operate in open formations in order to harass

the enemy and also protect their own parent unit from. enemy fire. Normally each batt­-alion contained its own unit, or light company, to carry out these tasks, but individ.ual rifle or light co.mpanies may be detached from one unit to carry out the·se functions for other units.

L Only light infantry may act as skirmishers, and only one company, two in the case . of P:r:ussians. may be detached for this duty. Light battalions rnayskirmish other

uni ts but mus t do so in open order. Skirmish companies must have explicit orders as to their actions, ie.: they must be

given separate orders from their unit, and these orders mu.st contain a specific flank, rear, or front that they are to protect. ..

2. To form an effective screen against small arms fire only ~ skirmishers must bea minimum ·0£ "and a maximwn of 4" in front of the unit it is covering. Each third hit from ball and canister fire on the screened unit will be classed as a hit on the screen No freindly fire may pass through or over an effective skirmish screen.

. -3. Throw one dice per hit on any detached unit. If 'a 1 is thrown the officer is killed.

4. Skirmishe s will no longer form an effective screen if three or less strong.

5. Skirmishers may not be ordered to melee unless they have specific instructionsto hold an enclosed area, such as a house or high walled area, or they first change into close order and are protecting the flank or rear of their parentuni t, or a unit to which it is attached.

6 Skirmishers with the exception of 5. above, win at ways evade an attacker.

7. Skirmishers more than 4" away fJ.:Om the unit they are covering will withdraw to the cove r of that unit when. any enemy close order troopscom.e wi thin charge range. They may only fire if they are loaded a t the beginning of the move and are able to reach cover within half a move. Cover may also be defined .as: within 2"0£ the flanks Or rear of .other friendly troops, or skirmishing its own unit.

S. Skinnishers may move through any stationary unit in line, or movingope.n order unit without penalty to either, but must attem.pt to move round any column or m.oving close order units. If the close order unit makes contact with them they will unfonn. it: see INTERPENETRA.TION rules.

9. Skirmishers within 4" of their own parent unitt or unit to which they are a ·ttached, will test for morale on the following occasions only:

a) It first takes casu.alties greater than one. b) Its affic er is killed. c) Other skirmishers are routing within 12" and in sight. d) It re,aches half strength.

On all other occasions it will react ,with the parent unit. If the sub unit is detached, ie: not within. its cover, it will test on all occasions asa separate unit.

10 .. Skirmishers must clear the front of any ~t which is charging or attempting to charge, before that unit reaches its minimum separation distance. They will reform again to one flank.

11. If a skinnish company looses its officer it may not advance, unless covering its parent unit or it has been ordered to cover, and such cover is wi thin half a move of the position where the officer was killed.

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12. Skirmishers who double for over % of a move may not load during that move.

DE-TACHED SUB UNITS (Other than Skirmishen) . Any sub unit may be d.etached from its parent umtat anytime to carry out a specif­

-ic order. Orders m.ust be written for each detached unit each move and they wlll react as a separate unit for all purposes.

A sub unit will become detached if an uncrossable obstacle is between it and its par­-ent unit, or it has no man within it within 1211 of the tanrt··s standard.

If a detached unit routs or surrenders the parent unit, if in sight, will class them .as being killedt.hat move and any subsequent move during which it rem,ams visible. Routing subunits will move towards the base lin.e as normal but retreating sub units will. where possible, move towards their parent unit, otherwise nearest cover to the rear.

SMALL ARMS FIRE 1. Officers and standard bearers do not count in the nwn.ber of men firing.

2 . Only one round of fire is allowed from anyuni t per move.

3. The first two ranks in any unit in the open, in open woods or orchards, or lining the edge of any w·oods, may fire a tthe same time.

4. Troops beking cover,. ie: wall,. hedge, fence, etc. will be allowed to fire one rank only. They m.ay, however, fire the front rank then interchange (without interpen­-etration penalty) the firs·t and second 'ranks, and fire the second rank. later in the .move. Troop-. behind hard cover and fences only win be able to claim resting weapons.

S. Range is meuured from the centre of the front rank of the target to the centre of the .front rank of a close order unit, or the second rank of any unit in open or skir­-mishorder. For flank fire measure to the centre of the flank.

6. Firing on troops engaged in a melee will only be allowed against unengaged sub units on the flank,.f1ank guards, or the third and subsequent ranks of a colum:n. ~

SMALL ARMS RANGES Musket •••.•.•.•••• 1211 ·Rif· 1- 18" . 8 •••• , .oIIi .... ...... ·

LOAD.ING TIMES

Carbine .. .• ~ ..... ... 8" Pi · 1 3ft

, S to ' .. . , . .' . ~ . '. . . .. -

The following movement time mU.st be allowed for loading 0.£ all small arms. All loading must be carried out while the unit is stationary, with the exceptions shown.

'Militia troops will add\: move to· all the times given and may not load moving at any time unles8 skirmishers.

Dismounted and Open order troops Mounted and I

• stationary & skirmishe.rs • stationary mOVIng - -

Musket \ move \ move 1 move

Carbine \ .move \ move \ move

Rifle % move 1 move --

Pistol \ move' -- \ move -

ARCS OF FIRE Close order ......... 15 right and left Ski.rmish o.rder .. , ....... 60 right and left

- -

Open order .......... 300 right and left -Troops in buildings ..... . 45° right and left

FIRI.NG ON UNITS CHARGING Before a unit 18 allowed to fire at an attacker, at ranges of 8;' or less t it must take

a morale test. If this is good enough then it may fire at any point within the 8" t point hlankbeing .1" •

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An attacking unit may halt and f ire a volley before charging home. but it must teat its morale be£orecontinuing the charge. For an effective charge (see MELEE section) thia must be at 2" or more range.

The unit being attacked will only count the minus factor for being charged if they in turn fire after the enemy has moved 'past its minimum effective charge distance.

SMALL ARMS FIRE FACT'OR TABLE -1 Per inch of range -2 If target moves over 3" and less

than 10 It during the move -3 If target movea 10" or over during

the move -1 If target mounted -2 If target in open order -4 1£ target in soft cqver -4 If target in skirmish order - 5 ,If target deployed gunners -6 If target lying down -6 1£ target in hard cover -4, 1£ militia class firing -1 If being charged by equal or better

quality troops - 2. If being charged by cavalry and not

in square or hard cover -1 If unit suffered casualties from

artillery fire last move -6 Mounted troops firing mounted and

moving (not while charging) Mounted troops firing mounted and -l

.' '. stationary -1 Pe'r 2~, or t of t unformed

+ 1 Per spot on ordinary dice +1 Militia troops firing initial volley +4 British troops firing initial volley

British troops firing company volley +3 +2 Troops of oth.er nations firing initial

volley +3 Troops anned with rifles firing any

volley +2 Skirmishers firing muskets or carbines +4 Skinnishers firing rifles +3 +2

Target in column Target in square

+ 1 Troops other than skirmishers firing from buildings or high walls, or redoubts

+2 Firing on close order or open order troops (in line only) within 22\0 of flank

+2 Resting weapons, but not skirmishers

Notes: a) Initial volley is any volley which is the unit'g first of the battle, or which is fired after three moves during which the unit in question has not fired. This does not apply to troops more than. 50% unformed, troops in buildings or be­-hind high walls, or skirmishers.

b) Company volley is any volley by British t 'roops that is not their initial volley.

DETERIVIINING CASUALTIES USING CALCULATOR First determine the .factor for each unit or sub unit from the appropriate table. SMALL ARMS AND MELEES To determine casualties, from, infan try fire and melees, other than skirmishers' fire t

the calcula tor is set as follows: a) Set arrow B on the middle disc against the factor det ermined, on the bottom disc. b) Set the number of engaged figures on the top disc against arrow B on the middle disc. c) Read off the number of casualties due to fire from the arrow marked 'fire', and due

to melee from the arrow marked 'melee', on the bottom disc. Sl<IRMISHER AND ARTILLERY FIRE

a) Set arrow A on the middle disc agains t the factor on the bottom disc .. b) Set number of men firing on the top disc against arrow B on the middle disc. c) Read off the number of casualties from the arrow marked 'fire' on the bottom disc.

OFnCER CASUALTIES Each fifth hit in anyone move will be counted as an officer killed. If the unit is in

square or behind hard cover it will be each sixth hit. If a senior command figure i. wi tli the unit he will only be killed if all the other officers in the uni t are already dead .

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CASUALTIES PER SUB UNIT" This need only be taken into account when using mixed units. ie: grenadiers in the line

units. All non-officer casualties will be taken by the r nt unit or units. In the case of units

in line, this will be splitequaUy between each CQrn tJa Y. starting from the right, for frontal fire, and will be equally divided betwee the ranks for flank fire.

Units under fire from the rear will determine casua lties as for frontal fire, but on the rear rank.

ARTILLERY 1. Up to two extra gunners may be purchased at the beginning of the game.

2. When the of ficer is killed the battery may not change target unless ordered to do so by a senior command ,figure, or to defend itself from an attacker. A battery may not be commanded by any but an artillery officer. .

3. Casulties on a batteI)' will affect it as follows:

Gunners killed. . ...... Reduction in the number of enemy killed. Limber men killed ..... Add %. move to all limbering times per man killed. If all the

limber men are kill ed then one gunner must be transferred to the limber.

Limber horses killed ... Reduce the movement rate of the battery in proportion to the horses remaining.

4. If a limber is destroyed during the game the gun may fire only two more rounds .of any type before running out of ammunition.

5. To manhandle a battery using men other tha.n gunners ~equires 8 men or 4 cavalry to move it 3ft per move for guns up to 6pdr, or 2" per 'move for larger types.

6. To spike a battery requires a full move in possession (not in melee). Once spiked the ba ttery may not fire again.

7 . Gunners ordered to take cover in a square will move a.t the double ra te for skirmishers. They may hold their fire until the last m.oment, but must leave sufficient time to reach the square after discharging the battery.

8. To repair a damaged battery throw one ordinary dice, the score being equal to the number of moves for which it will be out of action. If a battery is hit again while under repair it will be completely destroyed. Limbers hit again while under repair will also be destroyed.

9 . Batteries may not pick individual sub units to fire at unless it is a detached unit.

10. Only one round of fire is allowed fro.rn any battery each move, and no battery may commence loading again until the beginning of the next move.

11. Indirect fire: Howitzers and rockets may be fired from the reverse slope of a hill, or from behind cover (m us t be a minimwn of 2" away from such cover) on to a target which one of the crew is in a position to see. The battery must fire at the end of a move, and there will be one full move's delay between .firing and the effect being ~eported back. The battery .may therefore fire only once every other m.ove.

12. Artillery may not fire ball or canister overhead unless firing ball only from higher ground than the intervening troops. Shell , case and rockets may be fired overhead if friendly troops are not within 6" of the firing piece or the target.

13 .. 1£ close order units are within 3" o£each other along the line of flight when firing ball , all ranks in such units will count for purposes of the fire factor calculations. Remove one casualty per rank in rotation, starting with the rank nearest the firer.

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14. 'Batteries must be layed before ,any firing starts: pivot the battery about a point in the centre of the back of the base.

LOADING TIMES. -,_ . ", ~ 3/4pdr FIeld gun ... I • , 0 ••• , • 0 • 0 •• I • - ~ move Rockets. . . 0 • • 0 • • • • ,0 • ~ move

All horse guns. . . . , . 0 • • ,. • • • • • • •• •• \ move 6- 9pdrField gun . . .. I ••••••• • •• • •• • "- move

Double shotting any gun! AU militia class

12 pdr Field gun, & Howitzer .... . .... % move crews. • • • • • . . . . ' , 0 ••

RANGE TABLE - -

Ball Shell Case (British EW's only) , (Howitzer Min. Max. Single

only)

3/4pdr 36" -... -- -~ 15"

6pdr 48" -- 12" 36" 18"

8/9pdr 6011 -- 12" 48" 18"

12pdr 72rr I 12" 60" 18" --Howitzer' -- 60" 6" 48" 18n

+\ move onto above times

Canister Double

12"

15"

15"

15"

15"

Note: All artillery fire is assumed to hit the target aimed at with the exception, of rocket fire ,. Mea,sure all ranges from the front edge of the battery's base to the centre of the front rank of the target. For flank fire measure to the centre of the flank.

ROCKETS 1. Rocket's are classed as 6pdr case for fire 'factor purposes, and no additional dice is

required to see if it explodes.

2. To determine a hit by rockets ,. throw one ordinary dice. If 1 to 4 is thrown the rocket misses the target. However, if the target is over 6" wide add one' to the dice score If no hit is obtained on the chosen target the rocket will con tinue along its line of flight up to a maximum of 7211. Dice for any unit along the line of flight as above.

DOUBLE SHOTTING Guns ordered to double shot, ie: canister/canister or canister/bal1, calculate their fire factOT as follows: Canister/canister .. 0 •• Increase canister factor by 5~. Canister/ball .......... Calculate as for ball and canister simultaneously and add 1 to

to the final £ac or.

SHELL AND CASE FIRE Shell. ... . Throw one dice per round of shell fire. If a. 1 is thrown. the round fails to

go ,off. Case •..... Throw one dice per round of case shot fired. If a 1 is thrown the round

fails to go off. If a 2 is thrown the round is a ground burst. Calculate casualties as for ball fire again:st a single rank of infantry in the approp­-riate order 0

GUN CREWS The following gun crew may only be counted as firing each move: 6pdr and above ....... Up to a maximum of 4 men Officers may only be counted 3/4pdr & rockets, .... Up ,to a ma,ximum of 3 men when the crew is reduced to 1

man. GUN CREW CASUALTIES - . The effect of each hit on a. battery will be determined by the follo~ dice throw:

10

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1 •...•...... , . Officer killed 3 ............. Limber man killed

2 .....• , . Limber horse killed 4 - 6 ••. • • Gunner killed

In melee or when moving, a dice of 2 will kil1 a gunner.

ARTILLERY FIRE FACTOR TABLE

+ 1 Per spot on normal dice throw. -1 Per 10" of range (not canister) always rounding up.

-4 If target moves over 4" during move (not when firing canister).

+ 1 Per rank of close order target behind the first, up to a maximum of six, when firing ban.

- 5 If target moves over 12 U during move (no t when firing canis ter) ,

- 2 If target moves over 8" during move when firing canister.

-2 If target mounted. -2 1£ target in open order. -5 If target gunners deployed. - 5 If target in. skirmish order. -5 If target lying down. -2 1£ target in soft cover. - 5 If target in hard cover. -8 1£ target in redoubt with overhead

cover. -2 If militia class crews firing. -2 If under counter battery fire last

move. - 3 If firing indirect fire.

GUNNERS MOUNTED

+ 2 If firing other than ball into enemy flank wi thin 2 2~o, target in open or close order.

+2 Target in square or column when firing other than ball. AMMUNITION

Ball: +1 If 819pdr firing. + 2 If 12pdr firing.

Shell: +3 1£ howitzer firing. Case: +2 If 6pdr firing.

+3 If 8/9pdr firing. +4 If 12pdr firing .

Canister: +2 +3 +4 +s

1£ 3/4pdr firing. If 6pdrfiring. If B/9pdr firing. 1£ 12pdr or howitzer firing.

Gunners. when mounted l will be classed as in skirmish order from aU forms of fire . All fire directed a.t moving guns will produce casualties on men only .

COUNTER BATTERY FIRE Shell, case, double ~hott and rocket fire will, when directed against other artillery.,

cause casual ties on the crew and horses only. To put a ba ttery out of action either all the crew must be killed or it must be damaged by ball fire.

To determine the effect of ball fire throw three dice, one red and two black. The black dice scores are added together, and by consulting the following list, any damage to the battery can be determined. If no damage is caused then use the red dice score and the previous factor table to detennine if there are ,casualties on the crew.

11 or 12 ... . .. Gun damaged. Throw for repair as detailed. 10 .. • , . . . . . . Limber damaged . Out of action for two moves, two horses killed. 9 or less, . . .. No ef.fec t .

No te: Add 1 to the black dice score if 12 pdr firing. Subtract 1 from black dice score if 3/4pdr f iring. '

DESTRUCTION OF COVER

To destroy cover first determine the point value of the section of cover to be dest­- rayed by consulting the following table . For ea.ch hit on the cover reduce the points value of the cover by the amount given in the DESTRUCTIVE POINTS VALUE table .

Uni ts in cover will still be classed as in such cover from fire only, until SO'X, of the original points value has been desLJ:'Oyed t at which point hard cover becomes soft and soft cover no protection . . All the original points value of cover must be destroyed before the unit behind looses its benefit in a melee.

Buildings will collapse when more than 50% of its points value has been destroyed. Throw one dice per man inside, 1 - 4: man killed .

For 'counter battery fire , using ball, against guns in hard cover all the cover must be 11

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destroyed befo're a gun can be damaged or crew casualties caused.

COVER POINTS VALUES Hedge •......... 2 per inch (shell only Fence .. . .. . . .. . 3 per inch Low wall. • • . . . . 10 per in,ch High waH . . . . ... .20 per inch Heavy ga te , . . . . 10 per inch

DESTRUCTIVE POINTS VALUES Ball from: l'4pdr .. , .... 2

• 6pdr . . ' ..... . 5 8/9pdr. .. .. 8 12pdr . . .... . 10

DESTRUCTION OF BUILDINGS BY FIRE

Redoubt ............. 30 per inch Parapet . . .. . . . . . . . . . 20 per inch Building ("' ood) ... . ... 2 per inch of outside

frontage/floor Building (stone) . . . . .. 5 per inch of outside

,Frontage/floor

Shell from howitzer ,. I ••• 4 (hedges and fences only)

. •• • • 2 (for other cover)

If a building is hit by shell or rocket fire determine if it catches fire by throwing two dice, and consult the following ta,ble:

11 or 12 • .. .• Any buil ding catches .fire 10 . . ... Thatched or wooden roofed buildings 9 . . ' ' . . . . ..... Tha tch roofed buildings catch fire

catch fire 8 or less . .. " . . No effect Add 1 t o the total dice throw for the second and subsequent round by each gun firing

at the same target from the same position.

1. One attempt may be made by t .roops. insi de a building to put out the fire. To do so t hey musy have a total dice throw equal to or better than the guns, adding one to the total for each three men employed in fire fighting.

2. Fires will spread to other buildings within 6" downwind each two moves that they burn

3. Buildings will be destroyed at the .rate of 4" of outside frontage per floor, per move.

4 . No troops may remain wi thin 3" of a fire unless fire fighting, the .move after it starts.

S. Smoke win travel downwind a tthe rate of 3" per move , up to a maximum. of 12 ' , and will last for one move after the fire goes out.

6. Troops in or directly behind smoke will be classed as being in. soft cover .

7 . To determine the direction from which the wind is blowing, spin a pencil on the table: the point will indicate the direction.

• MORALE TEST All unit s must test th.eir morale at the point determined i n. the move sequence when one of the following occur.

1. \A. hen a unit first takes casualties greater than one, but not when taken on its ski rmish company only . •

2. When a unit of equal or better quali ty retreats or routs within 1211 of it, this unit being a t least half of the testing unit's strength ..

3 . Mili tia units when they a) suf fer casualties from case fire . b) 9'uf fer casual ties f rom rocket fire. c) have more t han three men killed f rom artillery f ire in a

m ove . d) are fired on by an enemy intial volley. e) fire their' own initial volley ..

4 . When a s enior command figure is killed , captured or leaves the fi,eld within 24t1 and 12

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in sight.

S When a unit reaches half strength. •

6. Each time a unit, other than guards or regular gunners, takes casualties from shell fire .

7. When a unit loses more men itt a melee than its opponent. Note: In a melee, if any unit has its flank guard or other subunit engaged separ­

-ately, they each test individualy and, as long as they are not classed as a detached unit, they will each still count all the unit officers and the standard in their test ~

8. When a unit loses an officer ...

9. When a unit has lost its standard. It will test each move.

10. At the end of a move in which a unit suffers casualties and has no officers.

11. When being charged, except infantry ina. square charged by cavalry. A unit must test its morale before it attempts fo fire at ranges of 8" or less. This may not apply if the enemy stops to deliver a volley, see SMALL ARMS FIRE secti on.

12-, When infantry attempt to charge home. They will test at the point where fire is taken, or, if it stops to deliver a volley, before it enters its minimum effective charge dis tanee.

13 . When cavalJ:y attempt to charge home . They will test at the point where fire is . taken. If fire is taken at 3" or less and casual ties do not exceed 2SfX, no test will be required.

14, When the C- in-C or a senior command figure attempts to rally a routing unit, see RALLYING section.

SENIOR COMMAND FIGURES These figures may leave or move to any unit that is not in .meleeat any point with­

-in their move distance. If the unit is in melee then he may only leave i t after the first round of melee has been fought. 1£ the unit is routing he may leave it halfway through the first full move of rout but may not attempt to rally it if he does so,

If he remains with a routing unit he must stay with it for the first attempt at rallying. If he fails to rally it, on the second attempt, or the unit leaves the field before the attempt can be made, he will also leave the field with it.

RALLYING 1. Any unit forced to retreat for more than one full move may be stopped if no~ in

contact with the enemy by a senior command figure being with it or mOVlng to it . He will stop the unit at the end of the first move or move in which he reaches it.

2. Skirmishers and gun crews forced to retreat to cover must tak.e a morale test be­-fore moving out of cover. A total of 12 or more is required, and they will be cla sed as having retreated last move for all such tests .

3. A routing unit may atte rapt to rally at the end of the move subsequent to that in which it broke . A senior command figure mus t be with the unit or move to it before the attempt may be made. Only two attempts at rallying will be allowed. Troops not r .allied will continue moving towards their base line until they leave the field, and may not return.

4. In all rallying attempts the routing unit must have a morale of 12 o.r more, other--wise it will continue to rout . •

5 . C-in-C, senior command figures or pursuing units who leave the field with a routing unit will not be able to return for two full moves. All units within 24"0£ the point

13

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at wMchthe C-in-C or senior command figure left the field will test their morale each .move that he is off, as though he had. been killed . . Pursuing units may reform during the second move only, before coming back onto the fi.eld. ,

MORALE TEST FACTOR TABLE Throw three ordinary dice and aCIa or subtract the fotlowing:

- "- .-

Fire effect this move -1 If casualties caused by ball fire. -2 If casual tie. caused by shell/case fire. -3 If casualties caused by canister or

rocket fire. Casualties

-1 If first casualties greater then one. -1 Per two men killed so far this move. -1 Per officer killed so far in ba tt Ie.

Being charged by: -1 Open order infantry. - 2 Close order infantry in line. -3 Open order cavalry. -4 Infantry in column.

Close order cavalry (ignor if infantry in square or hard cover. . Unit strength If unit at half strength or below. Supporting units.

- 3 If no friendly urn t, not in m.elee and other than artillery or skirmishers, or detached sub units, within IS" of unit's standard.

-1 Per friendly unit retreating within sight. *

- 2 Per friendly unit r·ou~ing within sight ..• -4 Per friendly unit surrendering within

24 tt this move or last, within sight. * (* Ignore if less than half testing unit's strength.) Melee

-1 1£ pushed back las t move. -2 If retreated last move. -4 If routed last move. -4 If lQser of a melee· rOUnd this move,

Others - 2 If enemy close order troops are within

charge range of testing open order troops.

-2 If .m.ilitia clas troops. - 2 If fired on or engaged in flank or rear. -1 Per 2~. or part of J unformed. -6 If C-in-C or senior command figure

is killed, captured or leaves the field within 24" and in sight.

-2 If enemy has broken into ·an enclosed defended area.

MORAI·E TEST RESULT

Own formation + 1 Open order wan try and deployed

gunners. +2 Close order infantry in line. +2 Open order cavalry and mounted gunners. +3 Infantry in column or square. , +4 Close order cavahy.

Troop class + 1 If mixed grenadier and line with gren-

-adiers leading. . +2 If British regular infantry or grenadier

class of other nations. + 3 If gua.rd infantry or regluar gunners. +4 If guard cavalry or guard gunners.

Officers and Ii tandard +l If standard leading, centre of a square,

or in a defended area and In sight. + 1 Per officer remaining in unit including

skirmish offic·er if not detach~. +2 For an officer commanding a detached

unit, battery or skirmish company. Melee

+2 If winnwof a melee ro\U'\d this move. Cover

+11£ in soft cover. +2 If in hard cover. +4 If in buildings I high walled area, or

a redoubt. Movement

+2 If infantry charging or attempting to charge.

+3 If cavalry charging or attempting to charge. Senior command figures (only one of the following may be counted).

+1 If senior command figure wi thin U" and in sigh t .

+2 If C-in-C within 12" Ltd in sight. +2 1£ senior commar i figure leading unit

or attempting to rally it. +3 If C-in .. C leading unit or attempting

to rally it. Others

+3 For a detached sub unit or battery above half strength.

+2 For light infantry and rifle battalions in open order only.

If the total dice throw plus factors is 12 or more the unit's morale is good and it ]4

Page 17: TTG Rules for the Napoleonic Period (1975)

may continue with its orders. If less than 12 consult the foij.owing tablean::1 notes.

Charging In melee Others Skirmishers/gunners

11 , Halt. May fire Pu.shed back Retreat J;. Retreat at double rate to rear move facing of own troops or cover. May if infant%)'; ,1" .

cavalry turn

retrea t remam­-der of move.

enemy. attempt to limber up if gunners.

10 Halt. Retreat Pushed back Retreat 1 move facing enemy.

remainder of 3" . move facing enemy.

9 Halt , Turn and Retreat 1 retrea t remain- move facing -der of move at enemy . doublera te* and next a t normal rate.

8 Halt. As 9 above Retreat 2 but second move . moves at double rate~ facing'

enemy.

7 Halt and r ,out ,. Rout.

Retr,eat 2 moves facing enemy.

Rout.

Rout.

As above, but gunners may not attem.pt to limber up.

'* Cavalry at normal rate.

Rout. Gunner's will abandon guns .and any damaged limbers.

Notes: a) 4 or less in a melee will result in. the unit surrendering if the enemy outnumber them 2 to 1 or more. • Any unit surrounded and in melee, with a morale throw of 8 or more, will con-- tinue to fight holding their ground. 7 or less and they will surrender.. Guards will continue to fight until their morale falls below 5, when they will surrender.

b) Retreat facing enemy is at half normal rate .. Cavalry will interpret this order as: turn and retreat at normal rate.

c) A routing unit will take ~ move to turn d)Stop¢ng distance for charging infantry is I" and f ,or charging cavalry 3". If a unit's

morale is, not good enough for it to continue a charge it mU5,t stop within the dist.an given. If, during this stopping distance, it makes contact with the e.n.emy it will fight one round of melee before 'turning or falling back. Such units will be unformed due to the adverse moral and will not get impetuli .bonus on

4

contact.

UNFORMING AND REFORMING The following lists and tables give the percentage by which units becom·e unformed

under different circumstances. Any u.nit m,ay continue any action or order when unform.ed up to 100%, but its fighting ability and morale will suffer accordingly.

When a unit exceeds 100% unformed it will halt and reform if not in melee, charging or occupyong cover., If in a melee it will fall back fighting, ie: facing the enemy, until no lo'nger in contact with the enemy and then start to reform. If charging, the unit will continue into contact if its morale test allows. If in cover it will continue to hold its position' reforming as required. If the cover is woods or orchards" it wiU",itbdraw until no longer in sight" of the enemy and then start reforming.

REFORMING A. unit m.ust be ordered to reform in its move orders, otherwise it may not reform

that move. T,o refonn a unit must be stationary I not in. melee, under canister .fire or a compulsary morale order. Reforming will take the same percentage of a. move tha.t the

15

Page 18: TTG Rules for the Napoleonic Period (1975)

is unfOZiheQ, ie: if 5~ unformed. it will take half a move to reflclft. Units without officer. may not reform. Unit. with only half their normal comPlement of officers will take twice as long as normal.

'Skirmishers in skirmish order and gun crews deployed or mounted t will not be sub­-ject to unforming, unless engaged ~melee. Note: Keep a careful record of a unit's unformed state by writing the figure it reaches

each move on a piece 0,£ card and placing it behind the unit,

UNFORMlNG OF UNITS BROKEN INTO OR THROUGH I. A unit whose ,formation is broken into will be unformed to the extent given ,in the

following interpenetration table. A unit will count this percentage after the melee round has been fought .

2. A unit whose formation is broken through will count double the interpenetration percentage given in the table, and will count the percentage in all rounds of melee, including the round in which it was broke,n through ..

3,. A unit which breaks through another will count aa interpenetrating with itfo,r the unfonning percentage, but will only count the percentage after the impact round has been fought.

4 , A unit which breaks into another during melee will notbeco'meuniormed due to interpenetration.

INTERPENETRATION TABLE

Interpenetrating Inte~,etrated unit Unit Infantry Cavalry

O~norder Close order O~II order Close order - -

Nil 101 Inf. Skirmish order Nil 201 I

Open order Nil 2S' 10% 4Of, Close order 201 4~ 30% SOl

Cav. Open order lSI 301 101, 301 Close order 30% 601 3'~ , 601

Mounted Gunners 25~ sO% 201 501 Note: The above table gives the percen,tage unforming on units being interpenetrated.

For th.e interpenetrating unit reverse theproces&, ie: the previously inter pen­-etrating unit becomes the unit interpenetrated, and vice versa. Deployed. gunnersW111 be classed as open order infantry for inte-r.pe-netranon purposes.

;0 _ ., '" ...

---------------------. --------~----------------~------~~~-----------T£RRAIN' Wan Cavalry PENAL TIES Open order Cl ose order Column i Open order Close order

15% Open woods, orchards and Nil broken ound

De.nse woods I Impass Impass Impass

Walls t hedges Nil and fences

15% 10% 15%

101* 2~·

Streams, fords Nil and ditches

.

C rossableriver 2otJ, sections 30%

Hill slopes Nil Nil

Nil Nil Nil

l~ 10'; l~

Steep hills 20%

16

Page 19: TTG Rules for the Napoleonic Period (1975)

Note: Percentage unformed perove

Normal Rate DubIe or

Charge Rate

MOVEMENT PENALTIES

* .A pplies to cavllry jumping an obstacle only • .. Ignore if cavalry jump a ditch.

Unit doubles (after first move). .. . ..................... 10% per move Unit retreats due to morale order •..•.....•.••...••..... 20% per move Unit routs 01 . ... I •• ' oj, ... ' •• '. '. !I ' •• '. '1 ... II II ... I •••• ' • II ••••••• ' •• ,. • '. II 3,0% per move Unit pursues another after a m.elee ..•.•. , .•••...•.••••... 20% per move Close orderuni t breaking fonnation to move through or round obstacles ...•.. ... ... ....•............•..•.....• 20% per move

CASUALTY PENALTIES

Per figure lost during the move ........ ..........•...•.... 5~ Mounted troops (stationary) receiving casualties from shell fire ................. .......................... 20!. per move Mounted troops receiving casualties from rocket fire ...... 3~ per move Militia. troops receiving casualties from ,either rocket or shell fire (not ca.valry) ....•....... ' ..•..•....... 2~ per move

'CHARGING/CHARGED PENALTIES

V nit charges and does not make contact I • I •••••••••••••• , I 20% per .move U~t charges and makes contact at other than 900 •••••••••• 3Q1M, after im,pac't round Unit enarged and contact made at other ~ 9,00 ••••••••••• 20% after impact round 'Unit attacked in flank with impetus .......................... 30% ) and no flank/re.ar Unit attacked in rear with impetus ......................... 4~ ) guard Cavalry unable to counter charg'e. . . • . • • • . . .. . ..••.•.... .. . . 201 on impact Unit caught changmg formation ......................... ' .•.. 4'~ on impact Infantry in line penetrated by colum.n .........••........•.. 25~ on impact

MELEE PENALTIES

Per move that a unit is in melee, after the impa'ct round •.. 10'J6 Per move that a close orde:r unit in melee attem.ptsto overlap or move round the flanks of an enemy .............. lD!,

MELEES Melee, or hand-to-hand fighting takes place when figures come intoconta.ct with

each other, or with an obstacle separating them. Only ,those figures actualy in bes'e to base contact, touching the obstacle, or in contact with a flanking friendly figure who is in contact, may be classed as being in melee.

CHARGING A unit may charge at any time, as long as it has been ordere·d to do so in the move

orders, it is not over 1001 unformed, changing forma tion. skirmishers, or reacting to a m.orale order for any part of the move .

. An effective 9harge must be made over the following minimum distances, otherwise a unit will only move into contact.

Infantry charging. ............. 2" Cavalry. .. . . . . . . . . •. . ••..... 6" Infantry counter charging ... .... 4" Cavlry counter charging •.. ' .. 10" Ideally a charge .should be made at right anglestol ,the enemy front, and all attempts

by the charging unit must be made to do so up to:he minimum effective c.harge diatan.ce. If contact is made at other than at right angles the charging unit will con­-tact ,the sid.e or sides! of the enemy formation, breaking up its own formation. Both units will count the unforming percentage aft{)y the impact round .

IT

Page 20: TTG Rules for the Napoleonic Period (1975)

Notes: a) A unit may make a~Wltmenn to its fo.nnati?n. direction ofmovernent, or ,. - rf'J-" .

eros 0 t cles,. up to the minimum effective charge c1i.stance .. . , . - -and then charge home.

b) Cavalry may counter charge at any time within tne restrictiona in a) above, but infanny must have ordels to counter chaqe in their move orden. otherwise they will receive 'the charge.

c) In any charge move aU units will get an impetus bol'lWl on the contact round if they are: a) in close order.

b) charging oreounter c:.harging oyez the minimum effective distance.

c) cavalry charging l:roope other than. those in cover ,or square. d) infantry charging other infantzy, other than those in hard

cover. e) notattaclcing troope in .~ order. £) not over 101 unformed .

INFANTRY CHARGES (See also not~ at beginning of the SMALL ARMS FIRE section)

COLUMN When a column of infantry contacts a unit in 1..ine, which ie not ~ hard cover I it will

push back 3" the same 'number of men in the line as there an in the front rank of the column. The column may continue to advance at 3" per move unle •• ordered to halt and turn to meet a counter charging enemy.

The defender, if ordered to counter charge, may move into contact with the flank. of the column after the impact round, see OVERLAPPING ectlOft below.'ftle defender may deliver a volley.' before charging ,in which case the column may halt and face outwards to meetLthe attack, .or continue to advance at the 3" rate, defending it •• lf againat flank attack but not rear a~tack.

A column must 'always stop to defend itself against cavalzy attack.

CLC6E ORDER IHFANTRY t ' ? f

Close 'oider 'infantry attacking other clos8 order infaany in the opera will br8a1t~ into the enemy fonnation if they have impetus, and the enemy are OVitt 701 unformed on impact. ..,

OPEN ORDER INFANTRY Open order infantry may be ordered to charge in open formation, but they gain no

impetus. 1£ contact is made with another open order unit the relRllting melee will be between ~ figures in each unitt assumimg that all the charging figures can reach the enemy in that move.

Open order troops contacting skirmishers will, if orde~, brea,k through them to contact tr'oops behind ~ The open onter formation will count all the men who actually pass through the skinnish formation as having taken part in the melee at the same time.

Open order troops contacting close order stationary lZoopswill count the front rank only on the firetround 0·£ melee. On the second and subsequent rounds, the open order troops may fill in the gaps in its front line, effectively forming close order. and may also overla.p the enemy, see OVERLAPPING section below.

Open order troops contacting clO1ie order moving troops will have their formation broken into, and wjIl be pushed back in front of the cloM order tzoops. If the cloM order troops are doubling or charging they will break through the open order t100pe.

CAVALRY CHARGES

g,:.-;.~~E_O~R;..;;..'D;;;;..' E~R.;;..;;_C.:.-A~V,;;..;;ALR;,;.;:;;;;.;;;..;..- Y~A_GA1~;.;;;..NS..;;... ..;;.T_C_L;;;:....OS~E_O_R_D..::E~R~IN_F_AN_-_· ..... l'R ..... Y~(not in square) . C:lose "'rder -cav.a1~ charging close order infantry, other than those in square or

covert will bMak into, the infantry formation if they have impetu5 and win the fir.t round of melee.

18

Page 21: TTG Rules for the Napoleonic Period (1975)

CLOSE ORDER CAVALRY AGAINST OPEN ORDER UNITS Close order cavalq charging open o.rde.r infantry or cavalry, in the o~n, will bre~k

through those formations and may carry on to engage other enemy units behind, up to their maximum charge distance. All the close order cavalry figures who pass 'through the enemy formations are classed as being in melee at the same time, as are all figures in the unit broken through.

OPEN ORDER CAVALRY AGAINST OPEN ORDER INFANTRY Open order cavalry attacking open order or skirmish order infantry will, if ordered,

break through the infantry fonnation, as the close order units above .. If they remain in melee with the infantry all the figures in both units will count as being in melee.

CAVALRY AGAINST A SQUARE Cavalry cha.rging infantry in a square will break into the squa.re if they win two

succeSSIve rounds of melee, otherwise, after the second round, they must withdraw at least half a move before attacking again. They will· not be classed as turning in melee, in so doing.

OVERLAPPING . . No close order troops may break formation to engage a. second face of an enemy for-

-mation on the impact round, unless hitting at an angle, see CHARGING section . . On the second and subse.quent rounds of melee, unengaged troops of the attacker may,

if there is no opposing flank guard, overlap to engage the enemy flank or rear, breaking up its own formation in do.ing so. The defender may not begin to overlap until the third round of melee, unless he has a flank guardout._ This may move to engage the attacker on the second round.

Close order overlapping troops may move up to a half normal move distance only, in anyone round. This takes into account all changes of face required.

Open order overlapping troops may move up to thre·e quart,ers of a normal move distance in anyone roW\d. This takes into account all changes of face required ..

Lam OF STANDARD A unit wi1l1ose its standard if it is forced to retreat and the enemy throw a 6 on

their melee dice. This will only apply to a unit in square or behind cover if it breaks. A breaking unit will automatically lose its standard if the enemy pursue.

FLANK ATTACKS Any unit attacked in flank or rear may turn to meet the attack if it is in more than

one rank and not engaged frontally. If a unit turns to meet an attacker it is still classed as being attacked in flank or rear, unless the attacker is .forced to engage a flank gu~d.

FLANK GUARDS Flank guards must comprise of a minimum. of one sub unit, commanded initially

by an officer t and it must be detailed separately from ·the pare.nt unit. Its orders .must indicate which flank it is to protect.

ATTACKING HARD OR SOFT COVER Infantry attacking other infantry behind hard or soft cover defences must force the

enemy troops away from the cover before they I1\4Y occupy it or count it as cover. Cavalry, unless lancers, may not engage troops behind such cover in melee, but may

engage them in a fire fight.

BREA.KING AWAY FROM A MELEE VOLUNTARILY . If one side wishes to break away front a melee it .must do 80 by tunUngt. in the case

of cavalry, or falling back facing the enemy, in the case of .infantry . . If a 'unit turns whilst in contact with the enemy, the enemy will have one free melee round against it without any reply. In this instance the round maybe fought at any time in the move.

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Page 22: TTG Rules for the Napoleonic Period (1975)

If a unit wishes to follow up a retiring unit, it must throw one dice. 1-2-,3-4: it may follow up 5-6: it may not.

The infantry unit breaking off contact must continue to retreat facing the eneJuy until no longer within charge reach, when it may turn and continue at normal rate.

1'ItIXED GRENADIER AND LINE UNITS A grenadier sub unit will be classed as grenadier in melee if at half strength or above.

A player may ignore their bonus if he wishe. to include them with the line infantry, to obtain the maximum num,ber of figures mvol ved. If a player wishes to use the grenadieY bonus, the grenadier and line sections of the unit must calculate their melee factors separately, but using the same dice throw.

ROUTING UNITS -

Routing units will move at charge rate. They may attempt to move round other units in close .order. if the close order unit

is at least 6tt away from the point at which the routing unit broke or comes into sight, if previously hidden from the routing unit. Routing units not able to move round other units will break through them; a.nd th.ey will always break through any open order unit on their line of flight.

BUILDINGS If a building is fully occupied, ie: doors and windows barricaded, an attacker must

first break down the door or barricade before engaging the de£eftdet's in melee. If the building has not been fully occupied, the attacker ~ay engage the defender at each open­-ing. ie: doorway I window or gap at least ~n wide. . .

ATTACI<ING A DOOR It will take one full move for an a.ttacker to a ttempt to break down a door and fight

one round of single hand-to-hand melee. A dice throw of 5 - 6 is required on the first attempt, reducing by one ea.ch subsequent attempt, to bring down the door.

When the door is down. or an attacker engages through ... any other gap, an attempt may be made to enter, by fighting a single hand-to -hand melee with one of the defenders. If the attacker wins he, and one other attacker, may enter the building the next move and engage the defenders inside. In the following moves more attackers may enter (two per move per gap open to them). The total number of men inside a building at any one time may not exceed the maximum number that it win hold ..

1£ the defender wins; , another attacker may engage him the next move. If all the a ttackers in a building are killed in any ofte move, the defenders may re­

occupy the gaps through which the attackers broke.

SINGLE HAND-TO-HAND MELEE This takes place when two men meet each other in a naI1-OW gap, such as a doorway or

window ,and may be used where only limited numbers of each side are engaged, ie:.a single sub unit or less.

Throw two dice per .man ,engaged, adding or subtracting a.follows·: +1 If grenadier class. -1 If attac:Jcing through a doorway, gaP. +1 1£ mounted. or up a ladder. +2 If guard class. -1 If attacker has 'broken through .into

+1 +1 If anned with sword. a defended area. +1 If weapon loaded and discharging now. -~ 1£ militia class. +2 If defender of a building or high walled -2 If attaoing through a window or gap

area.. above ground level. + 1 If defender in other cirC\U1\stanc ••• The highest dice total plus factors wina, the loser is killed. Teet £,or morale on unit

losing the most men, or on de.£en.der, if the en.emy break. into a defended area .• Morale test result: 10 and above ....••. Morale alright.

7 - 9. . • .• • ...•.•• Fall back 2"tt.

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5 - 6 .... . ••. .. .•..... Rout (sur encier if surro.unded) . • 4 and below . •• I •• • I • • • Surrender. Note:Separate aiege rules are available which cover in more detail attacks on walls, etc . .

The previous rules are only tJ.ic, to enable defended buildings and other small areas to be attacked dUring a game.

MELEE FACTOR TABLE

+1 Per spot on ordinaq dice .

Formation -2 If in skirmish order. -1 1£ infantry in open order or

deployed gunners. + 1 1£ cavalry in open order against

dismounted troops. + 1. If in clo.eorder. +2 If in square.

Troo2 !=ype + 1 All regular infantry or dismounted

cavalry, +2 Deployed gunners . +2 Grenadier class infantX)'. +2 Light cavalry or mOlD\ted gunners. +2 Lane-era on third and subsequent

rounds o£ melee. +3 Lancers on firat and second rounds

of melee. +4 Heavy caval%y. -3 Militia class troop8. -1 .1£ enemy has body armour. +3 If guard class troops.

Enemy cover -2 lfenemy i. in soft cover. -3 I£enemy ia in hard cover. -S If enemy i. in redoubt.

Morale and unit state -1 Per 101, or part of, unf,ormed. -2 1£ unit pushed back last move . ... 3 If unit retreated last m.ove. -6 1£ unit .routed last move.

PURSUIT

Impact (impetus bonus)

+1 Close order infantry against ether infantry.

+2 Ligh t cavalry in close order. +3 Close orde~ 1ancers/infantry in column. +4 Heavy cavalry in close order.

Pursuit + 1 If enemy pushed back las t move. +2 If enemy retreated last move. +2 If enemy turning in melee. +4 If enemy routing.

Flank and rear attacks -3 If engaged on flank. -4 If engaged in rear. - S If attacked in flank and unable to. turn

• • to meet 1t. -8 1£ attacked in rear and unable to turn

to meet it.

Others +1 If senior commander leading unit. +1 If uphill from opponent, +21£ C-in-C leading unit.

-2 1£ moving whilst in melee (does not apply to troops pushed or pushing back).

-3 1£ dismounted troops, not in square er hard cover ,fighting close order mounted troops .

... 3 Mounted troops figh ring in open woods 0.1' orchards .

-1 If fired on whilst in melee.

1£ one side retreats or routs from a melee. due to adverse morale. the victors must \7Ursue for one move, unless they are guard or behind ha.rd cov~r.

All British cavalry must always pursue for one move, then dice for each successive move: 1-.2 3: it continue. the pursuit.

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