16 Fire Combat 16.1 During the defensive fire phase, enemy units may fire once at adjacent friendly units. Remember that artillery units and skirmishers can only fire at adjacent targets in this phase! 16.2 During the offensive fire phase, friendly units may fire once at any enemy unit within range and line of fire. Exception: artillery must always fire at an adjacent target in preference to a non-adjacent target. 16.3 Opportunity fire (see case 16.10) occurs during the Movement and Charge Phases against moving units. It is directed against the moving units only. 16.4 Defensive and offensive Fire is directed against a hex, rather than against a unit. 16.5 A hex may only be fired at once during a fire phase, except that Opportunity fire occurs each time that it is triggered, see Section 16.10. 16.6 Multiple friendly infantry units can combine their fire on a single enemy hex. 16.7 Multiple hexes of infantry and/or any amount of artillery can combine their fire against a hex if all the firing hexes are adjacent to the target hex. Note that they cannot combine fire if the infantry is adjacent to the enemy, but the artillery is some distance away. The rationalization for this is that the infantry's fire produces too much smoke for safe firing by the artillery. 16.8 In addition, two adjacent hexes of artillery can combine their fire if there is a leader with an artillery bonus stacked with the artillery. Three adjacent hexes can fire on a single enemy hex if there is an Artillery Leader of Special Ability stacked with, or adjacent to all three stacks. Special leaders are listed in the scenario rules. 16.9 Artillery must always fire at an adjacent target in preference to a non-adjacent target. 16.10 Opportunity Fire 16.10.1 Opportunity fire occurs whenever an enemy unit exits the zone of influence of a friendly infantry or unlimbered artillery unit. Opportunity fire also occurs whenever an enemy unit expends movement points to change formation, changes organizational mode, or changes facing in the zone of influence of friendly infantry or artillery units. Automatic formation changes do not trigger opportunity fire, see case 11.19.3, case 11.21.1, case 11.21.3, and case 11.22.6. The target unit always receives the fire in the original hex and in its initial formation and mode. Opportunity fire is conducted in the same way as normal fire combat, with the following four exceptions: 1. Other enemy units in the target hex are unaffected by the opportunity fire. For example, any leaders in that hex that are not associated with the moving stack are unaffected by the opportunity fire. 2. A hex may be the target of several different opportunity fires in one movement phase. This is the only time that a hex can be the target of more than one friendly fire during a Player Turn (excluding multiple ricochets onto one hex, see Section 17.9). 3. A stack can only receive one opportunity fire per hex per phase. For example, if a column changes facing, then exits a hex, it will only receive one opportunity fire for the two triggering events. 4. An enemy leader moving by itself can be fired on, but the only affect can be a leader casualty (caused by natural 65 or 66). An enemy leader moving with a stack that triggers opportunity fire is affected by that opportunity fire. 16.10.2 Exception: Opportunity fire cannot occur during melee (or during post melee retreat) across a hexside that an assaulting unit is crossing (or just crossed). 16.11 Fire Values 16.11.1 The fire value of a hex depends on the formation of the units in the hex, see Section 11. Briefly: 1. The top battalion or regiment, (or top two infantry companies) in a column or general order stack uses its (their) printed value (but see case 7.4.2). 2. The top four steps in a line stack are multiplied by the appropriate fire multiplier. 3. The top three steps of skirmishers are multiplied by the appropriate fire multiplier. 4. One third of the steps in a square are multiplied by the appropriate fire multiplier, but see Section 11.17.9. 5. Nine steps of artillery may fire in an artillery-only stack in clear terrain. Each unit uses its printed fire value, reduced proportionally for losses. Include a one-column shift for canister against adjacent targets (see case 17.6). 6. If artillery is stacked with infantry in line, then one battery per hex can fire in concert with the infantry. The artillery unit's fire value is calculated as in point 5. 7. If artillery is stacked with infantry in column, then only the top-most unit can fire. Fire value is calculated as in point 1 or point 5. 8. If artillery is stacked with infantry in square, then all batteries can fire in concert with the infantry. The fire value of the artillery is calculated as in point 5, and then thirded, and applied to each hex fired upon (see the fire pattern in case 11.17.9.1). 9. The top unit (or top two companies) in a disordered infantry stack uses half its printed value, but see case 7.4.2. 10. Routed units cannot fire. 11. Units in road order cannot fire. 16.12 Fire Defence 16.12.1 The fire defence of a hex depends on the formation and branch of service of the units in the target hex. Consult the fire Defence Table. If several values apply, then use the worst for the defender. 16.12.2 Infantry and artillery that are stacked together in column or line use the `Artillery with Infantry' fire defence. They will receive any normal fire defence benefits (such as hedges, cultivated ground, prone markers). 16.12.3 If the target hex contains more than nine (9) steps, then it is a Massed Target. One (1) is added to the dice roll for each step above nine (9). 16.12.4 Line formations with more than six (6) steps per hex have the fire defence of a column. 16.12.5 Line formations fired at through a flank hexside by at least one unit also have the fire defence of a column. 16.13 Fire Resolution 16.13.1 After the total fire value has been computed, divide it by the fire defence value, and find the appropriate column on the fire chart (rounding down). Roll base-6 percentile dice to find the number of steps destroyed. If the roll is an unmodified 65 or 66, then a leader casualty occurs (see case 21.3). 16.13.2 If the final fire odds are greater than 10:1 after rounding down to the nearest whole number, then a +11 (base 10) bonus is added to the fire dice for each odds-step in excess of 10. For example, if the final values were 46 to 4, i.e. 11.5:1, rounded to 11:1, then the 10:1 column would be used with a +11 modifier. 16.13.3 Losses are always applied to the top unit of a stack, except when a pure artillery force fires at artillery: 1. If the target hex is a mixed unlimbered artillery and infantry stack, then the odd losses are applied to the infantry, and the even losses are applied to the artillery. For example, a result or `3' will give two infantry hits and one artillery hit. 2. If the target is an unlimbered artillery-only hex, then only the even numbered losses apply. For example, a result of `3' is only one hit. 3. If target contains unlimbered artillery, and the fire roll is a natural 65 or 66, then the target artillery's caissons have exploded and the target artillery are destroyed. 16.13.4 If a multi-hex unit receives a step loss, then the step loss occurs in the hex which took the fire. If this causes the multi-hex unit to shrink a hex because it no longer has sufficient steps, then it will shrink away from the fire. 17 Special Artillery Rules 17.1 Limbered artillery can move but not fire. Unlimbered artillery can fire but not move, except to change facing (see case 14.10). It is a formation change (two movement points) for artillery to limber or unlimber. 17.2 Unlimbering is automatic, but limbering requires a die roll. The scenario rules will specify the die roll required. 17.3 Limbered artillery always gains the movement benefits of road order and does not need to specifically form road order. 17.4 Limbered artillery that are assaulted or become adjacent to charging enemy cavalry automatically rout. 17.5 Unlimbered artillery that rout or disorder are destroyed, follow the procedure in Section 17.8. 17.6 Artillery firing at adjacent targets receive a one-column shift to the right on the fire table for using canister. 17.7 Artillery must always fire at an adjacent target in preference to a target at longer range. 17.8 Destroyed Artillery Batteries 17.8.1 Whenever an artillery battery is destroyed, replace it by a destroyed guns marker. The friendly player can attempt to reorganize/repair a proportion of the guns in the battery. 17.8.2 If the friendly player occupies the destroyed guns hex for two consecutive player turns, then the guns have been dragged to safety. Remove the destroyed gun counter. Place the destroyed battery in the "Destroyed batteries" box. The guns are also recovered safely if the enemy player destroyed the battery during his player turn, and does not occupy the hex during that player turn, or if they were destroyed by the enemy during the friendly player turn, and the enemy does not occupy that hex before the end of his next enemy player turn. 17.8.3 If an enemy unit occupies the destroyed guns hex, then it can spike (destroy) the guns. An enemy unit automatically destroy the guns after occupying the hex for two complete player turns. Remove the guns, and do not put the destroyed battery in the destroyed battery box. Charging enemy cavalry can attempt to spike the guns as they pass over the destroyed marker, but must roll a 1. Each charging stack can roll to spike the guns. 17.8.4 No use can ever be made of enemy guns during a battle, they can only be spiked. Sometimes they count for victory. 17.8.5 During each Corps Morale Phase, batteries in the destroyed battery box can be reorganized. For each two batteries of the same type, one battery can be returned to play, and the other scrapped (remove them from the box). The returned battery appears as a reinforcement on the map edge, on a road leading from a friendly depot. The returned battery has an ammunition level equal to the current average ammunition level for that player. 17.9 Artillery Ricochet 17.9.1 Artillery fire at medium and long range can bounce into the two hexes in a direct line behind the original target hex. bounces cannot occur beyond the artillery units maximum range. Cannon balls bounce into (and attack any units in) blocking terrain, but do not bounce out of blocking terrain. There need not be a line of fire to the bouncing hexes. Cannon balls know no allegiance, and will attack whatever they bounce into. After computing the damage for the original attack, recompute the odds for an attack on the hex lying immediately behind the target hex. Modify by minus 12 if the original attack was at medium range. After this attack, it can bounce in to a third clear hex, with a modifier of minus 24. 17.10 Artillery Ammunition 17.10.1 Artillery units have a limited supply of ammunition. Foot batteries begin the game with six (6) points of ammunition, horse batteries begin the game with eight (8) points. 17.10.2 Each time that a battery fires during the offensive fire phase, it consumes one ammunition point. Defensive and opportunity fire does not consume ammunition. When a battery is out of ammunition, it cannot fire offensively, defensively, or opportunely. 17.10.3 Batteries can be resupplied during a friendly Rally and Resupply phase. Each battery that is with in five (5) artillery movement points of a road that is friendly controlled that leads off the map to a friendly depot can be resupplied. The road is cut if any hex of it is within the zone of influence of, or occupied by, an enemy unit before it reaches the map edge. The five movement points are counted from the road to the artillery unit. They spend movement points as an artillery unit. A die is rolled. On a five (5) or six (6), the battery is resupplied back to its original number of ammunition points. 18 Assault and Melee 18.1 The word melee is used to refer to the actual combat dice roll on the melee table. The word assault is used to refer to the entire process, including morale checks, advances, and retreats. 18.2 The following units can declare an assault (i.e., attack): 1. Non-routed infantry not in square, and 2. Cavalry that charge. 18.3 The following units cannot declare an assault: 1. Artillery, 2. Squares, 3. Infantry and cavalry together, 4. Routed units. 18.4 Units can only assault through their front hexsides. 18.5 A unit cannot fire upon one hex in the offensive fire phase and then assault a different hex (Exception: advancing after withdrawal, case 18.11.5). 18.6 Cavalry that counter-changed or opportunity charge must assault, otherwise assault is not mandatory. 18.7 The active player defines each assault and resolves it before defining the next assault. The active player chooses the order of assaults. The sequence for an assault is: 1. Definition of the assault. 2. Optional withdrawal before melee for certain units, with an optional advance by the attackers. 3. Defender's pre-melee morale check, possibly causing disorderly retreat and an optional advance. 4. Attacker's pre-melee morale check. 5. Melee dice roll and resolution. 6. Possible retreat and advance. 18.8 An assault is defined by stating which units which attack which hex(es). Only multi-hex units may assault more than one hex, although for the sake of player's sanity it is recommended that multi-hex assaults be avoided. 18.9 Important Exception: An assault on a square must be declared at the beginning of the defensive fire phase, because it affects the square's fire (see Section 11.17.9). 18.10 If an enemy unit vacates a hex due to offensive fire combat, or is completely destroyed in that Fire Combat Phase, then friendly units may assault that hex in the immediately following Melee Phase. The assaulting units merely declare the assault, and then execute advance after combat. 18.11 Withdrawal Before Melee 18.11.1 After an assault is defined, certain types of defending units can exercise an optional withdrawal before melee. These units are: 1. Skirmishers, see case 11.20.4.7. 2. Cavalry and limbered horse artillery being assaulted by infantry, providing that the cavalry is not exhausted. 3. Cavalry skirmishers, see case 11.20.5.6. 4. Leaders, see case 21.10 and on. 18.11.2 Withdrawal is a disciplined and planned movement, not to be confused with the retreat of disordered and routed units 18.11.3 The path of withdrawal for non-skirmishers must be free of enemy units and their zones of influence. 18.11.4 As with opportunity fire during retreats (see case 20.7.3), the withdrawing unit does not receive opportunity fire from the units that caused the withdrawal. 18.11.5 If the hex is vacated due to a withdrawal, then the attacking units may enter this hex and declare another assault on a different hex, without receiving defensive fire or triggering opportunity fire or charge. Advancing units must consolidate, as per Section 18.14. If the new target also withdraws, then the attacker may advance, but no further assaults are allowed. 18.12 Pre-Melee Morale Checks 18.12.1 The defending units must make a morale check in order to stand and receive the assault. Important Exceptions: Cavalry, and units in defending in general order, and units that successfully formed square during a cavalry charge do not need to make a pre-melee morale check, they automatically stand. For the units in square, see case 19.9.15.3. 18.12.2 Pre-melee morale rolls are modified by the usual morale modifiers (see Section 20.6.5 and Section 20.6.6), plus they are modified by the ratio of attacking steps to defending steps according to the Assault Morale Table. The type of formation of each unit determines how many steps of that unit are counted in the step ratio: 1. Units not in line count all their steps. 2. Units in line count at most four (4) steps per hex. For example, if a 8 step unit in line assaulted a 3 step unit in column, the step ratio would only be 4 to 3, i.e. one to one on the table. 18.12.3 Defending units that fail the pre-melee morale check become disordered and immediately execute a retreat as per case 20.7.1. Important Note: Unlike retreat after melee (see case 18.13.1), no steps are lost for exiting enemy zones of influence during this retreat. 18.12.4 If all the defenders leave the hex, the attacking units can optionally advance in to this hex, but they cannot then launch another assault on a new hex (unlike case 18.11.5). Advancing units must consolidate, as per Section 18.14. 18.12.5 Players should note that it is often better to pray that one's units fail to stand and so conduct a disorderly retreat, rather than stand, lose the melee, and lose extra steps for retreating after the melee (see below). Load the dice accordingly. 18.12.6 If there are still defenders left in the hex, then the attacking stacks each make a morale check, using the original step-ratio as calculated by the defender. Units that fail the check do not disorder, but they take no further part in the assault. Units that pass the check can participate in the melee. 18.13 Melee Resolution 18.13.1 After the morale checks, the melee odds are calculated. The current melee strengths of all the attacking units are added and compared to the total of all the defending units. In the case of a multi-hex assault, all the stacks are combined into one combat. Percentile dice are rolled, possibly modified by leaders. Results are explained in Section 18.13.5. 18.13.2 If the hex is vacated by the defending units as a result of the melee, then all attacking units that passed their morale checks and participated in the melee must advance into the hex and consolidate as per Section 18.14. 18.13.3 If a unit attacks a square and fails to rout or disorder the square, then the attacking unit becomes disordered after the melee. 18.13.4 Melee Value Modifiers 18.13.4.1 All modifiers are cumulative. 18.13.4.2 Units attacking the flank of an enemy formation have their melee values doubled. Units attacking the rear of an enemy stack have their melee values increased by 50%. 18.13.4.3 Multi-hex units have their melee value prorated per hex. 18.13.4.4 Skirmishers have their melee values halved. 18.13.4.5 Infantry attacking a square have their melee values increased by 50%. 18.13.4.6 Cavalry that are tired melee at half value. 18.13.4.7 Exhausted cavalry melee at one-third value. 18.13.4.8 Lancers in line have their lance bonus doubled and added to their melee value for each hex in which they are deployed and that contacts the enemy. This bonus only applies if the lancers are charging, and for assaults to or from the lancers' frontal hexes. 18.13.4.9 Cavalry in general order melee at one-third of their value. 18.13.4.10 Cavalry that are not in general order, but are assaulting a hex that would require them to enter general order, melee at one-half of their value. 18.13.4.11 Cavalry assaulting a square melee at one-third, although lance bonuses are not thirded. See also case 18.13.4.14. 18.13.4.12 Heavy cavalry are doubled when attacking only light cavalry. 18.13.4.13 Heavy cavalry in line are halved. 18.13.4.14 Cavalry that charge infantry or artillery not in square have their melee values doubled if they charged the last three hexes in a straight line. 18.13.4.15 Cavalry that receive a charge, and are not themselves charging at some point during this charge phase, have their melee values halved. Therefore it is best to countercharge. 18.13.5 Melee Results 18.13.5.1 The possible results are: Blank No result, the units remain where they are. AR (or DR) The Attacker (or Defender) Routs, and each routing stack loses one step for each enemy zone of influence hex exited during the path of rout retreat (case 20.7.1). Squares lose two steps per hex. Stacks that are completely surrounded by enemy zones of influence also lose two steps for exiting such hexes. Surrounded squares lose two (2) steps per hex, not four (4). AD (or DD) The Attacker (or Defender) Disorders, and as with AR/DR, one step is lost per stack per enemy zone of influence exited, squares and surrounded stacks losing double. DS Defending unit surrenders, remove any defending combat units, any leaders may be captured, see case 21.9. #/# The Attacker/Defender lose the indicated number of steps. An asterisk indicates that a morale check must be made. 18.14 Consolidating after Advance 18.14.1 After any advance by assaulting units, the units which advance must form column, facing determined by the attacker, without triggering opportunity fire or charge. If there is a stacking violation (due to an excess of steps, or the presence of good order and disordered units), then a morale check must be made. Exception: Multi-hex lines case 11.16.12.9, and skirmishers in two hexes that assault two hexes. 19 Charge 19.1 Cavalry must charge in order to assault. 19.2 Cavalry that charge do not move in the normal movement phase, and vice versa. 19.3 There are four types of cavalry charge: 1. Normal Charge, 2. Massive Charge, 3. Counter Charge, 4. Opportunity Charge. 19.4 For normal or massive charges, cavalry must be in good order, and neither tired nor exhausted. Important Note: Tired cavalry may counter charge and opportunity charge. 19.5 During normal, counter, and opportunity charges, only one stack may charge at a time. In a massive charge, several stacks of cavalry charge together. Normal and massive charges are made by friendly cavalry in the friendly Charge Phase. Counter charges are made by enemy cavalry in response to friendly charges (or perhaps by friendly cavalry in response to enemy counter charges, and so on). Opportunity charges are made by enemy cavalry in response to friendly movement in the friendly movement phase. 19.6 Charges are assumed to occur about five minutes apart. 19.7 The Charge Phase is organized as follows: 1. Charge Declaration: The player announces all cavalry that will charge. 2. Charge Execution: Consists of six sections, each charge is completed before the next is begun. 1. Movement to Contact: The charging cavalry are moved. The enemy can attempt to form square, stand, or counter charge. Enemy units that disorder or rout are not moved yet. 2. Defensive Fire: All enemy units adjacent to charging cavalry can fire defensively at the cavalry. 3. Melee and Pursuit: Charging cavalry can pursue enemy units that disordered or routed. Enemy units that formed square or stood are assaulted, and then pursued if they lose the melee. 4. Retreat: Units that routed or disordered but were not pursued now execute their automatic disorder or rout retreat. 5. Bounce: Cavalry that failed to do any damage bounce and check for rout. 6. Fatigue: Cavalry are marked as either tired or exhausted, as appropriate. 19.8 Charge Declaration 19.8.1 During the Charge Declaration Phase, the phasing player designates each stack of cavalry that will charge, and states whether they are executing a normal or massive charge. Place a charge counter on top of each charging stack. Leaders that begin the phase stacked with charging cavalry can accompany the cavalry on their charge. 19.8.2 Opportunity charges follow the same procedure given above, but occur during the movement phase. When a unit moves into a hex and triggers an opportunity charge, then the movement phase is temporarily halted while all enemy opportunity charges occur. 19.8.3 Counter charges are described in Section 19.11. 19.8.4 Charging cavalry that fail to assault any enemy unit rout at the end of their movement (but before becoming tired, if appropriate). Exceptions: consolidation, case 19.9.9; recall case 19.9.14.2, and massive charge, case 19.13.11. 19.9 Movement to Contact 19.9.1 A charge is defined to be either one stack of normally or counter or opportunity charging cavalry, or all the stacks in a massive charge. 19.9.2 Move the charge counter, rather than the cavalry stack. Replace the charge counter by the cavalry only after pursuit and rout have been completed. This will reduce the damage done by short stubby fingers, and aids in the counting of movement points during pursuit. 19.9.3 Cavalry that charge have a movement bonus of five (5) movement points. This bonus is also applied to any accompanying leaders. 19.9.4 Cavalry may not enter hexes or cross hexsides that block line of sight, except for slope hexsides. They may not assault into such hexes or across such hexsides. They may charge adjacent to such hexes and then assault them, see case 18.13.4.10. Cavalry may not charge something that they could not reasonably know about (See case 4.2). 19.9.5 Cavalry that charge may make only one formation change during the charge. This change must occur in the first hex entered, and costs twice the usual number of movement points (i.e. six (6)). 19.9.6 Cavalry may begin a charge in general order, providing that the first hex they enter is not also a general order hex. The cavalry unit must pay the cost of the formation change in this hex, i.e., six (6) movement points. 19.9.7 Charging cavalry in column may only enter the central front hex when moving. Exception: for every three consecutive hexes moved through the front, they may next enter either the right or left front hex. Cavalry charging in line can enter either of the two front hexes. Charging cavalry can assault or pursue through any of their front hexsides. 19.9.8 Charging cavalry must pay two (2) movement points every time that they change their facing by 60 degrees. Charging heavy cavalry may only make one 60 degree turn per hex entered, and charging light cavalry may make two such turns per hex entered. 19.9.9 Charging light cavalry in line may expand the length of their line by one hex for each hex entered. They can also shorten (consolidate) their line by one hex for each hex entered, but must make a morale check. If they pass the check, the charge continues. If they fail the check, then they do not rout, but instead they halt the charge in that hex. Apply any appropriate tired marker (see Section 19.10.9). 19.9.10 Whenever charging cavalry come within two (2) hexes of an enemy unit that has a line of sight to the cavalry, then the cavalry must declare if those enemy units are the target of the charge (but not in a massive charge, see case 19.13.8). In addition, a cavalry unit must declare whether an enemy unit is its target the instant that the cavalry moves adjacent. A multi-hex line of cavalry may declare several targets. Cavalry must assault the declared target(s). If the enemy units are not the target of the charge, then the cavalry cannot assault them this game turn. Cavalry may only change targets by recalling (see Section 19.9.14). 19.9.11 Each stack of cavalry that charges normally must assault a different target. This restriction does not apply to the other three types of charge. 19.9.12 Whenever charging cavalry move within four hexes of an enemy infantry unit that has line of sight to the cavalry, then the infantry have the option of forming square (see Section 19.9.15). In addition, players are reminded that they may counter charge enemy cavalry (Section 19.11). 19.9.13 A charge can be made against an adjacent unit. 19.9.14 Cavalry Recall 19.9.14.1 Each stack of cavalry may make one recall attempt per charge, plus one recall attempt per declared target that forms square or disorders or routs after the cavalry declare it to be a target. (Exception: massive charges cannot be recalled.) The player is completely free to choose when (or if) to issue any recalls. 19.9.14.2 Consult the Cavalry Recall table in the scenario rules and roll a single die. If the attempt is successful, then the player can choose to either halt the charge, or pick a new target for the charge. If the charge is halted, then apply any appropriate tired markers (see Section 19.10.9). The cavalry units do not rout for having failed to contact the enemy. If the attempt is unsuccessful, then the unit must continue to charge and/or attack its designated target. 19.9.14.3 If cavalry successfully recall, then they may ride over a square rather than assault it. 19.9.15 Forming Square 19.9.15.1 Infantry in good order in clear terrain can form square whenever charging enemy cavalry move within four (4) hexes of the infantry and the infantry have a line of sight to the cavalry (exception, coming out of square, see case 14.12.6.2). Infantry in skirmish order, disordered infantry, and routed infantry cannot form square in the face of a charge. 19.9.15.2 The Square Formation Table (see scenario rules) is used. Cross index the infantry's nationality with the range to the charging cavalry. Roll the base-6 percentile dice, modified by the listed modifiers. The result will show whether they successfully formed square, or became disordered or routed. If the square formation is successful, then the infantry units (and any artillery stacked with them) form square. Do not execute any retreat due to disorder or rout until the Rout and Pursuit Section of the Charge Phase. 19.9.15.3 Units that successfully formed square do not need to make a pre-melee morale check if they are assaulted by any of the charging cavalry. 19.9.15.4 Infantry are not required to form square, but if they are the declared target of the cavalry charge, then they must decide whether they will form square or merely attempt to stand the instant that the cavalry move adjacent. 19.9.15.5 A unit that is force marching adds six (6) to the square formation roll. 19.9.15.6 A stack that attempts to form square during a Massive Charge adds six (6) to the square formation roll. 19.9.16 Standing 19.9.16.1 Defending cavalry that did not counter-charge, infantry that decided not to form square, and unaccompanied unlimbered artillery must attempt to stand when charging cavalry comes adjacent. Disordered infantry can elect to stand, but routed infantry cannot (they will automatically be pursued, at the charger's option). Unaccompanied limbered artillery automatically rout as soon as the cavalry move adjacent. Note that standing occurs during the Movement to Contact Section of the charge sequence, not the melee section. Hence it occurs before the cavalry elect to assault the stack, so if the stack breaks then the cavalry may recall and change targets. 19.9.16.2 Infantry skirmishers cannot stand in the face of a charge. They either withdraw as per case 11.20.4.9, or they rout when the cavalry move adjacent. 19.9.16.3 Units that were already in square before the beginning of this Charge Phase (or Movement phase for opportunity charges) must also make a morale roll to stand. 19.9.16.4 The unit makes a standard pre-melee morale check (see Section 18.12), with the following additional modifiers (cumulative): -12 Charged through flank -6 Charged through rear -6 Charged by super-heavy cavalry -12 In road order 19.9.16.5 If the units fail to stand, then they become routed, but do not retreat at this point. They will retreat during the Melee and Pursuit section of the Charge Phase. The cavalry may elect to pursue them, or attempt to recall and change targets. 19.10 Charge Execution 19.10.1 During the Charge Execution Phase, the combat effects of each charge is resolved separately. A charge is defined to be either one stack of normally or counter or opportunity charging cavalry, or all the stacks in a massive charge. Each charge is executed before the next is resolved. 19.10.2 Defensive Fire 19.10.2.1 All enemy units adjacent to charging cavalry may execute defensive fire against the charging cavalry. 19.10.3 Pursuit and Melee 19.10.3.1 Charging cavalry that are adjacent to enemy units must assault their targets in this phase. If the target is disordered or routed, then the cavalry pursue (but see case 19.10.6.1), otherwise it is a simple variation on the standard assault process. 19.10.3.2 Each stack of cavalry that charges normally must assault a different target. This restriction does not apply to the other three types of charge. 19.10.3.3 The assaults and pursuits are done one at a time, in any order chosen by the phasing player, but see Section 19.10.4. 19.10.4 Time Order of Counter Charges 19.10.4.1 Complicated situations can occur with counter- charges. The assaults are all separate, and must be resolved in the order in which contact occurred. Units do not advance after combat until all of the melees have been resolved. Retreats are executed after each individual melee. If an assaulting unit that is itself due to be assaulted fails in its assault and breaks, then it retreats and loses an extra step, and the assault upon it is automatically successful. For each melee, the attacker is the cavalry unit that caused the contact. 19.10.4.2 For example, French cavalry unit FC1 charges Prussian infantry unit PI1, and in turn is counter-charged by Prussian cavalry unit PC2, which is counter-charged by French cavalry unit FC3. Suppose that FC1 defeats PI1. Unit PI1 is retreated, but FC1 remains in place to be assaulted by PC2. Suppose that PC2 rolls badly and suffers an Attacker Disorders result. PC2 is retreated and loses an extra step because it was due to be assaulted by FC3. The final assault by FC3 upon PC2 is now automatically successful. All the melees have been resolved, so FC1 and FC3 advance and consolidate. 19.10.5 Melee During Charge 19.10.5.1 No pre-melee morale checks are made. Assaulting cavalry never need too make such checks, and any other units that are still in good order will have either successfully stood, or formed square. 19.10.5.2 The melee value of all cavalry is affected by a number of modifiers, and they are all cumulative (see Section 18.13.4). 19.10.6 Pursuit 19.10.6.1 Cavalry may pursue (hack to pieces) any routed cavalry, or disordered or routed infantry, or disordered or routed limbered artillery units that they assault. Note that the limbered artillery will have automatically routed, see case 11.18.9. Routed and disordered unlimbered artillery are automatically destroyed (see case 20.4). 19.10.6.2 Cavalry pursue units by expending movement points. If the pursued unit routed or disordered due to a melee result, then the cavalry immediately spend movement points for the melee. The cost is seven (7), minus the tens die of the melee dice roll. Cavalry that are pursing units that were routed or disordered for other reasons (such as failure to stand, or form square) do not spend these extra movement points. Note that these extra movement points might prevent the cavalry from pursuing. 19.10.6.3 Move the pursued unit directly back one hex. Move the cavalry forward one hex. The cavalry expend movement points equal to the terrain cost of the hex, plus two (2) points if the pursued units are routed, or three (3) if the pursued are merely disordered. Destroy one step per stack of pursued units. 19.10.6.4 Pursuit continues until either: 1. The cavalry run out of movement points, or 2. The cavalry are recalled, or 3. The pursued are completely destroyed, or 4. The cavalry's movement is blocked by impassable terrain, or 5. The pursuing cavalry are counter-charged by other cavalry (conduct another melee). 19.10.6.5 If the pursued unit survives the pursuit, then they immediately conduct a retreat move of the appropriate length (see case 20.7.1), subtracting off the distance that they have already retreated. 19.10.7 Final Retreats 19.10.7.1 After all pursuits and melees have been completed, units that routed or disordered in this charge phase but were neither pursued nor assaulted must execute their automatic retreat (see case 20.7.1). 19.10.8 Cavalry Bounce 19.10.8.1 Cavalry that charged and did not recall and neither pursued nor assaulted automatically rout after all retreats. 19.10.8.2 Charging cavalry that assaulted and failed to either inflict casualties or cause or a morale check will immediately `bounce'. The cavalry withdraw for one-third of their movement rate, and make a morale check. If they fail this check then they rout, and complete their rout retreat, using the remaining two-thirds (2/3) of their printed movement points. 19.10.9 Tired and Exhausted 19.10.9.1 Cavalry have three levels of fatigue: Rested (or normal), Tired, and Exhausted. 19.10.9.2 Cavalry that perform any type of charge will gain one level of tiredness if they charge (or charge and then rout) more than one half of their charge movement rate (normal movement rate plus five), as do cavalry skirmishers if they withdraw more than half their move before combat (see case 11.20.5.6). Cavalry that rout gain one tiredness level, up to exhausted. 19.10.9.3 Cavalry that melee (either in attack or defence), or pursue also gain one level of fatigue. Hence cavalry that charge for more than half their movement and assault or pursue will become exhausted. Cavalry that charge less than half their movement and then melee will merely be tired (or exhausted if already tired). Exception: Cavalry that melee and elect to only use one-third (1/3) of their melee value do not gain a level of fatigue. This multiplier is in addition to any other modifiers. 19.10.9.4 Tired and exhausted markers are placed at the end of the charge phase for normal, massive, and opportunity charge; and at the end of the movement phase for opportunity charges. Tired and exhausted makers caused by charging and melee are placed after the conclusion of all melees or pursuits engaged in by that cavalry, and any routs of that cavalry. 19.10.9.5 Cavalry that are tired have their melee values halved. 19.10.9.6 Cavalry that are exhausted have their movement rates and melee values thirded. Their morale is degraded by six (6). 19.10.9.7 Routed cavalry that are exhausted move at one third of their printed movement rate, not at 1/3*3/2 = 1/2 of their printed rate. 19.10.9.8 Cavalry may not perform an action which would take them beyond exhausted. (Exception: they may melee defensively). 19.10.9.9 Exhausted cavalry cannot conduct a withdrawal before melee, see case 18.11.1. 19.10.9.10 Cavalry recover one level of fatigue if they do not charge, do not melee (attack or defence), and move less than half their eligible movement rate during the friendly player turn. They recover two levels if they do not charge, do not melee, and do not move at all. The fatigue levels are removed during the friendly Rally and Resupply Phase. 19.11 Counter Charges 19.11.1 Counter-charges are charges made by cavalry against charging cavalry. Cavalry must be in good order, and either rested or tired in order to counter charge. Cavalry that have just been contacted by enemy charging cavalry may not counter-charge. 19.11.2 Light cavalry have a reaction zone that extends out six (6) hexes through their fronts, according to Figure 13. Heavy cavalry have a four (4) hex range. Whenever enemy cavalry charge through this zone the friendly cavalry have the option of counter-charging. This zone is fixed at the beginning of the Charge Phase, and cavalry may not counter- charge outside of this zone. 19.11.3 The cavalry who wish to counter charge must make a morale check. If they fail, then they remain in place but do not rout. If they succeed, then they may counter-charge. 19.11.4 Counter-charges can trigger other counter charges. 19.11.5 Counter-charge can be triggered by pursuing cavalry. 19.11.6 Place a charge counter on top of the counter- charging stack. The charging cavalry and the counter- charging cavalry will alternate spending one movement point each, beginning with the counter-charging stack. Continue this movement until contact occurs, or the charging cavalry move outside of the original counter-charge zone. If the latter occurs, then the counter-charging cavalry must make a morale check for having failed to melee (see case 19.8.4). 19.11.7 Counter charges can produce complex assaults, see Section 19.10.4 19.12 Opportunity Charges 19.12.1 Opportunity charges are executed by enemy cavalry during the friendly moving phase. Exception: friendly cavalry can charge enemy units which retreat during a melee phase, if the friendly cavalry did not charge in the immediately preceding charge phase. 19.12.2 Whenever a friendly unit moves (not charges) into (or expends movement points in) a hex that is within two (2) hexes of enemy cavalry that are not exhausted, and are in good order, then the enemy cavalry may opportunity charge the friendly unit. Note that this two-hex range covers 360 degrees, so cavalry may charge infantry that are sneaking up behind the cavalry. 19.12.3 The cavalry unit checks morale as per counter charges (case 19.11.3). If it succeeds, then it must immediately charge the moving stack. All attempts to withdraw, stand, or form square are performed now. The moving units stop moving once the charging cavalry contact them and cannot expend any more movement points. If they were changing formation, then they are charged in their new formation. The resulting melee (or pursuit) is held over until the normal melee phase, and the charged units can fire at the cavalry unit(s) during the offensive fire phase. 19.12.4 Cavalry may attempt any number of opportunity charges until they succeed, but they may make only one attempt per stack that crosses its opportunity charge zone. 19.13 Massive Charges 19.13.1 A Massive (or Bloody Great) Charge occurs during the ordinary Charge Phase. Several stacks of friendly cavalry may charge together, provided that they are all adjacent to, or stacked with a Cavalry Leader of Special Ability. Such leaders are rare, and are listed in the scenario rules. 19.13.2 Massive charges follow the rules for normal charges, except as noted below. 19.13.3 All units in a massive charge receive the morale bonus of the special leader, but none of them receive his melee bonus. 19.13.4 All the stacks move as one group, but see case 19.13.8. The entire group pays the movement point cost of the most expensive hex entered. No change of formation or direction are ever permitted. 19.13.5 A massive charge cannot recall. 19.13.6 A massive charge need not recall in order to ride over a square. 19.13.7 If a massive charge rides over a square, then the square can only give opportunity fire on the first stack of charging cavalry that rides over it, see case 11.17.9.3. 19.13.8 A massive charge does not declare targets, they merely assault anything that they contact. Whenever a stack contacts an enemy unit, then the charging stack stops moving, while the rest of the charge continues. A charging stack that is behind a charging stack which has just contacted an enemy stack may sidestep the front stack and continue in the massive charge. In general, massively charging stacks are allowed to slip around other stacks of the same charge that have halted, no matter whether the halt is in contact with the enemy or for some other reason. Note that this slippage may cause over-stacking, which will cause a morale check. 19.13.9 Infantry that attempt to form square in the face of a massive charge add six (6) to their dice roll. 19.13.10 Units that attempt to stand in the face of a massive charge count all of the charging cavalry steps when determining the morale modifier due to the step-ratio in Section 18.12. 19.13.11 If at least one unit in a massive charge assaults the enemy, then other massively charging units do not rout if they fail to assault the enemy. 20 Morale 20.1 There are three morale states: Good order (best), disorder, and rout (worst). 20.2 Infantry and limbered artillery units are either in good order, disorder, or routed. 20.3 Cavalry units are either in good order or routed, but are never disordered. Cavalry in good order that fail a morale check become routed. 20.4 Unlimbered artillery that fails a morale check is destroyed (see Section 17.8), it does not rout or become disordered. 20.5 Units lose morale by failing morale checks, or as a result of melee. Disordered and routed units recover good order by rallying. 20.6 Morale Checks 20.6.1 Many events in the game will require a unit or stack of units to make a morale check. The base-6 percentile dice are thrown and all appropriate modifiers are included. One roll is made for each stack of units that must check their morale. The final modified value is compared against each of the units current morale value. If the result is greater than the units current morale value, then the unit passes the morale check. If the final result is equal to or less than the unit's current morale value, then the unit fails the morale check. 20.6.2 Morale checks are failed by rolling low, hence a low morale value is a good morale value. Whenever the rules say that morale is degraded by N, then N is subtracted from the morale dice roll. 20.6.3 Only one morale check is made per combat event, even if that combat event provides several reasons to check morale. For example, suppose a unit was fired upon, and lost half of its steps (causing a morale check), and a leader was killed as well (also causing a morale check). Only one morale check is actually made. Note that the morale check made by bouncing cavalry is a separate check to any check made during the melee. See also disorder and rout in the same hex, case 12.10. 20.6.4 The following events require a unit to make a morale check. If the unit fails the check, it goes to the next worse morale state (except where noted). 1. Whenever a hex is overstacked. Note that this includes the case when ever routed or disordered units move or retreat through other units. 2. Whenever an infantry unit attempts to assault. Failure merely prevents the unit from attacking. 3. When infantry or artillery attempt to stand in the face of a cavalry charge (failure causes rout, not disorder) 4. Whenever infantry or artillery not in general order defend in melee. 5. When called for by the melee results chart. 6. Whenever cavalry bounce because they failed to inflict casualties in a melee. 7. Whenever cavalry attempt to reaction charge or opportunity charge (failure merely prevents the charge, no rout occurs). 8. Whenever light cavalry consolidate during a charge (failure does not cause rout, the charge merely halts). 9. Whenever a leader is killed in that hex. 10. Whenever the commanding leader withdraws before combat and leaves friendly units to face the assault. 11. Whenever a certain step level loss is reached, as specified in the scenario rules for each game. 12. Whenever cavalry loses a step to fire. 13. Whenever a unit loses 50% of its remaining steps to a single combat event (companies and batteries excepted). 14. Whenever a division attempts to force march. 20.6.5 Morale Check Modifiers - General 20.6.5.1 Units that have lost 50% or more of their initial number of steps have their morale values degraded (increased) by six (e.g. a 23 becomes a 33). Exception: units with a printed morale of 16 or less, companies, and batteries are unaffected by this rule. 20.6.5.2 If infantry units from different Major Morale Organizations (see Section 20.9) are stacked together, then the units' morale is degraded by six (6). 20.6.5.3 If there are any leaders in the stack, then the commanding leader's (see case 21.2) morale bonus (bottom right hand number) improves the stack's morale value. Note that some leaders have negative morale modifiers, so they actually degrade the stack's morale. 20.6.5.4 If a leader was killed in this hex during the combat event that caused this morale check, then the morale dice roll is degraded by the dead leader's morale bonus. Exception: Dead Leaders with negative morale bonuses do not improve a unit's morale value. There is no rejoicing over dead leaders, no matter how incompetent. 20.6.5.5 The modifier due to the morale level of the unit's Major Morale Organization also degrades the unit's morale, see scenario rules and Section 20.9. 20.6.5.6 Disorder units have their morale degraded by three (3). Routed units have their morale degraded by six (6). 20.6.5.7 Units in square have their morale improved by six (6). 20.6.5.8 Exhausted cavalry have their morale degraded by six (6). 20.6.5.9 A unit that is force marching has it morale degraded by six (6) on the first turn that it force marches. For each subsequent turn that it force marches, the degradation is increased by three (3) (see case 14.13.3 and case 14.13.4). 20.6.5.10 For every step beyond the first that a units loses due to fire combat, there is an additional morale roll degradation of three (3). 20.6.6 Morale Check Modifiers - Melee only 20.6.6.1 The following modifiers only apply to both attacking and defending pre-melee morale checks. 20.6.6.2 Units assaulting uphill have their morale degraded by three (3). 20.6.6.3 Units defending against an up-slope attack have their morale improved by three (3). 20.6.6.4 Units assaulting town or woods have their morale degraded by three (3). Note that the defending units do not make a pre-melee morale check. 20.6.6.5 The attacker subtracts three (3) from the morale dice for each step lost to defensive fire. 20.6.6.6 Units in road order that are assaulted have their morale degraded by six (6). A unit in road order that is charged has its morale degraded by twelve (12). 20.6.6.7 The step-ratio modifier from the Assault Morale Table (described in Section 18.12) is also used, but see the note for massive charges in case 19.13.10. 20.7 Rout and Disorder 20.7.1 The instant that a unit becomes disordered it must move away from the enemy for one-half (1/2) of its printed movement rate (Exception: withdrawing skirmishers, case 11.20.4.7, and post-charge bounces, Section 19.10.8) The instant that a unit routs it must move away from the enemy for one and a half times it movement rate. Leaders that are currently with retreating or withdrawing units may move with the units. If they follow a routed unit, then the leader's movement rate is also increased by 50%. 20.7.2 If a multi-hex unit routs or disorders, then it consolidates away from the event which caused the morale failure (for example, it pulls away from fire). 20.7.3 The retreat can trigger opportunity fire, except that any enemy unit that directly caused the retreat cannot fire on the units. For example, suppose a unit disorders because of fire combat. It can be fired upon during its retreat by every eligible enemy unit except those units which fired upon it causing it to disorder. 20.7.4 The path that the routing or disordered unit follows is called the path of retreat. This path may never: 1. cross enemy units (except that cavalry can ride over squares), nor 2. cross prohibited terrain, nor 3. cross the same hex twice. 20.7.5 If the unit cannot retreat its full distance without violating the previous three conditions, then it immediately surrenders and is removed from play. Any leaders with the unit are captured. 20.7.6 If a routing unit cannot retreat its full distance because of overstacking as per case 12.9, then it surrenders. Any leaders with the unit are captured. A disordered unit will merely rout. 20.7.7 The path of retreat must also follow the following priorities, ordered from most important to least important. 1. The path must contain the least number of enemy zones of influence. 2. The unit must not move closer to an enemy unit that it can see and that is within fifteen (15) hexes. 3. They must move through the most economical terrain possible. 4. They must not move through friendly units. 5. The path of retreat must not contain gratuitous wiggles. 6. They must retreat towards a friendly depot. 20.7.8 If disordered infantry or artillery ever retreat through the zone of influence of good order and un-exhausted enemy cavalry, then the infantry unit instantly routs. It executes a rout retreat subtracting off the movement points already spent on the disordered retreat. 20.7.9 Disordered units move at half their normal speed, and their fire and melee values are halved. They cannot assault. Their morale is degraded by three (3). Except for the initial retreat, they are moved under the normal control of their player. 20.7.10 Routed units move at one and a half (1.5) times their normal speed, except for routed and exhausted cavalry, who move at one-third (1/3) of their movement rate. Routed units have no fire value, cannot declare an assault, melee at one- third (1/3) of their normal value, and have their morale degraded by six (6). Routed units must move until they are fifteen (15) hexes away from all enemy units, and then must seek to hide in woods or dwellings hexes that are also fifteen (15) hexes away from the enemy. They remain there until either they rally, or the enemy moves within fifteen hexes and the routed unit has a line of sight to the enemy units. 20.8 Rallying 20.8.1 During the Rally and Resupply phase, all friendly disordered units must attempt to recover good order. A morale check is made applying all modifiers, including the three (3) degradation for being disordered. If the unit passes the check, then it assumes good order. If the unit fails the morale check then it instantly routs and performs a rout retreat. 20.8.2 During the same phase, all friendly routed units that fulfil at least one of the following conditions must attempt to rally: 1. Stacked with a friendly leader, or 2. Behind friendly lines, and in woods or dwellings hexes, and are fifteen or more hexes away from any enemy that they can see. 20.8.3 A morale check is made, applying all modifiers, including the six (6) degradation for being routed. If the units passes it morale check, then it instantly rallies and assumes good order. If the unit fails the check, then it remains routed. 20.8.4 Rallying units automatically form column if it is in terrain that will allow column, otherwise they form general order with any desired facing. 20.9 Major Morale Organization 20.9.1 Units within each army belong to a Major Morale Organization, as specified in each game's scenario rules. These organizations are typically corps or divisions. As the infantry in a morale organization are destroyed or routed, the remaining infantry units in that organization will experience negative morale effects. 20.9.2 Major bureaucratic organizations have four Morale Levels: 1. Level Zero: The organization has lost fewer than 20% of its infantry steps. 2. Level One: It has lost from 20% to less than 40% of its infantry steps. 3. Level Two: It has lost from 40% to less than 60% of its infantry steps. 4. Level Three: it has lost 60% or more of its infantry steps. 20.9.3 An infantry unit is counted as lost if it has been destroyed, or forced off the map, or is currently routed. As each step is destroyed, mark it down on the tally for that organization. When an infantry unit routs, mark down its current number of steps on the same tally. Remove that number when it rallies. Note that morale levels are computed during every turn during the Corps Morale Phase. 20.9.4 In the original La Bataille rules, major morale was base on the number of destroyed battalions, not steps. Levels were only calculated once per hour. 20.9.5 Emergency retreats can temporarily affect the morale level of parts of a major morale organization, see the Section 9.11. 20.9.6 Note that only infantry steps affect an organization's morale level, and only infantry units are affected by the organization's morale level. 20.9.7 The scenario rules for each game list the negative morale modifier to apply to the units in an organization that has reached an unfavourable morale level. 20.9.8 If infantry units from different major organizations stack together, then their morale is degraded by six (6). 21 Leaders 21.1 Leaders represent single people. They have no intrinsic combat or fire values, but affect the fire, melee and morale values of friendly units that they are stacked with. The layout and effect of leader units is shown in case 8.3. 21.2 Only one leader (the commanding leader) in a hex has any affect. If several leaders are stacked, then the commanding leaders is the leader highest up in the army organization. If several leaders are tied, then non-ADCs have seniority over ADCs. If there is still a tie, then the leader with the highest morale bonus is the commander. If there is still a tie, then make a random choice. 21.3 Leaders can be killed or wounded in three ways: 1. Whenever a unit fires upon a hex containing a friendly leader, and an unmodified 65 or 66 is rolled, or 2. Whenever an assaulting enemy unit rolls an unmodified 64, 65, or 66, or 3. Whenever the leader participates in a friendly assault and an unmodified 11 or 12 is rolled. 21.4 If there are multiple leaders in a hex, then the commanding leader is hit. 21.5 Roll a single die to determine the type of wound: 1. Head (dead) 2. Torso (dead) 3. Leg (out of battle for 2d6 hours) 4. Arm (out of battle for 1d6 hours) 5. Stunned (out of battle for 1d6 turns) 6. Knocked his hat off (no effect) 21.6 If a leader is out of battle, he reappears at the appropriate time as a reinforcement on a map edge on a road leading from a friendly depot. 21.7 If a leader dies, then the stack must immediately check morale, reversing any positive morale effect of the recently deceased leader (see case 20.6.5.4). 21.8 Leaders are captured whenever they are stacked with a unit that is completely destroyed, and the leader is completely surrounded by enemy units or enemy zones of influence unoccupied by friendly units. If at least one of the surrounding hexes is occupied by a friendly unit, then the leader automatically joins that unit. 21.9 Leaders are also captured if stacked with a unit that surrenders. In this case, the leader need not be surrounded. 21.10 Unaccompanied leaders automatically withdraw before assault, unless surrounded as per case 21.8, in which case they are captured. 21.11 Unaccompanied leaders may withdraw one hex in the face of the charge, if they withdraw into a hex containing friendly units. If they are unable to withdraw then they are captured by the charging unit. The cavalry unit need not stop to capture the leader. 21.12 If the commanding leader in a stack withdraws before melee and leaves some friendly units to face the assault, then the remaining stack must make a morale check as if that leader had just been killed. 21.13 Captured leaders remain on the board and must be stacked with a guarding unit. If at any time they are not stacked with a guarding unit, then they become free and return to their normal duties. 21.14 Captured leaders may not be executed or accidentally shot. 22 Army Organization 22.1 The different nationalities organized their armies along slightly different lines. These rules are a guide to the counters, but also define the command system used. 22.2 These notes only apply to the battles in this series, it is probable that the different nationalities used different organizations in other battles, although the differences were probably at the corps and higher level. 22.3 French 22.3.1 French armies are divided into a number of corps. Corps are either infantry corps, cavalry corps, or the Guard Corps. Infantry corps are identified by a roman numeral (e.g. IV corps), whereas cavalry corps are identified by roman numerals with a `c' suffix (e.g. IVc Corps). The Guard Corps is identified as `GD'. Each corps is commanded by a general and his ADC(s). 22.3.2 Each infantry corps is a command element. Its subelements are the infantry divisions. An infantry corps typically has three infantry divisions, one or two cavalry divisions, and about five artillery companies. The cavalry of the corps are in command if they are within twice the command radius of the Corps HQ, or any divisional commander. Artillery are in command if they are within the command radius of the Corps HQ or any divisional commander. 22.3.3 An infantry division typically has four infantry regiments and is commanded by a general. Often there are one or two Legere (skirmisher) infantry regiments, the remaining regiments being ordinary line infantry. Infantry regiments can typically be broken down in to two, three, or four battalions. Occasionally French infantry regiments will break down into two battalions and two companies. Regimental counters include their parent division and corps. Battalion counters only show their parent regiment: 22.3.4 Cavalry corps are command elements. Each of the two or three cavalry divisions is a subelement. A cavalry division typically has four regiments of cavalry. All regiments are of light cavalry, or all are heavy. A horse artillery company might be attached. The division is commanded by a General, or possibly a corps level ADC. The parent unit information is shown in the same way as for infantry regiments. If a cavalry division is the only cavalry division within a corps, then typically only the corps number is shown on the cavalry regimental counters. The horse artillery are in command if they are within command radius of the Corps HQ, or any divisional leader. 22.3.5 Artillery units are either batteries, or (occasionally) half batteries. Batteries nominally belong to artillery regiments, but this parentage does not matter. Corps and regiment are shown on the left, battery on the right: 22.4 Russian 22.4.1 Russian army organization differs somewhat from French organization. Russian armies are typically broken down into a number of `wings.' Each wing has several infantry divisions, a `grand battery' for that wing, and the cavalry of that wing. In addition to the wings, there might be several detachments. 22.4.2 Each infantry division is a command element, as is the cavalry of each wing. Each grand battery is a command element. A stack of cavalry is a subelement. Wing commanders can make Royal Initiative attempts. If successful, then they can issue an order to a command element of their wing, in the same manner as the Army Commander. 22.4.3 A Russian infantry division contains about six infantry regiments, and some light artillery batteries. Each division is numbered. 22.4.4 Each infantry regiment can be broken down into three infantry battalions, typically one grenadier and two line battalions. Some regiments are skirmisher regiments. Each regiment has a name, usually long and unpronounceable. Regimental counters have the division number, and a short form of the regimental name. Infantry battalions have the regimental name and battalion name or number. The wing to which an infantry unit belongs is not shown. 22.4.5 Cavalry groups have no organization other than belonging to a particular wing. The wing is shown on the left of the counter, the regimental name on the right. 22.4.6 An artillery grand battery contains five or six heavy artillery companies, and perhaps some infantry. Artillery batteries have no names in these games. 22.4.7 A detachment could contain anything, but a typical mix is several infantry regiments, a couple of cavalry regiments, and some light artillery batteries. 22.5 Prussian 22.5.1 Prussia reorganized its forces in 1812. Prior to 1812, it used a divisional structure similar to the Russians and Austrians. After 1812 they used a Corps system reminiscent of the French. In the later scheme, a Prussian brigade is equivalent to a French division. 22.5.2 Pre-1812 Prussian 22.5.2.1 A Prussian army is divided into infantry divisions and cavalry groups. Detachments and advance guards could be mixed. An infantry division has from three to five regiments, each of two (perhaps three) battalions. Two or three artillery batteries are typically attached to each division. Cavalry groups could include horse artillery. 22.5.2.2 Each division is a command element, as is each detachment, and each cavalry group. 22.5.2.3 Prussian heavy artillery can form grand batteries, also a command element. 22.5.3 Post-1812 Prussian 22.5.3.1 Prussian Corps are command elements. The subelements are the infantry and cavalry brigades. There are no Prussian cavalry corps. A Prussian corps typically has three or four brigades of infantry, two or three brigades of cavalry, and about a dozen artillery companies. A corps is commanded by a General and an ADC. 22.5.3.2 Cavalry are in command if they are within a normal radius of the brigade HQ. The cavalry brigade commanders must remain within a cavalry radius of the Corps HQ (i.e., 12 hexes). Artillery are in command if they are within the command radius of the corps HQ, or any divisional commander. 22.5.3.3 A Prussian infantry brigade typically has three infantry regiments, each consisting of three battalions and possibly a Jäger (skirmisher) company. Regular infantry regiments have a fusilier (often skirmisher) battalion, and two line battalions. Landwehr regiments have three Landwehr battalions. Prussian regiments do not have a regimental counter, only battalion and company counters. These counters show the corps, regiment, and battalion identifiers: 22.5.3.4 A Prussian cavalry brigade has three cavalry regiments, usually a mixture of light and heavy cavalry. The brigade number is not shown on the counter, only the corps and regimental numbers. 22.5.3.5 Prussian artillery batteries do not belong to any regiment. The front of their counters only have corps and battery numbers. 22.6 British and Allies 22.6.1 British armies (when large enough) are organized into a number of corps. 22.6.2 British allies are either attached as divisions using the same organization as the British, or as national contingents with their own organization. British allies do not use the complex British system of regiments and battalions. Their infantry regiments usually have three identical battalions, with no regimental counter. 22.6.3 British infantry divisions are command elements, as are cavalry brigades. Historically they commanded by brigades, but the sheer numbers of brigades makes this impractical. British Corps commanders can try for local initiative. If successful then they can issue an order to a division of their corps. The order is handled in the same manner as an order from the Army commander. 22.6.4 There is one cavalry corps, all other corps are infantry corps. All cavalry is in the cavalry corps. The heavy cavalry division is a command element, and has two brigade subelements. Each light cavalry brigade can either act a command element, or can be attached to an infantry division. 22.6.5 An infantry corps contains two or three infantry divisions. 22.6.6 In Talavera, each division contains five infantry battalions. Each battalion consists of a battalion counter and its attached light company. Artillery at Talavera is attached to the corps. 22.6.7 At Quatre Bras and Waterloo, infantry divisions are split into two or more brigades. Each brigade had four battalions, each battalion having its associated light company. Two or more artillery batteries are attached to each brigade. 22.6.8 British infantry regiments have a strange organization. A regiment is really just an organizational shell. A typical regiment has two (sometimes more) battalions, but only one is a combat unit. The other battalion is a recruiting and training organization based in Britain. The two battalions take turns at being `active' and `depot.' For example, the first battalion might be on active service overseas, while the second battalion is at home. After several years they officially trade places, but many of the troops in the first battalion will move to the second battalion and vice versa. Hence a regiment really has only one battalion. Regiments are known by both an official number, and several official and unofficial names. For example, the 42nd Regiment of Foot is known as The Royal Highland Regiment, or as the Black Watch. The 1st Battalion, Royal Highland regiment would be written as 1/42nd. The fact that a Regiment has only one active battalion often causes people to confuse British battalions and regiments. To further confuse matters, some regiments (like the First Foot (or Life) Guards) do have several active battalions. 22.6.9 British battalions have one special company of skirmishers, known as the light company. These companies are represented by their own counters. If there is only one battalion from a regiment present, then the light company has the regimental number of their parent battalion. Note that this is technically incorrect, as the light company belonged to the battalion, not to the regiment as a whole. If there are several battalions, then the light company displays the same order of battle information as its parent battalion. Light companies can be recognized by their company symbol and their small number of steps. 22.6.10 Infantry battalions display their corps, division and battalion numbers. In addition, the regimental number is given as the unit badge. 22.6.11 Cavalry regiments have an official number or name, and a less official name. For example, the 3rd Dragoon Guards are also known as the Prince of Wales Dragoons. Cavalry units show their cavalry affiliation, and the short form of their regimental name only. 22.6.12 Artillery batteries are known by the name of their commanding officer. Artillery of all type is in command if it is within the command radius of any HQ. 22.6.13 Horse artillery is usually attached to the cavalry. 22.7 Spanish 22.7.1 At Talavera the Spanish are organized into six infantry and two cavalry divisions. The divisions are numbered, except for the Vanguard Division. 22.7.2 Spanish infantry and cavalry divisions are command elements, although any player who believes that he can actually control Spanish troops has not played Talavera. 22.7.3 An infantry division has two or three line infantry regiments, and a couple of attached militia battalions. The line regiments break down into two or three battalions. Regiments show their division and short regimental name. Battalions show their short regimental name and battalion number. 22.7.4 Cavalry are organized into heterogeneous divisions. Cavalry regiments show their division number and short regimental name. 22.7.5 Artillery is attached to the army and the batteries are numbered sequentially. Artillery is in command if it is within the command radius of any HQ. 23 Glossary ADC: Aide-de-camp, an assistant to a commander. Carabiener: Heavy Dragoon. Carré: French for square. Chasseur French for hunter. Used for elite infantry and cavalry skirmishing units, usually Guard units. Cheval: French for Horse. Cuirassiers: A type of super-heavy cavalry, named after the body armour (cuirass) which they wore. Not skirmishers. Dragoon A type of heavy cavalry, originally a form of mounted infantry. The British split dragoons into Heavy and Light (heavy and light cavalry respectively). Foot Infantry. Foot Artillery Artillery units that only had horses for the guns and ammunition. Fusilier Skirmishing Infantry. A Fusil is a short, light musket. Fuss German for foot, usually applied to artillery (Batterie a Fuss = Foot Artillery Battery). Good order The standard morale state of units. Grenadiers Originally these were specialist infantry who had the dangerous job of tossing grenades. Eventually it just meant `elite infantry.' Jägers German for Hunters. Prussian skirmishers. Sometimes spelt `Jaegers.' Hussar A form of light cavalry, able to skirmish. Only wore one sleeve of their jackets. Horse Artillery Artillery units where everyone was mounted, and hence the unit was very mobile. Foot artillery units only had horses to pull the guns and ammunition. Kazakh Polk Cossacks. Landwehr Prussian militia. Usually named for the region of Prussia from whence they came. Legere French light infantry, capable of skirmishing. Limbered Artillery that has been attached to its horses and is ready to move. Line Infantry Regular Infantry. Pied French for foot (and therefore infantry). `Batterie a pied' = foot artillery. Reitende German for Riding (as in `Reitende Batterie' = Horse Artillery battery). Retreat An involuntary movement, caused by disordering or routing. Tirailleur French for skirmisher. Uhlans A type of Prussian light cavalry, usually armed with lances. Unlimbered Artillery that is deployed for action, and cannot move. Note that unlimbered artillery can change its facing without limbering and unlimbering. Withdrawal A voluntary and orderly withdrawal in the face of the enemy. Compare with Retreat. 24 Design Notes These rules were written by Geoffrey Phipps, with much help and numerous suggestions from Ed Bryan. Ray Harper and Chris Dodd helped with play testing. We wrote these rules because we were unsatisfied with the ambiguities and vagaries of the 3rd edition La Bataille rules. We also felt that the abilities of French units were over-rated. Command rules are essential if Napoleonic battles are to be satisfyingly simulated. The French usually won because their command structure was more flexible, not because their troops could march faster, fire better, or melee better. Accordingly, the command rules favour the French, but there are balancing rules that cancel out much of the current pro- French bias in the troop values. We had played the Civil War Brigade Series from The Gamers, and liked the extra realism offered by an orders system. Grafting these rules onto our La Bataille rules allowed us to remove some of the pro-French balance of the individual units, without changing the overall balance. The current command rules are a simplification of the NBS system. In practise they have the same effect, with less complication. We have used these rules to play Quatre Bras, Auerstadt, Mont St. Jean, and Talavera. We have not played Ligny with our rules, it was our experience of Ligny with the 3rd edition that prompted our rewrite. The Glossary was written as an introduction for non- Napoleonics gamers. I am sure that experts will quibble with parts of it. I welcome any corrections. ... .. 4th Regiment, 6th Division, II Corps 1st Battalion, 4th Regiment Figure 11: Two Hex Skirmisher Figure 10: One Hex Skirmisher Figure 9: Facing of General Order Figure 13: Complex Line of Fire Figure 14: Artillery in Line Figure 15: Artillery in Column Figure 1: Column Facing Figure 2: Light Cavalry Column Facing Figure 3: Line Facing Figure 4: Two Hex Line Facing Figure 5: Long Line Facing Figure 6: Supported Flank Figure 8: Facing of Road Order Figure 12: Cavalry Skirmishers Figure 16: Counter-Charge Zones