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De Bellis Napoleonicis v2.

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


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

ACKNOWLEDGEMENTS We are indebted to WRG for their DBA Rules, which were the original inspiration for DBN v1 rules. These rules were also inspired by the "DBA Extension for 1500-1900 AD" produced by Humberside Wargames Society. COPYRIGHT All Rights Reserved from Jan 2004 Section 12 Playsheets and Section 14 Rulers may be photocopied for the purchasers personal use only, otherwise no other part of this publication may be reproduced, stored in a retrieval system or transmitted, in any form or by any means, be it electronic, photocopying, recording or otherwise, without prior permission in writing from the copyright holder. CONTACT DETAILS If you have any queries or suggestions regarding these rules please either write to Keep It Simple Rules, Brompton Banks, Stokesley Road, NORTHALLERTON, DL6 2UD or e-mail alex@atesto.freeserve.co.uk

WEBSITE
www.dbnwargaming.co.uk
Copyright KISR Publications dated Jan 13

De Bellis Napoleonicis v2.1

SECTION 1 INTRODUCTION AND CONCEPT


1.1 Introduction. Over the last ten years, since DBN v1 was first produced, we the authors, with many other colleagues and international gamers have campaigned hard on the Napoleonic tabletop battlefield. In the process we have given DBN a thorough play-testing. In addition to the many small games played during a night at the club, at home or even in a hotel whilst visiting Waterloo, we have fought many large historical battles, including Austerlitz, Waterloo and the largest of all, Leipzig; you may have read our reports on these in wargaming magazines. All this gaming and the feed back we have received from all over the world has been considered, tested, developed and if thought relevant, added to the rules, so we now feel that it is time to present these amendments and improvements in our Version 2 rules. 1.2 Keep It Simple. Whilst we freely acknowledge that the basis for DBN was the highly successful DBA Rules, without which DBN v1 cannot be played, we now also feel that it is time for us to move on and take DBN up a level by making them freestanding, and so DBN v2 is just that; they can be played as they are without reference to DBA. However our overriding concern was to stick to our principle of Keep It Simple. We think we now have a set of Napoleonic rules that are as good as you are going to get. If you want rules that are easy to play yet challenging, capture the spirit and historical accuracy of the time, are perfect for fighting Big Historical Battles and finally, good fun, then look no further, these rules are for you. 1.3 Concept. These rules have been developed to fight tactically challenging battles. They will not suit the line em up, throw a few dice, look pretty and do nothing style of player. We have assumed that players have an understanding of army organisation, terminology and a basic knowledge and general understanding of Napoleonic, tactics, principles and warfare. Each manoeuvre piece on the tabletop represents a Napoleonic tactical troop type, be it Infantry, Cavalry or Artillery, known as a Unit. The Unit is represented by a number of appropriate model figures mounted on a base, all of which have the same size frontage but vary in depth. A group of two or more Units is called a Formation. Command and Control was just as important an element of winning battles as the quality of the troops, therefore it is a significant part of these rules and is simply and effectively implemented by the use of Commanders Action Points or CAPs. 1.4 Scale. For the purposes of simplicity all quoted distances are based on 15mm scale and should be adjusted accordingly for other scales. 1.5 About The Authors. We (Alex Testo & Bob Carter - KISR Publications) are both experienced Napoleonic wargamers who have both retired from wide-ranging careers in the British Army. We have combined our military training and experience with our knowledge of wargaming and Napoleonic history to produce this unique set of rules. However we do not claim to know it all so please feel free to contact us for rule advice or clarification. Our contact details can be found at the bottom of the Contents Page. 1.6 Version 2.1. This latest version is the cherry on the cake and includes the minor amendments and additions that were added to the main 2.0 rules.

Copyright KISR Publications dated Jan 13

De Bellis Napoleonicis v2.1

SECTION 2 - EQUIPMENT AND SCALES


EQUIPMENT 2.1 Playing Area. The basic playing area, or tabletop battlefield, is 600mm or 24 square for 15mm or smaller figures. It is increased to 900mm or 36 for 25mm figures and above. However the playing area can be varied in both depth and width to suit historical scenarios. Onto this blank battlefield are placed pieces of terrain that represent rivers, woods, hills, towns, etc, all of which are described in Section 5 - Terrain. 2.2 Playing Equipment. The only other equipment required are standard D6 dice (for larger games several D6 of different colours may be required) and a ruler or tape measure with which to measure distances; a DBN Ruler is included as Section 14. SCALES 2.3 Unit Representation. Each Unit represents a group of historical units, the actual size of which can vary to suit any battle. However for the purpose of the basic game each represents the following: 2.3.1 Infantry This represents a brigade sized group of 2000 to 2500 infantrymen, including integral skirmishers, command staff and supporting artillery. 2.3.2 Cavalry This represents a brigade sized group of 1200 to 1500 cavalrymen including command staff. 2.3.4 Jagers or Skirmishing Cavalry This represents an ad hoc Independent group of 600 - 800 infantry or cavalrymen and command staff. 2.3.5 Artillery This represents the Corps or Army Reserve or Horse Artillery Units, each of up to 18 guns. At this scale artillery is difficult to represent without it cluttering up the battlefield so Paragraph 2.6 gives more detail as to our reasoning behind this representation. 2.4 Distances. All distances are referred to as Paces with 100 paces equating to 25mm if using 5mm to 15mm figures and 40mm if using 20mm to 30mm figures. 2.5 Time. Play is divided into Turns with each one divided into 2 Bounds, one for each side. Each Turn is the equivalent of approximately 15 minutes in real life. A game consists of as many Turns as are necessary for one side or the other to achieve its victory conditions, although the number of Turns may be predefined if recreating an historical scenario. 2.6 Artillery Representation. In DBN the Game Player is the Commander of at least a large independent Corps who would only be directly concerned with the Artillery under his personal command, the batteries that constituted the Corps or Army Reserves. This Reserve Artillery was usually the Heavy Foot 9 to 12pdrs, however occasionally if the Heavy Foot Artillery were unavailable then lesser calibre guns or even Horse Artillery would be used. Horse Artillery in the Napoleonic period really came of age and apart from supporting cavalry it was often used by the Army Commanders in a semi independent tactical role in support of major actions. The Divisional, Brigade and Regimental Artillery were the responsibility of lower level Commanders who are not represented in these rules. Historically the usual allocation of Foot Artillery per Infantry Division used in nearly all armies was 12 18 Guns (two Batteries/Companies). If Regimental Artillery was used there was usually a reduced allocation of Divisional Artillery resulting in roughly the same amount of guns or artillery effect per Division.
Copyright KISR Publications dated Jan 13

De Bellis Napoleonicis v2.1 Because of all these factors it was decided to incorporate the Divisional and lower level guns within the Combat Factors of the Line Infantry Units, known as Muskets. In DBN, this means that only Corps/Army Reserve Artillery and some Horse Artillery are represented as separate Units on the tabletop. When creating historical scenarios it may be found that the historical Commander had not formed an Artillery Reserve and there are no artillery units outside of the Infantry Divisions or that certain Infantry Divisions have an extra allocation of guns. In those circumstances the game organiser can represent the extra allocation of artillery either as a separate unit or, if there is no extra allocation, of not representing the artillery at all or, for the benefit of the game, he can choose to represent, as a separate Unit, a percentage of the Divisional Artillery from both armies. However in these circumstances the most important thing is to get the historical balance of artillery right within both armies. This method of representation can be seen as a bit unconventional but give it a try, with DBN it works!

Copyright KISR Publications dated Jan 13

De Bellis Napoleonicis v2.1

SECTION 3 TROOP TYPE DEFINITIONS


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

3.2.1 Muskets (Ms). Muskets covers all close order, volley-firing foot troops, fighting in lines and columns with smoothbore muskets and using bayonets or rifle butts for Close Combat. The presence of integral battalion skirmishers and battalion guns are factored in. When in Close Combat, Muskets benefit from a rear supporting unit of Muskets, thus depicting Attack Columns, however they should only be used if historically appropriate. 3.2.2 Light Infantry (LI). Light Infantry are those Musket units that were especially trained for deployment in loose order, such as the British light infantry battalions, French 'Legere' regiments, Prussian fusiliers and Austrian Grenzers. 3.2.3 Jagers (Jg). Jagers are the true skirmishers of the Napoleonic Armies who were trained to operate independently, usually in pairs, in a very dispersed or much looser formation than Light Infantry, firing at a distance with accuracy and discipline. They were trained in Field Craft and could therefore make best use of available cover. They were reluctant to engage in Close Combat and vulnerable to mounted troops if caught in Good Going. They were often rifle armed and classed as Elite units, and include British Rifles and Prussian Jagers and Schutzen units. They are not to be confused with some nations Light Infantry, particularly Russias, who were Jagers in name only. 3.2.4 Foot Skirmishers. For the purposes of Movement and Combat results, Light Infantry, Jagers and Guerrillas are collectively classed as Foot Skirmishers. 3.3 Cavalry. There are three types of cavalry, Heavy, Light and Irregular, collectively classed as Mounted: 3.3.1 Heavy Cavalry (HC). Heavy Cavalry are the Napoleonic knights or mounted shock troops of all armies. Such is the momentum of their charge that when victorious they always pursue a defeated enemy one base depth. 3.3.2 Irregular Cavalry (IC). Cossacks, mounted Guerrillas and Partisans and other similar horsemen are classed as Irregular Cavalry. They are not so effective in Combat but were very manoeuvrable and unlike other mounted they do not suffer any penalty when in Close Combat in Bad Going, other than in a Built Up Area. In addition they do not count as losses when making Victory calculations. 3.3.3 Light Cavalry (LC). Cavalry. All other mounted troops are classed as Light

3.3.4 Skirmishing Cavalry (SC). In order to reflect the use of Light Cavalry as mounted scouts and piquets (Outpost Duties) one unit per Command may be reclassified as Skirmishing Cavalry. Once deployed as Skirmishing Cavalry they remain so throughout the game.

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De Bellis Napoleonicis v2.1 3.4 Artillery. Artillery was divided into two types, Foot and Horse. Despite the name of the latter, for all Combat purposes they are both classed as Foot. 3.4.1 Foot (FA). Foot Artillery were Heavy guns of 9 12 lbs in calibre. The guns and associated equipment were heavily built, lacked manoeuvrability and moved slowly as most artillerymen accompanied them on foot. Foot Artillery is therefore unable to Move and Fire in the same Turn. 3.4.2 Horse (HA). Horse Artillery was much more manoeuvrable than Foot as the guns were generally lighter, usually 3 to 6lbs calibre, and had a shorter range. The artillerymen were all mounted which enabled it to keep up with some mounted Units. Horse Artillery can move and fire in the same Turn. 3.5 Fixed or Position Batteries. The Russians, in particular, often used Fixed or Position Batteries where the gun were deployed in a fleche, redan, redoubt or similarly protected position. Once the guns were in place the limbers were taken further to the rear than normal, and so although they enjoyed greater protection against enemy fire they were not so easy to reinstate if forced to withdraw, and so cannot be moved during the course of a game. Fixed or Position Battery Units consist of a gun and 3 or 4 model figures, dependant on type, with a 10-15mm deep earthwork across the front of the base. The British often brought ashore ships guns for use in their Fixed Batteries (New Orleans in 1815 being an example) and so a ships gun and crew, where appropriate, may be used as an interesting alternative. 3.6 Commanders. A Command unit is represented by a single mounted figure, which, for the basic battles, will be the CinC. In larger battles where another higher level of command may be needed the Command unit is depicted as 2 or more mounted or dismounted figures. Regardless of the poses of the figures Commanders are classed as Mounted, except when located in a BUA or Fortification when they may be declared as Foot; and reclassified as Mounted when they move out of it. 3.7 Baggage Train (BT). Each army must have a Baggage Train, which is classed as Foot. It should be depicted as a group of limbers, wagons or tents, or a combination of all three. Once placed it cannot be moved, unless required to do so for a particular scenario, when it is treated as Foot Artillery for Movement. It has an intrinsic Combat Factor of 1 Close Combat but not Firing. However its defence can be improved by placing a Unit of Infantry within the confines of its base, in which case it assumes the Combat Factor of the unit providing the defence. The defending unit can be relieved of their guard duties if the need for them is more pressing elsewhere, and can be replaced by another Infantry unit if so desired. The BT and its defenders are destroyed if beaten in Close Combat. 3.8 Guerrillas (Gs). Groups of armed men, and women, who harassed an enemy from behind their own lines, such as Russian Partisans and Spanish Guerrillas, are collectively classed as Guerrillas. They usually fought on foot in Bad Going, ambushes being a speciality, and so special rules apply for their deployment. They cannot be used to garrison a BUA and may only defend a Fortification if it is connected to Bad Going.

Copyright KISR Publications dated Jan 13

De Bellis Napoleonicis v2.1 TROOP TYPE MODIFIERS 3.9 Combat Abilities. Infantry, Cavalry and Artillery may all be modified to reflect their combat abilities as follows: 3.9.1 Elite (E). Elite is a generic term that is applied to those units, regardless of type, with significantly better training, morale and, more often than not, better equipment than their contemporaries, eg British Guards and Rifles, French Combined Grenadiers and Prussian Guards and Grenadiers. It should be noted that not all so called Guard units merit Elite status and that the famous French Old Guard are dealt with as a separate Discretionary Troop Type. 3.9.2 Militia (M). Militia is a generic term applied to those units who were less well trained, poorly motivated, badly lead, of low morale or other such 2nd class soldiers. The term may be applied to all Arms, except Irregular Cavalry and Guerrillas, and should be used in an historic context, ie most Spanish Infantry should be classed as Militia. It can also be used to reflect those formations that were below strength and therefore have a reduced combat capability. 3.10 National Characteristics. The national methods of recruiting, training, equipping, morale, officer quality and staff systems were all important components in how various troops performed. These factors varied greatly between nations and often within different periods of time, and so add colour and variety to the different armies. We have called these factors National Characteristics and those of the major nations are listed at Appendix A. 3.11 Troop Type Classifications. At Appendix B are lists of Troop Types classified in accordance with their Combat Abilities and National Characteristics. DISCRETIONARY TROOP TYPES 3.12 Details of Discretionary Troop Types are in Section 11 - Optional Rules. They include the Old Guard, Levee en Masse, Superior Light Infantry and Cavalry, Congreve Rockets and Mounted Infantry.

Copyright KISR Publications dated Jan 13

De Bellis Napoleonicis v2.1

SECTION 4 FIGURES AND BASING


4.1 Basing. All bases regardless of type have the same frontage. This is 40mm if the figure scale is 15mm or less and 60mm if 25mm or more. However the depth of the bases and the number of model figures per base can be varied to suit the players personal preference. The table below lists those used in our original DBN v1 rules, an option for deeper bases and correspondingly more figures per base are included in Section 11 Optional Rules. 15mm Base Depth 40mm 30mm 20mm 20mm 20mm 20mm 20mm 30mm 30mm 30mm 30mm 40mm 40mm 40mm 80mm 25mm Base Depth 60mm 40mm 30mm 30mm 30mm 30mm 30mm 30mm 30mm 30mm 30mm 60mm 60mm 60mm 120mm Figures Per Base 2-4 1-2 4 3 2 3-4 2-3 4 3 2 2 4 3 3 Varied

Troop Type CinC Sub Commander Muskets Light Infantry Jagers Levee en Masse Guerrillas Heavy Cavalry Light Cavalry Skirmishing Cavalry Irregular Cavalry Foot Artillery Horse Artillery Rockets Baggage Train Notes:

Type Code CinC Sub Comd Ms LI Jg LEM Gs HC LC SC IC FA HA CR BT

Remarks Note 1 Note 1

Note Note Note Note

2 2 2 3

1. CinC and Sub Command figures can be either mounted or dismounted but regardless of how they are depicted they are treated as mounted for Movement purposes. 2. Each base also has a model gun or rocket launcher.

3. The Baggage Train can be represented by a supply wagon, artillery limber, vivandiers/cantiniers cart, tents, etc and a number of foot or mounted figures appropriate to the army they supply. If the scenario demands that the Baggage Train be mobile then it should look the part, ie wagons should be limbered and the figures moving purposely forward! 4.2 Different Scales. Base sizes remain the same for model scales below 15mm; however there are twice the numbers of figures to a base. If using 20mm and 54mm figures then the base width and depth should be proportionally adjusted. 4.3 Unit Representation. The figures should be spaced evenly across the base in a straight line if Elite or Average, in a staggered line if Militia and in no particular formation if Guerrillas or Irregular Cavalry. The distinction between Elite and Average can be made by using figures with plumes for the former and figures without for the latter. There are of course a variety of ways that can be used dependant upon personal choice, figure scale and historical uniforms.

Copyright KISR Publications dated Jan 13

De Bellis Napoleonicis v2.1

SECTION 5 - TERRAIN
GENERAL 5.1 Playing Area. The basic DBN points based game is played on a 600mm square Board if 15mm or smaller or 900mm square if 25mm or larger. Bigger games involving 2 or more Commands are played on proportionately larger boards. The playing area should have a mix of Terrain Features, Natural and Manmade, which can be sub divided into Good Going, Bad Going or Impassable Terrain. 5.2 Weather. Weather is not taken into account as usually both sides were equally badly affected by it, unless of course it particularly hampers one side or the other, such as the torrential rain that briefly fell, to such a significant effect, during the Battle of Albuera, Spain 1811. In which case a special rule should be devised for the particular scenario. BATTLEFIELD FEATURES 5.3 Good Going. The majority of the battlefield should be Good Going, representing open ground that may or not have been cultivated and where, given the ground scale, features such as small woods, streams, boggy ground, small groups of buildings and fences or walls present no real obstacles to Movement and Combat. Hills in general are considered to be Good Going and are any slope or contour that all players agree will give uphill advantage in Close Combat and, where applicable, some types of standing crops, such as the head high corn in the fields of Quatre Bras, Belgium 1815, should be classed as Bad Going. 5.4 Number of Terrain Features. There should be a minimum of 4 features, at least one of which is to be Manmade, and should reflect the type of terrain that is geographically accurate for the season, year and country in which the battle is being fought. In reality one side, usually the defender, had a terrain advantage but to compensate for this the opposition, usually the attacker, had an advantage in deployment; although this was not always so, especially if Napoleon was in command! However when playing a basic game, that is not based on an historical scenario, with both sides have similar sized armies (based on 12 points) the terrain should be laid out so as not to give too great an advantage to one side or the other. NATURAL FEATURES 5.5 Natural Features are those that have been created by nature but may, to a greater or lesser extent, have been modified by man. They can be subdivided into Bad Going and Impassable Terrain. 5.5.1 Bad Going. Features that are classed as Bad Going are those that have an impact on Movement, Firing, Close Combat or all three and are listed below. Movement through all types of Bad Going is either as a single Unit or in a Column and unless otherwise specified Artillery and Baggage cannot enter Bad Going, except on a road, and cannot deploy in it. The following are classed as Bad Going: 5.5.1.1 Rivers. Rivers are those watercourses that can be forded for much of the year and provide an uphill advantage to troops defending their banks. If, during periods of flood, they become unfordable they should then be classed as Impassable. Artillery and Baggage can only cross rivers at a ford or a bridge. They should be a minimum of 25mm and a maximum of 50mm wide. All units may Fire on a unit within the river as if in Good Going, because the Fire is considered to go over and not into the Bad Going. 5.5.1.2 Woods. Woods are those areas of openly spaced trees, often with thick undergrowth, through which Foot and Mounted can pass, albeit for some at a slower pace, and which affects both Firing and/or Close Combat. All Infantry fires at a range of 100 Paces and if Muskets, at reduced effect. Muskets and all Mounted except Irregular Cavalry fight Close Combats at reduced effect.
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De Bellis Napoleonicis v2.1 5.5.1.3 Steep Hills. Impassible to Artillery & Baggage, except via road. All movement is halved. Rocky Steep Hills are classed as Bad Going for all units except Skirmishing Infantry. Open Steep Hills (as at Bussaco 1810) are classed as an Exhausting Climb as such any unit entirely on the hill suffers a -1 in all combats until it spends one full turn stationary and entirely off the steep hill. 5.5.1.4 Marshes and Soft Sand. In addition to the Bad Going effects on Combat and Movement (see Paragraph 5.5.1) all types of Infantry and Cavalry, except Heavy Cavalry (which cannot enter Marshes or Soft Sand) and Camels (whose Movement is unaffected by Soft Sand), have their Movement reduced by 100 paces. However Foot troops, other than Artillery, not in a Marsh or Soft Sand may fire at enemy units in it as if in Good Going without any reduction to their Tactical Factor. Artillery firing into Marshes and Soft Sand at 300 Paces or more is deemed to be using round shot. As there will be little or no bounce through the usual Tactical Factors for firing into Bad Going are therefore applied. 5.5.1.5 Dunes. Although Dunes were not common they are a feature of parts of coastal Europe and of course Napoleons Egyptian Campaign in 1798/99. Dunes have no effect on the Movement of Camel mounted troops but are classed as Impassable for all other Mounted except Irregular Cavalry and Skirmishing Cavalry. Movement and Combat for all Infantry is the same as if in Woods. 5.5.2 Impassable Terrain. Impassable: The following Terrain Features are classed as

5.5.2.1 Lakes. A lake are Impassable to all Units but may be upgraded to Bad Going if they are frozen, such as the Saachen Mere was during the Battle of Austerlitz in 1805. A special rule may also be created, if players so wish, to recreate Napoleons tactic of using artillery to break the ice thus either destroying those fleeing across it or in order to prevent them from doing so. 5.5.2.2 Waterways. Waterways are those rivers, such as the River Danube, that are always unfordable and have very few bridges. They may however be crossed using pontoons or boats for which special rules should apply. Waterways should either form a board edge or if located entirely away from a board edge be a minimum of 50mm wide and a maximum of 150mm wide. 5.5.2.3 Forests. Forests are those areas of densely packed trees that are Impassable to all troops except Skirmishing Infantry. 5.5.2.4 Built Up Area (BUA). Regardless of whether or not it is Garrisoned, Units cannot recoil into BUA, even if they have just left it astride a road (they would loose all unit cohesion and be lost). Therefore BUA are classed as Impassable Terrain if Recoiled into. MANMADE FEATURES 5.6 Manmade Features are those that have been created by man which either impede or aid Movement and Combat in various ways. 5.6.1 Roads. Roads were a very common feature but the movement advantage that they confer should be adjusted to suit both the quality of the road and the Seasons. Troops moving by road through Bad Going may continue to claim the Road Movement bonus but only if they are astride the road and not involved in any form of Combat.

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De Bellis Napoleonicis v2.1 5.6.2 Built Up Area (BUA). In DBN terms a BUA is considered to be a large well developed village or small town, the 'Garrison' of which is at a significant advantage when in Close Combat and is largely unaffected by Firing. Two or three collocated BUAs represent a large town and four or more a city, each of which is garrisoned as a separate entity. A BUA should be depicted as a group of buildings on a 100mm square base with an internal open space large enough to accommodate the Garrison Unit of Infantry. 5.6.3 Non Linear Fortifications (NLF). A NLF is a village that is more than a few scattered buildings but not large enough or developed enough to be classed as a BUA. Examples such as Fuentes de Onoro, Peninsular 1811, or a compact group of buildings or large walled farm complex, such as Hougoumont, Waterloo 1815, are classed as a NLF. It can be depicted as a small building with a walled courtyard on a base 80mm x 60mm. Any smaller groups of buildings are not represented unless they played a significant part in an historical battle, eg Le Haye Sainte, Waterloo 1815 when they are then classed as a Strongpoint (see optional rule 11.10). A NLF is not Good Going, and is classed as Bad Going for all Cavalry. 5.6.4 Linear Fortifications. Linear Fortifications, such as the Grand Redoubt, Borodino, Russia 1812, provide benefit to the defender both against Firing and when in Close Combat but only if the fortification is between the defender and the attacker. The defenders can be any Foot except Guerrillas, who may only defend fortifications that are connected to Bad Going. Linear Fortifications are represented by a 40mm wide x 10 to 15mm deep earth bank, fascines or similar which, once placed, cannot be moved. However army points are used to purchase them in lieu of Units, on the basis of one Fortification providing cover for any one Foot Unit. In some scenarios stone walls and thick hedges may be classed as Linear Fortifications. 5.6.5 Causeways. Causeways, such as that which joined Leipzig and Lindenau, Germany 1813 or on the Western approaches to the Polish town of Raszyn, Poland 1809, pose a particular tactical problem. They should be depicted as a raised bank no more than 40mm wide with the ground on either side being classed as Bad Going or Impassable. Although the Causeways itself is not classed as Bad Going, as road movement rate can be used, Units engaged in Close Combat whilst on them cannot claim flank support due to the terrain on either side being at a lower level. Combat is therefore on a very narrow frontage, and so rear support from a second Unit cannot be claimed and all Units Combat at reduced effect. In addition due to the narrowness of the Combat frontage the Garrison of a BUA that is positioned immediately at the end of a Causeway fight a Close Combat as if defending a Fortification. However troops lining the top of a raised Causeway can claim uphill advantage or, if deployed on the reverse slope, protection from enemy fire. 5.6.6 Bridges. Bridges over Waterways and Impassable Rivers are treated in much the same way as Causeways. Unless otherwise specified by the scenario all other bridges are merely classed as an aid to movement. 5.6.7 Vineyards. Vineyards are a common feature in Central and Southern Europe and usually consist of rows of vines supported by stout posts and wire. They are Impassable to Artillery and Baggage, present no obstacle to Skirmishing Infantry and are classed as Bad Going for movement purposes for all others (vineyards do not provide Cover).

5.6.8 Olive Groves. Olive groves are a very common feature in Southern Europe and are usually made up of rows of bushy, relatively short openly
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De Bellis Napoleonicis v2.1 spaced trees that, whilst they have little no impact on Infantry, affect the Movement and Combat ability of Artillery and Mounted. Artillery can be deployed in and fire from the edges of Olive Groves but movement through them is reduced to 100 Paces. Olive Groves are treated as Bad Going for all Mounted except Irregular Cavalry and Skirmishing Cavalry. SIZE OF TERRAIN FEATURES 5.7 Unless otherwise dictated by an historical scenarios, Terrain Features should be no narrower than 50mm wide and no larger than 200mm wide at any point. LINE OF SIGHT 5.8 For purposes of Command Radius the following Terrain Features restrict Line of Sight: BUA Causeways* Dunes Forests, Woods and Olive Groves Gentle and Steep Hills Fog. * Only if the Commander is on the lower ground within 600 Paces of the sides. 5.9 Torrential rain and fog also restrict Line of Sight for purposes of Command Radius.

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De Bellis Napoleonicis v2.1

SECTION 6 GAME SET UP AND PLAYING SEQUENCE


GAME SET UP 6.1 Introduction. With DBN you have many options on the type of game you may wish to play from the basic 12 point game played on the standard 600mm x 600mm table to a refight of Leipzig with hundreds of units and a huge table; the choice is yours. We will present each type of game as an option as follows: 6.1.1 Option 1 - The 12 Point Game. This is where the DBN experience should start and is the training ground for all DBN Generals. The game is between two players on a standard 600mm x 600mm battleground, with the potential for two or three battles being comfortably completed in an evening. The terrain is set up, and then each player selects a 12 point army from the Army Lists based on the chosen campaign year. The players then select table sides and then set up the troops. The battle is based on the standard DBN victory conditions and is ideal for club nights and competitions. 6.1.2 Option 2 - The 24 Points or more Game. This is for two to four players on a 900mm wide x 600mm deep battleground with 24 point armies, or for even larger points based games, with more players and a proportionally larger playing area. The terrain is set up, then each player selects two or more 12 point armies from the Army Lists based on the chosen campaign year (see Section 10 - Larger Battles). The players then select table sides and deploy their troops. This Option uses the standard victory conditions and is ideal for the big club game or a lazy Sunday afternoon. 6.1.3 Option 3 - The Created or Historical Scenario Game. This is where the players do their own thing be it a created scenario or a historical scenario based on the players research. Either way, these scenarios should always be challenging and have a unique quirk, be it special terrain, unusual deployment or a special type of Unit. The table size, troop set up and victory conditions should be relevant to the scenario. There are a large number of created and historical scenarios suitable for converting to DBN available in books or on the internet or ready made ones can be obtained from KISR Publications. 6.2 Deployment. Both sides roll a D6 and the player with highest score is the Attacker. In a multi player game it may be just the senior commander who rolls the dice, or all of the players on both sides and the totals used to decide the issue. 6.3 Terrain Set Up. The Defender using the guidelines in Paragraphs 5.3 and 5.4 sets up the terrain. A BUA must not be within 900 Paces of any table edge. 6.4 Choosing Table Sides. In the basic game, where the battlefield is square, the Attacker numbers three of the sides 1, 2 and 3 and the fourth, his preferred Base Edge, 4, 5 and 6, but the latter must not be either of the sides closest to any BUA. The Attacker then dices to determine which will be his Base Edge. The Defender takes the opposite side. In larger games where the table is oblong the Attacker numbers his preferred longest side 3, 4, 5 and 6 and the opposite 1 and 2, and as before he then dices to see which side will be his Base Edge. Clearly if playing an historical or invented scenario then the Base Edges are predetermined. 6.5 Troop Deployment. The Defender deploys first. Both players have a Deployment Zone of 600 Paces from their Base Edge and at least 300 Paces from both Sides. The Defender has the option to Garrison any BUA, Strong Point or Fortification that is not within his Deployment Zone.

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De Bellis Napoleonicis v2.1 PLAYING SEQUENCE 6.6 Each Game consists of a number of Turns, which are themselves divided into a Bound for each player. During a Bound each side, Moves, Fires and Resolves Combats, any elements that can Fire must do so in both Bound; except Foot Artillery that has Moved cannot Fire until its next Turn. The Attacker takes the First Bound. The Turn sequence is a follows: 6.6.1 Attackers Bound. The Bound sequence is as follows:

6.6.1.1 Command Phase. Roll CAP Dice, make Capability adjustments and allocate CAPs to Sub Commanders where appropriate. 6.6.1.2 Movement Phase. Move Units and Formations, dependant upon the number of CAPs available, in accordance with the rules for Command Radius. 6.6.1.3 Combat Phase Firing. All Units on both sides that can Fire do so with the Attacker dictating the order of Firing. 6.6.1.4 Combat Phase Close Combat. All Close Combats are resolved with the Attacker dictating the order. 6.6.2 Defenders Bound. This follows the same sequence as the Attackers Bound but with the Defender dictating the order of Combat. 6.7 At the end of both Bounds the game moves on to the next Turn. If there is more than one player per side the Bounds for each Player on that side are taken at the same time.

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De Bellis Napoleonicis v2.1

SECTION 7 COMMAND, CONTROL AND MOVEMENT


COMMAND AND CONTROL 7.1 Command Action Points. Command and Control is a Commander's ability to move his troops so that they have maximum impact on the enemy when they meet in Combat. Napoleon set the standard for all to follow and showed that it is one of the most important requirements in achieving victory on the battlefield. Good Command & Control depends on effective communications and the chaotic environment of a Napoleonic battlefield, with messengers getting lost or killed and orders being misunderstood or even ignored, meant that effective Command & Control was a very imprecise science. A Commanders Command & Control is represented by the use of Command Action Points or CAPs and the variation in effectiveness is expressed by using a D6 dice to generate the CinC, or Commanders, CAPs at the start of each Bound; therefore a D6 score of 3 equals 3 CAPs which the Commander then uses to move his Units or Formations in that Bound. Some Commanders and some national command organisations worked significantly better than others. This is expressed by predefined increases or decreases to their CAP dice roll but never to less than 1. A list of suggested Command Capabilities is at Appendix C. 7.2 Initial Battle Orders. Historically the initial moves of a battle plan, no matter how poor, were usually implemented and it was only once it was under way that any shortcomings became obvious; usually as a result of first contact with the enemy! It is therefore very frustrating, and historically inaccurate, for a battle plan not to be initiated for want of a decent initial CAP dice roll, and so for the First Turn only the attacking CinC gets 2 extra CAP. 7.3 Compulsory Advance. All too often in wargames the Attacker, perhaps having taken advantage of the Terrain and Setting Up sequence, decides not to attack after all, resulting in either a stalemate or the Defender getting frustrated by the lack of action and attacking in adverse circumstances. Therefore as the attacking Commander has made the strategic decision to attack he must do so; he must, therefore, always advance at least 1 Unit (excluding Jagers, Guerrillas, Irregular and Skirmishing Cavalry) a minimum of 200 paces until an attacking Unit is within 300 paces of the enemy. 7.4 Command Radius and Visibility. The Command Radius is the distance within which a Commander can exercise relatively effective tactical Command and Control by seeing what is happening on the battlefield and issuing orders accordingly, either personally or through his staff. For the average Commander this is 1200 Paces, measured from any point on the Commanders base. As visibility was so important to the Command Radius, regardless of a Commanders ability, is reduced by half if the Commanders Line of Sight is affected by any of the Terrain Features listed in Paragraph 5.8 - Line of Sight. Because of its critical importance it therefore costs an extra CAP to move any Unit or Formation that starts its move outside of the Command Radius. It also costs an extra CAP to move each individual Unit and Formation if the CinC is located (cowering?) in a BUA or if engaged in supporting a Close Combat. MOVEMENT 7.5 Tactical Movement. Having deployed his army the CinC and/or Sub Commanders then use their CAPs to move troops either as single Units or as Formations. It costs 1 CAP to move either a single Unit or a Formation that are within his Command Radius; this should not be confused with Compulsory Movements, which occur as a result of Combat. The CinC and, where appropriate, mobile Baggage Trains are classed as Units. The maximum permitted movement distance for each type of Unit is listed on the Playsheet. Tactical Movement can be subdivided as follows: 7.5.1 Unit Movement. A move by a single Unit of any type is known as a Unit Move. It can move forward of its front edge in any direction and may end the move facing in any direction providing no part of its base has moved more than its permitted maximum distance. If it moves sideways of its front edge or backwards then movement is restricted (see rule 7.12)
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De Bellis Napoleonicis v2.1 7.5.2 Formation Movement. A group of Units that are all facing in the same direction and are all in full edge contact with each other either from front to rear or side to side may make a Formation Move but only to the maximum permitted distance for the slowest Unit. The following definitions apply to Formation Moves: 7.5.2.1 Formation in Line. A Formation is in Line when it is two or more Units wide. A Line can only move either straight ahead or wheel to right or left, except when moving into Close Combat when separate conditions apply, which are described in the Combat Section. A Line wheels by pivoting on the outside front corner of the Unit on either end of the line, dependant on the direction of the wheel. In either case no Unit within the Formation may move more than its permitted maximum distance. 7.5.2.2 Formation in March Column. A March Column is a group of Units where each Unit is in full front to rear edge contact only with the one in front. A column may be any number of Units long and its primary use is for rapid movement around the battlefield. It may move in any direction provided all Units follow the course of the lead Unit and no part of any Units base moves more than its permitted movement distance. Formations may only benefit from being in March Column if they remain more than 600 Paces from any types of enemy Units. 7.5.2.3 Formation in Attack Column. An Attack Column is defined as a Unit of Muskets supported by another Unit of Muskets, whose front edge is in full contact with the rear edge of the leading Unit, and facing in the same direction and is not in BG. The concept of an Attack Column was based on that of almost unstoppable force generated by large numbers of men in a concentrated formation moving forward, and so it must have moved forward a minimum of one Ms base depth or forward into Close Combat in its last Move in order for it to achieve its momentum. If it has not moved then it is deemed to be stationery and as such cannot claim the Attack Column Tactical Factor. An Attack Column can only move either straight ahead or wheel to right or left and can not wheel more than 45 Degrees in one Turn. 7.5.2.4 Forming a Line From Column. At a cost of 1 CAP a Column may move into Line by the lead Unit remaining stationary and the other Units in the Column forming up on one or either side of the lead Unit. However no part of any Unit may move more than its permitted maximum distance, units in the formation can close up as a free movement prior to taking their permitted movement. It will, therefore, take more than 1 CAP to form a Formation of more than 3 Units into Line. 7.5.2.5 Forming a Column from Line. At a cost of 1 CAP a Column may be formed from a Line by the nominated lead Unit moving up to its permitted maximum move distance and the remaining Units in the Line then closing up to its rear. As with Forming a Line from Column no part of any Unit may move more than its permitted maximum distance, and so any Unit that cannot reach its place in the Column moves as far as it can and requires addition CAPs to reach its final position in that Column. 7.6 Movement in Bad Going. Other than reduced movement rates individual Units can move as normal when in Bad Going. However Formations, except those composed entirely of Foot Skirmishers, must always be moved as if in Column, and so, for example, a Line of Muskets in Bad Going must either be moved as a number of separate Columns or as individual Units. Formations of Foot Skirmishers are unaffected by this restriction. Any part of a unit that moves inside Bad Going is obliged to move at Bad Going speed. If the unit has already travelled the maximum distance permitted for Bad Going then movement must cease.
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De Bellis Napoleonicis v2.1 7.7 Successive Tactical Moves (STM). Normally Units may only move up to their maximum permitted distance in each Bound, but under certain circumstances, and providing the Unit or Formation remains more than 600 Paces from any enemy, then STMs may be made as follows: 7.7.1 Foot Skirmishers. All Foot Skirmishers may make up to 2 STM in any of its bounds at a cost of 1 CAP per STM. 7.7.2 March Moves. To allow for the rapid deployment of reserves a Formation in March Column may make up to 2 STM in any of its Bounds at a cost of 1 CAP per STM. 7.7.3 All Others. All other Units or Formations may make 1 STM in any of its Bounds at a cost of 1 CAP. 7.7.4 Jagers. Jagers may make a Jager Action Move for 1 CAP, this is a unique move and allows Jagers to make 1 STM remaining more than 300paces (not 600paces) from any enemy unit and Fire in the same turn. 7.8 Road Movement. The Road Movement rate assumes that the unit is in March Column and so if it has moved along a road at Road Movement rate it may neither end the move in contact with the enemy nor may it fire. 7.9 Interpenetration. Mounted and Muskets can interpenetrate Foot Skirmishers and Foot Skirmishers can pass through any friends providing they are all facing in the same or opposite direction, but only if there is sufficient room beyond the Unit or Formation being interpenetrated. Foot Skirmishers can recoil through any Foot and but only if it and the Unit being Recoiled through are facing in the same direction. 7.10 Moving Through a BUA or Non Linear Fortification. Any Unit can be positioned in or move through a BUA or Non Linear Fortification and not be deemed to be Garrisoning or defending it, such as when making a road move in March Column through a town or village. They are considered to be engaged in activities other than defending the perimeter; but they will defend themselves if attacked. They are however classed as being in a Fortification for Close Combat but can neither Fire themselves nor can they be fired upon. 7.11 Moving through Gaps. No Unit may move through a gap between two Impassable pieces of Terrain that is less than half a base width in size. Any gap that is more than half a base width but less than a base width in size is treated as if it were a Causeway. 7.12 Retiring and Sideways Movement. A Unit may retire (move backwards away from the current position of its front edge) or Sideways (move directly in line with the current position of its front edge). To do this and remain as a formed body involved a relatively complex series of drill movements. To reflect this, all regular movement rates are reduced by 100paces. 7.12.1 Formation. Formations, other than those classed as Irregular (see Paragraph 7.15), cannot Retire or make Sideways Movement as a group, and so each Unit must be moved on an individual basis.

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De Bellis Napoleonicis v2.1 7.13 Zone of Control (ZOC). All units have a ZOC to their front of one base width wide and the same deep. No enemy Unit may move into this Zone for any purpose other than to engage that unit in Combat. If a unit is caught in an enemy ZOC and wants to move away, it must first move directly away and out of the ZOC. 7.14 Unsupported Units. Any single Unit, except Commanders, Jagers, Irregular Cavalry, Skirmishing Cavalry and Guerrillas, that are more than 300 paces from any other friendly Unit are deemed to be Unsupported and as such cost an additional CAP for movement. 7.15 Irregular Cavalry. So as to more accurately reflect the independent nature of their role, all Commanders with Irregular Cavalry under their direct command receive +1 to their CAP dice each Bound specifically for the movement of either a Unit or a Formation composed entirely of Irregular Cavalry. This bonus cannot be used to move Formations that contain Units other than Irregular Cavalry, except for larger battles where a Sub Commander may be specifically nominated to a command composed entirely of Irregular Cavalry and a single Unit of Militia Horse Artillery. In which case, the entire Formation is classed as Irregular, although the prescribed rules for Artillery must still be observed. 7.16 Guerrillas. To encourage the use of Guerrillas in their traditional role of ambush they need not be deployed at the start of the game. They can instead be placed during the friendly Movement Phase in any area of Bad Going that no enemy unit has passed or come within 100paces of and can then in the same phase make a tactical move, at a maximum cost of 1 CAP for each Unit. They cannot leave the terrain feature in which they appear, unless to move into Close Combat with an enemy Unit that is no more than 100 Paces from the edge of the Bad Going in which they, the Guerrillas, appeared. If, on completion of the Close Combat, they are still in Good Going and not in contact with an enemy Unit they must retreat to the nearest piece of Bad Going in their next Movement. 7.17 Garrisoning a BUA. Each individual BUA may be Garrisoned by a single Unit of Muskets or Light Infantry. A BUA may be garrisoned at the start of the game by the defender at no cost and regardless of where the BUA is on the battlefield. The garrison Unit may vacate the BUA at any time as a Tactical Move, costing 1 CAP, by placing the rear edge of the Unit immediately adjacent to one edge of the BUA; thus representing them forming up outside the gates ready to move away. However if it is later regarrisoned by moving the same or a different Unit fully inside the BUA, the Units Commander must roll a 6 on his following CAP dice roll in order to Garrison and claim the Garrison Tactical Factor; this is reduced by 1 on each subsequent attempt per Turn. Until such time as the Garrison status is achieved the occupying Infantry Unit makes a free move to the centre of the BUA and defends the BUA as if it were defending a NLF. The same rules for claiming the Garrison Tactical Factor applies to enemy infantry that have occupied a BUA either as a result of Close Combat or just by merely occupying it. 7.18 Occupying a Non Linear Fortification (NLF). An NLF is easier to occupy than a BUA, therefore a unit must move fully inside the NLF in one Turn but can not fire out (as per 7.10). In its next Turn it is then considered to of Occupied the NLF for Firing and all Combat. NLF can be vacated in the same way as a BUA using a normal Tactical Move. Any Infantry and Guerrillas may Occupy a NLF but the latter may only do so if the NLF is connected to Bad Going. 7.19 Compulsory Movements. The following Compulsory Movements may occur as a result of Combat and as such do not require the expenditure of CAPs: 7.19.1 Recoiling. A Unit that 'Recoils', as a result of Close Combat or Firing, moves one base depth directly backwards or away from the base edge of a NLF or BUA. Any friendly Unit that is contacted during the movement also recoils one base depth providing the friendly Unit is facing in the same direction. The recoiling Unit is destroyed if the movement results in contact with Impassable Terrain, with friends not facing in the same direction or contact with an enemy Unit.
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De Bellis Napoleonicis v2.1 7.19.2 Pursuit and Support Follow up. All Attack Columns, all Heavy Cavalry, all British Cavalry (except KGL) and all Irregular Cavalry who are victorious in Close Combat must Pursue for 1 base depth. All other Mounted who are victorious may also Pursue. Mounted units that have provided Support to a victorious Mounted unit may also Follow up providing it maintains its position alongside the victorious unit. A victorious Unit of Infantry attacking BUA or Fortifications must follow up and occupy the ground previously held by the enemy. If the Infantry are in an Attack Column the lead Unit occupies the objective and the second Unit must move up to and remain facing the side through which they attacked until the next Bound, unless subsequently attacked themselves. Any other subsequent Units who may also be following immediately behind the Attack Column may either Follow Up or remain stationary. An Infantry unit Supporting a victorious Attack Column in Close Combat may also follow up providing it maintains its position alongside the victorious Attack Column. 7.19.3 Fleeing. A Unit that is forced to 'Flee' as a result of Close Combat or Firing Recoils as detailed above. If it has not been eliminated as a result of the recoil, it then moves 600 Paces away from the enemy in the direction of its own baseline, staying as far way as possible from any other enemy Units. It ends its move with its back to the enemy.

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

To evade, throw 1 x D6 immediately when infantry move into close contact, +1 if Elite Artillery, -1 if Militia or Shaken Artillery. Apply results immediately as follows: 0 to 1 Disaster, left it too late some guns are lost, take 2 Hits and Flee 600paces 2 Badly coordinated withdrawal, take 1 Hit and Flee 600paces 3+ Successful evasion and withdrawal, well done, Flee 600paces

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SECTION 8 - COMBAT
INTRODUCTION 8.1 DBN v2.1 features a new Combat System called Attrition which can be used instead of the original system to decide Combat Results. Regardless of which system is used, Combat is divided into two parts, Firing and Close Combat. Firing takes place between Units that are not touching whereas Close Combat is the hand to hand combat and close range volley fire that occurs when Units are in front or rear edge to edge contact. This Section has four Main Headings; Combat System, Firing, Close Combat and Command Casualties. For ease of use all Combat Factors are listed in Section 12 Playsheets. We find the Playsheets work very well if printed out back to back on card. COMBAT SYSTEM 8.2 The player has the choice of choosing one of two combat result systems. However the method for both systems and all combat resolutions is for both sides to simultaneously throw 1xD6, + Unit Tactical Factors, + or Combat Tactical Factors, this gives a result. The two systems to choose from in DBN are: 8.2.1 The Original DBN System. This gives a challenging fun game and is the simpler of the two systems to play. It has no Unit attrition as the Unit suffers damage by being Destroyed or Pushed Back. The main benefit of this system is that it is simple to play and there is no use of Unit Hit Markers, but it does give a slightly stylised type of game. Because of the frequent use of Recoils it is necessary to keeping all units constantly aligned in order to avoid unnecessary casualties. Players have a choice of whether or not to retain the original system in its entirety or add those DBN v2 rules that appeal to them. 8.2.2 The Attrition System. This is new to DBN v2 and gives an equally challenging fun game but with more realistic and accurate combat results. It has a simple system where each combat unit is either Destroyed outright or suffers damage of up to two Hits, reducing its morale and effectiveness gradually until it becomes Destroyed and is removed from the table. This system also reduces the necessity of keeping all units exactly aligned as there is very little Recoiling. The system has the following features: 8.2.2.1 Hits. The term Hits is as much a reflection of the Units cohesion as its casualty level, so 1 Hit means the unit has taken casualties but carries on as normal, 2 Hits means that it has become Shaken and as such is much more vulnerable if involved in further Combat and 3 Hits means that it has become ineffective, its morale breaks and it is Destroyed. 8.2.2.2 Exceptions. Commanders are the only exception to the Hit system. If merely beaten in Combat they Recoil but if beaten by double or more they are Destroyed. 8.2.2.3 Morale Hit Test. With the exception of Artillery, or a unit in a Fortification, or British & Russian Guards or French Old Guard. Any combat unit in contact with the rear of a friendly unit of its own type that has just been Destroyed must immediately take a Morale Hit Test by throwing a D6, modified as follows: -1 if Elite or a Commander is attached +1 if Militia or any 1815 French. Results as follows: 1 to 4 Unit unaffected 5 or 6 - Unit immediately takes a Hit.

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De Bellis Napoleonicis v2.1 8.2.2.4 Shaken Units. Each Hit is indicated by a marker on the Unit and 2 markers show that the unit is Shaken. A Shaken Unit Fires and Close Combats at 1 and it costs an extra CAP to move a Shaken Unit or a Formation which includes a Shaken Unit into Close Combat, but if the shaken unit wins the Close Combat its Shaken marker is removed and it goes back to 1 Hit. Obviously a Shaken unit that loses a Close Combat is Destroyed. Shaken units can Support with no Combat Factor penalty. 8.2.2.5 Recoiling and Fleeing. to Flee is Destroyed. FIRING 8.3 Definition. Firing represents long range volley fire, skirmish fire and medium to long range artillery fire. Any Units who are able to do so may fire in both sides Bounds with the players whose Bound it is deciding the order in which his Units will fire and at whom, but as a general principle all Units, except Artillery in certain circumstances, must Fire at or respond to firing from the nearest enemy. 8.4 Ranges. Maximum Firing Ranges are listed on the Playsheet with the range to the target being measured from any point on the firing Units front edge to any point on any edge of the enemy Unit. Although some Mounted units were armed with carbines, their range was so limited and relatively ineffective that their firing is classed as part of Close Combat. 8.5 Arcs of Fire. All Foot may fire at any enemy that is within a base width either side of straight ahead. 8.6 Zone of Fire. The firing Unit must have a largely uninterrupted view of the target defined by drawing an imaginary line from the right hand front corner of the firer to the left hand corner of the target and from the left hand front corner of the firer to the right hand corner of the target. It does not matter which edge of the target is being fired on so long as both corners can be seen. Any piece of terrain or another friendly Unit that obtrudes into this Zone of Fire obstructs the firers view and thus prevents Firing from taking place. 8.7 Fire Support. A firing Unit may be given Fire Support by as many Units as can be brought to bear. However the Fire Support Units, other than Artillery, must not ignore an enemy Unit that is nearer than the one on which they are to provide Fire Support and must fire on it rather than providing Fire Support. The target Unit suffers a 1 to its Combat Factor for each Fire Support Unit firing at it, eg a Unit of French Muskets fire on a Unit of Austrian Muskets, the French have Fire Support from a Unit of Light Infantry and a Unit of Artillery; the French basic Combat Factor is +4 but the Austrian is only +2 as it suffers 1 for each of the Units providing Fire Support to the French Muskets. A supporting unit can only fire in support at one unit per Fire Phase. 8.8 Firing From a Flank or From The Rear. In order to claim the Flank Fire Tactical Factor, the firer must be fully behind an imaginary line drawn across the front edge of the target. 8.9 Firing From a BUA and NLF. The Garrison of a BUA or the Occupying unit of a NLF have a 360 arc of fire, but they must fire at the nearest enemy Unit. Units inside and not Garrisoning or Occupying a BUA or NLF can not Fire. 8.10 Firing on a BUA. Historically it was most unusual for the Garrison of a BUA to be evicted or destroyed by firepower alone. A BUA usually had to be taken 'at the point of a bayonet', and as a result often changed hands several times during the course of a battle. In order to reflect this situation, if the attacker's Combat Result for Firing is greater or double that of the Garrison's then there is no effect but of course if the reverse is true then the usually Combat Results are applied. This does not apply to NLF. A unit that is unable to Recoil or

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De Bellis Napoleonicis v2.1 8.11 Firing for Units in Two Terrain Features. For the calculation of Firing Tactical Factors, a unit is considered to be in the terrain which covers the edge firing or facing the Firer. Except that a unit with part of its Forward Edge in Bad Going is considered to be in Bad Going for its Fire Effect and as a Target it is considered to be in the terrain, which makes the Target most easily visible to the Firer. To help understand and interpret the above rulings, the facing or firing edge has a depth of 5mm. In the event of there being any doubt a D6 should be thrown to decide the issue, the result of which will remain in effect until such a time as the situation changes. 8.12 Firing Whilst on a Bridge or Causeway. Any Unit that Fires whilst either on a bridge over an Impassable river or on a Causeway suffers a 2 to its Combat Factor. This is because the Firing is on such a narrow frontage. 8.13 Artillery Firing. Artillery may fire in every Bound unless they have recoiled in the previous Bound, or if Foot Artillery that has moved. However, unlike all other Foot, Artillery need only Fire at the nearest target if it is within 300 Paces. If they have no target within this distance they may select any other target that is within Range and Arc of Fire. Artillery moving by road through Bad Going may not Fire and neither may any artillery unit Fire on Command Units or BT units outside of 300 Paces. 8.14 British Infantry Firing. In order to simulate their better firepower all British Infantry, including KGL, not classified as Militia, fire as if Elite. CLOSE COMBAT 8.15 Definition. Close Combat represents close range volley fire, close range artillery fire and hand to hand combat. It occurs when a Unit moves its front edge into contact with the edge of an enemy Unit. 8.16 Moving into Close Combat. Contact can be made against any edge but it must be fully against that edge whether it is front, side or rear. Contact across a corner is not acceptable, and the attacker must be able to make contact with at least 50% of its front edge. As a general principle the attacker will always conform to the defender but in doing so must ensure that no point of the attackers base moves more than its permitted maximum distance. 8.17 Close Combat Support. A Unit that is engaged in Close Combat with an enemy Unit to its front and that also has further enemy units to its right, left or both is outflanked twice and suffers 1 to its Combat Factor for each Outflanking Unit. These flanking Units are deemed to be providing Close Combat Support, and as such cannot be Fired upon. Troops in BUA and Non Linear Fortifications cannot provide Close Combat Support to any friendly Unit that may be abutting the BUA or Non Linear Fortification as any such support would be relatively ineffectual. Commanders, ADCs and Baggage Trains can not Support. No unit can be Recoiled and provide Close Combat Support in the same Bound. 8.18 Attacking a Unit in the Flank or Rear. Any attacked, unshaken unit of Mounted can immediately Turn to Face if the attacker has moved more than 200paces in sight before making contact. All other units can not immediately turn to face. If the attacked Unit loses the combat it then turns to face (if not already) and recoils; if it cannot recoil then it is destroyed. However if it wins the Close Combat the Attackers recoil and the attacked Unit has the choice of either ignoring the Attacker or immediately turning to face the Attacker or any unit it is still in contact with as a free move. If more than one Unit attacks the same target the first Unit to make contact is the Attacker and the other Unit/s provide Close Combat Support. Commanders & Baggage have no Flank. If a unit is in contact with an enemy unit but not facing it, then at the start of its move phase it can not move away but it can turn & face at no CAP cost. 8.19 Attacking Artillery in Close Combat. A Unit of Artillery cannot claim the Tactical Factor for firing within 300paces (canister effect) because they are deemed to be in Close Combat.

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De Bellis Napoleonicis v2.1 8.20 Attacking a Column in the Flank or Rear. If a column is attacked on its right flank the attacking Unit must align its right hand edge with its chosen opponents front edge. Due to the width of its base the attacker may be in contact with two enemy Units but only the right hand Unit is deemed to be the one under attack and the second Unit is not classes as providing Close Combat Support. If the attack is on the left hand side of the column then the reverse of the above applies, ie for right read left. The Close Combat is resolved as detailed in Paragraph 8.16 except that both Units contacted by the attacker turn to face and recoil if beaten, but if the attack is unsuccessful the attacker recoils and the target Unit may either ignore the attacker or both Units may immediately turn to face as a free move if the player so chooses. 8.21 Close Combat Restrictions. Infantry may not move into contact with any Mounted except as Close Combat Support for a friendly Unit that is either in or has moved into contact in that Bound. Artillery may not move into Close Combat but Horse Artillery may move into Close Combat Support. 8.22 Attack Column Factors. Both Units in the Attack Column must be of the same nation but may be of different classes. However the lowest class of unmodified Combat Factor is used, eg an Attack Column composed of a Unit of Muskets and a Unit of Militia Muskets has a basic Combat Factor of +3, whereas that of Elite Muskets and Muskets would be at +4. When an Attack Column is classed as destroyed as a Close Combat Result then both units of the involved Attack Column are destroyed, not if as a result of recoiling. 8.23 Close Combat if Units are in Two Terrain Features. For the calculation of Close Combat and Combat Results, the Unit is in the terrain the majority of its base occupies. The only exception is when a unit Recoils into Impassable Terrain, in which case it is the rear edge that is used to determine the location of the Unit. To help understand and interpret the above rulings the facing or front edge has a depth of 5mm. In the event of there being any doubt a D6 should be thrown to decide the issue, the result of which will remain in effect until such a time as the situation changes. 8.24 Close Combat Against a BUA. A Garrisoned BUA may be attacked by up to three Attack Columns each fighting as separate entities, ie they cannot claim any Close Combat Supports. The most effective way of attacking a BUA is simultaneously from more than one direction. Therefore if a BUA is attacked simultaneously by a second or third column or unshaken Unit on a second or third side of the BUA then the Garrison suffer a -1 to its Combat Factor for those rounds of Close Combat. Also a Garrison adjacent to an enemy Garrison or Strongpoint suffers a minus one to its Combat Factor. Any Combat inside a BUA or a NLF is classed as in Bad Going (because the Defender would not be Garrisoning the BUA or Occupying the NLF). A unit wishing to attack a unit inside a BUA (not garrisoning) must move fully inside the BUA to be classed as in Close Combat. Units inside a BUA do not have a Flank for combat purposes. Units inside a BUA do not have a Flank for combat purposes. A unit inside a BUA that is Recoiled as a result of combat is recoiled back to outside of the BUA. 8.25 Close Combat Between BUAs. When a Garrisoned BUA is being attacked from an adjacent BUA, the Garrison Tactical Factor is reduced to +2 as the attackers will be attacking from and through the cover of their own BUA. Attacks must also be undertaken as individual Units as they cannot claim the Factors for either Attack Column or Close Combat Support. 8.26 Close Combat on a Bridge or Causeway. Any Unit, whether or not they are attacking or defending, in Close Combat whilst either on a bridge over an Impassable river or on a causeway suffers a 2 to its Combat Factor. Regardless of the adjacent terrain neither combatant can have Close Combat Support (because the Close Combat is on such a narrow frontage) nor can they claim the Attack Column Tactical Factor. In addition the Garrison of a BUA that is positioned immediately at the end of either a bridge or causeway Close Combat as if defending a Fortification.

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8.27 Recoiling. A Unit forced to recoil across the face of an enemy Unit that is in contact with one of its side edges is destroyed. 8.28 Command Casualties. Commanders may attached themselves to a Unit or Attack Column in order to give it morale support and hopefully increase its chances of winning a critical Close Combat, but it was a high risk business, especially so for Commanders such as Ney and Blcher who invariably led from the front. 8.29 Hors de Combat. If the Unit or Attack Column to which a Commander has attached himself is beaten in Close Combat, a D6 is rolled to see if he has been killed or injured, as follows: 1 2 3 4 - 6 Killed in action Out of action for 2 Turns (hors de combat) Survives combat uninjured.

A Commander who is hors de combat can either remain where he is on the battlefield or retire up to 600 paces away from the enemy at no cost. In either event he resumes command from the point at which he was restored to fighting fitness (It is recommended that an alternative Command Unit, depicting a General being doctored, is used until the casualty is once again fit for duty). Whilst a Commander is Hors de Combat it costs an extra CAP for the Tactical Movement of all of the Units and Formations under his command and his Combat Factor is reduced to Zero. If a Commander is unable to Retreat as a result of losing in Close Combat then he is Destroyed (captured). 8.30 Command Succession. The command structure for most Napoleonic armies was comparatively robust and the death of a Commander, even a popular one, did not necessarily have the same catastrophic effect on the morale of its troops that it did in earlier wars. Therefore any Commander that has been killed can be replaced by a Poor commander after 2 Turns if French or British and after 4 Turns for all other Nations. 8.31 Supporting in Close Combat. In Close Combat, to be Supporting no part of the base front edge of a Supporting unit is to pass the front edge of the combating enemy unit, unless in full, clear front edge contact. See Annex F for examples. 8.32 Break Off from Close Combat. Close Combat. No unit may voluntarily break off from

8.33 Destroyed Unit Markers. This is an optional rule, it will add to the look and feel of the game and help tell the story of the developing battle. A relevant Destroyed Unit Marker (infantry casualty figure, dead cavalry horse or broken gun) is placed on the table at the point where a unit was destroyed. The markers affect the game as follows: Cavalry and Artillery are classed as being in Bad Going if they are in base contact with 3 or more Markers at any point of time (a gun counts as 2). The casualties have no significant effect on infantry. 8.34 Foot Artillery Firing from Hills. Foot Artillery on a hill or contour can only fire over 600paces if on the ridge line of a hill or the forward edge of a plateau. 8.35 Firing Overhead. Artillery can fire over the head of intervening units providing the intervening unit is on lower ground to both the firer and the target unit. Also the intervening unit must be outside of 200paces from the firer or the target.

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De Bellis Napoleonicis v2.1

SECTION 9 VICTORY CONDITIONS


9.1 In order to win a battle or game one side must achieve its Victory Conditions. The Victory Conditions will vary depending on the type of game, be it the basic Points Game or a Created Historical or Fictional Scenario. 9.2 Basic Points Game. When one side has lost a 1/3rd (rounded down) of their total number of units (this number includes all Combat Units, Commanders and Baggage Train) then the other side has won the game or battle. The only exception to this formula is that Destroyed Old Guard Muskets, CinCs and Captured Baggage Trains count as 2 casualties and Irregular Cavalry and Guerrillas just dont count as casualties. A Commander that is hors d combat counts as a casualty until he is active again. In addition, for armies of 15 to 23 points one extra casualty can be sustained, for armies of 24 to 35 points two extra casualties can be sustained and for armies of 36 points or more three extra casualties can be sustained. 9.3 Created Scenario - Historical or Fictional. This can be much more complex if desired, although usually the 1/3rd rule will still apply. However Victory Points (counting as casualties) are usually awarded for the holding or capturing of certain key terrain features. Also, Guard Musket units become more important in historical games and usually count as double casualties; the French Old Guard Muskets in a big game should count as treble casualties. With a created scenario it is ultimately down to the Scenario Designer to set the right level of Victory Conditions. 9.4 Battle Honours. In order to encourage players to get stuck in in large battles a system of awards or Battle Honours can be implemented. Every time a player eliminates a Unit he picks a card from a pack of playing cards, if it is a picture card then the player has won a Battle Honour. The Player with the most Battle Honours at the end of the game receives a prize or trophy. This means that a player can be on the losing side but still goes away from the game with an increased sense of achievement. The umpire may also award extra honours or cards for special (heroic?) reasons.

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De Bellis Napoleonicis v2.1

SECTION 10 - LARGER BATTLES


10.1 DBN is capable of being expanded to fight larger battles by uniting several basic armies to form a single entity under the command of a CinC. Both sides should have either approximately the same number of total points or, if historical, reflect the actual number of troops involved. 10.2 Cost of Commanders. The army is thus divided into a number of commands or Corps each of which must have its own Sub Commander. The CinC is not costed but each of his Sub Commanders are, based on their Command Capabilities as follows: Poor: 1 Point. Average: 2 Points. Good: 3 Points.

The CinC is classed as Average but he may be upgraded to Good for 1 Point, conversely he may be downgraded to Poor for 1 Point. 10.3 CAP Dice. All Commanders have their own specific CAP dice, which cannot be interchanged, to manoeuvre only the troops in their command. But in Larger Battles the CinC may use his CAP to: 10.3.1 Manoeuvre the Units under his personal command.

10.3.2 Allocate some or all of them to his Sub Commanders, in which case they must be allocated before any Movement takes place. 10.3.3 Manoeuvre a Unit or Formation that is not under his direct command, but at a cost of 2 CAPs per Unit or Formation. 10.3.4 Transfer a Unit or Formation from one command to another for the cost of 1 CAP to the CinC and to all other Commanders involved in the transfer, plus 1 further CAP to the CinC if Commander is outside of the CinCs Command Radius. 10.4 Compulsory Advance. The rules for Compulsory Advance (7.3) must be applied to each Command that is deployed in the front line. They do not apply to Corps or Commands that are designated as being In Reserve. 10.5 Command Radius and Visibility. The rules relating to Command Radius and Visibility remain extant, and so if the CinC decides to allocate CAP to a command that is outside of his command radius it will cost him an extra CAP to do so. So for example if a CinC decides to move a Unit or Formation that is not under his command and that is also outside of his Command Radius it will cost him 3 CAPs, or if he decides to allocate CAPs to a Sub Commander who is outside his Command Radius it will cost an extra CAP for every one he wishes to allocate, ie a total of 2 CAPs. 10.6 Playing Area. The playing area should increase in proportion to the number of commands by adding approximately 300mm to the table width for each command that is to be deployed in the front line of battle, no extra width should be added for those commands held in reserve. It is, however, largely a matter of judgement and personal preference. It almost goes without saying that the playing area for historical refights should be an appropriately scaled down representation of the actual battlefield. 10.7 Army Composition. It is recommended that non historical Larger Battles are played in multiples of 12 Point Armies (24, 36, 48, etc Points). If an Army List shows a Troop Type with no minimum number, then for a 24 point army there must be a minimum of 1, for 36 point minimum of 2 and so on. For example if the Basic 12 Point Army includes 0-2 Ms(E) then for a 36 point army it will 3 times this number with a minimum of 2 (shown as 26 Ms(E)) or if the Basic 12 Point Army lists 0-1 Jg then for 48 Points it would be 3-4 Jg. 10.8 Casualty Reduced Command & Control. A Commander suffers a -1 to his CAP Rating when his command (for any reason) is reduced to 5 or less combat units. This rule reflects the loss of Staff Officers, commanders and battle fatigue.

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De Bellis Napoleonicis v2.1

SECTION 11 - OPTIONAL RULES


LARGER BASES 11.1 For those players who like the big battalion look for their armies we suggest that the depth of infantry bases can be increased as detailed below and the number of figures increased accordingly: 15mm Base Depth 25mm 30mm 30mm 25mm 25mm Base Depth 40mm 45mm 45mm 40mm Figures Per Base 8 6 3 6-8

Troop Type Muskets Light Infantry Jagers Levee en Masse DISCRETIONARY TROOP TYPES

Type Code Ms LI Jg LEM

11.2 The following Discretionary Troop Types may be used where historically appropriate: 11.2.1 Old Guard. The Old Guard are exclusive to French. It includes all Old and Middle Guard Infantry from 1804-15, which are classed as Elite Muskets but with an increased Close Combat factor and Old Guard Heavy and Light Cavalry from 1805-13 which are classed as Elite Cavalry, but also with an increased Close Combat factor. The Old Guard Artillery, Old Guard Cavalry from 1814 and Non French Infantry attached to the Imperial Guard are classed as Elite. 11.2.2 Superior Light Infantry. These are a special category of Light Infantry and include only French Legere 180512 & 15 (By 1813 the French Legere were not as well trained, and so are not classed as Superior), British Light Infantry Battalions from 1809 and the long established Prussian regular infantry regiments who were by 1815 also trained to operate in a Light Infantry role. Superior Light Infantry were able to operate as either Muskets or Light Infantry and as such were highly trained, well motivated and self assured units that were comfortable in either Close or Loose Order. Although most other nations Light Infantry could also operate in Close Order they were never that comfortable in this role and are therefore not classed as Superior. The change to Muskets, or visa versa, happens during the Movement phase of their sides Bound at a cost of 1 CAP, provided that they are more than 400 Paces from any enemy and take no other action in that Bound. 11.2.3 Levy en Masse. Levy en Masse are of a lesser class than Militia and is a generic term applied to all hastily conscripted irregular foot troops, such as Russian Opolochenie, Ottoman Fellahin and other mass conscripted local civilians. They were often unreliable, formed up shoulder to shoulder, with little or no training in anything but the most basic of drill movements, often wearing their civilian clothes, frequently armed with an array of bladed weapons, spears and with very few if any muskets so their Fire was ineffectual. Once they had stopped advancing they were also notoriously difficult to get moving again, and so if they have not Moved in the previous Turn it costs an extra CAP to move them. However if they did decide to stay and fight they usually fought bravely, so to simulate this, on the first occasion that they lose any form of Combat they take a test by rolling a D6; 1, 2 or 3 they break and run from the field and are removed from the board, 4, 5 or 6 they fight on for the rest of the battle. They may only be supported in Close Combat by their national Commander. For Army Points calculations and Combat purposes they are classed as Militia Muskets, but with no Combat Factor for Firing. Levee en Masse are not included in Victory Conditions calculations neither when counting the total number of Units in the Army nor when totalling casualties.
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De Bellis Napoleonicis v2.1 11.2.4 Superior Light Cavalry. This is very much an optional rule and is best suited to specific scenarios. Superior Light Cavalry reflects a quality of cavalry in between the normal and the Elite classes. There are a great variety of cavalry included in the Light Cavalry Troop Type some of which had the ability, attitude and training to cause a greater impact when in Close Combat against other Light Cavalry, but were not superior enough in all other respects to be graded as Elite. This limited, but nonetheless significant, superiority may be reflected by giving Superior Light Cavalry a +1 advantage in Close Combat but only when facing normal Light Cavalry. This advantage is not applicable when facing Elite, other Superior Light Cavalry or Militia Light Cavalry. Those Units we have classed as Superior Light Cavalry are listed in Appendix B. 11.2.5 Congreve Rockets. Congreve Rockets are a specifically British unit, which are treated as Horse Artillery but with lesser factors. Although particularly effective against Mounted troops They were treated as a specialist weapon and with suspicion by commanders, therefore they can only fire individually and cannot provide Fire Support. In addition they were also notoriously unstable and often wildly inaccurate and so a roll of 1 indicates that it has misfired. To assess the effect of the misfire roll a D6, results as follows: 1 2 3/5 4/6 Rocket Rocket Rocket Rocket explodes on ignition, Unit destroyed. explodes on leaving the tube, Unit recoils and takes one Hit. swings left. swings right.

When a swinger occurs the nearest Unit in range within the area between the front of the Rockets rear base line and behind a 45 degree line from its front base line is hit. Test for effect as for Firing. 11.2.6 Mounted Infantry. Mounted Infantry were not unknown in Napoleonic Armies. They were generally few in number but, like Congreve Rockets, they make an interesting addition to an army list. They were employed by the USA as part of their regular army, by the Prussians in 1813 - 1814, mainly as Freikorps Jagers, and by the Ottomans, most of whom were mounted on camels. Napoleon also had a Rgiment de Dromedaires (infantry mounted on camels) in his Army of the Orient in Egypt from 1798 to 1801. Because they were few in numbers, the maximum being one Unit in a basic 12 Point army, they are treated as Skirmishing Cavalry when mounted and Jagers when dismounted. The mounted unit be depicted as two figures on the appropriate mounts on the usual cavalry 40 x 30mm base, the dismounts should be on a base of the same size and consist of two foot figures with an appropriate mount and a mount holder if so desired. The mounted unit should be classed as Average or more usually Militia, as appropriate, but may if historically appropriate be increased by a class level when dismounted. At a cost of 1 CAP they may: Move mounted, dismount and Fire. Remount and Move. In addition because they invariably had their mounts close at hand they are not classed as Foot Skirmishers when fired on by Artillery. 11.2.7 Special ADCs. For the cost of 1 Army Point any CinC, but not Sub Commanders, can have a Special ADC. These self assured, colourful characters, usually enthusiastic young members of the aristocracy, were nationally well known, keen to make a name for themselves on the battlefield and were able to inspire their nations troops to make extra efforts and sacrifices. He is represented by a single suitably flamboyant mounted figure on a 20mm wide by 30mm deep base who is collocated with his Commander until he is detached, at the cost of 1 CAP, to join a Unit or Formation and lead them into Close Combat. The ADC can make up to 3 moves as Irregular Cavalry in one Turn for no CAP cost. In Close Combat he gives the unit he is attached to +1 and must test for Commander Casualty,
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De Bellis Napoleonicis v2.1 regardless of the outcome of the Close Combat, ie win, lose or draw. When the specific Close Combat action is finished, and assuming that he has survived unscathed, the ADC will move back to his CinC and await further orders. An ADC who is Hors de Combat remains where he fell on the battlefield and returns to his Commander at his normal movement rate after 2 complete Turns have passed. He cannot be used to support a Garrison or the defenders of a Fortification (far too ignoble a task) and would never work with other CinCs or ADCs as his and his alone must be the glory. If an ADC fails to have at least one victory in the first two separate Close Combats, then he leaves the field in disgrace. They do not count towards Victory Conditions. BREAKTHROUGH 11.3 The Breakthrough rule allows for Infantry Attack Columns and Cavalry in Good Going to achieve a Breakthrough after destroying their opponents in Close Combat, but only when in Good Going. 11.4 Going -2 if +1 if Breakthrough Procedure. Whenever an Attack Column or Cavalry Unit in Good destroys their opponents in Close Combat a D6 is thrown, modified by: Militia or British Cavalry, +1 if Infantry Column includes Elites or Guard Cavalry(see 13.8). Results as follows: 11.4.1 A final score of 3 or more is Breakthrough and the Attack Column or Cavalry unit can do one of the following: 1. Pursue as normal. 2. Move into Close Combat with another enemy Unit that is within its maximum permitted movement distance. 3. Move up its maximum permitted movement distance straight ahead. (in accordance with rule 7.19.2 Supporting units may also follow up, also at this time, as a special movement an Attack Column may move its lead unit independently into Close Combat and at the same time move the second unit into the space vacated by the lead unit) 11.4.2 A final score of 2 or less for Cavalry, is Impetuous Breakthrough the unit must, unsupported immediately move either into Close Combat with the nearest enemy unit that is within its maximum permitted movement distance, or if not, it must move its maximum permitted movement distance straight ahead. Austrian Cavalry and Old Guard are an exception; if they fail the test they do not go Impetuous but Pursue up to one base depth and do not move into close contact. An Attack Column, with a final score of 2 or less immediately halts where it is, can not Support a combat until its players next turn, and is no longer considered to be an Attack Column. 11.5 Breakthrough Results. If the Breakthrough Unit moves into Close Combat the Close Combat is immediately resolved and if the Breakthrough Cavalry Unit is Impetuous it fights as Militia for that Bound of Close Combat; there is never a second round of Breakthrough. A Cavalry Unit that has become Impetuous remains as Militia and is unable to move into Close Combat until it remains stationary and is not involved with Combat for one full turn then the Militia status is removed. (a model horse figure to represent Impetuous is useful) BOMBARDMENT 11.6 This optional rule is designed for large historical battles. Bombardment is the coordinated, extra long range fire by Heavy Artillery. The guns are fired at a steady rate and at a high elevation; this high elevation reduces the bounce through effect of the cannon ball making them less effective. Because of the inaccuracy of long range fire and the lack of bounce through this fire was much less effective than direct fire and was therefore only used against densely packed targets. This process also required a level of command coordination.

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De Bellis Napoleonicis v2.1 11.7 Bombardment Order. The issuing of a Bombardment Order costs 1 CAP and can only be fired by Foot Artillery at Muskets, Fortifications or Cavalry Units. Bombardment range is up to 1600 Paces and the first round of fire is taken up with finding the range and adjusting the fire, therefore the first round of fire is ineffective. 11.8 Bombardment Markers. During a Fire Phase the bombarding Unit or Formation (Grand Battery) chooses its target and places a Bombardment Marker immediately in front of the target unit, there is no dicing for Fire effect. During the next Fire Phase if able to fire and the target is within 100 Paces of the Bombardment Marker and no friends are within 600 Paces of the marker, then the bombarding Unit or Formation can fire on the target with a penalty to its Fire Factor of -1 for Bombardment Fire. If the target has moved more than 100 Paces from the marker then the first phase of the Bombardment Fire has to be repeated. 11.9 Indirect Fire. Bombardment is the only way in which Artillery can fire indirect, ie over a Terrain feature that restricts the Line of Sight, and then only provided that there are no friendly Units within 600 Paces of the target or within 300 Paces in front of the firer (half this distance for howitzers). This type of fire was highly inaccurate and often speculative and so there is a 50% chance that the Bombardment Marker is not placed during the first Bound ( D6 is thrown) Indirect Fire may be reliant upon player honesty. STRONG POINTS(SP). 11.10 In certain historical battles large fortified buildings were used as Strongpoints, such as the Granary at Aspern-Essling or La Haye Sainte at Waterloo, they became much more significant to the battle than their size would imply. Because of the scale used in DBN these Strongpoints, which could contain a garrison of 200-400 troops, are not usually represented on the table top, however they may have a significant impact on the battle therefore they should be. 11.11 Strongpoint Factors. The model Strongpoint should be on a base of 40mm x 30mm and can have its own small Garrison, known as a Detachment. This Detachment is of a one Hit strength and is created by donating a Hit strength from any Infantry Unit except Militia class Muskets. At a later stage in the game the Detachment can be withdrawn by moving the original donating Unit adjacent to it for one Turn. This Detachment Garrison, like that of a BUA, can not be shot out but is destroyed if drawn or beaten in Close Combat. It can Fire independently, it has a 360 firing range of 200 Paces with an adjustable Fire Factor of 2 and a non-adjustable Close Combat Factor of 5 and is classed as a Fortification when fired upon. Also a Strongpoint adjacent to an enemy BUA Garrison or Strongpoint suffers a minus one to its Combat factor. 11.12 Attacking a Strongpoint. Due to its size, the Strongpoint can only be attacked in Close Combat by up to one Unit per Bound but the Attacker can only suffers a maximum of 1 Hit per round of Close Combat. A Draw result in Close Combat and the Defender is Destroyed but the Strongpoint is not occupied in that Phase. 11.13 Reserve Artillery Park. This rule reflects the common practice of the time and is also very useful if the players have insufficient model artillery units. In Larger Battles involving a number of players a Reserve Artillery Park can be created containing one or more Artillery Units. These are kept off table or attached to the Baggage Train and become available as follows: 11.13.1 Any Sub Commander that has lost an Artillery Unit can for the cost of 1 CAP request to the CinC for a replacement. If the CinC approves the request then on the next Turn a D6 is thrown, 5 or 6 the Artillery Unit arrives at the end of the Movement Phase along side the requesting Sub Commander, 1 to 4 the Unit fails to arrive, dice again next Turn. 11.13.2 Alternatively once the Army has lost 2 Artillery Units then the CinC can immediately call up one or both of them which will appear along side him at the end of the Movement Phase.
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De Bellis Napoleonicis v2.1

11.14

Infantry Verses Cavalry Response Test (Optional Rule) The Basic Close Combat Factors are based on the assumption that whenever a Musket or Light Infantry unit is attacked by cavalry it automatically attempts to form square. If the infantry unit wins the combat it has formed a steady square and repulsed the cavalry, if it loses the combat it is assumed that it was unable to fully form the square and was broken by the cavalry. However Musket and Light Infantry units or formations can anticipate and prepare for cavalry attack and therefore lessen their chance of being surprised and beaten by cavalry, they can also be caught unprepared and be surprised.
11.14.1 Whenever an Infantry unit in Good Going is attacked by Cavalry, in Good Going, then this the Infantry verses Cavalry Response Test is taken. The attacker throws a D6 and +2 is added if either of the following applies: 1. 2. The Infantry Unit has been surprised if the attacking Cavalry unit has moved 200 Paces or less in view. The Infantry has moved in its last Movement phase or after.

The results of the modified dice roll are applied as follows: 1 2 3 4 5 6 + Well Prepared +1 Steady Unprepared -1 Well Prepared means the Infantry Unit gains +1 in that round of Close Combat Steady means no change to its factors and Unprepared means -1 in that round of Close Combat. 11.15 Counter Battery Fire This was usually an unproductive use of artillery fire and was often frowned on by senior commanders; however a lucky shot could cause a lot of damage. To reflect this, any artillery unit that has not moved in its last movement phase and is fired on by another artillery unit is then classed as a Counter Battery Target. When an artillery unit that is classed as a Counter Battery Target is beaten by Artillery fire but not by double, then there is no effect, however if beaten by double normal results are applied. 11.16 Artillery Ammunition Supply In the standard DBN game, artillery units never have ammunition supply problems, however in Larger Battles the possible isolation of artillery units may become a tactical issue, therefore ammunition supply becomes a consideration. This simple rule covers the logistics of artillery ammunition supply. In order for artillery to be in supply a line (supply path) must be drawn from the nearest base edge of the artillery unit to the nearest Baggage Train or Artillery Caisson. This Supply Path can be no longer than 2400paces and must not pass within 300paces of an enemy combat unit. If the Supply Path travels through Bad Going then the Bad Going distance is quadrupled. If classed as out of supply each time the unit Fires (not close combat) it suffers one Hit irrespective of any combat result, this continues until the unit is destroyed or it again becomes in supply then in the following turn the supply hits are removed. Out of supply does not affect movement. An Artillery Caisson costs one point, they have the base size and combat factors of a Baggage Train and move as Horse Artillery. 11.17 Field Detachments. Field Detachments (Dets) are created by detaching a one Hit strength unit from any sponsoring Ms,LI or Jg unit except no (M) class. These are Battalion strength infantry detachments and are represented on the game table by a single infantry figure. This action costs 1 CAP, the donating (parent) unit must spend the turn stationary to create the Det and has a Hit Marker placed on the parent unit. The created Det is placed adjacent to the parent unit in any terrain feature or to occupy a NLF. Dets can move in the normal way but can never move into Close Combat, and if they take a Hit they are Destroyed. Dets have a Basic adjustable Combat Factor of 2 or 1 for Jg and the Firing Range and combat class of their parent unit. Dets can Garrison a Strongpoint (see rule 11.11) but not a BUA. Dets can be supported but can not Support.

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De Bellis Napoleonicis v2.1 11.18 Battalion Gun Batteries. In certain early war battles, Battalion Gun Batteries were a notable feature, therefore KISR has decided to present this as a game option. This has been created for the more experienced DBN player who is looking for a new and different troop type. This type of artillery unit was a throw back to previous wars and was progressively found to be, too difficult to manage, maintain and motivate. They were usually staffed and administered by the infantry at Regimental/Battalion level and were generally, poorly manned, poorly trained and poorly led. They usually used the lightest calibre guns enabling the crew to move the guns around on the battlefield without the need of horsed limbers. Because of all these factors this unit type of artillery is classed as Militia and referred to as BA(M). BA(M) can only move if attached to an infantry unit or Commander, they move and fire as FA but with a range of HA. Because of their limited tactical role they can not provide supporting fire to other artillery units. BA(M) should be represented on the tabletop with a small calibre gun, on a cavalry base, with a gun crew of 2. This artillery type can be deployed and dispersed within the infantry unit it is supporting, this is represented by placing the BA(M) directly behind the infantry unit and this formation is then classed as one unit of infantry for Close Combat. The infantry and BA(M) still fire separately however the firing is from the infantry base, the attached BA(M) can only support their own infantry unit and any hits suffered are taken on the infantry. BA(M) are available within the Army Lists as an addition to all armies up to 1806 (they were occasionally around for longer, but had little influence) at a scale of one for every three Ms. With the use of National Characteristics the Early War (up to 1806) Austrian, Prussian and Russian armies receive 2 x BA(M) free of cost. BA(M) cost point each and are not included in the casualties or calculation of Victory Conditions.

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De Bellis Napoleonicis v2.1

SECTION 12 ORIGINAL PLAYSHEET


RANGE, MOVEMENT AND COMBAT FACTORS
Troop Type CinC or Sub Commanders Artillery Foot (FA) Artillery Horse (HA) Artillery Rockets (CR) Cavalry Heavy (HC) Cavalry Irregular (IC) Cavalry Light (LC) Cavalry Skirmishing (SC) Guerrillas (Gs) Jagers (Jg) Light Infantry (LI) Muskets (Ms) Notes 1. 2. At +2 if defending against enemy shooting to which they are not responding. At +4 if garrisoning a BUA or Fortification. Range (Paces) 1000 600 600 200 400 300 200 In GG 400 200 300 300 300 500 400 500 300 300 200 Movement (Paces) In BG Roads 200 400 300 400 400 200 400 300 500 200 400 200 500 300 300 400 300 400 200 400 Combat v Ft v Mtd +1 +1 +3 (1) +3 (1) +3 (1) +3 (1) +2 +3 (1) +3 +4 +1 +1 +3 +3 +2 +2 +2 +1 +2 +2 +3 (2) +2 (2) +4 +4

TERRAIN FACTORS.

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

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

COMBAT RESULTS
If total is less than but more than half that of the enemy: Unit Mounted Mobile Artillery, Rockets & Guerrillas Position or Fixed Artillery Foot Skirmishers Muskets Garrison under Fire Garrison in Close Combat Destroyed if rockets then Destroyed by Destroyed. Destroyed by Destroyed by No effect Destroyed Result in Bad Going. If not recoil, unless against recoil twice. any in contact. If not recoil. any Mtd if in Good Going. If not recoil. Heavy Cavalry if in Good Going. If not recoil.

If total is half or less than that of the enemy: Unit Mounted Skirmishers Foot Skirmishers Others Result Destroyed by other Mounted, Ms and NA or if in Bad Going. If not flee 600 paces. Destroyed by Mtd if in Good Going or by other Foot Skirmishers. If not flee 600 paces. Destroyed.

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De Bellis Napoleonicis v2.1 SECTION 12 - ATTRITION PLAYSHEET - FIRING TACTICAL FACTORS


Troop Type CinC or Sub Commander Artillery Foot (FA) Artillery Horse (HA) Artillery Rockets (CR) Cavalry Heavy (HC) Cavalry Irregular (IC) Cavalry Light (LC) Cavalry Skirmishing (SC) Infantry Jagers (Jg) Infantry Light (LI) Infantry Muskets (Ms) Guerrillas (Gs) Range (Paces) 1000 600 600 400 300 200 200 Movement (Paces) In BG Roads 200 400 300 400 400 200 400 300 500 200 400 200 500 300 400 300 400 200 400 300 Combat v Ft v +1 +3 +3 +2 +3 +1 +3 +2 +2 +3 * +4 +2

In GG 400 200 300 300 300 500 400 500 300 300 200 -

Mtd +1 +3 +3 +3 +4 +1 +3 +2 +2 +2 * +4 +1

At +4 if garrisoning a BUA or Fortification.

TERRAIN FACTORS The maximum visibility for Firing into and within BG is 100 paces. Units Firing out of BG must be on the edge. ATTRITION 1 Hit = Taken Casualties FIRING TACTICAL FACTORS
+1 +1 +1 -1 -1 -1 -1 -1 -1 -1 -2 -2 -2 Elite Russian Muskets and the losers against Firing Firing into enemy Flank or Rear Artillery Firing at Foot Skirmishers in GG Artillery not responding to enemy Firing For each enemy Unit providing Fire Support In GG and Fired at by Artillery within 300 Paces Firing at Jagers in Bad Going Militia Shaken Firing into BUA or Fortifications Firing whilst on a Bridge or Causeway Firing within or into BG except if Foot Skirmishers

2 Hits = Shaken

3 Hits = Destroyed.

FIRING RESULTS. If a Draw no effect. If a unit is beaten in Firing but not by double:
CinC & Commanders Garrisons All Others Recoil a base depth and do not take a Hit No effect 1 Hit

If a unit is beaten in Firing by double or more:


CinC & Commanders Skirmishing Cavalry & Irregular Cavalry Jagers Guerrillas Fixed Artillery All others Destroyed Destroyed if in BG otherwise Flee 600 Paces and 1 Hit Destroyed by Skirmishers otherwise 1 Hit and Flee 600 Paces Destroyed Destroyed 2 Hits. No effect on Garrisons

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De Bellis Napoleonicis v2.1 SECTION 12 - ATTRITION PLAYSHEET CLOSE COMBAT TACTICAL FACTORS
Troop Type CinC or Sub Commander Artillery Foot (FA) Artillery Horse (HA) Artillery Rockets (CR) Cavalry Heavy (HC) Cavalry Irregular (IC) Cavalry Light (LC) Cavalry Skirmishing (SC) Infantry Jagers (Jg) Infantry Light (LI) Infantry Muskets (Ms) Guerrillas (Gs) Baggage Train (BT) Range (Paces) 1000 600 600 400 300 200 200 Movement (Paces) In BG Roads 200 400 300 400 400 200 400 300 500 200 400 200 500 300 400 300 400 200 400 300 300 Combat v Ft v +1 +3 +3 +2 +3 +1 +3 +2 +2 +3 * +4 +2 +1

In GG 400 200 300 300 300 500 400 500 300 300 200 200

Mtd +1 +3 +3 +3 +4 +1 +3 +2 +2 +2 * +4 +1 +1

At +4 if garrisoning a BUA or Fortification.

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

CLOSE COMBAT TACTICAL FACTORS


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

CLOSE COMBAT RESULTS. If a Draw both Units suffer 1 Hit and if Mounted also Recoil. If a unit is beaten in Close Combat but not by double:
CinC & Commanders Mounted Artillery & Guerrillas Jagers Muskets & Light Infantry Garrisons Recoil and does not suffer a Hit All except IC are destroyed in BG, all are destroyed by Artillery, otherwise 1 Hit and Recoil Destroyed Destroyed by Mounted in GG otherwise 1 Hit and Flee 600 Paces Destroyed by HC in GG otherwise 1 Hit and Recoil Destroyed

If a unit is beaten in Close Combat by double or more:


CinC & Commanders Skirmishing Cavalry & Irregular Cavalry Jagers All others Destroyed Destroyed by Mounted or if in BG otherwise Flee 600 Paces and 1 Hit Destroyed by Mounted or Skirmishers otherwise Flee 600 Paces and 1 Hit Destroyed

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De Bellis Napoleonicis v2.1

SECTION 13 - ARMY LISTS


13.1 These lists are designed to create armies of 12 or 13 points based on an All Arms Corps sized formation. KGL count as British and German and Dutch troops who wore French uniforms and were numbered as part of the French Army are classed as French. 13.2 Points Costs. Each Army costs 12 pts, except 1805 Austrian, 1806 Prussian and the Spanish Armies, who tended to be larger than their French opponents, are increased to 13 points when fighting the French. CinC and Baggage Train Old Guard Horse Artillery All Others Linear Fortifications Elite Militia and Irregular Cavalry 0 2.0 1.5 1.0 0.5 + 0.5 -.0.5 pts (Free!) pts pts pt pt pts pt.

13.3 Abbreviations: Old Guard (OG), Muskets (Ms), Light Infantry (LI), Jagers (Jg), Levee en Masse (LEM), Heavy Cavalry (HC), Light Cavalry (LC), Irregular Cavalry (IC), Guerrillas (Gs), Congreve Rocket (CR), Napoleonic Artillery (NA), Foot Artillery (FA), Elite (E), Militia (M). 13.4 Suggested Armies. Suggested army lists are as follows but note that only 1 Unit of Artillery may be Horse Artillery: Austrian, 1794-1800. 6-12xMs, 0-2xMs(E), 0-1xLI (Combined Light Infantry), 0-2xLI(M) (Grenzers), 0-2xHC, 1-4xLC*, 0-1xFA, 0-1xFA(M) (Massed Battalion Guns). Austrian, 1801-1808. 6-12xMs (50% must be M), 0-2xMs(E), 0-1xJg, 0-2xLI(M) (Grenzers), 0-2xHC, 0-4xLC*, 0-1xFA, 0-1xFA(M)(Massed battalion guns). Austrian, 1809-1815. 4-8xMs, 2-4xMs(M), 0-2xMs(E), 0-1xJg, 0-2xLI (Grenzers), 0-2xHC, 2-4xLC*, 0-2NA. Bavarian, 1813-1815. 4-8xMs, 4-8xMs(M), 0-1xMs(E), 1-2xLI, 2-4xLC*, 1xNA. British Peninsular, 1808-1811. 0-1xMs(E), 6-8xMs, 0-1xMs/LI(E), 0-1xJg(E), 0-1xLC*, 0-1xLC(M) (Portuguese), 2-6xMs(M)(Portuguese), 0-1xNA, 0-2xGs, 0-2xIC (Mounted Guerrillas), 0-1xGs(E) or Jg (1809 only Loyal Lusitanian Legion). British Peninsular, 1812-1814. 0-1xMs(E), 4-6xMs, 0-2xMs/LI (1 may be E), 0-1xJg(E), 0-2xLC* (2nd may be KGL), 0-1xHC, 0-2xNA, 0-1xLC(M) (Allies), 1-2xMs(M) (Spanish), 2-4xMs (Portuguese), 0-2xLI (Cacadores), 0-2xGs, 0-2xIC(Mounted Guerrillas). British & German Allies, 1815. British: 0-2xMs(E)(Guards), 3-5xMs, 0-1xMs/LI, 0-1xJg(E), 01xHC(E), 0-1xHC, 0-3xLC*, 0-1xNA, 0-1xCR. German Allies: 0-1xLI (Brunswick), 1-2xMs(Nassau & Hannovarian Line), 4-8xMs(M)(2 x Brunswick & 26 Hannovarian Landwehr),1-2xLC(M)(Hannovarian & Brunswick). British in the American War of 1812-1815. 0-1xMs(E)(Combined Grenadiers), 4-6xMs(includes Canadian Fencibles and West Indians), 2-4xMs(M)(Canadian Militia and Sailors), 0-2xLI(M) (Canadian Militia), 1-2xMs/LI(includes Royal Marines), 0-1xJg(E)(95th in 1815 0nly), 0-1xLC*, 0-1xNA, 0-1xCR, 0-2xGs(Native Americans). Dutch-Belgium, 1815. 3-4xMs(Nassau & D-B Line), 0-2xLI (Composite Units), 6-10xMS(M)(D-B Militia), 0-1xHC(M), 1-2xLC(M), 0-2xNA(M).
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De Bellis Napoleonicis v2.1 French, 1794-1799. 6-10xMs(50%Ms/LI(M)), 0-2xLI, 0-1xLC, 0-2xLC(M)*,0-2xNA. French, 1800-1804. 0-1xMs(E), 6-8xMs, 0-2xMs/LI (Legere), 0-2xLC*, 0-1xHC, 0-2xNA. French, 1805-1812 & 1815. 0-2xMs(E), 4-8xMs, 1-3xMs/LI (Legere), 1-2xMs (Allies, 1809-12 only), 0-1xHC(E), 0-1xLC*(E), 0-2xHC(E from 1805-7), 1-2xLC*, 1-3xNA (One may be E). French, 1813-1814. 0-2xMs(E), 3-6xMs, 0-1xMs/LI, 4-8xMs(M) (Provincials/Marie Louise), 2-4xMs(M) (Allies 1813 only), 0-1xHC(E) or HC, 0-1xLC*(E) or LC*, 1-2xLC(M) (Allies or French), 1-3xNA (one may be E). French Peninsular, 1808-1814. 0-1xMs(E), 4-8xMs (one may be M), 1-3xMs/LI 1-2xMs or Ms(M)(Allies), 0-1xJg (Combined Veteran Voltigeur in 1810-12), 0-3xLC*, 0-2xNA. French Corps de Garde Impriale 1809-1812 & 1815. 1-2xMs(OG), 1-2xMs/LI(E) (Young Guard), 0-2xMs(E) (only Vistula Legion in 1812 and only Middle Guard in 1815), 1-2xHC(OG), 1-2xLC*(OG), 0-3xNA(E)(1 may be Hs). French Corps de Garde Impriale, 1813-1814. 0-2xMs(OG), 1-4xMs/LI(E) (Veteran Young Guard or Middle Guard), 1-6xMs/LI (Young Guard), 0-1xMs(E) (Allied Guard), 0-1xHC(OG), 0-1xLC(OG), 1-3xLC* (Young Guard), 1-2xNA(E)(1 may be Hs), 0-1xNA (Young Guard). Prussian, 1794-1806, 1-2xMs(E) (Guards & Combined Grenadier Bns), 4-8xMs, 1-3xLI (Fusiliers), 0-1xJg, 1-2xLC*, 1-2xHC, 1-2xNA, 1xFA(M) (Massed battalion guns), Saxon Allies: 0-4xMs(M), 0-1xMs (Combined Gren Bns), 0-1xHC(E), 0-2xLC*, 0-1xFA(M). Prussian, 1807-1812. 0-3xMs(E), 4-8xMs, 0-1xMs/LI (Fusiliers), 0-1xJg, 0-2xHC, 0-2xLC*, 0-1xLC*(E), 0-1xNA, 0-1xNA(M) (Massed battalion guns). Prussian, 1813-1814. 0-1xMs(E), 4-6xMs, 0-2xJg, 0-1xJg(E) (Elite Volunteers), 4-8xMs(M), 0-2xLC*, 0-1xHC, 1-2xLC(M) (Landwehr), 0-2xNA. Prussian, 1815. 3-6xMs, 1-2xMs/LI (Old Line Regts Nos 1 12), 0-2xJg, 4-8xMs(M), 0-2xLC*, 1-2xLC(M), 1-2xNA. Russian, 1800-1806. 1-2xMs(E), 4-8xMs, 1-2xLI (Jagers), 0-1xHC(E),0-1xHC, 0-1xLC*, 1-2xIC (Cossacks), 2xNA. Russian, 1807-1812. 0-2xMs(E), 3-8xMs, 1-2xLI (Jagers), 0-2xMs(M), 0-1xHC(E), 0-1xLC*(E), 0-1xHC, 0-2xLC*, 2xIC (Cossacks), 2-4xNA (one may be E). Russian, 1813-1815. 0-2xMs(E), 3-6xMs, 0-1xLI(E) (Guard Jagers), 1-2xLI (Jagers), 0-1xHC(E), 0-1xLC*(E), 0-2xHC, 0-2xLC*, 1-2xIC (Cossacks), 2-3xNA (one may be E). Spanish, 1807-1814. 0-2xMs (Walloons & Spanish Guard), 0-2xLI, 1-4xGs, 8-14xMs(M)(of which at least 2 are to be converted to 4 LEM) , 3-5xLC(M), 0-1xHC(M), 0-2xIC (Mounted Guerrillas), 0-1xNA. Swedish, 1808-1815. 0-2xMs(E), 6-10xMs, 0-4xMs(M), 0-1xMs/LI, 1xJg, 0-1xHC or LC*(E), 0-1xLC*, 0-1xNA, 0-1xCR (British). USA, 1812-1815. 2-4xMs (Marines & Regulars), 0-1xJg(E) (Sharpshooters), 0-1xLI, 4-8xMs(M), 0-1xLC*, 1-2xLC(M), 0-1xGs (Pirates/Indians), 0-1xNA, 0-1xNA (Fixed).

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De Bellis Napoleonicis v2.1 13.5 Army Options. The following options may be used:

13.5.1 Skirmishing and Superior Light Cavalry. An * indicates that 1 Unit may be deployed as Skirmishing Cavalry and where applicable, as an option, 1 Unit may be upgraded to Superior Light Cavalry. 13.5.2 Mounted Infantry. The Prussian of 18131814 and the USA may include a Unit of Average Mounted Infantry in their Army Lists. 13.5.3 Levee en Masse. The Russian of 18071812 may exchange one or both of their Militia Muskets for two or four, respectively, Units of Levee en Masse. Note that LEM are not included in any calculations for Victory Conditions. 13.5.4 Fixed Batteries. Some or all Russian Artillery may be Fixed or Position Batteries (Grand Batteries). 13.5.5 The Peninsula Light Division. British Peninsula armies may include a The Light Division, the details of which are at Appendix D. 13.5.6 1815 Allied Armies. A 24 Point 1815 Allied Army is more accurately represented by combining the British and German Allies army with the Dutch-Belgium army. If a 36 Point army is required then a Prussia 1815 army should be added. 13.6 The Ottomans. The Ottomans are treated as special case as their Armies were very different to their European contemporaries, details of which are at Appendix E. 13.7 Howitzer (H) Units. The Prussians were the only nation who formed Howitzer batteries as part of their regular army organisation, but many other nations did occasionally form provisional or ad hoc batteries. Therefore the Prussians in any period, as part of the normal Army Lists, can exchange one Foot Artillery Unit for a Unit of Howitzers (FA(H)) and for specific scenarios any Army can have a unit of Howitzers on the same basis. Howitzer Units Move, Fire and Close Combat as a Foot Artillery but with -1 if Firing at an enemy in Good Going over 300 Paces away and at +1 if Firing at an enemy in Bad Going, BUA, Linear or Non Linear Fortifications. 13.8 Guard Cavalry in Breakthrough. This is a measure of their control and discipline not their elan and does not include French Young Guard or Non Guard Elite Cavalry but does include Non Elite Guard Cavalry like Swedish, Spanish, Neapolitan etc.

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SECTION 14 RULERS

1000 Paces
FA Firing

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

900 Paces

600 Paces
HA & CR Firing

800 Paces

500 Paces
SC & IC in GG & by Rd

700 Paces

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

600 Paces
HA & CR Firing

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

500 Paces
SC & IC in GG & by Rd

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

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

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

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

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

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APPENDIX A - NATIONAL CHARACTERISTICS (These Characteristics can be selective and are optional for the player) The characteristics are specific to certain time periods and only include the major nations; players could develop similar sets of historical Characteristics for their favourite minor nation if not listed here. 1794 - 1799 All Ms have a maximum firing range of 100 Paces.# LI(M)Grenzers Close Combat as Regulars. 1800 - 1804 1805 - 1808 -1 to Commanders CAP. From 1801 50% of Ms are (M). Ms have a maximum firing range of 100 Paces.# LI(M)Grenzers Close Combat as Regulars. 1809 - 1812 1813 - 1814 1815

AUSTRIAN

BRITISH

All Infantry, including KGL, except Militia Class, fire as Elite. All Cavalry, except KGL must Pursue 50% of Ms are +1 to Commanders CAP. Ms/LI(M). +3 for 2nd Rank when in Column of Battle Cavalry are LC, Light Attack Cavalry are LC(M) Ms have a maximum firing range of 100 Paces.# Close Combat as Elites and cannot use Attack Columns. -1 to Commanders CAP. All Ms are stoic therefore get All Infantry Fire at one class lower.* +1 if loser against Firing. In 1805 all Ms have a maximum firing range of 100 Paces.# All Ms have a maximum firing range of 100 Paces.# All Ms are stoic therefore get +1 if loser against Firing. LC move as HC, except Guard & Veterans from Spain. -1 to result if loser in Close Combat, except Guard.

FRENCH

PRUSSIAN

RUSSIAN

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

Ms get +1 if loser against Firing

* The reduction in the quality of Russian Infantry Firing is a reflection of the quality of their opponents as much as a reflection of their own lack of training and poor quality weapons. Also towards the end of the war this difference in Infantry Firing became negligible, however Russian stoicism faded. # This is a reflection of a comparative lack of integral skirmishing troops within the Battalion/Brigade formations. These armies up to 1806 receive 2 x BA(M) free of points cost.
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APPENDIX B - TROOP TYPE CLASSIFICATIONS


B.1 Elite (E) Infantry. classed as Elite: The following are those Infantry units that should be

Austrian, French, Prussian and Russian Grenadiers British 43rd and 52nd Infantry Regiments from 1809 British 95th Rifles British, Italian, Polish, Prussian, Russian, Saxon, Swedish and Westphalian Guard French Marines in 1813 French Young Guard but only 50% in 1814 French III Corps Ms & Ms/LI under Davout in 1806 Polish Vistula Legion. B.2 Militia (M) Infantry. be classed as Militia: The following are those Infantry units that should

All nations Militia/Landwehr Brunswick Light & Line 1815 French German Allies (Non Guard) 1813-14 French Provisional Units Kingdom of Naples (Non Guard) Ottoman Derbents (50%) Ottoman Infantry except Bostancia, Nizam-I-Jedid, Rayas and some Sekhan Portuguese pre 1811 Russo-German Legion Spanish Line (Non Guard). B.3 Heavy Cavalry (HC). The following are the powerful battle cavalry that are classed as Heavy Cavalry: British Heavy Dragoons. British, French, Prussian, Russian, Saxon & Swedish Heavy Guard. Cuirassiers & Carabiniers of all nations. B.4 Superior Light Cavalry (LC). (An Optional Rule) The following types of Light Cavalry are classed as Superior: Austrian 3rd, 4th and 5th Chevau-legers up to 1815 Austrian Hussars up to 1809 British KGL British Light Cavalry Brigades that were well led and all British Light Cavalry Brigades in 1815 (Note 1) French Dragoon Brigades 1804-12 and 1815 French Lancers 1811-12 and 1815 French Light Cavalry Brigades, which were well led and included famous regiments 1804-12 (Note 2) French Young Guard Cavalry 1814 Italian Dragoon Brigades 1804-12 and 1815 Ottoman Mamelukes Prussian Cavalry Brigades with a majority of Hussars Russian Hussar Brigades 1805-12 Saxon Light Cavalry Brigades. Notes: 1. All regular British Cavalry was of a high quality but often badly led. Therefore to reflect this only Cavalry Units, which were led by Cotton, Le Merchant or Paget can be classed as Superior. 2. French 7th and 23rd Chasseurs, 4th, 5th and 7th Hussars.

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B.5 Elite (E) Cavalry. Elite Cavalry are those units that are well trained, with a very high opinion of themselves and their ability, have an aggressive attitude and are very well mounted. They include: British Heavy Dragoons 1815 British KGL Heavy Brigade British Life/Horse Guards. French Carabinier Brigade 1804-12 French Cuirassier Brigade 1804-07 French Guard prior to 1805 French Old Guard in 1814-15 French Young Guard in 1813 Polish Vistula Legion Lancers Prussian Guard Russian Guard Saxon Heavy Brigade. B.6 Militia (M) Cavalry. Militia Cavalry are those units that are poorly trained and equipped, lacking in confidence and ability and usually poorly mounted. They include: All nations Militia/Landwehr Austrian Insurrection British Allies (except KGL) Danish Light French Allies 1812-14 (Non Guard) French Provisional and Provincial Kingdom of Naples (Non guard) Ottoman Sipahis Russo-German Legion Spanish (Non Guard). B.7 Artillery. By virtue of its nature most Napoleonic Artillery was well trained, however there were a few exception as follows: B.7.1 Elite. French Guard Foot and Horse Massed Russian Guard Foot. B.7.2 Militia. Russo-German Legion Ottoman Foot Smaller than average batteries.

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APPENDIX C - COMMAND CAPABILITIES


C.1 Command Capabilities. Each Commander has a CAP Rating, which is used to define his Command Capabilities, a reflection of the combined quality of the Commander and his Staff. For most, those of Average capability, the Command Rating is Zero, but for those of greater or lesser ability this rating is added or taken away from the Commanders CAP dice throw each Turn. However the Commanders of some nations and, for historical battles, certain characters were noticeably different and are therefore specifically noted below. C.2 Generic CAP Rating. C.2.1 C.2.2 C.2.3 Poor. Average. Good. The generic CAP Ratings are as follows:

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

C.3 Specific CAP Ratings. The following specific CAP Ratings should, where applicable, be applied to both national CinCs and Sub Commanders: French Prussian Napoleon Blcher 1805-1812 1790-1806 1801-1815 +1 -1 +3 +1 Austrian 1801-1805 Spanish Wellington The Prince of Orange -1 -1 +2 -1

Emperors and Kings. Occasionally for big battles the Emperors and Kings of the Dynastic Monarchies of Europe would be present at their armies Field HQ, where they often proved to be more of a hindrance than a help to their respective CinCs. So whenever the Monarchs are in the field and the CinC throws a CAP dice score of 3 or less then -2 is deducted from the score to reflect their interference. C.4 Minimum CAP. Regardless of a Commanders Capability, both Generic and Specific, there was always some orders being issued, and so, after modification, no Commander will have less than 1 CAP per Turn. C.5 Close Combat Bonus. All CinCs and all Good or Average Sub Commanders add +1 to any Unit to which they are attached whilst in Close Combat. C.6 Inspirational Commanders. Certain Commanders can be classed as Inspirational and will add +2 in Close Combat, although in some cases only in certain circumstances: Ney Blcher - but only when detached from his Staff HQ Duke of Brunswick - Brunswick Units in 1815 only Prince Louis Ferdinand of Prussia - Prussian Cavalry Units in 1806 only. However these Inspirational Commanders usually led from the front and are therefore much more vulnerable, and so must take the Command Casualty test regardless if the Unit to which they are attached wins, loses or draws its Close Combat. It should be noted that although Napoleon and Wellington were Inspirational Commanders they are not included in the above list as their presence in the firing line was usually disconcerting for their troops, who preferred that they be commanding the battle rather than leading from the front. C.7 Modified Command Radius. For certain historical scenarios a Commanders Commander Radius may, if the command is very large, be extended to reflect his larger command staff. Conversely it may also be reduced if the command is smaller than usual, particularly so if the command is composed entirely of cavalry whose command staff were often appreciably smaller than those of the Infantry or All Arms Corps.

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APPENDIX D - THE BRITISH PENINSULA LIGHT DIVISION 1810 -14

D.1 This was a unique and special formation and is therefore treated as an option. D.2 Overview. The British Peninsula Light Division was formed in 1810 from the existing highly trained and superbly led Light Brigade. The Division was always semi independent and gradually grew in size from 1810 until the end of the Peninsula War in 1814. The overall Elite quality of its troops slowly diminished during this time due to battle losses and fatigue but the very high quality of its professional efficiency and semi independent command and control never failed or diminished. This can be reflected in DBN as detailed below. D.3 Command & Control. The Light Division has its own unique Sub Commander known as a Divisional Sub Commander (DSC). This Commander is free of charge, with a Divisional Command Radius of 400 Paces and is represented by a single command figure (Black Bob Craufurd ?) on an ADC size base. This unique DSC does not have a CAP Dice Throw but has an intrinsic 3 CAPs for every game turn to be used on his Division only, the CinC can also allocate him CAPs in the usual way. D.4 Army Lists. The Light Division is in addition to the standard selections for the British Peninsular Army. If it is used the full formation must be paid for and the only exception to the Army Lists is that no other Ms/LI(E) and Jg(E) can be included and the minimum number of Ms(British) is reduced by 2. D.4.1 Years 1810-12:

1xMs/LI(E), 1xJg(E), 1xJg (Cacadores), 1xSC, 1xHA(M) 6 Pts D.4.2 Years 1813-14:

1xMs/LI, 2xJg(E), 1xJg (Cacadores), 1xSC, 1xHA(M) 7 Pts D.5 Army List Notes. D.5.1 The Jg(E) units are the 95th Rifles who were highly trained and able to form into close order when required. Therefore the 2 x Jg(E) can combine together to form 1 x LI(E) using the same rule as Superior Light Infantry when they convert from Light Infantry to Muskets or visa versa, except that both Units of Jg(E) must in base to base contact in order to convert. This may be useful when in the open and threatened by cavalry or if required to defend a BUA or Fortification. D.5.2 The SC is the 1st Hussars KGL who were permanently attached to the Division. They were a very highly trained regiment, and so the SC status is a reflection of both the way in which they were usually deployed, ie skirmishing, and a reflection of the fact that they were only a single regiment. D.5.3 The HA(M) represents Bulls Troop RHA who, like the 1st Hussars KGL, were permanently attached to the Division. The Militia (M) status is a reflection of their size and not their ability.

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APPENDIX E - OTTOMAN ARMY 1790-1815 E.1 Introduction. This Army is unique amongst all other Napoleonic Era Armies as the majority of its troops and commanders were of Middle Eastern origin with distinctly different, almost medieval, military attitudes. Therefore this army with all its unique characteristics has been listed separately. The Ottoman Army fought almost continuously throughout the Napoleonic Era; many of its battles were within provinces of its own Empire against its own people however it also fought against Napoleon and the French in Egypt between 1798 and 1800 and most significantly against the Russians from 1806 to 1812, it also had a short campaign against the British in 1807. Generally the Ottomans did not do very well when facing European armies (and play testing has shown that the same is true in DBN!); to reflect this they should always have the choice to deploy as the Defender when facing European opposition. E.2 Army List 0-1 Ms 2-4 Ms(M) 0-1 LI(M) 0-2 Ms 1-5 Ms(M) 0-2 Jg 0-2 LI(M) 4-10 LEM 0-1 HC 0-4 LC 0-2 SC 0-5 LC 2-4 LC(M) 0-4 IC 0-1 SC(E) 0-1 HA 1-3 FA(M). E.3 (Bostancia - Guard) (Janissaries) (Note 1) (Light Infantry trained Janissaries) (Note 2) (Nizam-i-Jedid) (Note 3) (Sekhans - Irregular Provincial Militia) (Note 4) (Rayas - Skilled Peasant Huntsman)(Note 5) (Derbents Local defence militia, often Mountain Bandits) (Fellahin - Mass Conscripted Peasant Militia) (Suvarileri Regular Guard Cavalry) (Note 6) (Suvarileri Regular Line Cavalry) (Note 6) (Suvarileri Regular Skirmishing Cavalry-Sipahis of the Porte) (Mamelukes - Highly Skilled Light Cavalry) (Note 7) (Sipahis - Militia Cavalry) (Yoruks or Arabs Similar to Cossacks) (Note 8) (Djellis Crazy Heads Trained Irregular Scouts) (Regular French trained Horse Artillery, but only after 1808)

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

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E.3.4 Sekhans. The Sekhans were Irregular Infantry organised by the Provincial Governors. Despite being irregular troops they were in no way inferior to the Janissaries, especially as many readily adopted European tactics and weapons. Ali Pasha of Janina (modern day Albania and Northern Greece), for example, ruled for 30 years during which time he employed French officers until 1808 and British thereafter to train his infantry, as a result they were more proficient than most other Sekhans; but he was not alone in doing so, and so in European only scenarios 50% of the Sekhans may be upgraded to Average Muskets (Ms). E.3.5 Rayas. The Rayas were formed into small groups and attached to the Janissaries for use as Skirmishers, so 1 Unit of Raya may be used to support 2 Units of Janissaries. E.3.6 Suvarileri. The Suvarileri were usually deployed in a single formation with the Guard in the centre. So if the Guard is to be used they must be supported by 2 units of Suvarileri Line Cavalry and deployed in a single line formation with the Guard unit in the centre. E.3.7 Mamelukes. The Mamelukes were unique in Napoleonic warfare, they were highly skilled, brave and ferocious horsemen, however they fought as a mass of individuals rather than as a formed coordinated body and as a result were often decimated by infantry volley fire, so they only get an Elite bonus when in Close Combat against all other mounted. They were mostly found in the Eastern Mediterranean and Egypt, therefore the minimum number of units is 2 if the scenario is within this geographic area but a maximum of 1 if it is outside. E.3.8 Camel Mounted Infantry. The Arabs may be exchanged for camel Mounted Infantry for North African and Middle Eastern scenarios only. Camels are unaffected by Dunes and Soft Sand and get a +1 when in Close Combat against non Ottoman Mounted as Ottoman horses were trained to fight alongside camels. E.3.9 Impetuous Cavalry. All Ottoman Cavalry tended to go impetuous therefore all must follow up if victorious in Close Combat. Also all Cavalry Units of a Formation must all move as a group when moving into contact and they must all attempt to make contact in that Turn. E.3.10 Ottoman Fortifications. The Ottoman Armies usually tried to adopt a defensive position on the battlefield, as a result they were very skilled and proficient at constructing Fortifications. To reflect this an Ottoman constructed Linear Fortification cost the same (0.5 Pts) but provides a +2 in Close Combat instead of the standard +1. E.3.11 Ottoman Commanders. Ottoman Commanders were reasonably competent and on a par with their European contemporaries, and so classed as Average. E.3.12 Dervishes. Janissaries were usual accompanied by a number of holy men known as Dervishes, whose sole purpose was to encourage them to perform feats of great valour. So instead of a Special ADC an Ottoman army may include a Dervish (a foot figure on a 20 x 30mm base), who can only be attached to Janissary Units. Acknowledgements: The Crescent Among the Eagles by William E Johnson 1994. Armies of the Ottoman Empire 1775-1820 - Osprey Men-at-Arms Series.

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ANNEX

SUPPORTING

IN

CLOSE

COMBAT

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

1 A

C B YES

C B NO

C B NO

C B NO

A C B YES

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

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INDEX
This Index lists Paragraph Headings and their numbers in alphabetical order. 12 Point Game 6.1.1 1815 Allied Armies 13.5.6 24 Points or More Game 6.1.2 Abbreviations 13.3 ADCs 11.2.7 Arcs of Fire 8.5 Army Composition 10.7 Army Lists 13.1 Army Options 13.5 Command Casualties 8.28 Command Phase 6.6.1.1 Command Radius and Visibility 7.4 & 10.5 Command Succession 8.30 Command, Control and Movement 7.1 Commanders 3.6 Compulsory Advance 7.3 & 10.4 Compulsory Movements 7.19 Concept 1.3 Congreve Rockets 11.2.5 Cost of Commanders 10.2 Counter Battery Fire 11.15 Created Scenario Game 6.1.3 & 9.3 Destroyed Unit Markers 8.33 Defenders Bound 6.6.2 Deployment 6.2 Dervishes E.3.12 Detachments 11.17 Different Scales 4.2 Discretionary Troop Types 3.12 & 11.2 Distances 2.4 Dunes 5.5.1.5 Elite Units 3.9.1 Evading Horse Arty 7.23 Field Detachments 11.17 Fire Support 8.8 Firing 7.7.4 & 8.3 Firing for Units in two Terrain Features 8.11 Firing from Flank or Rear 8.8 Firing from a Non Linear Fortifications 8.9 Firing from BUA 8.9 Firing on a BUA 8.10 Firing on a Bridge or Causeway 8.12 Firing Overhead 8.35 Fixed batteries 3.5 & 13.5.4 Fleeing 7.19.3 & 8.2.2.5 Foot Artillery 3.4.1 & 7.12.1 Foot Skirmishers 3.2.4, 7.7.1 & 7.12.3 Forests 5.5.2.3 Formation Movement 7.5.2 Forming a Column from Line 7.5.2.5 Forming a Line from Column 7.5.2.4 Fortifications 5.6.3 & 5.6.4 Game Set Up 6.1 Garrisoning a BUA 7.17 Good Going 5.3 Guerrillas 3.8, 7.12.3 & 7.16 Heavy Cavalry 3.3.1 & 7.12.2 Historical Scenario Game 6.1.3 Hit Exceptions 8.2.2.2 Hits 8.2.2.1 Hors de Combat 8.29 Horse Artillery 3.4.2 & 7.12.2 Howitzers 13.7 Impassable Terrain 5.5.2 Impetuous Cavalry F.3.9 48

Artillery

2.3.5 & 3.4

Artillery Ammunition Supply 11.16 Artillery Firing 8.13 Artillery Representation 2.6 Attack Column 7.5.2.3 Attack Column Factors 8.20 Attackers Bound 6.6.1 Attacking a Column in the Flank or Rear 8.20 Attacking a Strongpoint 11.12 Attacking a Unit in the Flank or Rear 8.18 Attacking Artillery in Close Combat 8.19 Attrition System 8.2.2 Bad Going 5.5.1 & 7.6 Baggage Train 3.7 Basing 4.1 Battalion Gun Batteries 11.18 Battle Honours 9.4 Battlefield Features 5.3 Bombardment 11.6 Bombardment Markers 11.8 Bombardment Order 11.7 Breakthrough 11.3 Breakthrough Procedure 11.4 Breakthrough Results 11.5 Bridges 5.6.6 British Infantry Firing 8.14 Built Up Area 5.5.2.4 & 5.6.2 Camel Mounted Infantry E.3.8 CAP Dice 7.1 & 10.3 Causeways 5.6.5

Cavalry

2.3.2 & 3.3


7.20

Cavalry Charging into Bad Going Choosing Table Sides. 6.4

Close Combat

8.15 & 6.6.1.4

Close Combat against a BUA 8.24 Close Combat between BUAs 8.25 Close Combat in Two Terrain Features 8.23 Close Combat on a Bridge or Causeway 8.24 Close Combat Restrictions 8.21 Close Combat Support 8.17 Combat 8.1 Combat Abilities 3.9 Combat Phase - Close Combat 6.6.1.4 Combat Phase - Firing 6.6.1.3 Combat System 8.2 Command Capabilities 7.1 & App C
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Indirect Fire

11.9

Infantry

2.3.1 & 3.2

Inf v Cav Response Test 11.14 Initial Battle Orders 7.2 Interpenetration 7.9 Introduction 1.1 Irregular Cavalry 3.3.2, 7.12.3 & 7.15 Jagers 2.3.4 & 3.2.3 Jager Action Move 7.7.4 Janissaries E.3.1 Janissary Light Infantry F.3.2 Keep It Simple 1.2 Lakes 5.5.2.1 Larger Bases 11.1 Larger Battles 10.1 Levee en masse 11.2.3 & 13.5.3 Light Cavalry 3.3.3 & 7.12.2 Light Infantry 3.2.2 Line 7.5.2.1 Line of Sight 5.8 Linear Fortifications 5.6.4 & E.3.10 Mamelukes F.3.7 Manmade Features 5.6 March Column 7.5.2.2 Marshes 5.5.1.4 Militia Units 3.9.2 Morale Hit Test 8.2.2.3 Mounted Infantry 11.2.6, 13.5.2

Movement

7.5

Movement in Bad Going 7.6 Movement Phase 6.6.1.2 Movethrough 7.21 Moving into Close Combat 8.16 Moving through a BUA or Non Linear Fortification 7.10 Moving through Gaps 7.11 Muskets 3.2.1 & 7.12.1 National Characteristics 3.10 & App A Natural Features 5.5 Nizam-i-Jedid E.3.3 Non Linear Fortifications 5.6.3 & 7.18 Number of Terrain Features 5.4 Occupying a Non Linear Fortification 7.18 Old Guard 11.2.1 Olive Groves 5.6.8 Original DBN v1 System 8.2.1 Ottoman Commanders E.3.11 Ottomans 13.6 & App E Peninsula Light Division 13.5.5 Playing Area 2.1, 5.1 & 10.6 Playing Equipment 2.2 Playing Sequence 6.6 Points Costs 13.2 Position Batteries 3.5 & 13.5.4 Pursuit 7.19.2 Ranges 8.4 Raya E.3.5 Recoiling 7.19.1, 8.2.2.5 & 8.27

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

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