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DE BELLIS

NAPOLEONICIS
(DBN)

FAST PLAY RULES


FOR THE NAPOLEONIC ERA
VERSION 2.1

A KISR PUBLICATION 2017


Front Cover Photographs

Lower:

1815 French Guard using Larger Bases


15mm figures from the collection of Alex Testo
Painting and photography by Alex Testo

Upper:

“The Austrian Assault towards Liebertwolkwitz” – Leipzig 05


15mm MINIFIGS from the collection of Bob Carter
Baseboard by Alex Testo
Scratch built buildings and photography by Bob Carter
De Bellis Napoleonicis v2.1

DE BELLIS NAPOLEONICIS (DBN) v2.1


(as at January 2013)

CONTENTS

Page No

Contents Page 1

Section 1 - Introduction and Concept 2


Section 2 - Equipment and Scales 3
Section 3 - Troop Type Definitions 5
Section 4 - Figures and Basing 8
Section 5 - Terrain 9
Section 6 - Game Set Up and Playing Sequence 13
Section 7 - Command, Control and Movement 15
Section 8 - Combat 20
Section 9 - Victory Conditions 25
Section 10 - Larger Battles 26
Section 11 - Optional Rules 27
Section 12 - Playsheets 33
Section 13 - Army Lists 36
Section 14 - Rulers 39

Appendix A - National Characteristics 40


Appendix B - Troop Type Classifications 41
Appendix C - Command Capabilities 43
Appendix D – The Peninsula Light Division 44
Appendix E – The Ottomans 45
Appendix F – Supporting in Close Combat 47

Index 48

ACKNOWLEDGEMENTS

We are indebted to WRG for their DBA Rules, which were the original inspiration
for DBN v1 rules.

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

COPYRIGHT

All Rights Reserved – from Jan 2004

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


purchasers personal use only, otherwise no other part of this publication may be
reproduced, stored in a retrieval system or transmitted, in any form or by any
means, be it electronic, photocopying, recording or otherwise, without prior
permission in writing from the copyright holder.

CONTACT DETAILS

If you have any queries or suggestions regarding these rules please either write
to Keep It Simple Rules, Brompton Banks, Stokesley Road, NORTHALLERTON, DL6 2UD
or e-mail alex@atesto.freeserve.co.uk

WEBSITE

www.dbnwargaming.co.uk

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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.

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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.

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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!

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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. There are three main types of Infantry Units, collectively
classed as Foot.

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
Russia’s, who were ‘Jagers’ in name only.

3.2.4 Foot Skirmishers. For the purposes of Movement and Combat


results, Light Infantry, Jagers and Guerrillas are collectively classed as
‘Foot Skirmishers’.

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

3.3.1 Heavy Cavalry (HC). Heavy Cavalry are the Napoleonic ‘knights’ or
mounted ‘shock’ troops of all armies. Such is the momentum of their charge
that when victorious they always pursue a defeated enemy one base depth.

3.3.2 Irregular Cavalry (IC). Cossacks, mounted Guerrillas and


Partisans and other similar horsemen are classed as Irregular Cavalry.
They are not so effective in Combat but were very 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). All other mounted troops are classed as Light
Cavalry.

3.3.4 Skirmishing Cavalry (SC). In order to reflect the use of Light


Cavalry as mounted scouts and piquets (Outpost 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 ship’s 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 it’s
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.

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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.

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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 player’s 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 25mm Figures


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

Notes:

1. CinC and Sub Command figures can be either 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.

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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 Napoleon’s ‘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. The following Terrain Features are classed as


‘Impassable’:

5.5.2.1 Lakes. A lake are ‘Impassable’ to all Units but may be


upgraded to ‘Bad Going’ if they are frozen, such as the ‘Saachen
Mere’ was during the ‘Battle of Austerlitz’ in 1805. A special rule
may also be created, if players so wish, to recreate Napoleon’s
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 BUA’s 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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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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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 point’s 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 player’s 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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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 Attacker’s Bound. The Bound sequence is as follows:

6.6.1.1 Command Phase. Roll CAP Dice, make Capability adjustments


and allocate CAPs to Sub Commanders where 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 Defender’s Bound. This follows the same sequence as the Attacker’s
Bound but with the Defender dictating the order of Combat.

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

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SECTION 7 – COMMAND, CONTROL AND MOVEMENT


COMMAND AND CONTROL

7.1 Command Action Points. ‘Command and Control’ is a Commander's ability to


move his troops so that they have maximum impact on the enemy when they meet in
Combat. Napoleon set the standard for all to 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 Commander’s 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 Commander’s base. As visibility was so
important to the Command Radius, regardless of a Commander’s ability, is reduced
by half if the Commander’s 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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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 Unit’s 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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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
STM’s may be made as follows:

7.7.1 Foot Skirmishers. All Foot Skirmishers may make up to 2 STM in


any of its bounds at a cost of 1 CAP per STM.

7.7.2 March Moves. To allow for the rapid deployment of reserves a


Formation in March Column may make up to 2 STM in 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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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 Unit’s 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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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. Horse Artillery has the option of ‘Evading’ when
attacked by Infantry.

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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De Bellis Napoleonicis v2.1

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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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. A unit that is unable to Recoil or


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 firer’s 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.

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8.11 Firing for Units in Two Terrain Features. For the calculation of Firing
Tactical Factors, a unit is considered to be ‘in 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
attacker’s 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, ADC’s 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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8.20 Attacking a Column in the Flank or Rear. If a column is attacked on its


right flank the attacking Unit must align its right hand edge with its chosen
opponent’s front edge. Due to the width of its 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 Blücher 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 Killed in action
2 – 3 Out of action for 2 Turns (‘hors de combat’)
4 - 6 Survives combat uninjured.

A Commander who is ‘hors de combat’ can either 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. No unit may voluntarily ‘break off’ from
Close Combat.

8.33 Destroyed Unit Markers. This is an optional rule, it will add to the look
and feel of the game and help tell the story of the developing battle. A relevant
‘Destroyed Unit Marker’ (infantry casualty figure, dead cavalry horse or 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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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, CinC’s and
Captured Baggage Trains count as 2 casualties and Irregular Cavalry and
Guerrillas just don’t 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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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
CinC’s Command Radius.

10.4 Compulsory Advance. The rules for Compulsory Advance (7.3) must be
applied to each Command that is deployed in the 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 2–6 Ms(E)) or if the Basic 12 Point
Army lists 0-1 Jg then for 48 Points it would be 3-4 Jg.

10.8 Casualty Reduced Command & Control. A Commander suffers a -1 to his CAP
Rating when his command (for any reason) is reduced to 5 or less combat units.
This rule reflects the loss of Staff Officers, commanders and battle fatigue.

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SECTION 11 - OPTIONAL RULES

LARGER BASES

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

15mm 25mm Figures


Troop Type Type Base Base Per Base
Code Depth Depth
Muskets Ms 25mm 40mm 8
Light Infantry LI 30mm 45mm 6
Jagers Jg 30mm 45mm 3
Levee en Masse LEM 25mm 40mm 6-8

DISCRETIONARY TROOP TYPES

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

11.2.1 Old Guard. The Old Guard are exclusive to French. It 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 1805–12 & 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 nation’s 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 side’s Bound at a
cost of 1 CAP, provided that they are more than 400 Paces from any enemy
and take no other action in that Bound.

11.2.3 Levy en Masse. Levy en Masse are of a lesser class than


‘Militia’ and is a generic term applied to all 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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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 Rocket explodes on ignition, Unit destroyed.


2 Rocket explodes on leaving the tube, Unit recoils and takes one Hit.
3/5 Rocket swings left.
4/6 Rocket swings right.

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

11.2.6 Mounted Infantry. Mounted Infantry were not unknown in


Napoleonic Armies. They were generally few in 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 Régiment de Dromedaires (infantry
mounted on camels) in his Army of the Orient in Egypt from 1798 to 1801.
Because they were few in numbers, the maximum being one Unit in a basic 12
Point army, they are treated as Skirmishing Cavalry when mounted and Jagers
when dismounted. The mounted unit be depicted as 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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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 ADC’s 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 Breakthrough Procedure. Whenever an Attack Column or Cavalry Unit in Good


Going destroys their opponents in Close Combat a D6 is thrown, modified by:
-2 if Militia or British Cavalry, +1 if Infantry Column includes Elites or
+1 if Guard Cavalry(see 13.8). Results as follows:

11.4.1 A final score of 3 or more is ‘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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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 360º 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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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. The Infantry Unit has been ‘surprised’ if the attacking Cavalry unit
has moved 200 Paces or less in view.
2. The Infantry has moved in its last Movement 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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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 ½ point each and are not included in the casualties or
calculation of Victory Conditions.

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SECTION 12 – ORIGINAL PLAYSHEET


RANGE, MOVEMENT AND COMBAT FACTORS

Troop Type Range Movement (Paces) Combat


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

Notes

1. At +2 if defending against enemy shooting to which they are not responding.

2. At +4 if garrisoning a BUA or Fortification.

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 If regular foot, except Jagers, Garrisoning a BUA.


+3 1805-1812 French Muskets in Attack Column verses Foot
+2 All Other Muskets in Attack Column verses Foot
+2 If Old Guard in Close Combat.
+1 If Commander is in base to base, corner to corner, contact whilst in Close Combat.
+1 If Elite Firing or in Close Combat, except Old Guard in Close Combat.
+1 If defending fortifications against Close Combat.
+1 If Firing or Attacking into an enemies flank or rear.
+1 If Russian Foot and the loser against Firing.
+1 If Uphill of the enemy when in Close Combat
-1 If Firing at Jagers in Bad Going
-1 For each enemy Unit providing Fire Support or Overlapping
-1 If Militia/Levy or if Jagers in Close Combat.
-1 If any but Foot Skirmishers in open ground (GG) and shot at by Artillery within 300 paces
-2 If Firing at Artillery or Infantry in fortifications.
-2 If Firing or in Close Combat whilst on a bridge or causeway
-2 If any but Foot Skirmishers or IC either in 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 Result
Mounted Destroyed if in Bad Going. If not recoil, unless against
rockets then recoil twice.
Mobile Artillery, Rockets & Guerrillas Destroyed by any in contact. If not recoil.
Position or Fixed Artillery Destroyed.
Foot Skirmishers Destroyed by any Mtd if in Good Going. If not recoil.
Muskets Destroyed by Heavy Cavalry if in Good Going. If not recoil.
Garrison under Fire No effect
Garrison in Close Combat Destroyed

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

Unit Result
Mounted Skirmishers Destroyed by other Mounted, Ms and NA or if in Bad Going.
If not flee 600 paces.
Foot Skirmishers Destroyed by Mtd if in Good Going or by other Foot Skirmishers.
If not flee 600 paces.
Others Destroyed.

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SECTION 12 - ATTRITION PLAYSHEET - FIRING

TACTICAL FACTORS

Troop Type Range Movement (Paces) Combat


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

* At +4 if garrisoning a BUA or Fortification.


TERRAIN FACTORS
The maximum visibility for Firing into and within BG is 100 paces.
Units Firing out of BG must be on the edge.
ATTRITION
1 Hit = Taken Casualties 2 Hits = Shaken 3 Hits = Destroyed.
FIRING TACTICAL FACTORS

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

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

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


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

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SECTION 12 - ATTRITION PLAYSHEET – CLOSE COMBAT

TACTICAL FACTORS

Troop Type Range Movement (Paces) Combat


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

* At +4 if garrisoning a BUA or Fortification.


ATTRITION
1 Hit = Taken Casualties 2 Hits = Shaken 3 Hits = Destroyed.
CLOSE COMBAT TACTICAL FACTORS

+4 Muskets or Light Infantry Garrisoning a BUA


+3 1805-1812 French Muskets in Attack Column verses Foot
+2 All Other Muskets in Attack Column verses Foot
+2 Old Guard
+1 Up Hill Advantage
+1 Supported by CinC or Commander, who is in full edge to edge contact
+1 Elite (except Old Guard)
+1 Defending a Fortification
-1 Militia or Jagers
-1 For each enemy Unit that is providing Close Combat Support
-1 Shaken
-1 Attacked First in Flank or Rear
-2 On a Bridge or Causeway
-2 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 Recoil and does not suffer a Hit
Mounted All except IC are destroyed in BG, all are destroyed by Artillery,
otherwise 1 Hit and Recoil
Artillery & Guerrillas Destroyed
Jagers Destroyed by Mounted in GG otherwise 1 Hit and Flee 600 Paces
Muskets & Light Destroyed by HC in GG otherwise 1 Hit and Recoil
Infantry
Garrisons Destroyed

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


CinC & Commanders Destroyed
Skirmishing Cavalry & Destroyed by Mounted or if in BG otherwise Flee 600 Paces and 1 Hit
Irregular Cavalry
Jagers Destroyed by Mounted or Skirmishers otherwise Flee 600 Paces and 1
Hit
All others 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 0 pts (Free!)


Old Guard 2.0 pts
Horse Artillery 1.5 pts
All Others 1.0 pt
Linear Fortifications 0.5 pt
Elite + 0.5 pts
Militia and Irregular Cavalry -.0.5 pt.

13.3 Abbreviations: Old Guard (OG), Muskets (Ms), Light Infantry (LI), Jagers
(Jg), Levee en Masse (LEM), Heavy Cavalry (HC), 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), 0–1xHC(E), 0-1xHC, 0-3xLC*, 0-1xNA, 0-1xCR.
German Allies: 0-1xLI (Brunswick), 1-2xMs(Nassau & Hannovarian Line),
4-8xMs(M)(2 x Brunswick & 2–6 Hannovarian Landwehr),1-2xLC(M)(Hannovarian &
Brunswick).

British in the American War of 1812-1815. 0-1xMs(E)(Combined Grenadiers),


4-6xMs(includes Canadian Fencibles and West Indians),
2-4xMs(M)(Canadian Militia and Sailors), 0-2xLI(M) (Canadian Militia),
1-2xMs/LI(includes Royal Marines), 0-1xJg(E)(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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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 Impériale 1809-1812 & 1815. 1-2xMs(OG),


1-2xMs/LI(E) (Young Guard), 0-2xMs(E) (only Vistula Legion in 1812 and only
Middle Guard in 1815), 1-2xHC(OG), 1-2xLC*(OG), 0-3xNA(E)(1 may be Hs).

French Corps de Garde Impériale, 1813-1814. 0-2xMs(OG), 1-4xMs/LI(E)


(Veteran Young Guard or Middle Guard), 1-6xMs/LI (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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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 1813–1814 and the USA may
include a Unit of Average Mounted Infantry in their Army Lists.

13.5.3 Levee en Masse. The Russian of 1807–1812 may exchange one or


both of their Militia Muskets for two or four, 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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De Bellis Napoleonicis v2.1

SECTION 14 – RULERS

1000 Paces 100 Paces


FA Firing 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 300 Paces


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

500 Paces 200 Paces


SC & IC in GG & by Rd Ms Firing
Ms, FA in GG
All Mtd, except IC in
BG

400 Paces 100 Paces


Jg Firing All, except NA,
CinC & LC in GG & Rd crossing river except
Ms, LI, Jg, HC, HA & at Bridge or Ford
CR by Rd

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

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

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De Bellis Napoleonicis v2.1

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 1800 - 1804 1805 - 1808 1809 - 1812 1813 - 1814 1815
AUSTRIAN All Ms have a -1 to Commanders CAP.
maximum firing From 1801 50% of Ms are (M).
range of 100 Ms have a maximum firing range
Paces.# of 100 Paces.#
LI(M)Grenzers LI(M)Grenzers Close Combat as
Close Combat as ‘Regulars’.
‘Regulars’.
BRITISH All Infantry, including KGL, except Militia Class, fire as Elite.
All Cavalry, except KGL must ‘Pursue’

FRENCH 50% of Ms are +1 to Commanders CAP. LC move as HC, -1 to result if


Ms/LI(M). except Guard & loser in Close
‘Battle Cavalry’ +3 for 2nd Rank when in Column of Veterans from Combat, except
are LC, Light Attack Spain. Guard.
Cavalry are
LC(M)
PRUSSIAN Ms have a maximum firing range of 100 Paces.#
Close Combat as Elites and cannot use Attack
Columns. -1 to Commanders CAP.
RUSSIAN All Ms are ‘stoic’ therefore get All Infantry Fire at one class Only Ms Guard Ms get +1 if
+1 if loser against Firing. lower.* and Grenadiers loser against
In 1805 all Ms have a maximum get +1 if loser Firing
All Ms have a maximum firing firing range of 100 Paces.# against Firing
range of 100 Paces.# All Ms are ‘stoic’ therefore 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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De Bellis Napoleonicis v2.1

APPENDIX B - TROOP TYPE CLASSIFICATIONS

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

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. The following are those Infantry units that should
be classed as Militia:

All nations Militia/Landwehr


Brunswick Light & Line 1815
French German Allies (Non Guard) 1813-14
French Provisional Units
Kingdom of Naples (Non Guard)
Ottoman Derbents (50%)
Ottoman Infantry except Bostancia, Nizam-I-Jedid, 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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De Bellis Napoleonicis v2.1

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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De Bellis Napoleonicis v2.1

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 Commander’s 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. The generic CAP Ratings are as follows:

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

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

French 1805-1812 +1 Austrian 1801-1805 -1


Prussian 1790-1806 -1 Spanish -1
Napoleon 1801-1815 +3 Wellington +2
Blücher +1 The Prince of Orange -1

Emperors and Kings. Occasionally for big battles the Emperors and 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 Commander’s 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 CinC’s 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
Blücher - but only when detached from his Staff HQ
Duke of Brunswick - Brunswick Units in 1815 only
Prince Louis Ferdinand of Prussia - Prussian Cavalry Units in 1806 only.

However these Inspirational Commanders usually led from the front and are
therefore much more vulnerable, and so must take 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 Commander’s


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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De Bellis Napoleonicis v2.1

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 CAP’s for every game turn to be used on
his Division only, the CinC can also allocate him CAP’s in the usual way.

D.4 Army Lists. The Light Division is in addition to the standard selections
for the British Peninsular Army. If it is used the full formation must be paid
for and the only exception to the Army Lists is 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 Bull’s 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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De Bellis Napoleonicis v2.1

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 (Bostancia - Guard)


2-4 Ms(M) (Janissaries) (Note 1)
0-1 LI(M) (Light Infantry trained Janissaries) (Note 2)
0-2 Ms (Nizam-i-Jedid) (Note 3)
1-5 Ms(M) (Sekhans - Irregular Provincial Militia) (Note 4)
0-2 Jg (Rayas - Skilled Peasant Huntsman)(Note 5)
0-2 LI(M) (Derbents – Local defence militia, often Mountain Bandits)
4-10 LEM (Fellahin - Mass Conscripted Peasant Militia)
0-1 HC (Suvarileri – Regular Guard Cavalry) (Note 6)
0-4 LC (Suvarileri – Regular Line Cavalry) (Note 6)
0-2 SC (Suvarileri – Regular Skirmishing Cavalry-Sipahis of the Porte)
0-5 LC (Mamelukes - Highly Skilled Light Cavalry) (Note 7)
2-4 LC(M) (Sipahis - Militia Cavalry)
0-4 IC (Yoruks or Arabs – Similar to Cossacks) (Note 8)
0-1 SC(E) (Djellis – ‘Crazy Heads’ Trained Irregular Scouts)
0-1 HA (Regular French trained Horse Artillery, but only after 1808)
1-3 FA(M).

E.3 Army List Notes

E.3.1 Janissaries. The Janissaries were Regular Infantry with a 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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De Bellis Napoleonicis v2.1

ANNEX F – SUPPORTING IN CLOSE COMBAT

C is attacking B and A wishes to support B in Close Combat. The following, in


accordance with rule 8.31 shows whether A is able to be classed as Supporting B:

1 C
YES
A B

2 A C
B NO

3 C
A
B NO

4 C
A
B NO

A
5
C YES
B

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

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De Bellis Napoleonicis v2.1

INDEX

This Index lists Paragraph Headings and their numbers in alphabetical order.

12 Point Game 6.1.1 Command Casualties 8.28


1815 Allied Armies 13.5.6 Command Phase 6.6.1.1
24 Points or More Game 6.1.2 Command Radius and Visibility 7.4 &
Abbreviations 13.3 10.5
ADCs 11.2.7 Command Succession 8.30
Arcs of Fire 8.5 Command, Control and Movement 7.1
Army Composition 10.7 Commanders 3.6
Army Lists 13.1 Compulsory Advance 7.3 & 10.4
Army Options 13.5 Compulsory Movements 7.19
Artillery 2.3.5 & 3.4 Concept 1.3
Artillery Ammunition Supply 11.16 Congreve Rockets 11.2.5
Artillery Firing 8.13 Cost of Commanders 10.2
Artillery Representation 2.6 Counter Battery Fire 11.15
Attack Column 7.5.2.3 Created Scenario Game 6.1.3 & 9.3
Attack Column Factors 8.20 Destroyed Unit Markers 8.33
Attacker’s Bound 6.6.1 Defender’s Bound 6.6.2
Attacking a Column in the Flank or Deployment 6.2
Rear 8.20 Dervishes E.3.12
Attacking a Strongpoint 11.12 Detachments 11.17
Attacking a Unit in the Flank or Rear Different Scales 4.2
8.18 Discretionary Troop Types 3.12 & 11.2
Attacking Artillery in Close Combat Distances 2.4
8.19 Dunes 5.5.1.5
Attrition System 8.2.2 Elite Units 3.9.1
Bad Going 5.5.1 & 7.6 Evading Horse Arty 7.23
Baggage Train 3.7 Field Detachments 11.17
Basing 4.1 Fire Support 8.8
Battalion Gun Batteries 11.18 Firing 7.7.4 & 8.3
Battle Honours 9.4 Firing for Units in two Terrain
Battlefield Features 5.3 Features 8.11
Bombardment 11.6 Firing from Flank or Rear 8.8
Bombardment Markers 11.8 Firing from a Non Linear
Bombardment Order 11.7 Fortifications 8.9
Breakthrough 11.3 Firing from BUA 8.9
Breakthrough Procedure 11.4 Firing on a BUA 8.10
Breakthrough Results 11.5 Firing on a Bridge or Causeway 8.12
Bridges 5.6.6 Firing Overhead 8.35
British Infantry Firing 8.14 Fixed batteries 3.5 & 13.5.4
Built Up Area 5.5.2.4 & 5.6.2 Fleeing 7.19.3 & 8.2.2.5
Camel Mounted Infantry E.3.8 Foot Artillery 3.4.1 & 7.12.1
CAP Dice 7.1 & 10.3 Foot Skirmishers 3.2.4, 7.7.1 &
Causeways 5.6.5 7.12.3
Cavalry 2.3.2 & 3.3 Forests 5.5.2.3
Cavalry Charging into Bad Going 7.20 Formation Movement 7.5.2
Choosing Table Sides. 6.4 Forming a Column from Line 7.5.2.5
Close Combat 8.15 & 6.6.1.4 Forming a Line from Column 7.5.2.4
Close Combat against a BUA 8.24 Fortifications 5.6.3 & 5.6.4
Close Combat between BUAs 8.25 Game Set Up 6.1
Close Combat in Two Terrain Features Garrisoning a BUA 7.17
8.23 Good Going 5.3
Close Combat on a Bridge or Causeway Guerrillas 3.8, 7.12.3 & 7.16
8.24 Heavy Cavalry 3.3.1 & 7.12.2
Close Combat Restrictions 8.21 Historical Scenario Game 6.1.3
Close Combat Support 8.17 Hit Exceptions 8.2.2.2
Combat 8.1 Hits 8.2.2.1
Combat Abilities 3.9 Hors de Combat 8.29
Combat Phase - Close Combat 6.6.1.4 Horse Artillery 3.4.2 & 7.12.2
Combat Phase - Firing 6.6.1.3 Howitzers 13.7
Combat System 8.2 Impassable Terrain 5.5.2
Command Capabilities 7.1 & App C Impetuous Cavalry F.3.9
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Indirect Fire 11.9 Reserve Artillery Park 11.13


Infantry 2.3.1 & 3.2 Retiring & Sideways Movement 7.12
Inf v Cav Response Test 11.14 Retiring Formations 7.12.4
Initial Battle Orders 7.2 Rivers 5.5.1.1
Interpenetration 7.9 Road Movement 7.8
Introduction 1.1 Roads 5.6.1
Irregular Cavalry 3.3.2, 7.12.3 & Scale/s 1.4 & 2.3
7.15 Sekhans E.3.4
Jagers 2.3.4 & 3.2.3 Setting Up 6.1
Jager Action Move 7.7.4 Shaken Units 8.2.2.4
Janissaries E.3.1 Size of Terrain Features 5.7
Janissary Light Infantry F.3.2 Skirmishing Cavalry 2.3.4, 3.3.4,
Keep It Simple 1.2 7.12.3 & 13.5.1
Lakes 5.5.2.1 Soft Sand 5.5.1.4
Larger Bases 11.1 Steep Hills 5.5.1.3
Larger Battles 10.1 Strongpoint Factors 11.11
Levee en masse 11.2.3 & 13.5.3 Strongpoints 11.10
Light Cavalry 3.3.3 & 7.12.2 Successive Tactical Moves 7.7
Light Infantry 3.2.2 Supporting in Close Combat 8.31
Line 7.5.2.1 Supply 11.16
Line of Sight 5.8 Superior Light Cavalry 11.2.4 &
Linear Fortifications 5.6.4 & 13.5.1
E.3.10 Superior Light Infantry 11.2.2
Mamelukes F.3.7 Suvarileri E.3.6
Manmade Features 5.6 Table Sides – choosing 6.4
March Column 7.5.2.2 Tactical Movement 7.5
Marshes 5.5.1.4 Terrain Features – Numbers of 5.4
Militia Units 3.9.2 Terrain Features – Size of 5.7
Morale Hit Test 8.2.2.3 Terrain Set Up 6.3
Mounted Infantry 11.2.6, 13.5.2 Time 2.5
Movement 7.5 Troop Deployment 6.5
Movement in Bad Going 7.6 Troop Type Classifications 3.11 &
Movement Phase 6.6.1.2 App B
Movethrough 7.21 Troop Type Modifiers 3.9
Moving into Close Combat 8.16 Troop Types 3.1
Moving through a BUA Unit Movement 7.5.1
or Non Linear Fortification 7.10 Unit Representation 2.3 & 4.3
Moving through Gaps 7.11 Unsupported Units 7.14
Muskets 3.2.1 & 7.12.1 Victory Conditions 9.1
National Characteristics 3.10 & App A Victory Conditions - Basic Points
Natural Features 5.5 Game 9.2
Nizam-i-Jedid E.3.3 Victory Conditions – Battle Honours
Non Linear Fortifications 5.6.3 & 9.4
7.18 Victory Conditions – Created Scenario
Number of Terrain Features 5.4 9.3
Occupying a Non Linear Fortification Vineyards 5.6.7
7.18 Visibility 7.4 & 10.5
Old Guard 11.2.1 Waterways 5.5.2.2
Olive Groves 5.6.8 Weather 5.2
Original DBN v1 System 8.2.1 Woods 5.5.1.2
Ottoman Commanders E.3.11 Zone of Control 7.13
Ottomans 13.6 & App E Zone of Fire 8.6
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

Copyright© KISR Publications dated Jan 13 49


DBN 2015 Additions:
8.6 Add the following sentence:
Only Artillery on higher ground can Fire on an enemy unit that is ‘inside’ (not Garrisoning or Occupying) a
BUA or NLF.

8.19 Add the following sentence:


Any artillery unit in Close Combat that is unable to Fire in its defence at its attacker (because of its arc of fire
or previous movement) suffers a -2 to its Combat Factor.

New Rules for 2014

5.6.7 Insert the following : 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).

7.5.2.3 Add the following sentence:


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.

11.4.1 Replace the sentence with the following:


(Supporting units may also ‘follow up’ in accordance with rule 7.19.2, 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)

The above is in the Jan 2013 version.

7.10 Add the following sentences:


All Formations must move through a BUA or NLF in Column. All movement through a BUA or NLF is at a
maximum speed of 300paces per Tactical Move.

7.21 Movethrough. Replace with the following:


7.21 Movethrough. In addition to rule 7.9 (Interpenetration) as a Tactical Move all units can individually
‘Movethrough’ another individual unit providing all units are facing in the same direction, the unit that is
moved through is stationary for that Phase and the moving unit must move clear of the stationary unit. If the
moving unit moves into Close Combat it is considered to be temporarily Shaken for that Turn. This was
historically a difficult manoeuvre to perform therefore to reflect this, neither unit can Fire in that Bound. As
an exception, units may take more than one Bound to movethrough an artillery unit, during this time both
units are considered to be Shaken and cannot Fire.

8.21 Insert ‘in Good Going’ after the word ‘Mounted’

8.24 Add the following sentences:


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. A unit inside a BUA that is Recoiled as a result of combat is recoiled
back to outside of the BUA. Units inside a BUA (not NLF) if attacked are considered to be ‘Defending a
Fortification’. There are no restrictions on attacking a NLF if the defender is ‘Occupying’. If the defender is
‘inside’ then the defender can be attacked by only one unit and neither attacker or defender can be Supported.

11.19 Hidden Deployment and Movement. Because of the tactical scale DBN is played at hidden
deployment and movement should be a regular game option. During the game Deployment Phase any unit
deployed out of line of sight from any possible enemy position is deployed using a Hidden Unit Marker. The
markers identity is recorded and can be a real unit of a Decoy Unit.
12 to 18 Army Points , then 2 decoy Units are available.
18 to 24 Army Points, then 3 Decoy Units are available.
For every 12 Points thereafter 2 more Decoy Units are available.
Hidden Unit Markers can move as any normal unit however once in line of sight to any enemy unit it is
immediately revealed, the marker is removed and the unit, if not a decoy is placed on the table.
Hidden Unit markers are best represented using a cavalry base, numbered or lettered.
THE BATTLE FOR ASPERN 1809
Austrian
Austrian Deployment Line

400 paces

French Deployment Line

N
Aspern

Bad Going

Embankment Embankment

Advanced Area River Danube Brickworks

The game is fought over the standard 2-foot table. Aspern is made up of two Built Up Areas. The
Embankment affords protection from fire as a fortification but offers no benefit for close combat. The
‘Bad going’ was made up of a combination of woods, streams and marsh. The Danube is impassable
terrain. The Brickworks is a 200mm x 200mm obsticle only and can not be occupied.

French deploy first and can ‘Garrison’ the BUA’s. French Reinforcements are available at (touching)
the Brickworks from turn 2 if a CAP score of 5 or 6 is achieved and then again from turn 5 with a CAP
score of 5 or 6 (this simulates the problems the French had of getting their reinforcements across the
bridges on the Danube). The Austrians can deploy up to 4 elements in the ‘Advanced Area’, only one
of which can be artillery, the remaining elements deploy along the ‘Deployment line’. Austrians move
first.

Whoever is in possession of Aspern at the end of 12 turns is the winner or whoever inflicts 7 casualties.
If at the end of the game each side holds one half of Aspern, then the game is a draw irrespective of
casualties.

Austrian CinC Hiller French CinC Massena (+1 PIP)


1 x Jg Initial Deployment:
1 x Lt (M)(Frikorps) 2 x Ms
1 x Lt (Grenzer) 1 x Ms/Lt
2 x Art (one is Horse) 1 x LC
2 x LC First Reinforcements: (From turn 2)
7 x Ms 2 x Ms
1 x Ms/Lt
1 x LC
1 x FA
Second Reinforcements: (From turn 5)
2 x Ms
1 x Ms/Lt
1 x FA
Players are reminded that a PIP score of 6 is required to ‘Garrison’ a BUA. Elements in a BUA but not
‘Garrisoning’ can not fire out and therefore can not be fired at. They can be attacked by any element
touching the BUA and if ‘pushed back’ are pushed out of the BUA.

SPECIAL RULE:
Up to 2 other elements can be placed inside a BUA but only if the first element is ‘Garrisoning’ the
other elements are classed as ‘waiting’ and as such have no combat ability however they suffers the
same combat results as the Garrison. The ‘waiting’ elements can attack out of the BUA into the open or
into another BUA with no penalty. A Garrison attacked through an adjoining BUA has its garrison
tactical factor reduced from +4 to +3.
BATTLE OF BAROSA 1811

DBN Scenario

Road Baggage NLF Open Sea Ravine Pine Wood Contours

This battle is fought on a 3’x 3’ table. The Allies deploy up to 12” in from the western table edge and the French deploy
up to 12” in from the eastern table edge. The Allies cannot deploy within 6” of the Northern table edge. The Allies are
Attacking and move first, French deploy first. Both sides Baggage start the game deployed in the marked fixed
positions. Only Foot can cross the Ravine and must move in the ravine in one turn, then can move out and stay adjacent
to the ravine in the next turn. The ravine is Bad Going and is as wide as a LI base depth, no unit can Fire from inside the
Ravine. No unit can be pushed back into or out of the Ravine. The Pine Wood is Bad Going except for artillery, who can
Fire from and move through the woods at half speed.

Victory Conditions: Both sides require 7 VP to win, with 2 VP for the capture of the high ground and Baggage.

This is a Divisional level scenario and each Musket unit represents a Battalion of approximately 550 men. The troops
involved are as follows:
Allies:
CinC General Graham (+1 CAP)
2 x Ms(E) (1st & 2nd/3rd Foot Guard)
2 x Jg(E) (95th Rifles)
2 x LI (Combined Flank Battalions)
3 x Ms (28th, 67th, 87th Foot)
2 x Ms(M) (Spanish)
1 x LC (KGL)
1 x LC(M) (Spanish)
2 x FA (Royal Artillery) All Spanish must initially be deployed in one formation.
French:
CinC Marshal Victor (+1 CAP)
2 x Ms(E) (Provisional Grenadier Battalions)
8 x Ms (1&2 8th, 1&2 54th, 1&2 24th, 45th, 96th)
2 x Ms/LI (9th & Combined Lights)
2 x LC (1st Dragoons)
1 x FA
BATTLE OF VITORIA 1813 as at 10 Oct16
(3-4 Allied Players and 2-3 French Players)
Allies:
CinC, Wellington (+1 CAP) (cannot give Graham CAPs until within 1800paces)
3 x Sub Cdrs: Hill (+1 CAP), Graham, Dalhousie (-1 CAP). 2 x DSC: Alten (2 Intrinsic), Longa (1 intrinsic).
1 x Ms(E) (Brit Gd) 2 x Jg(E) (95th)
11 x Ms (Brit) 1 x Jg (Brk)
9 x Ms (Port) 1 x HC(E)(-) (Household Cav)
3 x Ms(M) (Span) 2 x HC (Brit)
2 x Ms/LI (Brit) (1 is Elite) 4 x LC (Brit)
3 x LI (2 Port, 1 Span) 2 x LC(M) (1 Span, 1 Port)
2 x HA 1 x IC (Span)
4 x FA
48 Combat Units, 48 Points
Right Column. Hill:
3 x Ms (Brit), 3 x Ms (Port), 2 x LI (Port & Span), 1 x Ms(M) (Span), 1 x HC, 1 x LC, 1 x FA.
Right Centre Column. Wellington:
2 x Ms (Brit), 1 x Ms (Port), 1 x HC(E)(-), 1 x HC, 1 x LC, 1 x LC(M) (Port), 1 x FA, 1 x HA, Light Division.
Left Centre Column. Dalhousie:
3 x Ms (Brit) (one is shock), 1 x Ms/LI (Brit), 2 x Ms (Port), 1 x Jg (Brk), 1 x FA.
Left Column. Graham:
1 x Ms(E), 3 x Ms (Brit), 3 x Ms (Port), 1 x DSC (Longa) 2 x Ms(M) (Span), 1 x LC, 1 x FA.
Light Div (+). (attached to Wellington) :
1 x DSC (Alten), 1 x Ms/LI(E), 1 x LI (Port), 2 x Jg(E), 1 x HA, 1 x LC.
Sanchez Independent Cavalry Brigade:
1 x LC(M)(Span) 1 x IC (Span)

French:
CinC, Joseph/Jordan (-1 CAP) (it costs 2 CAPs to give Gazan 1)
3 x Sub Cdrs: Gazan, D’Erlon, Reille (+1 CAP)
13 x Ms
6 x Ms/LI
1 x Ms(E) (Spanish Gd)
1 x Ms (German)
1 x Ms(M) (Span)
8 x LC (Poor Condition Horses)
1 x LC (Spanish Gd)
1 x SC (German)
7 x FA
2 x HA 10 x Baggage 41 Combat Units, 42 Points

Army of the South. Gazan:


8 x Ms, 3 x Ms/LI, 4 x LC, 3 x FA, 1 x HA.
Army of the Centre. D’Erlon:
2 x Ms, 1 x Ms (German), 1 x Ms/LI, 1 x LC, 1 x SC (German), 1 x FA.
Army of Portugal. Reille:
3 x Ms, 2 x Ms/LI, 3 x LC, 3 x FA, 1 x HA.
Spanish Guard. (under CinC):
1 x Ms(E), 1 x Ms(M) (Span), 1 x LC(Span)
All units based on 2300 Inf, 1200 Cav and 16 Guns
Battle of Vitoria
Deployment and Arrival:
French deploy all their forces, historically. Allies move first.
Game last up to 22 game turns. There are no First Turn CAP Bonuses.
Wellington and Hill march on from their arrival areas, any time from Turn 1.
Sanchez, under Hills command, arrives at Point ‘S’ from Turn 3 on a D6 of 5 or 6.
Graham* arrives in a single column at ‘G’ from Turn 4 on a D6 of 5 or 6 (Longa Commands the Spanish).
Dalhousie arrives in a split# single column at Point ‘D’ from Turn 7 on a D6 of 5 or 6.
*For the first 3 Turns Graham suffers a -1 CAP (he was ordered to be cautious).
# Dalhousie’s Column became separated during the flank march; therefore his command is split in half,
5 or 6 is required for each half to arrive, in succession.
Terrain:
1. Many of the villages on this battlefield were small and dispersed; they do not offer the protection of a regular
sized village. Therefore Minor Villages (MNLF) only offers -1 for Cover not the usual -2 however they still give +1
in Close Combat.
2. All contours give ‘Up Hill Advantage’ the third level of contours on the ‘Heights of Puebla’ are classed as
‘Steep Hills’ but not ‘Rocky’ (see rule 5.5.1.3) also all other slopes where the contours are 100paces apart are
also classed as ‘Steep’ up to the ridge line. All hills have a ridge line. All the second contours are classed as
Difficult Going, therefore a maximum of 1 STM and half speed for Cav & Arty (see rule 7 7.2).
3. The Zadorra River is 200paces wide and impassable except at the bridges and the ford. The river had other
fording points but these fords need to be found as follows. Move a unit to the river and at the end of the phase
throw a D6, if a ‘6’ a ford has been found, if not no further test can be made within 300 paces.
4. The wooded areas and the stream are classed as Bad Going.
5. Vitoria is the size of 2 x BUA, however because the towns inhabitants were aggressively anti French, no
French unit can occupy or be in contact with the town. It is captured when an Allied combat unit moves through
the town. The Allies are not allowed to occupy the town.
Special Units:
French Baggage is under the direct command of the CinC. Because of its effect on Army moral, it cannot be
moved until the Allies come within 1200paces, however a Baggage unit will not move if an Allied combat unit is
within 400paces. Any Allied combat unit that moves within 200paces of the Baggage must move into Close
Combat in order to attack the Baggage, that Allied unit is then considered to be ‘Combat ineffective’. The
Baggage is ‘captured’ if it is surrounded and unable to move.
The Brunswick Oels were temperamental and not keen on taking casualties, therefore the first Hit on the unit
counts as 2 Hits.
At the start of the game the French and the Allies can exchange 1 x LC for 1 x SC per Army or Column.
The French cavalry horses were in a poor condition and lacked stamina, therefore all French LC Units cannot
move more than 800paces in any one Turn.
One of the units in Dalhousie’s Column is classed as ‘Shock’. This is the Scottish/Irish Brigade of Pictons Division
containing the famous Connaught Rangers ‘the Devils Own’. This unit gains +1 in Close Combat.
The Household Cavalry is a ‘Reduced in Strength’ unit, therefore start the battle with 1 Hit.
The Portuguese LI unit in the Light Div Fires as British (Elite).
Sanchez’s cavalry units, where possible must stay within 300paces of each other.
Victory Conditions:
Both armies break and withdraw if they sustain 22 casualties.
Destroyed CinC’s count as 4 casualties.
The Capture of all the French Baggage gains 2 casualties for the French and loses 2 casualties for the Allies. The
Capture of half the Baggage gains and loses 1 casualty.
The Capture of Vitoria loses 1 casualty for the Allies, gains 1 for the French.
The Capture of Durana and the securing of the Royal Road gains 2 casualties for the French.
Baggage units, DSC’s and the Spanish IC do not count as casualties, all other units do.
THE ATTACK ON PLANCENOIT 1815

In the late afternoon, during the battle of Waterloo, the French held village of Plancenoit
was attacked by Bulow’s 4th Corps of Bluchers Prussian Army. This proved to be one of
the most critical actions during the whole battle, the village changed hands several times
finally ending the day in the possession of the French Old Guard. Can history be changed
or will it be repeated ?

PLANCENOIT

Contours Sunken Road Woods River Road

The game is fought on a 2’ x 2’ table and the river is only crossable at the bridge.
The Game lasts 12 turns, French deploy first, Prussians move first.

Order of Battle:

FRENCH:
Initial Forces: 1 x CinC (Lobau), 3 x Ms, 1 x LC, 1 x FA.
Reinforcements: arriving at the western road end, on a D6 score of 5 or 6.
From turn 4: 2 x Ms/LI (E) (Young Guard)
From turn 8: 1 x Ms (OG) (Old Guard)

PRUSSIANS:
1 x CinC (Bulow) 2 x LI, 2 x Ms, 6 x Ms(M) (3 are Silesian) 2 x FA, 1 x LC
DEPLOYMENT
The French deploy their Initial Forces anywhere west of the eastern edge of Plancenoit, the
BUA and Strongpoint can be Garrisoned at the start of the game.
The Prussians can deploy anywhere up to 600paces in from the eastern table edge (this then
makes Plancenoit 600paces away)

COMMAND & CONTROL


Both CinC’s get one CAP dice and the Prussian get 2 extra CAP points on turn one.

VICTORY CONDITIONS
The Prussians win if they hold Plancenoit and the Church at the end of the game. The
French win if they destroy 7 Prussian units (Bulow counting as two) or holds Plancenoit
and the Church at the end of the game.

SILESIANS
The Silesians were Landwher (Militia Type) troops however they were highly motivated on
the day and fought particularly bravely. Therefore they are classed as Regular Muskets
when in Close Combat.

THE SUNKEN ROAD


This is an ‘obstacle’ it is impassable to cross for Cavalry & Artillery and only passable
when moving via the road when it is considered to be Bad Going.
It is a minus 1 if moving to Close Combat through the obstacle.

PLANCENOIT
Plancenoit is classed as a BUA but with a ‘Strongpoint’ in its northern side. The
Strongpoint is the Village Church located on raised ground and surrounded by strong stone
walls. Because the area of the BUA contains a Strongpoint it is recommended to increase
the area of the BUA to 120mm x 90mm
This unique Strongpoint follows the standard Strongpoint rules (2.1 para 11.11& 12)
however the BUA and Strongpoint suffer a minus one to their Combat Factor if adjacent to
an enemy Garrison.

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 360º 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.

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.
THE BATTLE FOR HOUGOUMONT (MINI GAME)

2”

Wall
3”

3/4” Fixed Gun Positions

20” N
4”

3”
Hedge

The game lasts from 8 to 12 game turns. Allies set up first, Allies move first. All artillery is fixed and
cannot move during the game (they are part of the bigger picture)

French: Allies:
1 x CinC 1 x CinC
6 x Ms 1 x Lt(E) (Guards)
2 x Ms/Lt 1 x Lt (Nassau)
2 x Fixed FA 1 x Jg (Hanoverians)
2 x Fixed FA
Extras:
4 x Ms(E) (Guards)
1 x Lt (Brunswickers)
1 x Fixed Howitzer Arty
The Allies start by deploying their elements anywhere in the BUA, woods or grounds of Hougoumont.
They also deploy along the gun lines any 2 units from the available ‘extras’.

At any time in the game the French can have, as reinforcements 4 or 8 more Ms or Ms/Lt units. For
each extra group of 4 French units the game length is reduced by 2 turns and the French gain
+1 CAP each turn. The Allies also receive 2 more ‘extra’ units for each 4 French units.

All reinforcements deploy in line with the fixed gun positions at no CAP cost.

The tree lined road to Hougoumont blocks the vision and fire of the British Artillery. The wood is bad
going the orchard is hedge lined but is good going. Units must line the edge of a hedge to fire. Ms units
must move to the hedge in one turn in order to cross in the next.

Artillery except Howitzers can only fire into the front edge of a wood and cannot fire over the woods or
BUA. Howitzers can fire into and over woods and BUA.

Hougoumont cannot be entered/exited or attacked through the Western Side. The wall on the eastern
side of Hougomont is considered to be a ‘fortification’.

One French Infantry unit has Lieutenant Legros and his Assault Pioneers attached to it. This is secretly
noted (maybe a sticker under the base) and it gives the element a +1 when assaulting Hougoumont.

Whoever owns the BUA at the end of the game is the winner.

In this particular scenario because of the increased ground scale, when a unit attacks the wall or BUA it
can have rear support even if the support is in bad going.

Hougoumont can be garrisoned at the start of the game, however after that whenever any unit occupies
the BUA the owning player must score a 5 or 6 on the CAP dice to become ‘garrisoning’
DBN V2 SCENARIO 20 Apr 07
QUATRE-BRAS 16 JUNE 1815

Having escaped from exile in Elba, Napoleon landed in Southern France on 1st
March 1815 at the start of perhaps the most famous 100 days in military
history. He slowly moved North, amassing an army on the way, and arrived in
Paris on 20th March 1815. With uncharacteristic agreement the Allies declared
war on him on 25 March 1815 and set about mobilising their armies. Napoleon
realised that with 5 armies ranged against him he would need to move fast, and
so decided that his only option was to defeat them in detail before they could
converge. On the 15th June 1815 Napoleon, with his 128,000 man Armee du Nord,
crossed the Belgian Frontier intent on defeating the Prussian and the Allied
armies in separate engagements. Whilst he attacked the former at Ligny with
his Centre and Right Wings he ordered his Left Wing, commanded by 'the bravest
of the brave', Marshall Ney, to seize the strategically important crossroads
at Quatre-Bras, in preparation for his attack on Wellington's Allied Army.

Allies:

1 x CinC – The Duke of Wellington (+1 CAP)


2 x Super-Numery Commanders (The Prince of Orange and the Duke of Brunswick)
2 x Ms(E) (British Guard)
4 x Ms (3 British and 1 Nassau)
3 x Ms(M)(1 Dutch-Belgium, 1 Brunswick and 1 Hanoverian)
1 x Jg(E) (British 95th Rifles)
1 x Jg (Brunswick Advance Guard & Life Regt)
2 x LI (1 Dutch-Nassau and 1 Hanoverian)
1 x LI(M)(Brunswick)
2 x LC(M)(1 Dutch-Belgium and 1 Brunswick)
1 x FA (British)
2 x HA(M)(Dutch-Belgium and Brunswick)
2 x Strong Point Garrisons

French:

1 x CinC – Marshall Ney (-1 CAP)


1 x Super-Numery Commander - Reille
6 x Ms
2 x LI
2 x LC
1 x HC
2 x FA
1 x HA

The Battlefield

A map of the battlefield is at Appendix A.

Designers Notes:
This is a cracking! little scenario. This scenario was first created for DBN-
V1 I have now made some small refinements. I have increased the playing area
to 3’x 3’ thus allowing for the inclusion of the southern most farms, I have
added the use of ‘Strong Points’ and ‘Super-Numery Commanders’ and I have
refined the armies to make them a little more unique and interesting but still
historically correct.
The challenge for the Prince of Orange as the initial Allied CinC is to decide
on whether to delay the French and ‘defend forward’ or to ‘concentrate forces’
nearer to Quatre-Bras, Wellington when he takes command must ‘plug the gaps’
and decide when to counter attack. Ney must decide whether to make a quick
‘all out’ attack or wait for a build up of forces and then attack. Nay must
also decide if he should get personally involved in Close Combat. This
scenario is quite unique and should prove challenging and fun for both sides.

4 - 2 - 1 02/05/07
Command and Control To simulate the historical command and control situation
the Prince of Orange commands the Allies for the first 4 turns and the Duke of
Wellington from Turn 5 onwards. To reflect their relative levels of
experience the Duke of Wellington adds +1 and the Prince of Orange –1 to their
CAP dice roll and Ney is -1 CAP.
Once Wellington has taken command the Prince of Orange becomes a Super-Numery
Commander, this means that as a ‘Super-Numery’ he has one free movement per
turn, to move himself and or a Dutch-Belgian-Nassau unit or formation that he
is attached to but with no CAP dice throw and gives no Close Combat benefit.
The Duke of Brunswick is a Super-Numery Commander but can move and command
only the Brunswickers, he was an inspirational leader and gives +1 to a
Brunswick unit in Close Combat, but must test for Commander Casualty if winner
or looser in Close Combat. Reille is also a Super-Numary he gives +1 in Close
Combat and can move any French units. The Duke of Wellingtons close combat
support factor of +1 is only applicable with British and Hanoverian troops.
The French move first with Ney receiving +2 CAP for the first turn only.

Gaming Notes. The game is to last up to 25 turns. In order to reflect the


historical sequence of events both sides deploy and arrive in accordance with
Appendix B.

Terrain Notes. The sunken road to the East of Quatre-Bras provides -1 for
protection to infantry against Artillery fire only and the stream to the East
of Gemioncourt Farm because of its steep banks counts as ‘up hill’ to the
defenders when in close combat. Gemioncourt, Pierrepoint and Piraumont Farms
each count as Strong Points with 360 degree arcs of fire and Quatre-Bras as a
Fortification.

Victory Conditions In order for the French to win they must Destroy:
2 Allied units by the end of turn 4
3 by the end of turn 6
4 by the end of turn 7
6 by the end of turn 11 and 7 there after.
The capture of Quatre-Bras counts as two destroyed units.

For the Allies to claim victory they must hold Quatre-Bras and destroy 5
French units. All generals count as a unit for victory calculation purposes.

Marshal Ney This guy was known to have mental problems, he was slightly ‘shot
away’ and had never fully recovered from the hardships of the Russian
Campaign. He took command of the Left Wing of Napoleons army at the very last
minute upsetting many senior officers and had no time to get to know his
staff. He was not liked by his senior commanders but was very brave; he led
from the front and was a great motivator of his troops. To reflect all of this
Neys CAP Factor is -1 but he will give +2 to any unit he is attached to in
close combat, however he tests for ‘Commander Casualty’ if he wins or looses
in close combat.

Strong Points: This is a Special Rule. With historical battles certain large
fortified buildings were used as Strongpoint’s like the ‘Granary’ at Aspern-
Essling or La Haye Sainte at Waterloo and they became much more significant to
the battle than there size anticipated. However because of the troop scale
used in this Battle the Strongpoint’s Gemioncourt, Piraumont and Pierrepoint
would contain a garrison of 200 to 400 troops and would not usually be
represented on the DBN table top however they may have a significant impact on
the battle, therefore it is felt that they should be able to be represented in
DBN and this rule allows for it.

The model Strongpoint should cover an area of 30mm x 25mm, it has an intrinsic
garrison that is not represented by a separate combat unit on the table top.
This garrison like a garrison of a BUA can not be ‘shot out’ and is destroyed
if a draw or beaten in Close Combat. It has a firing range of 200paces with a
Fire Factor of 2 and a non-adjustable Close Combat Factor of 5. However
because of the size of the Strongpoint it can only be Close Combat attacked by
up to one unit per Combat Round but this unit can only suffer a maximum of one
Hit per Combat.
4 - 2 - 2 02/05/07
DBN V2 SCENARIO APPENDIX B

QUATRE-BRAS UNIT DEPLOYMENT & ARRIVAL TIMES

TIME TURN FRENCH COMMANDERS ALLIES


1400 1 5th DIV DEPLOYED 2 x Ms PRINCE OF ORANGE 2nd DUTCH BELGIUM DIV 1 x Ms(M)
1 x LI DEPLOYED 1 x Ms (Nassau)
1 x FA MARSHAL NEY & 1 x LI
REILLE 1 x HA(M)
2 x SP Garrisons
1430 3 9th DIV ARRIVES 2 x Ms DUTCH-BELGIAN CAV BDE 1 x LC(M)
1 x FA
1445 4 2nd CAV DIV ARRIVES 2 x LC
1 x HA

1500 5 THE DUKE OF 5th DIV ARRIVES 2 x Ms (Brit)


WELLINGTON 1 x Ms(M)(Hann)
1 x Jg(E)
1 x FA
1530 7 6th DIV ARRIVES 2 x Ms THE DUKE OF BRUNSWICK CORPS ARRIVES 1 x Ms(M)
1 x LI BRUNSWICK 1 x LI(M)
1 x Jg
1 x LC(M)
1 x HA(M)
1630 11 3rd Div ARRIVES 1 x Ms (Brit)
1 x LI (Hann)
1700 13 CUIRASSIER BDE ARRIVES 1 x HC
1830 19 1st Div ARRIVES 2 X Ms(E)

Deployment Notes:

1. The Allies deploy first as far forward as the Piermount and Pierpoint Farm. The French may then deploy up to 600paces
in from the southern table edge, having seen the Allied dispositions, and take the 1st Bound.

2. The French 5th Div with Ney & Reille and the Allied 2nd DB Div with the Prince of Orange start the game deployed all
other Divisions must arrive in their own sides Bound, at the cost of no CAP, deploying up to 400 paces from their entry
point as a single group. The French arrive anywhere along the southern table edge. All Allies arrive at Point A except the
Brunswickers and 5TH Div at Point B and Wellington at Point C.

3. Newly arrived Divisions having made their initial deployment move can take no further action other than to react to
enemy action until their sides next bound.

4 - 2 - B 02/05/07
DBN V2 SCENARIO Appendix A
QUATRE-BRAS 1815

B N
A
BRUSSELS

C
QUATRE-BRAS

Gemioncourt

Pierrepoint
Piraumont

French Deployment Area

This battlefield is based on a 3’ x 3’ table

Contour Woods Bush Corn Field Stream


The stream is fordable by all except Artillery. The ridge lines run along the centre of
all contours.
The Corn Field had a giant crop of 4 to 5 feet tall, this reduces visibility and ballistic
fire effect therefore musket fire is reduced to 100paces into the field and artillery fire
to 600paces.
Quatre-Bras is classed as a Fortification and Gemioncourt, Pierrpoint and Piraumont
are classed as Strong Points.

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