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These are based heavily on a very similarly named set of rules from "the Canadian wargames journal" and my thoughts on what i would like a game to have.


Simple Grand Tactical Napoleonic Rules

Version 1.2

 Sequence of Play

Rally Phase: Phasing player MUST attempt to rally any disordered units.

Movement Phase: Phasing player moves any friendly units he wants, Non-phasing player may make cavalry withdrawal moves. Non-phasing player takes contact morale checks

Defensive Fire Phase: Non-phasing player forms square, if not contacted by cavalry, or fires (not both).

Charge Phase: Phasing player may make Cavalry charge moves to contact.

Advancing Fire Phase: Phasing player may fire any unit not in contact with an enemy unit.

Melee Phase: Resolve all melee. 

Formations- For infantry there are Square, Skirmish, Column, Line, and Deployed. For cavalry they are Line, and Column and for Artillery they are limbered, unlimbered. To show the various formations: for line all bases side by side in a line, for column two bases in front with the rest behind, for square same as column but rear rank facing the opposite direction. Skirmish as a line but the outside bases back a base depth. Limbered artillery has the limber in front of the gun which is facing to the rear, to show unlimbered remove the limber base.

 Rally- Each Corps commander starts the game with one to five morale passes available. Commanders who own disordered units within 30 cm may spend one of their morale passes and un-disrupt the unit. Once spent the morale pass is lost for the entire game.

   A leader may spend as many morale passes as he wishes in one rally phase. A disordered unit must attempt to rally every Rally phase.

    If a unit is outside 30 cm, or if the player simply does not wish to use a pass on a particular unit; the unit rolls 2d6 and refers the to the Morale table. 

Rally Table

2-3 Rout

Remove unit from table

Unit's Morale Mod

Attached General +1

4-5 Retreat

Move unit 30 cm directly away from the nearest enemy if this puts the unit in contact with other enemy units it surrenders.

6-8 Disordered

Unit stands in place cannot move, change formation, or facing.

9 –12  Rally (Pass)

Unit recovers and moves, fights, etc

 

Movement Factors

Formation or situation

Infantry

Cavalry

Light bonus

On road for entire move

30 cm

38 cm

+6 cm

In column

18 cm *

22 cm *

+4 cm *

In Line

12 cm *

14 cm *

+4 cm *

Charge Move (must be straight at target. No facing or formation changes allowed)

12 cm

+2 cm

 

Foot Artillery

Horse Artillery

Light bonus

Limbered

20 cm *

30 cm *

+4 cm *

Unlimbered

6 cm *

6cm *

+2 cm *

12 pounders can’t move unlimbered, nor move and change formation in a turn.
Other artillery can limber or unlimber and move in a turn and can fire if unlimbered.
Horse artillery can limber, move and unlimber in a turn but can’t fire.

* If Unit changes facing and or  formation halve these distances

 

 

 

 

 

Movement special cases

   Infantry may not move into frontal contact with cavalry. Squares may not move towards visible enemy units.

   Cavalry that have enemy infantry/artillery units move within 10cm of them may withdrawl, roll 2d6 move this number of cm’s then roll on the rally table, pass you're OK, otherwise do as it says.

 Rough Terrain

    When a unit moves through rough terrain (listed below) it takes a morale test. If it is successtil there is no further penalty. If it fails it completes its move but is disordered (no other penalty).

 Modifiers to morale test (in addition to the usual modifiers)

Unit in line –1, Cavalry -1, Artillery -2, Lt.Inf +1, Water +2, Woods +3, Up Hill +5, Crossing a linear object +4.

    Failure results in the unit becoming unformed, the effect of which is identical to being disordered except failure to rally does not cause the loss of a morale chit and it is removed if the unit does not move in the movement phase.

 Contact Morale check- Any unsquared infantry contacted by cavalry, or any infantry unit contacted by an infantry column must check morale on the rally table: pass=OK, otherwise do as it says. In skirmish formation -3

 Fire Combat - A unit may fire at any enemy within range and within 45 degrees of its front face, or an enemy that has just come into contact with its front in the preceding movement phase. Two artillery units may combine their fire mods (a 0 adds 1) but only if they are in contact with each other and shooting at the same target.

   Firing over units is allowable only to higher level artillery firers and only if the target is behind an artillery unit or if the target is 10 cm behind any other type of unit, Reciprocity applies if in arc.

   Musket range is 5 cm. Normal artillery range is 20cm for Heavy, 15cm for Medium and l0m for Light batteries, all artillery can fire out to double range or triple range with penalties.

Roll 2d6 and consult the following Firing table.

 

Firing Table

2-6

No effect

7-9

Target disordered

10-11

Target retreated 30 cm and disordered.

12+

Target eliminated

 

 

 

 

Firing Unit

Target is:

Mod

Artillery Ranges

Firer’s Fire mod

+/-x

Hit in flank/rear

+2

Heavy

20cm

Artillery range x2

-2

Disordered

+1

Medium

15cm

Artillery range x3

-4

Mounted

+1

Light

10cm

In a square formation

-2

In column

+1

 

Deployed in area

-1

In Square

+2

 

Disordered

-1

In skirmish

-1

 

Not in square, or area vs in contact cavalry

-2

Artillery

-1

 

In line formation

+1

Unlimbered

-1

 

In skirmish formation

+2

In Soft cover

-1

 

 

 

In Hard Cover

-2

 

 

 

 

 

 

 

Melee- whenever two or more opposing units are left in contact in the melee phase, close combat takes place. Each player takes the melee factor of his unit(s) involved and adds all applicable modifiers and the roll of 1d6. The player rolling lower is the loser and applies the applicable result.

Melee table

Diff

Effect

Modifiers:

Unit is disordered -2

Hit in flank/Rear -2

Infantry not in square or defensive area versus cavalry –2

Defending wall or fortification +1

Leader attached +1

Uphill from enemy +1

Square versus cavalry +4 (Cavalry treat difference of 5+ as a 4)

5+

Loser is eliminated

4-2

Loser retreats 20 cm and disordered

1

Loser Disordered, but stays in contact

0

Melee, all units disordered and stay in contact, roll next melee phase

   Units that remain in contact may not move, change formation, rally, or be fired upon. Player may join new units into the melee space permitting. The units remain this way until the melee phase of the next player’s turn in which the melee MUST be fought again.  Cavalry that win a melee must test for control.

 

Cavalry Control Table

Original 2 remove unit from field

Modifiers

Modified Die Roll

Result

General attached +2

British not KGL –1

Disordered -1

Enemy Flank/rear visible -2

2-4 Uncontrolled charge.

Contact nearest enemy or move 30cm, disordered.*

5-7 Uncontrolled move.

Must move 20 cm after defeated foe, disordered.*

8-9 Mill about.

Stay in place.

10-12 Controlled.

May stay in place or perform another move or charge move.

* If defeated foe eliminated, move straight forward unless another enemy unit in range or 45 arc.

 

Divisional generals- Each corps recieves a number of divisional generals. The divisional general’s effect is: a bonus in the rally phase, in the shooting phase he MUST if attached attempt to downgrade the effect of a 7+ result, he rolls 1d6 on a 5+ he downgrades the result by one level,  in melee he gives a +1 modifier. If he is used regardless of his effect he rolls 1d6 on a 1 he dies. Divisional generals only work for unit of their own corps, Cavalry Generals only work for cavalry units and Infantry Generals only for infantry units.

 

Winning and losing:

     Each side keeps track of Army morale and Corps fatigue.

 

Army Morale: One Corps commander is also the Comander-in-Chief for each side. Each side gets an empty dish, into which he places the poker chips lost due to the removal of units or rally failures, when the number of chips in the dish is equal to his sides Army morale, his side has been defeated.

   Army morale is determined as follows, add together all of his Corps Fatigue numbers this will be your base Army Morale, increase it by 2 for each terain objective you currently control, decrease it by 2 for each terrain objective you have lost to the enemy.

 

    Corps Fatigue: If a side has multiple Corps  Each corps has a dish into which are placed a number of poker chips, the number of chips is determined as follows; 1 for each regiment he commands plus 1 for each divisional general he has, also for each divisional general he has roll 1d6 for each 6 rolled add one more poker chip for each 6 rolled he gets to roll again and if another 6 is rolled he gets another chip and another roll and so on. For each regiment that leaves the table remove 2 poker chips, for each regiment that fails to rally remove 1 poker chip. When a corps has no more poker chips left its units may no longer move towards any known enemy units unless it has a leader attached.


Army Lists (Not Set in stone)
French

 

Fire mod

Rally mod

Melee mod

Infantry

Guard

 2

 2

7

Grenadier

 1

 2

5

Light *

 2

 1

3

Line

 1

 1

4

Vet. Line

 1

 2

4

Conscript

-1

-1

2

Cavalry

Heavy

-

1

5

Lancer

-

1

(5) 3

Medium

-

1

3

Light *

-

0

2

Artillery

Heavy

 2

 1

 3

Medium

 1

 1

 2

Light *

 0

 0

 1

Med.Horse

 1

 1

 2

Lt Horse *

 0

 0

 1

GD Arty

+1

+1

+1

* Unit eligible for light movement bonus.

 

Austrian

 

Fire mod

Rally mod

Melee mod

Infantry

Grenadier

 1

 2

6

Jager *

 2

 1

2

Grenz *

 2

 0

2

Light *

 1

 1

3

Line

 0

 1

0

Vet. Line

 1

 2

4

Militia/Landwehr

-1

-1

2

Cavalry

Heavy

-

2

5

Lancer

-

1

(5) 3

Medium

-

1

3

Light *

-

0

2

Artillery

Heavy

2

1

3

Medium

1

1

2

Light *

0

0

1

Med.Horse

1

1

2

Lt Horse *

0

0

1

* Unit eligible for light movement bonus.