All movement results from a Class Dice roll. The rolls are based on the quality of the commander. Killed/disabled commanders are replaced by their next in command. If a brigadier takes command of a division, he is rated average +0, unless the leader is listed in that nation’s appendix.

In order to move, the Class Dice are rolled and any modifiers are applied. The resulting number is cross-referenced with the commander’s ability on the chart below.

ACTIVATION CHART

CO's Rating

CLASS DICE PLUS MODIFIERS

SUPERIOR
EXCELLENT
GOOD
AVERAGE
POOR
12+
11
10
9
8
7
6
5
4
3
2 or less
1-1/2
1-1/2
1-1/2
Full
Full
Full
Full
Full
Full
3/4
NM
1-1/2
1-1/2
Full
Full
Full
Full
Full
Full
3/4
NM
NM
1-1/2
Full
Full
Full
Full
Full
3/4
3/4
NM
NM
NM
Full
Full
Full
Full
Full
3/4
1/2
NM
NM
NM
NM
Full
Full
Full
3/4
3/4
1/2
NM
NM
NM
NM
NM
Roll a natural 2 = NM (no movement
  • All units must roll to move
  • The effect rolled modifies the movement distances reletive to the type of unit
15-19 CW +1
0-7 CW -1
Shaken -1
Disordered -2
Vacating Cover -2
In Smoke -1
Moved Last Turn +1

INFANTRY & CAVALRY MOVEMENT

TYPE
Infantry
Lt. Cav.
Hvy. Cav.
ROAD
COLUMN
LINE
GENERAL
SQUARE
CHARGE
18"
8"
4"
6"
1"
30"
15"
11"
13"
+8"
24"
12"
9"
10"
+8"

ARTILLERY MOVEMENT

 

TYPE

12# Hvy
12#
8-9#
6#
3-4#
8-9# horse
3-6# horse
ROAD
FIELD
LIMBER+MOVE OR

MOVE + LIMBER

MOVE+

UNLIMBER+FIRE

LIMBER+MOVE+

UNLIMBER+FIRE

PROLONG/AP
12"
3"
1"
NA
NA
1/2"
16"
5"
3"
NA
NA
1"
16"
7"
5"
NA
NA
1"
18"
8"
6"
2" (2 APs)
NA
1-1/2"
20"
9"
7"
2" (2 APs)
NA
2"
29"
13"
11"
8" (2 APs)
6" (1 AP)
1"
30"
14"
12"
9" (2 APs)
7" (1 AP)
as foot btry

TERRAIN EFFECTS

TERRAIN
Light Woods
Heavy Woods
Linear Obstical
Ford
Gradual Slope
Slope
Steep Slope
INF/CAV
ARTY
3/4
1/2
1/4
NM
-1"
-3"
1/2
1/4
NE
NE
3/4
1/2
1/2
1/4

Brigade Movement

A player may select up to an entire brigade for the same specific action by meeting the following criteria: The units selected are within 1" (if in line) or 1" plus the space necessary to form line (if not in line) of one another on a horizontal plane and within 6" on a vertical plane. A brigade’s units meeting this criteria are said to be Coherent. Also, the units of the brigade to be moved must maintain absolute relative position during the move. Units of the brigade not within these distances must be moved individually. Only units within the same brigade are eligible for this mass movement. If, say, two units of a brigade meet the criteria while two or three others nearby meet the criteria among themselves, two activation rolls would move all five.

Division Movement

A player may select an entire division for the same specific action and move it as one provided all elements to be moved are within command control and the units within the brigades being moved meet the criteria under "Brigade Movement." As with brigades, the units of the division to be moved must maintain absolute relative position during the move. Units not meeting the criteria are left behind.

Relieving Front Line Units

When a coherent brigade formed in two or more lines (columns may form line) activates a Brigade Movement roll, units in the second line may replace units in the brigade’s front line provided they do not have to veer more than 30 degrees to their left or right to do so. Relieved units simply take replacements’ former position(s). The minimum number of units moved under this rule is two – the unit being replaced and the "fresh" unit. Troops relieving frontline units have been passed through, so their fire that segment carries the -5 modifier. (Because of the frequent disruption passages of lines caused. Units from different brigades or non-coherent units from the same brigade roll separately. Ex. unit A seeks to relieve unit B. Unit A rolls. Then unit B rolls. If both activate, the relief succeeds. The units may exchange positions. To conclude the maneuver, roll a die (any type). An odd number means the units are forced into General Order (see previous chapter) and disordered. If only one of the units activates, nothing happens.

Passage of Lines

While units briefly intermingle, the purpose here differs. Units are attempting to withdraw behind a second line or advance through a forward line. Two units are not moving at the same time. Passage of lines requires the moving unit to activate. It may then move through and beyond a forward unit, or behind a rearward unit. The units then roll to determine the consequences. Any die may be used. Again an odd number means the units are forced into General and Disordered. Artillery may freely pass through formed troops.

Changes of Formation

During normal movement, units may change formation. Under ideal conditions, there is no cost to do so. If the unit is shaken, changing formation takes a quarter of the unit’s move to accomplish. Units that are disordered or worse are forced into General Order and may not change formation until they recover morale. Units that are moving as part of a brigade or division move may not change formation unless all the units are changing formation.

Types of Armies

During the Napoléonic Wars, there were several styles of command used. Each style will effect the way units are activated.
  • Ad-Hoc - ad-hoc armies are those that have no permanent formation above the regiment. This is the typical command style used by the armies of the ancien régime. Armies using this style may activate ONE FORMATION at no penalty, and a progressive -1 penalty for each additional formation activated. Example: You activate a battalion at no penalty. You then decide to activate a brigade at -1 penalty. Now you roll for the rest of the division with a -2 penalty.
  • Established - established armies are similar to ad-hoc armies. They are either armies of the ancien régime that have had time to coordinate (been on campaign awhile), or armies that have no permanent formation above the division. Armies using this style may activate TWO FORMATIONS at no penalty, and a progressive -1 penalty for each additional formation activated thereafter. Example: You activate a battalion at no penalty. You then decide to activate a brigade again at no penalty. You roll for another battalion at -1 penalty. Now you roll for the rest of the division with a -2 penalty.
  • French Model - the French model is the model used by armies that have established corps formations. As with established armies, this style allows the activation of TWO FORMATIONS at no penalty. However, the progressive -1 penalty is for each TWO additional formation activated. Example: You activate a battalion at no penalty. You then decide to activate a brigade again at no penalty. You roll for another battalion at -1 penalty. You roll to deploy a battery with a -1 penalty. And finally, you roll for the rest of the division with a -2 penalty.
  • Glory Years - this is the command style used by the French from 1805 - 1807. It is identical to the French model except the progressive -1 penalty is for each THREE additional formation activated. Example: Forget it... you should have the idea by now.

The appropriate command styles for each nation’s armies can be found in that nation’s appendix.

Disruptive Terrain

Disruptive terrain is those areas on the battlefield that formed units have difficulty moving through while maintaining their formation. Any terrain of this type must be given a Disruptive Terrain Rating prior to the beginning of game play (D1 - D3). Units that are incapable of operating in open order automatically assume General Order the moment they enter disruptive terrain. Also, these units must roll on the Disruptive Terrain Chart any time they attempt to move in disruptive terrain.

The unit rolls its Class Dice and cross-references the result with the Disruptive Terrain Rating. Most terrain found on the battlefield will be D1.

DISRUPTIVE TERRAIN CHART

TERRAIN CLASS

CLASS DICE

D1
D2
D3
6+
5
4
3
2 or less
NE
NE
NE
SH
DO
NE
NE
SH
DO
DO(1)
NE
SH
DO
DO(1)
DO(2)
NE = no effect, SH = shaken, DO = disordered, (#) = casualty step loss

Skirmish Capable Troops

Troops that are skirmish capable may ignore the effects of disruptive terrain that also provides cover. Example: A unit that is skirmish capable wishes to move through a woods rated D1. It may do so without assuming General Order or rolling on the Disruptive Terrain Chart. That same unit now wishes to move up a steep slope that is rated D2. The unit must assume general order and roll on the Disruptive Terrain Chart.

Another option open to troops that are skirmish capable is the ability to reinforce the skirmish screen. To reinforce the skirmish screen, the unit is removed from the board and the number of castings in the reinforcing unit increases that division’s National Screen Modifier. To get the unit back from the skirmish screen, put it back on the board at the rear of the division. Units that are brought back, come back with 40 casualties and are disordered.

Command Radius

Each level of command (division, corps, army) has a command radius.
  • ARMY = 36"
  • CORPS = 24"
  • DIVISION = 15"

Units outside the applicable radius may not receive orders or attempt to move other than using Local Initiative. This does not apply to units forced to retire due to a morale loss.

Movement In Town

Except for units in road column, units within town move from block to ajacent block. This includes morale loss movement. Units forced to move into a block that that would cause the block to contain more than four friendly stands will displace the troops there to other blocks or out of town.

Copyright @ 1992 by Dan Brown. All rights reserved.