A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.")

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1 A Marvellous Victory! Copyright. Trevor Raymond. Version 3: April, 2012 (Exodus 20:15 - Thou shall not steal.") Page 1 of 28 A Marvellous Victory is a basic set of rules designed for the table-top wargaming battles of the Napoleonic period and thereabouts. After one or two games you ll have them down pat. The Basics First, you need two wargame armies but don't panic! These rules are designed to be used with wargame armies that are already based to other rule systems. I use the 25 mm scale though other scales can be easily adapted. Next, the game system uses standard six sided dice (D6) reading 1 to 6. 1D6 means one standard six sided dice; 2D6 means two standard six sided dice; etc. Players can take measurements at anytime during the game. Stands and Units In these rules, as in most, a number of figures (miniatures, castings) are glued onto a square or rectangular base. This base then forms a stand under these rules and a number of stands make up a unit. As a guide, a stand represents about 120 troops. The basing system I use for my 25 mm figures is this but you can adapt your own: Infantry Stand = 25 mm frontage by 20 mm deep 2 infantry figures per stand Cavalry Stand = 25 mm frontage by 30 mm deep 1 cavalry figure per stand Artillery Stand = 25 mm (or minimum frontage required) by 40 mm deep 1 appropriate artillery piece plus a number of crew figures per stand With artillery, the artillery model and all of its crew are all glued onto the stand. The stand represents half a battery along with its crews, limber teams, supporting troops, etc. Command Stand = 25 mm (or minimum frontage required) by 30 mm deep 3 suitable mounted figures per stand for a Corps Commander 2 suitable mounted figures per stand for a Division Commander 1 suitable mounted figure per stand for a Brigade Commander With command stands, the appropriate mounted figures are glued onto the base. This base is then treated as a single stand unit. The command stand represents that particular commander along with his aid-de-camps, advisers, messengers, etc. How do the stands form a unit? The basic types of units used in A Marvellous Victory are: Light Infantry Units Line Infantry Units Light Cavalry Units Medium Cavalry Units Heavy Cavalry Units Foot Artillery Units Horse Artillery Units Command Units Command units are represented by a single stand. Artillery units (batteries) are normally represented by two stands. All other units must start the game with a minimum of two stands to a maximum of six stands (unless agreed to by the players).

2 Page 2 of 28 All the figures of a stand must face the same direction, that is, towards the front of the stand s base. The figures of a stand should be representative of their type, that is, infantry figures must be used for infantry units, cavalry figures used for cavalry units, etc. A player must advise his opponent of any unusual stands or units being used before play commences. Infantry Units As noted, infantry units consist of two basic types: Light Infantry units Line Infantry units A player must inform his opponent as to which of his infantry units are light and which are line before play commences. All of the stands of the unit must be the same, that is, an infantry unit cannot have a mix of infantry types. Infantry units always move and fight on foot. Light Infantry units are always treated as Line Infantry units except that Light Infantry units have some advantages (and some disadvantages) over regular Line Infantry units. All of the stands in an infantry unit are deemed to be musket armed. Though rifles were more accurate than muskets they were slower to load than muskets. Thus, for simplicity, rifles have been treated as equivalent to muskets in these rules. Cavalry Units As noted, cavalry units consist of three basic types: Light Cavalry units Medium Cavalry units Heavy Cavalry units Light Cavalry units consist of units such as Hussars, Chevauleger, Lancers, etc. Medium Cavalry units consist of Dragoons. Heavy Cavalry units consist of units such as Cuirassiers, Carabineers, etc. A player must inform his opponent as to which of his cavalry units are light, medium or heavy before play commences. All of the stands of the unit must be the same, that is, a cavalry unit cannot have a mix of cavalry types. Cavalry units always move and fight on horseback, that is, they cannot dismount to move or fight on foot. Cavalry units only fight hand-to-hand combat. The effects of any pistols, carbines, etc, that cavalry units may carried are factored into the hand-to-hand combat procedure. Artillery Units As noted, artillery units (batteries) consist of two basic types: Foot Artillery units Horse Artillery units Foot Artillery units consist of three basic types: Light Foot Artillery units Medium Foot Artillery units Heavy Foot Artillery units Horse Artillery units consist of two basic types: Light Horse Artillery units Medium Horse Artillery units For simplicity, howitzers and licornes are treated as equivalent to guns in these rules. Light artillery consists of all guns of upto 6 lb. Medium artillery consists of all guns of 6 lb to 9 lb. Heavy artillery consists of all guns of over 9 lb. An artillery unit cannot have a mix of types, that is, the stands of an artillery battery must be all light, all medium or all heavy. A player must inform his opponent as to the type (foot or horse) and calibre of his artillery units (light, medium or heavy) before play commences. Horse Artillery units are always treated as Foot Artillery units except that Horse Artillery units have some advantages in movement over regular Foot Artillery units.

3 Page 3 of 28 Most nationalities fielded batteries of between six to eight guns which are represented in these rules by two stands. A single stand represents a half battery of three or four guns. Any small individual regimental guns must be combined together at Brigade level to form a Light Foot Artillery battery (or a half battery). Now, as we all know, Russia regularly fielded artillery batteries that were twelve guns strong represented in these rules three stands. However, the consensus of opinion seems to be that any advantages that Russian batteries had in numbers and quality of their guns was lost due to poor training, dreadful powder and fuses, and by a general lack of manpower and ammunition within the batteries. Therefore, the Russian batteries get no particular advantage when firing but they do get an advantage due to their size otherwise. Thus, a Russian three stand battery still fire as if two stands strong. Commanders Players are strongly encouraged to use historical formations, that is, to form your army up into Brigades, Divisions and Corps (see the separate army guidelines). Each Brigade receives one Brigade Commander (stand). Each Division receives one Division Commander (stand). If your army has more than one Division then your army also receives one Corps Commander (stand). All command units (stands) are treated as Light Cavalry units unless noted otherwise. Command units can be killed by being fired at or be killed in hand-to-hand combat, so be careful. Valid Unit Formations The individual stands of a unit must always be deployed in a valid formation, that is, they must be deployed in a line formation, a column formation, a square formation or a skirmish line formation. Players may vary these formations to suit their own basing system. A line formation is a formation that is only one stand deep and any number of stands wide. Some typical valid line formations for units (with stands facing the direction indicated by the arrows) are: A column formation is any formation that is two or three stands deep and upto a maximum of three stands wide. The front rank of a column must always be the widest. Some typical valid column formations for units (with stands facing the direction indicated by the arrows) are: A square formation (or an emergency square formation) is shown as a column formation but with the rear stand or stands of the unit turned to face the rear (as shown below). Cavalry units, single stand units (or any units reduced to a single stand) and artillery units cannot form squares. Some typical valid square formations for units (with stands facing the directions as indicated by the arrows) are: The stands of a formation must be directly forward, behind or to the side of another stand in the unit as shown in the examples above. No spacing, bending or obliquing of stands is allowed (use a little common sense here please).

4 Page 4 of 28 Skirmish Lines Only Light Infantry units and non-lancer Light Cavalry units can form a skirmish line formation. Artillery units and command units are always deemed to be in skirmish line formation. A skirmish line formation is shown exactly the same as a line formation (see above). The player simply places a blue marker adjacent to the unit to indicate that the unit is now in a skirmish line formation. Changing from a line into a skirmish line formation (or vice versa) is a change of formation. Since artillery units and command units are deemed to be always in skirmish line formation they don t need a marker. Screens Part of a unit was often deployed forward of the unit as a skirmisher screen. Stands representing such skirmisher screens do not need to be shown. For simplicity, the functions of such skirmisher screens are built into the game system. Setting Up Players may decide between themselves as to how large their armies will be, what the terrain layout will be, how it affects the game (see the terrain guidelines in the appendix), how and where to set up their armies, what the victory conditions for the game will be, etc. My advice is to keep it simple. Units may start the game in any valid formation. Artillery units may start the game either limbered or unlimbered. The Game Turn Sequence Each full Game Turn consists of a series of Phases each done in the sequence noted below: 1) The Determine the Initiative Phase (Simultaneous) Players determine which side has the initiative for the full Game Turn 2) The Firing Phase (Simultaneous) Both sides resolve all musket and artillery fire 3) The Hand-to-Hand Combat Phase (Simultaneous) Both sides resolve all hand-to-hand combats 4) The Remove Losses Phase (Simultaneous) Both sides remove their losses 5) The Initiative Manoeuvre Phase The side with the initiative conducts any and all of its movement The non-initiative side can react 6) The Non-Initiative Manoeuvre Phase The side without the initiative conducts any and all of its movement The side with the initiative can react 7) The Determine Victory Phase (Simultaneous) Both sides determine if the game is over and if either has achieved a victory Once all of these phases are complete then the full Game Turn is over. The next Game Turn then begins by re-determining the initiative. Determine the Initiative Phase The Determine the Initiative Phase is first. To determine which side has the initiative, both sides first tally up the number of individual units that they still have on the table that have four stands or more remaining in each. The side with the greater number of units with four stands or more remaining in each throws 2D6. The other side with the lesser number throws 3D6. If equal, then both sides throw 2D6 each to decide.

5 Page 5 of 28 Total the dice throw. Re-throw the dice on a tie. The lowest total dice throw has the initiative. The player with the initiative has a slight advantage in some circumstances. The Firing Phase The Firing Phase is next. A unit cannot fire in this phase if it is in contact with an enemy unit. A unit that is in contact with an enemy unit must fight hand-to-hand combat instead. A unit cannot fire at an enemy unit if that enemy unit is in contact with a friendly unit, that is, a unit cannot deliberately fire into a hand-to-hand combat (you cannot deliberately fire into a melee). Only musket armed, rifle armed and artillery stands can fire during this phase and they can only fire at the enemy only. Firing is not compulsory. A player does not have to fire a stand if that player does not wish to do so. Players may decide between themselves before the game as to the affects that the terrain features will have upon firing (see the terrain guidelines in the appendix). However, all fire is basically direct fire, that is, no indirect or overhead fire of any type is allowed over any units (friendly or not) nor over any terrain features such as hills, woods, buildings, etc. Each stand has a zone of fire that is directly ahead of the stand in the direction that it is facing parallel to the stand s sides extending out to the stand s weapon s maximum range thus: Stand Facing Zone of Fire (extending out to the weapon s range) A stand in a square formation has a zone of fire from each of its four sides. The ranges for each weapon type are: Weapon Range For Muskets Upto 9 For Artillery Upto 80 To measure the range (or distance) between any two units at any time during the game measure the shortest base-to-base distance between the two units (regardless of anything in-between). How many stands fire? First, a unit may pivot slightly once and once only per firing phase immediately before any eligibility and firing from that unit is resolved. A unit in a square formation can still pivot slightly before firing. To pivot before firing, the player simply rotates the unit about its front centre point such that its front edge corners move no more than ¼ (for pivoting, see Movement). Then, for a stand to be eligible to fire at a particular target the following three conditions must all be met: 1) A stand in the target unit must be in range of the stand wishing to fire 2) There must be no terrain prohibiting firing anywhere in or partially in the zone of fire between the stand wishing to fire and the target stand 3) There must be no stands or units (friendly or not) anywhere in or partially in the zone of fire between the stand wishing to fire and the target stand If so, then that stand is eligible to fire at that target unit. Other stands in the same unit that are not directly eligible to fire at the same target unit as noted above could also become eligible to fire at the same target unit providing the following three conditions are all met: 1) The stand wishing to fire must be adjacent to another stand in the unit that is already eligible to fire at that same target 2) There must be no terrain prohibiting firing anywhere in or partially in the zone of fire of the stand wishing to fire and the target

6 3) There must be no stands or units (friendly or not) anywhere in or partially in the zone of fire of the stand wishing to fire and the target Page 6 of 28 In other words, the stand wishing to fire must have its zone of fire completely clear of any troops (friendly or not) and clear of any terrain prohibiting firing. If so, then that stand also becomes eligible to fire at that same target regardless of range. For example, say a line with four stands of muskets wishes to fire at a particular target: A quick check finds that stands 1 and 2 are eligible to fire at that particular target but the target is not an eligible target for stands 3 and 4 because the target is outside their zones of fire or is out of range. Now, since stand 3 is adjacent to an eligible stand (that is, stand 2) a check is made and it finds that stand 3 has a completely clear zone of fire. Thus, stand 3 now becomes eligible to fire at the same target as stands 1 and 2. Next, a check is made for stand 4 since it is now adjacent to an eligible stand (that is, stand 3). This check finds that stand 4 also has a completely clear zone of fire. Thus, stand 4 also now becomes eligible to fire at the same target as stands 1, 2 and 3. Thus, this unit could fire at that particular target with upto four stands. How do you resolve firing? A stand may fire once and once only during this phase as noted below. Any unit, including artillery, can split its fire to fire at different targets. All fire is simultaneous and is resolved unit by unit thus: To fire muskets: The player simply nominates how many of the eligible stands in the unit are firing at which eligible target. The player normally throws 1D6 for each eligible stand firing. However, this number of dice may be increased or decreased depending on the target unit thus: If the target unit is in a column or a square formation If the target unit is a cavalry unit If the target unit is in skirmish line formation Add 1 dice Add 1 dice Subtract 1 dice Each result on a dice of 2 or less will score one hit on the target unit. For example: An infantry unit in column has two eligible stands of muskets to fire at a target unit of six stands in square. The unit starts at 2D6 but adds 1D6 for the target being in a square formation, 3D6 in total (requiring a 2 or less on a dice for a hit). The player throws a 2, a 5 and a 6. The 5 and 6 are misses. The player only gets one hit on the square. To fire artillery: The player starts with a basic number of dice for the whole artillery unit (not stand) thus: Range Upto 10 Point Blank Canister 10 to 20 Close Range Canister 20 to 40 Medium Range Round Shot 40 to 80 Long Range Round Shot Light Artillery Can t Medium Artillery Heavy Artillery However, this number of dice may be increased or decreased depending on the firer and target thus: If the target unit is a column or a square formation If the target unit is a cavalry unit If the target unit is in skirmish line formation Add 1 dice Add 1 dice Subtract 1 dice Then, if the artillery unit (battery) is splitting its fire or is only one stand strong then halve the number of dice determined above (round down). Again, each result on a dice of 2 or less will score one hit on the target unit.

7 Page 7 of 28 For example: A two stand heavy artillery unit fires at an infantry unit in column formation 26 away (medium range round shot). It starts with 1D6 for range, adds 2D6 for being heavy, adds 1D6 because the target is in column formation, that is, 4D6 in total (requiring a 2 or less on a dice for a hit). The player throws a 2, another 2, a 5 and a 6. The 5 and 6 are misses. The player gets two hits on the column. Rockets For those players who really insist on using rockets (only the British and the Austrians used them and only then on rare occasions) your entire army may only contain one rocket battery (unit) consisting of two stands. This rocket battery simply replaces one existing medium foot artillery battery in your army. To fire a rocket battery the player uses the same procedure as for firing medium artillery (see above) but with one additional modifier thus: If the target is a cavalry unit fired at by a rocket battery Add 1 dice Bounce-Through Round-shot fire and rocket fire at medium range (20 to 40 ) may glance off the ground and continue to bounce-through to strike other targets at medium range. Long range round-shot fire is deemed to be plunging fire and therefore doesn t bounce-through. Bounce-through must be resolved onto the next closest eligible target at medium range (be it friend or foe) totally ignoring the first target already fired at as if it wasn t there. All of the normal rules for firing still apply except that a target that is in a melee situation (that is, already engaged in hand-to-hand combat) can be an eligible target for bounce-through. To resolve bounce-through, the player simply re-rolls a number of dice equal to the number of misses on the first target with no modifiers except terrain modifiers (see the terrain guidelines in the appendix). Again, each result on a dice of 2 or less will score one hit on the target unit. Subsequent misses by bounce-through shots are misses. Bounce-through shots do not keep bouncing-through. For example, the heavy artillery battery (unit) in the example above had two misses. However, there is an eligible target eligible for bounce-through and that unit is a friendly unit in melee. The player must throw and simply throws 2D6 with no modifiers (the number of misses) requiring a 2 or less on a dice for a hit. The player throws a 1 and a 6. The player gets one bounce-through hit on the friendly bouncethrough target with the throw of a 1 and there are no more bounce-throughs. The Hand-to-Hand Combat Phase The Hand-to-hand Combat Phase is next. Any friendly unit that is in base-to-base contact with an enemy unit at the start of the Hand-to-Hand Combat Phase must engage in hand-to-hand combat. Further, all of the stands in such a unit must fight hand-to-hand combat and they can only fight the enemy. Players may decide between themselves as to the affects that the terrain features will have upon handto-hand combat before the game (see the terrain guidelines in the appendix). What effect do commanders have on hand-to-hand combat? Once a battle was underway commanders had very little influence on the proceedings unless they were in close proximity to where the action was. In these rules this local influence of commanders is handled in the following manner. During the course of the hand-to-hand combat resolution phase as players throw dice it may be that a player throws a particularly bad set of dice (see the combat resolution procedure). If so, then the close proximity of a command stand to that particular hand-to-hand combat may allow the player to re-throw that particular bad throw of the dice. A player can re-throw for command stands and command stands can re-throw for themselves. Firstly, the player must determine if a unit is eligible for a re-throw. For a unit to be eligible for a re-throw that unit must be within command range of that unit s Brigade commander stand or that unit s Division commander stand or of the overall Corps commander stand regardless of any other units or terrain inbetween.

8 Commander Command Range The Corps Commander Units within 6 A Division Commander Units within 3 A Brigade Commander Units within 1 Page 8 of 28 To measure the distance between any two units at any time during the game measure the shortest baseto-base distance between the two units (regardless of anything in-between). Only those friendly units that are within the command ranges (as noted above) of their own Division commander or the overall Corps commander stand are eligible for a re-throw. Brigade commanders and a command stand from another division cannot be used for re-throws. Now, this is important: A player can only opt to re-throw the dice once per unit per hand-to-hand combat phase and the player must re-throw all of the dice just thrown, not just some of them, so be careful. Thus, any unit splitting its attack can only re-throw for one of those attacks (see the combat resolution procedure). A re-throw itself cannot be re-thrown. Can a unit be outflanked? Yes: A friendly unit is said to be outflanked by an enemy unit if that enemy unit has its front edge in contact with any of friendly unit s rear corners or the enemy unit has either of its two front corners in contact with a friendly unit s rear edge when hand-to-hand combat resolution commences (see the figure below, and use some common sense here please). Any and all other situations arising do not constitute being outflanked. Front Edge Front Corner of the Unit Front Corner Unit Facing Rear Edge Rear Corner Rear Corner Rear Edge Rear Corner A unit in defensive mass formation cannot be outflanked because it is deemed to have a front edge all of the way around the unit. Can a unit in close proximity to a hand-to-hand combat join in? Possibly: A unit from either side that is not in contact with any enemy units and that is in close proximity to a hand-to-hand combat may be able to join in to that hand-to-hand combat providing that all three of the following conditions are met. Some units cannot join in and they are: Artillery units cannot join in Command units cannot join in Any single stand unit or any unit reduced to a single stand cannot join in A unit in any square formation cannot join in A friendly unit is said to be in close proximity to a hand-to-hand combat if it is within 3 of an enemy unit that is already in contact with another friendly unit for the purposes of hand-to-hand combat. To measure the distance between any two units at any time during the game measure the shortest base-tobase distance between the two units (regardless of anything in-between). Units outside this 3 distance cannot join in. The three conditions for a friendly unit to join in are: 1) That the unit by simply moving directly forward (no pivots, turns, formation changes, etc) by upto 3 will contact an enemy unit that is already in contact with another friendly unit, and, 2) That whilst moving forward the unit will not contact or interpenetrate any other units (friendly or not), and,

9 3) That whilst moving forward the unit will not contact or interpenetrate any terrain prohibited to that unit Page 9 of 28 If so, then that unit may be able to join in and lend support. Units do not automatically join in. They may need to test to join in. First, if a unit is in command then that unit may join in without testing. (Remember, a command stand from another brigade or division cannot be used at any time). Otherwise, a unit must test to join in. To test to join in the player simply throws 1D6 requiring a 3 or less on the dice to join in. However, if the unit wishing to join in is in a skirmish line formation then that unit requires a 2 or less on the dice to join in. A unit passing the test to join in must immediately move directly forward and into contact with the enemy. A unit failing the test simply remains in place and does nothing else this phase (the unit s commander decided not to join in). Units join in at the start of the hand-to-hand combat phase before any hand-to-hand combat resolution takes place. The player with the initiative tests and moves any of his units that he desires to join in first. The non-initiative player then tests and moves any of his units that he desires to join in. How do you resolve Hand-to-hand Combat? The first thing to do before resolving any hand-to-hand combat is to place one hit marker on every unit that is in contact with an enemy unit. Hand-to-hand combat resolution is then simultaneous and is resolved unit by unit. A unit can split its stands and engage in hand-to-hand combat against any units that are in contact with it in any manner desired. For example, say a player has a single friendly unit contacted by three separate enemy units. The player may use all of that unit s stands to attack just one of the enemy units in contact with it, or the player may split the unit s stands up in any manner desired to attack just two or even all three of the enemy units. A stand can fight once and once only during this phase. Further, a friendly unit can only engage in hand-to-hand combat against a particular enemy unit that it is in contact with once only during the handto-hand combat phase, so be careful. For this single attack the player must nominate exactly what stands in his unit are attacking that particular enemy unit and then throw all of the dice attacking that unit at once as a set of dice. A player normally throws 1D6 for each stand fighting. However, this number of dice may be increased or decreased depending on the type of stand fighting, the enemy unit and the situation thus: 1) An Infantry stand in either a square formation (not an emergency square formation) throws two dice per stand instead of one if fighting against a cavalry unit 2) An Infantry unit throws an additional two dice if fighting against an enemy infantry unit that is in either a square formation or an emergency square formation 3) A cavalry stand throws two dice per stand instead of one if fighting against any non-cavalry unit that is in either a line formation or in a skirmish line formation (including artillery and command units) The player then throws half the number of dice as determined above (round down) if that unit is a nonlancer cavalry unit fighting a square formation or an emergency square formation. The player then throws double the number of dice as determined above if that unit has outflanked the unit that it is attacking. The player then throws the determined final number of dice as a set of dice. Each result on a dice of the Combat Value (CV) or less will score one hit on the target unit.

10 Stand Type CV Artillery 2 Infantry in Skirmish Line 2 Other Infantry 3 Light Cavalry in Skirmish Line 2 Other Light Cavalry 3 Medium Cavalry 4 Heavy Cavalry 5 Any Command stand 3 Page 10 of 28 For example: Two friendly infantry units of three stands both manage to charge and contact an enemy infantry unit of five stands. In doing so, one infantry unit has managed to outflank the Foot unit. First, the three units involved take one hit each. Then, the first friendly unit throws a set of dice consisting of 3 dice (requiring a 2 or less on a dice for a hit). The other friendly unit that outflanked is the same however it doubles its dice and so throws a set of dice consisting of 6 dice (requiring a 2 or less on a dice for a hit). The enemy unit having been outflanked opts to attack the unit that outflanked it with everything (not surprisingly). It attacks that unit with a set of dice consisting of 5D6 (also requiring a 2 or less on a dice for a hit). The first friendly unit throws and gets one hit on the enemy unit. The second friendly unit that outflanked throws poorly and gets no hits. With no commander in range of this unit, the player cannot opt to rethrow and so sadly the throw stands. The enemy unit throws reasonably well and gets three hits on the unit that it is attacking. Thus, the first friendly unit ends up with one hit (the initial hit), the second friendly unit that outflanked four hits (one initial plus three more) and the enemy unit two hits (one initial plus one more). The Remove Losses Phase The Remove Losses Phase is next. Hits (losses) on units are only ever removed during this phase. Players should place small green hit markers adjacent to a unit to show how many hits that particular unit has taken during the various phases. Loses are removed in steps thus: 1) Loses are removed from all units with a single stand remaining first 2) Loses are then removed from all units with two stands remaining next 3) Loses are then removed from all units with three stands remaining next 4) Etc Loses are removed at each step by the non-initiative player first and then by the player with the initiative next. Thus, the player with the initiative has a slight advantage (see Rout). One stand is removed from the unit for every two hit markers that the unit has taken. The player controlling the unit chooses which stands to remove. When a stand is removed then so are two hit markers. When a stand is removed it does not necessarily mean that all of those troops were killed. Think of stand loses as kills, wounds, effects of fatigue, panic, loss of cohesion and command control, etc, all of those things that affect the overall effectiveness and morale of that unit. If after removing the required number of stands and hit markers a unit still has a single hit marker remaining on that unit then that single hit marker has no ongoing effect. Simply remove any such single hit marker (the unit recovers slightly). Where a player scores more hits on an enemy unit than stands available to be removed as loses then those excess hits fail to cause any further loses (its an over-kill). Excess hits are not taken from some other enemy unit in contact. Simply remove any such over-kill hit markers. Continuing the previous example, the first friendly infantry unit ended up with one hit, the second friendly infantry unit that outflanked four hits, and the enemy unit had four hits. First to remove is one of the three

11 Page 11 of 28 stand infantry units. The player chooses the infantry unit with one hit. This unit loses no stands and the single marker is simply removed. Next to remove is the other three stand infantry unit with four hits. Two stands are removed leaving only one stand. Last, it is the five stand enemy unit s turn to remove two stands. Rout Now, this is where things can get interesting: If a unit cannot maintain a valid unit formation by removing the required number of stands at the required time then that unit immediately breaks, disintegrates and routs! If a unit cannot maintain contact with all of the enemy units that it is currently in contact with by removing the required number of stands at the required time then that unit immediately breaks, disintegrates and routs! Thus, always consider carefully how you will charge and contact enemy units. If done the right way then it could possibly break an enemy unit very quickly. To rout a unit the player simply picks up all of that unit s remaining stands and immediately removes them from the game. Routed units do not return to the game. Continuing the previous example, the first friendly unit had no loses, the second friendly unit that outflanked lost two stands, and the enemy unit lost one stand. Now, assuming the two friendly units can remove the required number of stands and remain in contact, then when the enemy unit comes to remove its stand, if it cannot maintain a valid formation or if it cannot remain in contact with the friendly units by removing a stand then it immediately breaks, disintegrates and routs. Withdrawal Then, at the very end of the Remove Loses Phase, any single stand unit or any unit that has been reduced to a single stand that is still in contact with any enemy unit automatically withdraws (the unit s commander has had enough and decides to call it a day). Command units and Heavy Cavalry units can ignore withdrawal. Any such single stand unit is simply removed from the game. The removal of any such units withdrawing is done simultaneously. Continuing the previous example, the second unit that outflanked is now only one stand strong. Now, assuming the enemy unit has been able to remove its losses and is still there, still in contact with both units and still in a valid formation, then this single stand unit must be immediately withdrawn. Emergency Squares All emergency squares become (solid) squares at the end of this phase. The Movement Phase The Movement Phase is next. Movement is not compulsory. A player does not have to move a unit if that player does not wish to do so. A player cannot move an opponent s unit at any time. A friendly unit that is in base-to-base contact with an enemy unit at the start of a player s movement phase cannot do anything at all during that player s movement phase. It must fight hand-to-hand combat instead. Otherwise, during a player s movement phase, that player may physically move (manoeuvre) any of his units on the table one unit at a time. Once a player has completed a unit s movement (manoeuvring) on the table then that unit cannot be moved again during the same movement phase unless noted otherwise. If any stand leaves or partially leaves the table for any reasons whatsoever then that particular stand is immediately removed from play (those troops took the opportunity to abscond). During its movement phase, a unit can do one and one only of the following actions:

12 Infantry units can either: 1) Manoeuvre and then Change Formation, or, 2) Charge (if able) Page 12 of 28 Cavalry units can either: 1) Manoeuvre and then Change Formation, or, 2) Change Formation and then Manoeuvre, or, 3) Charge (if able) Unlimbered Foot Artillery units can either: 1) Prolong, or, 2) Limber Up Limbered Foot Artillery units may either: 1) Manoeuvre, or, 2) Unlimber Unlimbered Horse Artillery units can either: 1) Prolong, or, 2) Limber Up and then Manoeuvre Limbered Horse Artillery units can only: 1) Manoeuvre and then Unlimber Command units can only: 1) Manoeuvre Can a unit interpenetrate something? No: Whatever the phase or circumstances during the game a unit cannot interpenetrate any other units (friendly or not) nor interpenetrate any type of terrain prohibited to the unit type (see the terrain guidelines in the appendix). However, mounted units may be able to flow around small units in certain circumstances (see Flow Around). Players may decide between themselves as to what affects the terrain will have upon movement before the game (see the terrain guidelines in the appendix). My advice is to keep it simple. How does a unit change formation? A change of formation is always done about the centre point of the front rank of the unit (unless noted otherwise). A unit in a square formation has a front rank all of the way around the unit and therefore a centre point on each of its four sides. Centre point of the front rank of the unit Centre point of the front rank of the unit To change formation, the stand in the front rank of the unit at the centre point of the unit must remain stationary and maintain its current facing while all of the other stands of the unit form a new valid formation about this stationary stand. Where the centre point is in between two stands, the player may choose either one of those two stands (stand 3 or stand 4 on the left-hand example above). Now this is important: After changing formation the designated stationary stand must still be a valid stationary stand in the new formation. For example, one possible formation for each of the two units shown above is: Centre point of the front rank of a unit

13 Page 13 of 28 How do I manoeuvre a unit? First, you will find that manoeuvring a unit is quite flexible especially for cavalry units. A player manoeuvres his units on the board one at a time by moving and turning the units. To move a unit: The player must move the unit directly forward in a straight line without any deviation (use a little common sense here please). However, this straight line movement can be broken up by a series of turns (without a capital). The movement allowance, double-time movement allowance and charge movement allowance for each type of unit are: Unit Type Move Double Charge Time Infantry Units in Line Upto 4 Upto 8 Upto 4 Infantry Units in Column Upto 5 Upto 10 Upto 5 Infantry Units in Skirmish Line Upto 6 Upto 12 Upto 6 Infantry Units Stepping Back Upto 2 Upto 4 Can t Infantry Units Side-Stepping Upto 2 Upto 4 Can t Infantry Squares Upto 2 Upto 4 Can t Light Cavalry Upto 18 Upto 36 Upto 14 Medium Cavalry Upto 18 Upto 36 Upto 18 Heavy Cavalry Upto 15 Upto 30 Upto 22 Prolong Artillery Upto 1 Can t Can t Move Limbered Foot Artillery Upto 5 Can t Can t Move Limbered Horse Artillery Upto 9 Can t Can t All Commanders Upto 22 Upto 44 Can t However, a unit in a square formation cannot move at all if there is any enemy cavalry unit within 9 of the square (not counting command units, single stand cavalry units or any cavalry units reduced to a single stand). A non-artillery unit can only opt to double-time if there are no enemy units within 18 of that unit at the start of that unit s movement phase (including enemy artillery units and enemy command units). To double-time, the unit simply receives a movement allowance of double its normal movement allowance (see above) and all of the normal rules of movement still apply. However, whilst manoeuvring on the table, a unit double-timing must remain at least 18 away from any enemy unit or enemy units at all times (including enemy artillery and enemy command units). To turn a unit: The player simply turns (pivots, rotates) the unit about its front centre point (see Changing Formation). There is no limit as to how far a unit may turn. A unit may turn by any amount from virtually zero to a full 360 degrees (and use a little common sense here too please). For example, a Cavalry unit with a movement allowance of 18 starts its manoeuvring by doing a 20 turn, then moves 4½ directly forward, does a 45 turn, moves another 5½ directly forward, does a 5 turn, moves another 6 directly forward before doing one more turn of 125. Thus, the unit has only moved 16 out of a possible 18 (that is the 4½ +5½ +6 ) and has done 4 turns (a 20 turn, a 45 turn, a 5 turn and a 125 turn). Can a unit about-face? Yes: An about-face is a special type of turn that can be used to change the direction that a unit is facing by exactly 180 degrees. Unlimbered artillery units and any units in any type of square formation cannot about-face. Instead of turning (pivoting) the unit about its front centre point by 180 degrees a player about-faces a unit by rotating each individual stand of the unit by exactly 180 degrees. Any odd stands are moved forward (or backwards) to reform a valid formation thus:

14 1 2 1 Page 14 of Can a unit step back? Possibly: Instead of about facing, moving back and then about facing again, an infantry unit can instead opt to step-back whilst still maintaining its current facing. Only infantry units can opt to step-back. A unit stepping-back has a movement allowance of only 2. The unit simply manoeuvres directly backwards (instead of directly forwards) by upto 2 while maintaining its current facing. A unit can still turn (pivot) as part of a step-back. Can a unit step sideways? Possibly: Instead of turning to the flank, moving and then turning back again, an infantry unit can instead opt to side-step whilst still maintaining its current facing. Only infantry units can opt to side-step. A unit side-stepping has a movement allowance of only 2. The unit simply manoeuvres directly sideways (instead of directly forwards) by upto 2 while maintaining its current facing. A unit can still turn (pivot) as part of a side-step. Can a unit flow around a small unit in its way? Possibly: Only mounted units can flow around. A mounted unit can only flow around a single stand unit or any unit that has been reduced to a single stand that is in their path thus: 1) A mounted unit that is just manoeuvring (not charging) may flow around any friendly single stand unit that is in its path 2) A mounted unit that is charging (but not intercepting) may flow around any single stand unit that is in its path friendly or not To flow around a unit, the unit manoeuvring or charging simply treats the single stand unit in its way as if it wasn t there. All of the normal rules of movement and interpenetration of any other units still apply and all of the normal terrain restrictions also still apply. A unit flowing around must end its movement completely past the single stand unit that is in its way. If a unit cannot complete its flow-around movement completely past the single stand unit that is in its way for any reason whatsoever then that unit cannot flow around that single stand unit at all. How does a unit charge? A player must use a charge to bring a friendly unit into contact with an enemy unit for the purpose of hand-to-hand combat. However, some units cannot charge and they are: Any single stand unit (including command units) cannot charge Any unit reduced to a single stand cannot charge Artillery units cannot charge A unit in any square formation cannot charge A unit side-stepping or stepping back cannot charge First, if a unit is in command then that unit may charge without testing. Otherwise, a unit must test to charge (Remember, a unit can only trace command to its own Brigade commander, its own Division commander or the overall Corps commander). To test to charge the player simply throws 1D6 requiring a 3 or less on the dice to charge. A unit failing the test to charge cannot charge but that unit can still manoeuvre. A unit may turn slightly for free immediately before charging. To turn before charging, the unit simply turns (pivots) about its front centre point such that its front edge corners move no more than ¼ (see Movement). Then, to charge the player moves the unit directly forward in a straight line without any deviation (use a little common sense here please). The charging unit is deemed to be in contact with an enemy unit as

15 Page 15 of 28 soon as it comes into physical, base-to-base contact with an enemy unit. The charging unit immediately ceases its movement upon contact. The enemy unit may be able to react (see Reactions). Can infantry charge cavalry? Perhaps: In these rules, an infantry unit can attempt to charge a cavalry unit but only if that infantry unit can outflank the cavalry unit. An infantry unit attempting to charge a cavalry unit must test to charge regardless of whether the unit is in command or not and the player must throw 1D6 requiring a 2 or less on the dice to charge. A unit failing this test to charge cannot charge but that unit can still manoeuvre. How does artillery move? An unlimbered artillery unit can be moved a little by using manpower alone, that is, the unit prolongs. An artillery unit prolongs (manoeuvres) like any other unit. All artillery units can be moved by using animal teams, that is, they limber up and move off. The actual animal teams and limbers are not required. A player simply indicates that an artillery unit has limbered up by placing a small white indicator onto the artillery unit s base. A limbered artillery unit then manoeuvres like any other unit. A limbered artillery unit must unlimber in order to set up for firing and must be unlimbered in order to fire. To unlimber an artillery unit, the player simply turns (pivots) the artillery stand to face any direction desired and then removes the white limbered up indicator from the unit s base. The artillery unit is then unlimbered and is ready to fire. Can a unit be voluntarily retreated? Yes: Any single stand unit or any unit reduced to a single stand can be voluntarily retreated (the unit s commander has had enough of the situation and decides to retreat). Otherwise, a unit must be in command range of its own Division commander or the overall Corps commander to be retreated (see Hand-to-hand Combat). A unit can only be retreated at the very end of that player s movement phase. A unit that is in contact with an enemy unit can still be voluntarily retreated. To voluntarily retreat a friendly unit, the player simply announces that the unit is retreating, picks up all of that unit s remaining stands and removes them from the game. Voluntarily retreated units do not return to the game. Players may decide between themselves as to what affects voluntary retreated stands have on the victory conditions for the game. Reactions Reactions are very important within the game system. Your opponent may be able to react to some of your actions thus spoiling your plans. A unit can only react during the opponent s movement phase and a unit may only attempt to react once during the opponent s movement phase. The reactions are: 1) A cavalry unit can attempt to intercept an enemy unit A friendly mounted unit that is not in contact with any enemy units can attempt to intercept an enemy unit. Single stand mounted units (including Command units) or any mounted unit that has been reduced to a single stand cannot intercept. A mounted unit can only attempt to intercept (that is, charge) an enemy unit that actually moves or charges whilst in or partially in that mounted unit s Intercept Zone. A mounted unit s Intercept Zone is directly ahead of the unit in the direction it is facing and parallel to the unit s sides extending out to 9 thus: Unit Facing Mounted Unit s Intercept Zone extending out to 9 A mounted unit cannot intercept a unit that is just changing formation, turning, pivoting, about facing, limbering up, unlimbering, etc. The target unit must actually be changing position by moving (including side-stepping, stepping-back or prolonging) or be changing position by charging.

16 Page 16 of 28 For an enemy unit to be an eligible target for an intercept the following three conditions must all be met: 1) The enemy unit that is the target for the intercept must be in or partially in the friendly unit s intercept zone at the time (see above) 2) There must be no other units or stands (friendly or not) anywhere in or partially in the intercept zone between the friendly unit attempting the intercept and the target unit of the intercept 3) There must be no terrain prohibiting charge movement of the friendly intercepting unit in or partially in the intercept zone between the unit attempting the intercept and the target unit of the intercept If so, then the enemy unit is eligible to be intercepted and can be intercepted. A counter-charge is a type of intercept. To attempt to intercept, the player simply announces that a particular friendly mounted unit is attempting to intercept the enemy unit at any time during that enemy unit s actual movement on the table but only while the enemy unit is within that friendly mounted unit s intercept zone (use a little common sense here please). Once the intercept attempt is declared then the enemy unit immediately suspends its movement noting how far it has already moved. If the unit attempting to intercept is in command then that unit can intercept without testing (for command see Hand-to-hand Combat). Remember, Heavy Cavalry units are deemed to be always in command. Otherwise, a unit must test to intercept. To test, the player attempting the intercept simply throws 1D6 requiring a 3 or less on the dice to successfully intercept. A unit that successfully conducts an intercept charge suffers some disorder and so immediately takes one hit. A unit successfully passing the test to intercept is immediately moved directly forward (no turns or pivots) and into base-to-base contact with the enemy unit. Both units do no more this phase and both units await hand-to-hand combat. A unit failing the test to intercept simply remains in place and does nothing else this phase (the unit s commander failed to take the initiative). If the enemy unit is not successfully intercepted then that enemy unit is free to resume its manoeuvring or charge movement on the table again. This enemy unit can be intercepted again during its subsequent movement on the table, that is, a unit can be the target of more than one intercept charge during its movement on the table. 2) A cavalry unit being charged can recoil Any friendly cavalry unit (including command units) that is not in contact with any enemy units can opt to recoil if charged. No test is required. First, the enemy unit that is charging the friendly cavalry unit is moved into contact with the friendly cavalry unit. The friendly cavalry unit contacted can then opt to either stand and fight or opt to recoil. If the friendly cavalry unit contacted opts to stand and fight then both it and the enemy unit in contact with it do no more this phase and both units await hand-to-hand combat. If the friendly unit contacted opts to recoil then that unit suffers some disorder and so immediately takes one hit. The player controlling the recoiling unit must then manoeuvre (move and turn) the mounted unit to a position on the table that is: 1) Is at least 18 away from the charging unit, and, 2) Is no more than 24 away from the charging unit, and, 3) Is at least 18 away from any and all other units on the same side as the charging unit (including artillery units and command units) (Use a little common sense here please). All of the standard rules for manoeuvring a unit (not charging a unit) still apply to the recoiling unit and all of the normal terrain and interpenetration restrictions also still

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