More Drums and Shakos

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1 More Drums and Shakos Additional Scenarios, Army Lists, new Rules and Special Rules for the Song of Drums and Shakos Fast Play Napoleonic Skirmish Rules This material is copyright Sergio Laliscia/Ganesha Games 2008 Written by Sergio Laliscia Rules editing by Andrea Sfiligoi English-language editing by John Oman Based on the Song of Blades engine by Andrea Sfiligoi The author can be contacted at: Play testing and helpful suggestions: Andrea Sfiligoi, Stefano Stibelli, Jean Levrero, the Song of Blades Yahoo group, and the many nice folks at Lucca Comics and Games 2009 and at Dadi.com 2009 who stopped to play games at our tables. Thanks to Nic at Eureka Miniatures ( for providing exceptional 28mm models for the Tyrolean rebellion (see back cover). For errata and clarifications please download our free webzine Free Hack ( or join the Song of Blades yahoo group at ( Official SDS blog: Official Ganesha Games blog:

2 Introduction 3 New Rules 3 Mixed Nationality Squads 3 Unused Points 3 Extreme Weather 4 Former Ally 5 Enemy 5 Optional Rule For Multiplayer Games 5 Optional Rule: Double Six on Activations 5 National Features 5 New Weapons 6 Better Weapon 6 New Special Rules 7 Ambusher 7 Civilian 7 Fervor 7 Guerrilla 7 Hero 7 Individualistic 7 Mob 8 Running Blow 8 Uninspiring Leader 8 Wurzburg (Grand Duchy of) 20 Dutch-Belgian Contingent Foreign Regiments in French Service 21 Foreign Regiments in British Service 22 Hanover (Electorate of) 22 Italy (Kingdom of) 23 Naples (Kingdom of) 23 Nassau 24 Ottoman Empire 24 Portugal (Kingdom of) 25 Saxony (Electorate of) 25 Spain (King Joseph s) 26 Spain (Kingdom of) 26 Sweden (Kingdom of) 27 Tyrolean Insurgents (1809) 28 United States of America (War of 1812) 28 Warsaw (Duchy of) 29 Who Was Allied With Whom 29 Appendix: the Ottoman Empire Army 30 Ganesha Games presents: 32 Scenarios 9 Take that Gun! 9 Task Resolution System 10 Convoy Escort 11 Reinforcements! 13 Under Fire! 14 Rosters 15 Brunswick (Duchy of) 16 Canada, Indian Confederacy and British Colonial Infantry (War of 1812) 16 Confederation of the Rhine 17 Baden (Grand Duchy of) 17 Bavaria (Kingdom of) 17 Berg (Grand Duchy of) 18 Hessen-Darmstadt (Grand Duchy of) 18 Nassau (Duchy) 18 Saxony (Kingdom of) 19 Westphalia (Kingdom of) 19 Wurttemberg (Kingdom of) 20

3 Introduction Any game with the ambition to represent the Napoleonic Wars would be incomplete without profiles for the soldiers of the so called Minor Nations. These nations provided both Napoleon and his enemies with hundreds of thousands of soldiers during the whole period, paying a heavy toll in lives fighting for a cause they did not even understand. Soldiers from Croatia, Italy, Spain and many other nations found a horrible death in Russia during the 1812 campaign; everywhere in Europe, battlefields were stained with the blood of German youth coming from some small Principality, hastily drilled and equipped, and sent to fight for the Empire. In the following pages, you will find stats for 26 of these Nations. We also included profiles for theaters like the War of 1812 and the Tyrolean Rebellion (1809), to allow you to refight some clashes in a slightly different environment. The Ottoman list, published several months ago as a free add-on, has also been reprinted for the benefit of those who like to have all profiles in a single book. Several new rules and weapons have also been added. Enjoy! New Rules Mixed Nationality Squads Within the restriction of actual historical alliances, players can mix their squad as they see fit. However, if the Officer is of a different nationality to the soldiers, he may have problems in giving orders. In such cases, whenever he gives a Group order, roll for the Group an additional, different colored die. If this die rolls a success, nothing untoward happens. However if it is a failure, one of the Group s successes becomes a failure, with all usual consequences. Note the presence of a Musician (drummer, piper, etc) can still influence the result with its special rule. Example: Captain Lacroix (a Frenchman) is leading a Westphalian squad in a bitter engagement against the Russians. He rolls 2 dice for himself, getting a success. Lacroix gives a Group order to four of his soldiers: being Quality 4 and in command range, they activate at 3+. The Group rolls 3 dice and gets 2, 5 and 6 and a further (black) die is rolled for the different nationality of Capt. Lacroix. The black die scores a 2, a failure. From the initial 2 successes and 1 failure, the result is now 2 failures and 1 success, and that would cause a turnover. However, a drummer is within range, so Capt. Lacroix uses its special rule, re-rolling the black die. He gets a 4, and the Group gets a final result of 2 successes. Unused Points When building your squad, sometimes you have some spare points, not enough to buy another soldier. In this case, you can buy up to 3 small (1S) fences or hedges for 5 points each. This can be done for pick up games only. Place the additional terrain features when you deploy your models. They can be placed anywhere within your half of the table (that is, from the player s baseline to the center of the table).

4 Extreme Weather Several campaigns in the Napoleonic period were fought in difficult weather conditions. If both players agree to use the weather rules, determine the location and season of the fight and - after table setup and before deploying models - check the weather condition for the ensuing battle, rolling a d6 on the appropriate table. Southern Europe, Egypt, Southern USA Season Snow Heavy Rain Fair Intense Heat Winter Autumn/Spring Summer Modifier: Egypt +1 Central Europe, USA Middle East Season Snow Heavy Rain Fair Intense Heat Winter Autumn/Spring Summer Northern Europe, Northern USA, Canada Season Snow Heavy Rain Fair Intense Heat Winter Autumn/Spring Summer Modifier: Sweden, Norway, and Russia -1 Fair No special rules for battles in Fair weather. Snow The whole playing surface, other than Impassable areas, becomes difficult terrain: all movement capabilities are downgraded 1 level (Long movement becomes Medium, Medium becomes Short, Short needs 2 actions to move). Light troops do NOT benefit of their special rule. Standing up after falling takes 2 actions instead of one. Intense Heat No soldier may move three times in the same turn. If moving twice, the second movement is downgraded (Long movement becomes Medium, Medium becomes Short, Short needs 2 actions). Note that, due to combination of Intense Heat and difficult terrain, a model could be forced not to move at all if it has not enough actions. Example: Summer 1810, Central Spain, 40 Celsius. A soldier is in difficult terrain and gets 2 actions. With its first action, it moves 1S (Medium move limited by difficult terrain). With its second action it should move again 1Short, but due to Intense Heat, it needs 2 action to do it. Not having enough actions to move, the soldier stops there (he could anyway shoot or attack in hand-to-hand, if able: for game purposes, Intense Heat only prevents fast movement). Heavy Rain When shooting, apply the Ammo Depletion rule on an unmodified result of 1-2 (on both die rolls). This reflects the combination of ammunition depletion and wet powder. Example: under heavy rain, a soldier shoots at an enemy. He rolls a 2, and must check for ammunition depletion. On a further roll of 1 or 2, the soldier is unable to shoot for the remainder of the battle. Bows cannot be used at all in heavy rain. Javelins and Tomahawks can be used as normal.

5 Former Ally During the Napoleonic wars, soldiers of several minor nationalities found themselves fighting their old masters and/or comrades, and this sometimes resulted in a reduced effort (if not in open mutiny). Some examples are Spanish troops of Joseph s Kingdom of Spain fighting against other Spanish; Dalmatians, Croatians and Istrian troops in French service fighting the Austrians, or Bavarian soldiers fighting the French after In these cases, players may want to see this attitude reflected in the game. When a Former Ally tests Morale, 3 failures cause the soldier to switch sides. From that instant on, he will be controlled by the opponent. It still count as lost for its original squad. Enemy The Chasseurs Britannique in British service and the Irish Legion in French service are just two examples of units recruited among bitter opposers of their homeland. As it can be expected, their former compatriots showed no mercy for these soldiers, who were generally considered traitors. They often fought to the bitter end, knowing well what would happen to them if they were taken prisoners. When an Enemy model has to test Morale, it does so by rolling just two dice (instead of three). Optional Rule For Multiplayer Games Using the card system outlined in SDS, it may sometimes happen that the player who acted last in a turn sequence, acts first in the following turn sequence, thus performing two turns in a row. When this happens, any other player may ask to reshuffle the deck and draw another card until a different player is selected. Optional Rule: Double Six on Activations When rolling dice for activation, an unmodified double 6 grants an extra action for the soldier. This extra action can be used as normal but under no circumstances a soldier will be allowed to move more than three times or to attack twice (in close combat and/or with a ranged weapon). Example: Sergeant O Brian is trying an activation on 2 dice. His musket is discharged, and he needs to reload. The player rolls a double 6 and Sgt. O Brian gets three actions! Now he can reload and fire, or move to cover and then reload. Note that Tomahawks and Two Pistols are exceptions to this rule (see New Weapons). The double six rule makes your games a little more unpredictable. National Features As in SDS, the use of these rules is optional. Players must agree before game starts if they want to use them. All French Allied Blades for the Emperor Once per game, a hand-to-hand combat die roll can be re-rolled. All British and Austrian Allied Sure Aim Once per game, a ranged weapon die roll can be rerolled. Ottoman Turks Fury Once per game, one infantry model in close combat will kill an opponent just beating its die roll (apply all modifiers). The target cannot be an Officer. Declare the use of this rule before rolling the die.

6 New Weapons Dagger A Dagger qualifies as better weapon in all Ambush attacks. In normal close combat it is considered being slightly better than being unarmed! Javelin A model armed with a Javelin can throw it at up to 1S range, with no modifier. Throwing the Javelin costs one action, but it can be thrown as a free action at the end of any movement. Mark the miniature when the Javelin has been thrown. A Javelin is uneffective in close combat and counts as Primitive Weapon in hand-to-hand. Pike A model armed with a Pike can keep enemies away thanks to the reach of his weapon. Therefore, when moving into contact with a Pikeman, a soldier must take a Morale test on 3 dice: if it gets more successes than failures, the model enters normally in close combat (don t forget to apply the better weapon modifier); if it get more failures, it is intimidated by the pike and does not move at all. All his remaining actions are lost. On the other hand, a Pikeman losing combat is always wounded, and therefore eliminated. This represents the fact that, if an enemy manages to get into the pike s reach, the pikeman has very little to defend himself with. Primitive Weapon Pitchforks, agricultural tools, hammers, scythes, clubs and the like are classified as primitive weapons. While useful only in close combat (and worst than almost any other weapon), they inflict nasty wounds or can knock a man cold with a lucky blow to the head. Therefore, when a model fighting with such a weapon rolls an unmodified 6 in close combat and beats its opponent, the latter is automatically wounded (i.e. out of play). Two Pistols A model with two pistols can fire twice in a turn, spending two actions. It can shoot twice at the same target, or at two different targets, but cannot aim any shot. Reloading each pistol costs two actions. The model does NOT drop the other pistol while reloading, he is assumed to put away the other pistol in a sash or belt as part of the two actions required for reloading. Note that firing twice is a player s choice: the model can always fire once (and aim the shot normally). A model armed only with pistols is considered unarmed in close combat. Tomahawk A typical American Native weapon, the Tomahawk can be used both as a throwing weapon and in hand-to-hand combat. In the latter case, it counts as an Axe. When thrown, its maximum range is 1S and the weapon modifier is 0 (zero). Mark the miniature when the tomahawk is thrown. A warrior CAN throw a tomahawk and then attack in close combat if he has enough actions. Better Weapon To determine who has the better weapon in close combat, the updated list from best to worst is: Dagger (if in Ambush mode); Pike; Lance; Halberd; Sword; Musket; Other firearms generally used without bayonet (obsolete weapon, rifle, blunderbuss); Axe (Tomahawk); Primitive weapon or Javelin; Dagger (if NOT in Ambush mode); Unarmed.

7 New Special Rules Ambusher When deploying, for every model with this special rule put 2 counters face down on the table in a hidden position (inside a building, behind a wall or fence, etc.). Counters must be visible to opponent. Only one counter is real, the other is a dummy. An ambusher counter is revealed and the corresponding model is deployed on the table - when: 1) it takes an action; 2) an enemy model moves within 1S from it and it has a line of sight to the ambusher. If the counter is a dummy, remove it from play. Note that if all dummies are revealed, the real ambushers models must be deployed on the table. Civilian When a model with this special rule must test Morale, count and compare losses on both sides (fled soldiers count as lost). If the civilian side has sustained the same or inferior number of losses, test using the normal (modified) Quality of the soldier. If however the civilian side has lost more models than the opponent, the Morale test is performed at -1. If the civilian Leader is lost, the test is anyway at -1, notwithstanding the total losses comparison. Note that this is instantaneous: if more than one model must test Morale and the first flees, this loss is counted toward following losses comparison. Civilians count as Green for purposes of Morale tests, and cannot receive Group orders.. Fervor A model with Fervor may encourage soldiers around him with his example or words. Any Civilian or Guerrilla within 1S from the model with this Special Rule may re-roll 1 failed activation die. The result of the re-roll is final. This rule cannot be applied to Group orders. If the model with Fervor is wounded or killed during the opponent s turn, all Civilian and Guerrilla models within 1S must take a Morale test as per standard rules, but if a model gets three successes, it can immediately perform three free actions. These actions must be used to close towards the nearest enemy and attack in close combat. Resolve the Morale tests and the following free activations (if any) one model at a time. After all free activations have been performed, opponent continues his turn normally. This rule can be applied only to priests or Heroes. Guerrilla A model with this special rule ambushing an enemy gets a +2 close combat modifier (instead of +1 as per the standard Ambush rule). Hero A model with this special rule always has an automatic success in activation. In other words, assume that one of his dice always rolls a 6 (note that this does not count for purposes of the optional double 6 rule). Example: rolling one die and getting a success, entitles the model to perform two actions. Note that there are no profiles with this special rule in this set: players may agree on using it, and make 1 of their soldier a Hero. The point cost for a Hero is the soldier normal cost plus 100 divided by the hero s Quality (round fractions up). Example: an Officer point cost is 60 points (Q3 C2). Its owner decides to buy the Hero Special Rule for him: the Officer s final cost would be 94 (100/3 = 33,3 rounded up to 34, plus 60). A Hero is always a Personality. Individualistic A soldier with this special rule cannot receive Group Orders, so must always act independently. It normally receives the Leader bonus, if in range.

8 Mob A soldier with this special rule has +1 to dice rolls for activation purposes only. A Mob must be composed by at least 3 models; all must be within 1S from another member of the Mob. The bonus is retained by all members of the Mob until the first member of the Mob is killed/wounded or flees from the battlefield. When this happens, Mob members activate with their standard Quality. All soldiers in the Mob must have the Mob rule. A player s squad may contain more than one Mob, but the player must mark the models (we suggest using a small colored dot on the base) to remember which Mob a model is part of. Running Blow A soldier with this special rule is able to hit an enemy while moving, and doesn t have to stop when it enters in hand-to-hand combat with a foe. To perform a Running Blow, place the measuring stick on the tabletop in a way that a point of the soldier s path is adjacent to its target. Move the model up to that point and perform the attack as normal. If the model wins the combat, n o matter what happens to the foe, the model is moved to the end of the stick without having to disengage or suffering any Free Hacks. If the opponent is knocked down, he is knocked down exactly where he is at the moment of attack. A model with Running Blow can still make only one attack per turn if its movement brings the model in contact with another enemy after the first, the model s movement stops there, adjacent to the new enemy. Uninspiring Leader An Uninspiring Leader has his Command range reduced to 1M. An NCO taking command after the Uninspiring Leader s loss has a command range of 1M.

9 Scenario: Take that Gun! A 4 pdr. gun with six artillerymen has been unlimbered in a key position during a small clash, with some light infantrymen to protect it. The attacker s Squad has been ordered to silence it. Defender s Squad (298 points) 1 Artillery Officer Q3 C2 Sword, Pistol, Leader (60) 1 Artillery NCO Q3 C2 Sword, Musket, NCO (56) 5 Artillerymen: Q4 C2 Sword (100) 2 Light Infantrymen: Q4 C2 Musket, Light, Marksman (82) The Gun should have a rectangular base of the minimum size possible to fit the miniature (about 40 x 40mm. if you are using 28mm figures). Attacker s Squad: build a squad on 400 points. Attackers win the initiative on the first turn. Terrain: see scenario map. Deployment: Defenders deploy first. The Gun must be placed in the very center of the table. The gunners (artillerymen) can be placed anywhere as long as they are in contact with the base of the gun. Leader, NCO and Light Infantrymen must be deployed anywhere within 1Long from the gun. Attacker s models must be deployed in contact with the friendly baseline. Victory conditions: Attackers win by routing defenders or by spiking the gun. To spike the gun, a soldier must spend 2 actions adjacent to the gun, while not engaged in close combat. If he spends one action, and then he is interrupted (for example, because an enemy moves in hand-to-hand contact with him, or a shot knocks him down or forces him to recoil away from the gun), he must start over. Defenders win by routing the attackers. Scenario special rules: when the game begins, the gun has just fired a shot: it must be reloaded to fire again. Crew activation Artillerymen can be activated individually or as a Group (by the Leader). Moving, attacking in close combat and firing the gun are individual actions. Reloading and manhandling the gun are Group actions only. Firing the gun The gun can be fired to its front using Ballshot or Canister. Ballshot: 1 action by one of the crew to fire. Any target on the table is in range. Procedure: draw an imaginary straight line from the cannon s muzzle. The ball hits anything that lies within 1S across the line (put the short measuring stick perpendicular to the line, with its middle touching the line). The shot hits with C6. Roll for Combat as usual and apply the results to targets immediately. If beaten, target automatically falls (i.e., do not consider odd or even result as in normal fire). The gun can be manhandled before firing (see below). Ignore any cover or range modifiers.

10 Canister: 1 action by one of the crew to fire. All table is in range. Procedure: draw an imaginary straight line from the gun muzzle. The grapeshot hits anything that lies: at 1L range, within 1S on both sides of the line (at C6); at 2L range, within 1M on both sides of the line (at C5); at 3L or more, within 1L on both sides of the line (at C4). Roll for combat as usual. Apply results to targets immediately. If beaten, target is knocked down anyway (do not consider odd or even result as in normal ranged combat). The gun can be manhandled before firing (see below). Ignore any soft cover. Hard cover, such as low walls, gives -1 to the Gun s Combat score. Manhandling the gun (pivot in place) This takes 9 actions by the crew as a Group Order. Procedure: the Leader gives the order (using 1 action as normal). Declare how many artillerymen are part of the Group Action (all must be in command, that is, within 1L from the Leader, and in contact with the gun s base). Roll 1, 2 or 3 dice as you see fit and multiply the number of successes by the number of crew taking part in the action. If 9 or more actions are generated, you can pivot in place the gun up to a maximum of 45, and move the gunners who took part in the job in contact with the gun s base (no actions required this movement around the gun happens as part of the pivoting action). Note that the gunners acting this way cannot do anything else in the current turn. If 8 or less actions are generated, no manhandling is possible. The Officer and NCO may help with manhandling. Reloading the gun Reloading is made in three-6 actions-steps by the crew as a Group. Procedure: as above. With less than 6 successes, nothing happens. With 6-11 successes, mark the gun with a 1 step done counter. With successes, mark the gun with a 2 steps done counter. With 18 or more successes, mark the gun as loaded (and ready to fire). Excess successes do not carry over in later turns (7 successes mean 1 step done and the seventh is wasted), but steps do: a gun with a 2 steps done counter, needs just 6 more actions to be loaded. Task Resolution System The above rules for moving the gun can be used also as a general task system for the scenarios you devise, especially if playing on large tables where the two opposing forces have some distance between them. An example would be several sappers trying to build or destroy a bridge, soldiers hurrying to remove a fallen tree from a road to move a carriage across the table, or rebels building a barricade in a narrow alley with sandbags and barrels. In general, all actions will either require a fixed, minimum number of successes that must be scored in a single turn, or a number of steps (as in reloading a gun, above) that must be accumulated over several turns for the task to be accomplished. Models engaged in handto-hand or recoiling/ falling due to enemy fire cannot take part in the group action that turn. Note that some simple actions that do not require specific training may not require the presence of a Leader to be performed. Unless you play with an umpire, agree with your opponent the details of the tasks resolution before play commences. 10

11 Scenario:Convoy Escort A wagon containing important documents and its escort are attacked by an enemy force while crossing a wooded area along a road. Total Points: Attacker 330, defender 400. Terrain: see Scenario Map. they are hidden. The two woods must both have an even or odd number (1 and 3 or 2 and 4) and the player should write odd or even on a piece of paper, together with the composition of the two groups of models. Once the defending player has finished his first turn (or a turnover occurs) the attacker may begin (but it s not obliged to) activating his force, placing all his soldiers on the table inside the chosen wood at least 1M from any of its edges. Play then proceeds normally. If the attacker elects not to move, the defender takes another turn. Victory conditions: Defender wins if the wagon exits the table on the road on the opposite (left) side, with a driver and at least 3 friendly soldiers. Defender models exiting the table due to morale check failure do not count for the purposes of this rule. The Attacker wins if the Defender cannot achieve this. Scenario special rules: The defender has the initiative on turn one. He does not need to activate models already on the table (they automatically move 1S). The remaining models of the defender must activate normally in order to enter the table, and they must remain behind the wagon but not necessarily in march column along the road. The wagon must always move in a straight line along the road. Deployment: Defender deploys the wagon on the road in rear contact with the right table edge, with half the squad (rounded down) in march column (i.e., in base to base contact with each other) on the road before the wagon. The other half of the squad is off the table following the wagon, and enters play after the wagon has moved (1S, see special rules). Officer and NCO (if on the table) can be deployed anywhere within 1S of the wagon and not necessarily in march column. Note that Leader bonus does not count until the Officer enters the table. The Attacker s models are not deployed on the table when the game begins. The attacking player must divide his squad in two and must choose two wooded areas where The size of the wagon should not exceed 1M (horses included) front to back, and when it moves do NOT consider its base depth as part of the move, as it is normally done with soldiers; measure movements from the front of the base, or the front legs of the horses if the wagon is not based. The road must be clear for the wagon to move. This means that the player will have to move friendly models out of the way in some cases. If any enemy troops are on the road when the wagon moves over them, the troops automatically recoil out of the road, giving way to the wagon. The whole wagon (horses included) provides cover. 11

12 If the driver is knocked down in combat, he remains on the wagon (he doesn t fall off) but cannot drive it until he stands up again (1 action). From turn two, the wagon must be activated normally using the Quality of the driver (do not forget to apply the Leader bonus, if any) and moves 1x Medium for each action. If this happens, a soldier is needed to drive the wagon: he must move adjacent to the wagon and spend one action to jump in. While driving, the soldier cannot fire nor reload, and if attacked in hand-to-hand combat he is considered unarmed. An unmanned wagon will not move. The wagon has a civilian driver (Q4 C1, unarmed) at no point cost for the defender. The driver cannot voluntarily abandon the wagon and if he is hit, or loses hand-tohand combat in any way, he is considered wounded and the wagon stops. 12

13 Scenario: Reinforcements! An assault squad has been assembled to clear a small redoubt occupied by enemy forces. Time is of paramount importance, because as soon as the alarm is spread, more and more defenders will come. Total Points: Attacker 400, defender 160 at the beginning of play, then up to 500. The defender has to form his squad before game begins, and then choose which models will start in play. Terrain: The square redoubt is 1L x 1L and is made of stones (hard cover). Both fences are made of two 1L sections. The four table edges are numbered 1-4 for random reinforcements entry. Scenario rules: starting from the second turnover of the attacking player, and at the end of all his turns thereafter, some of the defender s reinforcements arrive. To determine how many soldiers arrive and from which table edge, the defender first rolls a d6 for the entrance side (on a 1 to 4, the reinforcements enter from the table side whose number has been rolled; on a 5-6, the player chooses) and then rolls again for the number of soldiers entering: 1-2 = 2 soldiers 3-4 = 3 soldiers 5 = 4 soldiers 6 = 5 soldiers The defender chooses which soldiers enter the table. They start just outside the table edge, and must be activated as normal. If an officer and or an NCO are with the entering reinforcements, the Leader bonus on Quality must be taken into account. The defender tests Morale for Leader loss as per standard rules. However, when calculating the half squad + 1 losses that trigger a Morale test, always count all models, including those still out of the table (the soldiers know that they are there). Deployment: The defender deploys all his starting models inside the square redoubt in the middle of the table. Then the attacker deploys all his squad within 1 L from any one table edge. The remaining defender s models are kept secret until they arrive on the table. Victory conditions: Attacker wins if at any moment - there are no enemies and at least one friendly soldier in the redoubt. Models react differently to morale failures depending on their position on the tabletop. For every failure in the Morale test, models outside the redoubt make one fleeing move towards the nearest table edge, taking the shortest route possible and avoiding both difficult terrain and active enemies if possible; models inside the redoubt move to the center of the redoubt and go prone. With one failure, the soldier moves to the center of the redoubt; with two failures, the soldier moves to the center and goes prone, with three failures the soldier surrenders. 13

14 Scenario: Under Fire! Two opposed advance-guards arrive at the same time to take control of a small village the day before a battle. During the fight, an unexpected event takes place artillery salvos rain on the village! Total Points: Attacker 400, defender 400. Terrain: 7 buildings, about 1M x 1M each, must be placed on the table according to the following Scenario map. Buildings must all be 1L apart from each other and numbered 1 to 6 (leave the central one without a number). Which side the battery is on is irrelevant: the gunners are not informed that there are friendly troops involved in the fight. The first salvo hits a random building (roll a d6 to determine which), attacking all nearby miniatures: those who are in contact with the building receive a C3 attack and those within 1S receive a C2 attack. Resolve all attacks immediately. The second salvo hits immediately after a further turnover occurs: roll a d6 as above, and if the same building as the first salvo is hit, the central building is hit instead. Resolve all attacks immediately. Deployment: Roll a die to determine who deploys first. Both players deploy in contact with friendly baseline (see Scenario map). Victory conditions: Standard SDS rules apply. Scenario special rules: Immediately after the second Turnover occurs (i.e., when for the second time in the game you roll two activation failures, not when you activated all your figures), a distant artillery battery fires two salvos against the village. 14

15 Designing Your Squad Each player has 400 points to build his Squad. Soldiers costing more than 80 points are called Personalities. You can have up to three personalities in your Squad. A Leader and/or an NCO and 3 Personalities are the only limits you must observe. You are always free to mix and match your squad as you see fit, providing not to break historical alliances (you can refer to the Table Who Was Allied With Whom on page 29). If you use the Hero Special Rule, remember that a Hero is always a Personality regardless of his point cost. Rosters On the following pages you ll find profiles for almost all Nations involved in the Napoleonic Wars. Profiles are arranged on a national basis, and Leaders are shown in bold. Unless otherwise stated, all Command figures stats are as follows: Infantry Officer Sword, Pistol Leader, Élan Mounted Inf. Officer Sword, Pistol Leader, Élan, Mounted Infantry NCO Sword, musket NCO, Élan Standard Bearer Sword Flag Bearer Drummer Boy None Musician Light Infantry Officer Sword, Pistol Leader, Light, Élan Light Infantry NCO Sword, musket NCO, Light, Élan Light Infantry Musician None Musician, Light Light Infantry Standard Bearer Sword Flag Bearer, Light Sapper Axe, Blunderbuss Engineer, Strong Light Cavalry Officer Sword, Pistol Leader, Élan, Mounted Heavy Cavalry Officer Sword, Pistol Leader, Élan, Mounted Cavalry NCO Sword, Carbine NCO, Élan, Mounted Trumpeter Sword Mounted, Musician 15

16 Brunswick (Duchy of) Incorporated into the Kingdom of Westphalia in 1806, the deposed Duke Friedrich Wilhelm organized the so called Black Legion, in Austrian service during the 1809 campaign and in British service in the Peninsula. Line Infantryman Musket None Jaeger Officer Sword, Pistol Leader, Light Jaeger NCO Musket, Sword NCO, Light Jaeger Musket Light, Élan Hussar Sword, Carbine Mounted, Élan Uhlan Sword, Lance Mounted In in British service. Brunswick (Duchy of) Line Infantryman Musket Weak Leib-Battalion Musket None Jaeger Officer Sword, Pistol Leader, Light, Élan Jaeger NCO Rifle, Sword NCO, Light, Élan Jaeger Rifle Reluctant, Light Hussar Sword, Carbine Mounted, Scout Uhlan Sword, Lance Mounted Canada, Indian Confederacy and British Colonial Infantry (War of 1812) Canadian Fencibles Musket Weak Canadian Militia Musket Unreliable, Green Canadian Incorporated Militia Musket Unreliable Canadian Light Infantryman Rifle Light Native Leader* Tomahawk, Musket Leader Native Sub-Commander* Tomahawk, Musket NCO Native warrior Tomahawk, Musket Individualistic Native warrior with Bow Tomahawk, Bow Individualistic, Light Native mounted warrior Tomahawk, Bow Mounted, Unpredictable, Running Blow Native ambusher** Tomahawk, Dagger Light, Individualistic, Guerrilla, Ambusher British Officer (1813/14) Sword, Pistol Leader British NCO (1813/14) Halberd NCO British Infantryman (1812) Musket None British Infantryman (1813/14) Musket Steadfast British Royal Marines Musket Strong British 19 th Light Dragoon Sword, Carbine Mounted, Élan * can command only Native warriors and ambushers 16

17 Confederation of the Rhine (Rheinbund, ) The Confederation of the Rhine a client state of France under the Protection of Emperor Napoleon I was created after the defeat of Austria in 1805 (Treaty of Pressburg). Sixteen states joined the Confederation upon its creation (July 12th, 1806) and 23 other between the end of the year and November 1807, mainly following the successful campaign against Prussia in At its peak in 1808, the Confederation included 4 Kingdoms, 4 Grand Duchies, 13 Duchies, many Principalities, and the so called free towns, for a total of over 15 million people. All the member states had to contribute troops to the French cause in a quantity determined by Napoleon himself, and their soldiers fought in almost all theaters of war, from Spain to Russia. The Confederation was dissolved by the allied Powers opposing France on November 4th, 1813, shortly after the allied victory at Leipzig. Baden (Grand Duchy of) Member of the Rhine Confederation ( ) French allied. The contingent it was to provide to the Empire was 8000 strong. Line Infantryman Musket Wavering Leib-Regiment Musket None Jaeger Officer Sword, Pistol Light, Leader Jaeger NCO Musket, Sword Light, NCO Jaeger Musket Light, Élan Hussar Sword, Carbine Mounted, Fearless Light Dragoon Sword, Carbine Mounted Garde du Corps Sword, Carbine Mounted Bavaria (Kingdom of) Member of the Rhine Confederation ( ) French allied. The contingent it was to provide to the Empire was strong. Line Infantryman Musket Green Light Company Musket Light, Green Grenadier Company Musket Strong, Green Guard Grenadier (1814) Musket Strong, Fearless Light Infantryman Musket Light Schuetzen Coy Officer Sword, Pistol Light, Leader Schuetzen Coy NCO Rifle, Sword Light, NCO Schuetzen Coy (Light Infantry) Rifle Light, Élan Schuetzen Hornist None Light, Musician Dragoon ( ) Sword, Carbine Mounted Chevau Légere Sword, Carbine Mounted 17

18 Berg (Grand Duchy of) Member of the Rhine Confederation ( ) French allied. The contingent it was to provide to the Empire was 2000 strong. Line Infantryman Musket None Grenadier Company Musket Strong Light Company Musket Light Lancer Sword, Lance Mounted, Fear Chevau Légere Sword, Carbine Mounted Hessen-Darmstadt (Grand Duchy of) Member of the Rhine Confederation ( ) French allied. The contingent it was to provide to the Empire was 4000 strong. Leib-Garde Musket Élan, Steadfast Garde Fusilier Musket Élan, Light Leib Regiment Musket None Leib-Fusilier Musket Light Garde Chevau Légere Sword, Carbine Mounted Nassau (Duchy) Member of the Rhine Confederation ( ) French allied. Union of the territories of Nassau-Usingen and Nassau-Weilburg. The contingent it was to provide to the Empire was 8000 strong. Line Infantryman Musket Reluctant Jaeger Officer Sword, Pistol Light, Leader Jaeger NCO Musket, Sword Light, NCO Jaeger Musket Light Mounted Jaeger Sword, Carbine Mounted, Green 18

19 Saxony (Kingdom of) Member of the Rhine Confederation ( ) French allied. The contingent it was to provide to the Empire was strong. Line Infantryman Musket Wavering Line Grenadier Musket Wavering, Strong Line Voltigeur Musket Wavering, Light Jaeger Officer Sword, Pistol Light, Leader Jaeger NCO Musket, Sword Light, NCO Jaeger Musket Light, Élan Guard Grenadier Musket Steadfast Hussar Sword, Carbine Mounted, Élan Chevau Lègere Sword, Carbine Mounted Cuirassier Sword, Carbine Mounted, Cuirass Garde du Corps Sword, Carbine Mounted, Fear Westphalia (Kingdom of) Member of the Rhine Confederation ( ) French allied. The contingent it provided to the Empire was strong. Line Infantryman Musket Wavering Light Infantry Musket Light, Wavering Jaeger Officer Sword, Pistol Leader, Light, Élan Jaeger NCO Musket, Sword NCO, Light, Élan Jaeger Musket Light Guard Infantry Officer Sword, Pistol Leader Guard NCO Sword, Musket NCO Guard Grenadier Musket Strong, Steadfast Guard Fusilier Musket Steadfast Guard Jaeger Officer Sword, Pistol Leader, Light Guard Jaeger NCO Sword, Musket NCO, Light Guard Jaeger (Karabinier) Rifle Light, Marksman Hussar Sword, Carbine Mounted, Élan Chevau Lègere Sword, Carbine Mounted, Scout Cuirassier Sword, Carbine Mounted, Cuirass, Élan Garde du Corps Sword, Carbine Mounted, Cuirass, Élan 19

20 Wurttemberg (Kingdom of) Member of the Rhine Confederation ( ) French allied. The contingent it was to provide to the Empire was strong. Line Infantryman Musket None Light Infantryman Musket Light Jaeger Officer Sword, Pistol Leader, Light, Élan Jaeger NCO Musket, Sword NCO, Light, Élan Jaeger Rifle Light, Élan Mounted Jaeger Sword, Carbine Mounted Chevau Légere Sword, Carbine Mounted, Scout Wurzburg (Grand Duchy of) Member of the Rhine Confederation ( ) French allied. The contingent it was to provide to the Empire was 2000 strong. Line Infantryman Musket Élan Dragoon Sword, Carbine Mounted, Élan Other members of the Confederation were (and the number of troops they provided): Duchy of Anhalt-Bernburg (700) Duchy of Anhalt-Dessau (700) Duchy of Anhalt-Kothen (700) Duchy of Arenberg (4000) Principality of Hohenzollern-Hechingen (4000) Principality of Hohenzollern-Sigmarinen (4000) Principality of Isenburg-Birstein (4000) Principality of Leyen (4000) Principality of Liechtenstein (4000) Principality of Lippe-Detmold (650) Archbishopric of Mainz (in 1810 becomes part of the Grand Duchy of Frankfurt) (400) Duchy of Mecklenburg-Schwerin (1900) Duchy of Mecklenburg-Strelitz (400) Duchy of Oldenburg (800) Principality of Reuss-Ebersdorf (400) Principality of Reuss-Greiz (400) Principality of Reuss-Lobenstein (400) Principality of Reuss-Schleiz (400) Principality of Salm (4000) Duchy of Saxe-Coburg (2000 for all Saxe Duchies) Duchy of Saxe-Gotha (see above) 20

21 Duchy of Saxe-Hildburghausen (see above) Duchy of Saxe-Meiningen (see above) Duchy of Saxe-Weimar (see above) Principality of Schaumburg-Lippe (650) Principality of Schwarzburg-Rudolstadt (650) Principality of Schwarzburg-Sonderhausen (650) Principality of Waldeck (400) For all the above members, use the Line Infantry profile of the Duchy of Nassau. British allied. Dutch-Belgian Contingent 1815 (Waterloo Campaign) Dutch Line Infantryman Musket Wavering, Green Belgian Line Infantryman Musket Weak, Green Jaeger Officer Sword, Pistol Leader, Light, Élan Jaeger NCO Musket, Sword NCO, Light, Élan Belgian Jaeger Musket Reluctant, Light Dutch & Belgian Militia Musket Poor shot, Green Hussar Sword, Carbine Mounted, Scout, Reluctant Light Dragoon Sword, Carbine Mounted, Reluctant Carabinier Sword, Carbine Mounted, Reluctant Foreign Regiments in French Service Vistula Legion Musket Strong Swiss Regiments Musket None Neuchatel Battalion Musket None Irish Legion* Musket Steadfast Tirailleurs du Po Musket Marksman Hanoverian Legion Musket Reluctant Portuguese Legion Musket Wavering, Poor shot Croatian Regiments** Musket Élan Dalmatian Regiments** Musket None Illyrian Regiments** Musket None * Enemy (British) ** Former Ally (Austrian) 21

22 Foreign Regiments in British Service Chasseurs Britannique* Musket Unreliable Sicilian Fencibles Musket None Calabrian Free Corps Musket Wavering KGL** Infantry Officer Sword, Pistol Leader KGL Infantry NCO Sword, Musket NCO KGL Line Infantryman Musket Steadfast KGL Sharpshooter Coys Rifle Light, Marksman KGL Light Infantryman Musket Light KGL Cavalry Officer Sword, Pistol Leader, Élan, Mounted KGL Cavalry NCO Sword, Carbine NCO, Élan, Mounted KGL Dragoon Officer Sword, Pistol Leader, Élan, Mounted KGL Dragoon NCO Sword, Carbine NCO, Élan, Mounted KGL Dragoon ( ) Sword, Carbine Mounted, Strong KGL Light Dragoon Sword, Carbine Mounted, Élan KGL Hussars (1813 ) Sword, Carbine Mounted, Élan, Scout De Roll-Dillon Btn. (Swiss) Musket Steadfast Other Swiss Regiments Musket Weak * Enemy (French) **King s German Legion In British service. Hanover (Electorate of) Line Infantryman Musket Green, Wavering Light Infantry Officer Sword, Pistol Leader, Light, Élan Light Infantry NCO Musket, Sword NCO, Light, Élan Light Infantryman Musket Light Hussar Sword, Carbine Mounted, Scout 22

23 French Allied. Italy (Kingdom of) Line Infantryman Musket None Line Voltigeur Musket Light Line Grenadier Musket Strong Light Infantry Officer Sword, Pistol Light, Leader Light Infantry NCO Musket, Sword Light, NCO Light Infantryman Musket Light, Élan Guard Grenadier Musket Strong Guard Chasseur Musket None Guard Velites Musket None Dragoon Sword, Carbine Mounted Cacciatore (Chasseur) Sword, Carbine Mounted, Scout Guard of Honor Sword, Carbine Mounted, Fear Guard Dragoon Sword, Carbine Mounted Naples (Kingdom of) French allied until 1814, then allied with Austria and Great Britain. In 1815, at war against Austria (the Neapolitan War ). Line Infantry Officer Sword, Pistol Uninspiring Leader, Élan Line Infantry NCO Sword, Musket NCO, Élan Standard Bearer Sword Reluctant, Flag Bearer Line Infantryman Musket Poor Shot Line Voltigeur Musket Poor Shot, Light Line Grenadier Musket Poor Shot, Strong Light Infantry Officer Sword, Pistol Uninspiring Leader, Light Light Infantry NCO Sword, Musket Light, NCO Light Infantryman Musket Light Guard Grenadier Musket Strong Guard Marines Musket None Guard Velites Musket Poor Shot Lancer Sword, Lance Mounted Cacciatore (Chasseur) Sword, Carbine Mounted, Scout Guard of Honor Sword, Carbine Mounted, Fear Guard Hussar Sword, Carbine Mounted, Scout 23

24 In Allied service Nassau Line Infantryman Musket Green Jaeger Officer Sword, Pistol Light, Leader Jaeger NCO Musket, Sword Light, NCO Jaeger Musket Light, Green Ottoman Empire Nizam-i-Jedid Officer Sword, Pistol Leader Nizam-i-Jedid NCO Sword, Musket NCO Nizam-i-Jedid Soldier Musket None Standard Bearer Sword Flag Bearer Drummer None Musician Janissary Officer* Sword, Pistol Leader Janissary NCO* Sword, Musket NCO Janissary* Sword, Musket Strong, Individualistic Janissary of the 39 th Orta* Musket Light, Individualistic Guard Janissary* Sword, Musket Steadfast, Strong, Individualistic Raya (Light Infantry) ** Musket Light, Marksman Lagimcilar (Sapper) ** Axe Engineer, Strong Irregular Officer*** Sword, Pistol Leader Irregular NCO*** Sword, Musket NCO Sekhan (Irregular) Musket None Albanian Mercenary (Irregular) Musket None Bedouin Militia (Irregular) Obsolete Weapon Green Fellahin (Irregular) Obsolete Weapon Unreliable Greek Mercenary (Irregular) Musket Unreliable Cavalry Officer Sword Leader, Mounted Cavalry NCO Sword, Carbine NCO, Mounted Guard Suvarileri Sword, Lance Mounted, Steadfast Suvarileri Sword, Lance Mounted Sipahis Sword, Lance Mounted Mamluk Sword, Pistol, Javelin Mounted, Unpredictable, Running Blow Djellis Sword, Lance Mounted, Scout, Unreliable Yoruk Sword, Pistol Mounted, Scout, Unreliable * cannot be deployed together with Nizam-i-Jedid. ** can be deployed only if Janissary (or Guard Janissary) are present. *** can command only Irregulars. The Leader bonus does not apply to non-irregular models. See also the Appendix: The Ottoman Empire Army on page 30 24

25 British allied. Portugal (Kingdom of) Line Infantry Officer Sword, Pistol Uninspiring Leader, Élan Line Infantry NCO Sword, Musket NCO, Élan Line Infantryman ( ) Musket None Line Grenadier Coy ( ) Musket Strong Line Light Coy ( ) Musket Light Line Infantryman (1810 on) Musket None Line Grenadier Coy (1810 on) Musket Strong Line Light Coy (1810 on) Musket Light Cacadores* Officer Sword, Pistol Leader, Light Cacadores* NCO Musket, Sword NCO, Light Cacador* (up to 1809) Musket Light, Élan Atirador* (1810 on) Rifle Light, Élan Militia Musket Unpredictable Loyal Lusitanian Legion** Musket Light, Individualistic Light Dragoon Sword, Carbine Mounted * Cacadores ( Hunters ) were the equivalent of Light Infantry. ** In 1811, the three battalions of LLL were incorporated into Cacadores. Saxony (Electorate of) Allied with Prussia until In the Jena campaign, Saxon troops disliked to be incorporated into a Prussian Corps. As a result, their conduct was mediocre. Guard Grenadier Musket None Line Grenadier Musket Unreliable, Strong Line Musketeer Musket Unreliable Hussar Sword, Carbine Mounted, Élan Light Cavalryman Sword, Carbine Mounted Cuirassier Sword, Carbine Mounted, Cuirass 25

26 French allied. Spain (King Joseph s) Line Infantry Officer Sword, Pistol Uninspiring Leader, Élan Line Infantry NCO Sword, Musket NCO, Élan Standard bearer Sword Reluctant, Flag bearer Drummer None Musician Line Infantryman* Musket Unreliable, Green Light Company* Musket Unreliable, Green, Light Guard Grenadier Musket Élan, Strong Guard Tirailleur Musket Light Guard Fusilier Musket None Hussar or Chasseur Sword, Carbine Mounted, Scout Lancer Sword, Lance Mounted * Former Ally (Kingdom of Spain) British allied. Spain (Kingdom of) Line Infantry Officer Sword, Pistol Uninspiring Leader, Élan Line Infantry NCO Sword, Musket NCO, Élan Standard bearer Sword Reluctant, Flag bearer Line Infantryman Musket Wavering, Poor Shot Light Infantryman Musket Wavering, Light Grenadier Musket Strong Swiss Infantryman Musket Wavering Walloon Guard Musket None Neapolitan Infantryman Musket None Militia Musket None Partisan Commander* Sword, 2 Pistols Leader, Élan Partisan Sub-Commander* Sword, Pistol NCO, Élan Partisan with Musket Musket Individualistic, Guerrilla Partisan with Pike Pike Individualistic, Guerrilla Partisan with Primitive weapon Primitive weapon Individualistic, Guerrilla Partisan with Blunderbuss Blunderbuss Individualistic, Guerrilla Partisan with 2 Pistols Pistols, Dagger Individualistic, Guerrilla Ambusher** Dagger, Pistol Individualistic, Guerrilla, Ambusher Armed civilian Primitive Weapon Civilian, Mob Priest with Sword*** Sword Civilian, Fervor Priest with Musket*** Musket Civilian, Fervor Guard Cavalryman Sword, Carbine Mounted, Strong Dragoon Sword, Carbine Mounted, Green, Élan Militia Cavalryman Lance Mounted, Green, Élan, Scout Hussar or Cazador Sword, Carbine Mounted, Green, Élan, Scout Lancer Sword, Lance Mounted, Green * Can command only Partisans, Ambushers and Armed Civilians. The Leader bonus does not apply to others. ** maximum 2 per Squad, and only if a Partisan Commander is present. *** Maximum one Priest per squad. 26

27 Sweden (Kingdom of) The Swedish military system was divided in two categories: Indelta (territorial) and Varvade (enlisted), the first being roughly a permanent, self-paying reserve Army and the second a professional one made of paid soldiers. In peacetime, the Indelta soldiers were busy farming, while Varvade were used for garrison duty; in summer both had their period of military drill. Artillery was entirely Varvade, needing a higher level of professionalism. Sweden was part of the 3rd, 4th, 5th and 7th Allied Coalition against France, and a strong contingent was present in the Leipzig Campaign of Varvade Infantryman Musket Élan Indelta Infantryman Musket Poor Shot Finnish Jaeger Musket Light Jaeger Officer (Varvade) Sword, Pistol Leader, Light Jaeger NCO (Varvade) Musket, Sword NCO, Light Jaeger (Varvade) Musket Light, Élan Guard Officer (Varvade) Sword, Pistol Leader, Élan Guard NCO (Varvade) Musket, Sword NCO, Élan Guard Grenadier (Varvade) Musket None Guard Infantryman (Varvade) Musket None Guard Jaeger (Varvade) Musket Light, Marksman Dragoon (Indelta) Sword, Carbine Mounted Dragoon (Varvade) Sword, Carbine Mounted, Wavering Carabinier (Indelta) Sword, Carbine Mounted, Cuirass Hussar (Indelta) Sword, Carbine Mounted, Élan Hussar (Varvade) Sword, Carbine Mounted, Élan, Wavering Light Dragoon (Varvade) Sword, Carbine Mounted Guard Cavalry (Varvade) Sword, Carbine Mounted 27

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