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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 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 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
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. 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. 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). 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 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. 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.
More Drums and Shakos
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