Death or Glory!

(Free Napoleonic Rules from the Napnuts)

Singapore Wargamers




These rules are designed to simulate Napoleonic Brigade/Division  sized battles.  The basic manoeuver units are the infantry battalion, cavalry squadron and artillery battery.  The rules are designed to be playable, without sacrificing too much realism.

Basing and Scale

  • Figures may either be 15, 20 or 25mm.

  • Each figure represents 30 men

  • Each gun represents one battery of artillery.

  • Infantry should be based 11mm per figure.

  • Cavalry: 33mm per figure

  •  The size of an artillery battery depends on its frontage.  10mm frontage represents one gun - so a 6 gun battery would have a frontage of 60mm.

  • 1mm = 1metre

  • Equipment

  • 2 percentage dice

  • ruler/measuring tape

  • lots of painted toy soldiers!!

  • Sequence of Play  

    Movement is simultaneous. At the beginning of the turn, each player rolls a die for initiative. The player with the initiative moves and fires first.  The turn sequence is as follows:

  • - Initiative die roll

  • - Command / Rally phase

  • - Movement

  • - Charges are declared

  • - Firing

  • - Melee

  • - All compulsory moves


    The following actions take place during the Command/Rally Phase:

  • - new orders are written and sent

  • - new orders are received and acted upon after the next command phase

  • - routing troops attempt to rally

  • - disordered / unformed troops reform
  • Orders

    Each brigade is given a general order at the beginning of the game.  This should be written down on a separate order sheet.  Each brigade commander is given wide discretion to achieve his objectives.

    Drastic changes of orders must be sent to the unit in question from the Commanding Officer via messenger.

    New orders may only be sent in the Command phase and will travel to the brigade commander in question by light cavalry charge speed.

    Upon arrival - i.e. messenger making base contact with brigade general - new orders may only be acted upon after the command phase of the next turn (This delay represents reading and reaction time). 

    If the Commanding officer is with the brigade concerned, changes of orders may be shouted out during the Command phase and acted upon immediately.

    Command Ratings

    Command ratings have effect on unit morale, rallying and control tests. Command ratings are given to the Commander in Chief, Divisional and Brigade commanders. Command ratings for some famous historical commanders are given below:

    If a commander is not listed – players may agree on command ratings for each commander taking into account the commander’s historical level of performance.  Otherwise, roll 1 fire die for each commander.  The resulting die roll is the commander's command rating for the game.

    C-in-C may influence fire and melee results if present with unit for the entire turn (i.e. within 50m since the preceding command phase).  +1 modifier to fire and/or melee die rolls.  +2 if exceptional C-in-C – eg Ney, Soult, Picton, Moore, Craufurd, Bluecher, Archduke Charles.  +3 if Napoleon or Wellington.

    Reforming Unformed / Disordered Troops

    Unformed troops reform after 1 full turn of inaction.

    Disordered troops become unformed after 1 full turn of inaction and reform after 2 full turns.

    If unformed/disordered troops are fired upon while reforming – roll for morale.  They may only reform if they pass the morale test.

    Routing troops attempt to rally

    To be eligible for rally, routing troops must either be out of sight of enemy troops, screened by friendly formed troops, or 250m from nearest formed enemy troops.  If none of the above conditions are fulfilled, they continue to rout until at least one condition is fulfilled; or they go off the table (whereupon they are lost for game purposes).

    Roll 1 percentage die.

    Modified result must equal or be less than unit’s morale rating.


    Deduct morale rating of either Brigade, Divisional or Corps Commander attempting to rally the unit (within 50m) – Commander must be from the same parent unit.

  • +10% Veteran

  • -10% 2nd line

  • -20% Conscript, Landwehr, militia

  • -20% coming under fire before current rally phase

  • -20% threatened by enemy cavalry within 300 metres

  • -10% for each 20% of casualties taken during the game

  • -20% still in flight

  • Routing troops which rally are treated as disordered.

    Retreating Troops

    Retreating troops automatically rally.  They are treated unformed.


    Player with initiative declares his charges.  Player without initiative declares reaction for units receiving charges and declares his own countercharges.  Player with initiative then declares reaction for his units receiving countercharges.

    Charge Restrictions

  • To qualify for impact factors, the last 50m (infantry) and 150m (cavalry) of a charge must be in a straight line.

  • All units may not charge up steep slopes

  • All units may not charge into an existing melee

  • (but units may reinforce troops locked in melee by moving into contact with meleeing troops - but will not be eligible for impact factors)

  • Cavalry may not charge/assault up or down medium, steep and extreme steep slopes

  • Cavalry may not charge/assault across walls/hedges/other obstacles

  • Cavalry may not charge/assault out of or into woods/villages/towns

  • Infantry may not charge up steep and extreme steep slopes (but they may assault - i.e. not eligible for impact factors)

  • Infantry may not charge across walls/hedges/other obstacles.  Infantry may not charge out of or into woods, villages, towns.  Infantry in these situations may assault instead – i.e. not eligible for impact factors.)

  • Charge Movement Bonus

    Add 30m for infantry, 80m for cavalry   


  • Infantry charging/assaulting up or down medium, steep and extreme steep slopes, into woods and buildings, across high walls and hedges become unformed

  • All units which fail to make contact become unformed

  • Troops of both sides may charge through skirmishers

  • Skirmishers may only charge other skirmishers

  • Skirmishers may not screen charging friends

  • Skirmishers must evade a charge by formed troops.  They may fire one volley before turning tail.

  • Charge Procedure

  • Player with initiative declares charges/assaults

  • Other player states his reaction

  • - Infantry may stand and fire

  • - Infantry being charged by cavalry may form square

  • - Infantry being charged by infantry may counter-charge

  • - Units charged in flank or rear may wheel to face the threat

  •   (wheeling takes 1/4 turn)

  • - Cavalry being charged may counter-charge

  • - Light cavalry or deployed artillery being charged may evade

  • - Skirmishers must evade a charge by formed troops.

  • - If caught, evading troops take casualties without fighting back.

  • Other player then declares his countercharges/assaults.

  • Player with initiative declares his reaction, countercharges and assaults against charging troops only

  • Charging units are moved to within firing range of defending troops

  • Troops opting to stand or manoeuver in the face of a charge/assault test to see if they stand/complete their manoeuver. 

  • Charge Reaction Test

    Roll 1 percentage die

    Modified result must equal to or be less than unit’s morale factor. Treat a roll of 0 as 10.


  • Add morale rating of commander present (within 150m)

  • +20% British

  • +10% Veterans

  • -20% conscripts, landwehr, militia

  • -10% infantry charged by lancers

  • -10% infantry charged by cuirassiers

  • -10% infantry in line charged by cavalry

  • -10% infantry attempting to change formation while being charged by cavalry

  • -10% unformed

  • -20% disordered

  • -10% tired

  • -20% exhausted

  • If a unit fails by 10%, it fires a ragged volley (1/4 firepower) and must retire 50m (in good order and facing the enemy).

    If a unit fails by 20%, it must about turn (1/4 move) and evade (being disordered as it does so).  This is treated as a retreat – not a rout.

    If a unit in square fails, it is shaken.  It does not retire nor retreat – but there is a negative modifier for subsequent melee combat.

    If they stand, they may fire/complete their manoeuver

    The strength of fire depends on the fraction of the move required by charging unit to make contact with defender.  ie if it takes half a move for the charging unit to make contact with the defending unit, then the defending unit may only fire at half strength.  Range is averaged out and appropriate modifier applied. 

    Special rule for infantry being charged by cavalry:

    Since a full cavalry charge move may exceed 400m and infantry muskets may only fire at max 200m range, infantry being charged by cavalry may only fire at half strength at most.  Range is averaged out and the appropriate modifier applied.

    Charging Light cavalry finding themselves faced with a standing foe must test morale, even if they did not come under fire, to see if they complete their charge.  All other troops test morale only if required by combat result.


    The phasing player may fire all, some or none of his troops.  Those troops which fired during the fire phase may not move for the remainder of the turn - they are assumed to be firing for the whole move.

    Infantry Fire

    An infantry battalion may only fire upon any one target or combination of targets within a 10 degree arc of its frontage. 

    However, the firing battalion can only make one fire die roll.  Casualties are taken equally by each target unit.  Exception:  Firing units in square or with refused flank.  In such cases, each side of the square or the refused flank may make a separate die roll if firing at a different target unit.

    Only the front 2 ranks of figures may fire.

    Range is measured from the base of the firing unit to the base of the target unit. 

    In cases where units are not parallel to each other - measure range from the edges and centre of the firing unit to the respective edges and centre of the target unit.  Add the ranges together and divide by 3.


  • - roll 1 percentage die treating 1-3 as 1, 4-6 as 2, 7-9 as 3, 0 as 4

  • - Add unit's firepower factor

  • - Add or subtract the following modifiers and consult the appropriate casualty table

  • - In addition, a 0 die roll could result in a hit on any general within 50 m of the target unit.  Roll on separate General’s Risk Table to determine effect of hit on general.

  • Fire Modifiers:

  • +2 firing unit is British infantry in line (to represent effect of 2 deep line)

  • +1 firing unit is veteran

  • +1 firing unit resting arms on wall/parapet

  • +2 initial volley (only applicable once per game)

  • -1 firing unit is unformed

  • -1 for every 3 consecutive moves of firing (cumulative)

  • -2 firing unit is disordered

  • -2 firing unit is conscript, militia or landwehr

  • -1 small arms vs cuirassiers

  • -1 firing unit is itself under fire (except British and veterans)

  • -2 firing unit is tired

  • -3 firing unit is in skirmish order

  • -4 firing unit is exhausted

  • +1 target unit is more than 1 rank deep

  • +1 for every rank of target unit (only applicable for artillery fire)

  • -3 target unit is behind soft cover

  • -4 target  unit is behind hard cover

  • -4 target unit is in skirmish order

  • -5 target unit is entrenched

  • Range Modifiers:






    0 – 35














































    Skirmishers may only be deployed up to a maximum of 200m from their parent battalion, regt or brigade.  They may not be moved beyond 200m from their parent unit.

    Skirmishers do not screen a target from artillery fire.

    A skirmish screen only screens a target from infantry fire if it is sufficiently dense:

    - Infantry/Cavalry in line requires a minimum of 4 skirmisher figures

    - Infantry/Cavalry in column requires a minimum of 2 skirmish figures

    - an artillery battery requires a minimum of 2 skirmish figures

    Once screened, a unit may not fire (except artillery) nor be fired upon.

    A skirmish screen more than 2 figs deep blocks fire by friendly skirmishers.

    Each company of skirmishers may pick its own target.

    Skirmishers may move and fire to full effect each turn.

    Skirmishers may not approach closer than 40m to a body of formed troops.  If advanced upon by formed troops, they must retreat leaving the 40m gap.  When charged by infantry, skirmishers automatically evade.  If charged by cavalry, skirmishers must about face and attempt to evade.  If caught, they count as routing troops and take casualties without fighting back.

    Skirmish fire is resolved as per normal firing.                                       

    Generals' Risk Table

  • 1-4- light wound - no effect

  • 3-7 - moderate wound - General's command factor halved for remainder of game(rounded down)

  • 8-9 - serious wound - General is out of play for remainder of game – if campaign, roll for recovery 0-6 died of wounds.  7-9 recovers.

  • 0 - General KIA

  • Artillery Fire

    Artillery fire is resolved in the same way as infantry fire:

  • -Roll 1 fire die

  • -Add result to unit's firepower factor

  • -Add/Subtract appropriate modifiers

  • (same list as for infantry fire)

  • -consult appropriate artillery range table for range modifier

  • -consult artillery table for casualties


    Moving player may move all, some or none of his troops which did not fire in the Fire Phase up to the maximum of their movement allowance.

    Movement allowances for each troop type are as follows.  All measurements are in millimetres.

  • Inf in line 100

  • Inf in Column 150

  • skirmishers 150

  • Light Cav in line 240

  • Light Cav in Column 300

  • Hvy Cav in line 200

  • Hvy Cav in Column 240

  • Foot arty 140

  • Horse arty 240

  • All units (except skirmishers) may not move through other units.  If part of a unit is obstructed by another unit, the unit may not move further.

     In difficult terrain, movement rates are reduced as follows:  


    - open- visibility - 500m - movement half of normal- units become unformed  

     woods - dense  - visibility - 250m- movement 25% of normal- units become disordered
    streams - deduct 10m/10  
    fordable rivers    - deduct 20m/10 - units become unformed - arty NA  
    low walls/hedges  - deduct 25m- cavalry unformed- arty NA
    high walls/hedges    - deduct 50m - all troops unformed - arty NA
    entering buildings   - deduct 25m - cav and arty NA
    gentle slopes     - deduct 25% from normal movement rate  
    medium slopes - deduct 50%  
    steep slopes  - deduct 75%  
    extreme steep    - deduct 75% - unit unformed  


                                               Infantry                                             Cavalry








    Column of March to:

    (and vice versa)







    Column of Divisions





















    Column of Divs to:

    (and vice versa)





















    Line to Square







    Into skirmish order







    Reform (unformed)







    Reform (disordered)
















    Unlimber battery







    Limber battery







      Refacing Battery                 0-30 deg         = 1/4

                                                    30-60                = 1/2

                                                    60-120                = 1


      Conscripts, militia, landwehr - take double time

  •  Inf       German, Italian, Polish = French

  •              Portuguese = Brit

  •               Scandinavia = Russian

  •               Spanish and Neapolitan = Austrian 

  •  Cav       Polish, German, Italian, Scandinavia = French

  •               Portuguese = Brit

  •                Spanish and Neapolitan = Austrian

  •  Arty      Polish, German, Italian = French

  •                 Scandinavian = Prussian

  •                 Portuguese = Brit

  •                Spanish and Neapolitan = Austrian


    A melée is formed when two bodies of troops move into base to base contact.

    Only the first 2 rows of infantry figures and the first row of cavalry figs count during the first melée round.  All troops involved count in second and subsequent rounds.

    Units with wider frontage may overlap the opposing unit by 1 figure only on each flank during the first round of melee.

    Eligible (i.e. see charge restrictions above) charging units may use their impact + confused melée factor for first round of melée only.  All units use confused melée factors only in second and subsequent melée rounds.

    Each infantry / gunner fig counts as 1; each cavalry fig counts as 2 (against foot).  Lancers count as heavy cavalry only during first round - subsequent rounds as light cavalry.

    Troops inside buildings or behind hard cover count 50% more.

    Troops entrenched or in fortifications count as double their number.

    A cavalry unit or infantry column that wins the first round of melee against a line or square, breaks through the line or square and attacks the defenders in the rear during the second round of melee.

    An infantry line which holds firm against an infantry column advances to flow round the column's flanks during the second round of melee.

    A cavalry unit which breaks into an infantry square attacks the infantry in the back during the second round of melee.

    A cavalry unit which inflicts 25% more casualties on an opposing cavalry unit during any round of melee than it receives itself will break through the enemy unit and go into an uncontrolled charge for the remaining move distance allowed.

    Troops with backs to enemy (ie routing and evading troops) take casualties without fighting back.

    Units may not charge into an already formed melee - however, they may reinforce friendly units by moving into contact with the melee.


  • Throw 1 percentage die.  Treat 1-3 as 1, 4-6 as 2, 7-9 as 3, and 0 as 4. 

  • Add melee factors of unit using confused and impact factors (if applicable)

  • Add or subtract the following modifiers as appropriate:

  • Melee Modifiers

  • +4           Outnumber enemy by 4:1 or more

  • +3           Outnumber enemy by 3:1

  • +2           Outnumber enemy by 2:1

  • +1           Outnumber enemy by 3:2

  • +1           Veteran

  • -1            2nd line

  • -2            conscript/militia

  • +2           Heavy Cavalry

  • +1           Cuirassiers

  • +2           Lancers (first round only)

  • +6           Cavalry vs skirmishers and arty

  • +3           Cav vs unformed foot

  • +5           Cav vs disordered foot

  • +1           Cav vs unformed cav

  • +2           Cav vs disordered cav

  • -5            Cav vs Inf in square

  • +2           Cav vs Inf in single rank (includes squares)

  • -2            Cossacks vs formed cav

  • +2           Inf in column vs Inf in single rank line

  • +2           Inf in square vs cav

  • +1           Inf vs unformed

  • +2           Inf vs disordered

  • +2           Inf vs skirmishers

  • +1           following up victory

  • +1           uphill

  • +3           In buildings

  • +4           In fortifications/entrenched

  • -1            unformed

  • -2            disordered

  • -2            tired

  • -4            exhausted

  •   Consult casualty chart

     Winner is the side which causes more casualties

     Losers retire and test morale, if they stand, winner must test morale

     If losers retreat or rout, winners must take control test

     If both sides stand, second round of morale takes place

    If winners are forced to halt or worse as a result of morale test, losers must halt to reform for 1 move before attempting to follow up or counterattack.

    All troops are unformed after one round of melee.  Disordered after 2 or more rounds.

    All troops are tired after 2 consecutive rounds of melee, exhausted after 4 rounds. (Troops in hard cover/fortifications are tired after 4 consecutive rounds, exhausted after 8.)


    Tired / Exhausted troops suffer negative modifiers for fire and melee combat.  They suffer negative modifiers for morale tests.  They also suffer movement penalties.

    Tired troops may recover after resting (no activity) for 1 turn.

    Exhausted troops may recover after resting (no activity) for 2 turns.

    Utterly exhausted troops may recover after resting (no activity) for 3 turns.

    Troops reaching exhausted state may only fight one more round of melee / fire for 2 more rounds before reaching utter exhaustion when they may no longer conduct any activity whatsoever.



  • infantry being charged

  •  charging units

  •  after losing a round of melee

  • friends retreating within 150 m

  • for each 10% casualties lost

  •  commander killed within sight

  • strength falls below 50% and when additional casualties taken thereafter

  • How?             

  •   check unit's morale factor (10 = pass on 100% and below; 5 = pass on 50% and below)

  •  roll 1 percentage die

  • add/subtract all applicable modifiers and commander's commander rating

  •   - if the result is lower than unit's morale factor (taking into account all applicable modifiers, then unit does not break and may act as desired.

  •   - if result equals unit's morale factor, then unit is shaken - advancing/charging units halt.  Defending units retire 50m. Squares stand, but are not as effective (see Melee Phase).

  •  if result exceeds unit's morale factor, unit breaks and routs during rout phase.


  • -5%         for every 10% casualties

  • -5%         for each 10% casualties lost this move

  • -10%       unformed

  • -20%        disordered

  • -10%        tired

  • -20%         exhausted

  • -10%        for each flank threatened

  • -20%         attacked from rear

  • -20%         infantry not in square charged by cavalry

  • -10%          conscript, militia, landwehr

  • -10%          for each routing unit within 150m

  • +10%         veteran

  • +10%         secure flanks

  • +10%        supported (friendly formed units to the rear)

  • +10%        British receiving charge

  • +20%        infantry in square charged by cavalry

  • +20%         unit in cover

  • +20%        charging cavalry



  • after winning melee

  • when unit commander is killed

  •  after a charge which fails to make contact

  • How?                    

  • roll 1 percentage die

  • add unit control factor

  • add control factor of any senior officer present  

  • Modifiers               

  •                                 -                +1 enemy retiring within 100m

  •                                 -                +2 enemy retreating

  •                                 -                +3 enemy routing

  •                                 -                -1 enemy standing

  •                                 -                -2 enemy advancing

  •                                 -                -3 enemy advancing to flank or rear

  •                                 -                -1 friends retiring within 100m

  •                                 -                -2 friends retreating

  •                                 -                -3 friends routing

  •                                 -                +1 friends standing

  •                                 -                +2 friends advancing

  •                                 -                +1 for each round of melee won within last 4 moves

  •                                 -               -1 unit under fire from flank/rear

  •                                 -                +-1 veteran

  • Result                   

  • 13 or more - unit pursues or charges nearest enemy for 2 moves
  • 11-12 - unit pursues/charges nearest enemy for 1 move
  • 8-10 - follows orders
  • 5-7  - stand - may not advance for 1 move
  • 2-4 - stand - may not advance for 2 moves                                
  • 1 or less - retire
  • | Charts 1  | Charts 2 | Nationality Charts 1 | Nationality Charts 2 |