Death or Glory!

(Free Napoleonic Rules from the Napnuts)

  NapNuts
Singapore Wargamers
 
       

 

 

CHARTS AND TABLES Part 2

FORMATION CHANGES

                                            Infantry                                       Cavalry                                             

 

Brit/Fr

Russ

Pr/Au

Brit

Fr/Russ

Pr/Au

Column of March to:

(and vice versa)

 

 

 

 

 

 

Column of Divisions

1/4

1/2

3/4

-

-

-

Line

3/4

11/2

2

3/4

1/2

1

Square

1/2

1

11/2

-

-

-

Column of Divs to:

(and vice versa)

 

 

 

 

 

 

Line

1/2

1

11/2

-

-

-

Square

1/4

1/2

3/4

-

-

-

Line to Square

1/2

1/2

1

-

-

-

Into skirmish order

1/4

1/2

3/4

3/4

1/2

1

Reform (unformed)

1

1

2

2

1

2

Reform (disordered)

1

2

2

2

2

3

 

 

Foot

 

 

Horse

 

Unlimber battery

1/2

3/4

1

1/4

1/4

Limber battery

1/2

1

11/2

1/2

1/2

 Refacing Battery                 0-30 deg         = 1/4

                                                30-60                = 1/2

                                                60-120                = 1

 Note:      Tired, Conscripts, militia, landwehr - take double time  

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:  

    woods

    - 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  

    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

  • -1            unformed

  • -2            disordered

  • -2            tired

  • -4            exhausted

  • MORALE

    When?                  

  • 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.

  • MODIFIERS

  • -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

  • CONTROL

    When?                   

  • 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
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