BATTLES OF NAPOLEONStrategic Simulations, Inc. (SSI)
Game Rules
TABLE OF CONTENTS
INTRODUCTION
1.0 START-UP
• Documentation Check
2.0 PREPARING TO PLAY
• Movement Option
3.0 STARTUP MENUS
• Main Menu
4.0 PLAYING THE GAME
• The Game Menu
• Computer Directive Table
• Sound
• Delay Time
• Sequence of Play
5.0 OBJECTIVE PHASE
• Objective Phase Information Area
• Objective Selection
• Objective Effects
• Changing Objectives
• Exiting the Objective Phase
6.0 OPERATIONS PHASE
• Command Menu
• Movement Orders
• Fire and Melee Orders
7.0 COMBAT PHASE
• Cavalry Charge Phase
• Artillery Fire Phase
• Fire Phase
• Melee Phase
• Fire Effects
8.0 DISRUPTION, READINESS, MORALE, FATIGUE, AND EFFICIENCY
• Fatigue
• Morale
• Efficiency
• Readiness
• Disruption
9.0 COMMAND CONTROL
• Leaders
• Specific Effects of Command Control
10.0 RECOVERY, REINFORCEMENT, AND RESUPPLY
• Ammunition
• Rally
• Recovery
• Reinforcements
11.0 VICTORY PHASE
• Victory Points
12.0 DESIGNING YOUR OWN SCENARIOS
13.0 HISTORICAL SCENARIOS
Borodino: The Battle for the Great Redoubt
• French Order of Battle
• Allied Order of Battle
The Battle of Auerstadt
• French Order of Battle
• Prussian Order of Battle
The Battle of Quatre Bras
• French Order of Battle
• Allied Order of Battle
The Battle of Waterloo
• French order of Battle
• Allied Order of Battle
BATTLES OF NAPOLEON
GAME RULES
PARTS INVENTORY:
Your Battles of Napoleon game should come with the following:
• One Game Box
• This Rules Book
• One Game Disk
• One Scenario Disk
INTRODUCTION
The Battles of Napoleon is a grand tactical simulation of Napoleonic warfare. You may play
any of the four historical Battles provided with the game, or you may design your own
scenarios using the game Editor included with the game. In this Editor, you may either
reconstruct a favorite historical battle, or have the computer randomize a “hypothetical”
battle.
In The Battles of Napoleon, you will command either the French or the Allied forces against
a human or a computer opponent. As commander of these forces, you will move your units
over the game map and resolve combat. Your main responsibilities are to choose objectives
for your units, move them so as to optimize your tactical situation, and give them combat
orders.
The capabilities of this game are tremendous, allowing you to give very detailed commands
to your forces and, through use of the Editor, to change the very tables which govern how the
game operates. However, this level of detail and control makes this game relatively complex.
We therefore recommend that you use the Borodino scenario as a guideline for learning this
game, saving the Editor for when you are more familiar with the system. The Borodino
scenario is a very small scenario with only about 20 units on each side, and is therefore well
suited to a new player of this game. See section 13.1 for more information on the Borodino
scenario.
The rules are organized so that the sections pertaining to the Editor are in the latter half of the
rulebook. Therefore, only read through section 13 before beginning play. The latter sections
will only be necessary once you are more familiar with the game. For a quick start into the
game, read only through section 7.0 and then begin.
Note that there are examples throughout these rules. They are not taken from any specific
scenario and are only for reference with regard to the specific example.
Time and Distance
The game is played in turns. Each turn equals one-half hour of real time and is divided into a
number of phases (refer to section 4.5 for a listing of these phases). Each square on the game
map represents 100 yards on a side. It should be mentioned that these scales can change with
use of the Editor.
1.0 START-UP
Before beginning play, it is a good idea to make backup copies of your disks. You may do this
with any commercially available bit copier (or using you DOS on the IBM system). Once you
have made these backup copies, put your master disks in a safe place and play off your copies.
This will keep your master disks safe and will help prevent loss of the game through disk
wear.
C-64/128
If you have a C-64 or C-128 computer, you begin the game by inserting the Scenario Disk in
your disk drive and then turning on your computer. Remember to hold down the
Commodore key on the C-128 to enter C-64 mode. When your computer comes up and says
READY, type LOAD “*”,8,1 and press RETURN. When READY appears again, type RUN and
press RETURN.
Apple II
If you have an Apple II series computer, you load the game by inserting the front side of the
Scenario Disk in your disk drive and turning on your computer. Note that if your system has
a CAPS LOCK key, it must be down throughout the game. Once you have turned on the
computer, the game will load normally. Answer the prompts as they appear in regards to
your preferences for usage of the numeric keypad (if you have one) and accelerator cards.
NOTE: Older versions of the “Speed Demon” that do not contain dip switches may not work
properly with this game.
IBM PC or compatible
If you have an IBM PC or compatible, you load the game by first booting the computer with a
DOS version 2.0 or later. If you intend to save the game, you should have a formatted disk
ready for this purpose. When the system prompt appears (typically A>) insert the game disk
and type START. Hit RETURN and the game will load. You will then get the option for
numeric keypad movement (see section 2.1).
1.1 Documentation Check
There is no physical copy protection in this game. This permits you to make back-up copies of
the game and/or install it on a hard disk. Note that Apple users will not be able to install this
program on a hard disk due to limitations of the operating system. There are documentation
checks in the game that will require you to look up a word in a specific section of this
rulebook and type it in when prompted. After typing in the requested word, press RETURN
and the game will continue.
2.0 PREPARING TO PLAY
When the game is loaded, you will be required to answer a documentation check (see section
1.1 above) before you can proceed. Following this, you may be given an option to choose
between the standard and keypad movement options (refer to section 2.1). Apple Users will
then be asked to identify the type of accelerator card their system is using (if any).
2.1 Movement Option
If you are using a system with a numeric keypad, you must choose which number keys you
will use to move your units and the game cursor. This is done from the Select Movement
Option Screen that appears following the Documentation Check. When
SELECT MOVEMENT OPTION (1) STANDARD (2) KEYPAD
is shown on the screen, press the “1” key if you intend to use the numbers across the top of
your keyboard. Press the “2” key if you intend to use your numeric keypad. All examples in
this rulebook will use the “1” option as not all systems have numeric keypads.
3.0 STARTUP MENUS
3.1 Main Menu
This menu follows the title Screen and is where you select whether you wish to CREATE A
RANDOM NEW SCENARIO, EDIT A SCENARIO, GENERATE A SCENARIO, PLAY A
SCENARIO, or RECALL/PLAY A SAVED GAME. To choose one of the functions, simply
select the first letter of the option. Thus, pressing the “P” key will allow you to PLAY A
SCENARIO. See section 14.2 for an explanation of the use of the Random Scenario Maker.
3.11 SCENARIO SELECTION MENU
This is the menu you reach after pressing the “P’ key from the Main Menu and allows you to
choose which scenario you wish to play. Press the “W” key to play the Battle of Waterloo;
press the “Q” key to play the Battle of Quatre Bras; press the “A” key to select the Battle of
Auerstadt; press the “B” key to play the Battle of Borodino; select the “G” key to play a battle
you have created earlier though use of the Editor; or press the “E” key to return to the Main
Menu. Refer to section 13.0 for a description of the Historical Scenarios.
3.12 GENERATE/EDIT SCENARIO MENU
If you select the “G” key from the Main Menu, you will be presented with this menu. From
here you may select any of the primary options of the Editor portion of the game. Consult
section 14.0 for more details on the Editor portion of this program.
3.13 SAVE GAME MENU
This menu allows you to interact with your save disk, either to recall a game, initialize a disk
(only on the Apple and C-64 versions of the game), delete files, and catalog the disk. If this
menu was reached by selecting a save option, then you will be allowed to save the game
through this menu. If, however, this menu was reached from a recall option, then you will be
allowed to recall a previously saved game instead.
4.0 PLAYING THE GAME
Because of the complexity of this game, it is important that you understand how a game of
The Battles of Napoleon is played. The menus that follow will show you how to begin a
game, but let’s first examine the general flow of the game.
A game of The Battles of Napoleon consists of many game turns, each of which is broken
down into many phases (see section 4.5 for the sequence of play for each game turn). Over
these turns, the player(s) will move units across the map and combat will be resolved. The
object of the game is to inflict more casualties on your opponent’s forces than he/she inflicts
on yours. In addition, there are often places on the map that are worth “victory points” for
being captured (see section 11.0 for Victory Points).
At this point, you should skip ahead and read the initial portion of sections 5.0, 6.0, and 7.0.
These section introductions will give you an overview of how the game is played. Armed
with this information, you should then proceed through the rest of this section, paying close
attention to the Sequence of Play, section 4.5.
4.1 THE GAME MENU
The game Menu appears after you select which game you wish to play, be it a historical
scenario or a previously generated scenario. This menu presents a number of options which
affect how the game will play. All of the default settings should be used for a “historical”
setting. This menu appears as follows:
A) MOVE FIRST FRENCH ALLIED
B) FRENCH HUMAN COMPUTER
C) ALLIED HUMAN COMPUTER
D) LEVEL OF PLAY 1 2 3 4 5
E) 2 PLAYER HIDDEN NON-HIDDEN
F) FRENCH STRENGTH 1 2 3 4 5
G) ALLIED STRENGTH 1 2 3 4 5
H) FRENCH ARRIVAL 1 2 3 4 5
I) ALLIED ARRIVAL 1 2 3 4 5
J) FRENCH AMMO 1 2 3 4 5
K) ALLIED AMMO 1 2 3 4 5
4.11 GAME MENU OPTIONS
• The “A” Option allows the player to select which side will move first. Press the “A” key
until the desired side is highlighted.
• The “B” and “C” options allow the player(s) to select whether or not to have either the
French or the Allied side controlled by the computer.
• The “D” option selects the difficulty level. Level 3 is normal and does not modify the game.
Levels 1 and 3 favor the French player, 1 more so than 2, while levels 4 and 5 favor the Allied
player, 5 more so than 4. Level of play affects the casualties inflicted by fire and melee combat.
It is suggested that you select the easiest level of play when starting out as the game is a
challenge on level 3.
• The “E” option allows you to play a game where only known enemy units of both Combat
and Operations Phases. This option is only available during a game between two human
players
The “F” and “G” options allow the player to boost the strength of the units on the French and
Allied sides, respectively. Level 3 is normal strength. Higher numbers increase the number of
men in the units on the side chosen, while lower numbers decrease the number of men in
those units. It is recommended that level 3 be used in most circ*mstances.
• The “H” and “I” options allow the player to alter the arrival time of reinforcements for the
French and Allied sides, respectively. Level 3 is historical with no changes. Level 1 allows
units to arrive up to four turns earlier than their historical arrival time while level 2 allows
units to arrive up to four turns later. Level 4 allows units to arrive anywhere from 2 turns
earlier than historical to two turns later. Level 5 is identical to level 4, except that it allows up
to 4 turns of early or late arrival. Once players are familiar with the game, level 5 should be
chosen to truly re-create the uncertainty of a battle where opposing commanders did not
know the size of an enemy force or how quickly it would be reinforced.
• The “J” and “K” options allow for variable ammunition supply. Level 3 is again historical.
Levels 2 and 1 give progressively less ammunitions where levels 4 and 5 give progressively
more.
4.2 Computer Directive Table
This table is displayed immediately after exiting the Game Menu, if you selected the computer
to play one (not both) of the sides. This table allows you to choose the overall strategy to be
employed by the computer opponent. If you have no special strategy in mind, select option
“A”. Option “A” allows the computer the most flexibility in choosing a strategy. All other
options are actually just variants of option “A” with weighting towards various strategies.
The rest of the options have the following effects:
• The Retreat-Automatic option forces the computer to retreat its forces without regard to the
location of your forces. The computer will simply give ground and you must pursue.
• The Retreat-Random option is identical to the Retreat-Automatic option except that the
computer will vary the speed of its retreat at random.
• The Retreat-Analyze Situation option forces the computer to give ground, but only is in
response to your attacks. The computer will generally hold unless approached.
• The Hold Positions-Automatic option makes the computer try to hold its current positions.
The computer will not retreat unless pushed back by combat, in which case it will try to retake
the terrain lost.
• The Hold Positions-Random option allows the computer the most variety in its disposition.
Sometimes it will aggressively hold a certain position, refusing to retreat and
counterattacking if forced back, while other times the computer will hold for just a short
while and then pull back to a safer line.
• The Hold Positions-Analyze Situation option forces the computer to hold a specific
position, but allows it to retreat or advance as needed in order to best counter your aggressive
moves. This is best described as putting the computer in “reaction” mode where it reacts to
your moves.
• The Counterattack-Automatic option is the most aggressive computer setting. The
computer will relentlessly push against your forces all along the line. You will never be given
a moment of rest.
• The Counterattack-Random option is just like the Counterattack-Automatic option except
that the computer will vary the speed of its advance randomly.
• The Counterattack-Analyze Situation is the mode in which the computer is allowed to
attack cautiously, maneuvering its forces to allow maximum concentration of firepower
against its objective. In this mode, the computer is not just trying to push you back, it is trying
to take a specific objective and will maximize its efforts in this direction.
4.3 Sound
After exiting from the Game Menu, you will see a number of screens that display the losses
suffered by both sides and the current score. These screens are more fully explained in section
10.0. After these screens you will be allowed to select ”Y” or “N” to the question “SOUND
ON?”. If you wish no sound during the play of the game, select “N”. Otherwise, select “Y”.
4.4 Delay Timer
The next screen after the Sound On screen instructs you to set the Delay Timer. The timer
determines how long messages remain on the screen during the game. You should play once
with the default setting before choosing a different number. If the messages go by too fast or
too slow, then you can change this delay in a later turn.
4.5 Sequence of Play
1. Command Control Phase
2. Mutual Operation Point Phase (Turn 1 only)
3. Reinforcement Phase (not on Turn 1)
4. Ammo Resupply (Not on Turn 1)
5. 1st Player Leader Transfer Phase
6. 1st Player Objective Phase
7. 1st Player 1st Operation Phase
8. 1st Combat Phase
9. 1st Player Recovery/Operation Point Phase
10. 2nd Player Rally Phase
11. 2nd Player Leader Transfer Phase
12. 2nd Player Objective Phase
13. 2nd Player 1st Operations Phase
14. 2nd Combat Phase
15. 2nd Player Recovery/Operation Point Phase
16. 1st Player Rally Phase
17. 1st Player 2nd Operations Phase
18. 3rd Combat Phase
19. 1st Player Recovery/Operation Point Phase
20. 2nd Player Rally Phase
21. 2nd Player 2nd Operations Phase
22. 4th Combat Phase
23. 2nd Player Recovery/Operation Point Phase
24. 1st Player Rally Phase
25. Victory Phase
This is a listing of the sequence in which a turn of The Battles of Napoleon is played. The
Command Control Phase is more fully explained in section 9.0; the Recover/Operation Point
Phase and the Reinforcement Phase are detailed in section 10.0; the Objective Phase is
explained in section 5.0; the Leader Transfer Phase is explained in section 9.12; the Operations
Phase is explained in section 6.0; and the Combat Phase is outlined in section 7.0. The reason
that some of the early phases are explained later in the manual is that you need not know all
of the details about these phases in order to begin the game.
In the Mutual Operation Point Phase that occurs only on turn 1, the computer simply assigns
Operation Points to units, allowing both sides to move and fire in their subsequent
movement and combat phases. The two other phases listed as only occurring after turn 1 are
not used on turn 1 because units are not going to be in need of ammo resupply (see section
10.0) and units may not come in as reinforcements on turn 1 (see section 10.2 and 15.0).
5.0 OBJECTIVE PHASE
Because of the sheer size of battles in the Napoleonic age, high level commanders generally
gave fairly vague instructions to their subordinates, who in turn gave more detailed
instructions to their subordinates, and so on. In this game, however, you will be able to play
the parts of both the high level commanders and their subordinates. You will give objectives
to your Division leaders which will tell them generally where you want them. This is what
the Objective Phase is all about, and represents the orders given by the Army commander to
the Corps or Division commanders saying such things as, “Move your Division to that hill
over there and wait for further instructions.”
The Movement Phase also enables you to have control over the tactical level. In this phase,
you can move individual battalions and regiments to specific locations, thus giving you the
ability to play the role of both the Army commanders and the Brigade commanders.
5.1 Objective Phase Information Area
Once in the Objective Phase, you will be presented with a strategic view of the map. Below
this map is an information area which gives a summary of the options you have in this
phase. Certain letters are highlighted and show the keys to press to select an option.
5.11 ACTIVE LEADER
The active leader and his current formation (brigade, division, corps...) are shown in the top
left of the information area. For example, DIV: MORRAND shows that the active leader is
Morrand, and that he is a Division commander. The units in Morrand’s Division are
highlighted on the screen.
5.111 Command Levels
The objective squares for infantry units are usually set at two command levels (formation
levels) above the lowest level of infantry organization (individual infantry unit). If the
individual infantry units in your force are Battalions (as is common), then the lowest level of
your infantry organization is the Battalion. This will result in objectives being set at the
Brigade or Division level.
The objective squares for cavalry units are set at one command level above the lowest level of
organization. Artillery units do not get assigned objective squares.
5.12 OBJECTIVE SQUARE
Directly under the active leader listing is a display showing where the current objective for
the active leader’s formation is. For example, OBJECTIVE = 14,9 shows that the current
objective for the current formation, in this case Morrand’s Division, is in square 14,9. This
location is given as an X,Y coordinate (see section 5.121 for details) and is shown by a blinking
cursor on the map.
5.121 Coordinates
The X coordinates start at the left side of the map, where X is 0, and increase as they move
right. The Y coordinates start at the top of the map, where Y is 0, and increase as they move
down. The coordinates for the top left square on the map is 0,0. The coordinates for the square
that is both 10 squares down form the top and 10 squares to the right of the left map edge are
9,9. This is because the numbering begins with 0.
5.13 MOVING THE CURSOR
The bottom line shows the keys which may be used to move the cursor. These numbers are
illuminated. Movement is in the direction indicated by the movement compass in the upper
right corner of the information display.
5.131 Movement Compass
To the right of the information area, numbers are arranged in one of the following two
patterns:
8 1 2 7 8 9
7 0 3 4 5 6
6 5 4 1 2 3
Standard Keypad
Each of these is a movement compass. Pressing the keys for the numbers on the outside of the
compass causes the cursor (the rectangle at center screen) to move in the direction that
number lies from the center of the compass.
5.14 NEXT LEADER
This option, selected by pressing the “N” key, allows you to scroll through your available
leaders, examining their current objectives, and changing them if you so desire. If you
continue to select the “n” key, you will eventually find yourself back at the beginning leader
again. Note that as you press the “n” key, and the leader changes, the highlighted units and
the flashing cursor will change locations, indicating the units and objective of the newly
selected leader.
5.15 CURSOR LOCATION
This X,Y display, located on the bottom of the Objective Phase Information Area, shows the
current location of the cursor in X,Y coordinates. If you move the cursor, as outlined in 5.13
above, this display will change with the movement.
5.2 Objective Selection
In all scenarios, formations will start the game with their objectives already selected. You may
change these objectives as desired in the first Objective Phase without penalty. However,
changing objectives in later Objective Phases will result in the penalties outlined in section
5.41.
5.3 Objective Effects
A unit’s movement is restricted by its objective. When a unit is being moved, the
information area for that unit will show a number in parentheses next to its direction of
facing (DIR). That number is the direction in which that unit should move in order to bring it
closer to its objective.
5.31 MOVEMENT PENALTIES
Units which move in the direction shown in parentheses (or within 1 of that direction) suffer
no movement penalty. Units which move in any other movement direction are penalized
based on how far away their movement direction is from the direction in parentheses. All
penalties are in movement points, also known as Operations Points, which are explained
more fully in section 6.31.
The amount by which a unit is penalized is based on the following example:
A unit’s objective is in direction 3 on a standard movement compass. If the unit was to move
in directions 2, 3, or 4, there would be no movement penalties. However, if the unit moved
in either direction 1 or direction 5, there would be a one movement point penalty for moving
in that direction. If the unit was to move in direction 8 or 6, there would be a 2 point
movement penalty. There is a 3 point movement penalty for moving in a direction opposite
to that of your objective. Note that this penalty is per square entered.
Units within 5 squares of their objective square my move in any direction without penalty.
5.4 Changing Objectives
A formation’s objective may be changed during the Objective Phase. To change an active
leader’s formation’s objective, move the cursor over the square you want to be the new
objective, and press the “O” key. The new objective square is set, and the game proceeds to the
next leader.
5.41 CHANGE PENALTIES
When a new objective is selected for an organization, the Operation Points (see section 6.31)
for all units in that organization are halved during the following Movement Phase. These
units will also lose 2 to 4 levels of Readiness depending on the leader’s rating (see section 9.1)
and a random factor. The only exception to this is during a player’s first Objective Phase.
During the first objective phase of the game, a player may change objectives without these
penalties being assessed.
5.5 Exiting the Objective Phase
To exit the Objective Phase you simply press the “E” key. As there is no fail-safe question,
once you press this key you are out of the Objective Phase and into the Operations Phase. This
important because in the first Objective Phase of the game, the penalties listed above do not
apply. Therefore, press the “E” key only when you are sure you are through with this phase.
6.0 OPERATIONS PHASE
The Operation Phase is where you examine the map, move all of your units, give them order,
and alter their formations. It is where all of the game decisions are made and is the heart of
The Battles of Napoleon. Once you understand this phase, you understand how to play the
game.
Cursor Menu
When you enter the Operations Phase, you are placed in Cursor Mode. This is where the
Cursor Menu is displayed at the bottom of the screen and you are able to move the cursor
about the map. Several important functions are available in this mode.
6.01 CURSOR MENU COMMAND SUMMARY
(SEE BACK COVER)
6.02 PLAYER PHASE
The first and second lines in the Cursor Menu list several important bits of information.
They list the date and time of the battle, the phase number, and which payer’s phase it is. The
player and phase information assists in keeping track of where in the sequence of play you
are. The date of battle is just for reference, but the time of day is important in figuring out
how many turns are left in the game. For the historical scenarios, the hour of the first and last
turns are listed in section 13.0.
6.03 CURSOR MOVEMENT
On the second line of the Cursor Menu the keys are shown which will move the cursor about
the map. They correspond to the movement compass shown on the right of the Menu. See
section 5.13 for more details.
6.04 ACCESSING A UNIT WITH THE SPACE BAR
The listing SPACE is there to remind you that if you move the cursor over a unit and press
the space bar, the unit will be accessed and you will go from the Cursor Menu to the
Command Menu (see section 6.31). A unit must be accessed in order to give it orders.
6.05 VIEW AND LOS
The “V” key is enabled to allow you to view the Line of Sight (LOS) from the square the
cursor occupies. When this option is chosen, you are prompted to choose a direction. This
direction is the compass direction you wish to examine for the LOS. After selecting a
direction, a portion of the map will be highlighted. The squares that are highlighted are the
squares that can be seen from the cursor-occupied square, in the direction you indicated. LOS
is blocked by certain types of terrain.
6.06 SEEING UNDER UNITS
The “T” key can be pressed to remove all units from the map so that you can see the terrain
underneath.
6.07 TERRAIN TYPE AND ELEVATION
On the bottom of the Cursor Menu is a listing showing the type of terrain that is in the square
that the cursor is over, and the level of elevation that this terrain is at. An example would be
CLEAR (3). This would indicate that the cursor is in a clear terrain square and is at level 3
elevation. See the Terrain Effects Chart in the back of this rulebook for more details on the
effects of terrain and elevation.
6.08 CURSOR LOCATION
The X,Y listing on the bottom of the Cursor Menu tells where the cursor is at any given
moment. This is using the standard coordinate system, listed in section 5.121.
6.09 CHANGING MAPS
Pressing the “O” key will change the map from the tactical scale to the strategic scale shown
during the Objective Phase. This “zoom out” map is useful in getting an overall picture of the
battle. However, since everything on the strategic map is smaller, much of the details is lost
and it is suggested that players use the tactical map to give their orders. The “O” key will also
switch the scale back if pressed again.
6.10 ENTERING THE COMBAT PHASE
Pressing the “C” key will cause you to exit the Operations Phase and enter the Combat Phase.
This key does have a verification prompt, so if you press it by accident, you will be able to stay
in the Operations Phase.
6.11 VICTORY SQUARE HIGHLIGHTING
Pressing the “W” key will highlight all of the victory squares for each side.
6.2 Command Menu
This menu appears when a unit is selected by using the Space Bar in the Cursor Menu while
the cursor is over a friendly unit. The Command Menu permits you to move units and to
give them orders for combat. Generally, a unit must be accessed before you may move or give
orders to it.
COMMAND MENU COMMAND SUMMARY
This is simply a summary of all of the commands available from the Command Menu.
Although not all of them have been explained in this section, the brief description below will
tell you where to find more detailed information on the command. They are listed here for
convenience:
(0) - This command centers the map on the unit (the command is “5” if using the alternate
keypad).
(1-8) - moves the unit in the desired direction as indicated by the movement compass at the
bottom right of the screen (“1-9” for alternate keypad users).
(A)dvance sets the unit to advance into a square vacated by the retreat of enemy unit(s) in
front of the advancing unit. To be eligible to advance, that friendly unit’s fire or melee combat
must have caused the enemy unit to retreat. As this is a toggle, if the ADV: flag is already set
to Y, pressing the “A” key again will set it back to N (see section 6.42).
(D)irection permits you to change the facing of the accessed unit (see section 6.36).
(F)ire calls up the Fire Menu which permits the giving of fire commands (see section 6.41).
(G) changes the cavalry auto-retreat toggle (see section 6.434). For infantry units and artillery
units, it changes the unit’s Road Mode status from Normal to Road (see section 6.351).
(H) Increases the number of skirmishers out by 25% of the total skirmishers in the unit until
100% is reached. Once 100% are out, pressing the “H” key again resets the % out to 0% (see
section 6.354).
(I)nverse allows the accessing of a higher level of organization to give certain fire orders to all
units of that formation. A sub menu allowing you to select NO PLOT or NO FIRE orders for
the entire organization. Units accessed may be from regiment through army (see section 6.41).
(J) highlights the accessed unit’s objective square (refer to section 5.0).
(K) orders skirmishers out of the unit. If the skirmishers are already out, they are then
ordered back in by this command. This also causes the SKRM number on the Infantry
Command Menu to be highlighted.
(M)elee plots the unit to melee any enemy units in the square that the unit faces. If the unit is
already under orders to melee, pressing this key will order the unit NOT to melee (see section
6.42).
(N)ext accesses the next friendly unit in the Order of Battle (see section 12.1).
(Q)uit exits from the unit to the Cursor Menu (see section 6.1).
(R) switches the unit between frontline status and non-frontline status (see section 6.341).
(S)elect formation allows you to change formation for the unit in question. The types of
formation available to the unit will be automatically listed and offered to you (see section
6.35).
(SPACE BAR) switches between the Command Menu pages for the currently accessed unit.
This is a toggle so hitting the SPACE BAR again will return you to the 1st page of the
Command Menu (see section 6.32).
(T)errain removes the unit shapes from the map allowing you to examine the terrain
underneath.
(U)nder allows you to access the next unit in the square. If selected when there is only one
unit in a square, there will be no response.
(V)iew highlights all squares that the currently accessed unit can see and fire at with its
weapons (see section 6.41).
(W) highlights all victory squares on the map, first for one side and then for the other.
(X) force marches the unit, adding 1 OP point at a cost of adding 6 Fatigue points.
(Z) aborts all of the orders given to the currently accessed unit since its most recent access. If
you (Q)uit a unit and then pick it back up, you may not abort any previously given orders (see
section 6.32).
6.21 COMMAND MENU INFORMATION AREA
6.211 Infantry Information Area
Here is a sample Infantry Information Area:
FR 1/12/3 LN INF BATT. DIR:3(3) 8 1 2
340 MEN 0 SKRM AM:7 FL:N MUS 7 0 3
OP:11 FT:0 EFF:60 ADV:N MEL:N 6 5 4
RIDGE (2) X,Y:6, 10 NO PLOT
Note that unlike previous menus, this information area does not provide a summary of the
commands which can be given from the menu. The following information is provided:
6.212 Information Area Description Unit Name
FR 1/12/3 LN: This unit is French (FR). It is the first battalion of the 12th regiment of the 3rd
division (1/12/3). It is a line unit (LN) as opposed to a light (LT) unit.
Unit Organization
INF BATT.: This unit is an infantry Battalion (INF BATT.).
Facing and Objective Direction
DIR:3 (3): This unit is facing in direction (DIR) 3. The straightest path to its objective square is
to move in direction (3).
Number of Men
340 MEN: This unit contains 340 men.
Number of Skirmisher
0 SKRM: This unit contains no men which can skirmish. Note that this area will be inverted
if skirmishers are currently deployed. (See section 6.354 for a description of skirmishers.)
Ammunition Status
AM:7: This unit has enough ammunition for 7 shots. Ammunition is replenished in the
Replenishment Phase (see section 10.1).
Front Line Status
FL:N: This unit is not (N) a front line unit. Front line units are the only ones which suffer
casualties from fire combat (see section 6.341).
Armament
MUS: This unit is armed with muskets (see table in section 20.5).
Number of Operation Points
OP:11: This unit has 11 Operation Points (see section 6.31).
Fatigue Level
FT:0: This unit has no Fatigue (see section 8.1).
Efficiency Level
EFF:60: This unit has a current efficiency level of 60 (see section 8.3).
Advance Status
ADV:N: This unit is not (N) currently set to advance after combat (see section 6.42).
Melee Status
MEL:N: This unit is not (N) ordered to melee the square directly ahead of it (see section 6.42).
Type and Elevation of Occupied Terrain
RIDGE (2): This unit occupies a ridge square which has an elevation of 2 (see section 6.38).
Unit location X,Y:6,10: This unit occupies the square with X coordinate 6 and Y coordinate 10.
Fire Plot
NO PLOT: This unit is not plotted to fire. In the event that a valid target becomes available,
the computer will plot the unit’s fire (see section 6.41).
Artillery Information Area
The display for artillery units is very similar to that of the infantry unit described above. The
only differences are in the lack of skirmishers (artillery may not put out skirmishers), in the
addition of a display showing the number of guns remaining, and in the deletion of the
objective direction. The objective information is deleted because artillery units are not subject
to the same objective penalties as are infantry units.
Cavalry Information Area
The display for cavalry units is identical to that of infantry units. Note that in general, cavalry
units will have more OP points than infantry and will usually be armed with only SBR
(sabre) as opposed to MUS (musket). In addition, cavalry never have skirmishers.
6.22 COMMAND MENU SECOND PAGE
The space bar allows you to switch between the information area described above and a more
detailed summary of a unit’s status. Pressing the SPACE BAR after accessing FR 1/12/3 LN
brings up the following screen:
6.221 Infantry Command Menu Second Page
FR 1/12/3 #20 X,Y:6,10
REG: COURTIER 5 X,Y:6,10 (0)
DIV:AULARD 6 X,Y:7,12 (2)
CORPS:EUGENE 12 X,Y:5,9 (1)
ARMY:NAPOLEON 15 NOT ON MAP
OBJECTIVE: 14, 10 (3) READINESS: 5
MEN: 340 FRONTLINE: NO
SKIRMISHERS: 0 (IN) (0%)
OPERATION POINTS: 11 FACING: 3
COMMAND CONTROL: 24 AMMO: 7
DISRUPTION LEVEL: 0 MORALE: 60
EFFICIENCY: 60 (68) FATIGUE: 0
MELEE FACTOR: 4 MELEE: NO
FORMATION: COL ROAD MODE: NORMAL
WEAPON: MUS NO PLOT
ADVANCE: NO LEADER: COURTIER
The first section (the first five lines) gives a summary of the command hierarchy for the unit.
The first line gives the unit’s name (FR 1/12/3), its unit # (20 - note that unit # is primarily
for usage with the Editor), and the X, Y location that the unit currently occupies (6,10). The
second line gives the next level of organization to which the unit belongs to (REG or
regiment), the regimental commander’s name (Courtier), Courtier’s leadership bonus (5), the
X, Y location that the regimental commander occupies currently (6,10), and the distance in
squares to that leader (0). This information is then repeated for each of the next lines, until
the Army commander is reached. This display may be less than five lines if the lowest level
of organization is higher than battalion (as is the case in the Borodino and Waterloo
scenarios).
The next three sections (lines 6 through 17) give specific information about the unit.
Although each item is explained in detail in the appropriate section, here is a brief summary:
OBJECTIVE: 14, 10 (3): indicates that the objective for the unit is in square 14,10 and that
objective is in direction (3) from the unit.
READINESS: 5: displays the unit’s Readiness level (see section 8.4). This number ranges from
0 to 7, with a higher number being better.
MEN: 340: shows how many men are left in the unit (minus casualties suffered this far into
the game). Obviously, this number will tend to go down as the game goes on.
FRONTLINE: NO: indicates that this unit is not a frontline unit (see section 6.341).
SKIRMISHERS: 0: shows that this unit has no skirmisher. This will prevent it from putting
skirmishers “out” (see section 6.35).
(IN) (0%): In this case the first bracketed part tells us whether or not our skirmishers are
deployed (see section 6.354), in which case this would read (OUT). The second part tells us the
percentage of skirmishers out, in 25% increments.
OPERATION POINTS: 11: The unit has 11 operation points remaining (see 6.31).
FACING: 3: The unit is facing in direction 3.
COMMAND CONTROL: 24: The unit’s command control number (see section 9.0 for details).
AMMO: 7: The unit has 7 shots of ammunition left.
DISRUPTION LEVEL: 0: The unit has no Disruption. Disruption may be anywhere from level
0 to level 5 (see section 8.5).
MORALE: 60: The unit’s Morale is 60 (see section 8.2).
EFFICIENCY: 60 (68): The unit is currently at an efficiency of 60 out of a possible maximum of
68 for this unit. Given time to rest and recuperate, this unit will eventually go back to an
efficiency of 68. Section 8.3 describes efficiency more thoroughly.
FATIGUE:0 : The unit is fully rested. As the unit performs actions, Fatigue will go up as the
unit tires. Fatigue goes down when the unit is allowed to rest (see section 8.1).
MELEE FACTOR: 4: The relative melee ability of the unit. This scale goes from 1 to 9, with 1
being the lowest and 9 being the highest. As a general rule, the highest is 5, with higher
values only being found on cavalry. Melee factor is explained in section 7.3 and in section 15.
MELEE: NO: The unit’s melee flag is set to NO. This unit will not attempt to melee this units
directly in front of it. If this flag is set to YES, the unit will try to melee the unit directly in
front of it.
FORMATION: COL: The unit is in column mode. The other modes are explained under
section 8.3
ROAD MODE: NORMAL: The unit is not in Road Mode. If this unit was in Road Mode, this
display would read ROAD.
WEAPON: MUS: The unit is equipped with Muskets. The complete list of weapons can be
found in the Weapons Table (see table in section 20.5).
NO PLOT: The unit has no fire plot. This means that the unit will not fire unless an enemy
unit comes within range and arc of fire. See section 6.41 for more details.
ADVANCE: NO: The unit is not plotted to advance after combat. If this flag is set to YES, the
unit would advance into the square directly ahead of it, if left vacant by a retreating enemy
unit, after the combat phase.
LEADER: COURTIER: The unit has an attached leader, in this case COURTIER is his name.
His position is indicated at the top of this page of information.
6.222 Artillery Command Second Page
This display is very similar to the Infantry Command Second Page, with a few exceptions. The
main difference is in the lack of leader information at the top, due to the fact that artillery
generally don’t go into the normal command structure. In addition, the skirmisher
information is missing because artillery cannot skirmish. Also missing are the Melee and
Advance flags, because artillery may not do either voluntarily.
6.223 Cavalry Command Second Page
Again, this display is similar to that of the infantry, with the addition of a listing for whether
or not the unit’s CAV RETREAT flag is set to yes or no. This listing is added where the ROAD
MODE listing used to be, as cavalry units my not enter road mode.
6.3 Movement Orders
Once a unit has been selected it may be moved using the movement keys (1-8 or 1-9,
depending on the compass you chose). A unit’s movement is restricted by a number of factors
which includes terrain, the presence of enemy units, the formation the unit is in, the unit’s
objective, and the number of operation points it has.
6.31 OPERATION POINTS
Operation Points (OP points) represent, in effect, the speed at which a given unit can act. The
more OP points a unit has, the more it can do. OP points are expended whenever a unit
moves, fires, changes formation, changes facing, melees, or any of a number of other actions.
The number of OP points that a unit receives is varied according to its Command Control (see
section 9.0) and its Operation Point Modifier (see section 15.0). Generally, the number of OP
points a unit will receive is between 8 and 15 OP points, although this can vary with the
nationality of the unit (see section 15.0). OP points are received at the conclusion of each
combat phase.
6.32 MOVING A UNIT
Units are moved by accessing them (place the cursor over them and hit the SPACE BAR) and
then moving them in the desired direction through use of the movement compass.
Movement expends OP points as per the Operation Costs Table (see section 20.15). Units may
always move one square, at the cost of all remaining OP points (exception see section 6.33).
Units may not enter certain types of terrain (as specified in the Operation Costs Table) and
may not enter a square containing an enemy unit. Just moving next to enemy units incurs
additional OP points costs, as specified in section 6.33.
Involuntary movement of units may occur in other phases than the movement phase, such
as advances after combat in the combat phase. The involuntary movements costs the unit no
OP points.
If, during movement of a unit, you decide that you have changed your mind and would like
to take back the move you are making, then press the “Z” key and the move will be aborted.
Units that cause hidden units to appear and then have their move aborted with the “Z” key
will be charged 4 OP points for their “reconnaissance”.
Units may be restricted in their moves depending on the formation they are in. These
restrictions are summarized in the Operation Costs Table (see section 20.15). They are also
explained under section 6.35, Formations.
Note specifically that movement may involve costs of Fatigue as well as OP points. Fatigue
reduces the Morale of a unit and therefore moving units without rest for long distances can
cause them to become tired and less powerful as fighting forces.
6.33 ZONES OF CONTROL
The eight squares surrounding each unit constitute its zone of control (ZOC). ZOCs affect
movement costs as per the Operation Costs Table. In addition to the extra OP point costs for
entering or leaving an enemy ZOC, units will suffer additional losses when forced to retreat
into an enemy ZOC. This also applies to units that rout in an enemy ZOC.
Movement of a friendly unit from one square of an enemy ZOC to another square of an
enemy ZOC is not permitted, even if the friendly unit is only to move one square, unless the
square that unit is moving into is already occupied by a friendly unit. There are various
recovery penalties associated with being in an enemy ZOC (see section 8.0).
6.34 STACKING
There are a number of restriction to the number of men that may occupy a given square at a
given time. This limit is 1800 infantrymen or 1200 cavalrymen in a single square. These men
may be of different units, so the limitation is not on the number of units but purely on the
number of men. The number of men limit is halved when the square in question is a woods
or town square. Artillery units count as a number of men equal to 50 times the number of
guns in the unit. Therefore, an artillery unit with 6 guns counts as 300
infantrymen/cavalrymen for stacking purposes.
Units may temporarily overstack during the movement of a given unit, but the unit being
moved may not end its move overstacked. If it attempts to, a message will appear informing
you that the only available option is to continue movement or to abort the move.
Cavalry may not stack with infantry. Artillery may stack with either infantry or cavalry.
During normal movement, routed units may not stack with another unit. A routed unit may
only stack with another unit during the retreat movement.
6.341 Frontline Status
Frontline status represents the fact that only one infantry unit may actually occupy the
“front” of a square while other units may be behind the front unit but still in the square. This
is represented by the unit’s frontline status. Frontline status is a toggle that is changed by
pressing the “R” key. Only one infantry unit in a square my be the “frontline” unit and have
its FL: toggle read Y. All other units are automatically FL:N (see the Command Menu
Information Area description in section 6.212). The non-frontline units in a square may
contribute to melee combat, but may not fire. If several units in a square have their FL toggle
read Y when you return to the Cursor Menu, all but the first unit in a square will have their
toggle change to N. If no units in a square have their toggle set to Y, when you return to the
Cursor Menu, the first unit will have its toggle set to Y.
Cavalry units are special in regards to the fact that multiple cavalry units within a square may
have their frontline toggle set to Y.
All artillery units within a square may be frontline. This is in addition to the one infantry
unit. Thus, one infantry unit AND any cavalry units may be frontline within a given square.
Units that are non-frontline may not fire during the fire phases.
6.35 FORMATIONS
Formations represent the way that the infantry, cavalry, or artillery unit is deployed within a
square. Different formations have different effects and are a very important part of the game.
You change the formation of units during the Operation Phase by pressing the “S” key. A list
of the available formations will then appear at the bottom of the information area and allow
you to select the desire formation. if the same formation that the unit is currently in is
selected again, the unit will simply ignore the command and no OP points cost will be
assessed. When a unit changes formation, it pays a cost as per the Operation Costs Table (see
section 20.15). Note that the different formations have different graphic shapes to represent
them.
6.351 Infantry Formation
Infantry can adopt four formations and one mode, each with its own effects, strengths, and
weaknesses. They are:
Line Formation: This gives infantry its greatest firepower with reduced movement. Line is
the formation to use to bring fire on an enemy.
Column Formation: This formation allows much greater mobility than line formation
because the infantry is marching in a tight, easily controlled column. Units in column are
very powerful in melee but suffer higher casualties from fire and are less powerful in fire
combat.
Square Formation: Square was a formation developed specifically to protect units from
cavalry melee attacks. Units in square have no mobility and may see in all directions. They
cannot be flanked and suffer greatly from fire combat. They are vulnerable, in fact, to virtually
everything but melee attacks. However, they are very resistant to cavalry changes. Units will
spontaneously attempt to form square when charged by cavalry.
Open Formation: This represents a “spread-out” formation that permits units to move
through and deploy in woods and towns. Units in open formation suffer greatly from melee
attacks but are the most resistant to fire combat. However, they are incapable of powerful
return fire. This is primarily a defensive formation used when approaching an enemy while
under heavy fire.
Road Mode: This is a special type of formation that is not reached with the “S” key. A unit
may only enter or leave road mode at the beginning of its movement phase. To enter or leave
road mode, press the “G” key. An infantry unit may only enter road mode if it is not within
four squares of an enemy unit. Road mode allows a unit to move very swiftly using roads.
However, units in road mode are VERY vulnerable to fire combat. They are automatically
treated as if they are in column formation and take DOUBLE casualties from fire combat.
6.352 Artillery Formations
Artillery can also adopt one of three different formations. They are:
Limbered Formation: This is the formation that artillery units must adopt in order to move.
An artillery unit in limbered formation may not fire.
Unlimbered Formation: This is the opposite of limbered formation, and when an artillery
unit is unlimbered, it may fire but may not move. Unlimbered artillery may change facing
(see section 6.36) and are therefore not required to limber, turn, and then unlimber.
Open Formation: This formation is much like the infantry counterpart. It is the same as
unlimbered, except that the guns are deployed in a “spread-out” fashion. This is required if
the unit is to deploy in woods or town, and will cause the unit to inflict fewer casualties
(however, the unit will suffer fewer as well).
Note specifically that artillery units can also adopt “road mode” as described above, with
similar results and effects.
6.353 Cavalry Formations
Cavalry units also have five different formations they can adopt:
Charge Formation: This formation permits the cavalry to execute a charge. It is a special
formation that combines movement and melee into a single action. When a cavalry unit
adopts charge formation, it is immediately prompted to select a target square for the charge.
The menu that is presented is much like the fire menu (see section 6.41) and allows you to
view the area which you may target, to select a target square, or to exit the menu. Units in
charge formation may not move, except during the cavalry charge sub-phase of the combat
phase, at which time they will move automatically. See section 6.43 for more details on
charges.
Counter-charge Formation: This formation is identical to charge formation in that after a
cavalry unit adopts it, it may not move until it changes back to normal, open, or dismounted
formation. Once you place a unit into counter-charge formation, it will wait until an enemy
cavalry unit in the midst of a charge comes within 6 squares and in LOS of your counter-
charger. At that point, your unit will have to pass a charge test (see section 6.43) and, upon
passing it, you will be prompted as to whether you would like your unit in counter-charge. If
you answer yes, your unit will charge towards the charging enemy cavalry. This charge
operates in the same way as a normal charge, right down to having your counter-charging
cavalry unit forcing enemy infantry units to form square or retreat (See section 6.43).
Normal Formation: This represents the normal movement mode of cavalry. The only
cavalry units that may fire while mounted are units armed with carbines (CRB) (see 20.5).
These units fire under normal fire rules (see 7.3) and may only fire while in Normal or Open
formation.
Open Formation: Open formation permits cavalry to move though woods and towns and
represents the unit being spread-out over the square. Units in open formation are less
powerful in melee combat but are more resistant to fire combat. The only cavalry units that
may fire while mounted are units armed with carbines (CRB) (see 20.5). These units fire
under normal fire rules (see 7.3) and may only fire while in Normal or Open formation.
Dismounted Formation: This formation will only be offered to cavalry that is armed with
other than sabres (see chart 20.5), allowing them to dismount and fight as infantry. Only units
so armed may dismount. Once a unit dismounts, it is treated just like an infantry unit in line
formation. Note that dismounted cavalry may not form square or column, nor may they
enter road mode.
6.354 Skirmishers
Skirmishers were troops that would operate ahead of infantry units, screening the main units
from enemy fire. They were light troops that operated in a sort of loose line and attempted to
engage enemy units with harassing fire. Of course, the more skirmishers that there were, the
more dangerous was this “harassing fire.” The main purpose of this fire was to cause
confusion in the enemy ranks as the enemy tried to deploy into a combat formation. The only
effective counter for these groups of light troops is skirmishers to engage the skirmishers.
In game terms, skirmishers, when deployed, reduce the casualties suffered by an advancing
formation. They also provide very effective fire against an enemy unit. They are deployed by
pressing the “K” key with a unit selected. This will also toggle the Skirmishers IN/OUT flag
on the Infantry Command Menu Second Page (see section 6.221 above). This action costs 1 OP
point and cannot be accomplished if the unit in question has no skirmishers or is in an
enemy ZOC. Skirmishers that are deployed come from the unit, they are not extra men (see
the example below). Once skirmishers are deployed, the % OUT flag can be changed, in
increments of 25%, by pressing the “H” key. This % represents the percentage deployed of the
maximum number of skirmishers the unit could deploy. Example: A French infantry unit
with 600 men is listed as having 100 skirmishers. This means that the unit has a total of 600
men, of which 100 can skirmish. If the unit deploys 50% skirmishers out, that means that
there are 50 skirmishers deployed and 550 men in the main unit.
Skirmishers are very vulnerable to melee, and will therefore automatically recombine back
into the main unit in the event of melee combat. In addition, any unit that is comprised
completely of skirmish infantry (i.e., a unit that has an equal number of men to skirmishers
and has 100% skirmishers OUT) will automatically retreat if charged by cavalry (see section
6.4) or if they are not deployed in woods, town, or redoubt terrain and they are meleed by
enemy infantry.
All casualties taken in fire combat by a unit with skirmishers deployed will be taken most by
the skirmishers. This means that skirmishers, although very resistant to enemy fire, will
wear out quickly. Units that are victims of a cavalry charge that do not retreat or form square
will take heavy casualties to their skirmishers.
As a general rule, the only reason to operate a line infantry unit (one with only a portion of
its men capable of skirmishing) with only 25,50, or 75% skirmishers out is to save some of
them for later in the battle. Once a unit loses its skirmishers, it will be much more vulnerable
to fire combat, especially from enemy units with skirmishers.
Following any combat phase, all units currently in an enemy ZOC will pull all of their
skirmishers back in and will have their skirmisher out flag reset to N. The only exception to
this is a unit in woods, town, or swamp.
6.36 FACING
Every unit has a specific facing that indicates the direction the men in the unit are pointed.
Infantry units in square formation have no specific facing, as they face in all directions. They
can see in all directions and cannot be attacked in the flank. All other formations have a
specific direction in which they face and can “see”. Facing can be changed by pressing the “D”
from the Command Menu. Changing facing costs 1 OP point.
All units with a specific facing can “see” in a 90° angle. This angle extends from the center of a
unit’s square in the direction it is facing and determines a unit’s Line of Sight (LOS). LOS
controls what squares a unit may shoot at and is affected by facing, terrain, and the presence of
units (fiendly or enemy).
Facing also affects combat. It a unit is attacked from a square that is not in its front 90° angle of
fire, it is being attacked in a flank. A unit that is flanked will suffer additional casualties in fire
and melee combat. In addition, units may not fire from their flanks. Units in a redoubt
cannot be flanked.
All units in a square must have the same facing. Because of this, when a unit is selected out
of a stack of units and its facing is changed, all units in the stack are turned as well. Only the
selected unit must pay the OP point cost for turning.
6.37 FORCED MARCHING
This is an option that allows you to increase the number of OP points available to a unit. You
may force march a unit by pressing the “X” key. This increases the number of OP points
available to the unit at a cost of 6 Fatigue per extra OP point. Extremely tired units and routed
units may not use forced march. In addition, units may not use this option they have more
than 40 Fatigue. Units may gain a Disruption level from using force march (see 8.5).
6.38 TERRAIN
Virtually every facet of the game is affected in some way by terrain. Terrain can block LOS,
give combat benefits to units occupying certain types of terrain, and will vary the number of
OP points required to move a unit. See the tables in section 20 for further information on
terrain effects.
6.4 Fire and Melee Orders
The object of the game is to cause casualties to enemy units to force them to run away,
allowing your forces to hold certain map objectives. Casualties are caused by one of two
methods: firing at enemy units with your units and meleeing enemy units with your units.
Because of the level of detail shown in this game, you are able to give individual orders to
your units, telling them which enemy units to shoot at and which ones to melee. You may
even tell your units not to fire until the enemy is at point blank range. However, you are not
forced to do this. If you give your units no orders at all, they will fire at targets that they
themselves choose, assuming that they have the OP points required. Units must have 1 OP
point remaining at the end of the Operation Phase to be able to fire. They must have an
additional 2 OP points remaining if they wish to melee as well. Note that artillery must have
4 OP points to fire.
In order to give specific fire orders to a friendly unit, press the “F” key while in the Command
Menu and the Fire Menu will appear.
Artillery units that are ordered to fire at a specific target may retarget to a different target if
there is a closer one available. This is to simulate that artillery commanders would usually
fire at advancing enemy troops that are close before they would even consider long-range
bombardment. Artillery units will also not fire at long range unless specifically ordered to do
so (with fire orders).
6.41 FIRE MENU
When in the Fire Menu, several options will be available:
(V) = Allows you to illuminate all square within the LOS and firing range of the unit and its
weapons. This is useful for figuring out which enemy units can be seen by the unit and which
squares the unit cannot see because of terrain or other restrictions.
(T) = Gives a specific target to a unit. If the targeted unit is not in your unit’s LOS, you will get
a message to that effect. When this key is pressed over a legitimate target square, the unit will
change its fire plot on the Command Menu Information Area to read the X,Y coordinates of
the square you just selected. Note that it is possible to target a square that is currently empty in
order to cover a specific location. If, in the enemy’s subsequent Operation Phase, the enemy
moves a unit into that square, it will automatically be targeted by your unit.
(E) = Returns you to the Command Menu with a NO PLOT reading in your fire section of the
Command Menu Information Area.
(N) = Used to order your unit to hold its fire until the last possible moment. It is primarily
used to prevent your units from firing, and thus tiring themselves and expending
ammunition, until an enemy unit is adjacent to your unit. Selecting this option will put a
NO FIRE reading in the unit’s fire section. You cannot prevent a unit with ammunition from
firing in its own defense if an enemy unit is adjacent to your unit. Therefore, the NO FIRE
option will be ignored if a unit has an enemy target adjacent to it.
6.42 MELEE AND ADVANCE TOGGLES
Units can set the melee flag to Y by pressing the “m” key from the Command Menu. This
orders the unit to melee any enemy units in the square directly in front of it during the
combat phase. Changing the toggle costs no OP points, but the unit must have 1 OP point
available after fire combat in order to initiate a melee. See section 7.3 for more information
on melee combat and its effects. Pressing the “M” key again will change the melee toggle back
to off.
The advance flag is also a toggle and can be changed to “Y” by pressing the “A” key from the
Command Menu. This orders the unit to advance into the square directly in front of it, if its
vacant, after the combat phase. It costs the unit no OP points or Fatigue to advance after
combat. A second press of the “A” key will change the advance flag back to N.
6.43 CAVALRY CHARGES
Cavalry charges are a special attack form that combine movement and melee. In order for a
cavalry unit to execute a charge, it must be in charge mode, must have selected a target, and
must pass a charge test (see section 6.435). In addition, the cavalry unit must have a
Disruption level of 3 or less (see section 8.5), must have at least 6 OP points remaining after
entering charge formation, and must have a Morale of at least 25 (see section 8.2).
A cavalry charge is initiated by changing the cavalry unit’s formation to charge formation.
You will then be presented with a charge menu. Selecting the “V” key will inverse all of the
squares that the cavalry unit could charge. Note that a cavalry unit does not need to see the
square it is charging in order to charge it. Once in this menu, you move the cursor, using the
movement compass, and then press the “T” key over the square that you wish for the cavalry
unit to charge. This will initiate a cavalry charge against that square. You don’t actually give
cavalry orders to charge a specific unit, just specific squares. The cavalry unit will then melee
the first unit it contacts on its way to the square you targeted. If it reaches the square without
hitting any enemy troops, it will stop.
Cavalry that pass their charge test will charge directly towards their selected target square
moving in as straight a line as possible while avoiding movement through any friendly
infantry or artillery units.
When a charging cavalry unit enters an enemy ZOC, it will stop. At this time, a number of
checks are performed. The cavalry unit may do a number of things including overrunning
the unit it has just contacted, causing casualties to both the target unit and the cavalry unit
and forcing the enemy unit to retreat. If this happens, the cavalry unit will gain 4 Fatigue and
a Disruption level and then may proceed with its charge, possibly on to another unit.
Another possible charge contact result is that the enemy unit may stand and the cavalry unit
will attempt to melee the enemy unit rather than running through it to contact another unit.
If this happens, the charge will stop and melee will occur in the melee phase.
Cavalry units gain 2 Fatigue for each square entered during a charge. This is in addition to any
Fatigue gained for overrunning or meleeing enemy units.
Cavalry may not melee units that are in town, woods, redoubt, or sunken road. If they move
adjacent to a unit in such terrain during a charge, the cavalry unit will stop and will not be
able to melee that unit. In addition, units in such terrain are not forced to check for forming
square in the face of a cavalry charge.
6.431 Counter-Charges
Cavalry which is set to counter-charge will move to engage any charging enemy cavalry
within 6 squares that is within its LOS. Counter-charging cavalry units must pass the same
charge test as charging cavalry and will suffer the same charge penalties and benefits as do
normal charging cavalry.
6.432 Infantry Charge Reaction Tests
Infantry, when faced with charging cavalry units, would generally try to change to the square
formation, or “form square” as it was called. The infantry units will make a “square test”
whenever any charging enemy cavalry comes within 2 squares (one square if the infantry
unit has an enemy unit adjacent to it) of the infantry unit. There are tree possible results of
this test.
The first possibility is that the unit will form square and stand to receive the cavalry charge.
Cavalry generally fare poorly when attacking a square and will almost never succeed in
seriously hurting the infantry in square. This is, after all, why the infantry try to form square.
Another possibility is that the infantry unit will stand, in whatever formation they are
currently in, to receive the charge. This is less desirable, but infinitely better than the third
result.
The last possible reaction is one of utter panic. The infantry unit may, if it feels that it can’t
form square in time, simply flee from the cavalry. The unit will the retreat two squares, gain
several levels of Disruption, and generally try to avoid the charging cavalry. They may also
not test again that turn, which means that if the cavalry charge carries into them, they will
automatically get overrun, usually resulting in a rout.
Infantry that is already in square formation or in certain terrain types (see section 6.43) is
exempted from this reaction test. In addition, infantry composed entirely of skirmishers or
units in open order will automatically flee from the charging cavalry.
6.433 Advancing Cavalry
Cavalry that ends its charge next to an enemy unit will try to melee that unit. If, in its melee,
it forces the unit to retreat, it may elect to advance after combat. British cavalry that wins a
melee will ALWAYS advance into the now vacant square. Non-British cavalry have a 20%
chance of advancing after winning a melee. Cavalry that fails to win a melee or fails to
advance after winning a melee will retreat from 3 to 5 squares and will change to open
formation. In addition to the above retreat, cavalry that fails to advance will change its
cavalry Auto-Retreat Toggle to “yes” (see 6.434).
6.434 Cavalry Auto-Retreat Toggle
Cavalry may be ordered to retreat before melee or if fired upon by enemy units. This is done
by selecting the “G” key from the Command Menu. Cavalry so ordered my still charge, but
will not melee any enemy units. They will simply charge to create confusion before retreating
again. This represents a harassing attack. They will also retreat if fired upon by enemy
infantry units. This represents that units in this mode are unwilling to engage enemy troops
as they are just trying to harass the enemy, not fight them.
6.435 Cavalry Charge Tests
Cavalry that is ordered to charge must not only have the required OP points and morale, but
must also pass a morale test as per the chart in 20.14. If the cavalry unit passes this test, it will
execute the charge as per 6.43. If the cavalry unit fails the morale test, it will gain 1 disruption
level and will revert to normal formation.
6.436 Artillery Charge Reaction Tests
Artillery units that are charged by enemy cavalry will react, based on a number of factors.
Artillery can react by retreating before the cavalry charge them, staying and firing until the
last minute, or panicking and getting overrun by the charging cavalry.
If the artillery unit being charged is in limbered formation, it will automatically retreat 2
squares if charged by enemy cavalry and will stay in limbered formation. This will occur
regardless of whether the unit is stacked with friendly infantry or not. Even if the friendly
infantry that is in square formation (and thus invulnerable to cavalry charges), the artillery
won’t fit inside the square and will therefore run away. Artillery in limbered formation that
retreat from a cavalry charge may gain disruption.
Artillery that is unlimbered and stacked with an infantry unit that is in square formation
does not have to take a morale test and will stay in formation and will even fire as long as
enemy units are not adjacent. Once an enemy unit comes adjacent to the infantry square that
the artillery unit is hiding in, the gunners leave their guns and run inside the protection of
the infantry square, preventing them from firing.
If an artillery unit is unlimbered and is stacked with an infantry unit that does not form
square in the face of the charge, the artillery unit will take a morale test (see 8.2). Upon
passing this test, the unit will stay and will fire during the appropriate phase. The artillery can
still be meleed by any cavalry that survive the point-blank cannon barrage, but the artillery
unit will probably have a good chance of survival against small number of enemy cavalry.
An unlimbered artillery unit that fails the morale test will do one of two things depending on
whether it began the cavalry charge phase stacked with an infantry unit. If the artillery unit
was alone, it will be over-run by the charging cavalry unit. This is generally catastrophic as
the artillery unit goes to 0 ammo, 20 effectiveness, and gains both fatigue and disruption
levels. This will usually take the unit out of action for a long time. If, however, the artillery
unit was stacked with friendly infantry and failed the morale test, then the artillery unit will
go to limbered formation and retreat 2 squares. The unit will gain disruption from this
retreat.
7.0 COMBAT PHASE
The combat phase is where all combat takes place, all casualties are inflicted, and all combat
results are implemented. The combat phase is broken down in a specific sequence:
• Cavalry Charge Phase
• Mixed Artillery Fire Phase
• Mixed Fire Phase
• Cavalry Charge Melee Phase
• Melee Phase
• Retreat Phase/Advance Phase
Within each of these phases, all of the actual combat in the game occurs. Casualties are
inflicted during the fire and melee phases based on a number of factors (see the Combat
Tables in section 20.5 and 20.6). Casualties inflicted are measured in number of enemy men
that are killed, wounded, or otherwise taken out of the battle. These are displayed during the
fire phases a number of “men lost”. Units are eliminated when their number of men drops
below a certain point (usually 20). In addition to the number of men lost, artillery fire can
destroy enemy guns. If this happens, a “# guns lost” message will appear.
Each shot that a unit takes reduces its ammunition supply by one (see section 10.1).
7.1 Cavalry Charge Phase
This is the phase in which all cavalry charges are executed, all counter-charges are executed,
and all infantry reaction tests are made. See section 6.43 for more information on cavalry
charges.
7.2 Artillery Fire Phase
Artillery fire is resolved in this phase. Artillery units plotted to fire on enemy units will do
so, artillery units with NO PLOT will select targets and fire at them. Artillery units with NO
FIRE plots will choose targets that are adjacent to them (if there are any) and fire at them. The
order in which artillery fire is based on where the units are on the map and their unit
number.
There are some special restrictions on artillery fire. Artillery will not fire at enemy units at a
range greater than 7 unless specifically ordered to. This is to simulate the fact that historically,
artillery Batteries had very limited amounts of ammunition and long-range bombardment
fire was of limited effectiveness. Therefore, you must order artillery to fire at the longer
ranges, or they will not fire.
Artillery will also automatically retarget if ordered to fire at an enemy at a range greater than
3 if there are enemy units closer to the firing artillery unit by 3 squares. This is again because
the commander of the artillery Battery would not ignore enemy units at such close range. To
do so would be virtual suicide in many circ*mstances.
Artillery units must have 4 OP points available in the Combat Phase in order to fire. Note
also that artillery suffer more Fatigue from firing than do infantry.
Artillery that are unlimbered and stacked with friendly infantry in square formation will be
allowed to fire as long as no enemy units are adjacent. When an enemy unit moves adjacent
to such a formation, the artillery stops firing as the gunners are assumed to be hiding within
the protection of the infantry squares.
7.3 Fire Phase
It is in this phase that the infantry units and dismounted cavalry of each side fire their
muskets and rifles at each other in an effort to cause enough casualties to force the enemy
troops to lose Morale and organization until they finally melt away and retreat or rout from
the battle field. It is in this phase, and the melee phase, that the battle is usually decided.
As in the Artillery Fire Phase, the order in which units fire is determined by Readiness level
(see section 8.4) and by random factor. Firing units must have 1 OP point available during the
Combat Phase in order to fire.
7.4 Melee Phase
Melee is a form of combat where large formations of men, with bayonets (long blades attached
to the ends of their muskets and rifles) and sabres engage in hand-to-hand combat and
extremely close range fire combat with enemy formations. It is usually very lethal and yields
huge casualties, even for the attacker. The primary factor in melee combat is the number of
men on each side. Obviously, if one side has five times as many men as the other, then that
side is likely to win the melee. As with fire combat, there are many modifiers that affect the
combat result (see the Melee Modifier chart in section 20.6).
Cavalry melee occurs before infantry melee and is just as lethal. Cavalry units usually have
very high melee factors and can often destroy entire enemy units when they attack “en
masse”. Cavalry melee is resolved first because even if friendly infantry wanted to involve
themselves in a melee with friendly cavalry, it is just too dangerous. Therefore, if an enemy
unit is targeted for melee by both friendly cavalry and friendly infantry, the cavalry attack will
go first and then the infantry attack will go, assuming that there are any defenders remaining.
Units that are forced to retreat during the Artillery fire Phase cannot be attacked during the
Melee Phase.
Remember that a unit must have two OP points remaining, above and beyond the OP point
required to fire, in order to melee an enemy unit.
Artillery units may never initiate a melee. When they are defending against melee and they
are limbered, they defend at a reduced strength.
7.5 Fire Effects
When a unit takes casualties, it may lose Efficiency. This has the result of a lowering of
Morale. In addition to the Efficiency and Morale loss, a unit may also gain Disruption levels.
The more casualties a unit takes, the higher the amount of Efficiency lost and Disruption
gained. When Disruption reaches a certain level, the unit may retreat or even rout.
7.51 RETREAT
When a defending unit retreats, as either a result of fire combat or melee combat, it moves 3
squares in a direction generally away from the enemy (attackers retreat only 1 square). The act
of retreating will cause the unit to lose Efficiency. Retreat is not voluntary. Units that are
forced to retreat will also take additional casualties if the unit is forced to retreat through an
enemy ZOC.
If a retreating unit retreats through a friendly unit, or even a square adjacent to a friendly
unit, it is possible to cause that friendly unit to gain a Disruption Level and/or lose Efficiency.
If this Disruption Level causes that unit to go up to three or more Disruption Levels, then
that unit may also be forced to retreat. This can cause a “zipper” effect where a few retreating
units can cause other units to retreat with them, even though those other units may not have
had a single shot fired at them. This has a pronounced effect on the battle and forces players of
this game to move heavily disrupted units further to the rear to rest lest they become routed
by other units running away.
Units that are within three squares of an enemy unit will always retreat straight back, even
through friendly forces. Once past the three square limit, retreating units will attempt to
avoid running over friendly units, when possible. In addition, when a unit reaches a range of
three squares from enemy units, their retreat will no longer cause friendly units to disrupt or
lose Efficiency.
Units in redoubts are immune to the above effects of having friendly units retreat through/by
them. In addition, units in redoubts will not retreat unless routed.
A cavalry unit which ends its turn in an enemy ZOC and is not in charge or counter-charge
mode will automatically retreat.
In determining which units retreat first and which units advance first, the order is based on
whether it is the Allied turn or the French turn. The Allied units retreat first if it is the
French turn, and vice versa. Thus, defending units usually are forced to retreat first.
7.52 ROUT
Routing is the state a unit is in when everyone in the unit is running for his life. The unit
has no formation or cohesion and is simply trying to get out of the battle. Units rout when
they reach Disruption level 5 (note that artillery never routs, it just retreats).
Routed units will retreat seven squares during the phase in which they rout, and will
continue to rout 2 additional squares each succeeding combat phase until they rally. In
addition, all units that were in the same square as the routing unit lose Efficiency when the
unit routs (see 7.51).
Units that are routing will follow the same retreating path as they would if they were
retreated and with the same rules. This means that they will not even attempt to avoid
friendly units until they are 3 squares from the enemy.
Routed units may not fire and are virtually helpless in melee combat. A routed unit which is
attacked will rout again, retreating seven additional squares.
Units which rout while in an enemy ZOC will lose a number of casualties to capture.
7.53 ADVANCE
Units which caused an enemy unit to retreat will advance into the vacated square if their
advance flag was set to Y. See 6.433 for advancing rules on cavalry.
The phasing player’s units advance first during the advance phase. This means that during
the French turn, the French units will advance first. This is directly opposite of the retreat
order (see 7.51).
8.0 DISRUPTION, READINESS, MORALE, FATIGUE, AND EFFICIENCY
8.1 Fatigue
A units Fatigue rating is an indication of how tired it is. Fatigue directly affects combat, as is
seen in the Fire/Melee Strength Modifier Table (see section 20.6). Fatigue is gained by
moving, firing, meleeing, and several other actions, as are summarized in the Fatigue Table
(see section 20.9).
Fatigue is lost by having unused OP points left after the combat phase. Each two OP point
remaining reduces Fatigue by two point (except if the unit in question is in the enemy ZOC,
in which case no Fatigue is recovered).
Since Fatigue is one of the two factors that determine a unit’s Morale, and thus its
susceptibility to retreat and rout, it is very important to let units that are very tired rest
whenever possible. Tired units will not fight as well as may rout when you can least afford it.
One special note about Fatigue is that artillery units that are extremely tired (more than 20
Fatigue) have a 50% chance of receiving no ammo resupply during the ammo phase. This is
to represent that ammunition became a major factor during long bombardments. Players
must remember to have their tired artillery cease firing until their ammunition levels can be
replenished and their Fatigue can be reduced.
8.2 Morale
A unit’s Morale is equal to its Efficiency minus its Fatigue. Morale directly affects how quickly
a routed unit will rally, and how much Disruption a unit gains from being subjected to fire
and melee combat. Since Morale is calculated from Efficiency and Fatigue, resting a unit will
quickly allow it to regain its Morale.
During the play of a game, a unit will often be called upon to take a “Morale test”. this test is
take when the unit in question uses forced marching (see section 6.37), when a unit enters a
difficult terrain type (town, woods, or stream) while not using a road, when stacking, when
leaving an enemy ZOC, when changing formation to either line or column while in an
enemy ZOC, when a unit takes at least 3% casualties from an enemy unit’s fire, when friendly
units retreat past (within 1 square) the unit in question (see 7.51), and when enemy cavalry
charge a friendly infantry unit that is not in square (see section 6.432). The severity of the test
varies as per the severity of the situation.
Failing a “Morale test” will cause a unit to gain Disruption, anywhere from 1 to 5 levels,
depending on the event.
There are special restrictions on units with Morale levels of 29 or less, preventing those units
from entering an enemy ZOC or from meleeing adjacent enemy units.
8.3 Efficiency
Efficiency is a measure of a unit’s training, skill, and durability in combat. It directly affects
how well a unit performs in fire combat and melee combat, as well as determining a unit’s
Morale and resistance to casualties. As a unit take casualties, its Efficiency drops. Efficiency is
regained by having had OP points left during the turn, just like Fatigue. During the recovery
phase, units regain this Efficiency.
Another way to get Efficiency back is to force enemy units to retreat or rout. A unit can gain 6
Efficiency points by causing an enemy unit to retreat by fire combat or melee combat, and 12
Efficiency points are gained by forcing an enemy unit to rout. This represents the tremendous
boost to a unit’s spirit and fighting will that can be gained by watching an enemy formation
retreat or flee from an attack.
Efficiency may never exceed the maximum Efficiency listed in the Command Menu
Information Area.
8.4 Readiness
Readiness represents a unit’s level of preparedness for fighting. This number ranges from 0 to
7, with 7 representing the highest possible level of preparedness. Units gain one Readiness
level before each Operation Phase. Units may lose Readiness by moving, with a chance of
losing one level each time the unit moves a square, down to a minimum of 3. Lower levels
of Readiness can only be achieved through changing of an objective during the objective
phase (see section 5.0).
The Readiness level of units directly affects their combat strength, as per the Fire/Melee
Strength Modifiers Table (see section 20.6). This factor is applied to both melee and fire
combat.
The amount of Readiness lost when changing an objective is based on the leader bonus of the
commander of the unit in question. The amount of Readiness lost can be between 2 and 4
levels.
8.5 Disruption
Disruption represents unit cohesiveness. In general, units in the Napoleonic Era operated as
units, with each individual performing a specified task in a specified way. When the
individuals became disorganized, due to casualties, movement, or fear, the unit quickly
suffered.
Whenever a unit takes a Morale test from enemy fire (i.e., a unit suffers 3% or more losses in
a single enemy shot), that unit may suffer from 0 to 3 levels of Disruption, modified by the
unit’s formation and nationality (see Disruption Table 20.11). Units that have Disruption
levels of greater than one will be restricted in the following manner:
Level 1 Disruption:
Unit suffers a 90% fire modifier
Level 2 Disruption:
Unit suffers a 80% fire modifier
Level 3 Disruption:
Unit suffers a 70% fire modifier, may not enter an enemy ZOC, and may not melee adjacent
enemy units
Level 4 Disruption:
Unit suffers a 60% fire modifier, may not enter an enemy ZOC, will automatically retreat if
fired upon, and may not melee adjacent enemy units
Level 5 Disruption:
Unit suffers a 50% fire modifier, may not enter an enemy ZOC, will automatically rout, if
fired upon, may not melee adjacent enemy units, and may not stack with friendly units
Units that move into difficult terrain (including town, swamp, and woods) may gain a
Disruption level. In addition, units can gain a Disruption level from stacking with a friendly
unit or from leaving an enemy ZOC (see section 7.5 for the effects of rout and retreat on
Disruption). Units that take more than 14% losses in a single enemy shot will automatically
go to 5 levels of Disruption.
9.0 COMMAND CONTROL
Command Control in The Battles of Napoleon represents a number of factors, such as quality
of leadership and speed at which orders were received and carried out, which heavily
influence several factors on each unit. Everything from fire and melee strengths to the
number of operations points received are influenced by Command Control. For this reason, it
is important that you understand how Command Control works and how to maximize your
Command Control ratings.
The primary sources for Command Control are the leaders on each side. The closer a unit is
to its leader, the better the Command Control rating will be. This means that spreading your
forces out without regard to placement of leaders is unwise and will often mean the
difference between victory and defeat. As a general rule, higher level commanders should be
placed in the middle of their commands, so as to give the greatest benefit to the largest
number of units.
9.1 Leaders
All units in The Battles of Napoleon, with the exception of artillery, are under the command
of leaders. Leaders represent the individuals who historically commanded the forces at
historical Battles. In random scenarios, the names of the leaders are real while their positions
are random. Leaders are always attached to a specific unit and provide a number of bonuses to
that unit for being there. No unit may have more than one leader at a time, nor may a leader
ever not be attached to a unit.
Leaders have a rating that varies between 0 and 15. This rating has a number of uses, ranging
from direct combat bonuses to Command Control bonuses. As a general rule, leaders with a
rating of lower than 6 are probably incompetent with a rating below 4 being reserved for the
leaders who were so poor as to be an active detriment to a units health. An “average” leader
would probably be rated an 8, with a rating of 10 being good and 12+ being excellent.
9.11 LEADER LOSS
Leaders, because they are attached directly to units, are vulnerable to enemy fire. If a unit with
an attached leader is subjected to enemy fire, there is a percentage chance that the leader will
become wounded. This chance increases with the severity of the fire and lessens with the size
of unit being fired at. If the leader is wounded, a new leader will be generated and placed in
that command slot. The rating of this leader will vary randomly, but will never be as good as
the old leader’s rating.
9.12 LEADER TRANSFER
Leaders may only be moved from unit to unit during the Leader Transfer Phase. The
commands available during this phase are as follows:
(SPACE BAR) - if accessed while the cursor is over a friendly unit will allow access to that
unit, allowing you to access the leader transfer menu.
(E)xit Leader Phase - allows you to exit the Leader Transfer Phase.
(O)bjectives - permits examination of friendly victory squares.
(0-8) - allows movement of the cursor (as per the movement compass (see section 5.131)).
9.121 Leader Transfer Menu
In this menu, reached by accessing a unit with the space bar during the Leader Transfer Phase,
you are given several options that permit you to examine the units in a leader’s command,
transfer a leader from one unit to another, and highlight the entire command to allow easy
evaluation of the Command Control situation.
(I)nverse - allows you to highlight the entire command for a given leader. This is the same as
the highlight command in the Objective phase (see section 5.0).
(L)eader - permits access to a sub-menu where leaders may be transferred.
(N)ext - allows rapid scrolling through all friendly units.
(Q)uit - takes you out of the selected unit and back to cursor movement.
(U)nit - gets the next unit in the same square. This function is the same as the function in the
Command Menu.
9.13 LEADER EFFECTS ON COMMAND CONTROL RATING
Command control is a number, specific to each unit and ranging between 10 and 30, that is
calculated from the bonus ratings of the leaders in a unit’s command structure and the
distance from the unit to those leaders. The closer a unit is to its commanders, the better its
Command Control rating will be.
One important thing to remember is that lower level leaders, those just above the unit in the
command structure, are very important to have close by. Being several squares from your
army commander is not very detrimental to a unit’s Command Control rating, but being
several squares from a Division leader is catastrophic. This is to force you to move units in
historical fashion, with regiments grouped close together.
9.2 Specific Effects of Command Control
Command Control ratings affect several factors, but none so noticeably as Operation Points.
The number of OP points a unit receives is directly translatable from the unit’s Command
Control Rating, as seen in the Operation Point Chart (see 20.8). At the beginning of each turn,
the Command Control ratings for all units is calculated and Command Control penalties are
assessed. The number of asterisks appearing next to a leader’s name during the Command
Control Phase is significant, with 4 being perfect and 1 being terrible. These ratings directly
influence the Command Control ratings of the units under a given leader’s command.
In addition to the OP points restrictions imposed by a unit’s Command Control Rating, there
are also effects on a unit’s ability to rally from Disruption or Rout and on a unit’s chance of
receiving ammunition. Command Control plays an important part in these cases as well. As
can be seen, Command Control is vital to the game. Keeping your Divisions tightly controlled
and together is the first rule to successful Napoleonic generalship.
10.0 RECOVERY, REINFORCEMENT, AND RESUPPLY
This section covers several phases of the game, all of which have to do with reorganization
and resupply. During the play of the game, units lose Efficiency, gain Fatigue, expend
ammunition, and lose men. During these phases, they get them back to a limited extent.
10.1 Ammunition
At the beginning of a game, all units have 7 shots of ammunition. This means that they may
fire 7 times before they are out of ammunition and will suffer the penalties appropriate to
their unit type. However, each turn all units are checked for ammunition resupply. This
occurs, for both players, during the Ammunition Resupply Phase of each turn. Units which
have 7 ammunition points already and routed units will not receive any ammo resupply. All
other units have a chance of receiving a partial ammunition resupply.
The chance of a given unit receiving ammo resupply is based on several factors, including
being adjacent to enemy units (the more enemy units a friendly unit is adjacent to, the lower
the chance of ammo resupply), command Control rating, and Fatigue. Note specifically that
artillery units with more than 20 Fatigue have less than a 50% chance of receiving
ammunition resupply.
Units which are out of ammo cannot fire in fire combat and have a much reduced strength in
melee combat (see section 20.6 - Fire/Melee Strength Modifiers).
10.2 Rally
During the Rally Phases of each turn, all friendly routed units will attempt to return to non-
routed status. This is known as rallying. In order to rally, a unit’s Morale must be greater than
29 and there cannot be an enemy unit within 5 squares and in LOS. The chance of rallying is
displayed on the Rally Table (section 20.7) and varies from 50 - 100%.
Units that rally go to open formation and have their Disruption set to 3.
10.3 Recovery
Recovery is the term applied to the regaining of Efficiency and the loss of Fatigue that occurs
during the Recover/OP Points Phases of each turn. Units that are left in combat too long and
not allowed to recover will quickly deteriorate and eventually rout. To prevent this, you
should try to rotate your units into and out of combat, allowing each unit to rest between
turns in the front lines.
Disruption levels are lost during the Recover/OP Points Phases of each turn. Units will lose
between 0 and 2 levels of Disruption depending on the Efficiency and command Control of
the unit. Routed units cannot recover Disruption levels.
Units recover Fatigue based on the number of OP points that the unit has left during the
Recover/OP Points Phases. For more details, see Fatigue (section 8.1).
Efficiency, like Fatigue, is recovered during the Recovery/OP Points Phases. The rate at which
units regain Efficiency is listed in the section on Efficiency (see section 8.3).
In addition to recovery of Fatigue and Efficiency, units regain their OP points based on their
Command Control Rating, during the Recover/OP Points Phases. This means that units will
always have OP points available for combat, even if they used every OP point during their
movement and combat phases. However, OP points expended during the Combat Phase
occurring right before a friendly Operations Phase will be subtracted from the OP points
available at the start of the next Operations Phase. Thus, it is possible to start an Operations
Phase with less OP points than you received during the last Recover/OP Points Phase.
10.4 Reinforcements
Reinforcements are troops that arrive after the beginning of a game, from a specific
reinforcement square. In the historical scenarios, the reinforcement squares are listed in the
Order of Battle for each scenario. However, in custom generated scenarios, the reinforcement
squares must be decided upon and placed during the Set Squares phase of the scenario
creation process (see section 19.0).
Reinforcements will arrive in column formation if they are infantry, limbered mode if
artillery, and normal mode if cavalry. They will arrive during the Reinforcement Phase of the
turn they are scheduled to appear on, unless the options on the Game Menu varying this
reinforcement time were altered (see section 4.1).
If reinforcements are blocked from entering by enemy troops, they will come in adjacent to
the reinforcement square. Reinforcements may overstack on the entry square during the turn
of entry, but must obey normal stacking restrictions as soon as they are moved (see section
6.34).
11.0 VICTORY PHASE
This is the phase in which the score is counted and the status of the game is announced, be it
an Allied Victory or a French Victory. Upon reaching the Victory Phase of the final game turn
of the scenario, the final score will be tallied and a winner will be announced.
Winning and losing the game is based on two primary factors, the taking of terrain objectives,
that is taking specific places and occupying them with friendly troops, and causing enemy
casualties. These factors are translated into “Victory Points”, or VPs, and then totaled and
compared to the scenario Victory Schedule in order to determine a winner.
11.1 Victory Points
Players receive victory points for causing enemy casualties according to the following chart:
1 point per infantryman/artilleryman/cavalryman lost (either wounded, killed, or missing)
1.5 point per infantryman/artilleryman/cavalryman captured
50 points per artillery gun lost
100 points per artillery gun captured
In addition to the above casualty points, VPs are received for the taking of objectives. These
objectives vary from scenario to scenario (and must be selected by the player in a custom
made scenario - see section 19.0) and generally are the factors that control the victor in the
scenario. In order to receive VPs for an objective, a player must have 1000 men in the
objective square, or adjacent to it, at the beginning of a turn. The VPs awarded for capture of
an objective are lost if the required number of men is not in the area at the beginning of a
new turn.
12.0 DESIGNING YOUR OWN SCENARIOS
Designing your own custom scenarios requires use of the Editor portion of the game. The
rules for using the Editor are thoroughly covered in sections 14.0 through 19.0 and should be
read in detail before any attempt is made to customize a scenario. The scenarios presented in
section 13.0 are also able to be modified. It is suggested that you play with those scenarios
before trying to design a new one from scratch.
Although it is not necessary that one be a student of the Napoleonic Era in order to get the
most from this game, there will undoubtedly be many references to types of troops,
nationalities, and formations that don’t make much sense to someone who isn’t a military
historian. As a general rule, if it isn’t explained in detail in these rules, it is not vital to know.
You can still design scenarios using Dragoons and Hussars without knowing what they are.
If you decide to design scenarios, you should read the advertisem*nt in the back of the rules.
This advertisem*nt discusses how to get additional scenario disks and how to send in your
scenarios for possible publication. If you are willing to put in the time on the design, we are
interested in seeing the scenarios. Historical notes would also be valuable, describing the
battle in a few paragraphs.
12.1 Night Turns
Although all of the historical scenarios presented in this game were resolved in one day of
battle, not all Napoleonic actions were as short. If you make a scenario with the editor and
allow it to last longer than one day, you will find that each day is separated by a night turn.
The night turn has a number of special rules (see section 19.1).
BATTLES OF NAPOLEON
HISTORICAL SCENARIOS
BORODINO: THE BATTLE FOR THE GREAT REDOUBT
THE BATTLE OF AUERSTADT
THE BATTLE OF QUATRE BRAS
THE BATTLE OF WATERLOO
13.0 HISTORICAL SCENARIOS
Legend of Scenarios
Unit # is the number of the unit and determines the order in which units are chosen using
the (N)ext command from the Command Menu (see section 6.3).
Unit Name is the individual designation of the unit as well as any special designations (LN,
GD, etc.).
Type/Size shows the type of unit (infantry, cavalry, artillery), any special info (Guard,
Brunswick, KGL, etc.), and the size (Battalion, regiment, brigade).
Men gives the number of men the unit starts the scenario with.
Guns/Skirm represents either the number of men in the unit capable of skirmishing (for
infantry units) or the number of guns in the unit (for artillery units).
Eff shows the starting efficiency for the unit. Note that if the unit is not at maximum
efficiency at the beginning of the scenario, it will “grow back” during the game, up to the
maximum level of the unit.
Wpn lists the weapon the unit is equipped with. See chart 20.5 for information.
Leader gives the leader that the unit reports to directly.
Turn lists the turn that the unit appears as a reinforcement. Note that units with a 1 in this
column start the game on the map.
X, Y shows the starting location for the unit, if the unit starts on the map, or the square that
the unit comes in at as a reinforcement.
ABBREVIATIONS USED IN THE SCENARIO LISTINGS
Art. = Artillery Cuir. = Cuirassier Huss. = Hussar Lt. = Light
Batt. = Battalion Div. = Division Inf. = Infantry Lw. = Landwehr
Brig. = Brigade Dr. = Dragoon Jg. = Jaeger Mil. = Militia
Bruns. = Brunswick Emp. = Empress KGL = King’s Reg = Regiment
Cav. = Cavalry Gd. = Guard German Legion Sp. = Spanish
Hann. = Hannoverian Ln = Line
13.1 Borodino: The Battle for the Great Redoubt
In June of 1812, Napoleon embarked on his most famous, and most disastrous, campaign: the
invasion of Russia. Throughout the summer, the French and the Russians fought a series of
indecisive battles which led to the Russians retreating further into their homeland. By
September, Napoleon wanted a battle which would end the conflict before winter’s onset and
the Russians wanted to fight before reaching the gates to Moscow. Borodino was the result.
The pivotal Russian defense position at Borodino was a series of entrenchments and
breastworks atop a hill that became known as the Great Redoubt. The job of taking this
fortress fell to the men in Eugene’s corps. Supported by no less than 120 artillery pieces,
Eugene’s infantry stormed up the hill in the morning of the 7th of September. The lead
regiment in Morrand’s division reached the breastworks directly after their opponents had
discharged their cannons. Taking fearsome casualties, the French managed to invest the
redoubt and gain control of most of it. Russian counterattacks, however, threw the French
back down the hill and recaptured the defensive works. As the 30th Infantry Regiment
retreated down the slope, they were struck by an entire brigade of Russian dragoons. By the
end of the day, only 11 officers and 257 men remained in the regiment.
Fighting off several cavalry attacks, the French managed to stabilize the situation and by 2:00
PM the French were ready to assault the redoubt a second time. Led by Gerard’s division and
supported by Morrand’s and Broussier’s, the French charged up the hill. On Gerard’s left,
Montbrun’s cavalry moved forward to flank the redoubt. No fewer than 400 guns pounded
the Russian defenses. As Montbrun led his corps to the attack, he was killed by Russian
artillery fire. General August de Caulaincourt took command of the corps and led the 5th
Cuirassiers around to the rear of the redoubt. As his men engaged the Russian gunners, the
General was killed by a musket ball. The French cavalry began to waver as the Russian
resistance stiffened. Just in time, the French 9th Regiment of Line poured into the redoubt’s
western side and caught the Russian defenders in a trap. The Russians were quickly
overwhelmed and the French took possession of the redoubt for the second time. Despite
several Russian counterattacks, the French managed to hold on to their gain. The Russians
pulled back, due to the French controlled salient in their center. However, the French, totally
exhausted, were unable to exploit their gains. The battle ended shortly after 5:00 PM, with
both armies trying to regain their strength.
Napoleon gained the field at Borodino and opened the road to Moscow. However, his army
was weakened by the battle and would soon be forced to retreat through the terrible Russian
winter. By the end of 1812, the Grand Armee ceased to exist as a fighting force.
13.11 ORDERS OF BATTLE
French Order of BattleUnit Unit Type/Size Men Guns/ Eff Wpn Leader Turn X,Y# Name Skirm
0 1/13/1 LT Lt. Inf. Reg. 758 758 68 MUS Morrand 1 5,5
1 2/13/1 LT Lt. Inf. Reg. 758 758 68 MUS Morrand 1 5,5
2 1/17/1 LT Lt. Inf. Reg. 887 887 68 MUS Morrand 1 5,7
3 2/17/1 LT Lt. Inf. Reg. 887 887 68 MUS Morrand 1 5,7
4 1/30/1 LN Infantry Reg. 827 138 58 MUS Morrand 1 5,8
5 2/30/1 LN Infantry Reg. 827 138 58 MUS Morrand 1 5,8
6 1/7/3 LT Lt. Inf. Reg 830 830 68 MUS Gerard 1 1,10
7 2/7/3 LT Lt. Inf. Reg. 830 830 68 MUS Gerard 1 0,9
8 1/12/3 LN Infantry Reg. 855 142 58 MUS Gerard 1 1,9
9 2/12/3 LN Infantry Reg. 855 142 58 MUS Gerard 1 1,10
10 1/21/3 LN Infantry Reg 843 140 58 MUS Gerard 1 0,10
11 2/21/3 LN Infantry Reg. 843 140 58 MUS Gerard 1 0,10
12 127/3 SA LN Saxony Reg. 612 102 38 MUS Gerard 1 1,9
13 8/3 SA LN Saxony Reg. 484 81 38 MUS Gerard 1 0,9
14 1/9/14 LN Infantry Reg. 704 117 58 MUS Broussier 3 0,9
15 2/9/14 LN Infantry Reg. 704 117 58 MUS Broussier 3 0,9
16 18/14 LT Lt. Inf. Reg. 565 565 68 MUS Broussier 3 0,9
17 1/35/14 LN Infantry Reg. 680 113 58 MUS Broussier 3 0,9
18 2/35/14 LN Infantry Reg. 680 113 58 MUS Broussier 3 0,9
19 1/53/14 LN Infantry Reg. 737 123 58 MUS Broussier 3 0,9
20 2/53/14 LN Infantry Reg. 737 123 58 MUS Broussier 3 0,9
21 2JN/14 SP LN Sp. Inf. Reg. 597 99 38 MUS Broussier 3 0,9
22 1/3 CV LT CH Lt. Cav. Brig. 1194 68 SBR Grouchy 1 0,12
23 2/3 CV LT CH Lt. Cav. Brig. 1303 68 SBR Grouchy 1 0,11
24 1/6 CV HV DR Hvy. Cav. Brig. 814 78 MUS Grouchy 1 1,11
25 2/6 CV HV DR Hvy. Cav. Brig. 901 78 MUS Grouchy 1 1,12
26 1/IIICC HS Horse Art. Batt. 96 6 78 6G 1 0,13
27 2/IIICC HS Horse Art. Batt. 96 6 68 6G 1 0,13
28 3/IIICC HS Horse Art. Batt. 96 6 78 8G 1 0,13
29 1 Div FT Artillery Batt. 128 8 78 8G 1 5,6
30 3 Div FT Artillery Batt. 128 8 78 8G 1 6,12
31 1/III FT Artillery Batt. 128 8 78 8G 1 5,9
32 2/III FT Artillery Batt. 128 8 78 8G 1 5,6
33 3/III FT Artillery Batt. 128 8 78 8G 1 6,12
34 4/III HV Artillery Batt. 128 8 78 12G 1 5,10
35 14 Div FT Artillery Batt. 128 8 78 12G 3 0,8
36 1/IV FT Artillery Batt. 384 24 78 8G 1 10,1
37 2/IV FT Artillery Batt. 128 8 78 8G 1 9,1
38 3/IV FT Artillery Batt. 128 8 78 8G 1 11,1
39 4/IV FT Artillery Batt. 256 16 78 12G 1 12,1
Allied Order of Battle
Unit Unit Type/Size Men Guns/ Eff Wpn Leader Turn X,Y# Name Skirm
90 SMO/12 LN Infantry Reg. 908 68 MUS Paskevich 1 16,10
91 NAR/12 LN Infantry Reg. 837 68 MUS Paskevich 1 16,12
92 6/12 JG Lt. Inf. Reg. 577 577 68 MUS Paskevich 1 16,11
93 OR/26 LN Infantry Reg. 780 68 MUS Likachev 1 14,8
94 NIZ/26 LN Infantry Reg. 805 68 MUS Likachev 1 16,9
95 5/26 JG Lt. Inf. Reg. 593 593 68 MUS Likachev 1 16,7
96 42/26 JG Lt. Inf. Reg. 612 612 68 MUS Likachev 1 16,7
97 19/24 JG Lt. Inf. Reg. 784 784 68 MUS Kataisov 1 16,13
98 TOM/24 LN Infantry Reg. 904 68 MUS Kataisov 1 24,13
99 BEL/17 LN Infantry Reg. 985 68 MUS Voronzov 1 27,8
100 BRE/17 LN Infantry Reg. 930 68 MUS Voronzov 2 27,8
101 RYA/17 LN Infantry Reg. 837 68 MUS Voronzov 2 27,8
102 NIL/17 LN Infantry Reg. 764 68 MUS Voronzov 2 27,8
103 1/IIIC LT HU Lt. Cav. Brig. 1205 78 SBR Kreutz 2 27,9
104 2/IIIC LT HU Lt. Cav. Brig. 1193 78 SBR Kreutz 2 27,9
105 3/IIIC HV DR Hvy. Cav.Brg 614 78 MUS Kreutz 2 27,9
106 IIIC/Art HS Horse Art. Batt. 96 6 78 6G 2 27,8
107 Res/A FT CR Artillery Reg. 256 10 88 12G 1 14,8
108 Res/B FT CR Artillery Reg. 256 10 88 12G 1 14,8
13.2 The Battle of Auerstadt
Napoleon’s 1806 campaign against the Prussian army climaxed on October 14th with the dual
Battle of Jena-Auerstadt. Napoleon, with the main portion of the French army, engaged what
he thought was the entire Prussian army. In fact, Napoleon only faced the Prussian right wing
consisting of some 30,000 men while Marshal Davout, in command of the 28,000 men of 1st
Corps, faced the Duke of Brunswick and his main force of over 50,000 men.
Davout ordered his advance units to cross the Hassenhausen plateau and to take up positions
in Hassenhausen. When General Gudin’s division did so, they ran right into General
Bluecher and some 600 Prussian horsem*n. The Prussians charged only to be repulsed by the
infantry and artillery fire from Gudin’s division. Bluecher fell back and called for more
cavalry while Gudin solidified his position on the plateau. The Duke of Brunswick released
12 squadrons to Bluecher and brought up two divisions of infantry to attack the French
positions.
Bluecher, upon receiving reinforcement, immediately charged the French without waiting
for infantry support. His squadrons quickly spent themselves upon the stout French squares
and the Prussian cavalry soon scattered to the rear. The French forces had held against the
first assault. Fortunately, because the Prussian cavalry attack was made without infantry
support, Gudin’s division was able to regroup before the main Prussian body contacted them.
The two Prussian infantry divisions led by Schmettau and Wartensleben attacked the French
forces around Hassenhausen, but failed to dislodge them before Gudin was reinforced by the
arrival of Marshal Davout and the rest of the French forces. The Prussian attack began to lose
strength. Then disaster struck the Prussians. The Duke of Brunswick was mortally wounded
and his army lost what little hope it had of maintaining the initiative. Davout ordered his
troops to counterattack and Morand’s division, having just arrived on the field, went on the
offensive after beating off yet another cavalry attack by the Prussians.
Hesitation in the Prussian high command proved to be the final nail in the Prussian army’s
coffin. King Frederick Wilhelm III held his remaining corps in reserve while his army was
being destroyed piecemeal by Davout’s corps. The Prussian army began to melt under the
French counterattack and they soon went from retreat to rout. Eventually, the Prussian
reserve was engaged and routed as well. Although Davout’s Corps suffered heavily, the battle
was won. In the days that followed, the pursuit of the Prussian army yielded thousands of
captured troops and signaled the final destruction of the image of Prussian “Invincibility”.
13.21 ORDERS OF BATTLE
French Order of BattleUnit Unit Type/Size Men Guns/ Eff Wpn Leader Turn X,Y# Name Skirm
0 1/13 LT Lt. Inf. Batt. 750 750 78 MUS Guyardet 5 43,23
1 2/13/LT Lt. Inf. Batt. 750 750 78 MUS Guyardet 5 43,23
2 1/17 LN Infantry Batt. 1040 130 78 MUS Lanusse 5 43,23
3 2/17 LN Infantry Batt. 1040 130 78 MUS Lanusse 21* 43,23
4 1/30 LN Infantry Batt. 1025 128 78 MUS Valterre 5 43,23
5 2/30 LN Infantry Batt. 1025 128 78 MUS Valterre 5 43,23
6 1/51 LN Infantry Batt. 1585 198 78 MUS Baille 5 43,23
7 2/51 LN Infantry Batt. 1585 198 78 MUS Baille 5 43,23
8 1/61 LN Infantry Batt. 1570 196 78 MUS Nicolas 5 43,23
9 2/61 LN Infantry Batt. 1570 196 78 MUS Nicolas 5 43,23
10 1/33 LN Infantry Batt. 1020 128 78 MUS Cartier 3 43,23
11 2/33 LN Infantry Batt. 1020 128 78 MUS Cartier 3 43,23
12 1/48 LN Infantry Batt. 805 101 78 MUS Barbngre 3 43,23
13 2/48 LN Infantry Batt. 805 101 78 MUS Barbngre 3 43,23
14 1/108 LN Infantry Batt. 810 102 78 MUS Higonet 2 43,23
15 2/108 LN Infantry Batt. 810 102 78 MUS Higonet 2 43,23
16 1/111 LN Infantry Batt. 1170 146 78 MUS Gay 2 43,23
17 2/111 LN Infantry Batt. 1170 146 78 MUS Gay 2 43,23
18 1/12 LN Infantry Batt. 1025 128 78 MUS Verges 1 43,23
19 2/12 LN Infantry Batt. 1025 128 78 MUS Verges 1 43,23
20 1/21 LN Infantry Batt. 1135 142 78 MUS Decous 1 43,23
21 2/21 LN Infantry Batt. 1135 142 78 MUS Decous 1 43,23
22 1/25 LN Infantry Batt. 900 115 80 MUS Cassagne 1 36,18
23 2/25 LN Infantry Batt. 900 115 80 MUS Cassagne 1 37,16
24 1/85 LN Infantry Batt. 1085 136 84 MUS Viala 1 37,22
25 2/85 LN Infantry Batt. 1085 136 84 MUS Viala 1 36,20
26 1 Chass LT CH Lt. Cav. Reg. 400 64 SBR Vialanns 1 39,19
27 2 Chass LT CH Lt. Cav. Reg. 530 78 SBR Vialanns 2 43,22
28 12 Chass LT CH Lt. Cav. Reg. 470 78 SBR Vialanns 2 43,22
29 1 Light HS Horse Art. Bat. 140 6 78 4G 4 43,23
30 1 Foot FT Artillery Batt. 100 6 78 8G 4 43,23
31 2 Light HS Horse Art. Bat. 40 2 78 4G 2 43,23
32 2 Foot FT Artillery Batt. 130 6 78 8G 3 43,23
33 3 Light HS Horse Art. Bat. 40 2 64 4G 1 36,19
34 3 Foot FT Artillery Batt. 80 6 78 8G 2 43,23
35 1/R Foot FT Artillery Batt. 120 6 78 8G 8 43,23
36 2/R Foot FT Artillery Batt. 120 6 78 8G 8 43,23
37 3/R Foot FT Artillery Batt. 80 4 78 H5.5 8 43,23
Prussian Order of BattleUnit Unit Type/Size Men Guns/ Eff Wpn Leader Turn X,Y# Name Skirm
90 Schack GR Grenadier Batt. 680 38 MUS Alvnslbn 1 26,15
91 1/Hnrch LN Infantry Batt. 790 48 MUS Alvnslbn 1 22,11
92 2/Hnrch LN Infantry Batt. 790 48 MUS Alvnslbn 1 22,11
93 1/Alvslb LN Infantry Batt. 790 48 MUS Alvnslbn 1 22,12
94 2/Alvslb LN Infantry Batt. 790 48 MUS Alvnslbn 1 22,12
95 Krafft GR Grenadier Batt. 735 58 MUS Schmnski 1 22,15
96 1/Mishky LN Infantry Batt. 790 48 MUS Schmnski 1 23,13
97 2/Mishky LN Infantry Batt. 790 48 MUS Schmnski 1 22,13
98 1/Shmsky LN Infantry Batt. 790 48 MUS Schmnski 1 22,14
99 2/Shmsky LN Infantry Batt. 790 48 MUS Schmnski 1 22,14
100 Hanstein GR Grenadier Batt. 735 58 MUS Wedell 1 8,13
101 1/Renard LN Infantry Batt. 790 48 MUS Wedell 1 7,13
102 2/Renard LN Infantry Batt. 790 48 MUS Wedell 1 7,13
103 1/Kleist LN Infantry Batt. 790 48 MUS Wedell 1 6,13
104 2/Kleist LN Infantry Batt. 790 48 MUS Wedell 1 6,13
105 AltBraun GR Grenadier Batt. 735 58 MUS Renouard 1 6,14
106 1/Brnswg LN Infantry Batt. 790 48 MUS Renouard 1 5,14
107 2/Brnswg LN Infantry Batt. 790 48 MUS Renouard 1 5,14
108 1/LFerdn LN Infantry Batt. 790 48 MUS Renouard 1 5,15
109 2/LFerdn LN Infantry Batt. 790 48 MUS Renouard 1 5,15
110 Rheinbbn GR Grenadier Batt. 735 58 MUS Heinrich 2 1,13
111 1/Ferdnd LN Infantry Batt. 800 48 MUS Heinrich 2 1,13
112 2/Ferdnd LN Infantry Batt. 800 48 MUS Heinrich 2 1,13
113 1/Putkmr LN Infantry Batt. 785 48 MUS Heinrich 2 1,13
114 2/Putkmr LN Infantry Batt. 785 48 MUS Heinrich 2 1,13
115 Knebel GR Grenadier Batt. 735 58 MUS Luetzow 2 1,13
116 1/Molndf LN Infantry Batt. 790 48 MUS Luetzow 2 1,13
117 2/Molndf LN Infantry Batt. 790 48 MUS Luetzow 2 1,13
118 1/Wartlb LN Infantry Batt. 790 48 MUS Luetzow 2 0,13
119 2/Wartlb LN Infantry Batt. 790 48 MUS Luetzow 2 0,13
120 Schliefn GR Grenadier Batt. 735 58 MUS Mishtzky 10 1,13
121 Huelsen GR Grenadier Batt. 735 58 MUS Mishtzky 10 1,13
122 1/Zenge LN Infantry Batt. 790 48 MUS Mishtzky 10 1,13
123 2/Zenge LN Infantry Batt. 790 48 MUS Mishtzky 10 1,13
124 Gaudy GR Grenadier Batt. 735 58 MUS Zenge 10 1,13
125 Osten GR Grenadier Batt. 735 48 MUS Zenge 10 1,13
126 1/Arnim LN Infantry Batt. 790 48 MUS Zenge 10 1,13
127 2/Arnim LN Infantry Batt. 790 48 MUS Zenge 10 1,13
128 1/Pirch LN Infantry Batt. 815 48 MUS Zenge 10 0,13
129 2/Pirch LN Infantry Batt. 815 48 MUS Zenge 10 0,13
130 Rabiel GR Grenadier Batt. 735 58 MUS Zastrow 10 0,13
131 August GR Grenadier Batt. 735 58 MUS Zastrow 10 0,13
132 1/Koenig LN Infantry Batt. 800 48 MUS Zastrow 10 0,13
133 2/Koenig LN Infantry Batt. 800 48 MUS Zastrow 10 0,13
134 GrenGD GD Guard Batt. 780 58 MUS Hrschfld 6 0,24
135 LeibGD GD Guard Batt. 785 58 MUS Hrschfld 6 0,24
136 1/Guard GD Guard Batt. 785 58 MUS Hrschfld 6 0,24
137 2/Guard GD Guard Batt. 785 58 MUS Hrschfld 6 0,24
138 WeimarSS JG Jaeger Batt. 530 530 48 MUS Oswald 8 0,13
139 Kloch FU Fusilier Batt. 650 650 48 MUS Oswald 8 0,13
140 Oswald FU Fusilier Batt. 650 650 48 MUS Oswald 8 0,13
141 Grfnbrg FU Fusilier Batt. 650 650 48 MUS Oswald 8 0,13
142 Koenigin HV DR Dragoon Reg. 1200 48 CRB Irwing 1 27,12
143 Heising HV CU Cuirassier Reg. 600 58 SBR Buenting 1 3,14
144 Buenting HV CU Cuirassier Reg. 600 58 SBR Buenting 1 3,14
145 Quitzow HV CU Cuirassier Reg. 600 58 SBR Quitzow 2 0,14
146 Rtznstn HV CU Cuirassier Reg. 600 58 SBR Quitzow 2 0,14
147 LeibKur HV CU Cuirassier Reg. 600 58 SBR Wilhelm 2 0,14
148 LeibKrbr HV CA Carabinier Reg. 710 58 CRB Wilhelm 2 0,14
149 GdCorps GD CU Cuirassier Reg. 660 58 SBR Beeren 2 0,14
150 Gensdrms CU Cuirassier Reg. 600 58 SBR Beeren 2 0,14
151 Beeren HV CU Cuirassier Reg. 600 58 SBR Beeren 2 0,14
152 Wurtmbrg LT HU Lt. Huss. Reg. 1210 58 SBR Bluecher 1 28,11
153 Bluecher LT HU Lt. Huss. Reg. 1100 58 SBR Bluecher 1 28,11
154 Irwing HV DR Dragoon Reg. 550 38 CRB Bluecher 1 28,12
155 Roehl HL FT Artillery Batt. 160 8 58 12/10 1 21,13
156 Stankar FT Artillery Batt. 160 8 58 12/10 1 21,13
157 Graumann HS Horse Art. Batt. 170 8 58 6/9 1 24,11
158 Wilkens FT Artillery Batt. 160 8 58 12/10 1 4,15
159 Heuser FT Artillery Batt. 160 8 58 12/10 1 4,15
160 Lange FT Artillery Batt. 160 8 58 12/10 1 3,15
161 Riemer FT Artillery Batt. 160 8 58 12/10 2 0,13
162 Lehmann FT Artillery Batt. 160 8 58 12/10 2 0,13
163 Merkatz HS Horse Art. Batt. 170 8 58 6/9 2 0,13
164 Willmann HS Horse Art. Batt. 170 8 58 6/9 2 0,13
165 Buchelbg FT Artillery Batt. 160 8 58 12/10 10 0,13
166 Heiden FT Artillery Batt. 160 8 58 12/10 10 0,13
167 Alkier FT Artillery Batt. 160 8 58 12/10 10 0,14
168 Faber FT Artillery Batt. 160 8 58 12/10 6 0,24
169 Schorlmr HS Horse Art. Batt. 60 3 28 6/9 1 25,15
*Note that the French unit that enters on turn 21 never actually fought in the battle and will
not appear during the game unless the game length is modified. This unit is included only
for historical accuracy and for what-if scenarios.
13.3 The Battle of Quatre Bras
In June 1815, Napoleon was faced with the most serious dilemma of his military life. All
around him, France’s enemies were mobilizing to crush his resurgent power. Determined to
strike at the separated allied armies before they could form into an invincible force, Napoleon
set out with an army of 125,000 men to surprise his enemies in Belgium. Deciding to attack
both the Anglo-Dutch army and the Prussian army simultaneously, Napoleon gave
command of the left wing of the army to Marshal Ney, to attack the Anglo-Dutch at Quatre
Bras, while Napoleon himself led the right wing and the Imperial Guard against the
Prussians at Ligny.
Ney was ordered to take the I and II Corps, along with the III Cavalry Cops, and attack the
Anglo-Dutch positions at Quatre Bras. He was to capture this vital road net in order to
prevent the Prussian Army, under General Bluecher, from joining with Wellington’s force.
Ney, left to his own devices, was cautious and waited until 11:00 on the morning of the 16th
before issuing orders to his subordinates. Finally, the word went out and the French advance
began around 1:30.
The French advance, starting late, was further delayed by being extremely cautious. The
French commanders were fearful that the British were lying in ambush behind the thick
fields of tall corn or behind the gentle slopes which dotted the landscape. These very
techniques were the favorite tactics of the Duke of Wellington and had been used with
devastating effectiveness during the Peninsular campaigns. However, the local Allied
commander had but 8,000 troops with which to defend Quatre Bras. Worse still, most of these
troops were either Dutch or Belgian infantry of dubious quality at best. In order to deceive the
French as to the actual number of Allied troops present, Wellington ordered the 27th Jager
Battallion to deploy in front of the main defense line in a mile-long perimeter. This totally
over extended the unit and they were all but wiped out in the ensuing battle. However, the
effect had been to slow the French advance, buying more time for the Allied army.
The first major French assault was on the line formed in front of Quatre Bras, with the
village of Pireaumont on the left flank, the Bossu Woods on the right flank, and the
Farmhouse at Gemioncourt in the center. Slowly the French drove the defenders back, taking
Pireaumont and beginning the push into the Bossu Woods. However, in the center the
French assault was stalled by stiff resistance put up by the Dutch 5th Militia in the
Gemioncourt farmhouse.
Meanwhile, Ney found himself deprived of D’Erlon’s I Cops by the order of Napoleon. I
Corps had been ordered to attack the Prussian flank at Ligny. Ney ordered them back, only to
be countermanded again by an Emperor who knew little of the events taking place at Quatre
Bras. They ended up spending most of the day marching back and forth.
Ney found himself in a quickly deteriorating situation. He still outnumbered the enemy, but
they were rapidly building while Ney’s forces were dwindling. At this critical moment, Ney
ordered a cavalry charge by Pire’s lancers. The initial charge crushed the 27th Dutch Jagers,
only to be halted by the 5th Infantry Division led by General Picton. The Allies, bolstered by
Picton’s 5th and others, managed to fight the French to a standstill. Ney tried to force
Wellington’s center with two divisions, only to be once again repulsed by point-blank musket
fire. This, combined with the arrival of information that D’Erlon’s I Corps was on its way back
to Ligny, frustrated Ney beyond all reason. Ney turned to General Kellerman, in command of
the III Cavalry Corps, and ordered him to charge, without infantry support, the reinforced
enemy line. After futile protest, Kellerman led his 800 Cuirassiers forward in a reckless charge
that overran several unprepared infantry regiments, including the 69th and 33rd Regiments
of Foot, and even reached the contested crossroads in Quatre Bras.
Unsupported as they were, they were then attacked by concealed batteries of cannon and fresh
infantry battalions and forced to flee back through the swath they had cut in the Allied lines.
Ney, now outnumbered and pressed by British counter-attacks all along his line, pulled back
and waited for night. The Battle for Quatre Bras was over, and before the end of the day the
original Anglo-Dutch lines would be recaptured. It was a draw in every sense of the word,
something Napoleon could ill afford at this stage.
13.31 ORDERS OF BATTLE
French Order of BattleUnit Unit Type/Size Men Guns/ Eff Wpn Leader Turn X,Y# Name Skirm
0 1L/2 LT Lt. Inf. Batt. 578 578 78 MUS Husson 1 26,31
1 2L/2 LT Lt. Inf. Batt. 569 569 78 MUS Husson 1 26,31
2 3L/2 LT Lt. Inf. Batt. 577 577 78 MUS Husson 1 26,31
3 4L/2 LT Lt. Inf. Batt. 570 570 78 MUS Husson 1 26,33
4 1/61 LN Infantry Batt. 423 71 68 MUS Husson 1 26,33
5 2/61 LN Infantry Batt. 407 68 68 MUS Husson 1 26,33
6 1/72 LN Infantry Batt. 483 81 68 MUS Campy 1 29,33
7 2/72 LN Infantry Batt. 487 81 68 MUS Campy 1 29,33
8 1/108 LN Infantry Batt. 415 69 68 MUS Campy 1 28,31
9 2/108 LN Infantry Batt. 406 68 68 MUS Campy 1 28,31
10 3/108 LN Infantry Batt. 251 42 68 MUS Campy 1 28,31
11 1L/1 LT Lt. Inf. Batt. 616 616 78 MUS Baduin 1 13,36
12 2L/1 LT Lt. Inf. Batt. 621 621 78 MUS Baduin 1 13,36
13 3L/1 LT Lt. Inf. Batt. 615 615 78 MUS Baduin 1 13,36
14 1L/3LT Lt. Inf. Batt. 590 590 78 MUS Baduin 1 13,37
15 2L/3LT Lt. Inf. Batt. 581 581 78 MUS Baduin 1 13,37
16 3L/3 LT Lt. Inf. Batt. 589 589 78 MUS Baduin 1 12,37
17 4L/3 LT Lt. Inf. Batt. 581 581 78 MUS Baduin 1 12,37
18 1/1 LN Infantry Batt. 587 98 68 MUS Soye 1 15,37
19 2/1 LN Infantry Batt. 592 99 68 MUS Soye 1 15,37
20 3/1 LN Infantry Batt. 587 98 68 MUS Soye 1 15,37
21 1/2 LN Infantry Batt. 593 99 68 MUS Soye 1 15,36
22 2/2 LN Infantry Batt. 585 98 68 MUS Soye 1 15,36
23 3/2 LN Infantry Batt. 587 98 68 MUS Soye 1 15,36
24 1/92 LN Infantry Batt. 553 92 68 MUS Gauthier 1 21,37
25 2/92 LN Infantry Batt. 495 83 68 MUS Gauthier 1 21,37
26 1/93 LN Infantry Batt. 471 79 68 MUS Gauthier 1 23,33
27 2/93 LN Infantry Batt. 472 79 68 MUS Gauthier 1 23,33
28 1/100 LN Infantry Batt. 423 71 68 MUS Jamin 1 23,31
29 2/100 LN Infantry Batt. 424 71 68 MUS Jamin 1 23,31
30 3/100 LN Infantry Batt. 246 41 68 MUS Jamin 1 23,31
31 1L/4 LT Lt. Inf. Batt. 533 533 78 MUS Jamin 1 21,36
32 2L/4 LT Lt. Inf. Batt. 536 536 78 MUS Jamin 1 21,36
33 3L/4 LT Lt. Inf. Batt. 535 535 78 MUS Jamin 1 21,36
34 1 LT CH Lt. Cav. Reg. 485 68 SBR Hubert 1 27,36
35 6 LT CH Lt. Cav. Reg. 560 68 SBR Hubert 1 27,36
36 5 LN LA Lancer Reg. 412 68 SBR Wathier 1 28,36
37 6 LN LA Lancer Reg. 381 68 SBR Wathier 1 28,36
38 2 LN DR Cavalry Reg. 585 78 SBR Piquet 10 18,37
39 7 LN DR Cavalry Reg. 516 78 SBR Piquet 10 18,37
40 8 HV CU Cuirassier Reg. 425 88 SBR Guiton 1 23,36
41 11 HV CU Cuirassier Reg. 325 88 SBR Guiton 1 23,36
42 G GD LA Gd. Lancer Reg. 880 98 SBR Lefebvre 5 18,37
43 5 Div FT Artillery Batt. 128 8 78 6G 1 27,33
44 6 Div FT Artillery Batt. 128 8 78 6/5 1 14,37
45 9 Div FT Artillery Batt. 128 8 78 6G 1 25,32
46 2 Cav HS Horse Art. Batt. 96 6 78 6G 1 27,37
47 II Corps FT Corps Art. Batt. 128 8 78 12/6 1 20,37
Allied Order of BattleUnit Unit Type/Size Men Guns/ Eff Wpn Leader Turn X,Y# Name Skirm
90 1L/27 NE JG Dutch Jg. Batt. 203 203 68 MUS Wellington 1 22,22
91 2L/27 NE JG Dutch Jg. Batt. 202 202 68 MUS Wellington 1 24,22
92 3L/27 NE JG Dutch Jg. Batt. 202 202 68 MUS Wellington 1 26,22
93 4L/27 NE JG Dutch Jg. Batt. 202 202 68 MUS Wellington 1 33,26
94 1/19/5 RI Rifles Battalion 197 197 88 RFL Wellington 1 29,15
95 2/19/5 RI Rifles Battalion 196 196 88 RFL Wellington 1 28,15
96 3/19/5 RI Rifles Battalion 196 196 88 RFL Wellington 1 27,15
97 2L/1 GD Infantry Batt. 1021 1021 98 MUS Maitland 8 4,0
98 3L/1 GD Infantry Batt. 1066 1066 98 MUS Maitland 8 4,0
99 2L/2 GD Infantry Batt. 1044 1044 98 MUS Byng 8 4,0
100 3L/2 GD Infantry Batt. 1104 1104 98 MUS Byng 8 4,0
101 2/30 LN Infantry Batt. 657 66 68 MUS Halkett 6 4,0
102 33 LN Infantry Batt. 603 60 68 MUS Halkett 6 4,0
103 2/69 LN Infantry Batt. 558 56 68 MUS Halkett 6 4,0
104 2/73 LN Infantry Batt. 603 60 68 MUS Halkett 6 4,0
105 Bremen HA LN Hann Inf. Batt. 552 58 MUS Kielmansegge 6 4,0
106 Verden HA LN Hann Inf. Batt. 604 58 MUS Kielmansegge 6 4,0
107 York HA LN Hann Inf. Batt. 647 58 MUS Kielmansegge 6 4,0
108 Luneberg HA LT Hann Inf. Batt. 635 635 78 MUS Kielmansegge 6 4,0
109 Gruben HA LN Hann Inf. Batt. 661 58 MUS Kielmansegge 6 4,0
110 Corps HA JG Hann Jg. Batt. 340 340 78 MUS Kielmansegge 6 4,0
111 7 NE LN Dutch Inf. Batt. 701 116 48 MUS Bylandt 1 12,11
112 5 NE MI Dutch Mil. Batt. 482 38 MUS Bylandt 1 19,22
113 7 NE MI Dutch Mil. Batt. 675 38 MUS Bylandt 1 15,22
114 8 NE MI Dutch Mil. Batt. 566 38 MUS Bylandt 1 7,24
115 1/2 NE LN Dutch Inf. Batt. 903 151 48 MUS Saxe-Weimar 1 9,22
116 2/2 NE LN Dutch Inf. Batt. 903 151 48 MUS Saxe-Weimar 1 18,10
117 3/2 NE LN Dutch Inf. Batt. 903 151 48 MUS Saxe-Weimar 1 11,21
118 1/OR NE LN Dutch Inf. Batt. 795 133 48 MUS Saxe-Weimar 1 4,24
119 2/OR NE LN Dutch Inf. Batt. 796 133 48 MUS Saxe-Weimar 1 20,10
120 1/28 LN Infantry Batt. 594 50 68 MUS Kempt 1 19,6
121 1/32 LN Infantry Batt. 712 71 68 MUS Kempt 1 19,7
122 1/79 HI Highland Batt. 749 75 78 MUS Kempt 1 19,8
123 3/1 LN Infantry Batt. 648 65 68 MUS Pack 1 19,5
124 1/42 HI Highland Batt. 561 56 78 MUS Pack 1 19,3
125 2/44 LN Infantry Batt. 485 49 68 MUS Pack 1 19,4
126 1/92 HI Highland Batt. 629 63 78 MUS Pack 1 19,2
127 Verdon HA LW Hann. Lw. Batt. 661 38 MUS Best 1 17,0
128 Lunebrg HA LW Hann. Lw. Batt. 664 38 MUS Best 1 17,0
129 Osterde HA LW Hann. Lw. Batt. 717 38 MUS Best 1 18,1
130 Munden HA LW Hann. Lw. Batt. 700 38 MUS Best 1 18,1
131 1/BW HU Lt. Cav. Reg. 690 48 SBR VonCramm 3 21,0
132 2 BW HU Lt. Cav. Reg. 232 48 SBR VonCramm 3 21,0
133 1/ADV BW GD Bruns. Gd. Batt. 168 168 58 RFL Buttler 3 20,0
134 2/ADV BW GD Bruns. Gd. Batt. 504 504 58 MUS Buttler 3 20,0
135 BW Guard Bruns. Gd. Batt. 672 672 58 MUS Buttler 3 20,0
136 1 L BW LT Bruns. Lt. Batt. 672 672 58 MUS Buttler 8 20,0
137 2 L BW LT Bruns. Lt. Batt. 672 672 58 MUS Buttler 3 20,0
138 3 L BW LT Bruns. Lt. Batt. 672 672 58 MUS Buttler 8 20,0
139 1 BW LN Bruns. Inf. Batt. 672 48 MUS VonSpecht 3 20,0
140 2 BW LN Bruns. Inf. Batt. 672 48 MUS VonSpecht 3 20,0
141 3 BW LN Bruns. Inf. Batt. 672 48 MUS VonSpecht 3 20,0
142 6 NE LW HU Dutch Cav. Reg. 641 48 SBR Merlen 1 14,3
143 5 NE LW HU Dutch Cav. Reg. 441 48 SBR Merlen 1 15,3
144 Sandham FT Artillery Batt. 96 6 78 9G 8 9,0
145 Kuhlman HS Horse Art. Batt. 96 6 78 6G 8 4,0
146 Lloyd FT Artillery Batt. 96 6 78 9G 6 5,0
147 Cleeves FT Artillery Batt. 96 6 78 9/5 6 5,0
148 Byleveld FT Artillery Batt. 128 8 68 6G 1 17,24
149 Stievnar FT Artillery Batt. 128 8 68 6G 1 15,22
150 Rogers FT Artillery Batt. 96 6 78 9/5 1 20,0
151 Rettberg FT Artillery Batt. 96 8 68 9G 1 20,1
152 Heinemann HS Horse Art. Batt. 128 8 68 6G 10 20,0
153 Moll FT Artillery Batt. 128 8 68 6G 10 20,0
13.4 The Battle of Waterloo
In the summer of 1815, Napoleon found himself again facing Wellington, this time in
Belgium. He intended to divide the Prussian and British armies and destroy them in detail.
On June 16th, Napoleon led half his army into battle against the Prussians at Ligny while Ney
led the other half against the British at Quatre Bras (see 13.1). Two days later, Napoleon faced
Wellington for the last time.
After the battle of Ligny and Quatre Bras, Napoleon advanced on the British army which was
concentrated at Mont St. Jean, Belgium. The British had arrayed their forces in a defensive
posture on a slight ridge that overlooked a marshy valley. Wellington had anchored his right
flank on a stone farmhouse called Chateau de Hougoumont. In the center of his line was
another farmhouse know as La Haye Saint. Both of these farmhouses had almost been
converted into fortresses, giving the British excellent defensive strongpoints.
On the day of the battle, Napoleon launched a three pronged attack on the Anglo-Dutch
positions. Fearing that any sort of a flanking assault would bog down in the Valley, Napoleon
decided to concentrate the majority of his forces in an attempt to break Wellington’s center
and intended to launch only pinning attacks on the British left and right wings. The French
offensive began on the British right flank at the Chateau. Held by only 4 light companies of
British guards, the Chateau became the focal point of vicious, close-range fighting. Desperate
attack followed desperate attack until virtually all of Prince Jerome’s division, and almost half
of the rest of Reille’s corps, was involved in the fight. Wellington, seeing the mass of
uncommitted French troops opposite his center, resisted the temptation to reinforce the
Chateau’s defenders and chose to save his reserves for the upcoming frontal assault.
At 1:30 that afternoon, the main French assault began. Under the cover of an 80 gun barrage, 3
French divisions charged through the valley and up the slope of the ridge. When the French
reached the crest of the hill, they were met with withering musket fire at point-blank range.
In order to keep his units intact through the bombardment, Wellington had ordered his men
to lie down on the concealed side of the ridge. So, when the 16,000 men of D’Erlon’s Ist corps
reached the top of the rise, they were confronted with a mass of organized and determined
British regulars. Nevertheless, the French fought fiercely and succeeded in forcing a hole in
the Allied center. Before the French could exploit this weakness, however, General Picton
and a brigade of his peninsular veterans charged into the fray and stopped the French
breakthrough. D’Erlon could move no further. Wellington, seeing the French stalled on the
ridge, called his cavalry to the attack. Under Lord Uxbridge’s command, Lord Somerset’s
Household cavalry and Ponsonby’s Union Brigade Charged into the disordered French and
threw them off the ridge. D’Erlon’s men were put to flight and badly mauled by the elite
British heavy cavalry. Spurred on by their success, the British cavalry continued their chase
until they reached the main French lines. Without infantry support, they were all but
annihilated by French artillery and cavalry counter-charges.
At this point, Marshal Ney was ordered to take La Haye Saint, the farmhouse that so nicely
reinforced the Allied center. He led the rallied remnants of D’Erlon’s Ist corps forward under
cover of an intense bombardment and was repulsed by the dug in defenders. Ney, thinking
that the Allies were ready to crack, called for a massive cavalry charge. He led forward no less
than 5,000 cavalrymen, many of them elite heavy cavalry, in a charge against the ridge
between La Haye Saint and Hougoumont. Upon reaching the crest, the French were
confronted with an awesome spectacle, 20 British squares drawn up on the reverse slope of
the hill, waiting with gleaming bayonets for the gallant French horsem*n. The French cavalry
circled the invincible squares, but without artillery or infantry support the charge was
doomed to failure. The survivors fled back through the valley while Ney tried in vain to rally
them.
After a brief lull in the battle, Ney again formed an assault force out of the remnants of his
cavalry and again charged the ridge. He was once more repulsed, but this time only barely.
Wellington’s troops were becoming weary and he was running out of reserves. After another
lull in the battle, Ney decided to try again. This time, however, he used a proper combination
of artillery, infantry, and cavalry and he took La Haye Saint. Despite heavy casualties, the
French managed to storm the farmhouse and the nearby orchard. The British line was about
to crack and Ney could sense it. He called to Napoleon for more reserves, but due to the
Prussian arrival on the French right flank, there were none left as the Imperial Guard was
being committed against the Prussians. Ney was forced to give up his gains and pulled back
across the valley.
The battle quieted for a short time, during which the Imperial Guard was placed back in
reserve. Wellington brought up the last of his reserves and prepared for the final onslaught.
At 7:00 PM the Imperial Guard were released to Ney and were ordered to take the British held
positions on the ridge between La Haye Saint and Hougoumont. The Guard, 11 battalions of
the most disciplined and experienced troops in Europe, marched up the ridge. Upon reaching
the crest, an entire brigade of British troops rose up from a cornfield and poured withering
fire into the French columns. For the first time, the Guard broke and ran before the enemy.
With the cry of, “La Guard recule!”, the French army began to disintegrate. Wellington seized
the moment and counterattacked, putting the rest of the army to flight. Napoleon’s last
desperate gamble for victory had failed, and with it his dreams of rebuilding his empire.
13.41 ORDERS OF BATTLE
French Order of BattleUnit Unit Type/Size Men Guns/ Eff Wpn Leader Turn X,Y# Name Skirm
0 54/1 LN Infantry Reg. 962 161 68 MUS Charlet 1 29,22
1 55/1 LN Infantry Reg. 1148 192 68 MUS Charlet 1 30,21
2 28/1 LN Infantry Reg. 898 150 68 MUS Bourgeois 1 29,23
3 105/1 LN Infantry Reg. 983 164 68 MUS Bourgeois 1 30,22
4 1/13L/2 LT Lt. Inf. Reg. 938 938 88 MUS Schmitz 1 25,24
5 2/13L/2 LT Lt. Inf. Reg. 937 937 88 MUS Schmitz 1 25,23
6 17/2 LN Infantry Reg. 1057 177 78 MUS Schmitz 1 25,24
7 19/2 LN Infantry Reg. 1032 172 68 MUS Aulard 1 25,25
8 51/2 LN Infantry Reg. 1168 195 68 MUS Aulard 1 27,23
9 21/3 LN Infantry Reg. 1037 173 68 MUS Nogues 1 34,20
10 46/3 LN Infantry Reg. 888 148 68 MUS Nogues 1 35,20
11 25/3 LN Infantry Reg. 974 163 68 MUS Grenier 1 35,21
12 45/3 LN Infantry Reg. 1003 167 68 MUS Grenier 1 34,21
13 8/4 LN Infantry Reg. 983 164 68 MUS Pegot 1 36,19
14 29/4 LN Infantry Reg. 1146 191 68 MUS Pegot 1 37,18
15 85/4 LN Infantry Reg. 631 106 78 MUS Brue 1 36,20
16 95/4 LN Infantry Reg. 1100 184 68 MUS Brue 1 37,19
17 1/1C LT HU Lt. Cav. Brig. 804 78 SBR D’Erlon 1 44,15
18 2/1C LT LA Lt. Cav. Brig. 702 68 SBR D’Erlon 1 45,15
19 3/5 LN Infantry Reg. 823 138 68 MUS Husson 1 19,27
20 61/5 LN Infantry Reg. 538 90 68 MUS Husson 1 21,26
21 72/5 LN Infantry Reg. 775 130 68 MUS Campy 1 19,28
22 108/5 LN Infantry Reg. 687 115 68 MUS Campy 1 20,27
23 1/1L/6 LT Lt. Inf. Reg. 894 894 88 MUS Bauduin 1 7,29
24 2/1L/6 LT Lt. Inf. Reg. 894 894 78 MUS Bauduin 1 8,29
25 1/2L/6 LT Lt. Inf. Reg. 1071 1071 78 MUS Bauduin 1 7,30
26 2/2L/6 LT Lt. Inf. Reg. 1072 1072 78 MUS Bauduin 1 8,30
27 1/1/6 LN Infantry Reg. 698 117 68 MUS Soye 1 5,28
28 2/1/6 LN Infantry Reg. 697 117 68 MUS Soye 1 6,28
29 1/2/6 LN Infantry Reg. 798 133 68 MUS Soye 1 5,29
30 2/2/6 LN Infantry Reg. 797 133 68 MUS Soye 1 6,29
31 92/9 LN Infantry Reg. 1038 173 68 MUS Gauthier 1 13,30
32 1/93/9 LN Infantry Reg. 734 124 68 MUS Gauthier 1 14,30
33 2/93/9 LN Infantry Reg. 734 124 68 MUS Gauthier 1 15,30
34 100/9 LN Infantry Reg. 1118 187 68 MUS Jamin 1 13,29
35 1/4L/9 LT Lt. Inf. Reg. 817 817 78 MUS Jamin 1 14,29
36 2/4L/9 LT Lt. Inf. Reg. 817 817 78 MUS Jamin 1 15,29
37 1/2C LT CH Lt. Cav. Brig. 1045 68 SBR Reille 1 2,29
38 1/2C LT LA Lt. Cav. Brig. 817 68 SBR Reille 1 0,29
39 1GR/IG OG Guard Inf. Reg. 1280 1280 98 MUS Friant 6 23,31
40 2GR/IG OG Guard Inf. Reg. 1091 1091 98 MUS Friant 6 23,31
41 3GR/IG MG Guard Inf. Reg. 1164 1164 88 MUS Friant 6 23,31
42 1GR/IG MG Guard Inf. Reg. 520 520 88 MUS Friant 6 23,31
43 1CH/IG OG Guard Inf. Reg. 1307 1307 98 MUS Morand 6 23,31
44 2CH/IG OG Guard Inf. Reg. 1163 1163 98 MUS Morand 6 23,31
45 1LC/IG CH Guard Cav. Reg. 1197 98 SBR Lefebvre 1 33,25
46 2LC/IG LA Guard Cav. Reg. 880 98 SBR Lefebvre 1 33,26
47 1HC/IG GR Gren. Cav. Reg. 796 98 SBR Drouot 2 9,31
48 2HC/IG ED Emp. Drg. Reg. 816 98 SBR Drouot 2 9,31
49 1/11C DR Cavalry Brig. 1110 78 SBR Kellerman 1 15,31
50 2/11C CU Cuirassier Brig. 691 88 SBR Kellerman 1 16,31
51 1/12C CA Carabinier Brig. 847 78 CRB Kellerman 1 7,31
52 2/12C CU Cuirassier Brig. 791 88 SBR Kellerman 1 8,31
53 1/13C CU Cuirassier Brig. 749 88 SBR Mihaud 1 34,23
54 2/13C CU Cuirassier Brig. 428 88 SBR Mihaud 1 35,23
55 1/14C CU Cuirassier Brig. 847 88 SBR Mihaud 1 31,24
56 2/14C CU Cuirassier Brig. 667 88 SBR Mihaud 1 32,24
57 I FT FI Corps. Art. Batt. 128 78 12G 1 28,21
58 1 FT FI Div. Art. Batt. 128 8 78 6G 1 29,22
59 2 FT FI Div. Art. Batt. 128 8 78 6/5 1 25,23
60 3 FT FI Div. Art. Batt. 128 8 78 6G 1 34,20
61 4 FT FI Div. Art. Batt. 128 8 78 6/5 1 37,17
62 1C HS FI Horse Art. Batt. 96 6 78 6/5 1 45,16
63 II FT FI Corps Art. Batt. 128 8 78 12G 1 18,27
64 5 FT FI Div. Art. Batt. 128 8 78 6G 1 19,26
65 6 FT FI Div. Art. Batt. 128 8 78 6G 1 7,29
66 9 FT FI Div. Art. Batt. 128 8 78 6G 1 14,30
67 2C HS FI Horse Art. Batt. 96 6 78 6/5 1 1,29
68 11C HS FI Horse Art. Batt. 96 6 78 6G 1 17,31
69 12C HS FI Horse Art. Batt. 96 6 78 6/5 1 6,31
70 13C HS FI Horse Art. Batt. 96 6 78 6G 1 33,23
71 14C HS FI Horse Art. Batt. 96 6 78 6/5 1 33,24
72 VI FT FI Corps Art. Batt. 128 8 78 12/24 1 23,31
73 1/IG FT GD Guard Art. Batt. 128 8 88 12G 3 9,31
74 2/IG FT GD Guard Art. Batt. 128 8 88 12/24 3 9,31
75 3/IG FT GD Guard Art. Batt. 128 8 88 12G 3 9,31
76 4/IG FT GD Guard Art. Batt. 128 8 88 12/24 3 9,31
77 5/IG FT GD Guard Art. Batt. 128 8 88 6G 3 10,31
78 6/IG FT GD Guard Art. Batt. 128 8 88 6/5 3 10,31
79 7/IG FT GD Guard Art. Batt. 128 8 88 6/5 3 10,31
80 8/IG HS GD Gd. Horse Batt. 96 6 88 6G 1 34,25
81 9/IG HS GD Gd. Horse Batt. 96 6 88 6/5 1 31,26
82 10/IG HS GD Gd. Horse Batt. 96 6 88 6G 2 9,31
83 11/IG HS GD Gd. Horse Batt. 96 6 88 6/5 2 9,31
Allied Order of BattleUnit Unit Type/Size Men Guns/ Eff Wpn Leader Turn X,Y# Name Skirm
90 3/CV KG LD KGL Cav. Brig. 2001 68 SBR Wellington 1 14,11
91 4/CV LN LD Lt. Cav. Brig. 1373 78 SBR Wellington 1 38,3
92 5/CV LN HU Lt. Cav. Brig. 1315 78 SBR Wellington 1 7,16
93 6/CV LN HU Lt. Cav. Brig. 1615 78 SBR Wellington 1 42,1
94 7/CV LN HU Lt. Cav. Brig. 1764 58 SBR Wellington 7 18,0
95 1/1/GD Guard Inf. Reg. 638 638 98 MUS Maitland 1 14,14
96 2/1/GD Guard Inf. Reg. 672 672 98 MUS Maitland 1 13,15
97 1/2/GD Guard Inf. Reg. 896 896 98 MUS Byng 1 11,17
98 2/2/GD Guard Inf. Reg. 939 939 98 MUS Byng 1 12,16
99 1/3/GD Guard Inf. Reg. 425 425 98 MUS MacDonnell 1 9,22
100 2/3/GD Guard Inf. Reg. 363 363 98 MUS MacDonnell 1 13,22
101 3/3/GD Guard Inf. Reg. 271 271 78 RFL MacDonnell 1 12,24
102 4/3/GD Guard Inf. Reg. 420 420 58 MUS MacDonnell 1 9,25
103 5/3/GD Guard Inf. Reg. 419 419 58 MUS MacDonnell 1 10,25
104 1/3 LN Hann, Inf. Reg. 1044 58 MUS Keilmansegge 1 19,10
105 2/3 LN Hann, Inf. Reg. 895 58 MUS Keilmansegge 1 20,9
106 3/3 LT Hann, Inf. Reg. 505 505 78 MUS Keilmansegge 1 19,9
107 4/3 LN Infantry Reg. 1684 636 68 MUS Ompteda 1 22,10
108 5/3 LN KGL Infantry Reg. 463 463 78 RFL Ompteda 1 22,14
109 6/3 LN Infantry Reg. 1245 125 68 MUS Halkett 1 17,13
110 7/3 LN Infantry Reg. 1115 112 68 MUS Halkett 1 18,12
111 1/2 NE MI Du. Milita Reg. 1573 38 MUS Perponcher 1 28,10
112 2/2 NE LN Dutch Inf. Reg. 1260 718 58 MUS Perponcher 1 30,9
113 3/2 NE LN Dutch Inf. Reg. 835 140 48 MUS Perponcher 1 37,11
114 4/2 NE LN Dutch Inf. Reg. 849 142 48 MUS Perponcher 1 40,11
115 5/2 NE LN Dutch Inf. Reg. 843 141 48 MUS Perponcher 1 42,11
116 6/2 NE LN Dutch Inf. Reg. 815 284 48 MUS Perponcher 1 46,12
117 1/3 NE MI Du. Milita. Reg. 1011 38 MUS Chasse 11 0,10
118 2/3 NE MI Du. Milita. Reg. 1001 38 MUS Chasse 11 0,10
119 3/3 NE LN Infantry Reg. 1076 684 58 MUS Chasse 11 0,10
120 4/3 NE MI Du. Milita. Reg. 1224 38 MUS Chasse 11 0,10
121 5/3 NE LN Dutch Inf. Reg. 1095 183 48 MUS Chasse 11 0,10
122 6/3 NE LN Dutch Inf. Reg. 1262 738 58 MUS Chasse 11 0,10
123 1/2 LN KGL Infantry Reg, 1063 107 68 MUS DuPlat 1 8,12
124 2/2 LN KGL Infantry Reg, 1105 111 68 MUS DuPlat 1 9,12
125 3/2 LT Lt. Inf. Reg, 1175 1175 78 MUS Adam 1 9,10
126 4/2 LT Lt. Inf. Reg, 939 939 78 MUS Adam 1 8,10
127 5/2 RI Rifles Regiment 888 888 88 RFL Adam 1 8,9
128 6/2 LW Hann. Ldw. Reg. 1288 38 MUS Halkett 7 0,10
129 7/2 LW Hann. Ldw. Reg. 1253 38 MUS Halkett 7 0,10
130 1/4 LN Infantry Reg. 649 65 68 MUS Mitchell 1 6,14
131 2/4 LT Lt. Inf. Reg. 1381 709 78 MUS Mitchell 1 8,16
132 1/5 RI Rifles Regiment 418 418 88 RFL Kempt 1 24,10
133 2/5 HI Highland Reg. 483 48 78 MUS Kempt 1 24,9
134 3/5 LN Infantry Reg. 1089 109 68 MUS Kempt 1 25,9
135 4/5 HI Highland Reg. 798 80 78 MUS Pack 1 29,7
136 5/5 LN Infantry Reg. 967 97 68 MUS Pack 1 28,7
137 6/5 LW Hann. Ldw. Reg. 1289 38 MUS Best 1 33,7
138 7/5 LW Hann. Ldw. Reg. 1380 38 MUS Best 1 34,7
139 8/5 LW Hann. Ldw. Reg. 1329 38 MUS Vincke 1 36,6
140 9/5 LW Hann. Ldw. Reg. 1275 38 MUS Vincke 1 37,6
141 1/6 LN Infantry Reg. 1443 145 68 MUS Lambert 7 19,0
142 2/6 LN Infantry Reg. 866 87 68 MUS Lambert 7 19,0
143 GD/1/BW Bruns. Gd. Reg. 1140 1140 68 MUS Brunswick 7 18,0
144 1/1/BW LT Bruns. Lt. Reg. 685 685 58 MUS Brunswick 7 18,0
145 2/1/BW LT Bruns. Lt. Reg. 591 591 58 MUS Brunswick 7 18,0
146 3/1/BW LT Bruns. Lt. Reg. 691 691 58 MUS Brunswick 7 18,0
147 1/2/BW LN Bruns. Ln. Reg. 556 48 MUS Brunswick 7 18,0
148 2/2/BW LN Bruns. Ln. Reg. 547 48 MUS Brunswick 7 18,0
149 3/2/BW LN Bruns. Ln. Reg. 631 48 MUS Brunswick 7 18,0
150 1/NAS NE LN Dutch Inf. Reg. 1894 316 48 MUS Kruse 1 16,8
151 2/NAS NE LN Dutch Inf. Reg. 947 38 MUS Kruse 1 17,8
152 1/CV LN DR Cavalry Brig. 1416 98 SBR Uxbridge 1 20,7
153 2/CV LN DR Cavalry Brig. 1369 88 SBR Uxbridge 1 24,6
154 1/NECVLNLA Lt, Cav. Brig. 1237 58 CRB Collaert 1 19,5
155 2/NECVLN LD Lt, Cav. Brig. 1086 48 SBR Collaert 7 19,0
156 3/NECVLNHU Lt, Cav. Brig. 949 48 SBR Collaert 1 17,5
157 1/GD FT FI Gd. Art. Batt. 96 6 78 9/5 1 9,17
158 2/GD HS Gd. Art. Batt. 96 6 78 9G 1 15,14
159 1/3 Art FT FI Artillery Batt. 96 6 78 9G 1 19,12
160 2/3 Art FT FI Artillery Batt. 96 6 78 9/5 1 20,11
161 1/2 Art FT FI Artillery Batt. 96 6 78 9G 1 9,11
162 2/2 Art HS Artillery Batt. 96 6 78 9/5 1 6,12
163 4 Art HA FT Hann Art. Batt. 96 6 68 9G 1 35,7
164 1/5 Art FT FI Artillery Batt. 96 6 78 9G 1 25,11
165 2/5 Art HA FT FI Hann Art. Batt. 96 6 68 6/5 1 19,0
166 6 Art FT FI Artillery Batt. 96 6 78 9G 7 19,0
167 1/BW FT FI Bruns. Art. Batt. 128 8 58 6G 7 13,3
168 2/BW HS Bruns. Art. Batt. 128 8 58 6G 7 14,3
169 2NE FT FI Dutch Art. Batt. 160 10 58 6G 1 29,9
170 1/3 NE FT HS Dutch Art. Batt. 128 8 58 6G 11 0,10
171 2/3 NE FT FI Dutch Art. Batt. 128 8 58 6G 11 0,10
172 NECV HS Dutch Art. Batt. 128 8 58 6G 1 18,5
173 1/RES HS Horse Art. Batt. 96 6 88 9G 1 21,10
174 2/RES HS Horse Art. Batt. 96 6 88 6G 1 16,2
175 1RHA HS Horse Art. Batt. 96 6 88 H5.5 1 11,13
176 2RHA HS Horse Art. Batt. 96 6 88 6G 1 11,12
177 3RHA HS Horse Art. Batt. 96 6 88 6/5 1 43,1
178 4RHA HS Horse Art. Batt. 80 5 88 6G 1 23,7
179 5RHA HS Horse Art. Batt. 192 12 88 9/5 1 18,8
BATTLES OF NAPOLEON
EDITOR RULES
TABLE OF CONTENTS
14.0 SCENARIO EDITOR
• Scenario Creation Process• Create A Random New Scenario• Scenario Creation Parameter and Explanations
15.0 ARMY EDITOR
• Organization• Main Menu• Army Generator Menu• Editing an Army• Army Editor Summary
16.0 MAP EDITOR
• Map Editor Main Menu• Map Editor 1st Menu• Map Editor 2nd Menu• Random Map Summary
17.0 DEPLOYMENT OF UNITS
• Deployment Menu• Deployment Summary
18.0 SET SQUARES
• Square Types• Set Square Menus
19.0 TABLES EDITOR
• Tables Menu
20.0 CHARTS AND TABLES
• Editor Tables• Terrain• Unit Data• Readiness Loss• Weapon/Range Casualty
• Fire and Melee Strength Modifiers• Melee Mode• Additional Combat Modifiers• Rally• Operation Point• Fatigue• Efficiency• Disruption• Disruption Recovery• Leader Command Control Modifier• Cavalry Charge• Morale Test• Entering Square• OP Point Cost• Additional Costs
APPLE II AND IBM COMPATIBLE COMPUTER INFORMATION:
Many of our games will work on Apple II and IBM compatible computers. Most of our games
will work on an Apple II GS in the Apple II emulation mode.
If you own an Apple II GS, Apple compatible or IBM compatible computer we suggest that
you consult with our Technical Hotline at (415) 964-1200 any workday between the hours of 9
a.m. and 5 p.m., Pacific Time, to see if an SSI game you’re considering purchasing is
compatible with your computer. If we have insufficient data to determine compatibility, you
may wish to purchase the game and test for compatibility yourself. If the game proves to be
incompatible, you may return it within 14 days with your dated receipt and we will refund
your money. Or, if you return the game within 30 days, you may exchange the game for
another.
BATTLE OF NAPOLEON
EDITOR RULES
14.0 SCENARIO EDITOR
The scenario Editor is a very powerful tool that will allow you to build you own scenarios or
modify existing ones. You can even modify the tables that the program uses during the game
execution and the objectives that the computer solitaire player uses (see section 19.0).
However, because of its complexity, it is highly recommended that you use the Editor only
after you are fairly familiar with the game system.
Before you can create a new scenario, even a random one, you must have a blank disk ready.
If it has not been formatted into an SSI save disk, you will be prompted and told how to
initialize the disk for use by the Program. This blank disk is used by the Editor as a place to
store data during the scenario creation process.
To access the Scenario Editor from the Main menu, choose “C” to create a random new
scenario, “G” to enter the Editor to generate a new scenario, and “E” to edit a new scenario or
saved game.
14.1 Scenario Creation Process
Whether you are creating a new scenario, editing an old one, or a combination of the two,
you must follow a very specific and fixed path in the creation/editing of your scenario. The
steps are as follows:
Army Editing/ Building
Map Editing/ Building
Unit Deployment
Set Squares
Tables Editing
This path may not be altered and must be followed through to completion. Once you have
gone through all five steps with a scenario, performing the necessary tasks in each, you will
be asked to input the name of the new scenario and the scenario will be saved. If you skip any
steps and you are not editing an existing scenario, the information needed will be brought in
from the Quatre Bras scenario. For example, if you skipped deployment, your units would be
in identical X,Y positions to the Quatre Bras scenario. It is highly recommended that you
perform all the steps before completing the scenario. Remember, though, that you may
always come back and edit the scenario.
Once at the end of the scenario creation process, you will be prompted to rename the scenario.
Because the scenario is automatically saved under the name “NAP” during the creation
process, you should rename it to a name of your choosing.
14.2 Create a Random new Scenario
This option, when selected from the Main Menu will generate a completely random scenario
for instant enjoyment. When you select this option, you will be prompted to have an SSI
save disk ready. The Editor must save the scenario files to the disk during the creation
process. If you do not have one ready, you may format one during this step. The next option
will ask you how many selection points to use for the French side and then for the Allied
side. This represents the size of the forces involved (See section 15.31 for a more thorough
explanation of purchase points). After the computer has generated the units to be used on
each side, it will save the army files to the save disk you used. The computer will then
prompt you for several disk swaps and will save each part of the scenario as it is created. Once
everything is ready, the units will be deployed, the objectives will be set, and you will be asked
to rename the file. Because the file is automatically saved under the name “NAP”, you
should now name this file as desired. Once you have done this, the game will take you to the
Game Menu (see section 4.1) and the game will begin.
14.3 Scenario Creation Parameters and Explanations
Because of the complexity of the scenario Editor, it is imperative that the basic concepts
behind the Editor be understood before using the Editor to create a scenario. In order to
preserve maximum flexibility, the Editor will allow you to create whole scenarios of just parts
of scenarios. As an example, you could begin the scenario creation process by creating an
Allied army and a French arm and then save them off separately so that you could use that
army in another scenario. You can also have the computer randomly generate any part of the
scenario that you wish. For instance, you could want to control the army creation step, but
want the computer to randomly generate the map and deployment. Again, this is possible.
As a rule, if you are trying to create a new scenario from scratch, you should follow all of the
steps in sequence. You may use the (R)andom function for sections you don’t wish to create.
In addition, you should normally use the default settings for the tables as these are to be
considered “historical” in most circ*mstances.
15.0 ARMY EDITOR
Upon entering the Editor, the first menu you will be presented with will be the Main Menu
for the Army Editor. This menu will allow you to create the two side for the scenario you are
creating. At this point you should examine section 15.2, the Main Menu description.
The first, and most important thing to learn about the Army Editor is the concepts behind
leaders and their command structures. During the usage of the Army Editor, you will have to
go through three distinct steps: Leader Creation, Unit Assignment, and Unit Creation.
During the Leader Creation step, you will choose the names, levels of command, and bonus
levels (0 to 15) for the leaders and determine the order of which leaders report to which other
leaders. The most important thing to understand in the Leader Creation step is how Leader
Organization works. All leaders have a higher level commander that they report to. This
determines the order of command and is more fully explained below.
In the unit Assignment step, you assign the units their names, their sizes (from Batt. to Brig.),
and tell them which leaders they report to. This determines the Unit Organization.
Finally, you will give the specifics on each unit in the army that you are editing, giving such
details as number of men, weapon, and so on.
15.1 Organization
In THE BATTLES OF NAPOLEON, as in history, all military organizations are driven by
Command Control. All units have leaders that answer to their superior leaders. This
organization is the most difficult thing to understand in the Editor, and is completely vital to
the game.
Leaders are organized into a command structure that the game uses during the Command
Control phases of the game. In general, an army will consist of an Army Commander, with 3
or 4 Corps Commanders under him, with 2 or 3 Division Leaders under each of the Corps
Commanders. Because a number of strange organizations occurred in historical situations, we
have allowed the maximum flexibility possible in the creation of the Leader Organization of
an army. Therefore, the computer assumes nothing in regards to the Leader Organization.
You must tell the computer which leaders report to which other leaders and what command
level they are.
You must put lower level commanders under the command of higher level commanders. If
you don’t, the game will prompt you to change the leaders that don’t fit into the command
structure when you Reorganize (see 15.41).
There is a similar requirement for the Unit Organization. It is imperative that all units be
under the command of a leader. If they aren’t, then they will have no objectives and will
become independent units. This is a mistake because the number of OP points received will
be lower than normal and the “independent units” will not be forced to obey “historical”
restrictions.
15.11 HISTORICAL DESIGNATIONS AND ORGANIZATIONS
Although this editor will not prohibit you from creating non-historical organizations, it is
suggested that quasi-historical organizations be used in most cases. Here are a few examples to
help you understand how to do that.
The sizes for units in THE BATTLES OF NAPOLEON go as follows:
Battalion - A group of men ranging from a couple of hundred to over a thousand men in
size. Battalions were generally organized into Regiments (for the French and many Allies) or
Brigades (for the British).
Regiment - Generally a group of 2 to 5 battalions that operated together. Several of the
scenarios use demi-regiments (1/2 regiment units).
Brigade - This is the next level of command up from the Regiment. Although the British
generally didn’t use Regiments for combat organizations, they did use Brigades. Brigades
usually consist of 2 regiments (or as many as 8 battalions for the British).
Division - This is the lowest level of command that one would find operating alone in
combat. Divisions consisted of 2 to 4 Brigades.
Corps - During the Napoleonic Era, the Corps was just a small Army, often with integral
artillery and cavalry units. A Corps for the French usually consisted of 3 Infantry Divisions, 1
Cavalry Division, and an Artillery Division (however, artillery were usually organized into
Batteries of 6 - 12 guns or Grand Batteries 30+ guns).
Army - This is the highest level of command ever found on a battlefield. As such, there
generally will only be 1 Army Commander on each side during a battle. This is not a
requirement, however. Armies consist of multiple Corps.
15.2 Main Menu
The first menu you will reach upon entering the Editor is the Main Menu for the Army
Editor. This menu has the following options:
(C)ontinue - This option takes you past the Army Editor and into the Map Editor. It should
only be selected once both the French and Allied armies have been selected. There is a
verification question, so you will be asked Y/N before it proceeds.
(G)enerate Army - This is the option you select either to build an army with Selection Points
(see section 15.31) or to randomly select one. Selecting this choice will take you to the Army
Generator Menu (see section 15.3).
(E)dit an Army - Choosing this will allow you to custom create a new army, for either the
French side or the Allied side (see section 15.4).
(L)oad Army File - This option allows you to pull in an army file from another scenario. This
will allow you to use an army in multiple situations without having to recreate the army
several times.
(S)ave Army File - This option allows you to save an army separately from the scenario you
are creating/ editing. This allows you to make a disk full of armies for later use in other
scenarios (through use of the (L)oad Army File command).
15.3 Army Generator Menu
This sub-menu is where you will create armies, but not completely from scratch. If you wish
to generate an army with random leaders, and a specific number of units (e.g., 20 Infantry, 5
cavalry, and 3 artillery) in a specific year of your choosing, you should select the (G)eneral
Standard Unit Selection from this sub-menu. This will create an army quickly, but with some
general direction given. Note specifically that you may use Selection Points (see section 15.31)
to create this army and the computer will try to create an army with the number of units you
desire but within the allotted point limit. If the point limit is reached, the number of units
may not be as you wished.
The (S)tandard Unit Selection option allows you to choose standard units from the Standard
Units Table (see section 20.3). This method also allows usage of the Selection Points system
and is the best method for creating scenarios for two players.
(R)andom Generated Army is an option that creates a random army of a specified size (again,
Selection Points are use). In this case, the computer will generate all of the necessary aspects of
the army, including the organization and unit types.
15.31 SELECTION POINTS
Selection Points are points used to purchase units for an army. The question of whether or
not to use the Selection Points method of choosing units is presented as “Purchase Units
(Y/N)”. The number of points to be used is determined by the player, and generally should be
equal for the two sides. The cost of a unit in Selection Points is listed in the Unit Tables
(section 20.3) and is based on the number of men in the unit, their firepower, Efficiency, and
several other factors.
15.4 Editing an Army
Editing an army is, as previously mentioned, the most complex part of the Editor program.
The aforementioned three step process must be done completely and correctly or the army
will not perform as desired.
15.41 LEADER CREATION
This is the first of the three parts of the army creation process. During this stage, you will
create the “chain-of-command” for the army by naming all of the leaders, assigning the
leaders their leadership bonuses (see section 9,0), and telling each leader who to report to.
These factors must all be completed, or leaders will not give the proper command-control to
their subordinates and objectives will be incorrect.
When the Leader Organizational Table first appears on the screen, it will display either the
table you are editing from a previously created scenario, a randomly created table if you chose
the (G)eneral Standard Unit Selection (see section 15.3), or the table from the Battle of Quatre
Bras (if you are creating a new, custom scenario) as sample data. You may rename any or all of
the leaders, change any or all of their bonuses, and reassign the command structure.
The leader Organizational Table displays the vital information about the army’s leaders in
two sets of four columns, with the first column being the leader reference number (leader #,
the second column being the size of unit that the leader commands (e.g., Napoleon is usually
an ARMy commander and in Quatre Bras in the French army, Bauduin is a BRiGade
commander), the third being the name of the leader, and the fourth being the leader # that
the leader in question answers to. This last column is very important because it determines
the chain of command.
Example:
The concept of telling each leader who his superior is very simple as a concept, but is very
complex in execution. As an example, try generating a new scenario. Once you are to the
Main Menu of the army editor (as outlined above), you should choose (E)dit Army. You are
then asked whether you wish to edit an Allied or a French army. Choose French. At this
point, you are at step 1 of the army creation process, the Leader Creation Step. The Leader
Organizational Table for the French forces at Quatre Bras is the default data automatically
loaded in by the editor, and is convenient to use as an example. Before changing anything,
examine the table. First, you will notice that Ney is leader # 0, has a SIZE of ARM (which
means he is an ARMY commander), and his SUPerior commander is Leader # 61 is reserved
for leaders without superiors, and therefore means that Ney answers to no one on the field.
He is the supreme commander for the French forces in this battle.
Going down the list, you will find that there are two Corps commander, Reille and
Kellerman, who answer to Ney (their SUP # is 0 and Ney is leader # 0). As a general rule,
Corps commanders usually have several divisions under them, each with two or three
brigades under them. However, Kellerman’s Corps has but two units under him, and they are
BRIGades! This is because historically only a small part of Kellerman’s Corps was present at
Quatre Bras. This is only one example of the myriad of possible strange situations that may
occur in the Leader Creation Step.
The leader that are listed as ‘‘X” with varying leader sizes and bonuses are all unused leaders.
They are assigned the name “X” in order to allow them to be recognized as non-leaders by the
program.
The menu on the bottom of the Leader Organizational Table follows all of the conventions
used so far in the program. The first letter of the desired command is highlighted to indicate
that pressing this key will activate the chose command. The commands available are:
<SPACE> - moves the cursor from the current leader to the next leader in the table.
(P)rior - moves the cursor from the current leader to the previous leader in the table.
(C)ontinue - takes you from the Leader Creation step to the Unit Organization step.
(E)xit to Main Menu - allows you to exit from the Leader Creation Step back to the Main
Menu of the Army Editor.
(R)eorganize Leaders - will automatically reorganize the chain of command to prevent any
impossible situations from occurring. This step is performed automatically upon pressing the
(C)ontinue key.
(S)ize - will cycle through the leader sizes until the appropriate one is found. In order to
continue going through the leader sizes keep pressing the (S) key.
(B)onus - displays the Leadership Bonus for the leader in question and allows you to change it
by pressing the (B) key.
<RETURN> - allows you to edit the leader name. The maximum length of a leader name is 8
characters. However, there is a total character limit that cannot be exceeded. This limit is
constantly displayed in the lower right of the menu and is listed as # CHRS LEFT. The
number after this is the number of characters left for the names of the leaders for the army
being edited. In addition, renaming a leader is how you get to change the leader’s superior.
After renaming a leader, you are asked to type in the leader # of the desired superior.
15.42 UNIT ORGANIZATION
The next step after the Leader Creation process is Unit Organization. This step is reached by
pressing the (C)ontinue Key from the Leader Organizational Table menu listed above. The
computer will organize things for a moment and then you will be presented with the Unit
Organizational Table. The table looks similar to the Leader Organizational Table, but with a
few changes. The leader information area is compressed, giving room for the addition of two
lines just above the menu. These lines give the information necessary for each unit.
The unit information displayed shows the unit #, the unit size, the unit name, the unit’s
superior leader, and the leader that is attached to the unit, if any. For example, lets examine
the unit organizational table for our custom scenario example for above:
Example:
After finishing with the Leader Organizational Table in our previous example, we hit the
(C)ontinue key, and proceeded to the Unit Organization step. When first presented with the
Unit Organization Table, we see the leaders we just edited listed in a short form above, with a
unit listing in the middle of the screen and a menu below. The unit listing is the portion we
will be concerned with.
The unit listing should read as follows:
## SIZE NAME SUP LDR ATTACHED
0 BATT. 1/L2 HUSSON HUSSON
This is the organizational information for the first unit in the French army. This unit is unit
# 0, a battalion, and is named “1L/2”, or the 1st Light Infantry Battalion of the 2nd Infantry
Regiment. The unit is commanded by General Husson, and the good general is personally
attached to this battalion. If, at this point, we hit the “n” key, we will be presented with the
identical information for the next unit in the army, unit # 1.
This unit is also a BATTalion, but is named 2L/2. It is also commanded by General Husson,
but as the general cannot be in two places at one time, he is not attached to this unit.
The menu at the bottom of the Unit Organizational Table is similar to the one at the bottom
of the Leader Organizational Table, and uses the same conventions.
(C)ontinue - this allows you to proceed to the third step in the army creation process, the
editing of the individual units.
(G)oto - allows you to go to a specific unit number to edit it. This prevents having to scroll
through a huge army to find the individual unit in question.
(N)ext unit - is the key used to scroll through the army one unit at a time and takes you to the
next unit in order of unit number.
(P)rior - is identical to (N)ext except that it works backwards, scrolling you in reverse through
the army.
(R)eorganize - is the step used to check for mistakes and impossible situations in the army.
This prevents a leader from being attached to two units at once and such things. This step is
performed automatically whenever you his the (C)ontinue key.
(S)ize unit - allows you to change a unit’s size from BATTalion on up through BRIGade, if
desired.
<RETURN> allows editing of the unit, and is needed to change the unit name, superior
leader, or attached leader.
(E)xit to Main Menu - provides a quick exit to the main menu. As all information is held in
memory, this is a non-destructive exit.
Note that the names of the units cannot be longer than 8 characters in length and that the
unit names on a side have a specific limit on the number of characters usable. This Limit is
constantly displayed in the lower right corner of the menu, CHRS LEFT: and is updated after
each unit is edited. This limit may not be changed or exceeded. Also note that, for computer
design reasons, each army is limited to 30 leaders and 90 units.
15.43 UNIT EDITOR
The unit editor is the final step in the Army Creation process, and is the most detailed and
demanding. In the unit editor you will choose the number of men in each unit and every
other important piece of information about the unit. The items are as follows:
UNIT # - shows the unit number, as defined above, and is the reference number for the unit.
UNIT NAME - appears just to the right of the unit number and is the name assigned during
the Unit Organizational step.
# MEN - is the number of men in the unit. This number may not exceed 3000. If this number
is set to 0, then the unit will not appear during the deployment step and is assumed to be an
unused unit.
# SKIRM. - represents the number of men in the unit capable of skirmishing. This number
may not exceed the number of men in the unit.
GUNS: - is the number of artillery pieces in the unit. This number may never exceed 30.
TYPE 1 - ranges from 0 to 2 and is an indicator of the type of unit : 0 represents infantry, 1
cavalry, and 2 means artillery.
TYPE 2 - is the unit “form” and is used to differentiate various types of troops. The chart of
the type 2s is in section 20.1.
TYPE 3 - is reserved for special information about the unit, and ranges from 0 to 28, with 28
being “no special”. See section 20.1 for this chart.
NATION - Shows the unit’s nationality and is a number ranging from 1 to 18. See section 20.1
for the chart of nationalities.
WEAPON - displays what weapon the unit is armed with. Refer to the chart in section 20.5 for
a listing of weapons and their weapon numbers.
MAX. EFF - is a simple numerical rendering of the maximum Efficiency of the unit. This
number ranges from 2 to 9, with 2 meaning the unit has a maximum Efficiency of 28 and 9
indicating a maximum of 98 Efficiency. This in not the indicator of the unit’s starting
Efficiency, but the maximum it could achieve given time to rest. This allows for units to start
“tired” or “depleted” and then “regroup” during the game.
EFFICIENCY - is the starting Efficiency of the unit. The scale is from 0 to 98.
FATIGUE - represents the amount of Fatigue the unit has to start with. As most of the time
the units will start fresh, this number is often 0.
OP MODIFIER - is a bonus given to special units giving them more OP points. This bonus
ranges from 0 to 4, with only cavalry usually getting the bonuses of 2 or higher. Light infantry
often will get an OP modifier of 1. This number may not be negative.
REINF. TURN - is the turn that the unit will appear on the maps as a reinforcement . If this
turn is set to 0 or 1, the unit will start on the map. Otherwise, the unit will appear on the
specified turn at the specified reinforcement square, as set in the set squares portion of the
editor (see section 19.0).
REINF SQ - is the square where the unit will appear on the maps as a reinforcement. This
square should only be used by forces of one side. It gets very busy when units of both sides
appear as reinforcements at the same reinforcement square.
MELEE VALUE - is a number ranging from 1 to 9 that represents the relative melee strength
of the unit. As a general rule, infantry should range in value from 1 to 5, with 5 being the
French Imperial Guard or an equally skilled unit, and cavalry should go from 6 to 9.
FORMATION - shows the initial formation of the unit. Refer to the chart in section 20.1 for a
summary of the formations and their respective numbers.
DISRUPTION - allows you to start units with Disruption levels. This should only be done in
the case of scenarios where units have theoretically already been in combat.
AMMO - provides a method for starting units with less than the normal 7 shots of
ammunition.
FACING - is the initial facing of the units and corresponds to the compass in section 5.131.
READINESS - is the starting Readiness level for the unit. This number ranges from 0 to 7 and
should normally start at 5.
% SKIRM OUT - is the percentage of skirmishers deployed at the beginning of the game. If
you select this option, you will be presented with the numbers 0-4, with each number
representing a 25% increase in the skirmisher out percentage. Thus, if you select 3, the unit
will have 75% of its skirmishers deployed at game start. This is reflected on the screen.
ROAD MODE - shows whether or not the unit begins the game in road mode.
CAV RETREAT - option is only available to cavalry units (units with a Type 1 number of 1)
and simply allows you to start units with this toggle set to yes.
ADVANCE - allows you to toggle the advance flag to yes.
FRONTLINE - provides a method for selecting which units in a stack are frontline at game
start.
SKRM IN/OUT - is, as the previous three items, a toggle that tells whether or not skirmishers
are deployed at game start. If this toggle is set to N, no skirmishers will be deployed at game
start, regardless of the setting of the SKIRM OUT %.
The menu at the bottom uses the same conventions as the pervious army editor menus. It
offers 1 new option, (S)kip 5 items, which allows you to move more rapidly through the unit
to edit a specific part of the unit’s statistics.
15.5 Army Editor Summary
Once you hit the (C)ontinue key from the Unit Editor, you will be sent back to the Army
Editor Main Menu. At this menu you will be able to edit another army, go back through the
army you just finished, or load in a separately saved army. Once you are through editing both
the French and the Allied armies, you may hit the (C)ontinue key and you will proceed to the
Map Editor. Once you do this, you may not return to the Army Editor until the scenario is
complete. Of course, if you have made a mistake and need to go back, the best way to do this is
to finish the scenario and then go back and re-edit the scenario, using the Edit Scenario option
from the Main Menu.
16.0 MAP EDITOR
The second step in building a scenario is in creating the map. There are several options that
you can choose here, ranging from using a map that you have previously created and saved
off separately to having the computer create an instant map for you to use. Random maps are
recommended for any do-it yourself scenarios that are not based on a specific historical event
as they are different every time and will make each scenario unique.
16.1 Map Editor Main Menu
The Map Editor Main Menu uses the following commands:
(C)ontinue - performs the same function as elsewhere in the Editor program. It takes you out
of the current Menu and on to the next step in the editing process. In this case, it takes you
out of the Map Editor and on to the Deployment step.
(E)dit Map - allows you to edit an existing map and takes you to the Map Edit 1st Menu (see
16.2).
(L)oad a Map - lets you bring in a map that was previously saved. Remember that you must
use the (S)ave Map command from this menu in order to save the map separately from the
scenario for use with other scenarios. Otherwise, the map is integrated into the scenario and
is not usable with another scenario.
(N)ew Map - clears the current map, allows you to choose the map size, and then takes you to
the Map Edit 1st Menu (see 16.2). The size of the map is limited to 1600 squares total, so if you
choose a size of greater than 40 squares in one direction, you may be limited to less than 40
squares in the other direction. The minimum map size is 12 by 12.
(R)andom Map - creates a new random map. This takes you to a special sub-menu that will
allow you to create another map, edit the existing one, or save the existing one. See 16.4 for
more details.
(S)ave Map - allows you to save the map separately so that you may then use it in future
scenarios.
16.2 Map Editor 1st Menu
The menu reached by selecting either (E)dit Map or (N)ew Map is the Map Editor 1st Menu
(called the 1st Menu because there is a 2nd level of menu beneath this one). This menu
allows you to place any type of terrain on the map. The commands available are:
(N)ew Map- has the same effect as selecting this option from the Map Editor Main Menu (see
16.1).
(E)xit - takes you back out to the Map Editor Main Menu.
(O)ther Map - allows you to examine the map from a “strategic” view with little definition,
but more viewing area. This is just like the “strategic view” available during the game (see
6.09).
Add (T)errain - is the function you select to place a specific terrain type in the cursor square.
The square the cursor is in is represented by the highlighted square. The cursor is moved by
the chosen movement compass (5.131). After selecting the square you wish to change with the
Add (T)errain key, the terrain type you place is chosen by typing in the number of the terrain
type you want. The list of terrain types is available in section 20.1.
(A)uto Terrain - is a special option that allows you to rapidly place many of the same terrain
type. To enable this feature, press the (A) key and then select the terrain type you wish to place
in the cursor location and other adjacent locations. Once you input the terrain type, the
desired terrain type will appear in the cursor location and a special sub-menu will appear,
informing you that your only two options are to move the cursor, placing the selected terrain
type in the new square occupied by the cursor, or to return to the 1st Menu. Once you return
to the 1st Menu, the (A)uto feature is deselected, allowing you to move the cursor without
placing terrain.
(M)enu 2 - takes you to the Map Editor 2nd Menu (see section 16.3).
In addition to the above commands, there are several bits of information listed on the Map
Editor 1st Menu. They include the terrain type and terrain number in the square currently
occupied by the cursor, the elevation of the square currently occupied by the cursor, and the
X,Y, coordinates of that square. For example, if the following line was on the bottom of your
Map Editor 1st Menu:
TERRAIN: WOOD/RIDGE 55 (2) X,Y: 15,23
the information would mean that the cursor is currently in square 15,23 and that the square is
a level (2) elevation woods/ridge square with a terrain number of 55 (see section 20.2 for
details on the terrain types).
The Map Editor 2nd Menu is simply an extension of the 1st Menu that allows several special
functions.
16.3 Map Editor 2nd Menu
The Map Editor 2nd Menu is accessed through the 1st Menu and assist you in building a map
quickly and easily. It allows you to build specific terrain features by telling the computer that
you want to place a road, and then tracing the path the road takes. The computer will then
automatically figure out the correct terrain types for the turns you make, and place the
appropriate terrain type. The commands available are:
(R)eturn to Menu 1 - takes you back to the Map Editor 1st Menu.
Woods/Ri(D)ge - creates a wooded ridge. You can then trace the path of the ridge and the
computer will follow. Of course, if you make a hill with this command, don’t forget to raise
the level of the clear squares in the middle, otherwise the hill will simply be a ring of ridge
with a sunken center.
R(I)dge - is just like Woods/Ridge, but without the woods.
R(O)ad - allows you to lay a road. Remember that his road will not go “over” hills
automatically. You must do this manually. The 2nd Menu terrain will simply overwrite any
terrain that is “run over”.
(S)tream - as road, but with a stream.
Ri (V)er - as stream, but with an impassable river.
(W)oods/Road - as with a road, but this time a wooded road.
S(U)nken Road - just like a road, but a sunken road instead.
Terrain is placed by selecting the desired terrain type and then moving the cursor in the
desired direction. The options offered by the Editor, in regards to the direction you may move
the cursor once you have selected a terrain type, are the only legal options for that terrain
type.
16.4 Random Map
Random maps can be created by selecting the random map function from the Map Editor
Main Menu. Once you have selected this function, you will be presented with a menu
allowing you to set various levels for the major terrain features. Setting the item to level 1
will give you less of an item, while level 3 will give you more.
16.5 Summary
At this point, you should have completed all army editing and any map editing desired. The
only remaining steps are deploying the armies, modifying the tables if desired, and setting any
important squares needed. Pressing the (C)ontinue key from the Map Editor Main Menu will
take you directly into the Deployment phase and will present you with the Deployment Main
Menu.
17.0 DEPLOYMENT OF UNITS
The first menu that appears in the Deployment phase of the editing procedure is the decision
as to whether or not you wish to (D)eploy Units or just (C)ontinue on to the Tables Editor. If
you choose (D)eploy Units, you will be presented with another decision. In this case, you
must decide whether to use (R)andom Deployment or (M)ap Edge Deployment. Random
deployment means that the computer will deploy the units on the edges in a random fashion
whereas Map Edge Deployment allows you to choose which of the four compass point
(North, East, South, and West) the two armies set up on. Once these questions have been
answered, you will be presented with the Deployment Menu.
17.1 Deployment Menu
The Deployment Menu is, for all intents and purposes, identical to the Cursor Menu (section
6.0). In addition, once you access a unit through use of the (SPACE) command, you will be
presented with a different menu with may similarities to the Command Menu (section 6.2).
The Deployment Menu commands are identical to 6.0 with the following exceptions:
(A)dd Unit - adds a unit to the map. This is only necessary if you are editing a previously
created scenario and you have added units since the last time you edited the scenario. Then
you may use this command to add a specific unit to the cursor location.
(E)xit to Main Menu - takes you out to the Deployment Main Menu where you may either
choose to (D)eploy Units or (C)ontinue on to the Squares Editor.
17.11 Deployment Sub-Menu
The Deployment Sub-Menu accessed by hitting (SPACE) while the cursor is over a unit has
the following options:
(R)oad Mode: - this is a toggle. The display directly to the right of this command in the menu
section of the screen displays the current status of the unit. If you wish to change the unit in
question into or out of road mode, press the (R) key.
(S)et Mode: - this is also a toggle, just like Road Mode. However, there are several modes,
each corresponding to the formations listed in section 6.35. To change the units mode, select
the (S) key and then choose the desired formation from the formations listed.
(E)lim - is an option included to allow you to delete a unit that shouldn’t be on the map. This
is only necessary if the scenario is a previously created one being edited and there are units on
the map that were removed. In that case, use this option to delete the unit in question.
(N)ext Unit - simply takes you from the unit you have currently selected to the next highest
unit in numerical order. For instance, if you are editing unit #13, pressing the (N) key will
take you to unit # 14.
(U)nit - allows you to select the next unit in a square. This is identical to the (U) command in
the Command Menu (see section 6.1).
(Q)uit - takes you back to the Deployment Menu.
(D)ir: - allows you to change a unit’s facing during the deployment phase. The direction the
unit is facing is displayed just to the right of the (D)ir: on the menu.
To place a unit in a square, move the unit to the desired position and hit (N)ext or (Q)uit.
In addition to the above commands, the Deployment Sub-Menu uses the standard cursor
information, to include the X,Y coordinates and the chosen movement compass. See section
5.13 for details.
17.2 Deployment Summary
The deployment phase allows you to place the units for both side on the map in a specific
manner to allow recreation of specific historical battle situations. Once deployment is
complete, pressing the (C)ontinue key will take you into the Squares Editor. As before, you
may not go back to a previous part of the editor once you go on, but you may re-edit a scenario
once you have addressed all five parts to the editor.
18.0 SET SQUARES
Because the Editor is capable of creating scenarios of so many varying types, there must be
some way of saying that one objective is worth more than another, where reinforcements
come in, and so on. Therefore, there is the Squares Editor. Using the Squares Editor is known
as “setting the squares” and this part of the editing process called the Set Squares phase.
18.1 Square Types
The complete list of squares able to be changed in the Set Squares phase is as follows:
Victory Squares - are how you choose the value of a square in victory points. A square may be
worth a lot to one side for capture, but little or nothing to the other side for capture. Rear
Area - the computer opponent focuses its attack/defense on these squares. It represents the
supply source for the army.
Reinforcement Squares - are numbered 1 through 8 and should be remembered in regards to
the reinforcements created in the Army Editor through use of the Reinf Turn and Reinf
Square options.
Computer Defensive Lines - provide a method of telling the computer three distinct lines
which represent the places to put its troops if winning, losing, or stalemating. They simply
provide a guideline to the computer opponent on where to line up its troops.
Artillery Objectives - are again for the computer opponent and allow you to set up locations
where you would like a computer opponent to move its artillery pieces.
Special Computer Objectives - provide a method of giving a computer opponent some idea of
priorities.
18.2 Square Set Menus
Although each of the square set options has its own menu, the menus are almost identical.
The total list of options is as follows:
(E)xit - takes you directly out to the Set Squares Main Menu.
(1-9) or (0-8) moves - is just the chosen movement compass (see section 5.131).
(N)ext - scrolls through the squares of the type you are currently editing. For example, if you
are editing Allied Victory Square #4 and you hit (N), you will go to Allied Victory Square #5.
(S)et Sq. - tells the editor to make the X,Y coordinates of the square you are editing, Allied
Victory Square #4 for example, and change it to be that of the cursor location. This means that
if you move the cursor to 15,15 and then press the (S) key, you will set the square in question
at 15,15.
(G)o ToSQ.- Moves the cursor to the square being modified.
(C)ontinue - proceeds to the next type of square to edit. If, for instance, you are editing the
French Victory Squares and you hit the (C) key, you will go on to the Allied Victory Squares.
If you do this on the last square type, it will put you back to the Set Squares Main Menu.
(D)el - allows you to clear a square so that it doesn’t exist.
In addition to the menu options, the X,Y location, terrain type, and elevation of the square
currently occupied by the cursor is listed on the bottom line of the menu.
18.21 VICTORY SQUARES
When you are setting victory squares, you have certain limitations. First, no square may have
a victory point value of more than 12700 points. In addition, there can only be 8 objectives on
each side. When you initially enter the Set Squares phase, the computer automatically assigns
what it thinks are reasonable objectives and victory squares. If you wish to change them , you
may. If you delete them, it assigns the deleted victory square an X,Y location of 255,255.
18.22 REAR AREA SQUARES
The rear area squares are set automatically by the computer upon entering the Set Squares
phase. They represent the location of the baggage train, or the direction enemy units would
have to travel to reach the baggage train, for the appropriate side.
18.23 REINFORCEMENT SQUARES
The 8 reinforcement squares may be used in order by forces of either side. It is possible to have
units from both sides appear in the same reinforcement square, even on the same turn, so
special care must be taken to prevent such from happening, unless this is a desired effect.
18.24 DEFENSIVE LINES
The defensive lines represent lines that the computer opponent will use to set up its position.
There are three lines for each side and each line has four squares that form it. These lines are
chosen by the computer based upon the situation it finds itself in and the strategy chosen.
Note that the computer will automatically set up an additional defensive line around the rear
area square if the area is threatened.
Each line is made up of 4 points. These points form an intended line, usually shaped rather
like a small hill, with the first point being to the left and back from the center. The second
point is straight to the left of the center of the line, the third point is straight to the right of the
center, and the fourth point should be to the right and back from the center. Thus, the line
will have flanks that pull back, making a flanking maneuver more difficult.
The computer will automatically select these objectives when the Set Squares phase is
initially entered; it is not necessary to set defensive lines. This option is only to allow
maximum possible flexibility in the design of a scenario.
18.25 ARTILLERY OBJECTIVES
This is again a computer opponent function that is included to give you some extra control in
setting objective for computer controlled artillery pieces. Computer controlled artillery will
try to go to the artillery objectives whenever possible.
18.26 SPECIAL OBJECTIVES
Special Objectives refer to special computer opponent objectives, not victory objectives. They
are squares that the computer will try to take and hold, allowing you to make a square that is
not a victory square a place that the computer will try to take or hold. The computer
opponent will always try to take victory objectives, so these are just extra objectives.
19.0 TABLES EDITOR
The Tables Editor is the last part of the Editor and is where you can change the actual “guts” of
the game system, from the effect of town on melee combat to the victory points needed to
obtain various levels of victory. The Tables Editor Main Menu allows you to load tables saved
off separately from a scenario, in much the same way as the map files can be saved separately
(see section 16.0). Once you choose the (E)dit tables option, you will be presented with the
Tables Menu.
19.1 Tables Menu
The Tables Menu is a large menu with options to change virtually everything within the
program. All options on this menu are accessed by the letter to the left of the desired option.
For instance, if you wish to change the Weapon Range Table, you press the letter “D” from
the Tables Menu and the Weapon Range Table will appear. “Q” gets you back to the Tables
Main Menu.
The options on the Tables Menu are:
A) # Game Turns
This allows you to change the number of game turns that the game will last. Each turn in 1/2
hour in length. The game will end after the last turn is over.
The maximum number of turns during a day that a game may last is listed in the editor
charts (see 20.1). This number of turns varies with the month, based on the amount of
daylight available for fighting. If the game is to exceed one day, simply plan for the number of
daylight turns, then one night turn, and then the appropriate number of turns on the next
day. During the night turn, there are certain restrictions. These are listed under the Battle
Time Chart in section 20.1.
B) Time
Selecting “B” will show the year, month, and day of the battle, as well as the start time. All of
these options may be changed. When you enter the Time Sub Menu, you will automatically
be prompted for the new data. The time is in 1/2 hour increments, starting at 12 midnight
(time point 0). Thus if the game starts on time point 23, the time is 11:30 AM.
C) Victory Points - Casualties
The sub-menu for this table will allow you to change the number of victory points awarded
for casualties to Infantry, Cavalry, and Artillery. To modify a given victory level, simply press
the “RETURN” key when the highlight bar is over the desired victory level.
D) Weapon/Range Table
This table allows you to change the firepower values for all of the weapons in the game at the
various ranges. If, for example, you wanted to compress the scale of the game such that each
square was 200 meters instead of 100, you could simply halve the ranges of all of the weapons
and you will achieve that result. If, on the other hand, you want to try experimenting with a
better form of shot for the French howitzers, you can do that too. It is recommended,
however, that you do not change the number too much from the “historical “ norm that they
default to. Any extraordinary changes will yield possibly strange results. Use this option with
care and planning.
Note that weapon 3 (SBR or Sabre) is reserved for non-firing weapons and may not be turned
into a firing weapon. Any units equipped with this weapon will be unable to fire. In addition,
weapon 2 is reserved for small cavalry rifles. All CRB restrictions will continue to apply.
(E) Weapon Name Table
This will allow you to actually replace certain weapons with other weapons when used in
combination with a change in the Weapon/Range Table. An example would be replacing all
of the L18 (weapon number 13) cannons with LB for longbow) to see how a longbow armed
unit would perform against a unit of musket armed infantry. The value place in the
Weapon/Range Table would have to be derived by a method of your own choosing, but
experimentation will eventually yield a desired result.
F) Terrain Cost Table
Modifying this table will change the OP point costs for units to enter squares of the various
terrain types. Any changes made to this table will supersede the table in the charts section (see
section 20.15). Any cost >15 will make the terrain impassable.
G) Target Terrain Fire/Melee Table
These are the percentage modifiers to the firer’s firepower based on the terrain in the target’s
square. If the woods in the scenario you are designing were much better cover than the ones
in the game, just change the table and watch the result. As above, any changes made in this
table will supersede the table in section 20.6.
H) Firing Unit Terrain Fire/Melee Table
This is identical to the Target Table above, but applies to the terrain in the firer’s square.
I) Melee Mode Table
The modifiers here are the melee strength percentage modifiers based on the two modes
(formations) of the units involved . On the left side of the table, are listed the attacker’s
possible formations while on the right are the percentage modifiers based on the target’s
formation, as listed in the upper right corner of the screen. For example, when you first select
this option, the screen should list the DEF’S MODE: as LINE and the modifiers should be 100
if the attacker is in Line formation, 180 if the attacker is in column, and so on.
J) Fire Mode Modifier Table
This table lists the firepower percentage modifier, for both the firing unit and the target unit,
based on formation (or mode). For example, if a column unit fires at a column unit, the firing
unit has its firepower multiplied first by 30% for the firer being in column and then by 150%
for the target being in column. Of course, this example is based on no changes to the tables.
you may use this option to alter these modifiers. Anything set to 01 may not fire.
K) Priority Direction Retreat Table
There are eight directions that units may retreat. Since it is generally desired that your units
retreat away from the enemy and towards friendly lines, the computer has a priority list of
what direction to try to retreat in first. If that direction is blocked, it will try the next best
direction and so on. However, you may have a special reason for wanting units to retreat in
other than the most advantageous direction (or you may feel that another direction is more
advantageous). This table allows you to control the priority of retreat direction. Note that this
table uses the normal keypad.
L) Command Control Table
This table allows the player to change the range modifier for leaders when determining a
unit’s Command Control rating (which ranges from 10-30) during the Command Control
Phase. Lower level leader (Regiment or Brigade) usually have more control of a unit, so their
numbers in this table should be higher than a superior level leader (Division, Corps, or
Army). Note that for every squares away from its leader, the computer adds a random
modifier that reduces a unit’s Command Control rating.
M) Victory Levels
The sub-menu for this table will allow you to change the number of victory points required to
achieve the various victory levels. To modify a given victory level, simply press the “M” key
when the highlight bar is over the desire victory level.
N) Minimum # Men for Elimination
When a unit takes enough damage, it loses all cohesiveness and ceases to exist as a fighting
unit, regardless of the durability of the remaining individuals. Therefore, there is a threshold
of number of men remaining in the unit at which all units are automatically eliminated. It
defaults to 40, meaning that if an infantry unit is at only 50 men and takes 10 casualties, it is
eliminated instead, causing 50 casualties.
O) Random # to Attempt Cavalry Charge
This is simply a random modifier shift that will allow you to control whether or not cavalry
charges happen very often. If you don’t like cavalry charges and feel that cavalry should
charge less often, then just change the random modifier to 140. If you feel the opposite, then
just change the modifier to 60.
P) Random # Infantry Enter Square
This one is identical to the random modifier for cavalry, but it applies instead to the chance of
forming square. If you move the modifier on this one up and turn the modifier on the
cavalry charges down, cavalry will become very ineffective.
BATTLES OF NAPOLEON
CHARTS AND TABLES
EDITOR TABLES
TERRAIN
UNIT DATA
READINESS LOSS
WEAPON/RANGE CASUALTY
FIRE AND MELEE STRENGTH MODIFIERS
MELEE MODE
ADDITIONAL COMBAT MODIFIERS
RALLY
OPERATION POINT
FATIGUE
EFFICIENCY
DISRUPTION
DISRUPTION RECOVERY
LEADER COMMAND CONTROL MODIFIER
CAVALRY CHARGE
MORALE TEST
ENTERING SQUARE
OP POINT COST
ADDITIONAL COST
20.0 CHARTS AND TABLES
20.1 Editor Tables
TYPE 1:
# TYPE
0 Infantry
1 Cavalry
2 Artillery
TYPE 2:
# TYPE
0 LN (Line) - Normal line units of any type (infantry, cavalry or artillery)
1 LT (light) - Light units, either infantry or cavalry -- Normally all skirmishers if infantry
2 HV (Heavy) -Heavier cavalry units, such as Heavy Dragoons or cuirassier, or heavy artillery
3 FT (Foot) - Foot artillery (the guns were towed by horses but the gunners usually walked)
4 HS (Horse) - Horse artillery (both the guns and the gunners were transported by horse)
5 OG (Old Guard) - Crack French Imperial Guard troops - The best French infantry
6 MG (Middle Guard) - Crack French Imperial Guard The next best French infantry
7 YG (Young Guard) - lower quality skirmishers, these troops were Guards only in name
8 GR (Grenadier) - Elite infantry
9 JG (Jaeger) - German or Russian skirmish infantry
10 LW (Landwehr) - Levy infantry, generally of very poor quality
11 MI (Militia) - 3rd rate troops, they were poorly equipped and trained
12 MD (Medium)
13 KG (King’s German Legion) - German troops employed by the British
14 FU (Fusilier) - Non-elite infantry
15 HI (Highland) - Scottish troops employed by the British
16 RI (Rifle) - Infantry armed with a rifle, as opposed to the normal musket
17 GD (Guard) - Elite troops of any nationality were generally referred to as Guards
TYPE 3:
# TYPE
0 CH (Chausseurs) - Light cavalry
1 HU (Hussars) - Light cavalry
2 LA (Lancers) - light cavalry armed with lances to assist in melee against bayonet and armed
infantry
3 DR (Dragoon) - Cavalry often armed with muskets as well as sabres
4 CU (Cuirassier) - Heavy cavalry, armed with sabres and armored
5 CA (Carabiniers) - Heavy cavalry
6 CR (Corps Reserve) - Artillery units designated as Corps Reserve
7 HV (Heavy) - Used with any troop type needing a heavy Designation
8 FI (Field) - Used to differentiate horse artillery from field artillery
9 GR (Grenadier) - Elite infantry
10 ED (Empress Dragoons) - Elite Heavy Dragoons
11 PL (Polish Lancers) - Used by the French, the Polish were the first lancers
12 DL (Dutch Lancers) - Light Dutch cavalry armed with lances
13 GE (German) - German troops
14 HU (Hungarian) - Hungarian Troops
15 CV (Chevauleger) - A generic term referring to Light Cavalry
16 UH (Uhlan) - Light cavalry
17 PT (Position) - Positioned artillery, such as the Austrians sometimes used
18 RR (Regimental Reserve) - Reserve artillery
19 FA (Fast) - Horse artillery that are treated more like foot because of lack of training
20 MU (Musketeer) - Russian line infantry
21 FU (Fusilier) - Non-elite infantry
22 JG (Jaeger) - German or Russian skirmish infantry
23 CO (Cossack) - Russian light cavalry that was skilled in “harassment” attacks
24 HO (Household) - British elite cavalry
25 RD (Royal Dragoon) - British elite cavalry, but armed only with sabre (unlike normal
Dragoons)
26 LD (Light Dragoon) - Light cavalry
27 GD (Guard) - Elite troops of any type
28 none
NATIONALITY:
# NATIONALITY
0 FR (France)
1 SW (Switzerland)
2 NI (Northern Italy)
3 NA (Naples)
4 WE (Westphalia)
5 PO (Poland)
6 BA (Bavaria)
7 WU (Wuttenburg)
8 SA (Saxony)
9 AU (Austria)
10 RU (Russia)
11 PR (Prussia)
12 GB (Great Britain)
13 SP (Spain)
14 NE (Netherlands)
15 HA (Hannover)
16 BW (Brunswick)
17 PG (Portugal)
18 SD (Sweden)
FORMATION:
# FORMATION
0 Line (Infantry)
1 Column (Infantry)
2 Square (Infantry)
3 Charge (Cavalry)
4 Counter-Charge (Cavalry)
5 Limbered (Artillery)
6 Unlimbered (Artillery)
7 Normal (Cavalry)
8 Rout (Cavalry and Infantry)
9 Dismounted (Cavalry(Non-sabre armed only ))
10 Open (All)
BATTLE TIME:
MONTH MONTH # START END HOURS OF
TIME TIME COMBAT
JAN 1 6:00 18:00 13
FEB 2 6:00 19:00 14
MAR 3 5:00 19:00 15
APR 4 5:00 20:00 16
MAY 5 4:00 20:00 17
JUN 6 4:00 21:00 18
JUL 7 5:00 21:00 17
AUG 8 5:00 20:00 16
SEPT 9 6:00 20:00 15
OCT 10 6:00 19:00 14
NOV 11 7:00 19:00 13
DEC 12 7:00 18:00 12
NOTE
• CAVALRY may not charge at night. • Night turns last one turn between the end time of one day and the beginning
of another day. • All movement and combat actions cost double OP points at night. • LOS is restricted to a
maximum of 3 squares at night.
DATE OF BATTLE:
DATE YEAR OF DATE YEAR OF
BATTLE BATTLE
1805 0 1811 6
1806 1 1812 7
1807 2 1813 8
1808 3 1814 9
1809 4 1815 10
1810 5
20.2 Terrain Table
Terrain Type Terrain Elev. Terrain #
Bridge-Horizontal 1 15
Bridge-Horizontal 3 16
Bridge-Vertical 1 17
Bridge-Vertical 3 18
Clear 1 0
Clear 3 1
Clear 5 2
Fields 1 9
Fields 3 10
Fields 5 11
Hilltop 3 61
Hilltop 5 62
Redoubt - Horizontal 1 80
Redoubt - Horizontal 3 81
Redoubt - Horizontal 5 82
Redoubt - Vertical 1 77
Redoubt - Vertical 3 78
Redoubt - Vertical 5 79
Ridge - Horizontal 2 37
Ridge - Horizontal 4 38
Ridge - Left to Lower 2 45
Ridge - Left to Lower 4 46
Ridge - Left to Upper 2 41
Ridge - Left to Upper 4 42
Ridge - Right to Lower 2 47
Ridge - Right to Lower 4 48
Ridge - Right to Upper 2 43
Ridge -Right to Upper 4 44
Ridge - Vertical 2 39
Ridge - Vertical 4 40
River - Horizontal 1 31
River - Left to Lower 1 36
River - Left to Upper 1 33
River - Right to Lower 1 35
River - Right to Upper 1 34
River - Vertical 1 32
River Branch - Left-Right-Down 1 75
River Branch - Left-Right-Up 1 74
River Branch - Up-Left-Down 1 76
River Branch - Up-Right-Down 1 95
Road - Horizontal 1 99
Road - Horizontal 3 100
Road - Horizontal 5 101
Road - Left to Lower 1 114
Road - Left to Lower 3 115
Road - Left to Lower 5 116
Road - Left to Upper 1 102
Road - Left to Upper 3 103
Road - Left to Upper 5 104
Road - Right to Lower 1 108
Road - Right to Lower 3 109
Road - Right to Lower 5 110
Road - Right to Upper 1 111
Road - Right to Upper 3 112
Road - Right to Upper 5 113
Road - Vertical 1 105
Road - Vertical 3 106
Road - Vertical 5 107
Road across Ridge - Horizontal 2 83
Road across Ridge - Horizontal 4 84
Road across Ridge - Vertical 2 85
Road across Ridge - Vertical 4 86
Road Branch - Left-Right-Down 1 96
Road Branch - Left-Right-Down 3 97
Road Branch - Left-Right-Down 5 98
Road Branch - Left-Right-Up 1 93
Road Branch - Left-Right-Up 3 94
Road Branch - Up-Left-Down 1 90
Road Branch - Up-Left-Down 3 91
Road Branch - Up-Left-Down 5 92
Road Branch - Up-Right-Down 1 87
Road Branch - Up-Right-Down 3 88
Road Branch - Up-Right-Down 5 89
Stream - Horizontal 1 19
Stream - Horizontal 3 20
Stream - Left to Lower 1 27
Stream - Left to Lower 3 28
Stream - Left to Upper 1 23
Stream - Left to Upper 3 24
Stream - Right to Lower 1 29
Stream - Right to Lower 3 30
Stream - Right to Upper 1 25
Stream - Right to Upper 3 26
Stream - Vertical 1 21
Stream - Vertical 3 22
Sunken Road - Horizontal 1 63
Sunken Road - Horizontal 3 64
Sunken Road - Left to Lower 3 73
Sunken Road - Left to Upper 1 65
Sunken Road - Left to Upper 3 66
Sunken Road - Right to Lower 1 69
Sunken Road - Right to Lower 3 70
Sunken Road - Right to Upper 1 71
Sunken Road - Right to Upper 3 72
Sunken Road - Vertical 1 67
Sunken Road - Vertical 3 68
Swamp 1 12
Swamp 3 13
Town 1 3
Town 3 4
Town 5 5
Wooded Ridge - Horizontal 2 49
Wooded Ridge - Horizontal 4 50
Wooded Ridge - Left to Lower 2 57
Wooded Ridge - Left to Lower 4 58
Wooded Ridge - Left to Upper 2 53
Wooded Ridge - Left to Upper 4 54
Wooded Ridge - Right to Lower 2 59
Wooded Ridge - Right to Lower 4 60
Wooded Ridge - Right to Upper 1 125
Wooded Ridge - Right to Upper 2 55
Wooded Ridge - Right to Upper 3 126
Wooded Ridge - Right to Upper 4 56
Wooded Ridge - Vertical 2 51
Wooded Ridge - Vertical 4 52
Wooded Road - Horizontal 1 117
Wooded Road - Horizontal 3 118
Wooded Road - Left to Lower 1 127
Wooded Road - Left to Lower 3 14
Wooded Road - Left to Upper 1 119
Wooded Road - Left to Upper 3 120
Wooded Road - Right to Lower 1 123
Wooded Road - Right to Lower 3 124
Wooded Road - Vertical 1 121
Wooded Road - Vertical 3 122
Woods 1 6
Woods 3 7
Woods 5 8
20.3 Unit Data
# Guns/ Max OP Pt PurchaseUnit # Nation Date Type 1 Type 2 Type 3 # Men Skirm Eff Melee Mod Weapon Points
0 0 0 0 0 28 1107 123 4 3 1 0 431 0 0 0 1 28 1107 1107 4 3 2 0 632 0 2 0 0 28 758 123 4 3 1 0 303 0 2 0 1 28 738 738 4 3 2 0 424 0 8 0 0 28 480 80 3 3 1 0 195 0 8 0 1 28 480 480 3 3 2 0 276 0 10 0 0 28 600 200 4 3 1 0 257 0 10 0 1 28 600 600 4 3 2 0 348 0 0 1 1 0 640 0 3 5 4 3 879 0 8 1 1 0 360 0 3 5 4 3 4910 0 10 1 1 0 500 0 3 5 4 3 6811 0 0 1 1 1 640 0 5 6 4 3 9912 0 8 1 1 1 480 0 5 7 4 3 8113 0 10 1 1 1 500 0 5 6 4 3 7814 0 4 1 1 2 640 0 4 6 4 3 9115 0 8 1 1 2 400 0 4 7 4 3 6216 0 10 1 1 2 420 0 4 7 4 3 6517 0 0 1 2 3 640 0 4 7 3 2 10318 0 8 1 2 3 480 0 4 7 3 2 7819 0 10 1 2 3 550 0 4 7 3 2 9020 0 0 1 2 4 640 0 5 8 3 3 10721 0 8 1 2 4 320 0 5 8 3 3 5422 0 10 1 2 4 340 0 6 8 3 3 5823 0 0 1 2 5 640 0 6 8 3 3 11024 0 8 1 2 5 300 0 5 8 3 3 50
25 0 10 1 2 5 420 0 6 8 3 3 7226 0 0 2 3 6 140 8 3 3 2 18 13327 0 0 2 3 7 120 8 3 3 2 19 11128 0 0 2 3 8 120 8 3 3 2 23 8229 0 0 2 4 28 96 6 4 3 2 8 5330 0 0 0 5 28 640 640 7 6 2 0 4431 0 2 0 6 28 640 640 6 9 2 0 4132 0 6 0 6 28 720 720 6 4 2 0 4633 0 3 0 7 28 640 640 5 4 2 0 4034 0 10 0 7 28 480 480 5 4 2 0 3035 0 0 1 17 9 1000 0 7 8 3 3 17436 0 10 1 17 9 800 0 7 8 3 3 13937 0 0 1 17 0 1200 0 7 7 3 3 20538 0 1 1 17 10 1000 0 6 7 3 2 17839 0 10 1 17 10 800 0 6 7 3 2 14240 0 3 1 17 11 1000 0 7 7 4 3 17441 0 3 1 17 12 1000 0 6 7 4 3 17142 0 8 1 17 12 1600 0 5 6 4 3 24843 0 8 1 17 2 800 0 6 7 4 3 13744 0 10 1 17 2 920 0 7 7 4 3 16045 0 0 2 5 28 140 8 7 3 2 18 15446 1 0 0 0 28 738 123 4 4 1 0 3147 1 4 0 0 28 1000 250 4 4 1 0 4348 13 3 0 0 28 480 80 3 3 0 0 1949 13 3 0 17 27 720 720 4 3 1 0 4050 13 3 1 17 1 480 0 4 5 4 3 6751 13 3 1 2 28 320 0 3 6 3 3 4452 13 3 1 1 2 240 0 3 5 3 3 3253 2 0 0 0 28 738 123 2 3 1 0 2954 2 0 0 1 28 720 720 2 3 2 0 3955 2 0 0 17 9 800 800 4 4 1 0 4556 2 0 0 17 28 640 640 4 3 2 0 3657 2 0 1 1 0 480 0 3 4 4 3 6458 2 0 1 2 3 640 0 4 6 3 2 9559 2 0 1 17 3 400 0 5 6 3 2 6560 2 0 1 17 27 310 0 6 7 3 2 5461 2 0 2 2 28 120 8 2 3 2 19 10962 2 0 2 4 28 90 6 2 3 2 28 7163 3 3 0 0 28 480 160 1 3 0 0 1764 3 3 0 1 28 480 480 1 3 1 0 2565 3 3 4 0 9 480 480 2 3 0 0 2566 3 3 0 17 9 640 640 3 4 1 0 3667 3 3 0 17 28 600 600 3 3 0 0 3268 3 3 1 1 15 320 0 3 4 4 3 4369 3 3 1 1 0 320 0 3 4 4 3 4370 3 3 1 17 2 480 0 3 5 4 3 6571 3 3 1 17 15 480 0 3 4 4 3 6472 3 3 1 17 1 480 0 3 4 4 3 6473 3 3 1 17 4 480 0 5 8 3 3 7874 3 3 1 17 3 480 0 5 5 3 2 7675 3 3 1 17 28 480 0 5 7 3 2 8476 3 3 2 12 0 120 8 2 3 2 8 3877 3 3 2 4 0 94 6 2 3 2 23 8078 4 1 0 0 28 738 123 2 3 1 0 29
79 4 1 0 1 28 738 738 2 3 2 0 4080 4 1 0 17 9 800 800 3 3 1 0 4381 4 1 0 17 22 800 800 3 3 2 1 4682 4 1 1 1 0 480 0 2 4 4 3 6283 4 1 1 1 1 480 0 2 4 4 3 6284 4 1 1 2 4 640 0 3 8 3 3 9785 4 1 1 17 2 480 0 4 5 3 3 6586 4 1 1 17 1 480 0 4 5 4 3 6787 5 2 0 0 28 738 123 4 3 1 0 3088 5 2 0 1 28 738 738 4 3 2 0 3989 5 2 1 1 1 480 0 4 5 4 3 6790 5 2 1 1 0 480 0 4 4 4 3 6591 5 2 1 1 2 480 0 5 6 4 3 7492 5 2 1 2 4 560 0 6 8 3 3 9693 5 2 2 12 28 120 8 3 3 2 24 8294 5 2 2 4 28 95 6 3 3 2 28 7295 6 0 0 0 28 738 123 2 3 0 0 2896 6 0 0 1 28 720 720 2 3 1 0 3597 6 0 0 10 28 480 0 0 3 0 0 1698 6 10 0 17 9 840 840 5 3 1 0 4899 6 10 1 2 4 720 0 5 8 3 3 121100 6 0 1 2 3 480 0 4 6 3 2 73101 6 3 1 1 15 720 0 4 5 3 3 98102 6 9 1 1 1 720 0 4 5 4 3 100103 6 9 1 1 16 720 0 4 5 4 3 100104 6 10 1 17 17 720 0 7 8 3 3 125105 6 0 2 1 28 110 7 2 3 2 23 70106 6 0 2 12 28 120 7 2 3 2 6 77107 6 0 2 2 28 140 8 2 3 2 4 124108 7 0 0 0 28 738 123 2 3 0 0 28109 7 3 0 0 20 640 640 2 3 0 0 33110 7 3 0 1 21 640 640 2 3 1 0 34111 7 3 0 10 28 640 0 1 3 0 0 22112 7 3 0 1 22 640 640 2 3 1 1 35113 7 3 1 1 0 480 0 3 4 4 3 64114 7 3 1 1 15 480 0 3 5 3 3 64115 7 3 1 2 3 640 0 4 6 3 2 95116 7 3 2 12 28 120 6 2 3 2 23 62117 7 3 2 4 28 100 6 2 3 2 24 60118 7 3 0 17 9 640 640 6 4 1 0 40119 7 7 1 17 27 640 0 6 8 3 3 109120 7 3 2 17 28 130 6 4 3 2 4 96121 7 3 2 4 28 110 6 5 3 2 24 69122 8 0 0 0 28 738 123 2 3 0 0 28123 8 5 0 0 28 480 0 2 3 0 0 17124 8 5 0 1 5 480 480 2 3 1 0 26125 8 0 0 0 9 480 480 3 3 0 0 26126 8 0 0 1 22 480 480 2 3 2 1 27127 8 0 0 17 9 480 0 4 4 1 0 19128 8 0 1 1 15 480 0 2 4 4 3 62129 8 0 1 1 2 600 0 2 4 3 3 76130 8 0 1 1 1 960 0 3 4 4 3 128131 8 0 1 2 4 640 0 3 8 3 3 97132 8 0 2 12 28 100 6 2 3 2 6 66
133 8 0 2 1 28 90 6 2 3 2 23 60134 9 0 0 0 13 768 0 3 3 0 0 28135 9 0 0 0 14 932 0 2 3 0 0 34136 9 4 0 0 13 1080 0 3 3 0 0 40137 9 4 0 0 14 1200 0 2 3 0 0 43138 9 0 0 8 13 572 572 5 4 0 0 32139 9 0 0 8 14 572 572 5 4 0 0 32140 9 0 0 8 28 1000 1000 2 3 1 0 42141 9 0 0 9 28 720 720 4 3 0 0 62142 9 3 0 10 28 800 0 0 1 0 0 26143 9 0 1 2 4 1200 0 5 8 3 3 190144 9 0 1 2 3 1200 0 3 7 3 2 191145 9 0 1 1 1 1580 0 5 6 4 3 229146 9 0 1 1 15 1600 0 4 6 3 3 222147 9 0 1 1 16 1600 0 4 6 4 3 227148 9 0 2 3 17 92 6 3 3 2 19 84149 9 0 2 3 18 90 6 3 3 2 7 50150 9 0 2 3 19 88 6 3 3 2 25 39151 10 0 0 0 20 738 0 3 3 0 0 27152 10 8 0 0 20 320 80 3 3 0 0 13153 10 9 0 0 20 654 130 3 3 0 0 26154 10 0 0 0 21 738 0 3 3 0 0 27155 10 0 0 0 22 738 738 4 3 1 0 41156 10 8 0 0 22 320 320 4 3 1 0 18157 10 9 0 0 22 654 654 3 3 1 0 36158 10 0 0 0 9 738 0 5 4 0 0 29159 10 8 0 0 9 360 0 5 4 0 0 15160 10 9 0 0 9 654 0 5 4 0 0 28161 10 7 0 11 28 1200 0 0 2 0 0 40162 10 0 1 2 4 750 0 5 8 3 3 126163 10 8 1 2 4 412 0 5 8 3 3 69164 10 9 1 2 4 620 0 5 8 3 3 104165 10 0 1 2 3 750 0 3 7 3 2 119166 10 8 1 2 3 408 0 4 7 3 2 66167 10 9 1 2 3 640 1 3 6 3 2 93168 10 0 1 1 1 1200 0 5 6 4 3 186169 10 8 1 1 1 960 0 5 6 4 3 149170 10 9 1 1 1 1120 0 5 6 4 3 174171 10 0 1 1 16 1200 0 4 6 4 3 170172 10 8 1 1 16 960 0 4 6 4 3 136173 10 9 1 1 16 1120 0 4 6 4 3 159174 10 0 1 1 23 600 0 0 3 4 3 73175 10 7 1 1 0 1200 0 2 6 4 3 163176 10 8 1 1 0 960 0 3 6 4 3 133177 10 0 2 2 28 210 14 3 3 2 22 182178 10 0 2 1 28 180 12 3 3 2 26 122179 10 0 2 4 28 176 12 3 3 2 20 145180 10 7 2 2 28 180 12 4 3 2 21 181181 10 7 2 1 28 180 12 3 3 2 26 122182 10 7 2 4 28 176 12 4 3 2 7 102183 10 0 0 17 28 640 0 6 4 1 0 28184 10 0 0 17 22 640 0 5 4 2 0 28185 10 0 1 17 3 800 0 5 7 3 2 140186 10 0 1 17 15 800 0 6 7 3 3 134
187 10 0 1 17 4 800 0 7 8 3 3 139188 10 0 1 17 4 800 0 7 8 3 3 139189 11 0 0 0 20 793 0 3 3 0 0 29190 11 0 0 0 9 638 638 4 4 0 0 35191 11 0 0 0 22 532 532 3 3 1 1 30192 11 0 0 0 21 600 600 3 4 1 0 33193 11 7 0 10 28 720 0 1 3 0 0 25194 11 0 1 2 4 800 0 4 8 3 3 124195 11 0 1 2 3 810 0 3 7 3 2 129196 11 0 1 1 1 1500 0 5 6 4 3 233197 11 0 1 1 16 1200 0 4 7 4 3 186198 11 0 0 17 9 640 0 6 4 0 0 28199 11 0 0 17 22 640 0 5 3 1 1 29200 11 0 1 17 1 640 0 5 6 4 3 99201 11 0 1 17 16 640 0 5 7 4 3 108202 11 0 1 17 3 480 0 4 7 3 2 78203 11 0 1 17 27 480 0 6 8 3 3 82204 11 0 2 2 28 135 8 2 3 2 19 109205 11 0 2 12 28 125 8 2 3 2 24 80206 11 3 2 4 28 125 8 3 3 2 24 82207 12 0 0 0 28 750 150 3 3 1 0 30208 12 0 0 13 28 800 160 3 3 1 0 32209 12 0 0 14 28 750 150 4 4 1 0 32210 12 0 0 1 28 750 750 4 4 2 0 44211 12 0 0 15 28 900 225 5 4 1 0 42212 12 0 0 16 28 750 750 4 3 2 1 44213 12 0 0 17 28 1443 1443 6 4 2 0 93214 12 0 1 17 24 905 0 6 8 3 3 155215 12 0 1 17 25 905 0 5 7 3 2 158216 12 0 1 2 3 905 0 5 7 3 2 158217 12 0 1 1 26 905 0 5 6 4 2 149218 12 0 1 1 1 905 0 5 6 4 3 140219 12 0 2 2 28 120 6 3 3 2 27 84220 12 0 2 1 28 115 6 3 3 2 28 72221 12 0 2 4 28 110 6 4 3 2 7 51222 13 0 0 0 28 740 0 1 3 0 0 26223 13 0 0 11 28 600 0 0 2 0 0 20224 13 0 0 1 28 1200 1200 2 3 1 0 64225 13 0 0 8 28 720 0 3 4 0 0 27226 13 0 1 2 27 615 0 4 8 3 3 95227 13 0 1 2 3 700 0 1 6 3 2 98228 13 0 1 1 1 700 0 2 6 3 3 93229 13 0 1 1 0 700 0 1 6 3 3 91230 13 0 2 2 28 116 6 2 3 2 19 82231 13 0 2 1 28 130 8 2 3 2 29 88232 13 0 2 4 28 110 6 2 3 2 8 38233 14 10 0 0 28 720 120 3 3 1 0 29234 14 10 0 0 28 600 100 2 3 0 0 23235 14 10 0 9 28 720 720 3 3 2 0 40236 14 10 1 2 5 480 0 3 6 3 3 70237 14 10 1 1 3 480 0 3 5 3 2 69238 14 10 1 1 1 480 0 3 6 4 3 72239 15 8 0 0 28 640 0 3 3 0 0 24240 15 8 0 1 28 800 800 3 2 1 0 43
241 15 8 1 1 1 640 0 3 5 4 3 87242 16 1 0 0 28 650 0 3 3 1 0 25243 16 3 0 0 28 640 0 3 3 1 0 24244 16 10 0 0 28 672 0 3 3 1 0 26245 16 8 0 1 28 640 640 3 2 2 0 35246 16 10 0 1 28 672 672 4 3 2 0 38247 16 8 0 10 28 640 0 2 3 0 0 23248 16 4 1 1 1 480 0 5 6 4 3 74249 16 9 1 1 1 690 0 6 6 4 3 109250 17 3 0 0 28 776 110 3 3 1 0 31251 17 3 0 1 28 776 776 2 3 2 0 42252 17 3 1 1 3 594 0 3 6 3 2 87253 17 3 2 1 28 115 6 3 3 2 28 72254 17 3 2 4 28 110 6 3 3 2 7 50255 18 1 0 0 28 600 0 3 3 1 0 23256 18 1 0 1 22 540 540 3 2 2 1 29257 18 1 1 2 3 800 0 4 6 3 3 111258 18 1 1 1 1 800 0 5 6 4 3 124259 18 1 2 1 28 115 8 3 3 2 28 97260 18 1 0 17 28 700 100 5 4 2 0 33261 18 1 1 17 27 960 0 6 8 3 2 174
20.4 Readiness Loss TableEach time a unit changes objective, it must check on the following table to see how many Readiness points are lost.The leader bonus refers to the bonus of the leader listed on the screen during the objective phase.Leader -2 -3 -4 Leader -2 -3 -4Bonus Readiness Readiness Readiness Bonus Readiness Readiness Readiness
0 0% 30% 70% 8 20% 50% 30%1 0% 35% 65% 9 25% 50% 25%2 0% 40% 60% 10 30% 50% 20%3 0% 45% 55% 11 35% 50% 15%4 0% 50% 50% 12 40% 50% 10%5 5% 50% 45% 13 45% 50% 5%6 10% 50% 40% 14 50% 50% 0%7 15% 50% 35% 15 55% 45% 0%
20.5 Weapon/Range Casualty TableRange to Target Square:
Wpn. Type Wpn# Abbrev. 1 2 3-4 5-6 7-8 9-12
Musket 0 MUS 3 1 0 0 0 0Rifle 1 RFL 3 3 2 0 0 0Carbine 2 CRB 2 0 0 0 0 0Saber 3 SBR 1 0 0 0 0 012lb Gun 4 12G 17 8 6 3 2 19lb Gun 5 9G 13 7 4 2 1 18lb Gun 6 8G 12 6 4 1 1 16lb Gun 7 6G 9 5 3 1 1 14lb Gun 8 4G 7 4 2 1 1 03lb Gun 9 3G 5 3 1 1 0 02lb Gun 10 2G 3 2 1 0 0 0
24lb Howitzer 11 H24 19 7 5 2 1 05.5” Howitzer 12 H5.5 18 6 4 2 1 018lb Licorne 13 L18 16 6 3 2 1 110lb Howitzer 14 H10 14 5 2 1 1 09lb Licorne 15 L9 13 5 2 1 1 07lb Howitzer 16 H7 11 4 1 1 0 06lb Howitzer 17 H6 10 4 1 1 0 012lbGun/24lb How 18 12/24 18 8 6 3 2 112lbGun/10lb How 19 12/10 15 7 4 2 2 112lbGun/6lb How 20 12/6 13 6 4 2 1 112lbGun/18lb Lic 21 12/18 16 7 5 3 2 112lbG/6lbH/18lbLic 22 3GHL 14 6 4 2 1 18lbGun/7lb How 23 8/7 11 5 3 2 1 16lbGun/10lb How 24 6/10 11 5 3 1 1 13lbGun/6lb How 25 3/6 7 4 1 1 0 06lbGun/9lb Lic 26 6/9 11 5 3 1 1 19lbGun/5.5” How 27 9/5 15 7 4 2 1 16lb Gun/5.5” How 28 6/5 13 6 4 2 1 14lbGun/5.5” How 29 4/5 12 6 3 2 1 0
The number under the range column for each weapon type is the number of casualties that weapon will inflict atthat range per 100 men or per gun firing. These casualties are modified by the other factors. Refer to section 20.6.
20.6 Fire and Melee Strength Modifiers
Target Location Fire Melee Attacker Formation Fire
Clear 100% 100% Line 100%Town 60% 80% Column 30%Woods 70% 70% Square 30%Fields 90% 100% Charge 0%Stream 100% 100% Counter Charge 0%Bridge 100% 100% Limbered 0%Redoubt 20% 40% Unlimbered 100%Swamp 70% 70% Normal 60%Sunken Road 80% 90% Routed 50%River 0% 0% Dismounted 75%
Open 60%Attacker Location Fire Melee
Clear 100% 100% Defender Formation FireTown 100% 100%Woods 100% 100% Line 100%Fields 100% 100% Column 150%Stream 100% 70% Square 140%Bridge 100% 70% Charge 100%Redoubt 100% 100% Counter Charge 100%Swamp 100% 100% Limbered 80%Sunken Road 100% 100% Unlimbered 40%River 0% 0% Normal 110%
Routed 60%Dismounted 70%Open 80%
MELEE MODE TABLE
Attacker Line Col Sqr Chg Cchg Limb Ulim Norm Rout Dism OpenLine 100% 80% 100% 80% 80% 80% 80% 80% 200% 100% 120%Column 180% 100% 180% 100% 100% 100% 100% 100% 250% 180% 200%Square 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100%Charge 250% 250% 100% 100% 100% 300% 300% 150% 400% 250% 300%C-Charge 250% 250% 100% 100% 100% 300% 300% 150% 400% 250% 300%Limbered 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100%Unlimb 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100%Normal 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100%Routed 100% 100% 100% 100% 100% 100% 100% 100% 100% 100% 100%Dismount 100% 80% 100% 80% 80% 80% 80% 80% 200% 100% 120%Open 80% 70% 90% 70% 70% 70% 70% 70% 180% 80% 100%
Col = Column Sqr = Square Chg = Charge Cchg = Counter-ChargeLimb = Limbered Ulim = Unlimbered Norm = Cavalry Normal Dism = Dismounted Calvary
ADDITIONAL COMBAT MODIFIERS: (All apply to both fire and melee unless noted otherwise.)
Condition Modifier
Readiness level -5% per level below 7Lancers Melee 130%Unit defending in melee is flanked 25%Unit attacking a flank in melee 150%Unit firing at a flank 130%Unit meleeing is out of ammo 90%Disruption level -10%Number of men in target square +/- 1% per 50 men difference from 500 (99% at 450 men.)Number of men in firing unit -1% per 50 men difference from 500 (99% at 550 men)Attacking unit has less than 6 OP points left 75%Attacker Command Control 50% + 5% per levelAttacker Fatigue -1/2% per pointAttacker Efficiency Artillery or Fire Phase = Efficiency/ 100
Melee or Cav Charge = Efficiency - 18)/80Melee Factor +10% per level (Melee Factor of 6 = 160%)Leader Bonus +3% per bonus level of attached leaderTarget of fire has Auto CAV retreat on 10% lossesTarget is in Road Mode 200% lossesAttacking Skirmishers +1% per 5 men (to maximum of 300) (Max of +60%)
• Note: If attacking unit is not meleeing and is a 100% skirmisher unit with 100% skirmishers out, modifier is +60%
Defending Skirmishers -1% per 5 men (to maximum of 300) (Max of -60%)
• Note: If target unit is not meleeing and is a 100% skirmisher unit with 100% skirmishers out, fire modifier is -60%• Note: If target unit is a 100% skirmisher unit with 100% skirmishers out and is in town, or woods, attacker meleemodifier is -50%
Infantry unit firing with less than 500 men and 120%is stacked with at least one other unitUnit is firing at a unit that is set to melee 140%French/French ally in column or with skirmishers out 120% for fire combat only
Unit is a 100% skirmisher unit with 100% deployed 110%British infantry in column or line formation 130%French infantry in column formation 150%Dismounted CAV melee 1/2 melee valueRussian Musketeer / Fusilier in column in melee + 1 melee valueAustrian Grenadier with skirmishers out 120% for fire combat onlyPrussian Infantry 120%Austrian unit in column 130%Austrian unit in column meleed by cavalry 120%Highland infantry 120%Russian infantry in column 120%Random Factor 80 to 120%Level of Play 80% to 120%Artillery unit with less than 16 men per gun # men/ 16 number of gunsElevation +/- 10% per level (- if target is higher, + if lower)Dismounted cavalry in melee 33%Routed unit vs. cavalry 20%Limbered artillery in melee 20%
20.7 Rally TableMorale:
Command Control 20 40 60 80
10 40% 50% 60% 70%15 55% 65% 75% 85%20 70% 80% 90% 100%25 85% 95% 100% 100%30 100% 100% 100% 100%
The higher a unit’s Morale and Command control, the higher its chance to recover from Rout.Russian units add 10% to the percentages on this table.
20.8 Operation Point Table
The Command Control rating of a unit determines how many OP points the unit receives. The maximum number ofOP points a unit may receive is 15.
Command Control OP points Command Control Op points10 8 20 9-1111 8 21 9-1112 8 22 10-1213 8 23 10-1214 8 24 11-1315 8 25 11-1316 8 26 12-1417 8 27 12-1418 8-9 28 13-1519 8-9 29 13-15
30 14-15
OP point modifier is added to the number calculated from the above table.Russian units with an OP point modifier of 0 receive a -1 to their final # of OP points received.Austrian units in column receive a -1 to their final # of OP points received.
20.9 Fatigue Table
Action CostFire Combat
Infantry and Cavalry +4Artillery +10
Melee combat +8Movement +0 or 2 *
*Whether a unit gains 0 or 2 Fatigue per square entered is heavily dependent on the terrain type entered and thecost in OP points to enter that square.
20.10 Efficiency Table
Action Cost
Unit moved onto or adjacent to by a friendly retreating unit -2and unit has between 20 and 60 efficiency
Unit retreats -6Per 5 men lost as casualties* -1Unit forces an enemy unit to retreat by fire, melee or cavalry overrun +6Unit forces an enemy unit to rout by fire or melee +12
*For units with less than 800 men. If a unit has over 800 men, the unit must lose a proportionally higher number ofmen suffer Efficiency loss.
20.11 Disruption Table
When units suffer losses they may gain disruption levels. Units will have a chance of gaining Disruption levels if:
The unit suffers >3% losses in a single shot (5 men lost for artillery)Morale of the Unit is <20 and unit suffers a lossUnit is moved onto or adjacent to by a retreating unit
If any of the above occur, then the unit takes a Disruption Test based on the following chart. Each occurrence of theabove causes a Disruption Test to be taken.
Disruption Levels Gained:Morale +0 +1 +2
80+ 100% 0% 0%60 80% 20% 0%40 60% 40% 0%20 40% 40% 20%0 20% 40% 40%
-20 0% 40% 60%
Special modifiers:• Units in line formation are at -20%• Cossacks under Artillery fire are at -5%• Units in square formation receiving a cavalry charge get a +40% bonus
• Units in column formation receiving a cavalry charge get a +10% bonus• French / French ally units in column or with deployed skirmishers get a +20% bonus• British units in line or column get a +30% bonus• Austrian grenadier units with skirmishers deployed get a +20% bonus• Austrian units in column get a +30% bonus• Austrian units in column under attack by meleeing cavalry get a +20% bonus• Highland units get a +20% bonus• Russian infantry in column get a +20% bonus• Prussian infantry get a +20% bonus
Note that all modifiers are cumulative. Therefore, Austrian grenadiers in column under attack by enemy cavalryare at +60%.Other Special Notes:
• Charging Cavalry automatically gain 2 Disruption levels, in addition to any gained from fire or meleecombat• Infantry units not in square formation and attacked by charging cavalry automatically gain 2Disruption levels• Units suffering >14% losses in one shot automatically gain 5 Disruption levels (exc: Artillery)
20.12 Disruption Recovery Table
Recovery from Disruption effects is based on Command Control. A unit may lose Disruption levels if it is not routed.The percentages listed below are the chance of recovering the number of Disruption levels listed if at theappropriate Command Control level. Therefore, a unit with a Command Control of 16 would have a 20% chance ofrecovering 0 Disruption levels, a 75% chance of recovering 1 Disruption level, and a 5% chance of recovering 2Disruption levels.
Command Disruption Command DisruptionControl -0 -1 -2 Control -0 -1 -210 50% 50% 0% 20 0% 75% 25%11 45% 55% 0% 21 0% 70% 30%12 40% 60% 0% 22 0% 65% 35%13 35% 65% 0% 23 0% 60% 40%14 30% 70% 0% 24 0% 55% 45%15 25% 75% 0% 25 0% 50% 50%16 20% 75% 5% 26 0% 45% 55%17 15% 75% 10% 27 0% 40% 60%18 10% 75% 15% 28 0% 35% 65%19 5% 75% 20% 29 0% 30% 70%
30 0% 25% 75%
20.13 Leader Command Control Modifier Table
Leader Bonus **** *** ** *00% 0% 0% 100%10% 0% 12% 88%20% 0% 23% 77%30% 0% 34% 66%40% 0% 45% 55%50% 0% 55% 45%60% 12% 55% 34%70% 22% 55% 23%80% 33% 55% 12%
90% 45% 55% 0%10 0% 55% 45% 0%11 11% 55% 34% 0%12 22% 55% 23% 0%13 33% 55% 12% 0%14 45% 55% 0% 0%15 55% 45% 0% 0%
The Morale of the unit attached to the leader also affects the above percentages.
20.14 Cavalry Charge Table
In order to charge, a cavalry unit must:
• have 6 OP points after declaring the charge • have a morale of >24• be in charge mode • have less than 4 disruption levels• not start the charge in an enemy ZOC • pass a morale test (see below)• choose a target within 8 squares
MORALE TEST
Disruption:Morale 0 1 2 330 40% 25% 10% 0%40 50% 35% 20% 5%50 60% 45% 30% 15%60 70% 55% 40% 25%70 100% 65% 50% 35%80 100% 75% 60% 45%90 100% 85% 70% 55%Note that counter charges use the same morale chart and are under the same restrictions as the charges. Also, theabove percentages are able to be changed in the editor.
ENTERING SQUAREInfantry units that try to enter square during an enemy charge will do so according to the following chart:
Disruption:Morale 0 1 2 320-39 30% 15% 0% 0%40-59 60% 45% 30% 15%60-79 90% 75% 60% 45%80+ 100% 100% 90% 75%
Units with greater than 3 levels of disruption or that have a morale of less than 20 may not attempt to entersquare.Units in line formation have a -10% to the above chart.Infantry that are comprised entirely of skirmishers have the following modifiers:
• 100% skirmisher out -- cannot enter square• 75% skirmishers out -- -30%• 50% skirmisher out -- -20%• 25% skirmishers out -- -10%
Units that fail to enter square will test on the following chart to see if they gain disruption levels:
Morale +1 Disr +2 Disr +3 Disr +4 Disr +5 Disr20-39 10% 10% 10% 20% 50%40-59 20% 10% 10% 20% 40%60-79 30% 10% 10% 20% 30%80+ 40% 10% 10% 20% 20%
Units with morale of lower than 20 automatically gain 5 levels of disruption if they are charged by cavalry.
20.15 OP Point Cost Table
Terrain Entered Infantry Cavalry ArtilleryClear 2(3) 1(2) 2(3)Town 4(6) 3(5) 3(5)Woods 4(6) 3(5) 6(9)Fields 2(3) 1(2) 3(5)Stream 4(6) 3(5) 5(7)Bridge 4(6) 3(5) 5(7)Redoubt 3(5) 2(3) 3(5)Swamp 4(6) P(P) P(P)Sunken Road 3(5) 2(3) 3(5)River P(P) P(P) P(P)Higher Elevation +2 +1 +4
ADDITIONAL COST
Action Infantry Cavalry ArtilleryPerformed
Change Facing without entering a new square +1 +1 +1Change facing while entering a new square +1** +0 +0Change Formation if not in ZOC +2* +2* +2Change Formation if in ZOC +6* +6* +6Enter an enemy ZOC +1 +1 +1Leave an enemy ZOC +2 +2 +2Move away from objective +1-3 +1-3 +1-3Fire in Fire Phase 1 1 4Melee in Melee Phase 2 2 2Deploy/Recall Skirmishers 1 1 1Stack with a friendly unit +1 +1 +1Change Road Mode status 2 2 2
Units in line formation pay double the listed cost, except for units which are comprised entirely of skirmishers andwhich are 100% skirmishers out.
Horse artillery move as if they are cavalry.
The cost listed in parentheses is the cost for moving diagonally while the cost listed to the first is the cost forentering a square orthagonally (moving non-diagonally).
Units that move non-diagonally from road/town squares to road/town squares while in road mode may do so at acost of 1 OP point per square.
Units may also use a special one-square movement known as ZOC-to-ZOC movement. This entails moving from onesquare of an enemy ZOC to another square of an enemy ZOC by moving through a friendly unit. The moving unitmust pay the cost to leave a ZOC, plus the cost to enter a ZOC, plus the cost of entering the target square. Inaddition, the square being entered must be occupied by a friendly unit.
Units may always move at least one square. This requires all of a unit’s OP points and the unit must have startedwith at least 1 OP point.*Non-French pay one additional point.
**Units in column are exempted from this.
CREDITS
Game DesignChuck Kroegel
Game ProgrammingDavid Landrey
Game DevelopmentChuck Kroegel, David Landrey, Joel Billings & Graeme Bayless
RulesGraeme Bayless & Victor Penman
Historical ScenariosDick Vohlers, Joel Billings & Chuck Kroegel
Customized Disk Operation System (Apple)Roland Gustafsson
PlaytestersGraeme Bayless, Joel Billings, James Kucera, Dave Shelley, Robert Daly, John Bruning, David
Heath, Richard Hooks, Mike Musser, Gunter Meyer,Bill Barr, Russ Smith & Cyrus Harris
Special Historical ResearchMike Musser
Special Historical NotesJohn Bruning
Art & Graphic DesignLouis Saekow Design: David Boudreau & Peter Gascoyne
Desktop PublishingDavid Boudreau & Peter Gascoyne
PrintingA & a Printers and Lithographers