Incredible Courage - Rulebook v1c
Incredible Courage - Rulebook v1c
Presents
1 Introduction ................................................................................................................................. 4
1.1 Scales....................................................................................................................................... 4
1.2 Questions and Comments ....................................................................................................... 4
2 Counters ...................................................................................................................................... 4
2.1 Combat Units .......................................................................................................................... 4
2.2 Headquarters Units ................................................................................................................. 7
2.3 Forces .................................................................................................................................... 11
3 Game Turn Sequence of Play..................................................................................................... 11
3.1 Outline................................................................................................................................... 11
3.2 Recovery Phase ..................................................................................................................... 12
3.3 Operations Phase .................................................................................................................. 13
3.4 End Turn Phase ..................................................................................................................... 14
4 Levels of Order .......................................................................................................................... 14
4.1 Initial LoO and Changes......................................................................................................... 14
4.2 LoO Markers .......................................................................................................................... 15
4.3 Disorder................................................................................................................................. 15
4.4 Elimination ............................................................................................................................ 16
4.5 LoO Recovery ........................................................................................................................ 16
5 Stacking...................................................................................................................................... 17
5.1 Artillery Stacking ................................................................................................................... 17
5.2 Cavalry Stacking .................................................................................................................... 17
5.3 Infantry Stacking ................................................................................................................... 17
5.4 Passage of Lines and Stacking (Optional).............................................................................. 17
6 Command Control ..................................................................................................................... 18
6.1 Requirements ........................................................................................................................ 18
6.2 Lost Eagles ............................................................................................................................. 19
7 Formation and Facing ................................................................................................................ 19
7.1 Changing Formation .............................................................................................................. 20
7.2 Battalion and Regiment Counters ......................................................................................... 22
8 Movement ................................................................................................................................. 23
8.1 Road Column ......................................................................................................................... 24
8.2 Reinforcements ..................................................................................................................... 24
8.3 Charge ................................................................................................................................... 25
8.4 Charge Reactions .................................................................................................................. 27
8.5 Opportunity Charge .............................................................................................................. 30
8.6 Infantry Battalion and Cavalry Regiment Unit Movement ................................................... 30
9 Line of Sight ............................................................................................................................... 30
9.1 Maximum LOS Length ........................................................................................................... 30
9.2 Same Elevation ...................................................................................................................... 30
9.3 Different Elevation ................................................................................................................ 30
10 Combat ...................................................................................................................................... 31
10.1 Combat Strength Check ........................................................................................................ 31
10.2 Flank Effects .......................................................................................................................... 31
10.3 Combat Results ..................................................................................................................... 31
10.4 General Fire Combat Rules ................................................................................................... 32
10.5 Infantry Fire Combat ............................................................................................................. 32
10.6 Artillery Fire Combat ............................................................................................................. 33
10.7 Defensive Fire ....................................................................................................................... 35
10.8 General Melee Combat Rules ............................................................................................... 36
10.9 Resolving Melee Combat ...................................................................................................... 36
10.10 Retreat Before Melee........................................................................................................ 39
10.11 Retreat Result ................................................................................................................... 39
10.12 Advance............................................................................................................................. 40
11 Weather ..................................................................................................................................... 40
12 Special Terrain ........................................................................................................................... 40
12.1 Sunken Roads ........................................................................................................................ 40
12.2 Chateau’s and Churches........................................................................................................ 41
13 Intelligence ................................................................................................................................ 42
14 Designer’s Notes ........................................................................................................................ 42
15 Extended Fire Example .............................................................................................................. 45
16 Extended Charge Example ......................................................................................................... 46
17 Credits........................................................................................................................................ 46
1 Introduction
This game system simulates tactical level combat in the Napoleonic era. This document includes
the Standard Rules. Refer to each game’s rules document for specific rules and a list of contents.
When interpreting these rules, if you desire to perform an action not specifically stated, it is not
allowed.
You will need to apply a solid combined arms approach to the battle to give your forces the best
chance for success. Infantry, cavalry, and artillery are the 3 prongs upon which the tactical
components of your plan must rest. Using them in the proper balance is what makes for a
successful battle.
Optional rules are in red and are meant to deliver more realism without adding too much
overhead to the game. It is strongly recommended that you use them, but they are not
required.
1.1 Scales
Each infantry counter is a Company of approximately 150 men, each cavalry counter is a
Squadron of around 100-200 men and their horses, and each artillery counter is roughly 50
artillery men and up to 3 guns. Each hex is 100 meters across. Each turn is 10 minutes of time.
2 Counters
The game pieces show the units that fought the battle, and information markers.
There are two types of unit:
Combat Units: infantry, cavalry and artillery
Non-Combat Units: HQs, Aides and Deputies
Units are color coded for nationality. Colors are listed in each specific game booklet.
There are several types of marker, and their use is shown in the relevant rules section.
Militia
Each Combat Unit is printed on two sides of the counter. The symbol in the center shows the
general unit type (infantry, cavalry, or artillery) and the text on the left and right side shows the
name of the unit, and which part of its side’s organization it belongs to. There may also be a
special symbol from those shown above, for example to show it is a Guard unit.
The number at the top of the counter is the Combat Strength. The number at the bottom of the
counter shows the unit’s Movement Points. If it is artillery, there is a second number in red print
which is its Range.
Each side of a Combat Unit shows a different formation; for infantry and cavalry these are Line
and Column. For artillery these are In Battery and Out of Battery. (See Formation and Facing (7).
Adjustments made for LoO markers or from the Adjustable Strength Table are made to the base
strength of EACH Company or Squadron in the unit.
Examples:
The cavalry unit pictured above is a Squadron of the 25th Dragoon Regiment in Line formation.
The reverse side of the counter shows it in Column formation. It is a Heavy Cavalry unit. It has a
Combat Strength 9 in Line or Column, 5 Movement Points in Line, and 8 Movement Points in
Column.
The artillery unit pictured above is part of a foot Battery of the 2/VI In Battery formation on the
left and Out of Battery on the right. The reverse side of the counter shows it Out of Battery
formation. It has a Combat Strength 2, a Range of 8 In Battery and a Range of 0 Out of Battery,
and 0 Movement Points (the bottom number) In Battery and 6 Movement Points Out of Battery.
The unit above is an Infantry Battalion counter shown in LINE formation. The numbers across
the top show a 6/6 and a 12. This represents that there are two (6) strength Companies (6/6)
that can be used in fire combat, with a total of 12 strength points for melee. In this case 6 is the
base strength of a Company, and there are 5 Companies. This is an important concept to
remember as most calculations are made from the base strength of a unit. The numbers across
the bottom show a 3 and a +3. These represent the unit movement allowance (3) and the built
in Support DRM (+3).
The unit above is an infantry Battalion counter shown in COLUMN formation. The numbers
across the top show a 6/6 and a 30. This represents that there are two (6) strength Companies
(6/6) that can be used in fire combat, with a total of 30 strength points for melee. In this case 6
is the base strength of a Company, and there are 5 Companies. This is an important to
remember as most calculations are made from the base strength of a unit. The numbers across
the bottom show a 6 and a +3. These represent the unit movement allowance (6) and the built
in Support DRM (+3).
The unit above is an infantry Battalion counter shown in LINE formation. The numbers across
the top show a 7x2. This represents that there are two (7) strength Companies that can be used
in fire combat, with a total of 7x2=14 strength points for melee. In this case 7 is the base
strength of a Company, and there are 6 Companies. This is important to remember as most
calculations are made from the base strength of a unit. The numbers across the bottom show a
3 and a +4. These represent the unit movement allowance (3) and the built in Support DRM
(+4).
The unit above is an infantry Battalion counter shown in COLUMN formation. The numbers
across the top show a 7x6. This represents that there are two (7) strength Companies that can
be used in fire combat, with a total of 7x6=42 strength points for melee. In this case 7 is the
base strength of a Company, and there are 6 Companies. This is important to remember as
most calculations are made from the base strength of a unit. The numbers across the bottom
show a 7 and a +4. These represent the unit movement allowance (7) and the built in Support
DRM (+4).
The unit above is a cavalry Regiment counter shown in LINE formation. The numbers across the
top show a 9x2. This represents that there is a total of 9x2=18 strength points for melee. In this
case 9 is the base strength of a Squadron, and there are 3 Squadrons. This is an important to
remember as most calculations are made from the base strength of a unit. The numbers across
the bottom show an 8 and a +1. These represent the unit movement allowance (8) and the built
in Support DRM (+1).
The unit above is a cavalry Regiment counter shown in COLUMN formation. The numbers across
the top show a 9x3. This represents that there is a total of 9x3=27 strength points for melee. In
this case 9 is the base strength of a Squadron, and there are 3 Squadrons. This is an important
to remember as most calculations are made from the base strength of a unit. The numbers
across the bottom show a 10 and a +1. These represent the unit movement allowance (10) and
the built in Support DRM (+1).
The Infantry special ability provides an additional 1 DRM in his sides favor for any
melee that the Leader is involved in when stacked with Infantry or Artillery units.
These Leaders are identified by their BLUE stripe.
The Cavalry special ability provides an additional 1 DRM in his sides favor for any
melee that the Leader is involved in when stacked with Cavalry units. These Leaders
are identified by their YELLOW stripe.
1. HQ, Aides, and HQ with Leadership Ratings that do not have the Artillery Special
Leader band get no die roll modifiers when firing any artillery unit
2. HQ, and Aides (those with a RED circled Leadership Rating), that also have the
Artillery Special Leader RED band, get a +1 DRM when firing a battery
3. HQ with a Leadership Rating, that also have the Artillery Special Leader RED band, get a +2
DRM (this would include Wellington, Napoleon, and Drouot) when firing a battery
4. When a battery with one of these Artillery Special Leaders stacked in it fires, the fire must be
calculated as a combined battery. No firing of sections is allowed with an Artillery Special
Leader.
2.2.2 Aides
Aides act like a HQ with a Leadership Rating. They are a HQ that is assigned to the
highest level HQ in a battle. Aides are recognizable by the RED circle around their
Leadership Rating. They may take command of any Force or unit they are stacked
with. If stacked with a Regiment HQ they move that Regiment during the Force movement
period. Likewise for Brigades or Divisions. They may also take command of individual units. An
Aide may also act as a Dispatch Rider and carry orders to that Leaders’ subordinates. When this
happens the orders must still be rolled for to determine if the orders are lost or confused.
When lost these Aides are not returned to play.
Whenever any unit/element of a Battalion or Regiment is eliminated, which means even
a single Company/Squadron, and then a HQ/Leader must be eliminated also if stacked
with the losing units.
If there is more than one HQ/Leader stacked with the losing units only one of the
HQ/Leaders is eliminated. It must be the HQ/Leader that adds the best benefit in DRM
to the stack or commands the highest echelon.
Optional Rule: if playing with a team the receiving Leader must accept the new orders delivered
by their Deputy.
2.2.5 Orders
Orders are given to each major command, primarily corps and divisions, occasionally brigades.
A unit with an order must follow that order until it is changed. Players may give a dispatch rider
up to 2 orders. One, the top one, is the primary, the second is the follow-on. The follow-on
order becomes the primary order after the conditions for the primary order have changed
sufficiently to make it null and void or the follow-on order simply makes sense to apply, such as
at the end of an Advance or Withdraw order. In all cases units may pull back from the front line
in order to improve LoO and regroup. Follow the spirit of these orders rules. The primary
formation means that ‘more than half’ of the units in that organization must be in that
formation. General Order is spread across all the Orders since units can be forced to operate in
restrictive terrain. A new order takes effect in the Command and Control phase of the game
turn after it is delivered.
a. Attack Orders
Purpose: to take a location away from the enemy.
Primary Formations: Column, Line, and General Order
Guidance: the Force with Attack orders must weigh the cost of success with the cost of
failure. This order provides plenty of flexibility, but don’t be fooled. An Attack order carried out
in Column will be stronger but will come with a heavy cost, done in Line and it will take fewer
casualties but more time. Attacks can be made by fire or by melee combat. Attacking is not
mandatory, but the player must make an honest attempt to press forward to gain the objective.
Attacks by fire will take longer to see results. The Force with Attack orders is free to respond to
enemy cavalry. Friendly cavalry charges are encouraged.
b. Defend Orders
Purpose: to hold a location and keep it from being taken by the enemy.
Primary Formations: Line and General Order
Guidance: organize the defense to have a forward and a supporting line (suggestion
only). The forward line has most all its units in Line formation and ready to fire at enemy troops
that move adjacent. The supporting line should consist of units in Column formation that can
move quickly to counter-attack by melee or in Line formation when bringing additional
firepower to the front line will solve a problem. The Force with Defend orders is free to respond
to enemy cavalry. Friendly cavalry charges are encouraged when they support the defense to
slow down the enemy, counter-attack, or to make an aggressive defense.
c. Withdraw Orders
Purpose: to move away from the enemy toward a friendly map edge.
Primary Formations: Column and General Order
Guidance: the Force makes every attempt to move away from enemy units with the goal
of putting space between them and the enemy, at least 10 hexes, while at the same time trying
to stay within 8 hexes of the location that was provided. This space will provide time for the
Force to rally, or prepare for another order. The withdrawal should be made quickly. It may be
necessary to put a Force in Screen between the withdrawing Force and the enemy Force. The
Force with Withdrawal orders is free to respond to enemy cavalry. Friendly cavalry may not
initiate a normal cavalry charge. They may however conduct counter or opportunity charges.
d. Reserve Orders
Purpose: to provide the commander a ready Force that can respond to crises or be the
mass of decision.
Primary Formations: Column and General Order
Guidance: a Force with Reserve Orders will be placed in a position of relative quiet
where it can stand and reform, rally, or react as quickly and painlessly as possible. This is usually
a central position, but is specific to supporting the commanders’ tactical plan. The Force with
Reserve orders is free to respond to enemy cavalry. Friendly cavalry may not initiate a normal
charge. They may however conduct counter or opportunity charges.
e. Screen Orders
Purpose: to prevent the enemy player from getting into position to see the friendly rear
areas or activity.
Primary Formations: Skirmish and General Order
Guidance: a Force with this order is responsible to prevent an enemy from penetrating
an important area of the front, or of preventing the enemy from moving around an open flank,
or even to slow down and enemy advance. This order can be interpreted as economy of force
or delay. Friendly units will often withdraw before combat and trade space for time. The Force
with Screen orders is free to respond to enemy cavalry. Other than the restriction that cavalry
in skirmish formation may not charge, there are no additional restrictions on cavalry with Screen
orders.
f. Advance Orders
Purpose: to move to a specific location in preparation for future tasking.
Primary Formations: Column or General Order
Guidance: a Force should move in the most expeditious manner possible to place itself
near the specified location. Forces are moving along roads, trails, or cross country, usually in
Column and with a sense of purpose. That means don’t dally and take your time. Using 1 or 2
movement points per turn, moving toward the location, would not meet the spirit of this order.
Common sense follow on orders for Advance would be Attack, Defend, or Reserve. The Force
with Advance orders is free to respond to enemy cavalry. Friendly cavalry may not initiate a
normal charge. They may however conduct counter or opportunity charges.
g. Exploit Orders
Purpose: to put as many enemy units out of the battle and pressure the enemy so as not
to be able to make a stand in a fallback position.
Primary Formations: Column and General Order
Guidance: this requires a high amount of confidence that the enemy is on the run.
When the enemy is determined to be on the run they should be pursued quickly and with vigor
so that the enemy cannot form another defensive position which will halt your advance. The
Force with Exploit orders is free to respond to enemy cavalry. Friendly cavalry charges are
encouraged.
h. Orienting on a location (i.e. town name) means anywhere within 8 hexes of the location.
i. A Force automatically changes orders to Withdraw when the following conditions are
met. The Force has half of its current on map units at LoO2 or less.
As an option play without rules sections 2.2.3, 2.2.4, and 2.2.5.
2.3 Forces
A Force is an HQ with a Leadership rating and (a) every unit directly commanded by that HQ,
and (b) every unit commanded by all that HQ’s subordinate HQs, that do not have Leadership
ratings, at all lower levels of command. If the subordinate HQ has a Leadership Rating then the
Force above stops with that subordinate Leader and he is considered a Force of his own.
Example: in Telnitz, the Coalition HQ for the 2nd Column, and its two subordinate Brigade HQs,
and their subordinate Regimental HQs and constituent Combat Units, and the directly attached
cavalry Regiment HQ and constituent Combat Units are a Force.
Example: at Austerlitz, Napoleon is Force unto himself. Any units that are directly commanded
by him such as his Dispatch Riders, Aides, and any loose infantry/cavalry/artillery units tracing
directly to him can move when his Force is activated. The Corps commands below him are not
activated when Napoleon is activated. They must activate themselves.
Example: at Austerlitz, an Aide that is not assigned a separate task simply moves along when
Napoleon does, or doesn’t even need to be on the map. When the Aide is given a task he then
becomes a Force of his own with any units he is assigned.
Note 2: Infantry Battalion and Cavalry Regiment level units are not brought back in this manner -
only Companies and Squadrons. A Regiment that has lost all Companies/Squadrons and its’ HQ
does not get an opportunity to perform this step.
Note 3: for the purposes of this rule a Regiment is defined as the first level of HQ. For the
French this will usually be an actual Regimental sized unit. For the Allies it might be a Brigade,
or even a Battalion in the case of the British and KGL.
4 Levels of Order
4.1 Initial LoO and Changes
Every Combat Unit has a Level of Order (LoO) - the higher the better:
Regular Combat Units start at LoO 5
Elite Combat Units start at LoO 6
Guard Combat Units start at LoO 7
Battalion level units start with 1 additional LoO than listed above
A Combat Unit’s LoO changes for various reasons (mainly due to the effects of combat) and all
changes are cumulative.
Refer to each game’s rules supplement for any additional changes to LoO start states or
recovery.
Example: infantry unit A at LoO 5 suffers a loss of 1 LoO. It is now LoO 4. It suffers another 1 LoO
loss and becomes LoO 3.
All Combat Units in a hex have the same LoO. A stack (newly created or otherwise) automatically
assumes the lowest LoO of the units in the stack.
Example: infantry unit B at LoO 4 moves into a hex occupied by infantry unit C at LoO 5.
Immediately the units are stacked, all are at LoO 4. Note that it does not matter if unit B moves
through unit C’s hex, or stops there; as soon as the stack exists, it takes the lowest LoO.
As a unit’s LoO changes, you should use the appropriate marker to show the current LoO.
We have changed the design of the LoO markers. The original LoO markers show the unit’s LoO
at the bottom, and the change to the unit’s Combat Strength at the top. Example: the marker on
the left shows a unit at LoO 3 with its Combat Strength reduced by 2. The new LoO markers have
the same information, but a reduction to the unit’s Combat Strength is shown at the top as an
equivalent number of red circles. Example: the marker on the right shows a unit at LoO 2 with its
Combat Strength reduced by 3.
In the Basic Game, put LoO markers on top of the affected unit or stack.
Optional Rule 1: by mutual agreement, you may put LoO markers under the affected unit or
stack where they may not be examined by the enemy player.
Optional Rule 2: by mutual agreement, you may put LoO markers of units that have full LoO
under the affected unit or stack where they may not be examined by the enemy player and
place LoO markers of units with reduced LoO on the top of a stack.
4.3 Disorder
Disorder happens immediately after a Combat Unit’s LoO falls to 1, or as the result of
any retreat result on the Melee combat table. When units Disorder, place a Disorder
marker on the stack. Exception: Disorder happens to Infantry Battalion and Cavalry
Regimental level units when they fall to LoO 2 or 1.
Units turn to face away from the enemy, and retreat 3 hexes.
Artillery is not forced to Disorder from the effects of fire combat against it. Artillery is reduced
in LoO due to fire combat to LoO 1 but not lower. The player has the option to:
1. Remain in place and continue operating
2. Attempt to Disorder as described immediately below
a. In the case of a failed roll, in this voluntary circumstance, the artillery is not
eliminated, it remains in place at LoO 1
For artillery, the owning player rolls 1d6 and adds 1 if there’s an HQ in the hex, or adds 2 if
there’s an HQ with a Leadership Rating in the hex. On an adjusted roll of 5 or higher, the artillery
enters Out of Battery (if not already in that formation), turns to face away from the enemy, and
retreats 3 hexes. On an adjusted roll of 4 or lower, the artillery is eliminated.
A stack of units suffering Disorder must stay stacked. HQ units stacked with units becoming
Disordered, must stay stacked with them.
A unit suffering Disorder which cannot complete its enforced retreat of 3 hexes for any reason
has one Company sized unit eliminated for each hex of the 3 mandatory that cannot be made.
A unit that suffers Disorder before its force gets activated may choose to move, during its
activation, if the unit is moving further to the rear.
This section clarifies section 4.3 Disorder. The Exception states that Battalions and Regiments
Disorder on LoO2 or 1.
1. Battalion/Regiment unit counters Disorder and Retreat 3 hexes and face to the rear
when they reach LoO1, the same as Company/Squadron sized unit counters
2. Battalion/Regiment unit counters do not Disorder and Retreat 3 hexes and face to the
rear when they reach LoO2
3. Units that are Disordered move with a movement allowance of 3 movement points.
4.4 Elimination
At LoO 0 (or lower) a Combat Unit is eliminated and removed from play. Eliminated infantry and
cavalry units, other than Infantry Battalion and Cavalry Regiment level units, may return to play
in a future Recovery Phase (3.2)
Design Note: elimination does not mean the unit has been wiped out to the last man. It has,
however, suffered casualties, lost discipline and order, and stopped functioning as a coherent,
effective military unit. The Straggler Recovery Phase reflects the effects of officers gathering up
survivors, stragglers and the like, forming them into new units, and readying them for action.
5 Stacking
Stacking restrictions apply to Combat Units at all times. If you find Combat Units stacked in
excess of the stated limits, the owning player must immediately eliminate as many of them as
are required to conform to the stacking limit. If a stack of units is forced to retreat in violation
of stacking they must lose an additional LoO for each hex they cannot retreat to the rear.
Non-Combat Units and markers do not count towards the stacking limit. (For example, you may
stack as many Leaders in a hex as you want.)
This rule applies to situations where units move through a hex occupied by other
friendly units
This rule does not negate situations where a hex ends with an overstack condition
o If this occurs then units get eliminated as stated before
Units may always move through stacks that would otherwise cause an overstack
condition
When a unit or stack has another friendly unit involuntarily move through it, such as a
Disordered unit, the non-moving unit or stack must take 2 LoO losses
o This cannot cause a unit to go below 1 LoO and be eliminated
o If this causes a Company/Squadron unit originally in the hex to go to 1 LoO then
the non-moving unit also Disorders
o If this causes a Battalion/Regiment unit originally in the hex to go to 2 LoO or
below then the non-moving unit also Disorders
When a unit or stack has another friendly unit voluntarily move through it, the non-
moving unit or stack must take 1 LoO loss
o This cannot cause a unit to go below 1 LoO and be eliminated
o If this causes a Company/Squadron unit originally in the hex to go to 1 LoO then
the non-moving unit Disorders
o If this causes a Battalion/Regiment unit originally in the hex to go to 2 LoO or
below then the non-moving unit Disorders
6 Command Control
To function properly, Combat Units must be in Command Control. You must check Command
Control for your units when they are activated. If they are then in Command Control, they
remain in Command Control until the next check – when they are next activated. Similarly, if
they are then Out of Command Control (OCC), they remain in that state till the next check.
Exception: after elimination of an HQ, until it returns to play, all of the units under its command
are considered Out of Command.
6.1 Requirements
To be in Command Control, firstly, Combat Units must be within the Command Range of their
Regimental HQ. Secondly, the Regimental HQ must be within the Command Range of the
Brigade HQ, which must be within Command Range of the Division HQ.
Note: ignore terrain, and enemy and friendly units when counting Command Range.
Units in Command Control may perform all actions as specified in the rules.
A Regiment/Brigade/Division HQ whose parent has not arrived on the map yet traces to the
highest HQ that is currently on the map. If the highest HQ is currently off map the highest HQ on
map may trace to a friendly map edge hex. The intent is to allow a HQ or Leader, as the highest
Leader/HQ on the map (his boss hasn't arrived yet) to be the boss. This Leader/HQ gets an army
like trace, unlimited to the board edge. It is not meant to apply at all levels of command when a
Leader/HQ gets lost in combat and the chain is momentarily broken.
Units which are not in Command Control – Out of Command Control (OCC) – are restricted by
the following OCC effects.
one formation that voluntarily move into a hex with units in another formation must change to
the formation in the hex being occupied. Exception: artillery and infantry when stacked.
A Combat Unit’s formation determines which adjacent hexes are its Front, Flank or Rear. See the
Formation Chart for details.
Combat Units normally move into a hex to their front. You may move them into a hex to their
rear at an additional cost per hex of 1 MP, but they must keep their original facing.
Combat Units pay 1 MP to change facing by any amount. This is considered movement. When
moving along a road or trail units may change facing at no additional movement point cost.
7.1.1 Column
Infantry: Cavalry:
Only infantry and cavalry units in clear or orchard terrain may enter Column. When a unit enters
Column, ensure the appropriate side of the counter is face up, as shown above. Changing
formation and/or facing is considered movement for the purposes of Defensive Fire.
An artillery unit which is In Battery may fire, but may not move except to change facing or
formation. An In Battery unit may pay 1 MP to change facing by any amount. An artillery unit
which changes facing may not fire in the current Operations Step.
An artillery unit which is Out of Battery may move or change facing or formation, but it may not
fire.
An artillery unit may change to In Battery or Out of Battery in any terrain it may enter. Ensure
the appropriate side of the counter is face up, as shown above.
7.1.4 Line
Infantry: Cavalry:
Only infantry and cavalry units in clear or orchard terrain may enter Line. When a unit enters
Line, ensure the appropriate side of the counter is face up, as shown above.
7.1.5 Skirmish
Infantry: Cavalry:
7.1.6 Square
Only infantry units in clear or orchard terrain, and at LoO 3 or higher, may enter Square
formation. Put a Square marker (as shown above) on top of the unit and place the unit with the
Column side up (the unit will use that side’s melee strength). The marker shows the MPs
available to the unit while in Square formation. When a unit voluntarily changes formation from
Square formation, remove the marker, with the unit assuming Column formation.
Small Squares can be harder for cavalry to attack using melee because not so many horses can
be brought to bear
If the target consists of 3 Companies then there is a -1 DRM
If the target consists of 2 Companies then there is a -2 DRM
If the target consists of 1 Company then there is a -3 DRM
player must put the Infantry Battalion counter into one of the hexes previously occupied by one
of its Companies that are not adjacent to enemy units.
Companies in Column formation must be stacked together in the same hex. They spend 2 MPs
to change to their Infantry Battalion counter in Column formation.
8 Movement
Every unit has a movement allowance, measured in Movement Points (MPs), which is the
maximum number of MPs the unit may spend in a game turn. (You do not have to use all of a
unit’s MPs in a game turn.) Units may neither save MPs from turn to turn, nor transfer their MPs
to another unit.
You may move units one at a time, or as a stack. You may start moving a stack of units, and then
split the stack by dropping off one or more units. However, once you drop a unit off, you may
not move it any further. (If you want stacked units to move to different hexes, move them
separately.) You must complete movement (for the unit or stack) before starting to move
another unit or stack. Exception: see Charge Movement (8.3.2).
You move units from the hex they occupy to an adjacent hex, deducting the appropriate
Movement Point (MP) costs from the unit’s MPs, until you are finished moving the unit, or it has
no MPs left, whichever happens first. MP costs for terrain are shown on the Terrain Effects
Chart. Exception: regardless of terrain, HQs always pay 1 MP to enter a hex.
Important: infantry moving within 5 hexes of enemy cavalry in Skirmish formation, pay 1 extra
MP for every such hex they enter.
You may never move a unit into a hex for which it does not have enough MPs to enter, including
any MP cost for changing formation. Exception: you may always move a unit into the adjacent
hex, regardless of the MP cost, so long as (a) the terrain does not otherwise prohibit the unit’s
entry; and (b) that is the unit’s only movement in the game turn.
Units may move backwards. They pay one extra movement point for each hex entered. When
doing this they must maintain the same facing, forward.
Special: units that are in Skirmish formation and next to enemy units provide any like type units
(infantry skirmishers for infantry units and cavalry skirmishers for cavalry units) behind them an
opportunity to move up with some cover. Any units that start adjacent to the skirmisher may
move into the skirmishers hex, up to the stacking limit, and any Defensive Fire on that hexes
frontal hex faces have the results reduced by 1 LoO.
Note: this was common practice, for the French in particular, to use one Legere or Light
Regiment from a division and spread it out over the division front, then move up behind them to
close for the assault.
The example below describes what happens.
Example:
The units in hex “G” move into hex “E” with the Skirmishing unit
Defensive Fire is conducted against a Column since the units moving in are in Column
There is Defensive Fire against hex “E”
o Defensive Fire from hex “B” to hex “E” is 1 LoO less than what is called for
o Defensive Fire from hex “C” to hex “E” is 1 LoO less than what is called for
o Defensive Fire from hex “A” to hex “E” is normal
8.2 Reinforcements
Reinforcements enter the map, a stack at a time as organized however the owning player sees
fit, and have their full number of MPs. The first stack pays the movement cost for the hex they
enter and may continue moving. The second stack pays double the movement cost of the hex
they enter and may continue moving. The third stack pays triple the cost, and so on.
Reinforcements may use Road Column, if applicable, remembering the limitation on stacking.
Cavalry is allowed to conduct melee without charging. There are consequences to attempting
this since cavalry relied on the shock effect of the charge for its increase in power.
Cavalry may choose to conduct melee without initiating a charge
o Cavalry that melee’s without charging has its strength halved
o Cavalry that melee’s without charging can recover a maximum of one Level of
Order
8.3 Charge
A Charge is a special type of cavalry movement which, except as specifically modified, follows
the standard movement rules. A unit or stack may be targeted by more than one Charge.
Note: a cavalry unit which Charges, counts as having moved. This is important because it
prevents the unit from attempting a Counter-Charge or an Opportunity Charge in the same
game turn.
Cavalry that charges and comes adjacent to an enemy unit pins that unit, and that unit
may not react to any other friendly activities.
When there may be a chain of charges and counter-charges that occur during the same
friendly Operations Phase, the last target of the chain is the only melee combat that is
resolved, the others are ignored.
Once a charge starts, any type of charge, no change of facing is allowed.
You may declare a Charge anytime during the normal movement of cavalry. The cavalry then has
whatever MPs remain to conduct the Charge. If more than one cavalry unit charges they may be
in different formations.
After declaring a Charge, the involved units:
May only move through their front hexes, and may not change facing
May not move or melee into or through town, woods, marsh, or orchard hexes
Must subtract 1 LoO at the instant they cross a stream hexside
Cavalry units that are making an Opportunity Charge move one hex at a time to a hex
adjacent to their target. The target of the Opportunity Charge does not move in
response during the enemy cavalry movement to contact. Cavalry enemies of the
Opportunity Charging cavalry may attempt Counter or Opportunity Charges. The
originally Opportunity Charger stops when contact is made by the responding cavalry
unit.
8.3.3 Impetus
Each hex a cavalry unit enters while Charging, gives that unit 1 point of Impetus, up to a
maximum of 3. Each 1 point of Impetus adds 1 to each unit’s Combat Strength in Melee. Use an
Impetus marker (+0, +1, +2, or +3 as appropriate) as a reminder.
Play Note: Supporting Units also count as having Charged – for example, for LoO recovery – and
you may find it helpful to also give them an Impetus marker as a reminder, removing it after LoO
recovery.
Note: Counter-Charging cavalry may also accumulate Impetus. It is therefore possible for
opposing cavalry in a Melee to both have Impetus.
Note 2: Cossacks that charge a Disordered unit have their strength doubled and gets a +2 DRM
applied to the melee in addition to any other DRMs.
Note 3: Cossacks that charge a unit with LoO1 or LoO2 get a +2 DRM applied to the melee in
addition to any other DRMs.
Note 4: Lancers are also considered Light Cavalry.
8.4.1 Counter-Charge
Friendly cavalry that has not Charged, Counter-Charged, or Opportunity Charged, in the current
game turn may Counter Charge an enemy Charging unit. If the friendly cavalry unit has moved
already the Counter-Charge or Opportunity Charge is allowed if the target is within 3 hexes. You
may declare a Counter-Charge attempt when there is a LOS from the cavalry attempting the
Counter-Charge to the Charging cavalry. If you choose not to attempt the Counter-Charge when
the Charging cavalry is in any particular hex, this does not stop you making the attempt when
the Charging cavalry is in another hex.
The prerequisites for a Counter-Charge (and movement restrictions and effects) are the same as
for a Charge. However, in addition, to see if the Counter-Charge attempt succeeds, the owning
player rolls 1d6 and modifies the result:
By the amount of any LoO modifier; and
By +1 if there’s an HQ stacked with the cavalry attempting the Counter-Charge, or +2 if
the HQ has a Leadership Rating
If the Adjusted Result is 3 or lower, the Counter-Charge attempt fails. The units may not attempt
another Counter-Charge against the Charging cavalry.
If the Adjusted Result is 4 or higher, the Counter-Charge attempt succeeds. First, the Counter-
Charging cavalry must change facing (at no MP cost) so the original Charging cavalry are to their
front. Then, both players alternate movement of the Charging and Counter-Charging units
directly toward each other, 1 hex at a time, with the original Charging cavalry going first. The
cavalry making the last move to become adjacent becomes the attacker in the following Melee.
You are allowed to try to Counter-Charge cavalry which are Counter-Charging. In a case where
there are counter-charges against counter-charges, only the last counter-charge is resolved
through melee.
Example: French cavalry unit A declares a Charge. Russian cavalry unit Z successfully declares a
Counter-Charge. French Cavalry unit B then successfully declares a Counter-Charge against Z.
The players move units Z and B as for a normal Charge/Counter-Charge until they are adjacent,
and that is the only Melee Combat which occurs. Unit A moves no further and does not Melee.
Units in Skirmish formation may retreat Before a Charge into a hex directly behind which
includes friendly units in Line, Column, or Square formation. They assume the facing and
formation of the units they retreat into.
Exception: cavalry in Skirmish formation that has moved in the current Game Turn may not
Retreat Before Charge.
8.4.4 Stand
Infantry and artillery units which are the target of a Charge (the target) must attempt to Stand.
This is done only once, immediately the Charging cavalry moves adjacent, and is not required
during other Charges in the same Operations Step. Target units in Square automatically Stand.
Cavalry automatically Stand, though they may also be able to Counter-Charge.
To resolve the Stand attempt, the owning player (of the target unit or units attempting to Stand)
rolls 1d6 on the Roll to Stand Table, modifying the roll by -1 if the there is an HQ stacked with
the target, or -2 if the HQ has a Leadership Rating. Cross refer the adjusted roll with the
Charging Cavalry’s LoO Potential (Impetus). The result is the amount of LoO suffered by the
target.
In addition, if the target is being Charged through a flank hex, it loses a further 2 LoO, and if
being Charged through a rear hex, it loses a further 1 LoO.
If the LoO of the target is now 2 or higher it successfully Stands. If otherwise, it fails. If the LoO is
1, the target Disorders, and if the LoO is 0, the target is eliminated.
If the target successfully Stands, it may (if otherwise eligible) conduct Defensive Fire on the
Charging cavalry unit. The Charging cavalry must conduct Melee Combat against the target in
the next round of Melee resolutions.
If the target does not Stand, the Charging Cavalry may continue their Charge with any remaining
MPs, and following the usual Charge movement restrictions. For example, the cavalry may
Charge ahead, but may not change facing. They retain accumulated Impetus.
Example: cavalry Charge an infantry unit at LoO 4 which is stacked with an HQ with a Leadership
Rating. The cavalry have gained Impetus of 3 when they come adjacent to the infantry. The
infantry attempt to Stand, and the owning Player rolls 1d6.
1. The French cavalry charged 3
Roll to Stand hexes and have gained 3
Impetus.
d6 +0 +1 +2 +3
2. The Austrian infantry rolls on
0 -0 -0 -0 -0 the Roll to Stand Table. If a die
1 -0 -1 -1 -1
roll of 3 was obtained,
accounting for the Leader, giving
2 -0 -1 -2 -2
an adjusted result of 1. The die
3 -0 -1 -2 -3 roll is cross referenced with the
4 -0 -1 -2 -3 impetus of +3 and a result -1 is
5 -0 -1 -2 -3 obtained.
6 -0 -1 -2 -3 3. This result means the infantry
changes the 4LoO marker for a
3LoO marker.
9 Line of Sight
Line of Sight (LOS) is an imaginary line drawn from the center of one hex to the center of
another hex. For example, in Fire Combat, the LOS is drawn from the firer’s hex to the target’s
hex. If this line is blocked, or is longer than the maximum sighting distance, there is no LOS. LOS
is mutual; if unit A can see unit B, then unit B can see unit A.
Note: blocking terrain means terrain which is noted on the Terrain Effects Chart as blocking LOS.
LOS is always clear between adjacent hexes. When resolving LOS issues, you must always ignore
the presence of Combat Units or blocking terrain in either of the LOS end hexes. In other words,
units can always see into a hex that blocks LOS, but not through it.
10 Combat
Combat Units attack enemy Combat Units using two types of combat: Fire Combat (representing
musket, rifle, and artillery fire) and Melee Combat (representing short-range fire, close combat,
and hand-to-hand fighting). Apart from Melee Combat following a Charge, combat is voluntary.
When determining Die Roll Modifiers for leaders a player uses only the one best DRM available.
You must fully resolve all combat against a particular hex, before starting combat against
another hex.
Players have some choice when taking losses from Fire Combat.
A Regular unit may trade one LoO loss for a Company/Squadron loss; additional LoO losses are
still taken
An Elite unit may trade up to two LoO losses for a Company/Squadron loss; additional LoO
losses are still taken
A Guard unit may trade up to three LoO losses for a Company/Squadron loss; additional LoO
losses are still taken
Melee Combat results may include a reduction in LoO of the attacking units or the defending
units or both, as well as possibly a Retreat. Again, a reduction in LoO may cause units to suffer a
Disorder (4.3) or lose one or more Companies (10.4).
3. Roll 1d10 and 1d6 and apply the relevant modifiers listed in #4 below; treat an adjusted roll
of less than 1 as 1, and an adjusted roll of 12 or greater as 12; use the 1d6 roll to determine
the variable strength for all fire combat against the same target, no need to roll this die for
each firer firing at the same target; the 1d10 though would be rolled for each firer
4. Take the firing unit’s printed Combat Strength and adjust for (a) any LoO marker; and (b)
the effects of a Combat Strength Check (10.1), to arrive at the final Combat Strength which
for infantry may never be below 1
5. Go to the Fire Combat Table and find the column matching the Combat Strength
6. Cross refer the adjusted roll with the Combat Strength to find the Combat Result – the
effect on the target stack – and apply it
Example: a French infantry unit in Line with a Combat Strength of 6 is at LoO 4 and fires on a
stack of two Austrian Companies at Lo0 3 in Column. The French unit’s Combat Strength starts at
6, minus 1 for LoO 4, making it 5. The roll on the Adjustable Strength Chart is 3 which give a
result of 2 to add. So, its final Combat Strength is 7 (5+2). There is a +2 modifier to the die roll for
firing on units in Column. The firing player rolls 1d10 and gets a 9; adjusted to 11, giving a
Combat Result of 2. The target units drop from LoO 3 to LoO 1 and are Disordered. They must
immediately retreat 3 hexes and face away from the enemy.
artillery); and (b) the result from the Artillery Firepower Table, to arrive at the final Combat
Strength
5. Go to the Fire Combat Table and find the column matching the Combat Strength
6. Roll 1d10 and apply the relevant modifiers; treat an adjusted roll of less than 1 as 1, and an
adjusted roll of 12 or greater as 12
7. Cross refer the adjusted roll with the Combat Strength to find the Combat Result – the
effect on the target stack – and apply it
Example: a French artillery unit with a Combat Strength of 4 and maximum range of 12 is at LoO
5 and fires on a stack of three Russian Austrian Companies at Lo0 5 in Square. The range is 4
hexes and there is a valid LOS. The French unit’s Combat Strength starts at 4. Cross referring its
maximum range of 12 with the range to the target of 4 produces a +8 result for a final Combat
Strength of 12. There is a +3 modifier for firing on units in Square. The firing player rolls 1d10 and
gets a 5; adjusted to 8, this gives a result of 2. The target units drop from LoO 5 to LoO 3.
Optional: Players may choose to use the following canister die roll modifiers in lieu of the
standard modifiers. These modifiers are here for those who want to have a more realistic
canister effect. At 100m the blast cone is narrow, at 200m the cone widens, at 300m the cone
widens more, and then the cone is wide enough to lessen the effect. With that in mind the Die
Roll Modifier adjusts with the range to:
1 hex - +1 DRM
2 hexes - +2 DRM
3 hexes - +3 DRM
4 hexes - +2 DRM
This is a clarification of section 10.6 Artillery Fire Combat. In this example I am using a battery
consisting of 6-12lb and 2-8lb guns. There are 3 artillery sections total.
1. Add together the number of guns firing from all sections stacked together
2. Add to that, 2, for an LoO bump up for the second section firing
3. Add to that, 1, for an LoO bump up for the third section firing
4. Calculate the range addition based on the shortest range section that is firing
a. For a battery with 2 sections of 18 and 1 section of 14, use the 14
5. Add the calculated range strength adjustment
6. Add to that any LoO adjustment marker, just once (an LoO6 marker under a battery
would only add 1 to the total firing strength, not 1 for each section)
The RED numbers represent the firing strength at each range out to the battery maximum
range of 18.
Apply the result; first to the defending units, then to the attacking units, including any
Retreat (10.11) or Advance (10.12).
Example: two French infantry units (both in Column, Combat Strength 6, and at LoO 5) Melee a
Russian infantry unit (in Line, Combat Strength 6, and at LoO 4) down a Slope. The Russians have
two HQs in the hex: one without a Leadership Rating, and one with a Leadership Rating. There
are no Flank Effects.
The French player does a Combat Strength Check for each unit and gets a 2 result for each. So,
the combined attacking Combat Strength is 6 +2 = 8 for each unit, making a total of 16.
The Russian player does a Combat Strength Check for his unit and gets a -1. So the defending
Combat Strength is 6 -1 (LoO) -1 (CSC) = 4. The ratio of 16:4 rounds to 4:1.
The French player rolls 1d10 on the 4:1 column with a +1 modifier for Melee down a Slope, and -
2 because of the Russian HQ with a Leadership Rating, for a net -1. The roll is a 6 which becomes
a 5, and the result is 1/r2. The Russian unit becomes LoO 2 and retreats (with its HQs). The
French units both become LoO 4 and may advance.
1 Supporting Squadron/Company
provides a +1 DRM in situation A
2 Supporting Squadrons/Companies
provides a +2 DRM in situation B
Supporting Units give a beneficial die roll modifier in Melee Combat, but only to attackers who:
Are at LoO 3 or higher
Are not attacking from a woods or town hex
To calculate the strength of an Infantry Battalion or Cavalry Regiment counter in Column for
Melee:
1. Determine the base strength of a single Company/Squadron
a. Look at the number to the left of either the ‘/’ or the ‘x’ signs
2. Roll for the Adjusted Strength
a. Add, or subtract, the adjustment modifier to the base strength number
3. Determine any other strength adjustments
a. LoO
b. Flank attack
c. Rear attack
4. Add the base strength, the Adjusted Strength, and any other adjustments together
5. Multiply the result of #4 above by the total number of Companies/Squadrons in the
Battalion/Regiment
Example 1: An Infantry Battalion or Cavalry Regiment in Line formation and having 4 Companies,
and a printed strength of 12, is the target of a Melee. The player makes the Adjustable Strength
check and gets a result of +2. The player multiplies the +2 by 2 for a total of +4 and adds that +4
to the 12 for a new total of 16, which is then used for the Melee calculation.
Example 2: An Infantry Battalion or Cavalry Regiment in Column formation and having 3
Companies, and a printed strength of 18, is conducting a Melee against an enemy target. The
player makes the Adjustable Strength check and gets a +2. The player then multiplies the +2 by 3
(the number of Companies) for a total of +6 and adds that +6 to the 18 for a new total of 24,
which is then used for the Melee calculation.
also have a Disorder marker placed on them. Retreating units shall make their best effort to
retreat in a direction that takes them toward their friendly map edge and away from the enemy
while increasing the distance between them and the enemy unit causing the retreat/Disorder
result. Units are allowed to move parallel to the front if no other path exists or if they are
moving toward some form of covered terrain such as a town or woods hex.
However, for retreating artillery, the owning Player rolls 1d6 and adds 1 if there’s an HQ in the
hex, or adds 2 if there’s an HQ with a Leadership Rating in the hex. On an adjusted roll of 5 or
higher, the artillery enters Out of Battery (if not already in that formation), turns to face away
from the enemy, and retreats 3 hexes. On an adjusted roll of 4 or lower, the artillery is
eliminated.
A stack of units which retreat must stay stacked. HQ units stacked with retreating units must
stay stacked with them.
Combat Units which cannot retreat the full distance of a Melee Combat Result (for example,
because of stacking limits) loses 1 LoO for each hex they do not retreat.
Example: a stack that can only retreat 1 hex loses an extra 2 LoO.
Combat Units which retreat into an enemy Combat Unit’s front hex, lose 1 LoO for each such
hex entered.
Combat Units in Square ignore Melee retreat results, unless the result calls for a 3 LoO loss or
more. (They may need to retreat because of Disorder.) Combat Units in Square which do retreat,
immediately change to Column.
10.12 Advance
If the defender in the Melee Combat either retreats or is eliminated, the attacker must advance
adjacent attacking units into the now vacant hex. (Remember stacking limits, however.) No
change of facing is allowed. HQ units may acCompany the advance if stacked with the advancing
units.
When attacking units advance, you must immediately move any Supporting Units to maintain
their position relative to the advancing units. (In other words, the Supporting Units stay
connected to the units they were supporting.)
Attacking units that advance after melee into a hex and find themselves adjacent to enemy units
cannot declare a melee against those units.
11 Weather
Weather can affect visibility, movement, and even combat between enemy units. Each game
will have specific rules for weather when they are needed.
12 Special Terrain
This section covers some special terrain effects.
cannot be seen by enemy units at the same elevation which are also not adjacent, but can be
seen by units above their elevation. These screened units also DO NOT block Line of Sight
between friendly and enemy units they are between because they are lower than ground level.
If a unit is in LINE formation, and parallel to the sunken road, the unit is in the road and
screened
If a unit is in COLUMN formation, and parallel to the sunken road, the unit is in the road
and screened
If a unit is in SKIRMISH formation, and parallel to the sunken road, the unit is in the road
and screened
Units in any other formation are NOT considered in the road nor screened
Units perpendicular to the sunken road are not considered in the road or screened
If an artillery unit is OUT BATTERY (ready to move), and parallel to the sunken road, the
unit is in the road and screened
If an artillery unit is IN BATTERY (ready to fire) it is NOT considered in the road nor
screened
Movement along a sunken road is the same as moving along a Road or Trail
When moving into a Sunken Road from a non-road/trail hex there is an extra 1 MP cost
When moving into a Sunken Road from a non-road/trail hex there is a 1 LoO loss
There is no additional MP cost to move out of the Sunken Road hex to a non-road/trail
hex
There is no additional LoO loss when moving out of a Sunken Road/Trail hex
13 Intelligence
You may only examine enemy units which are 10 hexes or less from one of your units. There
does not need to be a LOS. Exception: if the current maximum LOS is less than 10, you may only
examine enemy units which are within that range from one of your units.
14 Designer’s Notes
A considerable amount of effort went into these rules to better complete them and flush out
some minor quirks. You should find them much more satisfactory than the original set. Ellis
Simpson was a great help in this regard and especially with the newer and better reading
format. Below are the reasons for some decisions that were made for the game and its recent
changes. Players should feel free to adopt these rules for all Incredible Courage series games.
OPERATIONS PHASE – was always meant to be a rather open and unstructured event since
combat is not structured and doesn’t follow the same pattern every game turn. This is
supposed to provide maximum flexibility in carrying out the basic plan of attack or defense.
FORCE ACTIVATION – a change to this area now allows a player to choose the time when a 5 or 6
rated HQ with Leadership makes its mark on the battle during that turn. These were leaders
with an uncommon ability to time their move to the best possible time.
DISORDER – a new marker was added. This marker prevents the unit under the marker from
recovering LoO in the turn the marker is on top of it. Once the marker is removed LoO recovery
occurs normally. This feature will now also add the possibility of having infectious Disorders and
causing sections of the line to become weakened through the chaos of Disorder.
LEVELS of ORDER – the markers went through a big change since the feedback I kept getting was
that they were confusing. Players weren’t sure about how to read them. Now it should be
clearer that the big black number represents the LoO level and the dots represent the amount
to add or subtract based on that level. I prefer this method of distributing losses to them as
units lost their ability to conduct movement and combat as they became less ordered.
STACKING – I had to look really hard at this. I was looking for a little more consistency in the
rules. I examined the deployment based on some writing by Scott Bowden and James Arnold
and determined that in any basic formation a single soldier needed 1 square yard of space and a
cavalry trooper needed a 2 x 5 yard space. In looking at this for Line formations I said that a 150
man Company, in 3 ranks (most European countries at the time, except Britain), needed 50
yards of front per Company in Line formation. That would allow for 2 Companies of frontage and
my reason for limiting fire in this formation to only 2 Companies. I originally had a 2 Company
stacking limit and realized that if 1 Company required 3 yards of depth they could have plenty of
room for a Battalions worth. The same thinking should be applied for the cavalry. Therefore my
new stacking restrictions of a full Battalion of infantry and a Regiments worth (or 6 Squadrons)
of cavalry are now the standard. I added an optional rule for Passage of Lines. I recommend
this rule highly as I think it adds to the realism of having units move through or retreating
through other units. The rule allows for movement through friendly units in either direction.
Units retreating after being Disordered will have a serious negative effect. While units moving
forward will have less of an effect on the LoO of the unit they move through. Units regularly
opened their ranks and allowed other friendly units to move through them as they were pushing
forward in an attack.
LOSSES – I was having a hard time with seeing whole Battalions of infantry vanish from a fire
attack. I also had a hard time with seeing players wince when they had to advance into an
enemy line of deployed infantry. I have changed the losses to happen at the Company/Squadron
level to help stop the practice of avoidance and heave into the enemy instead. Another change
put into effect is to allow units to trade LoO losses for Company/Squadron losses. This permits a
player to press an attack even through heavy fire. The Fire Combat Table also contains some
results now that have both a direct unit loss and a loss of LoO. Lastly, the Fire Combat table has
been changed to reflect a possibility that a Company/Squadron can be lost directly. This was
put in place for some specific situations such as when a Battery might fire all at once, when a
Battery fires canister, or even some lucky infantry fire. The volume of fire has gotten so heavy
that plenty of soldiers are hit that it removes a unit immediately.
LOST EAGLES – the wording of Captured Eagles made it sound as though it was only applicable
to Melee. It is supposed to apply to any loss of a HQ, even during a fire attack. Use of this rule
is encouraged since the effect of leader and eagle losses was severe over a prolonged period of
time.
GENERAL ORDER – Having units face a hexside caused some difficulty, therefore I changed it to
face a vertex, like everything else. Units just are less ordered as a result of combat. A decision
based on playtest was to limit the number of Companies that can fire out of each hex face to
two. There is an assumption on my part that this formation can handle all round defense and
keeps the basic standard that 2 Companies can fire from a hex front intact.
BATTALION and REGIMENT COUNTERS – are no longer an option. You now get to choose your
deployment. They will help ease the clutter and they do make it easier to keep track of where a
Regiment is.
SUPPORTS – I have extended this concept into the same stack if you have more than 2
Companies/Squadrons. This is a simple extension of the stacking rule change where an Infantry
Battalion worth of infantry in Line formation can stack together now as well as a Cavalry
Regiment.
Artillery Special Leaders: Giving all HQ the ability to add a DRM to artillery fire combat was not
good. Only a special few officers had the ability to coordinate and fire guns in coordination with
each other.
Calculating the Strength of Battery Fire: Battery is pretty strong even with this change, but it was
even stronger without it. This calculation gives a better representation of the destructive nature
of being in front of a battery when it fires.
Disorder of Battalions/Regiments: I found that having these larger formations Disorder at LoO2
made them virtually impossible to reduce in strength. They would almost always be able to run
away. The units would never have to reach LoO0 in order to take a loss. Therefore I am making
it easier to cause a casualty and force some losses. In addition there was no stated movement
allowance for Disordered units.
Cavalry, Melee, and LoO Recovery: There were a number of situations that required some
clarification based on comments. Cavalry conducting melee without charging is allowed. There
were no consequences of doing this and it was taken advantage of. Cavalry derived its great
power through the effect of shock, but occasionally found it necessary to fight without charging.
The consequences of doing so should not allow the unit to have that much power or to be able
to recover in the normal manner. No reacting after being contacted by charging cavalry. The
target of a cavalry charge, if it stands, is not able to react to any other threats since it is fixated
on the oncoming cavalry. The target at the end of a chain of charges is the only melee that is
resolved. The simple reason for this is the nature of trying to account for who may still be
targeted at whom. Therefore I am making only the last target a valid melee. If the players think
they can come up with a system to keep track of targets and chargers of the intermediate
charges then please do so, and then write me with your idea. I am changing the way
Opportunity Charge movement works to more closely resemble Counter-Charging. I think this
works better for allowing the uncertainty of the battle to take over.
Chateau’s and Churches: This change is critical to being able to actually hold an important place
such as either Hougomont or La Haye Saint. These changes will allow units to hold out for a
much longer amount of time. These changes will allow units to hold out for longer. Ultimately
the houses and other urban features provided considerable cover and protection for the
defender.
Options for Towns/Villages: This change is critical to being able to actually hold an important
place such as any Town/Village. These changes will allow units to hold out for longer.
Ultimately the houses and other urban features provided considerable cover and protection for
the defender.
17 Credits
Chris Fasulo Sr designed and developed The Incredible Courage game. Ellis Simpson’s format for
the rules was used with this version of the rules.
Playtesters and Reviewers: Joe Perez (of the Metropolitan Wargamers), Stacey Fitzsimmons,
Eric Schatz, Keith Plymale, and the Jacksonville Garrison (Chip Coffey, Mike DuBose, John Reich,
Frank Scarci, David Drake, and Andy Sikes)
Special Recognition: goes out to the Jacksonville Garrison Group and Eric Schatz for their
support of this game system and playtest support. These individuals provided a wealth of
reading material, and comments from playtesting. Their comments were very well detailed and
thought out. They provided me some excellent information to make some of the changes you
will find within these rules.