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Shackos 2

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0% found this document useful (0 votes)
79 views

Shackos 2

Uploaded by

pol regas
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd
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More Drums and Shakos

Additional Scenarios, Army Lists, new Rules and Special Rules for the
Song of Drums and Shakos Fast Play Napoleonic Skirmish Rules

This material is copyright ©Sergio Laliscia/Ganesha Games 2008


Written by Sergio Laliscia
Rules editing by Andrea Sfiligoi
English-language editing by John Oman
Based on the “Song of Blades” engine by Andrea Sfiligoi
The author can be contacted at: [email protected]

Play testing and helpful suggestions: Andrea Sfiligoi, Stefano Stibelli, Jean Levrero, the Song of Blades
Yahoo group, and the many nice folks at Lucca Comics and Games 2009 and at Dadi.com 2009 who
stopped to play games at our tables. Thanks to Nic at Eureka Miniatures (http://www.eurekamin.com.au/)
for providing exceptional 28mm models for the Tyrolean rebellion (see back cover).
For errata and clarifications please download our free webzine Free Hack (www.lulu.com/songofblades) or
join the Song of Blades yahoo group at (http://games.groups.yahoo.com/group/songofblades/)
Official SDS blog: http://drumsandshakos.blogspot.com
Official Ganesha Games blog: http://ganeshagames.blogspot.com

Christopher Cook (order #5682797)


Introduction 3 Wurzburg (Grand Duchy of ) 20
New Rules 3 Dutch-Belgian Contingent 1815 21
Mixed Nationality Squads 3 Foreign Regiments in French Service 21
Unused Points 3 Foreign Regiments in British Service 22
Extreme Weather 4 Hanover (Electorate of ) 22
Former Ally 5 Italy (Kingdom of ) 23
Enemy 5 Naples (Kingdom of ) 23
Optional Rule For Multiplayer Games 5 Nassau 24
Optional Rule: Double Six on Activations 5 Ottoman Empire 24
National Features 5 Portugal (Kingdom of ) 25
Saxony (Electorate of ) 25
New Weapons 6 Spain (King Joseph’s) 26
Better Weapon 6 Spain (Kingdom of ) 26
Sweden (Kingdom of ) 27
New Special Rules 7 Tyrolean Insurgents (1809) 28
Ambusher 7 United States of America (War of 1812) 28
Civilian 7 Warsaw (Duchy of ) 29
Fervor 7 Who Was Allied With Whom 29
Guerrilla 7 Appendix: the Ottoman Empire Army 30
Hero 7
Individualistic 7 Ganesha Games presents: 32
Mob 8
Running Blow 8
Uninspiring Leader 8

Scenarios 9
“Take that Gun!” 9
Task Resolution System 10
Convoy Escort 11
Reinforcements! 13
Under Fire! 14

Rosters 15
Brunswick (Duchy of ) 16
Canada, Indian Confederacy and British
“Colonial” Infantry (War of 1812) 16
Confederation of the Rhine 17
Baden (Grand Duchy of ) 17
Bavaria (Kingdom of ) 17
Berg (Grand Duchy of ) 18
Hessen-Darmstadt (Grand Duchy of ) 18
Nassau (Duchy) 18
Saxony (Kingdom of ) 19
Westphalia (Kingdom of ) 19
Wurttemberg (Kingdom of ) 20

Christopher Cook (order #5682797)


Introduction
Any game with the ambition to represent the Napoleonic New Rules
Wars would be incomplete without profiles for the
soldiers of the so called Minor Nations. These nations
provided both Napoleon and his enemies with hundreds
of thousands of soldiers during the whole period, paying
Mixed Nationality Squads
a heavy toll in lives fighting for a cause they did not even Within the restriction of actual historical alliances,
understand. Soldiers from Croatia, Italy, Spain and many players can mix their squad as they see fit. However, if
other nations found a horrible death in Russia during the the Officer is of a different nationality to the soldiers, he
1812 campaign; everywhere in Europe, battlefields were may have problems in giving orders. In such cases,
stained with the blood of German youth coming from whenever he gives a Group order, roll for the Group an
some small Principality, hastily drilled and equipped, additional, different colored die. If this die rolls a success,
and sent to fight for the Empire. nothing untoward happens. However if it is a failure,
In the following pages, you will find stats for 26 of these one of the Group’s successes becomes a failure, with all
Nations. We also included profiles for theaters like the War usual consequences. Note the presence of a Musician
of 1812 and the Tyrolean Rebellion (1809), to allow you (drummer, piper, etc) can still influence the
to refight some clashes in a slightly different environment. result with its special rule.
The Ottoman list, published several months ago as a free
add-on, has also been reprinted for the benefit of those who Example: Captain Lacroix (a Frenchman) is leading a
like to have all profiles in a single book. Several new rules Westphalian squad in a bitter engagement against the
and weapons have also been added. Enjoy! Russians. He rolls 2 dice for himself, getting a success. Lacroix
gives a Group order to four of his soldiers: being Quality 4
and in command range, they activate at 3+. The Group
rolls 3 dice and gets 2, 5 and 6 and a further (black) die
is rolled for the different nationality of Capt. Lacroix. The
black die scores a 2, a failure. From the initial 2 successes
and 1 failure, the result is now 2 failures and 1 success, and
that would cause a turnover. However, a drummer is within
range, so Capt. Lacroix uses its special rule, re-rolling the
black die. He gets a 4, and the Group gets a final result of
2 successes.

Unused Points
When building your squad, sometimes you have some
spare points, not enough to buy another soldier. In this
case, you can buy up to 3 small (1S) fences or hedges for
5 points each. This can be done for pick up games only.
Place the additional terrain features when you deploy
your models. They can be placed anywhere within your
half of the table (that is, from the player’s baseline to the
center of the table).

Christopher Cook (order #5682797)


Extreme Weather
Several campaigns in the Napoleonic period were fought
in difficult weather conditions.
If both players agree to use the weather rules, determine
the location and season of the fight and - after table set-
up and before deploying models - check the weather
condition for the ensuing battle, rolling a d6 on the
appropriate table.

Southern Europe, Egypt, Southern USA


Season Snow Heavy Fair Intense
Rain Heat
Winter 1 2-3 4-6 -
Autumn/Spring - 1-2 3-5 6
Summer - 1 2-3 4-6
Modifier: Egypt +1

Central Europe, USA Middle East


Season Snow Heavy Fair Intense
Rain Heat Intense Heat
No soldier may move three times in the same turn. If
Winter 1-2 3-4 5-6 -
Autumn/Spring 1 2-4 5-6 - moving twice, the second movement is downgraded (Long
Summer - 1-2 3-5 6 movement becomes Medium, Medium becomes Short,
Short needs 2 actions). Note that, due to combination
Northern Europe, Northern USA, Canada of Intense Heat and difficult terrain, a model could be
forced not to move at all if it has not enough actions.
Season Snow Heavy Fair Intense Example: Summer 1810, Central Spain, 40° Celsius. A
Rain Heat soldier is in difficult terrain and gets 2 actions. With its
Winter 1-3 4-5 6 - first action, it moves 1S (Medium move limited by difficult
Autumn/Spring 1-2 3-5 6 - terrain). With its second action it should move again 1Short,
Summer 1 2-3 4-6 - but due to Intense Heat, it needs 2 action to do it. Not
Modifier: Sweden, Norway, and Russia -1 having enough actions to move, the soldier stops there (he
could anyway shoot or attack in hand-to-hand, if able: for
game purposes, Intense Heat only prevents fast movement).
Fair
No special rules for battles in Fair weather. Heavy Rain
When shooting, apply the “Ammo Depletion” rule on
an unmodified result of 1-2 (on both die rolls). This
Snow
The whole playing surface, other than Impassable areas,
reflects the combination of ammunition depletion and
wet powder.
becomes difficult terrain: all movement capabilities are Example: under heavy rain, a soldier shoots at an enemy.
downgraded 1 level (Long movement becomes Medium, He rolls a 2, and must check for ammunition depletion. On
Medium becomes Short, Short needs 2 actions to move). a further roll of 1 or 2, the soldier is unable to shoot for the
Light troops do NOT benefit of their special rule. remainder of the battle.
Standing up after falling takes 2 actions instead of one. Bows cannot be used at all in heavy rain. Javelins and
Tomahawks can be used as normal.

Christopher Cook (order #5682797)


Former Ally
During the Napoleonic wars, soldiers of several minor
Optional Rule: Double Six on Activations
When rolling dice for activation, an unmodified double
nationalities found themselves fighting their old masters “6” grants an extra action for the soldier. This extra action
and/or comrades, and this sometimes resulted in a can be used as normal but under no circumstances a
reduced effort (if not in open mutiny). Some examples soldier will be allowed to move more than three times
are Spanish troops of Joseph’s Kingdom of Spain fighting or to attack twice (in close combat and/or with a ranged
against other Spanish; Dalmatians, Croatians and Istrian weapon).
troops in French service fighting the Austrians, or Example: Sergeant O’Brian is trying an activation on 2 dice.
Bavarian soldiers fighting the French after 1814. In these His musket is discharged, and he needs to reload. The player
cases, players may want to see this attitude reflected in rolls a double “6” and Sgt. O’Brian gets three actions! Now
the game. he can reload and fire, or move to cover and then reload.
Note that Tomahawks and Two Pistols are exceptions to this
When a Former Ally tests Morale, 3 failures cause the rule (see New Weapons).
soldier to switch sides. From that instant on, he will be
controlled by the opponent. It still count as lost for its The “double six” rule makes your games a little more
original squad. unpredictable.

Enemy
The “Chasseurs Britannique” in British service and the National Features
“Irish Legion” in French service are just two examples of As in SDS, the use of these rules is optional. Players must
units recruited among bitter opposers of their homeland. agree before game starts if they want to use them.
As it can be expected, their former compatriots showed no
mercy for these soldiers, who were generally considered All French Allied
traitors. They often fought to the bitter end, knowing
well what would happen to them if they were taken Blades for the Emperor
prisoners. Once per game, a hand-to-hand combat die roll can be
re-rolled.
When an Enemy model has to test Morale, it does so by
rolling just two dice (instead of three). All British and Austrian Allied

Sure Aim
Once per game, a ranged weapon die roll can be re-
Optional Rule For Multiplayer Games rolled.
Using the “card” system outlined in SDS, it may
sometimes happen that the player who acted last in a Ottoman Turks
turn sequence, acts first in the following turn sequence,
thus performing two turns in a row. When this happens, Fury
any other player may ask to reshuffle the deck and draw Once per game, one infantry model in close combat
another card until a different player is selected. will kill an opponent just beating its die roll (apply all
modifiers). The target cannot be an Officer. Declare the
use of this rule before rolling the die.

Christopher Cook (order #5682797)


target, or at two different targets, but cannot aim any
New Weapons shot. Reloading each pistol costs two actions. The model
does NOT drop the other pistol while reloading, he is
assumed to put away the other pistol in a sash or belt as
Dagger
A Dagger qualifies as better weapon in all Ambush
part of the two actions required for reloading. Note that
firing twice is a player’s choice: the model can always fire
attacks. In normal close combat it is considered being once (and aim the shot normally). A model armed only
slightly better than being unarmed! with pistols is considered unarmed in close combat.

Javelin Tomahawk
A model armed with a Javelin can throw it at up to 1S A typical American Native weapon, the Tomahawk can
range, with no modifier. Throwing the Javelin costs one be used both as a throwing weapon and in hand-to-hand
action, but it can be thrown as a free action at the end combat. In the latter case, it counts as an Axe. When
of any movement. Mark the miniature when the Javelin thrown, its maximum range is 1S and the weapon modifier
has been thrown. A Javelin is uneffective in close combat is 0 (zero). Mark the miniature when the tomahawk is
and counts as Primitive Weapon in hand-to-hand. thrown. A warrior CAN throw a tomahawk and then
attack in close combat if he has enough actions.
Pike
A model armed with a Pike can keep enemies away thanks Better Weapon
to the reach of his weapon. Therefore, when moving into To determine who has the better weapon in close combat,
contact with a Pikeman, a soldier must take a Morale the updated list from best to worst is:
test on 3 dice: if it gets more successes than failures, the Dagger (if in Ambush mode);
model enters normally in close combat (don’t forget to Pike;
apply the better weapon modifier); if it get more failures, Lance;
it is intimidated by the pike and does not move at all. All Halberd;
his remaining actions are lost. Sword;
On the other hand, a Pikeman losing combat is always Musket;
wounded, and therefore eliminated. This represents the Other firearms generally used without bayonet (obsolete
fact that, if an enemy manages to get into the pike’s reach, weapon, rifle, blunderbuss);
the pikeman has very little to defend himself with. Axe (Tomahawk);
Primitive weapon or Javelin;
Dagger (if NOT in Ambush mode);
Primitive Weapon
Pitchforks, agricultural tools, hammers, scythes, clubs
Unarmed.

and the like are classified as primitive weapons. While


useful only in close combat (and worst than almost any
other weapon), they inflict nasty wounds or can knock a
man cold with a lucky blow to the head. Therefore, when
a model fighting with such a weapon rolls an unmodified
“6” in close combat and beats its opponent, the latter is
automatically wounded (i.e. out of play).

Two Pistols
A model with two pistols can fire twice in a turn,
spending two actions. It can shoot twice at the same

Christopher Cook (order #5682797)


New Special Rules Fervor
A model with Fervor may encourage soldiers around him
with his example or words. Any Civilian or Guerrilla
Ambusher
When deploying, for every model with this special
within 1S from the model with this Special Rule may
re-roll 1 failed activation die. The result of the re-roll is
final. This rule cannot be applied to Group orders.
rule put 2 counters face down on the table in a hidden
If the model with Fervor is wounded or killed during
position (inside a building, behind a wall or fence, etc.).
the opponent’s turn, all Civilian and Guerrilla models
Counters must be visible to opponent. Only one counter
within 1S must take a Morale test as per standard rules,
is “real”, the other is a dummy. An ambusher counter is
but if a model gets three successes, it can immediately
revealed – and the corresponding model is deployed on
perform three free actions. These actions must be used
the table - when:
to close towards the nearest enemy and attack in close
1) it takes an action;
combat. Resolve the Morale tests and the following free
2) an enemy model moves within 1S from it and it has a
activations (if any) one model at a time. After all free
line of sight to the ambusher.
activations have been performed, opponent continues
If the counter is a dummy, remove it from play. Note that
his turn normally. This rule can be applied only to priests
if all dummies are revealed, the real ambushers models
or Heroes.
must be deployed on the table.

Civilian Guerrilla
A model with this special rule ambushing an enemy
When a model with this special rule must test Morale,
gets a +2 close combat modifier (instead of +1 as per the
count and compare losses on both sides (fled soldiers
standard Ambush rule).
count as lost). If the civilian side has sustained the
same or inferior number of losses, test using the normal
(modified) Quality of the soldier. If – however – the
civilian side has lost more models than the opponent,
Hero
A model with this special rule always has an automatic
the Morale test is performed at -1. success in activation. In other words, assume that one of
If the civilian Leader is lost, the test is anyway at -1, his dice always rolls a 6 (note that this does not count for
notwithstanding the total losses comparison. Note that purposes of the optional “double 6” rule).
this is instantaneous: if more than one model must test Example: rolling one die and getting a success, entitles
Morale and the first flees, this loss is counted toward the model to perform two actions.
following losses comparison. Note that there are no profiles with this special rule in
Civilians count as Green for purposes of Morale tests, this set: players may agree on using it, and make 1 of
and cannot receive Group orders.. their soldier a Hero. The point cost for a Hero is the
soldier normal cost plus 100 divided by the hero’s Quality
(round fractions up).
Example: an Officer point cost is 60 points (Q3 C2). Its
owner decides to buy the Hero Special Rule for him: the
Officer’s final cost would be 94 (100/3 = 33,3 rounded
up to 34, plus 60). A Hero is always a Personality.

Individualistic
A soldier with this special rule cannot receive Group
Orders, so must always act independently. It normally
receives the Leader bonus, if in range.

Christopher Cook (order #5682797)


is knocked down exactly where he is at the moment of
Mob
A soldier with this special rule has +1 to dice rolls for
attack.

activation purposes only. A Mob must be composed by A model with Running Blow can still make only one
at least 3 models; all must be within 1S from another attack per turn – if its movement brings the model in
member of the Mob. The bonus is retained by all contact with another enemy after the first, the model’s
members of the Mob until the first member of the Mob movement stops there, adjacent to the new enemy.
is killed/wounded or flees from the battlefield. When
this happens, Mob members activate with their standard
Quality. All soldiers in the Mob must have the Mob
rule. A player’s squad may contain more than one Mob, Uninspiring Leader
An Uninspiring Leader has his Command range reduced
but the player must mark the models (we suggest using a
small colored dot on the base) to remember which Mob to 1M. An NCO taking command after the Uninspiring
a model is part of. Leader’s loss has a command range of 1M.

Running Blow
A soldier with this special rule is able to hit an enemy
while moving, and doesn’t have to stop when it enters in
hand-to-hand combat with a foe. To perform a Running
Blow, place the measuring stick on the tabletop in
a way that a point of the soldier’s path is adjacent
to its target. Move the model up to
that point and perform the
attack as normal. If the model
wins the combat, no
matter what happens
to the foe, the
model is
moved to the
end of the
stick without
having to
disengage
or suffering
any Free
Hacks. If
the opponent is
knocked down, he

Christopher Cook (order #5682797)


in contact with the base of the gun. Leader, NCO and
Scenario: “Take that Gun!”
A 4 pdr. gun with six artillerymen has been unlimbered
Light Infantrymen must be deployed anywhere within
1Long from the gun.
in a key position during a small clash, with some light Attacker’s models must be deployed in contact with the
infantrymen to protect it. The attacker’s Squad has been friendly baseline.
ordered to silence it.
Victory conditions: Attackers win by routing defenders
Defender’s Squad (298 points) or by spiking the gun. To spike the gun, a soldier must
1 Artillery Officer Q3 C2 Sword, Pistol, Leader (60) spend 2 actions adjacent to the gun, while not engaged
1 Artillery NCO Q3 C2 Sword, Musket, NCO (56) in close combat. If he spends one action, and then he is
5 Artillerymen: Q4 C2 Sword (100) interrupted (for example, because an enemy moves in
2 Light Infantrymen: Q4 C2 Musket, Light, Marksman hand-to-hand contact with him, or a shot knocks him
(82) down or forces him to recoil away from the gun), he
must start over.
The Gun should have a rectangular base of the minimum
size possible to fit the miniature (about 40 x 40mm. if Defenders win by routing the attackers.
you are using 28mm figures).
Scenario special rules: when the game begins, the gun
Attacker’s Squad: build a squad on 400 points. Attackers has just fired a shot: it must be reloaded to fire again.
win the initiative on the first turn.
Crew activation
Terrain: see scenario map. Artillerymen can be activated individually or as a Group
Deployment: Defenders deploy first. The Gun must (by the Leader). Moving, attacking in close combat and
be placed in the very center of the table. The gunners firing the gun are individual actions. Reloading and
(artillerymen) can be placed anywhere as long as they are manhandling the gun are Group
actions only.

Firing the gun


The gun can be fired to its front
using Ballshot or Canister.

Ballshot: 1 action by one of the crew


to fire. Any target on the table is in
range. Procedure: draw an imaginary
straight line from the cannon’s
muzzle. The ball hits anything that
lies within 1S across the line (put the
short measuring stick perpendicular
to the line, with its middle touching
the line). The shot hits with C6.
Roll for Combat as usual and apply
the results to targets immediately.
If beaten, target automatically falls
(i.e., do not consider odd or even
result as in normal fire). The gun
can be manhandled before firing
(see below). Ignore any cover or
range modifiers.

Christopher Cook (order #5682797)


Canister: 1 action by one of the crew to fire. All table nothing happens.
is in range. Procedure: draw an imaginary straight line With 6-11 successes, mark the gun with a “1 step done”
from the gun muzzle. The grapeshot hits anything that counter.
lies: With 12-17 successes, mark the gun with a “2 steps
at 1L range, within 1S on both sides of the line (at C6); done” counter.
at 2L range, within 1M on both sides of the line (at C5); With 18 or more successes, mark the gun as loaded (and
at 3L or more, within 1L on both sides of the line (at ready to fire).
C4). Excess successes do not carry over in later turns (7
Roll for combat as usual. Apply results to targets successes mean 1 step done and the seventh is wasted),
immediately. If beaten, target is knocked down anyway but steps do: a gun with a “2 steps done” counter, needs
(do not consider odd or even result as in normal ranged just 6 more actions to be loaded.
combat). The gun can be manhandled before firing (see
below). Ignore any soft cover. Hard cover, such as low
walls, gives -1 to the Gun’s Combat score.
Task Resolution System
The above rules for moving the gun can be used also
as a general “task system” for the scenarios you devise,
Manhandling the gun (pivot in place)
especially if playing on large tables where the two
This takes 9 actions by the crew as a Group Order.
opposing forces have some distance between them. An
Procedure: the Leader gives the order (using 1 action as
example would be several sappers trying to build or
normal). Declare how many artillerymen are part of the
destroy a bridge, soldiers hurrying to remove a fallen tree
Group Action (all must be in command, that is, within
from a road to move a carriage across the table, or rebels
1L from the Leader, and in
building a barricade in a
contact with the gun’s base).
narrow alley with sandbags
Roll 1, 2 or 3 dice as you see
and barrels. In general, all
fit and multiply the number of
actions will either require
successes by the number of crew
a fixed, minimum number
taking part in the action. If 9
of successes that must be
or more actions are generated,
scored in a single turn, or
you can pivot in place the gun
a number of “steps” (as in
up to a maximum of 45°, and
reloading a gun, above)
move the gunners who took
that must be accumulated
part in the job in contact with
over several turns for the
the gun’s base (no actions
task to be accomplished.
required – this movement
Models engaged in hand-
around the gun happens as
to-hand or recoiling/
part of the pivoting action).
falling due to enemy fire
Note that the gunners acting
cannot take part in the
this way cannot do anything
group action that turn.
else in the current turn. If 8 or
Note that some simple
less actions are generated, no
actions that do not require
manhandling is possible. The
specific training may not
Officer and NCO may help
require the presence of a
with manhandling.
Leader to be performed.
Unless you play with an
Reloading the gun
umpire, agree with your
Reloading is made in three-6
opponent the details of
actions-steps by the crew as a
the tasks resolution before
Group.
play commences.
Procedure: as above.
With less than 6 successes,

10

Christopher Cook (order #5682797)


they are hidden. The two woods must both have an even
Scenario:Convoy Escort or odd number (1 and 3 or 2 and 4) and the player should
write “odd” or “even” on a piece of paper, together with
A wagon containing important documents and its escort the composition of the two groups of models. Once the
are attacked by an enemy force while crossing a wooded defending player has finished his first turn (or a turnover
area along a road. occurs) the attacker may begin (but it’s not obliged to)
activating his force, placing all his soldiers on the table
Total Points: Attacker 330, defender 400. inside the chosen wood at least 1M from any of its edges.
Play then proceeds normally. If the attacker elects not to
Terrain: see Scenario Map. move, the defender takes another turn.

Victory conditions: Defender wins if the


wagon exits the table on the road on the
opposite (left) side, with a driver and at least
3 friendly soldiers. Defender models exiting
the table due to morale check failure do
not count for the purposes of this rule. The
Attacker wins if the Defender cannot achieve
this.

Scenario special rules: The defender has the


initiative on turn one. He does not need to
activate models already on the table (they
automatically move 1S).

The remaining models of the defender must


activate normally in order to enter the table,
and they must remain behind the wagon
but not necessarily in march column along
the road. The wagon must always move in a
straight line along the road.

The size of the wagon should not exceed 1M


(horses included) front to back, and when it
Deployment: Defender deploys the wagon on the road moves do NOT consider its base depth as part of the
in rear contact with the right table edge, with half the move, as it is normally done with soldiers; measure
squad (rounded down) in march column (i.e., in base movements from the “front” of the base, or the front
to base contact with each other) on the road before legs of the horses if the wagon is not based.
the wagon. The other half of the squad is off the table
following the wagon, and enters play after the wagon The road must be clear for the wagon to move. This
has moved (1S, see special rules). Officer and NCO (if means that the player will have to move friendly models
on the table) can be deployed anywhere within 1S of the out of the way in some cases. If any enemy troops are on
wagon and not necessarily in march column. Note that the road when the wagon moves “over” them, the troops
Leader bonus does not count until the Officer enters the automatically recoil out of the road, giving way to the
table. wagon.
The Attacker’s models are not deployed on the table when The whole wagon (horses included) provides cover.
the game begins. The attacking player must divide his
squad in two and must choose two wooded areas where

11

Christopher Cook (order #5682797)


If the driver is knocked down in combat, he remains on If this happens, a soldier is needed to drive the wagon:
the wagon (he doesn’t fall off) but cannot drive it until he must move adjacent to the wagon and spend one
he stands up again (1 action). action to jump in. While driving, the soldier cannot fire
nor reload, and if attacked in hand-to-hand combat he
From turn two, the wagon must be activated normally is considered unarmed. An unmanned wagon will not
using the Quality of the driver (do not forget to apply move.
the Leader bonus, if any) and moves 1x Medium for
each action.

The wagon has a civilian driver (Q4 C1, unarmed) at no


point cost for the defender. The driver cannot voluntarily
abandon the wagon and if he is hit, or loses hand-to-
hand combat in any way, he is considered wounded and
the wagon stops.

12

Christopher Cook (order #5682797)


Scenario: Reinforcements!
An assault squad has been assembled to clear a small
Scenario rules: starting from the second turnover
of the attacking player, and at the end of all his turns
redoubt occupied by enemy forces. Time is of paramount thereafter, some of the defender’s reinforcements arrive.
importance, because as soon as the alarm is spread, more To determine how many soldiers arrive and from which
and more defenders will come. table edge, the defender first rolls a d6 for the entrance
side (on a 1 to 4, the reinforcements enter from the table
Total Points: Attacker 400, defender 160 at the side whose number has been rolled; on a 5-6, the player
beginning of play, then up to 500. The defender has to chooses) and then rolls again for the number of soldiers
form his squad before game begins, and then choose entering:
which models will start in play.
1-2 = 2 soldiers
Terrain: The square redoubt is 1L x 1L and is made of 3-4 = 3 soldiers
stones (hard cover). Both fences are made of two 1L 5 = 4 soldiers
sections. The four table edges are numbered 1-4 for 6 = 5 soldiers
random reinforcements entry.

The defender chooses which soldiers


enter the table. They start just
outside the table edge, and must be
activated as normal. If an officer and
or an NCO are with the entering
reinforcements, the Leader bonus
on Quality must be taken into
account.

The defender tests Morale for Leader


loss as per standard rules. However,
when calculating the “half squad +
1” losses that trigger a Morale test,
always count all models, including
those still out of the table (the
soldiers know that they are there).

Models react differently to morale


failures depending on their position
on the tabletop. For every failure
in the Morale test, models outside
the redoubt make one fleeing move
Deployment: The defender deploys all his starting towards the nearest table edge, taking the shortest route
models inside the square redoubt in the middle of the possible and avoiding both difficult terrain and active
table. Then the attacker deploys all his squad within 1 enemies if possible; models inside the redoubt move to
L from any one table edge. The remaining defender’s the center of the redoubt and go prone. With one failure,
models are kept secret until they arrive on the table. the soldier moves to the center of the redoubt; with two
failures, the soldier moves to the center and goes prone,
Victory conditions: Attacker wins if – at any moment with three failures the soldier surrenders.
- there are no enemies and at least one friendly soldier in
the redoubt.

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Which side the battery is on is irrelevant: the gunners
Scenario: Under Fire!
Two opposed advance-guards arrive at the same time to
are not informed that there are friendly troops involved
in the fight.
take control of a small village the day before a battle.
During the fight, an unexpected event takes place – The first salvo hits a random building (roll a d6 to
artillery salvos rain on the village! determine which), attacking all nearby miniatures: those
who are in contact with the building receive a C3 attack
Total Points: Attacker 400, defender 400. and those within 1S receive a C2 attack. Resolve all
attacks immediately.
Terrain: 7 buildings, about 1M x 1M each, must be
placed on the table according to the following Scenario The second salvo hits immediately after a further turnover
map. Buildings must all be 1L apart from each other occurs: roll a d6 as above, and if the same building as
and numbered 1 to 6 (leave the central one without a the first salvo is hit, the central building is hit instead.
number). Resolve all attacks immediately.

Deployment: Roll a die to determine who deploys first.


Both players deploy in contact with friendly baseline (see
Scenario map).

Victory conditions: Standard SDS rules apply.

Scenario special rules: Immediately after the second


Turnover occurs (i.e., when for the second time in the
game you roll two activation failures, not when you
activated all your figures), a distant artillery battery fires
two salvos against the village.

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Designing Your Squad
Each player has 400 points to build his Squad. Soldiers costing more than 80 points are called Personalities. You
can have up to three personalities in your Squad. A Leader and/or an NCO and 3 Personalities are the only limits
you must observe. You are always free to mix and match your squad as you see fit, providing not to break historical
alliances (you can refer to the Table “Who Was Allied With Whom” on page 29). If you use the Hero Special Rule,
remember that a Hero is always a Personality regardless of his point cost.

Rosters
On the following pages you’ll find profiles for almost all Nations involved in the Napoleonic Wars.
Profiles are arranged on a national basis, and Leaders are shown in bold.
Unless otherwise stated, all Command figures stats are as follows:

Name Points Q C Weapons Special Rules


Infantry Officer 54 4 2 Sword, Pistol Leader, Élan
Mounted Inf. Officer 63 4 2 Sword, Pistol Leader, Élan, Mounted
Infantry NCO 51 4 2 Sword, musket NCO, Élan
Standard Bearer 36 3 2 Sword Flag Bearer
Drummer Boy 16 3 1 None Musician
Light Infantry Officer 62 4 2 Sword, Pistol Leader, Light, Élan
Light Infantry NCO 59 4 2 Sword, musket NCO, Light, Élan
Light Infantry Musician 26 3 1 None Musician, Light
Light Infantry Standard Bearer 46 3 2 Sword Flag Bearer, Light
Sapper 36 4 2 Axe, Blunderbuss Engineer, Strong
Light Cavalry Officer 63 4 2 Sword, Pistol Leader, Élan, Mounted
Heavy Cavalry Officer 71 4 3 Sword, Pistol Leader, Élan, Mounted
Cavalry NCO 56 4 2 Sword, Carbine NCO, Élan, Mounted
Trumpeter 34 3 1 Sword Mounted, Musician

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Brunswick (Duchy of)
Incorporated into the Kingdom of Westphalia in 1806, the deposed Duke Friedrich Wilhelm organized the so called
“Black Legion”, in Austrian service during the 1809 campaign and in British service in the Peninsula.
Name Points Q C Weapons Special Rules
Line Infantryman 26 4 2 Musket None
Jaeger Officer 70 3 2 Sword, Pistol Leader, Light
Jaeger NCO 66 3 2 Musket, Sword NCO, Light
Jaeger 42 4 2 Musket Light, Élan
Hussar 44 4 2 Sword, Carbine Mounted, Élan
Uhlan 39 4 2 Sword, Lance Mounted

In 1813-1815 in British service.


Brunswick (Duchy of)
Name Points Q C Weapons Special Rules
Line Infantryman 21 4 2 Musket Weak
Leib-Battalion 26 4 2 Musket None
Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan
Jaeger NCO 59 4 2 Rifle, Sword NCO, Light, Élan
Jaeger 30 4 2 Rifle Reluctant, Light
Hussar 39 4 2 Sword, Carbine Mounted, Scout
Uhlan 39 4 2 Sword, Lance Mounted

Canada, Indian Confederacy and British “Colonial” Infantry (War of 1812)


Name Points Q C Weapons Special Rules
Canadian Fencibles 21 4 2 Musket Weak
Canadian Militia 18 4 2 Musket Unreliable, Green
Canadian Incorporated Militia 21 4 2 Musket Unreliable
Canadian Light Infantryman 38 4 2 Rifle Light
Native Leader* 68 3 2 Tomahawk, Musket Leader
Native Sub-Commander* 54 3 2 Tomahawk, Musket NCO
Native warrior 26 4 2 Tomahawk, Musket Individualistic
Native warrior with Bow 24 4 2 Tomahawk, Bow Individualistic, Light
Native mounted warrior 36 4 2 Tomahawk, Bow Mounted, Unpredictable, Running Blow
Native ambusher** 38 4 2 Tomahawk, Dagger Light, Individualistic, Guerrilla, Ambusher
British Officer (1813/14) 60 3 2 Sword, Pistol Leader
British NCO (1813/14) 46 3 2 Halberd NCO
British Infantryman (1812) 26 4 2 Musket None
British Infantryman (1813/14) 30 4 2 Musket Steadfast
British Royal Marines 32 4 2 Musket Strong
British 19th Light Dragoon 51 4 3 Sword, Carbine Mounted, Élan

* can command only Native warriors and ambushers

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Confederation of the Rhine (Rheinbund, 1806-1813)
The Confederation of the Rhine – a client state of France under the Protection of Emperor Napoleon I – was created
after the defeat of Austria in 1805 (Treaty of Pressburg).
Sixteen states joined the Confederation upon its creation (July 12th, 1806) and 23 other between the end of the year
and November 1807, mainly following the successful campaign against Prussia in 1806.

At its peak in 1808, the Confederation included 4 Kingdoms, 4 Grand Duchies, 13 Duchies, many Principalities, and
the so called “free towns”, for a total of over 15 million people. All the member states had to contribute troops to the
French cause in a quantity determined by Napoleon himself, and their soldiers fought in almost all theaters of war,
from Spain to Russia.

The Confederation was dissolved by the allied Powers opposing France on November 4th, 1813, shortly after the allied
victory at Leipzig.

Baden (Grand Duchy of)


Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was
8000 strong.

Name Points Q C Weapons Special Rules


Line Infantryman 21 4 2 Musket Wavering
Leib-Regiment 26 4 2 Musket None
Jaeger Officer 70 3 2 Sword, Pistol Light, Leader
Jaeger NCO 66 3 2 Musket, Sword Light, NCO
Jaeger 42 4 2 Musket Light, Élan
Hussar 62 3 3 Sword, Carbine Mounted, Fearless
Light Dragoon 46 3 2 Sword, Carbine Mounted
Garde du Corps 56 3 3 Sword, Carbine Mounted

Bavaria (Kingdom of)


Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was
30000 strong.

Name Points Q C Weapons Special Rules


Line Infantryman 23 4 2 Musket Green
Light Company 30 4 2 Musket Light, Green
Grenadier Company 29 4 2 Musket Strong, Green
Guard Grenadier (1814) 36 4 2 Musket Strong, Fearless
Light Infantryman 33 4 2 Musket Light
Schuetzen Coy Officer 70 3 2 Sword, Pistol Light, Leader
Schuetzen Coy NCO 72 3 2 Rifle, Sword Light, NCO
Schuetzen Coy (Light Infantry) 47 4 2 Rifle Light, Élan
Schuetzen Hornist 26 3 1 None Light, Musician
Dragoon (1804-1811) 56 3 3 Sword, Carbine Mounted
Chevau Légere 42 4 3 Sword, Carbine Mounted

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Berg (Grand Duchy of)
Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was
2000 strong.

Name Points Q C Weapons Special Rules


Line Infantryman 26 4 2 Musket None
Grenadier Company 32 4 2 Musket Strong
Light Company 33 4 2 Musket Light
Lancer 82 3 3 Sword, Lance Mounted, Fear
Chevau Légere 56 3 3 Sword, Carbine Mounted

Hessen-Darmstadt (Grand Duchy of)


Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was
4000 strong.

Name Points Q C Weapons Special Rules


Leib-Garde 39 4 2 Musket Élan, Steadfast
Garde Fusilier 42 4 2 Musket Élan, Light
Leib Regiment 26 4 2 Musket None
Leib-Fusilier 33 4 2 Musket Light
Garde Chevau Légere 35 4 2 Sword, Carbine Mounted

Nassau (Duchy)
Member of the Rhine Confederation (1806-1813) French allied. Union of the territories of Nassau-Usingen and
Nassau-Weilburg. The contingent it was to provide to the Empire was 8000 strong.

Name Points Q C Weapons Special Rules


Line Infantryman 18 4 2 Musket Reluctant
Jaeger Officer 70 3 2 Sword, Pistol Light, Leader
Jaeger NCO 66 3 2 Musket, Sword Light, NCO
Jaeger 33 4 2 Musket Light
Mounted Jaeger 32 4 2 Sword, Carbine Mounted, Green

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Christopher Cook (order #5682797)


Saxony (Kingdom of)
Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was
20000 strong.

Name Points Q C Weapons Special Rules


Line Infantryman 22 4 2 Musket Wavering
Line Grenadier 27 4 2 Musket Wavering, Strong
Line Voltigeur 29 4 2 Musket Wavering, Light
Jaeger Officer 70 3 2 Sword, Pistol Light, Leader
Jaeger NCO 66 3 2 Musket, Sword Light, NCO
Jaeger 42 4 2 Musket Light, Élan
Guard Grenadier 40 3 2 Musket Steadfast
Hussar 44 4 2 Sword, Carbine Mounted, Élan
Chevau Lègere 35 4 2 Sword, Carbine Mounted
Cuirassier 76 3 4 Sword, Carbine Mounted, Cuirass
Garde du Corps 108 2 4 Sword, Carbine Mounted, Fear

Westphalia (Kingdom of)


Member of the Rhine Confederation (1807-1813) French allied. The contingent it provided to the Empire was
25000 strong.

Name Points Q C Weapons Special Rules


Line Infantryman 22 4 2 Musket Wavering
Light Infantry 29 4 2 Musket Light, Wavering
Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan
Jaeger NCO 59 4 2 Musket, Sword NCO, Light, Élan
Jaeger 33 4 2 Musket Light
Guard Infantry Officer 60 3 2 Sword, Pistol Leader
Guard NCO 56 3 2 Sword, Musket NCO
Guard Grenadier 36 4 2 Musket Strong, Steadfast
Guard Fusilier 30 4 2 Musket Steadfast
Guard Jaeger Officer 70 3 2 Sword, Pistol Leader, Light
Guard Jaeger NCO 66 3 2 Sword, Musket NCO, Light
Guard Jaeger (Karabinier) 45 4 2 Rifle Light, Marksman
Hussar 44 4 2 Sword, Carbine Mounted, Élan
Chevau Lègere 39 4 2 Sword, Carbine Mounted, Scout
Cuirassier 59 4 3 Sword, Carbine Mounted, Cuirass, Élan
Garde du Corps 78 3 3 Sword, Carbine Mounted, Cuirass, Élan

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Wurttemberg (Kingdom of)
Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was
12000 strong.

Name Points Q C Weapons Special Rules


Line Infantryman 26 4 2 Musket None
Light Infantryman 33 4 2 Musket Light
Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan
Jaeger NCO 59 4 2 Musket, Sword NCO, Light, Élan
Jaeger 42 4 2 Rifle Light, Élan
Mounted Jaeger 35 4 2 Sword, Carbine Mounted
Chevau Légere 39 4 2 Sword, Carbine Mounted, Scout

Wurzburg (Grand Duchy of)


Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was
2000 strong.

Name Points Q C Weapons Special Rules


Line Infantryman 23 5 2 Musket Élan
Dragoon 51 4 3 Sword, Carbine Mounted, Élan

Other members of the Confederation were


(and the number of troops they provided):

Duchy of Anhalt-Bernburg (700)


Duchy of Anhalt-Dessau (700)
Duchy of Anhalt-Kothen (700)
Duchy of Arenberg (4000)
Principality of Hohenzollern-Hechingen (4000)
Principality of Hohenzollern-Sigmarinen (4000)
Principality of Isenburg-Birstein (4000)
Principality of Leyen (4000)
Principality of Liechtenstein (4000)
Principality of Lippe-Detmold (650)
Archbishopric of Mainz (in 1810 becomes part of
the Grand Duchy of Frankfurt) (400)
Duchy of Mecklenburg-Schwerin (1900)
Duchy of Mecklenburg-Strelitz (400)
Duchy of Oldenburg (800)
Principality of Reuss-Ebersdorf (400)
Principality of Reuss-Greiz (400)
Principality of Reuss-Lobenstein (400)
Principality of Reuss-Schleiz (400)
Principality of Salm (4000)
Duchy of Saxe-Coburg (2000 for all Saxe Duchies)
Duchy of Saxe-Gotha (see above)

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Duchy of Saxe-Hildburghausen (see above)
Duchy of Saxe-Meiningen (see above)
Duchy of Saxe-Weimar (see above)
Principality of Schaumburg-Lippe (650)
Principality of Schwarzburg-Rudolstadt (650)
Principality of Schwarzburg-Sonderhausen (650)
Principality of Waldeck (400)

For all the above members, use the Line Infantry profile of the Duchy of Nassau.

British allied.
Dutch-Belgian Contingent 1815 (Waterloo Campaign)
Name Points Q C Weapons Special Rules
Dutch Line Infantryman 18 4 2 Musket Wavering, Green
Belgian Line Infantryman 18 4 2 Musket Weak, Green
Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan
Jaeger NCO 59 4 2 Musket, Sword NCO, Light, Élan
Belgian Jaeger 26 4 2 Musket Reluctant, Light
Dutch & Belgian Militia 11 5 2 Musket Poor shot, Green
Hussar 24 4 1 Sword, Carbine Mounted, Scout, Reluctant
Light Dragoon 27 4 2 Sword, Carbine Mounted, Reluctant
Carabinier 35 4 3 Sword, Carbine Mounted, Reluctant

Foreign Regiments in French Service


Name Points Q C Weapons Special Rules
Vistula Legion 42 3 2 Musket Strong
Swiss Regiments 34 3 2 Musket None
Neuchatel Battalion 26 4 2 Musket None
Irish Legion* 30 4 2 Musket Steadfast
Tirailleurs du Po 44 3 2 Musket Marksman
Hanoverian Legion 18 4 2 Musket Reluctant
Portuguese Legion 15 4 2 Musket Wavering, Poor shot
Croatian Regiments** 35 4 2 Musket Élan
Dalmatian Regiments** 17 5 2 Musket None
Illyrian Regiments** 17 5 2 Musket None

* Enemy (British)
** Former Ally (Austrian)

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Foreign Regiments in British Service
Name Points Q C Weapons Special Rules
Chasseurs Britannique* 21 4 2 Musket Unreliable
Sicilian “Fencibles” 17 5 2 Musket None
Calabrian Free Corps 21 4 2 Musket Wavering
KGL** Infantry Officer 60 3 2 Sword, Pistol Leader
KGL Infantry NCO 56 3 2 Sword, Musket NCO
KGL Line Infantryman 40 3 2 Musket Steadfast
KGL Sharpshooter Coys 60 3 2 Rifle Light, Marksman
KGL Light Infantryman 44 3 2 Musket Light
KGL Cavalry Officer 84 3 2 Sword, Pistol Leader, Élan, Mounted
KGL Cavalry NCO 74 3 2 Sword, Carbine NCO, Élan, Mounted
KGL Dragoon Officer 94 3 3 Sword, Pistol Leader, Élan, Mounted
KGL Dragoon NCO 84 3 3 Sword, Carbine NCO, Élan, Mounted
KGL Dragoon (1803-13) 64 3 3 Sword, Carbine Mounted, Strong
KGL Light Dragoon 51 4 3 Sword, Carbine Mounted, Élan
KGL Hussars (1813…) 48 4 2 Sword, Carbine Mounted, Élan, Scout
De Roll-Dillon Btn. (Swiss) 40 3 2 Musket Steadfast
Other Swiss Regiments 21 4 2 Musket Weak

* Enemy (French)
**King’s German Legion

In British service.
Hanover (Electorate of)
Name Points Q C Weapons Special Rules
Line Infantryman 18 4 2 Musket Green, Wavering
Light Infantry Officer 62 4 2 Sword, Pistol Leader, Light, Élan
Light Infantry NCO 59 4 2 Musket, Sword NCO, Light, Élan
Light Infantryman 33 4 2 Musket Light
Hussar 39 4 2 Sword, Carbine Mounted, Scout

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French Allied.
Italy (Kingdom of)
Name Points Q C Weapons Special Rules
Line Infantryman 26 4 2 Musket None
Line Voltigeur 33 4 2 Musket Light
Line Grenadier 32 4 2 Musket Strong
Light Infantry Officer 70 3 2 Sword, Pistol Light, Leader
Light Infantry NCO 66 3 2 Musket, Sword Light, NCO
Light Infantryman 42 4 2 Musket Light, Élan
Guard Grenadier 52 3 3 Musket Strong
Guard Chasseur 44 3 3 Musket None
Guard Velites 33 4 3 Musket None
Dragoon 46 3 2 Sword, Carbine Mounted
Cacciatore (Chasseur) 39 4 2 Sword, Carbine Mounted, Scout
Guard of Honor 76 3 3 Sword, Carbine Mounted, Fear
Guard Dragoon 56 3 3 Sword, Carbine Mounted

Naples (Kingdom of)


French allied until 1814, then allied with Austria and Great Britain.
In 1815, at war against Austria (the “Neapolitan War”).

Name Points Q C Weapons Special Rules


Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan
Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan
Standard Bearer 26 3 2 Sword Reluctant, Flag Bearer
Line Infantryman 13 5 2 Musket Poor Shot
Line Voltigeur 18 5 2 Musket Poor Shot, Light
Line Grenadier 17 5 2 Musket Poor Shot, Strong
Light Infantry Officer 66 3 2 Sword, Pistol Uninspiring Leader, Light
Light Infantry NCO 66 3 2 Sword, Musket Light, NCO
Light Infantryman 33 4 2 Musket Light
Guard Grenadier 42 3 2 Musket Strong
Guard Marines 34 3 2 Musket None
Guard Velites 27 4 3 Musket Poor Shot
Lancer 39 4 2 Sword, Lance Mounted
Cacciatore (Chasseur) 39 4 2 Sword, Carbine Mounted, Scout
Guard of Honor 76 3 3 Sword, Carbine Mounted, Fear
Guard Hussar 52 3 2 Sword, Carbine Mounted, Scout

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In Allied service 1813-1815
Nassau
Name Points Q C Weapons Special Rules
Line Infantryman 23 4 2 Musket Green
Jaeger Officer 70 3 2 Sword, Pistol Light, Leader
Jaeger NCO 66 3 2 Musket, Sword Light, NCO
Jaeger 30 4 2 Musket Light, Green

Ottoman Empire
Name Points Q C Weapons Special Rules
Nizam-i-Jedid Officer 60 3 2 Sword, Pistol Leader
Nizam-i-Jedid NCO 56 3 2 Sword, Musket NCO
Nizam-i-Jedid Soldier 26 4 2 Musket None
Standard Bearer 36 3 2 Sword Flag Bearer
Drummer 16 3 1 None Musician
Janissary Officer* 60 3 2 Sword, Pistol Leader
Janissary NCO* 56 3 2 Sword, Musket NCO
Janissary* 27 4 2 Sword, Musket Strong, Individualistic
Janissary of the 39th Orta* 27 4 2 Musket Light, Individualistic
Guard Janissary* 60 3 3 Sword, Musket Steadfast, Strong, Individualistic
Raya (Light Infantry) ** 38 4 2 Musket Light, Marksman
Lagimcilar (Sapper) ** 29 4 2 Axe Engineer, Strong
Irregular Officer*** 45 4 2 Sword, Pistol Leader
Irregular NCO*** 42 4 2 Sword, Musket NCO
Sekhan (Irregular) 17 5 2 Musket None
Albanian Mercenary (Irregular) 22 5 3 Musket None
Bedouin Militia (Irregular) 9 5 2 Obsolete Weapon Green
Fellahin (Irregular) 8 5 2 Obsolete Weapon Unreliable
Greek Mercenary (Irregular) 14 5 2 Musket Unreliable
Cavalry Officer 68 3 2 Sword Leader, Mounted
Cavalry NCO 62 3 2 Sword, Carbine NCO, Mounted
Guard Suvarileri 74 3 3 Sword, Lance Mounted, Steadfast
Suvarileri 62 3 3 Sword, Lance Mounted
Sipahis 47 4 3 Sword, Lance Mounted
Mamluk 63 3 3 Sword, Pistol, Javelin Mounted, Unpredictable, Running Blow
Djellis 39 4 2 Sword, Lance Mounted, Scout, Unreliable
Yoruk 32 4 2 Sword, Pistol Mounted, Scout, Unreliable

* cannot be deployed together with Nizam-i-Jedid.


** can be deployed only if Janissary (or Guard Janissary) are present.
*** can command only Irregulars. The Leader bonus does not apply to non-irregular models. See also the Appendix:
The Ottoman Empire Army on page 30

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Christopher Cook (order #5682797)


British allied.
Portugal (Kingdom of)
Name Points Q C Weapons Special Rules
Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan
Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan
Line Infantryman (1808-09) 17 5 2 Musket None
Line Grenadier Coy (1808-09) 21 5 2 Musket Strong
Line Light Coy (1808-09) 22 5 2 Musket Light
Line Infantryman (1810 on) 26 4 2 Musket None
Line Grenadier Coy (1810 on) 32 4 2 Musket Strong
Line Light Coy (1810 on) 33 4 2 Musket Light
Cacadores* Officer 70 3 2 Sword, Pistol Leader, Light
Cacadores* NCO 66 3 2 Musket, Sword NCO, Light
Cacador* (up to 1809) 42 4 2 Musket Light, Élan
Atirador* (1810 on) 47 4 2 Rifle Light, Élan
Militia 14 5 2 Musket Unpredictable
Loyal Lusitanian Legion** 23 4 2 Musket Light, Individualistic
Light Dragoon 46 3 2 Sword, Carbine Mounted

* Cacadores (“Hunters”) were the equivalent of Light Infantry.


** In 1811 , the three battalions of LLL were incorporated into Cacadores.

Saxony (Electorate of)


Allied with Prussia until 1806. In the Jena campaign, Saxon troops disliked to be incorporated into a Prussian Corps.
As a result, their conduct was mediocre.

Name Points Q C Weapons Special Rules


Guard Grenadier 26 4 2 Musket None
Line Grenadier 27 4 2 Musket Unreliable, Strong
Line Musketeer 21 4 2 Musket Unreliable
Hussar 44 4 2 Sword, Carbine Mounted, Élan
Light Cavalryman 35 4 2 Sword, Carbine Mounted
Cuirassier 42 4 2 Sword, Carbine Mounted, Cuirass

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Christopher Cook (order #5682797)


French allied.
Spain (King Joseph’s)
Name Points Q C Weapons Special Rules
Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan
Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan
Standard bearer 26 3 2 Sword Reluctant, Flag bearer
Drummer 16 3 1 None Musician
Line Infantryman* 18 4 2 Musket Unreliable, Green
Light Company* 26 4 2 Musket Unreliable, Green, Light
Guard Grenadier 41 4 2 Musket Élan, Strong
Guard Tirailleur 33 4 2 Musket Light
Guard Fusilier 26 4 2 Musket None
Hussar or Chasseur 39 4 2 Sword, Carbine Mounted, Scout
Lancer 39 4 2 Sword, Lance Mounted

* Former Ally (Kingdom of Spain)

British allied.
Spain (Kingdom of)
Name Points Q C Weapons Special Rules
Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan
Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan
Standard bearer 26 3 2 Sword Reluctant, Flag bearer
Line Infantryman 15 4 2 Musket Wavering, Poor Shot
Light Infantryman 29 4 2 Musket Wavering, Light
Grenadier 32 4 2 Musket Strong
Swiss Infantryman 21 4 2 Musket Wavering
Walloon Guard 26 4 2 Musket None
Neapolitan Infantryman 17 5 2 Musket None
Militia 12 5 1 Musket None
Partisan Commander* 68 4 2 Sword, 2 Pistols Leader, Élan
Partisan Sub-Commander* 44 4 2 Sword, Pistol NCO, Élan
Partisan with Musket 20 4 1 Musket Individualistic, Guerrilla
Partisan with Pike 15 4 1 Pike Individualistic, Guerrilla
Partisan with Primitive weapon 11 4 1 Primitive weapon Individualistic, Guerrilla
Partisan with Blunderbuss 11 4 1 Blunderbuss Individualistic, Guerrilla
Partisan with 2 Pistols 20 4 1 2 Pistols, Dagger Individualistic, Guerrilla
Ambusher** 20 3 0 Dagger, Pistol Individualistic, Guerrilla, Ambusher
Armed civilian 8 5 1 Primitive Weapon Civilian, Mob
Priest with Sword*** 18 4 1 Sword Civilian, Fervor
Priest with Musket*** 24 4 1 Musket Civilian, Fervor
Guard Cavalryman 41 4 2 Sword, Carbine Mounted, Strong
Dragoon 27 5 2 Sword, Carbine Mounted, Green, Élan
Militia Cavalryman 25 5 1 Lance Mounted, Green, Élan, Scout
Hussar or Cazador 25 5 1 Sword, Carbine Mounted, Green, Élan, Scout
Lancer 36 4 2 Sword, Lance Mounted, Green

* Can command only Partisans, Ambushers and Armed Civilians. The Leader bonus does not apply to others.
** maximum 2 per Squad, and only if a Partisan Commander is present. *** Maximum one Priest per squad.
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Christopher Cook (order #5682797)


Sweden (Kingdom of)
The Swedish military system was divided in two categories: Indelta (territorial) and Varvade (enlisted), the first being
roughly a permanent, self-paying reserve Army and the second a professional one made of paid soldiers. In peacetime,
the Indelta soldiers were busy farming, while Varvade were used for garrison duty; in summer both had their period
of military drill. Artillery was entirely Varvade, needing a higher level of professionalism.

Sweden was part of the 3rd, 4th, 5th and 7th Allied Coalition against France, and a strong contingent was present in
the Leipzig Campaign of 1813.

Name Points Q C Weapons Special Rules


Varvade Infantryman 23 5 2 Musket Élan
Indelta Infantryman 20 4 2 Musket Poor Shot
Finnish Jaeger 33 4 2 Musket Light
Jaeger Officer (Varvade) 70 3 2 Sword, Pistol Leader, Light
Jaeger NCO (Varvade) 66 3 2 Musket, Sword NCO, Light
Jaeger (Varvade) 42 4 2 Musket Light, Élan
Guard Officer (Varvade) 54 4 2 Sword, Pistol Leader, Élan
Guard NCO (Varvade) 51 4 2 Musket, Sword NCO, Élan
Guard Grenadier (Varvade) 33 4 3 Musket None
Guard Infantryman (Varvade) 26 4 2 Musket None
Guard Jaeger (Varvade) 41 4 2 Musket Light, Marksman
Dragoon (Indelta) 42 4 3 Sword, Carbine Mounted
Dragoon (Varvade) 38 4 3 Sword, Carbine Mounted, Wavering
Carabinier (Indelta) 50 4 3 Sword, Carbine Mounted, Cuirass
Hussar (Indelta) 44 4 2 Sword, Carbine Mounted, Élan
Hussar (Varvade) 39 4 2 Sword, Carbine Mounted, Élan, Wavering
Light Dragoon (Varvade) 35 4 2 Sword, Carbine Mounted
Guard Cavalry (Varvade) 56 3 3 Sword, Carbine Mounted

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Christopher Cook (order #5682797)


Tyrolean Insurgents (1809)
In 1809 the Tyroleans rose in rebellion against the Bavarian Kingdom, which incorporated Tyrol after the Peace of
Pressburg and the defeat of Austria in 1805. Led by patriot Andreas Hofer, the rebels were able to defeat the Bavarians
in several engagements, but were finally crushed at the battle of Bergisel (November 1, 1809) by the Franco-Bavarian
forces led by Marshal Lefebvre.

Name Points Q C Weapons Special Rules


Partisan Commander 54 4 2 Sword, Pistol Leader, Élan
Partisan Sub-Commander 44 4 2 Sword, Pistol NCO, Élan
Partisan 20 4 1 Musket Individualistic, Guerrilla
Partisan with Pike 15 4 1 Pike Individualistic, Guerrilla
Partisan with Blunderbuss 11 4 1 Blunderbuss Individualistic, Guerrilla
Partisan with 2 Pistols 20 4 1 2 Pistols, Dagger Individualistic, Guerrilla
Gamekeeper 30 4 1 Musket Light, Individualistic, Marksman
Woodman* 28 3 0 Axe, Pistol Light, Individualistic, Guerrilla, Ambusher
Priest with Sword** 18 4 1 Sword Civilian, Fervor
Priest with Musket** 24 4 1 Musket Civilian, Fervor
Armed civilian 8 5 1 Primitive Weapon Civilian, Mob

* maximum 2 per Squad


** maximum one Priest per Squad

United States of America (War of 1812)


Name Points Q C Weapons Special Rules
Militia Commander 54 4 2 Sword, Pistol Leader, Élan
Militia NCO 51 4 2 Sword, Musket NCO, Élan
Militia (Volunteers) 18 4 2 Musket Unreliable, Green
Militia (Volunteers) 23 4 2 Rifle Unreliable, Green
Regular Infantryman 26 4 2 Musket None
Regular Rifleman 45 4 2 Rifle Light, Marksman
Light Dragoon 44 4 2 Sword, Carbine Mounted, Élan
Artilleryman (employed as infantry) 23 4 2 Musket Individualistic
Frontiersman 25 5 2 Musket Light, Individualistic, Marksman
Native Warrior 26 4 2 Tomahawk, Musket Individualistic
Native Warrior with Bow 24 4 2 Tomahawk, Bow Individualistic, Light
Native Mounted Warrior 36 4 2 Tomahawk, Bow Mounted, Unpredictable, Running Blow
Native Ambusher* 38 4 2 Tomahawk, Dagger Light, Individualistic, Guerrilla, Ambusher

*maximum 2 per Squad.

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Christopher Cook (order #5682797)


Warsaw (Duchy of)
Formally under Friedrich August I, King of Saxony 1807-1813. French allied.

Name Points Q C Weapons Special Rules


Line Infantryman 26 4 2 Musket None
Line Voltigeur 33 4 2 Musket Light
Line Grenadier 32 4 2 Musket Strong
Cuirassier 66 3 3 Sword, Carbine Mounted, Cuirass
Uhlan 52 3 2 Sword, Lance Mounted
Hussar 44 4 2 Sword, Carbine Mounted, Élan
Chasseur 39 4 2 Sword, Carbine Mounted, Scout

Who Was Allied With Whom


We provide here a short overview of alliances in the Napoleonic period, to encourage players to fight historically
accurate games.

First Coalition (1793-97)


Austria, Prussia (until 1795), Great Britain, Spain (switched side in august 1796), Portugal, Sardinia, Naples and
Sicily, Ottoman Empire.
against
France and satellite States*
*Batavian Republic (from 1795), Italian Cispadane and Cisalpine Republics (1796)

Second Coalition (1799-1802)


Austria, Great Britain, Russia, Portugal, Two Sicilies, Ottoman Empire.
against
France, Spain and satellite States*
*Denmark-Norway (neutral, but attacked by Britain in 1801), Batavian Republic, Helvetic Republic, Cisalpine
Republic, Roman Republic, Parthenopaean Republic

Third Coalition (1803-1806)


Austria, Russia, United Kingdom, Naples and Sicily, Portugal, Sweden.
against
France, Batavia, Italy, Spain, Bavaria, Wurttemberg.

Fourth Coalition (1806-1807)


Prussia, Russia, United Kingdom, Saxony (switched side in 1806, entering the Confederation of the Rhine), Sweden,
Sicily.
against
France, Confederation of the Rhine, Italy, Spain, Naples, Holland, Swiss Confederation.

Fifth Coalition (1809)


Austria, Tyrolean Rebels, United Kingdom, Sicily, Sardinia, Brunswicker “Black Legion”.
against
France, Duchy of Warsaw, Confederation of the Rhine, Italy, Naples, Switzerland, Holland.

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Sixth Coalition (1812-14)
Russia, Prussia, Austria, Sweden, United Kingdom, Spain, Portugal, Sicily, Sardinia.
against
France, Duchy of Warsaw, Confederation of the Rhine*,
Italy, Naples§, Denmark-Norway**, Swiss Confederation**,
Saxony***, Bavaria***, Wurttemberg***

* many members defected after the battle of Leipzig


**defected January 1814
*** switched side after the battle of Leipzig (October 1813)
§ switched side (openly) early 1814

Seventh Coalition (1815 – Waterloo Campaign)


United Kingdom, Prussia, Hanover, United Kingdom of the
Netherlands, Nassau, Brunswick (active players).
Austria, Russia, Sweden, Spain, Portugal, Sardinia, Sicily, Tuscany
(inactive players).
against
France, Naples (the “Neapolitan War” i.e. the Campaign of King
Joachim Murat against Austria in Italy, ending after the battle of
Tolentino).

Appendix: The Ottoman Empire Army


The Ottoman Army of the Napoleonic period was divided in Capou-Koulis (paid soldiers) and Irregulars, raised in
great numbers when the enemy (mainly Russians) approached.

The Janissary Corps was the backbone of the regular Army since 1300, but at the end of the 17th century very little
remained of their military prowess. Privileges, political power and opposition to any kind of modernization transformed
this once glorious Corps in a kind of State-within-the-State. Sultan Selim III tried to limit their influence by raising
a “New Order Army” (Nizam-i-Jedid), drilled and armed in the European style and led by European Officers, but
faced a strong opposition (and several mutinies) from Janissaries, who refused to serve with them in several campaigns.
Finally, in 1807 Selim III was overthrown by a Palace Revolt led by the Janissaries, and the Nizam-i-Jedid Corps was
disbanded.

One year later, Mahmud II (Selim’s cousin) become Sultan and the Nizam-i-Jedid Corps was raised again but
under a different name, taken from the Turkish military tradition (Segban-i-Jedid) not to offend the Janissaries.
Notwithstanding this, in late 1808 there was another revolt and the Segbans were exterminated by the Janissaries
after being disbanded again. Mahmud seemed to abandon the reform project, but in 1826 he took revenge on the
Janissaries, finally destroying their military organization and eliminating a large part of them.

Over half of any Ottoman Army operating in Europe was composed of Sekhans (Irregulars). They were raised and
organized by local Governors and – even if officially not paid – they were actually mercenaries. Their quality varied
enormously, but Albanians, Bosnians and Greek Sekhans were considered above the standard.

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Bedouin Militia and Fellahin were not more than (badly) armed mobs: they were undisciplined and unpredictable,
and often of little use in battle.

As for infantry, cavalry in the Ottoman Army was made by large numbers of provincial forces and a nucleus of Capou-
Koulis: the Suvarileri. Organized in 6 divisions numbering 28.000, they were the real heavy cavalry of the Porte. Guard
Suvarileri are reported to be armored, but maybe they just had a shield to protect themselves. All Suvarileri were armed
with lances.
The Sipahis (horsemen) formed the bulk of Ottoman cavalry. Following the ancient feudal system, they were rewarded
for their services with land (Timars) which could be inherited. As for Janissaries, Sipahis were – at the beginning of
1800 – a pale reflection of the proud military force they were in the past, so they were ordered by Selim III to spend
six months every two years in training in he capital. Few of them did so.

The Mamluks were Egyptian cavalry known to Europeans thanks to Napoleon, who wanted some of them in his own
Guard. Originally slaves captured by Egyptians during their campaigns, with time they rose in power and became
the rulers of Egypt. Armed with swords, pistols and javelins, the Mamluks were aided by several foot servants who
followed the charge to finish off survivors and retrieved the javelins thrown by their masters.

Ottoman light cavalry


was made up by Yoruks
(Turcoman volunteers)
and Djellis (Guides)
specialized in pursuit and
reconnaissance. When
called by the Sultan in
time of war, these irregular
cavalrymen would flock
in thousands to the
Ottoman banners.

During the period


covered by these rules,
Ottomans fought several
border wars against
Russia (1787-1812)
mainly in Romania and
Bulgaria and along the
course of the Danube.

In 1798 Napoleon
invaded Egypt, entering
Cairo on July 21.
French forces remained
in Egypt until forced
to surrender to a joint
British-Ottoman Army
in August 1801.

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Games to be published in 2010
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32

Christopher Cook (order #5682797)

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