Shackos 2
Shackos 2
Additional Scenarios, Army Lists, new Rules and Special Rules for the
Song of Drums and Shakos Fast Play Napoleonic Skirmish Rules
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
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
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).
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.
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.
Two Pistols
A model with two pistols can fire twice in a turn,
spending two actions. It can shoot twice at the same
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.
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
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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:
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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.
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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.
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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
* Enemy (British)
** Former Ally (Austrian)
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* 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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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
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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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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.
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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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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.
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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