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Neil Thomas - Napoleonic: Play Sequence Charges Movement

1. The document summarizes the rules for Neil Thomas – Napoleonic wargame, including movement, firing, charges, melee combat, morale, and terrain rules. 2. Key aspects covered are the movement rates for different troop types, ranges and dice rolls for firing, requirements and restrictions for charges, dice rolls and factors for hand-to-hand combat, and tests and effects for morale. 3. Terrain such as hills, towns, rivers, and woods impact movement and combat as well, with effects like halving movement in woods or restricting movement to roads for troops in column of route.

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100% found this document useful (1 vote)
398 views2 pages

Neil Thomas - Napoleonic: Play Sequence Charges Movement

1. The document summarizes the rules for Neil Thomas – Napoleonic wargame, including movement, firing, charges, melee combat, morale, and terrain rules. 2. Key aspects covered are the movement rates for different troop types, ranges and dice rolls for firing, requirements and restrictions for charges, dice rolls and factors for hand-to-hand combat, and tests and effects for morale. 3. Terrain such as hills, towns, rivers, and woods impact movement and combat as well, with effects like halving movement in woods or restricting movement to roads for troops in column of route.

Uploaded by

dkleeman4444
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
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Download as PDF, TXT or read online on Scribd
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Neil Thomas Napoleonic

Play sequence 1. Charges and defensive shooting & morale 2. Movement 3. Normal shooting & morale 4. Hand to hand & morale Firing Measure range (45 arc) 72 Artillery Long 24 Rifle & Artillery Short 16 - Musket 8 Others Column of Route may not fire. 1 d6 per base in line. 1 base total if attack column or Sq. All bases if in sq & are charged. Small Arms Hit: 3-6 If 2-deep line 4-6 If 3-deep or Col/sq 5-6 Light Infantry 6 Others Art Hit: Long range: 1 die Short range: 2 dice 3-6 French or Russian 4-6 Austrian or Prussian 5-6 British or Spanish 6 Ottoman Charges 1. Declare charges 2. Measure distance 3. Move into contact if in distance max wheel = 45 4. Defensive shooting if frontal charge & morale test if base lost 5. Remove casualties due to shooting and enter melee Charge Restrictions CO & Hordes may not charge HC. LC or Lancers CO & Hordes may not charge other CO/Hordes unless they outnumber them LI & Tribal in open may not charge anyone. Artillery may not be charged if in 8 of Co or Hordes Moving & Shooting Lt Inf, Lt Cav & Tribal Cav (javelins or bows) can move then shoot or shoot then move . All others must be stationary to shoot. Change Formation (CO Infantry and Art only) 1 Move unless line to attack column move, (may fire if no move) Attack column to line no penalty & may fire. HA limber / unlimber move Movement 28 Tribal cavalry 24 Lt Cavalry & Lancers 20 Hv Cavalry & Limbered HA 16 Infantry in Col of route on road. 12 Lt Infantry, limbered Ft Art & Infantry in column 8 All others Deployed Art & infantry in square may not move Deployed Art can pivot in move but may not then fire No interpenetration at all. Turning Up to 45 No penalty. Max of 1 free turn per move. 180 - No penalty. Max of 1 free about face per move. Others All turns, wheels and deviations greater than 45 away from directly ahead - half move

Saving Rolls for Hits 4-6 Troops in cover 2-6 Artillery from shooting. Artillery are automatically eliminated by H2H Close order inf charged frontally by cavalry: Bases left 4 3 2 Square 2-6 2-6 4-6 3-deep line 2-6 4-6 6 2-deep line 4-6 6 Col Route 6 Hordes charged frontally by cavalry 2-6 if 8 bases left 4-6 if 7 bases left 6 If 6 bases left Remove 1 base per 4 casualties

Difficult Terrain Hills No effect Town Only infantry. 1 move River 1 move Woods Lights unaffected. All others on foot half move. Others may not enter wood Roads - Only infantry in column of route.

Hand to Hand Notes Artillery & Tribal cavalry never inflict casualties in H2H LI In open never inflict casualties. They fight as CO in woods or town Artillery is automatically eliminated in H2H Additional dice per base if: Attacking flank or rear Higher ground than opponent Defending riverbank Hit on 4-6. Remove base every 4 casualties (after saving throws)

Hand to Hand {4-6 on dice = hit} Attacker Heavy Lt Lancers Cavalry Cav Heavy Cavalry 1 2 2 Light Cavalry 1 1 2 Lancers 1 1 1 Attacking: CO Infantry NA NA NA & Hoards Defending: CO Infantry 1 1 1 & Hoards

Tribal Cav 1 2 2 1

CO inf & Hordes 3 2 4 2

Light Inf 2 3 4 1

Hand to Hand Results H2H Loser is the side losing most casualties after saving rolls. (Saving rolls as per firing.) Loser options: Retreat move facing enemy Retreat 1 move facing away If retreat is blocked by any unit the losers are eliminated If tie defender retreats unless in BUA when attacker retreats.

NA

NA

Morale Tests All troops test morale each time a base is removed by fire Retreating following Hand to Hand combat. Morale Notes Co Infantry in square may re-roll failed morale tests. Second result stands Hordes check moral twice for each mandated test. A base is removed for each failure

Morale Test Procedure Each morale test roll 1 dice. Failure to achieve score loses an additional base Elite 3-6 Average 4-6 Levy 5-6 +1 for attached general (general eliminated if unit is eliminated)

Club Amendments/Clarifications
1. At the start of the game each CiC will dice to see who goes first. Highest score means that side goes first (no option). 2. Any contact means the whole unit fights except infantry in column or route who fight with 1 base only (even if contacted on flank). 3. More than 1 narrower frontage formations may contact a single unit. As follows: 1. 2 attack cols may engage front or rear of a line (but only 1 may attack a the flank) 2. Similarly, 2 units in column of route may engage an attack column or up to 4 against a line (you have to be mad to do this though). 4. The only manoeuvre permitted in the charge sequence is the free 45 wheel. 5. Troops contacted in column of route, flank or rear take an immediate morale test before melee is adjudicated. 6. Troops exposing their flank or rear in charge reach of enemy during any part of their move take a morale test at the end of that movement phase. Note that friends may screen their flank/rear and thus avoid this test. (see also amendment 10) 7. Units are eliminated completely on being reduced to 1 base. 8. All cavalry and lancer melee factors against close order infantry reduce to 1 in second and subsequent consecutive rounds of hand to hand fighting. 9. Units winning in hand-to-hand combat may immediately follow up a half move if the winners are still half strength or more. This allows strong winners the option to maintain contact against retreating troops who still face them. 10. Flank / Rear attacks must start charge movement with at least 1 base completely behind flank /rear at the start of the charge. 11. Retreaters pass through friendly light infantry / tribal cavalry in their path and so are not blocked and so not eliminated.

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