2 by 2 Napoleonic's
by Rod Humble
Additions: Jon Rigsby Eric Sprague Rod Humble
Version 2J RH
Introduction
The rules require no order writing or cards.
The only marker required is cotton wool or tissue paper for indicating pinned
and disrupted status. They are designed for 2mm figures to be played on a 2ft
board in an hour or less. The rules are solo gamer friendly.
These rules differentiate themselves by two
core mechanics.
The
glue of war
This is the trait of Napoleonic infantry to
refuse to budge once it had started firing at an enemy. This made the
commitment of units an important decision, as the general was unlikely to
regain control over them again for some time.
Evolving
battlefield.
Napoleonic battles were rarely "set
piece" battles. Units would arrive in clumps and make their way towards
the front, often arriving from the flanks. This gives a very different feel
than a battle where the units are all lined up facing each other at the start.
Scale
Each unit represents a regiment or in some
cases a brigade. The game can represent either part of a larger battle or a
smaller battle in its entirety. Based on the
army lists, the “sides” represent approximately a corps (with support). Larger,
multi-corps battles should include a corps headquarters and an overall army HQ.
Estimated scale is 1” = 100 yards, and time scale is estimated at about 30
minutes. Multi-corps battles should have
a 2x2’ area for each “corps”. Since regiments and brigades were never of a
standard size, there are three options for “sizes”: Large, common and small.
This applies to infantry for firing and melee and cavalry for melee only. Large
units are considered to be larger than
2000 rank and file, common sized between 800 and 1999 rank and file, and small
less than 800 (for historical recreations only). The rules
are designed for 2mm figures to be played on a 2ft by 2ft table (hence "2 by 2") which can be played to
completion in an hour or so. There is no
ground or time scale beyond it "feeling" right.
Basing
All units are based on 1 inch by ½ inch
bases. I double up stands on the base to try and make a more attractive
appearance but single blocks would be fine. A word on unit
formations. As you, the player, are playing at a higher command level, the
individual unit commanders are presumed to change unit formations at THEIR
discretion. (IE: an infantry unit preparing to receive a cavalry charge would
presume to change to square, etc). Therefore, unit formations are not shown on
the table.
Units
HQ
- A HQ does not just represent a general and his staff it also represents his
signals and area of interest. HQ's will often be found flitting across the
battle field from flank to flank allowing units to rally as they get near. Some
armies allow for more than one HQ at once in an army which is a powerful
advantage.
Line
Infantry - The army's backbone. Cheap, reliable and
likely to be the vast majority of your force. Excellent at holding strong
points. However once an infantry unit starts firing, it is automatically pinned
and is hard to get moving again.
Guards
/ Grenadiers - The elite of the army, whatever they are
called. Better at melee and also more able to rally. However if a Guards unit
routs then ANY unit it passes within 1" of during its rout also routs, if
this other unit as also a guard then the chain continues.
Heavy
Cavalry - Heavily armored and a terrible sight to
behold. The masters of melee combat. Should not be used to charge non disrupted
infantry front unless you are feeling lucky.
Light
Cavalry - Great for dashing across the battlefield
but a weak unit. Best used to finish off a disrupted unit. Light Cavalry may
during its movement phase voluntarily ROUT. This is particularly useful if
pinned in a vulnerable position. However it should be noted voluntarily routing
units are still destroyed on a 1 or a 2 as
per the routing rule.
Light
Infantry - These are relatively rare full skirmishing
units. Not to be confused with small packets of skirmishers which comprise many
units of the period. Light Infantry treats any result due to shooting as a PINNED result. In other words a light infantry
unit cannot be routed or destroyed due to shooting. In addition Light Infantry
may during its movement phase voluntarily ROUT. This is particularly useful if
pinned in a vulnerable position. However it should be noted voluntarily routing
units are still destroyed on a 1 or a 2 as
per the routing rule.
Militia – Any less reliable or second
rate troops. A Militia unit automatically
routs if any other unit routs within 1” of it or passes by within 1” when
routing.
Victory Conditions
At the start of the game players may decide
on a "fast" or "decisive" game. A "decisive" game
can last longer but gives a slightly more agreeable result; "fast"
games are usually over in less than an hour and are a very much sudden death
games.
"Fast" games are lost by the first
player who has 5 units destroyed.
"Decisive" games are lost by the
first player to lose 5 units or more AND who has lost 2 more units than his
opponent.
Draws are possible and common in 2 by 2 Napoleonic. A player may start
to play for a draw only after EITHER side has no reinforcements left (i.e.: he
or his opponent has brought on table all of his units). If he then exits all of
his units off his table edge then he achieves a draw. Note that units FORCED
off the table by routing count as destroyed and so towards victory so this
exiting strategy is difficult to pull off. If playing for a draw players are
advised to first disengage their infantry from the enemy then use artillery and
cavalry to cover the retreat with cavalry being the last off the board.
Game
setup.
(Terrain placement rules needed)
Each player rolls 1 D6
If the dice are tied then each player may
place an extra 10AP at the start of the game. Players then re-roll, it is
possible in this manner for all the AP's to be setup at the start of the battle
eventually.
The player with the higher score is the attacker.
The player with the lower score is the defender. The defender
places 10AP of units within 6" of his base edge but no closer than 3"
to the side of the board. The attacker places 10AP of units within
6" of his base edge but no closer than 3" to the side of the board.
The defender then picks a
reinforcement point anywhere on his defending edge of the board and places the
reinforcements he intends to arrive there next to it in order of appearance.
The attacker then picks a
reinforcement point anywhere on his edge of the board OR anywhere on either
flank that is not within 6" of a defending unit or reinforcement point. He
then places the reinforcements he intends to arrive there next to it in order
of appearance.
The defender then picks a second
reinforcement point anywhere on his defending edge of the board and places the
reinforcements he intends to arrive there next to it in order of appearance.
The attacker then picks a second
reinforcement point anywhere on his edge of the board OR anywhere on either
flank that is not within 6" of a defending unit or reinforcement point. He
then places the reinforcements he intends to arrive there next to it in order
of appearance.
The defender then takes the first
move.
Sequence of play
Player 1 Moves Units/Dices for reinforcements
Player 1 Rallies Units
Player 2 Shoots Firearms/Artillery
Player 1 Resolves Melee's
Player 2 Moves Units/Dices for reinforcements
Player 2 Rallies Units
Player 1 Shoots Firearms/Artillery
Player 2 Resolves Melee's
Movement
During each movement phase any unit which is
not pinned or disrupted may move up to its full movement allowance. Units may
pivot/ wheel/ spin at no cost. Units may move sideways at a cost of x2 distance
but units may not move to contact in this manner. Units may move directly to
their rear at no additional cost.
Movement rates:
Infantry 3"
HQ 6"
Heavy Cavalry 4"
Light Cavalry 5"
Foot Artillery 2"
Horse Artillery 4"
Modifiers:
Road - If a unit spends its entire move on a
road it gains +1 inch in movement.
Stream - To cross a stream costs an extra
inch in addition to the base distance.
Woods - Impassable to all but light infantry
Hedges/ walls - No cost.
Towns – All units
move at ½ rate and do not receive the
road bonus when moving through a town. This represents the disorder caused by
navigating the streets and the need to regain order.
Note cavalry may cross streams and walls etc.
at above movement penalties but never receive any cover bonus for terrain. No
unit other than light infantry may enter woods. If they are ever forced to by
rout then they are destroyed.
Moving
to contact.
If during the movement phase the front part
of the movers base contacts any part of an enemy base then a melee is
performed. Note that for a melee to occur the last 2" of the units move OR
its entire move (if less than 2") must be STRAIGHT AHEAD. If this is not
possible then he may not move to contact. A melee occurs if any part of the
attackers base touches an enemy units base. It is possible for units (attackers
and defenders) to be engaged by more than one unit. Cavalry
may not move to contact on the same turn they move through a town.
After a melee occurs if the attacker was
routed/ destroyed then the defender does not change facing, but the attacker is
aligned in face to face contact with the defending unit and routs directly
away. If the defender was routed then the defender aligned himself in front
base to base contact with the attacker first and THEN routs directly away from
the enemy.
Reinforcements
-
At any time during each movement Phase, the
phasing player may dice twice for reinforcements.
Roll 1D6
Reinforcement from rear 3+ required
Reinforcement from flank 4+ required
Reinforcements must arrive in the order they
were laid out at the start of the battle. A reinforcement may be placed at any
point on the board edge within 3" of the reinforcement point. If an enemy
unit is within 3" of the reinforcement point then the reinforcing player
may at his option remove the enemy unit and the successfully reinforcing unit
he was about to place on the board and mark them both destroyed for purposes of
victory conditions. Conversely if during his move a phasing player exits one of
his units off the board at an enemy reinforcement point he removes his unit and
the next off map reinforcement unit. Both destroyed units count towards victory
conditions. (This is an important rule. It maybe to a
player’s advantage to quickly rush forward his light cavalry to exchange off
with other more expensive units which maybe coming on board. Players should be
careful to either screen their reinforcement points or pad their reinforcements
with some cheaper troops.)
It costs 1" worth of movement front base
fully lined up with the board’s edge to exit the board.
No reinforcing unit may physically start on
top of or move through another unit when it enters the board. If there is no
place available within 3" of the reinforcement point it may not enter that
turn.
Rallying
A rally removes a disrupted or pinned effect
from a unit. To attempt to rally a unit must be within 6" of a HQ unit in its chain of command. Note that under normal circumstances it is
also impossible for a unit to rally if an enemy is within 2" of it.
Exceptions being Guards units and units whom the HQ is in base to base contact.
A HQ may always attempt to rally itself and gains a +2 bonus for doing so.
Extra HQ's do not add additional modifiers.
Roll 1D6
Modifiers:
Guards/Grenadiers +1
HQ in base to base contact +1
Militia -1
Enemy in contact NP
Enemy within 2" -2*
HQ more than 6" away NP
Disrupted -1
HQ self rally +2
* only possible for Guards and units in
contact with HQ
If modified score is 5+ Unit Rallies
A full explanation of the effects
of the rallying rules is given in the "Flow of Battle" section.
Artillery / Musket Fire
Shooting ranges (Artillery and Firearms)
Foot Artillery 4/8" 3/8”
Horse Artillery 3/6" 2/5”
Muskets 2" 1”
HQ's, Heavy Cavalry and Light
Cavalry may not shoot.
Any Infantry unit that shoots is
automatically pinned and is marked as such immediately upon firing. A unit may
shoot only ONCE during its turn. This means if a unit is charged by two
attackers only one can be shot at. However, if
both charging units are touching or closing to contact from the same aspect,
they are considered 1 unit for target purposes.
Modifiers:
Artillery at long range -1
Artillery at short range(1” or less) +1
Shooting out of flank or rear -2
Target is cavalry +2
Target is infantry (light/line or guards)
in
cover, i.e.: in town, behind wall or
hedge
(NOT woods) -1
Target is light Infantry in woods -1
Target is downhill of shooter +1
Target is disrupted +1
HQ in base to base contact
With firing unit +1
Muskets Firing "First Volley"
i.e.: unit is not pinned +1
Target is fired on flank +1
Firer is “large” unit +1
Firer is “small” or “common size” +0
Measuring
ranges
When the rules ask for a range to be measured
or to see if a units is within X inches of a unit then the measuring point is
the center of the nearest face to any edge of the target base.
Resolving
shooting
Roll 1d6
Results
8+
Target Destroyed
7
Target Routs
6
Target Disrupted
5
Target Pinned
4 or less no effect
Destroyed
- Unit is removed from play and counted towards victory conditions.
Routs
– Every time a unit routs for whatever reason the
owner must roll a D6. On a 1 or 2 the unit is destroyed.
If not, the unit
moves its maximum move either to its direct rear or directly away from the
source of the shooting. After this move is completed the unit is also
disrupted. If at any point during the rout the unit touched an enemy unit, the
routing unit is destroyed. The routing unit may pass through friendly units,
but if it ends its move on a friendly unit, that unit is moved back to make
room and is marked as pinned.
Disrupted
- The unit is marked as disrupted (usually by placing cotton wool or another
marker on the unit). Until it rallies the unit may not fire or move. In
addition it is more vulnerable to attacks (see factors).
Pinned
- The unit is marked as pinned (usually by placing cotton wool along the front
edge of the unit). Until it rallies the unit may not move but is permitted to
change facing during the move phase. The unit may fire normally.
Melee
This phase represents a charge or counter
charge in the grand manner.
Each player rolls 1D6
Modifiers:
Unit is Light Cavalry -1
Unit is Guards +1(cumulative with Type and size)
Unit is Heavy Cavalry +2
Unit is Cavalry in town -2
Enemy is disrupted +2
Enemy is in melee with more than one unit +1
per extra unit beyond 1. (i.e.: 3 attackers on one defender means each attacker
gets +2)
HQ in base to base contact +1
Higher than opponent +1
Unit is Artillery/HQ/Light Infantry -3
Unit is “large” unit +1
Unit is “small” unit -1
Unit is “common sized” unit +0
Attacker subsequent melee -1
(IE: if the attacker “followed up” and contacted another unit, a -1 would
apply. If it again “followed up” into another melee the modifier would remain
at -1)
Results, take the difference in scores.
Totals are drawn -Reroll!
Difference 1 or 2 more -Loser Routs(optional
“follow up”)
Difference 3 or more -Loser Destroyed(optional “follow up”)
Difference 4 or more -Loser destroyed
(mandatory “follow up”)
In the case of the loser routing or being
destroyed the winner has the option of immediately moving by "follow
up" up to a full move directly ahead if he wishes. If this "follow
up" move contacts another enemy unit then another melee is performed. This
can be repeated until no more units are contacted.
HQ's
and destroyed units.
If a HQ is in base to base contact with a
unit (i.e.: for the purposes of rallying or combat bonuses) and that unit is
destroyed then the HQ is also destroyed.
The Flow of Battle
2
by 2 Napoleonic games flow in a manner which reflects my
reading of the period and accounts battles. It is my conceit that a game of 2 by 2 Napoleonic's when retold will
sound much like the narrative of a real battle. Certain patterns emerge in 2 by 2 games which is good to know in
advance.
Infantry should be wary about firing
As the rules state when an infantry units
shoots its muskets it becomes PINNED. As there is likely to be an enemy unit
within 2" then it becomes impossible to rally that unit unless it is
Guards or in base to base contact with a HQ. Infantry of the time usually had
one single good volley then every man started firing as fast as he could often
blindly into the smoke ahead, once a unit started firing thus it was incredibly
difficult to get it to stop. In particular if you are on the attack then you
should avoid firing as your attack will stall. Like commanders of the time you
should insist on your troops using the bayonet as the weapon of the offense.
That said an infantry units "first volley" i.e.: before it becomes
pinned can be incredibly effective especially against cavalry.
Cavalry is best against disrupted units
You will be tempted to use your cavalry,
especially heavy cavalry, as a metal fist with which to smash the enemies line.
Be cautious. Cavalry is almost certain to lose against infantry whether it is
pinned or not. Remember infantry can turn to face when charged so it is
impossible to "catch" a unit in the flank except if you charge the
unit with two attackers. This is a deliberate design decision as formed
infantry could almost always form a square and become invulnerable to cavalry.
This is not to underestimate the power of
cavalry, a fast reserve force that can threaten breakthroughs and finish off
disrupted units is an essential part of any force. In particular cavalry can
pose a terrible threat to HQ units caught out in the open. Cavalry is also the
king of the multiple melee turn. It IS possible for a cavalry unit to destroy
multiple units in a single turn by use of follow up.
HQ's and the center
As you will have noticed in the rules to
rally a unit needs to be within 6" of a HQ and normally you only have 1
HQ. Even with a movement rate of 6" HQ's will need to be crossing the
center of the board quite often if they are to serve both flanks. If the center cracks then entire armies can
be cut in two. In addition HQ's can give special attention to critical units by
getting into base to base contact with them. To lead a special charge, aid in a
critical defense or help rally a stricken unit.
Reinforcements
Napoleonic battles were distinctive in how
often a battle was determined by the timely arrival or delayed arrival of
reinforcements often on the flanks of the enemy. 2 by 2 Napoleonic battles are rarely simple affairs where both
sides line up their armies then the battle begins. The feeding in of forces is
an essential part of the game. Some players will indeed choose to wait for all
their forces to arrive from the rear then form a long battle line before
engaging the enemy. This could well be a winning strategy, however it requires
the assent of the opposing general who may have other ideas, or perhaps not, in
which case a grand set piece battle will result.
Army Lists
Players may pick an army size to fight; the
standard army points (AP) total for pickup games is 40
Unit points
cost
HQ 4AP
Line
Infantry 2AP
Guards/Grenadiers 3AP
Light
Infantry 3AP
Heavy
Cavalry 3AP
Light
Cavalry 3AP
Foot
Artillery 3AP
Horse
Artillery 4AP
Militia 1AP
Unit is “large” +1AP
Unit is “small” +0AP (no difference in cost yet, not sure I want another 1 AP unit,
better to give a bonus of some kind to small units. Otherwise you can have two
small line units for the price of 1 regular one which seems unbalanced. Also 1
point units become a little too handy for filling out an arm list short a point
which leads to single units of Militia or “small” running around I have tried
to address this in the army lists by adding a minimum amount of units that must
be purchased. Playtesting will tell)
Users are encouraged to make up
their own Army lists. Using the unit point costs listed above. In addition we
have provided a Standard Template below.
Standard template: 16 units
<number of
unit><unitname><AP cost><subtotal><runningtotal>
1 HQ 4AP 4
4
10 Line Infantry 2AP 20 24
2 Light
Cavalry 3AP 6
30
1 Heavy
Cavalry 3AP 3
33
2 Foot
Artillery 3AP 6
39
The Army lists represent a
“Command” each army list or “command” can only have 40AP. For players who wish
for larger point games then I recommend using multiple Commands across multiple
boards, if there is enough interest then a set of “Big Battle” rules can follow,
similar to the wonderful DBA rules by Phil Barker and WRG.
Notion used. Each command can
take up to the indicated amount of units. A minimum number other than zero
means that unit must be purchased (usually HQ’s). EG: 1-3 HQ means that at
least 1 HQ MUST be purchased. A number in brackets indicates IF that unit type
is purchased then that is the minimum amount. EG: (2)-6 Line Infantry means
that if you choose to buy Line Infantry then you must by at least 2 and a
maximum of 6.
Austrian
1-2 HQ 4AP
0-16 Line Infantry
2AP
(2)-4 Guards/Grenadiers 3AP
0-6 Heavy Cavalry
3AP
0-6 Light Cavalry
3AP
0-4 Foot Artillery 3AP
0-1 Horse Artillery
4AP
(2)-6 Militia 1AP
French
1-3 HQ 4AP
0-18 Line Infantry
2AP
(2)-6 Guards/Grenadiers 3AP
0-3 Heavy Cavalry
3AP
0-2 Light Cavalry
3AP
0-4 Foot Artillery
3AP
0-2 Horse Artillery
4AP
British
1-2 HQ 4AP
0-12 Line Infantry
2AP
0-4 Light Infantry
3AP
0-3 Guards/Grenadier 3AP
0-3 Heavy Cavalry 3AP
0-2 Light Cavalry 3AP
0-1 Horse Artillery 4AP
0-4 Foot Artillery
3AP
Examples
of play
Shooting:
French artillery unit A can shoot at one of
Austrian infantry units 1,2 and 3.
Only unit 2 is to its front and so units 2 & 3
use the “shooting out of flanks or rear” -2 modifier.
Units 4& 5 cannot be shot at because friendly
unit B blocks the line of sight which is taken from the two widest points of
the shooters base relative to the two furthest points of the targets base.
Unit 6 is also blocked by woods
Measuring range
The Austrian Artillery unit measures distance to
his possible targets. Note he uses his front center edge to unit B because he
is shooting out of his front at that unit. He uses his side center point as he
is shooting out of his flank at unit C.