De Bellis Napoleonicis (DBN) : Fast Play Rules For The Napoleonic Era
De Bellis Napoleonicis (DBN) : Fast Play Rules For The Napoleonic Era
De Bellis Napoleonicis (DBN) : Fast Play Rules For The Napoleonic Era
NAPOLEONICIS
(DBN)
Lower:
Upper:
CONTENTS
Page No
Contents Page 1
Index 48
ACKNOWLEDGEMENTS
We are indebted to WRG for their DBA Rules, which were the original inspiration
for DBN v1 rules.
These rules were also ‘inspired’ by the "DBA Extension for 1500-1900 AD" produced
by Humberside Wargames Society.
COPYRIGHT
CONTACT DETAILS
If you have any queries or suggestions regarding these rules please either write
to Keep It Simple Rules, Brompton Banks, Stokesley Road, NORTHALLERTON, DL6 2UD
or e-mail alex@atesto.freeserve.co.uk
WEBSITE
www.dbnwargaming.co.uk
1.1 Introduction. Over the last ten years, since DBN v1 was first produced,
we the authors, with many other colleagues and international gamers have
campaigned hard on the Napoleonic tabletop battlefield. In the process we have
given DBN a thorough play-testing. In addition to the many small games played
during a night at the club, at home or even in a hotel whilst visiting Waterloo,
we have fought many large historical battles, including Austerlitz, Waterloo and
the largest of all, Leipzig; you may have read our reports on these in wargaming
magazines. All this gaming and the ‘feed back’ we have received from all over the
world has been considered, tested, developed and if thought relevant, added to
the rules, so we now feel that it is time to present these amendments and
improvements in our Version 2 rules.
1.2 ‘Keep It Simple’. Whilst we freely acknowledge that the basis for DBN was
the highly successful DBA Rules, without which DBN v1 cannot be played, we now
also feel that it is time for us to move on and take DBN up a level by making
them ‘freestanding’, and so DBN v2 is just that; they can be played as they are
without reference to DBA. However our overriding concern was to stick to our
principle of ‘Keep It Simple’. We think we now have a set of Napoleonic rules
that are as good as you are going to get. If you want rules that are easy to
play yet challenging, capture the spirit and historical accuracy of the time, are
perfect for fighting Big Historical Battles and finally, good fun, then look no
further, these rules are for you.
1.3 Concept. These rules have been developed to fight tactically challenging
battles. They will not suit the ‘line ‘em up, throw a few dice, look pretty and
do nothing’ style of player. We have assumed that players have an understanding
of army organisation, terminology and a basic knowledge and general understanding
of Napoleonic, tactics, principles and warfare. Each manoeuvre piece on the
tabletop represents a Napoleonic tactical troop type, be it Infantry, Cavalry or
Artillery, known as a ‘Unit’. The Unit is represented by a number of appropriate
model figures mounted on a base, all of which have the same size frontage but
vary in depth. A group of two or more Units is called a ‘Formation’. Command
and Control was just as important an element of winning battles as the quality of
the troops, therefore it is a significant part of these rules and is simply and
effectively implemented by the use of Commanders Action Points or ‘CAPs’.
1.4 Scale. For the purposes of simplicity all quoted distances are based on
15mm scale and should be adjusted accordingly for other scales.
1.5 About The Authors. We (Alex Testo & Bob Carter - ‘KISR Publications’) are
both experienced Napoleonic wargamers who have both retired from wide-ranging
careers in the British Army. We have combined our military training and
experience with our knowledge of wargaming and Napoleonic history to produce this
unique set of rules. However we do not claim to ‘know it all’ so please feel
free to contact us for rule advice or clarification. Our contact details can be
found at the bottom of the ‘Contents’ Page.
1.6 Version 2.1. This latest version is the ‘cherry on the cake’ and includes
the minor amendments and additions that were added to the main 2.0 rules.
EQUIPMENT
2.1 Playing Area. The basic playing area, or tabletop battlefield, is 600mm
or 24” square for 15mm or smaller figures. It is increased to 900mm or 36” for
25mm figures and above. However the playing area can be varied in both depth and
width to suit historical scenarios. Onto this blank battlefield are placed
pieces of terrain that represent rivers, woods, hills, towns, etc, all of which
are described in Section 5 - Terrain.
2.2 Playing Equipment. The only other equipment required are standard D6 dice
(for larger games several D6 of different colours may be required) and a ruler or
tape measure with which to measure distances; a DBN ‘Ruler’ is included as
Section 14.
SCALES
2.4 Distances. All distances are referred to as ‘Paces’ with 100 paces
equating to 25mm if using 5mm to 15mm figures and 40mm if using 20mm to
30mm figures.
2.5 Time. Play is divided into Turns with each one divided into 2 Bounds, one
for each side. Each Turn is the equivalent of approximately 15 minutes in real
life. A game consists of as many Turns as are necessary for one side or the
other to achieve its victory conditions, although the number of Turns may be
predefined if recreating an historical scenario.
Historically the usual allocation of Foot Artillery per Infantry Division used in
nearly all armies was 12 – 18 Guns (two Batteries/Companies). If Regimental
Artillery was used there was usually a reduced allocation of Divisional Artillery
resulting in roughly the same amount of guns or ‘artillery effect’ per Division.
Because of all these factors it was decided to incorporate the Divisional and
lower level guns within the Combat Factors of the Line Infantry Units, known as
‘Muskets’. In DBN, this means that only Corps/Army Reserve Artillery and some
Horse Artillery are represented as separate Units on the tabletop.
When creating historical scenarios it may be found that the historical Commander
had not formed an Artillery Reserve and there are no artillery units outside of
the Infantry Divisions or that certain Infantry Divisions have an extra
allocation of guns. In those circumstances the game organiser can represent the
extra allocation of artillery either as a separate unit or, if there is no extra
allocation, of not representing the artillery at all or, for the benefit of ‘the
game’, he can choose to represent, as a separate Unit, a percentage of the
Divisional Artillery from both armies. However in these circumstances the most
important thing is to get the historical ‘balance’ of artillery right within both
armies. This method of representation can be seen as a bit unconventional but
give it a try, with DBN it works!
TROOP TYPES
3.1 Introduction. The three fighting Arms, Infantry, Cavalry and Artillery,
are all represented in DBN to which are added Command, Baggage Train and various
Irregular Troop types. For the purpose of Movement and Combat all Units are
collectively defined as either Foot or Mounted.
3.2 Infantry. There are three main types of Infantry Units, collectively
classed as Foot.
3.2.1 Muskets (Ms). Muskets covers all close order, volley-firing foot
troops, fighting in lines and columns with smoothbore muskets and using
bayonets or rifle butts for Close Combat. The presence of integral
battalion skirmishers and battalion guns are factored in. When in Close
Combat, Muskets benefit from a rear supporting unit of Muskets, thus
depicting Attack Columns, however they should only be used if historically
appropriate.
3.2.2 Light Infantry (LI). Light Infantry are those Musket units that
were especially trained for deployment in loose order, such as the British
light infantry battalions, French 'Legere' regiments, Prussian fusiliers
and Austrian ‘Grenzers’.
3.2.3 Jagers (Jg). Jagers are the true skirmishers of the Napoleonic
Armies who were trained to operate independently, usually in pairs, in a
very dispersed or much looser formation than Light Infantry, firing at a
distance with accuracy and discipline. They were trained in Field Craft
and could therefore make best use of available cover. They were reluctant
to engage in Close Combat and vulnerable to mounted troops if caught in
Good Going. They were often rifle armed and classed as ‘Elite’ units, and
include British ‘Rifles’ and Prussian ‘Jagers’ and ‘Schutzen’ units. They
are not to be confused with some nations Light Infantry, particularly
Russia’s, who were ‘Jagers’ in name only.
3.3 Cavalry. There are three types of cavalry, Heavy, Light and Irregular,
collectively classed as Mounted:
3.3.1 Heavy Cavalry (HC). Heavy Cavalry are the Napoleonic ‘knights’ or
mounted ‘shock’ troops of all armies. Such is the momentum of their charge
that when victorious they always pursue a defeated enemy one base depth.
3.3.3 Light Cavalry (LC). All other mounted troops are classed as Light
Cavalry.
3.4 Artillery. Artillery was divided into two types, Foot and Horse. Despite
the name of the latter, for all Combat purposes they are both classed as ‘Foot’.
3.4.2 Horse (HA). Horse Artillery was much more manoeuvrable than Foot
as the guns were generally lighter, usually 3 to 6lbs calibre, and had a
shorter range. The artillerymen were all mounted which enabled it to keep
up with some mounted Units. Horse Artillery can move and fire in the same
Turn.
3.7 Baggage Train (BT). Each army must have a Baggage Train, which is classed
as Foot. It should be depicted as a group of limbers, wagons or tents, or a
combination of all three. Once placed it cannot be moved, unless required to do
so for a particular scenario, when it is treated as Foot Artillery for Movement.
It has an intrinsic Combat Factor of 1 Close Combat but not Firing. However it’s
defence can be improved by placing a Unit of Infantry within the confines of its
base, in which case it assumes the Combat Factor of the unit providing the
‘defence’. The defending unit can be ‘relieved of their guard duties’ if the need
for them is more pressing elsewhere, and can be replaced by another Infantry unit
if so desired. The BT and its defenders are destroyed if beaten in Close Combat.
3.8 Guerrillas (Gs). Groups of armed men, and women, who harassed an enemy
from behind their own lines, such as Russian Partisans and Spanish Guerrillas,
are collectively classed as ‘Guerrillas’. They usually fought on foot in Bad
Going, ambushes being a speciality, and so special rules apply for their
deployment. They cannot be used to garrison a BUA and may only defend a
Fortification if it is connected to Bad Going.
3.9 Combat Abilities. Infantry, Cavalry and Artillery may all be modified to
reflect their combat abilities as follows:
3.9.2 Militia (M). Militia is a generic term applied to those units who
were less well trained, poorly motivated, badly lead, of low morale or
other such 2nd class soldiers. The term may be applied to all Arms, except
Irregular Cavalry and Guerrillas, and should be used in an historic
context, ie most Spanish Infantry should be classed as Militia. It can
also be used to reflect those formations that were below strength and
therefore have a reduced combat capability.
4.1 Basing. All bases regardless of type have the same frontage. This is
40mm if the figure scale is 15mm or less and 60mm if 25mm or more. However the
depth of the bases and the number of model figures per base can be varied to suit
the player’s personal preference. The table below lists those used in our
original DBN v1 rules, an option for deeper bases and correspondingly more
figures per base are included in Section 11 – Optional Rules.
Notes:
1. CinC and Sub Command figures can be either mounted or dismounted but
regardless of how they are depicted they are treated as mounted for
Movement purposes.
4.2 Different Scales. Base sizes remain the same for model scales below 15mm;
however there are twice the numbers of figures to a base. If using 20mm and 54mm
figures then the base width and depth should be proportionally adjusted.
4.3 Unit Representation. The figures should be spaced evenly across the base
in a straight line if Elite or Average, in a staggered line if Militia and in no
particular ‘formation’ if Guerrillas or Irregular Cavalry. The distinction
between Elite and Average can be made by using figures with plumes for the former
and figures without for the latter. There are of course a variety of ways that
can be used dependant upon personal choice, figure scale and historical uniforms.
SECTION 5 - TERRAIN
GENERAL
5.1 Playing Area. The basic DBN points based game is played on a 600mm square
‘Board’ if 15mm or smaller or 900mm square if 25mm or larger. Bigger games
involving 2 or more Commands are played on proportionately larger boards. The
playing area should have a mix of Terrain Features, Natural and Manmade, which
can be sub divided into ‘Good Going’, ‘Bad Going’ or ‘Impassable Terrain’.
5.2 Weather. Weather is not taken into account as usually both sides were
equally badly affected by it, unless of course it particularly hampers one side
or the other, such as the torrential rain that briefly fell, to such a
significant effect, during the Battle of Albuera, Spain 1811. In which case a
special rule should be devised for the particular scenario.
BATTLEFIELD FEATURES
5.3 Good Going. The majority of the battlefield should be ‘Good Going’,
representing open ground that may or not have been cultivated and where, given
the ground scale, features such as small woods, streams, boggy ground, small
groups of buildings and fences or walls present no real obstacles to Movement and
Combat. Hills in general are considered to be Good Going and are any slope or
contour that all players agree will give ’uphill advantage’ in Close Combat and,
where applicable, some types of standing crops, such as the head high corn in the
fields of Quatre Bras, Belgium 1815, should be classed as Bad Going.
NATURAL FEATURES
5.5 Natural Features are those that have been created by nature but may, to a
greater or lesser extent, have been modified by man. They can be subdivided into
‘Bad Going’ and ‘Impassable Terrain’.
5.5.1 Bad Going. Features that are classed as ‘Bad Going’ are those
that have an impact on Movement, Firing, Close Combat or all three and are
listed below. Movement through all types of ‘Bad Going’ is either as a
single Unit or in a Column and unless otherwise specified Artillery and
Baggage cannot enter Bad Going, except on a road, and cannot deploy in it.
The following are classed as Bad Going:
5.5.1.5 Dunes. Although Dunes were not common they are a feature
of parts of coastal Europe and of course Napoleon’s ‘Egyptian
Campaign’ in 1798/99. Dunes have no effect on the Movement of Camel
mounted troops but are classed as Impassable for all other Mounted
except Irregular Cavalry and Skirmishing Cavalry. Movement and
Combat for all Infantry is the same as if in Woods.
MANMADE FEATURES
5.6 Manmade Features are those that have been created by man which either
impede or aid Movement and Combat in various ways.
5.6.1 Roads. Roads were a very common feature but the movement
advantage that they confer should be adjusted to suit both the quality of
the road and the Seasons. Troops moving by road through Bad Going may
continue to claim the ‘Road Movement’ bonus but only if they are astride
the road and not involved in any form of Combat.
5.6.6 Bridges. Bridges over Waterways and Impassable Rivers are treated
in much the same way as Causeways. Unless otherwise specified by the
scenario all other bridges are merely classed as an aid to movement.
5.6.8 Olive Groves. Olive groves are a very common feature in Southern
Europe and are usually made up of rows of bushy, relatively short openly
Copyright© KISR Publications dated Jan 13 11
De Bellis Napoleonicis v2.1
spaced trees that, whilst they have little no impact on Infantry, affect
the Movement and Combat ability of Artillery and Mounted. Artillery can be
deployed in and fire from the edges of Olive Groves but movement through
them is reduced to 100 Paces. Olive Groves are treated as Bad Going for
all Mounted except Irregular Cavalry and Skirmishing Cavalry.
LINE OF SIGHT
5.8 For purposes of Command Radius the following Terrain Features restrict Line
of Sight:
BUA
Causeways*
Dunes
Forests, Woods and Olive Groves
Gentle and Steep Hills
Fog.
* Only if the Commander is on the lower ground within 600 Paces of the
sides.
5.9 Torrential rain and fog also restrict Line of Sight for purposes of Command
Radius.
GAME SET UP
6.1 Introduction. With DBN you have many options on the type of game you may
wish to play from the basic 12 point game played on the standard 600mm x 600mm
table to a refight of Leipzig with hundreds of units and a huge table; the choice
is yours. We will present each type of game as an ‘option’ as follows:
6.1.1 Option 1 - The 12 Point Game. This is where the DBN experience
should start and is the training ground for all DBN Generals. The game is
between two players on a standard 600mm x 600mm ‘battleground’, with the
potential for two or three battles being comfortably completed in an
evening. The terrain is set up, and then each player selects a 12 point
army from the Army Lists based on the chosen campaign year. The players
then select table sides and then set up the troops. The battle is based on
the standard DBN victory conditions and is ideal for club nights and
competitions.
6.1.2 Option 2 - The 24 Points or more Game. This is for two to four
players on a 900mm wide x 600mm deep battleground with 24 point armies, or
for even larger point’s based games, with more players and a proportionally
larger playing area. The terrain is set up, then each player selects two or
more 12 point armies from the Army Lists based on the chosen campaign year
(see Section 10 - Larger Battles). The players then select table sides and
deploy their troops. This Option uses the standard victory conditions and
is ideal for the ‘big club game’ or a lazy Sunday afternoon.
6.2 Deployment. Both sides roll a D6 and the player with highest score is the
‘Attacker’. In a multi player game it may be just the senior commander who rolls
the dice, or all of the players on both sides and the totals used to decide the
issue.
6.3 Terrain Set Up. The Defender using the guidelines in Paragraphs 5.3 and
5.4 sets up the terrain. A BUA must not be within 900 Paces of any table edge.
6.4 Choosing Table Sides. In the basic game, where the battlefield is square,
the Attacker numbers three of the sides 1, 2 and 3 and the fourth, his preferred
Base Edge, 4, 5 and 6, but the latter must not be either of the sides closest to
any BUA. The Attacker then dices to determine which will be his Base Edge. The
Defender takes the opposite side. In larger games where the table is oblong the
Attacker numbers his preferred longest side 3, 4, 5 and 6 and the opposite 1 and
2, and as before he then dices to see which side will be his Base Edge. Clearly
if playing an historical or invented scenario then the Base Edges are
predetermined.
6.5 Troop Deployment. The Defender deploys first. Both players have a
Deployment Zone of 600 Paces from their Base Edge and at least 300 Paces from
both Sides. The Defender has the option to ‘Garrison’ any BUA, Strong Point or
Fortification that is not within his Deployment Zone.
PLAYING SEQUENCE
6.6 Each Game consists of a number of Turns, which are themselves divided into
a Bound for each player. During a Bound each side, Moves, Fires and Resolves
Combats, any elements that can Fire must do so in both Bound; except Foot
Artillery that has Moved cannot Fire until its next Turn. The Attacker takes the
First Bound. The Turn sequence is a follows:
6.6.1.3 Combat Phase – Firing. All Units on both sides that can
Fire do so with the Attacker dictating the order of Firing.
6.6.2 Defender’s Bound. This follows the same sequence as the Attacker’s
Bound but with the Defender dictating the order of Combat.
6.7 At the end of both Bounds the game moves on to the next Turn. If there is
more than one player per side the Bounds for each Player on that side are taken
at the same time.
7.2 Initial Battle Orders. Historically the initial moves of a battle plan,
no matter how poor, were usually implemented and it was only once it was under
way that any shortcomings became obvious; usually as a result of first contact
with the enemy! It is therefore very frustrating, and historically inaccurate,
for a battle plan not to be initiated for want of a decent initial CAP dice roll,
and so for the First Turn only the attacking CinC gets 2 extra CAP.
7.3 Compulsory Advance. All too often in wargames the ‘Attacker’, perhaps
having taken advantage of the Terrain and Setting Up sequence, decides not to
attack after all, resulting in either a stalemate or the ‘Defender’ getting
frustrated by the lack of action and attacking in adverse circumstances.
Therefore as the attacking Commander has made the strategic decision to attack he
must do so; he must, therefore, always advance at least 1 Unit (excluding Jagers,
Guerrillas, Irregular and Skirmishing Cavalry) a minimum of 200 paces until an
attacking Unit is within 300 paces of the enemy.
7.4 Command Radius and Visibility. The Command Radius is the distance within
which a Commander can exercise relatively effective tactical Command and Control
by seeing what is happening on the battlefield and issuing orders accordingly,
either personally or through his staff. For the average Commander this is 1200
Paces, measured from any point on the Commander’s base. As visibility was so
important to the Command Radius, regardless of a Commander’s ability, is reduced
by half if the Commander’s Line of Sight is affected by any of the Terrain
Features listed in Paragraph 5.8 - ‘Line of Sight’. Because of its critical
importance it therefore costs an extra CAP to move any Unit or Formation that
starts its move outside of the Command Radius. It also costs an extra CAP to
move each individual Unit and Formation if the CinC is located (cowering?) in a
BUA or if engaged in supporting a Close Combat.
MOVEMENT
7.5 Tactical Movement. Having deployed his army the CinC and/or Sub
Commanders then use their CAPs to move troops either as single Units or as
Formations. It costs 1 CAP to move either a single Unit or a Formation that are
within his Command Radius; this should not be confused with Compulsory Movements,
which occur as a result of Combat. The CinC and, where appropriate, mobile
Baggage Trains are classed as Units. The maximum permitted movement distance for
each type of Unit is listed on the Playsheet. Tactical Movement can be
subdivided as follows:
7.5.2 Formation Movement. A group of Units that are all facing in the
same direction and are all in full edge contact with each other either from
front to rear or side to side may make a ‘Formation Move’ but only to the
maximum permitted distance for the slowest Unit. The following definitions
apply to Formation Moves:
7.6 Movement in Bad Going. Other than reduced movement rates individual Units
can move as normal when in Bad Going. However Formations, except those composed
entirely of Foot Skirmishers, must always be moved as if in Column, and so, for
example, a Line of Muskets in Bad Going must either be moved as a number of
separate Columns or as individual Units. Formations of Foot Skirmishers are
unaffected by this restriction. Any part of a unit that moves inside Bad Going is
obliged to move at Bad Going speed. If the unit has already travelled the maximum
distance permitted for Bad Going then movement must cease.
7.7 Successive Tactical Moves (STM). Normally Units may only move up to their
maximum permitted distance in each Bound, but under certain circumstances, and
providing the Unit or Formation remains more than 600 Paces from any enemy, then
STM’s may be made as follows:
7.7.3 All Others. All other Units or Formations may make 1 STM in any
of its Bounds at a cost of 1 CAP.
7.7.4 Jagers. Jagers may make a ‘Jager Action Move’ for 1 CAP, this is
a unique move and allows Jagers to make 1 STM remaining more than 300paces
(not 600paces) from any enemy unit and Fire in the same turn.
7.8 Road Movement. The Road Movement rate assumes that the unit is in March
Column and so if it has moved along a road at Road Movement rate it may neither
end the move in contact with the enemy nor may it fire.
7.10 Moving Through a BUA or Non Linear Fortification. Any Unit can be
positioned in or move through a BUA or Non Linear Fortification and not be deemed
to be Garrisoning or defending it, such as when making a road move in March
Column through a town or village. They are considered to be engaged in
activities other than defending the perimeter; but they will defend themselves if
attacked. They are however classed as being in a Fortification for Close Combat
but can neither Fire themselves nor can they be fired upon.
7.11 Moving through Gaps. No Unit may move through a gap between two
Impassable pieces of Terrain that is less than half a base width in size. Any
gap that is more than half a base width but less than a base width in size is
treated as if it were a Causeway.
7.12 Retiring and Sideways Movement. A Unit may retire (move backwards away
from the current position of its front edge) or Sideways (move directly in line
with the current position of its front edge). To do this and remain as a formed
body involved a relatively complex series of drill movements. To reflect this,
all regular movement rates are reduced by 100paces.
7.13 Zone of Control (ZOC). All units have a ZOC to their front of one base
width wide and the same deep. No enemy Unit may move into this Zone for any
purpose other than to engage that unit in Combat. If a unit is ‘caught’ in an
enemy ZOC and wants to move away, it must first move directly away and out of the
ZOC.
7.14 Unsupported Units. Any single Unit, except Commanders, Jagers, Irregular
Cavalry, Skirmishing Cavalry and Guerrillas, that are more than 300 paces from
any other friendly Unit are deemed to be ‘Unsupported’ and as such cost an
additional CAP for movement.
7.19.2 Pursuit and Support Follow up. All Attack Columns, all Heavy
Cavalry, all British Cavalry (except KGL) and all Irregular Cavalry who are
victorious in Close Combat must Pursue for 1 base depth. All other Mounted
who are victorious may also Pursue. Mounted units that have provided
‘Support’ to a victorious Mounted unit may also ‘Follow up’ providing it
maintains its position alongside the victorious unit. A victorious Unit of
Infantry attacking BUA or Fortifications must ‘follow up’ and occupy the
ground previously held by the enemy. If the Infantry are in an Attack
Column the lead Unit occupies the objective and the second Unit must move
up to and remain facing the side through which they attacked until the next
Bound, unless subsequently attacked themselves. Any other subsequent Units
who may also be following immediately behind the Attack Column may either
‘Follow Up’ or remain stationary. An Infantry unit Supporting a victorious
Attack Column in Close Combat may also ‘follow up’ providing it maintains
its position alongside the victorious Attack Column.
7.20 Cavalry Charging into Bad Going. Under normal circumstances regular
cavalry were very reluctant to charge into Bad Going. Therefore all regular
cavalry (HC, LC and SC) are classed as ‘Shaken’ (-1 to their Combat Factor) for
the first round of Close Combat if they are classed as ‘in Good Going’ and
attacking an enemy ‘in Bad Going’ (see rule 8.23).
7.22 Cavalry Moving Up Hill. Cavalry or Horse Artillery moving up hill for any
part of their movement have their maximum movement reduced by 100paces.
7.23 Evading Horse Artillery. Horse Artillery has the option of ‘Evading’ when
attacked by Infantry.
0 to 1 ‘Disaster, left it too late some guns are lost, take 2 Hits and Flee 600paces’
2 ‘Badly coordinated withdrawal, take 1 Hit and Flee 600paces’
3+ ‘Successful evasion and withdrawal, well done, Flee 600paces’
SECTION 8 - COMBAT
INTRODUCTION
8.1 DBN v2.1 features a new Combat System called ‘Attrition’ which can be used
instead of the original system to decide Combat Results. Regardless of which
system is used, Combat is divided into two parts, Firing and Close Combat.
Firing takes place between Units that are not touching whereas Close Combat is
the hand to hand combat and close range volley fire that occurs when Units are in
front or rear edge to edge contact. This Section has four Main Headings; Combat
System, Firing, Close Combat and Command Casualties. For ease of use all Combat
Factors are listed in Section 12 – Playsheets. We find the Playsheets work very
well if printed out ‘back to back’ on card.
COMBAT SYSTEM
8.2 The player has the choice of choosing one of two combat result systems.
However the method for both systems and all combat resolutions is for both sides
to simultaneously throw 1xD6, + Unit Tactical Factors, + or – Combat Tactical
Factors, this gives a result. The two systems to choose from in DBN are:
8.2.1 The Original DBN System. This gives a challenging fun game and is
the simpler of the two systems to play. It has no Unit attrition as the
Unit suffers damage by being ‘Destroyed’ or ‘Pushed Back’. The main
benefit of this system is that it is simple to play and there is no use of
Unit ‘Hit Markers’, but it does give a slightly stylised type of game.
Because of the frequent use of ‘Recoils’ it is necessary to keeping all
units constantly aligned in order to avoid unnecessary casualties. Players
have a choice of whether or not to retain the original system in its
entirety or add those DBN v2 rules that appeal to them.
8.2.2 The Attrition System. This is new to DBN v2 and gives an equally
challenging fun game but with more realistic and accurate combat results.
It has a simple system where each combat unit is either ‘Destroyed’
outright or suffers damage of up to two Hits, reducing its morale and
effectiveness gradually until it becomes Destroyed and is removed from the
table. This system also reduces the necessity of keeping all units exactly
aligned as there is very little ‘Recoiling’. The system has the following
features:
Results as follows:
1 to 4 – Unit unaffected
5 or 6 - Unit immediately takes a Hit.
FIRING
8.3 Definition. Firing represents long range volley fire, skirmish fire and
medium to long range artillery fire. Any Units who are able to do so may fire in
both sides Bounds with the players whose Bound it is deciding the order in which
his Units will fire and at whom, but as a general principle all Units, except
Artillery in certain circumstances, must Fire at or respond to firing from the
nearest enemy.
8.4 Ranges. Maximum Firing Ranges are listed on the Playsheet with the range
to the target being measured from any point on the firing Units front edge to any
point on any edge of the enemy Unit. Although some Mounted units were armed with
carbines, their range was so limited and relatively ineffective that their firing
is classed as part of Close Combat.
8.5 Arcs of Fire. All Foot may fire at any enemy that is within a base width
either side of straight ahead.
8.6 Zone of Fire. The firing Unit must have a largely uninterrupted view of
the target defined by drawing an imaginary line from the right hand front corner
of the firer to the left hand corner of the target and from the left hand front
corner of the firer to the right hand corner of the target. It does not matter
which edge of the target is being fired on so long as both corners can be seen.
Any piece of terrain or another friendly Unit that obtrudes into this Zone of
Fire obstructs the firer’s view and thus prevents Firing from taking place.
8.7 Fire Support. A firing Unit may be given ‘Fire Support’ by as many Units
as can be brought to bear. However the ‘Fire Support’ Units, other than
Artillery, must not ignore an enemy Unit that is nearer than the one on which
they are to provide Fire Support and must fire on it rather than providing Fire
Support. The target Unit suffers a –1 to its Combat Factor for each Fire Support
Unit firing at it, eg a Unit of French Muskets fire on a Unit of Austrian
Muskets, the French have Fire Support from a Unit of Light Infantry and a Unit of
Artillery; the French basic Combat Factor is +4 but the Austrian is only +2 as it
suffers –1 for each of the Units providing Fire Support to the French Muskets. A
supporting unit can only fire in support at one unit per Fire Phase.
8.8 Firing From a Flank or From The Rear. In order to claim the Flank Fire
Tactical Factor, the firer must be fully behind an imaginary line drawn across
the front edge of the target.
8.9 Firing From a BUA and NLF. The ‘Garrison’ of a BUA or the ‘Occupying’ unit
of a NLF have a 360° arc of fire, but they must fire at the nearest enemy Unit.
Units inside and not ‘Garrisoning’ or ‘Occupying’ a BUA or NLF can not Fire.
8.10 Firing on a BUA. Historically it was most unusual for the Garrison of a
BUA to be evicted or destroyed by firepower alone. A BUA usually had to be taken
'at the point of a bayonet', and as a result often changed hands several times
during the course of a battle. In order to reflect this situation, if the
attacker's Combat Result for Firing is greater or double that of the Garrison's
then there is no effect but of course if the reverse is true then the usually
Combat Results are applied. This does not apply to NLF.
8.11 Firing for Units in Two Terrain Features. For the calculation of Firing
Tactical Factors, a unit is considered to be ‘in the terrain which covers the
edge firing or facing the Firer. Except that a unit with part of its Forward
Edge in Bad Going is considered to be in Bad Going for its Fire Effect and as a
Target it is considered to be in the terrain, which makes the Target most easily
visible to the Firer. To help understand and interpret the above rulings, the
‘facing or firing edge’ has a depth of 5mm. In the event of there being any
doubt a D6 should be thrown to decide the issue, the result of which will remain
in effect until such a time as the situation changes.
8.12 Firing Whilst on a Bridge or Causeway. Any Unit that Fires whilst either
on a bridge over an Impassable river or on a Causeway suffers a –2 to its Combat
Factor. This is because the Firing is on such a narrow frontage.
8.13 Artillery Firing. Artillery may fire in every Bound unless they have
recoiled in the previous Bound, or if Foot Artillery that has moved. However,
unlike all other Foot, Artillery need only Fire at the nearest target if it is
within 300 Paces. If they have no target within this distance they may select
any other target that is within Range and Arc of Fire. Artillery moving by road
through Bad Going may not Fire and neither may any artillery unit Fire on Command
Units or BT units outside of 300 Paces.
8.14 British Infantry Firing. In order to simulate their better firepower all
British Infantry, including KGL, not classified as Militia, fire as if Elite.
CLOSE COMBAT
8.15 Definition. Close Combat represents close range volley fire, close range
artillery fire and hand to hand combat. It occurs when a Unit moves its front
edge into contact with the edge of an enemy Unit.
8.16 Moving into Close Combat. Contact can be made against any edge but it
must be fully against that edge whether it is front, side or rear. Contact
across a corner is not acceptable, and the attacker must be able to make contact
with at least 50% of its front edge. As a general principle the attacker will
always conform to the defender but in doing so must ensure that no point of the
attacker’s base moves more than its permitted maximum distance.
8.17 Close Combat Support. A Unit that is engaged in Close Combat with an
enemy Unit to its front and that also has further enemy units to its right, left
or both is outflanked twice and suffers –1 to its Combat Factor for each
Outflanking Unit. These flanking Units are deemed to be providing Close Combat
Support, and as such cannot be Fired upon. Troops in BUA and Non Linear
Fortifications cannot provide Close Combat Support to any friendly Unit that may
be abutting the BUA or Non Linear Fortification as any such support would be
relatively ineffectual. Commanders, ADC’s and Baggage Trains can not Support. No
unit can be Recoiled and provide Close Combat Support in the same Bound.
8.18 Attacking a Unit in the Flank or Rear. Any attacked, unshaken unit of
‘Mounted’ can immediately ‘Turn to Face’ if the attacker has moved more than
200paces in sight before making contact. All other units can not ‘immediately
turn to face’. If the attacked Unit loses the combat it then ‘turns to face’ (if
not already) and recoils; if it cannot recoil then it is destroyed. However if it
wins the Close Combat the Attackers recoil and the attacked Unit has the choice
of either ignoring the Attacker or immediately turning to face the Attacker or
any unit it is still in contact with as a free move. If more than one Unit
attacks the same target the first Unit to make contact is the ‘Attacker’ and the
other Unit/s provide Close Combat Support. Commanders & Baggage have no ‘Flank’.
If a unit is in contact with an enemy unit but not facing it, then at the start
of its move phase it can not move away but it can ‘turn & face’ at no CAP cost.
8.19 Attacking Artillery in Close Combat. A Unit of Artillery cannot claim the
Tactical Factor for firing within 300paces (canister effect) because they are
deemed to be in Close Combat.
8.21 Close Combat Restrictions. Infantry may not move into contact with any
Mounted except as Close Combat Support for a friendly Unit that is either in or
has moved into contact in that Bound. Artillery may not move into Close Combat
but Horse Artillery may move into Close Combat Support.
8.22 Attack Column Factors. Both Units in the Attack Column must be of the
same nation but may be of different classes. However the lowest class of
unmodified Combat Factor is used, eg an Attack Column composed of a Unit of
Muskets and a Unit of Militia Muskets has a basic Combat Factor of +3, whereas
that of Elite Muskets and Muskets would be at +4. When an Attack Column is
classed as ‘destroyed’ as a Close Combat Result then both units of the involved
Attack Column are destroyed, not if as a result of recoiling.
8.23 Close Combat if Units are in Two Terrain Features. For the calculation of
Close Combat and Combat Results, the Unit is ‘in the terrain the majority of its
base occupies’. The only exception is when a unit Recoils into Impassable
Terrain, in which case it is the rear edge that is used to determine the location
of the Unit. To help understand and interpret the above rulings the ‘facing or
front edge’ has a depth of 5mm. In the event of there being any doubt a D6
should be thrown to decide the issue, the result of which will remain in effect
until such a time as the situation changes.
8.25 Close Combat Between BUAs. When a Garrisoned BUA is being attacked from
an adjacent BUA, the Garrison Tactical Factor is reduced to +2 as the attackers
will be attacking from and through the cover of their own BUA. Attacks must also
be undertaken as individual Units as they cannot claim the Factors for either
Attack Column or Close Combat Support.
8.26 Close Combat on a Bridge or Causeway. Any Unit, whether or not they are
attacking or defending, in Close Combat whilst either on a bridge over an
Impassable river or on a causeway suffers a –2 to its Combat Factor. Regardless
of the adjacent terrain neither combatant can have Close Combat Support (because
the Close Combat is on such a narrow frontage) nor can they claim the Attack
Column Tactical Factor. In addition the Garrison of a BUA that is positioned
immediately at the end of either a bridge or causeway Close Combat as if
defending a Fortification.
8.27 Recoiling. A Unit forced to recoil across the face of an enemy Unit that
is in contact with one of its side edges is destroyed.
8.29 ‘Hors de Combat’. If the Unit or Attack Column to which a Commander has
attached himself is beaten in Close Combat, a D6 is rolled to see if he has been
killed or injured, as follows:
1 Killed in action
2 – 3 Out of action for 2 Turns (‘hors de combat’)
4 - 6 Survives combat uninjured.
8.30 Command Succession. The command structure for most Napoleonic armies was
comparatively robust and the death of a Commander, even a popular one, did not
necessarily have the same catastrophic effect on the morale of its troops that it
did in earlier wars. Therefore any Commander that has been killed can be
replaced by a ‘Poor’ commander after 2 Turns if French or British and after 4
Turns for all other Nations.
8.32 Break Off from Close Combat. No unit may voluntarily ‘break off’ from
Close Combat.
8.33 Destroyed Unit Markers. This is an optional rule, it will add to the look
and feel of the game and help tell the story of the developing battle. A relevant
‘Destroyed Unit Marker’ (infantry casualty figure, dead cavalry horse or broken
gun) is placed on the table at the point where a unit was destroyed.
The markers affect the game as follows:
Cavalry and Artillery are classed as being in Bad Going if they are in base
contact with 3 or more Markers at any point of time (a gun counts as 2). The
casualties have no significant effect on infantry.
8.34 Foot Artillery Firing from Hills. Foot Artillery on a hill or contour can
only fire over 600paces if on the ridge line of a hill or the forward edge of a
plateau.
8.35 Firing Overhead. Artillery can fire over the head of intervening units
providing the intervening unit is on lower ground to both the firer and the
target unit. Also the intervening unit must be outside of 200paces from the firer
or the target.
9.1 In order to win a battle or game one side must achieve its Victory
Conditions. The Victory Conditions will vary depending on the type of game, be
it the basic Points Game or a Created Historical or Fictional Scenario.
9.2 Basic Points Game. When one side has lost a 1/3rd (rounded down) of their
total number of units (this number includes all Combat Units, Commanders and
Baggage Train) then the other side has won the game or battle. The only
exception to this formula is that Destroyed Old Guard Muskets, CinC’s and
Captured Baggage Trains count as 2 casualties and Irregular Cavalry and
Guerrillas just don’t count as casualties. A Commander that is ‘hors d combat’
counts as a casualty until he is active again.
In addition, for armies of 15 to 23 points one extra casualty can be sustained,
for armies of 24 to 35 points two extra casualties can be sustained and for
armies of 36 points or more three extra casualties can be sustained.
9.3 Created Scenario - Historical or Fictional. This can be much more complex
if desired, although usually the 1/3rd rule will still apply. However Victory
Points (counting as casualties) are usually awarded for the holding or capturing
of certain key terrain features. Also, Guard Musket units become more important
in historical games and usually count as double casualties; the French Old Guard
Muskets in a big game should count as treble casualties. With a created scenario
it is ultimately down to the Scenario Designer to set the right level of Victory
Conditions.
9.4 Battle Honours. In order to encourage players to ‘get stuck in’ in large
battles a system of awards or Battle Honours can be implemented. Every time a
player eliminates a Unit he picks a card from a pack of playing cards, if it is a
picture card then the player has won a Battle Honour. The Player with the most
Battle Honours at the end of the game receives a prize or trophy. This means
that a player can be on the losing side but still goes away from the game with an
increased sense of achievement. The umpire may also award extra honours or cards
for special (heroic?) reasons.
10.2 Cost of Commanders. The army is thus divided into a number of commands or
Corps each of which must have its own Sub Commander. The CinC is not costed but
each of his Sub Commanders are, based on their Command Capabilities as follows:
The CinC is classed as Average but he may be upgraded to Good for 1 Point,
conversely he may be downgraded to ‘Poor’ for –1 Point.
10.3 CAP Dice. All Commanders have their own specific CAP dice, which cannot
be interchanged, to manoeuvre only the troops in their command. But in Larger
Battles the CinC may use his CAP to:
10.3.2 Allocate some or all of them to his Sub Commanders, in which case
they must be allocated before any Movement takes place.
10.3.4 Transfer a Unit or Formation from one command to another for the
cost of 1 CAP to the CinC and to all other Commanders involved in the
transfer, plus 1 further CAP to the CinC if Commander is outside of the
CinC’s Command Radius.
10.4 Compulsory Advance. The rules for Compulsory Advance (7.3) must be
applied to each Command that is deployed in the front line. They do not apply to
Corps or Commands that are designated as being ‘In Reserve’.
10.5 Command Radius and Visibility. The rules relating to Command Radius and
Visibility remain extant, and so if the CinC decides to allocate CAP to a command
that is outside of his command radius it will cost him an extra CAP to do so. So
for example if a CinC decides to move a Unit or Formation that is not under his
command and that is also outside of his Command Radius it will cost him 3 CAPs,
or if he decides to allocate CAPs to a Sub Commander who is outside his Command
Radius it will cost an extra CAP for every one he wishes to allocate, ie a total
of 2 CAPs.
10.6 Playing Area. The playing area should increase in proportion to the
number of commands by adding approximately 300mm to the table width for each
command that is to be deployed in the front line of battle, no extra width should
be added for those commands held in reserve. It is, however, largely a matter of
judgement and personal preference. It almost goes without saying that the
playing area for historical refights should be an appropriately scaled down
representation of the actual battlefield.
10.8 Casualty Reduced Command & Control. A Commander suffers a -1 to his CAP
Rating when his command (for any reason) is reduced to 5 or less combat units.
This rule reflects the loss of Staff Officers, commanders and battle fatigue.
LARGER BASES
11.1 For those players who like the ‘big battalion’ look for their armies we
suggest that the depth of infantry bases can be increased as detailed below and
the number of figures increased accordingly:
11.2 The following Discretionary Troop Types may be used where historically
appropriate:
11.2.1 Old Guard. The Old Guard are exclusive to French. It includes all
Old and Middle Guard Infantry from 1804-15, which are classed as Elite
Muskets but with an increased Close Combat factor and Old Guard Heavy and
Light Cavalry from 1805-13 which are classed as Elite Cavalry, but also
with an increased Close Combat factor. The Old Guard Artillery, Old Guard
Cavalry from 1814 and Non French Infantry attached to the Imperial Guard
are classed as Elite.
11.2.4 Superior Light Cavalry. This is very much an optional rule and
is best suited to specific scenarios. Superior Light Cavalry reflects a
quality of cavalry in between the normal and the Elite classes. There are
a great variety of cavalry included in the Light Cavalry Troop Type some of
which had the ability, attitude and training to cause a greater ‘impact’
when in Close Combat against other Light Cavalry, but were not superior
enough in all other respects to be graded as ‘Elite’. This limited, but
nonetheless significant, superiority may be reflected by giving Superior
Light Cavalry a +1 advantage in Close Combat but only when facing normal
Light Cavalry. This advantage is not applicable when facing Elite, other
Superior Light Cavalry or Militia Light Cavalry. Those Units we have
classed as Superior Light Cavalry are listed in Appendix B.
When a ‘swinger’ occurs the nearest Unit in range within the area between
the front of the Rocket’s rear base line and behind a 45 degree line from
its front base line is hit. Test for effect as for Firing.
In addition because they invariably had their mounts close at hand they are
not classed as Foot Skirmishers when fired on by Artillery.
11.2.7 Special ADCs. For the cost of 1 Army Point any CinC, but not Sub
Commanders, can have a ‘Special ADC’. These self assured, colourful
characters, usually enthusiastic young members of the aristocracy, were
nationally well known, keen to make a name for themselves on the
battlefield and were able to inspire their nations troops to make extra
efforts and sacrifices. He is represented by a single suitably flamboyant
mounted figure on a 20mm wide by 30mm deep base who is collocated with his
Commander until he is detached, at the cost of 1 CAP, to join a Unit or
Formation and lead them into Close Combat. The ADC can make up to 3 moves
as Irregular Cavalry in one Turn for no CAP cost. In Close Combat he gives
the unit he is attached to +1 and must test for ‘Commander Casualty’,
regardless of the outcome of the Close Combat, ie win, lose or draw. When
the specific Close Combat action is finished, and assuming that he has
survived unscathed, the ADC will move back to his CinC and await further
orders. An ADC who is ‘Hors de Combat’ remains where he ‘fell’ on the
battlefield and returns to his Commander at his normal movement rate after
2 complete Turns have passed. He cannot be used to support a Garrison or
the defenders of a Fortification (far too ignoble a task) and would never
work with other CinCs or ADC’s as his and his alone must be the glory. If
an ADC fails to have at least one victory in the first two separate Close
Combats, then he leaves the field in disgrace. They do not count towards
Victory Conditions.
BREAKTHROUGH
11.3 The ‘Breakthrough’ rule allows for Infantry Attack Columns and Cavalry in
Good Going to achieve a ‘Breakthrough’ after destroying their opponents in Close
Combat, but only when in Good Going.
1. Pursue as normal.
2. Move into Close Combat with another enemy Unit that is within
its maximum permitted movement distance.
3. Move up its maximum permitted movement distance straight ahead.
(in accordance with rule 7.19.2 Supporting units may also ‘follow up’, also
at this time, as a special movement an Attack Column may move its lead unit
independently into Close Combat and at the same time move the second unit
into the space vacated by the lead unit)
11.5 Breakthrough Results. If the Breakthrough Unit moves into Close Combat
the Close Combat is immediately resolved and if the Breakthrough Cavalry Unit is
‘Impetuous’ it fights as ‘Militia’ for that Bound of Close Combat; there is never
a second round of Breakthrough. A Cavalry Unit that has become ‘Impetuous’
remains as ‘Militia’ and is unable to move into Close Combat until it remains
stationary and is not involved with Combat for one full turn then the Militia
status is removed. (a model horse figure to represent ‘Impetuous’ is useful)
BOMBARDMENT
11.6 This optional rule is designed for large historical battles. ‘Bombardment’
is the coordinated, extra long range fire by Heavy Artillery. The guns are fired
at a steady rate and at a high elevation; this high elevation reduces the ‘bounce
through’ effect of the cannon ball making them less effective. Because of the
inaccuracy of long range fire and the lack of ‘bounce through’ this fire was much
less effective than ‘direct fire’ and was therefore only used against densely
packed targets. This process also required a level of command coordination.
11.7 Bombardment Order. The issuing of a ‘Bombardment Order’ costs 1 CAP and
can only be fired by Foot Artillery at Muskets, Fortifications or Cavalry Units.
Bombardment range is up to 1600 Paces and the first round of fire is taken up
with finding the range and adjusting the fire, therefore the first round of fire
is ineffective.
11.8 Bombardment Markers. During a Fire Phase the bombarding Unit or Formation
(Grand Battery) chooses its target and places a ‘Bombardment Marker’ immediately
in front of the target unit, there is no dicing for Fire effect. During the next
Fire Phase if able to fire and the target is within 100 Paces of the Bombardment
Marker and no friends are within 600 Paces of the marker, then the bombarding
Unit or Formation can fire on the target with a penalty to its Fire Factor of -1
for Bombardment Fire. If the target has moved more than 100 Paces from the
marker then the first phase of the Bombardment Fire has to be repeated.
11.9 Indirect Fire. ‘Bombardment’ is the only way in which Artillery can fire
‘indirect’, ie over a Terrain feature that restricts the Line of Sight, and then
only provided that there are no friendly Units within 600 Paces of the target or
within 300 Paces in front of the firer (half this distance for howitzers). This
type of fire was highly inaccurate and often speculative and so there is a 50%
chance that the ‘Bombardment Marker’ is not placed during the first Bound ( D6 is
thrown) Indirect Fire may be reliant upon player honesty.
STRONG POINTS(SP).
11.12 Attacking a Strongpoint. Due to its size, the Strongpoint can only be
attacked in Close Combat by up to one Unit per Bound but the Attacker can only
suffers a maximum of 1 Hit per round of Close Combat. A Draw result in Close
Combat and the Defender is Destroyed but the Strongpoint is not occupied in that
Phase.
11.13 Reserve Artillery Park. This rule reflects the common practice of the
time and is also very useful if the players have insufficient model artillery
units. In Larger Battles involving a number of players a ‘Reserve Artillery Park’
can be created containing one or more Artillery Units. These are kept ‘off table’
or attached to the Baggage Train and become available as follows:
11.13.1 Any Sub Commander that has lost an Artillery Unit can for the
cost of 1 CAP request to the CinC for a replacement. If the CinC approves
the request then on the next Turn a D6 is thrown, 5 or 6 the Artillery Unit
arrives at the end of the Movement Phase along side the requesting Sub
Commander, 1 to 4 the Unit fails to arrive, dice again next Turn.
11.13.2 Alternatively once the Army has lost 2 Artillery Units then the
CinC can immediately call up one or both of them which will appear along
side him at the end of the Movement Phase.”
11.14 Infantry Verses Cavalry Response Test (Optional Rule) The Basic
Close Combat Factors are based on the assumption that whenever a Musket or Light
Infantry unit is attacked by cavalry it automatically attempts to form square. If
the infantry unit wins the combat it has formed a steady square and repulsed the
cavalry, if it loses the combat it is assumed that it was unable to fully form
the square and was broken by the cavalry. However Musket and Light Infantry units
or formations can anticipate and prepare for cavalry attack and therefore lessen
their chance of being surprised and beaten by cavalry, they can also be caught
‘unprepared’ and be surprised.
1. The Infantry Unit has been ‘surprised’ if the attacking Cavalry unit
has moved 200 Paces or less in view.
2. The Infantry has moved in its last Movement phase or after.
‘Well Prepared’ means the Infantry Unit gains +1 in that round of Close Combat
‘Steady’ means no change to its factors and
‘Unprepared’ means -1 in that round of Close Combat.
11.15 Counter Battery Fire This was usually an unproductive use of artillery
fire and was often frowned on by senior commanders; however a lucky shot could
cause a lot of damage. To reflect this, any artillery unit that has not moved in
its last movement phase and is fired on by another artillery unit is then classed
as a ‘Counter Battery Target’. When an artillery unit that is classed as a
Counter Battery Target is beaten by Artillery fire but not by double, then there
is no effect, however if beaten by double normal results are applied.
11.16 Artillery Ammunition Supply In the standard DBN game, artillery units
never have ammunition supply problems, however in Larger Battles the possible
isolation of artillery units may become a tactical issue, therefore ammunition
supply becomes a consideration. This simple rule covers the logistics of
artillery ammunition supply.
In order for artillery to be ‘in supply’ a line (supply path) must be drawn from
the nearest base edge of the artillery unit to the nearest Baggage Train or
Artillery Caisson. This Supply Path can be no longer than 2400paces and must not
‘pass’ within 300paces of an enemy combat unit. If the Supply Path travels
through Bad Going then the Bad Going distance is quadrupled.
If classed as ‘out of supply’ each time the unit Fires (not close combat) it
suffers one ‘Hit’ irrespective of any combat result, this continues until the
unit is destroyed or it again becomes ‘in supply’ then in the following turn the
‘supply hits’ are removed. ‘Out of supply’ does not affect movement.
An Artillery Caisson costs one point, they have the base size and combat factors
of a Baggage Train and move as Horse Artillery.
11.18 Battalion Gun Batteries. In certain early war battles, Battalion Gun
Batteries were a notable feature, therefore KISR has decided to present this as a
game option. This has been created for the more experienced DBN player who is
looking for a new and different troop type.
This type of artillery unit was a ‘throw back’ to previous wars and was
progressively found to be, too difficult to manage, maintain and motivate. They
were usually staffed and administered by the infantry at Regimental/Battalion
level and were generally, poorly manned, poorly trained and poorly led. They
usually used the lightest calibre guns enabling the crew to move the guns around
on the battlefield without the need of horsed limbers.
Because of all these factors this unit type of artillery is classed as Militia
and referred to as BA(M).
BA(M) can only move if attached to an infantry unit or Commander, they move and
fire as FA but with a range of HA. Because of their limited tactical role they
can not provide ‘supporting fire’ to other artillery units. BA(M) should be
represented on the tabletop with a small calibre gun, on a cavalry base, with a
gun crew of 2.
This artillery type can be deployed and dispersed within the infantry unit it is
supporting, this is represented by placing the BA(M) directly behind the infantry
unit and this formation is then classed as one unit of infantry for Close Combat.
The infantry and BA(M) still fire separately however the firing is from the
infantry base, the attached BA(M) can only support their own infantry unit and
any hits suffered are taken on the infantry.
BA(M) are available within the Army Lists as an addition to all armies up to 1806
(they were occasionally around for longer, but had little influence) at a scale
of one for every three Ms. With the use of National Characteristics the Early War
(up to 1806) Austrian, Prussian and Russian armies receive 2 x BA(M) free of
cost. BA(M) cost ½ point each and are not included in the casualties or
calculation of Victory Conditions.
Notes
TERRAIN FACTORS. The maximum visibility for Firing into and within Bad Going is 100 paces.
Units Firing out of Bad Going must be on the edge.
TACTICAL FACTORS
COMBAT RESULTS
If total is less than but more than half that of the enemy:
Unit Result
Mounted Destroyed if in Bad Going. If not recoil, unless against
rockets then recoil twice.
Mobile Artillery, Rockets & Guerrillas Destroyed by any in contact. If not recoil.
Position or Fixed Artillery Destroyed.
Foot Skirmishers Destroyed by any Mtd if in Good Going. If not recoil.
Muskets Destroyed by Heavy Cavalry if in Good Going. If not recoil.
Garrison under Fire No effect
Garrison in Close Combat Destroyed
Unit Result
Mounted Skirmishers Destroyed by other Mounted, Ms and NA or if in Bad Going.
If not flee 600 paces.
Foot Skirmishers Destroyed by Mtd if in Good Going or by other Foot Skirmishers.
If not flee 600 paces.
Others Destroyed.
TACTICAL FACTORS
+1 Elite
+1 Russian Muskets and the losers against Firing
+1 Firing into enemy Flank or Rear
-1 Artillery Firing at Foot Skirmishers in GG
-1 Artillery not responding to enemy Firing
-1 For each enemy Unit providing Fire Support
-1 In GG and Fired at by Artillery within 300 Paces
-1 Firing at Jagers in Bad Going
-1 Militia
-1 Shaken
-2 Firing into BUA or Fortifications
-2 Firing whilst on a Bridge or Causeway
-2 Firing within or into BG except if Foot Skirmishers
FIRING RESULTS.
If a ‘Draw’ no effect.
If a unit is beaten in Firing but not by double:
CinC & Commanders Recoil a base depth and do not take a Hit
Garrisons No effect
All Others 1 Hit
TACTICAL FACTORS
13.2 Points Costs. Each Army costs 12 pts, except 1805 Austrian, 1806
Prussian and the Spanish Armies, who tended to be larger than their French
opponents, are increased to 13 points when fighting the French.
13.3 Abbreviations: Old Guard (OG), Muskets (Ms), Light Infantry (LI), Jagers
(Jg), Levee en Masse (LEM), Heavy Cavalry (HC), Light Cavalry (LC), Irregular
Cavalry (IC), Guerrillas (Gs), Congreve Rocket (CR), Napoleonic Artillery (NA),
Foot Artillery (FA), Elite (E), Militia (M).
13.4 Suggested Armies. Suggested army lists are as follows but note that only
1 Unit of Artillery may be Horse Artillery:
Prussian, 1815. 3-6xMs, 1-2xMs/LI (Old Line Regts Nos 1 – 12), 0-2xJg,
4-8xMs(M), 0-2xLC*, 1-2xLC(M), 1-2xNA.
13.5.2 Mounted Infantry. The Prussian of 1813–1814 and the USA may
include a Unit of Average Mounted Infantry in their Army Lists.
13.6 The Ottomans. The Ottomans are treated as special case as their Armies
were very different to their European contemporaries, details of which are at
Appendix E.
13.7 Howitzer (H) Units. The Prussians were the only nation who formed
Howitzer batteries as part of their regular army organisation, but many other
nations did occasionally form ‘provisional’ or ‘ad hoc’ batteries. Therefore the
Prussians in any period, as part of the normal Army Lists, can exchange one Foot
Artillery Unit for a Unit of Howitzers (FA(H)) and for specific scenarios any
Army can have a unit of Howitzers on the same basis. Howitzer Units Move, Fire
and Close Combat as a Foot Artillery but with -1 if Firing at an enemy in Good
Going over 300 Paces away and at +1 if Firing at an enemy in Bad Going, BUA,
Linear or Non Linear Fortifications.
SECTION 14 – RULERS
300 Paces
LI & Gs Firing
LI, Jg, HC, HA & CR in
GG
Jg, LI, Gs & IC in BG
FA by Rd
200 Paces
Ms Firing
Ms, FA in GG
All Mtd, except IC in
BG
1794 - 1799 1800 - 1804 1805 - 1808 1809 - 1812 1813 - 1814 1815
AUSTRIAN All Ms have a -1 to Commanders CAP.
maximum firing From 1801 50% of Ms are (M).
range of 100 Ms have a maximum firing range
Paces.# of 100 Paces.#
LI(M)Grenzers LI(M)Grenzers Close Combat as
Close Combat as ‘Regulars’.
‘Regulars’.
BRITISH All Infantry, including KGL, except Militia Class, fire as Elite.
All Cavalry, except KGL must ‘Pursue’
* The reduction in the quality of Russian Infantry Firing is a reflection of the quality of their opponents
as much as a reflection of their own lack of training and poor quality weapons. Also towards the end of the war
this difference in Infantry Firing became negligible, however Russian stoicism faded.
B.1 Elite (E) Infantry. The following are those Infantry units that should be
classed as Elite:
B.2 Militia (M) Infantry. The following are those Infantry units that should
be classed as Militia:
B.3 Heavy Cavalry (HC). The following are the powerful battle cavalry that
are classed as Heavy Cavalry:
B.4 Superior Light Cavalry (LC). (An Optional Rule) The following types of
Light Cavalry are classed as Superior:
Notes:
1. All regular British Cavalry was of a high quality but often badly
led. Therefore to reflect this only Cavalry Units, which were led by
Cotton, Le Merchant or Paget can be classed as Superior.
2. French 7th and 23rd Chasseurs, 4th, 5th and 7th Hussars.
B.5 Elite (E) Cavalry. Elite Cavalry are those units that are well trained,
with a very high opinion of themselves and their ability, have an aggressive
attitude and are very well mounted. They include:
B.6 Militia (M) Cavalry. Militia Cavalry are those units that are poorly
trained and equipped, lacking in confidence and ability and usually poorly
mounted. They include:
B.7 Artillery. By virtue of its nature most Napoleonic Artillery was well
trained, however there were a few exception as follows:
B.7.1 Elite.
B.7.2 Militia.
Russo-German Legion
Ottoman Foot
Smaller than average batteries.
C.1 Command Capabilities. Each Commander has a CAP Rating, which is used to
define his Command Capabilities, a reflection of the combined quality of the
Commander and his Staff. For most, those of Average capability, the Command
Rating is ‘Zero’, but for those of greater or lesser ability this rating is added
or taken away from the Commander’s CAP dice throw each Turn. However the
Commanders of some nations and, for historical battles, certain characters were
noticeably different and are therefore specifically noted below.
C.2 Generic CAP Rating. The generic CAP Ratings are as follows:
C.2.1 Poor. A Poor Commander deducts 1 (-1) from his CAP dice roll.
C.2.2 Average. An Average Commander is not modified.
C.2.3 Good. A Good Commander adds 1 (+1) to his CAP dice roll.
C.3 Specific CAP Ratings. The following specific CAP Ratings should, where
applicable, be applied to both national CinCs and Sub Commanders:
Emperors and Kings. Occasionally for big battles the Emperors and Kings
of the Dynastic Monarchies of Europe would be present at their armies’
Field HQ, where they often proved to be more of a hindrance than a help to
their respective CinCs. So whenever the Monarchs are in the field and the
CinC throws a CAP dice score of 3 or less then -2 is deducted from the
score to reflect their interference.
C.5 Close Combat Bonus. All CinC’s and all Good or Average Sub Commanders add
+1 to any Unit to which they are attached whilst in Close Combat.
Ney
Blücher - but only when detached from his Staff HQ
Duke of Brunswick - Brunswick Units in 1815 only
Prince Louis Ferdinand of Prussia - Prussian Cavalry Units in 1806 only.
However these Inspirational Commanders usually led from the front and are
therefore much more vulnerable, and so must take the Command Casualty test
regardless if the Unit to which they are attached wins, loses or draws its Close
Combat. It should be noted that although Napoleon and Wellington were
Inspirational Commanders they are not included in the above list as their
presence in the firing line was usually disconcerting for their troops, who
preferred that they be commanding the battle rather than ‘leading from the
front’.
D.1 This was a unique and special formation and is therefore treated as an
‘option’.
D.2 Overview. The British Peninsula ‘Light Division’ was formed in 1810 from
the existing highly trained and superbly led ‘Light Brigade’. The Division was
always semi independent and gradually grew in size from 1810 until the end of the
Peninsula War in 1814. The overall ‘Elite’ quality of its troops slowly
diminished during this time due to battle losses and fatigue but the very high
quality of its professional efficiency and semi independent command and control
never failed or diminished. This can be reflected in DBN as detailed below.
D.3 Command & Control. The Light Division has its own unique Sub Commander
known as a Divisional Sub Commander (DSC). This Commander is free of charge, with
a Divisional Command Radius of 400 Paces and is represented by a single command
figure (Black Bob Craufurd ?) on an ADC size base. This unique DSC does not have
a CAP Dice Throw but has an intrinsic 3 CAP’s for every game turn to be used on
his Division only, the CinC can also allocate him CAP’s in the usual way.
D.4 Army Lists. The Light Division is in addition to the standard selections
for the British Peninsular Army. If it is used the full formation must be paid
for and the only exception to the Army Lists is that no other Ms/LI(E) and Jg(E)
can be included and the minimum number of Ms(British) is reduced by 2.
D.5.1 The Jg(E) units are the 95th Rifles who were highly trained and
able to form into close order when required. Therefore the 2 x Jg(E) can
combine together to form 1 x LI(E) using the same rule as Superior Light
Infantry when they convert from Light Infantry to Muskets or visa versa,
except that both Units of Jg(E) must in base to base contact in order to
convert. This may be useful when in the open and threatened by cavalry or
if required to defend a BUA or Fortification.
D.5.2 The SC is the 1st Hussars KGL who were permanently attached to the
Division. They were a very highly trained regiment, and so the SC status
is a reflection of both the way in which they were usually deployed, ie
skirmishing, and a reflection of the fact that they were only a single
regiment.
D.5.3 The HA(M) represents Bull’s Troop RHA who, like the 1st Hussars
KGL, were permanently attached to the Division. The Militia (M) status is
a reflection of their size and not their ability.
E.1 Introduction. This Army is unique amongst all other Napoleonic Era Armies
as the majority of its troops and commanders were of Middle Eastern origin with
distinctly different, almost medieval, military attitudes. Therefore this army
with all its unique characteristics has been listed separately. The Ottoman Army
fought almost continuously throughout the Napoleonic Era; many of its battles
were within provinces of its own Empire against its own people however it also
fought against Napoleon and the French in Egypt between 1798 and 1800 and most
significantly against the Russians from 1806 to 1812, it also had a short
campaign against the British in 1807. Generally the Ottomans did not do very
well when facing European armies (and play testing has shown that the same is
true in DBN!); to reflect this they should always have the choice to deploy as
the Defender when facing European opposition.
E.3.2 Janissary Light Infantry. At least 2 Orta (39th and 44th) were
trained as Light Infantry, however they are still subject to the same pre
‘battle’ test as Musket Janissaries.
E.3.3 Nizam-i-Jedid. European trained ‘New Order Army’, but only from
1790 to 1808. The Nizam-i-Jedid were formed in an ultimately unsuccessful
attempt to break the power and influence of the Janissaries who eventually
wiped them out when the latter revolted against the Sultan in 1808. Such
was their dislike of them the Janissaries often refused to deploy with them
in the same army, and so they and the Nizam-i-Jedid cannot be grouped
together in the same formation.
E.3.5 Rayas. The Rayas were formed into small groups and attached to
the Janissaries for use as Skirmishers, so 1 Unit of Raya may be used to
support 2 Units of Janissaries.
E.3.8 Camel Mounted Infantry. The Arabs may be exchanged for camel
Mounted Infantry for North African and Middle Eastern scenarios only.
Camels are unaffected by Dunes and Soft Sand and get a +1 when in Close
Combat against non Ottoman Mounted as Ottoman horses were trained to fight
alongside camels.
Acknowledgements:
1 C
YES
A B
2 A C
B NO
3 C
A
B NO
4 C
A
B NO
A
5
C YES
B
This ruling reflects the confusion of combat and it supports the ordered and the
aggressive General.
INDEX
This Index lists Paragraph Headings and their numbers in alphabetical order.
5.6.7 Insert the following : They are Impassable to Artillery and Baggage, present no obstacle to Skirmishing
Infantry and are classed as Bad Going for movement purposes for all others (vineyards do not provide Cover).
11.19 Hidden Deployment and Movement. Because of the tactical scale DBN is played at hidden
deployment and movement should be a regular game option. During the game Deployment Phase any unit
deployed out of line of sight from any possible enemy position is deployed using a Hidden Unit Marker. The
markers identity is recorded and can be a real unit of a Decoy Unit.
12 to 18 Army Points , then 2 decoy Units are available.
18 to 24 Army Points, then 3 Decoy Units are available.
For every 12 Points thereafter 2 more Decoy Units are available.
Hidden Unit Markers can move as any normal unit however once in line of sight to any enemy unit it is
immediately revealed, the marker is removed and the unit, if not a decoy is placed on the table.
Hidden Unit markers are best represented using a cavalry base, numbered or lettered.
THE BATTLE FOR ASPERN 1809
Austrian
Austrian Deployment Line
400 paces
N
Aspern
Bad Going
Embankment Embankment
The game is fought over the standard 2-foot table. Aspern is made up of two Built Up Areas. The
Embankment affords protection from fire as a fortification but offers no benefit for close combat. The
‘Bad going’ was made up of a combination of woods, streams and marsh. The Danube is impassable
terrain. The Brickworks is a 200mm x 200mm obsticle only and can not be occupied.
French deploy first and can ‘Garrison’ the BUA’s. French Reinforcements are available at (touching)
the Brickworks from turn 2 if a CAP score of 5 or 6 is achieved and then again from turn 5 with a CAP
score of 5 or 6 (this simulates the problems the French had of getting their reinforcements across the
bridges on the Danube). The Austrians can deploy up to 4 elements in the ‘Advanced Area’, only one
of which can be artillery, the remaining elements deploy along the ‘Deployment line’. Austrians move
first.
Whoever is in possession of Aspern at the end of 12 turns is the winner or whoever inflicts 7 casualties.
If at the end of the game each side holds one half of Aspern, then the game is a draw irrespective of
casualties.
SPECIAL RULE:
Up to 2 other elements can be placed inside a BUA but only if the first element is ‘Garrisoning’ the
other elements are classed as ‘waiting’ and as such have no combat ability however they suffers the
same combat results as the Garrison. The ‘waiting’ elements can attack out of the BUA into the open or
into another BUA with no penalty. A Garrison attacked through an adjoining BUA has its garrison
tactical factor reduced from +4 to +3.
BATTLE OF BAROSA 1811
DBN Scenario
This battle is fought on a 3’x 3’ table. The Allies deploy up to 12” in from the western table edge and the French deploy
up to 12” in from the eastern table edge. The Allies cannot deploy within 6” of the Northern table edge. The Allies are
Attacking and move first, French deploy first. Both sides Baggage start the game deployed in the marked fixed
positions. Only Foot can cross the Ravine and must move in the ravine in one turn, then can move out and stay adjacent
to the ravine in the next turn. The ravine is Bad Going and is as wide as a LI base depth, no unit can Fire from inside the
Ravine. No unit can be pushed back into or out of the Ravine. The Pine Wood is Bad Going except for artillery, who can
Fire from and move through the woods at half speed.
Victory Conditions: Both sides require 7 VP to win, with 2 VP for the capture of the high ground and Baggage.
This is a Divisional level scenario and each Musket unit represents a Battalion of approximately 550 men. The troops
involved are as follows:
Allies:
CinC General Graham (+1 CAP)
2 x Ms(E) (1st & 2nd/3rd Foot Guard)
2 x Jg(E) (95th Rifles)
2 x LI (Combined Flank Battalions)
3 x Ms (28th, 67th, 87th Foot)
2 x Ms(M) (Spanish)
1 x LC (KGL)
1 x LC(M) (Spanish)
2 x FA (Royal Artillery) All Spanish must initially be deployed in one formation.
French:
CinC Marshal Victor (+1 CAP)
2 x Ms(E) (Provisional Grenadier Battalions)
8 x Ms (1&2 8th, 1&2 54th, 1&2 24th, 45th, 96th)
2 x Ms/LI (9th & Combined Lights)
2 x LC (1st Dragoons)
1 x FA
BATTLE OF VITORIA 1813 as at 10 Oct16
(3-4 Allied Players and 2-3 French Players)
Allies:
CinC, Wellington (+1 CAP) (cannot give Graham CAPs until within 1800paces)
3 x Sub Cdrs: Hill (+1 CAP), Graham, Dalhousie (-1 CAP). 2 x DSC: Alten (2 Intrinsic), Longa (1 intrinsic).
1 x Ms(E) (Brit Gd) 2 x Jg(E) (95th)
11 x Ms (Brit) 1 x Jg (Brk)
9 x Ms (Port) 1 x HC(E)(-) (Household Cav)
3 x Ms(M) (Span) 2 x HC (Brit)
2 x Ms/LI (Brit) (1 is Elite) 4 x LC (Brit)
3 x LI (2 Port, 1 Span) 2 x LC(M) (1 Span, 1 Port)
2 x HA 1 x IC (Span)
4 x FA
48 Combat Units, 48 Points
Right Column. Hill:
3 x Ms (Brit), 3 x Ms (Port), 2 x LI (Port & Span), 1 x Ms(M) (Span), 1 x HC, 1 x LC, 1 x FA.
Right Centre Column. Wellington:
2 x Ms (Brit), 1 x Ms (Port), 1 x HC(E)(-), 1 x HC, 1 x LC, 1 x LC(M) (Port), 1 x FA, 1 x HA, Light Division.
Left Centre Column. Dalhousie:
3 x Ms (Brit) (one is shock), 1 x Ms/LI (Brit), 2 x Ms (Port), 1 x Jg (Brk), 1 x FA.
Left Column. Graham:
1 x Ms(E), 3 x Ms (Brit), 3 x Ms (Port), 1 x DSC (Longa) 2 x Ms(M) (Span), 1 x LC, 1 x FA.
Light Div (+). (attached to Wellington) :
1 x DSC (Alten), 1 x Ms/LI(E), 1 x LI (Port), 2 x Jg(E), 1 x HA, 1 x LC.
Sanchez Independent Cavalry Brigade:
1 x LC(M)(Span) 1 x IC (Span)
French:
CinC, Joseph/Jordan (-1 CAP) (it costs 2 CAPs to give Gazan 1)
3 x Sub Cdrs: Gazan, D’Erlon, Reille (+1 CAP)
13 x Ms
6 x Ms/LI
1 x Ms(E) (Spanish Gd)
1 x Ms (German)
1 x Ms(M) (Span)
8 x LC (Poor Condition Horses)
1 x LC (Spanish Gd)
1 x SC (German)
7 x FA
2 x HA 10 x Baggage 41 Combat Units, 42 Points
In the late afternoon, during the battle of Waterloo, the French held village of Plancenoit
was attacked by Bulow’s 4th Corps of Bluchers Prussian Army. This proved to be one of
the most critical actions during the whole battle, the village changed hands several times
finally ending the day in the possession of the French Old Guard. Can history be changed
or will it be repeated ?
PLANCENOIT
The game is fought on a 2’ x 2’ table and the river is only crossable at the bridge.
The Game lasts 12 turns, French deploy first, Prussians move first.
Order of Battle:
FRENCH:
Initial Forces: 1 x CinC (Lobau), 3 x Ms, 1 x LC, 1 x FA.
Reinforcements: arriving at the western road end, on a D6 score of 5 or 6.
From turn 4: 2 x Ms/LI (E) (Young Guard)
From turn 8: 1 x Ms (OG) (Old Guard)
PRUSSIANS:
1 x CinC (Bulow) 2 x LI, 2 x Ms, 6 x Ms(M) (3 are Silesian) 2 x FA, 1 x LC
DEPLOYMENT
The French deploy their Initial Forces anywhere west of the eastern edge of Plancenoit, the
BUA and Strongpoint can be Garrisoned at the start of the game.
The Prussians can deploy anywhere up to 600paces in from the eastern table edge (this then
makes Plancenoit 600paces away)
VICTORY CONDITIONS
The Prussians win if they hold Plancenoit and the Church at the end of the game. The
French win if they destroy 7 Prussian units (Bulow counting as two) or holds Plancenoit
and the Church at the end of the game.
SILESIANS
The Silesians were Landwher (Militia Type) troops however they were highly motivated on
the day and fought particularly bravely. Therefore they are classed as Regular Muskets
when in Close Combat.
PLANCENOIT
Plancenoit is classed as a BUA but with a ‘Strongpoint’ in its northern side. The
Strongpoint is the Village Church located on raised ground and surrounded by strong stone
walls. Because the area of the BUA contains a Strongpoint it is recommended to increase
the area of the BUA to 120mm x 90mm
This unique Strongpoint follows the standard Strongpoint rules (2.1 para 11.11& 12)
however the BUA and Strongpoint suffer a minus one to their Combat Factor if adjacent to
an enemy Garrison.
11.11 Strongpoint Factors. The model Strongpoint should be on a base of 40mm x 30mm
and can have its own small Garrison, known as a ‘Detachment’. This Detachment is of a
‘one Hit’ strength and is created by donating a Hit strength from any Infantry Unit except
Militia class Muskets. At a later stage in the game the Detachment can be withdrawn by
moving the original donating Unit adjacent to it for one turn. This Detachment Garrison,
like that of a BUA, can not be ‘shot out’ but is destroyed if drawn or beaten in Close
Combat. It can Fire independently, it has a 360º firing range of 200 Paces with an
adjustable Fire Factor of 2 and a non-adjustable Close Combat Factor of 5 and is classed
as a Fortification when fired upon.
11.12 Attacking a Strongpoint. Due to its size, the Strongpoint can only be attacked in
Close Combat by up to one Unit per Bound but the Attacker can only suffers a maximum of
1 Hit per round of Close Combat. A Draw result in Close Combat and the Defender is
Destroyed but the Strongpoint is not occupied in that Phase.
THE BATTLE FOR HOUGOUMONT (MINI GAME)
2”
Wall
3”
20” N
4”
3”
Hedge
The game lasts from 8 to 12 game turns. Allies set up first, Allies move first. All artillery is fixed and
cannot move during the game (they are part of the bigger picture)
French: Allies:
1 x CinC 1 x CinC
6 x Ms 1 x Lt(E) (Guards)
2 x Ms/Lt 1 x Lt (Nassau)
2 x Fixed FA 1 x Jg (Hanoverians)
2 x Fixed FA
Extras:
4 x Ms(E) (Guards)
1 x Lt (Brunswickers)
1 x Fixed Howitzer Arty
The Allies start by deploying their elements anywhere in the BUA, woods or grounds of Hougoumont.
They also deploy along the gun lines any 2 units from the available ‘extras’.
At any time in the game the French can have, as reinforcements 4 or 8 more Ms or Ms/Lt units. For
each extra group of 4 French units the game length is reduced by 2 turns and the French gain
+1 CAP each turn. The Allies also receive 2 more ‘extra’ units for each 4 French units.
All reinforcements deploy in line with the fixed gun positions at no CAP cost.
The tree lined road to Hougoumont blocks the vision and fire of the British Artillery. The wood is bad
going the orchard is hedge lined but is good going. Units must line the edge of a hedge to fire. Ms units
must move to the hedge in one turn in order to cross in the next.
Artillery except Howitzers can only fire into the front edge of a wood and cannot fire over the woods or
BUA. Howitzers can fire into and over woods and BUA.
Hougoumont cannot be entered/exited or attacked through the Western Side. The wall on the eastern
side of Hougomont is considered to be a ‘fortification’.
One French Infantry unit has Lieutenant Legros and his Assault Pioneers attached to it. This is secretly
noted (maybe a sticker under the base) and it gives the element a +1 when assaulting Hougoumont.
Whoever owns the BUA at the end of the game is the winner.
In this particular scenario because of the increased ground scale, when a unit attacks the wall or BUA it
can have rear support even if the support is in bad going.
Hougoumont can be garrisoned at the start of the game, however after that whenever any unit occupies
the BUA the owning player must score a 5 or 6 on the CAP dice to become ‘garrisoning’
DBN V2 SCENARIO 20 Apr 07
QUATRE-BRAS 16 JUNE 1815
Having escaped from exile in Elba, Napoleon landed in Southern France on 1st
March 1815 at the start of perhaps the most famous 100 days in military
history. He slowly moved North, amassing an army on the way, and arrived in
Paris on 20th March 1815. With uncharacteristic agreement the Allies declared
war on him on 25 March 1815 and set about mobilising their armies. Napoleon
realised that with 5 armies ranged against him he would need to move fast, and
so decided that his only option was to defeat them in detail before they could
converge. On the 15th June 1815 Napoleon, with his 128,000 man Armee du Nord,
crossed the Belgian Frontier intent on defeating the Prussian and the Allied
armies in separate engagements. Whilst he attacked the former at Ligny with
his Centre and Right Wings he ordered his Left Wing, commanded by 'the bravest
of the brave', Marshall Ney, to seize the strategically important crossroads
at Quatre-Bras, in preparation for his attack on Wellington's Allied Army.
Allies:
French:
The Battlefield
Designers Notes:
This is a cracking! little scenario. This scenario was first created for DBN-
V1 I have now made some small refinements. I have increased the playing area
to 3’x 3’ thus allowing for the inclusion of the southern most farms, I have
added the use of ‘Strong Points’ and ‘Super-Numery Commanders’ and I have
refined the armies to make them a little more unique and interesting but still
historically correct.
The challenge for the Prince of Orange as the initial Allied CinC is to decide
on whether to delay the French and ‘defend forward’ or to ‘concentrate forces’
nearer to Quatre-Bras, Wellington when he takes command must ‘plug the gaps’
and decide when to counter attack. Ney must decide whether to make a quick
‘all out’ attack or wait for a build up of forces and then attack. Nay must
also decide if he should get personally involved in Close Combat. This
scenario is quite unique and should prove challenging and fun for both sides.
4 - 2 - 1 02/05/07
Command and Control To simulate the historical command and control situation
the Prince of Orange commands the Allies for the first 4 turns and the Duke of
Wellington from Turn 5 onwards. To reflect their relative levels of
experience the Duke of Wellington adds +1 and the Prince of Orange –1 to their
CAP dice roll and Ney is -1 CAP.
Once Wellington has taken command the Prince of Orange becomes a Super-Numery
Commander, this means that as a ‘Super-Numery’ he has one free movement per
turn, to move himself and or a Dutch-Belgian-Nassau unit or formation that he
is attached to but with no CAP dice throw and gives no Close Combat benefit.
The Duke of Brunswick is a Super-Numery Commander but can move and command
only the Brunswickers, he was an inspirational leader and gives +1 to a
Brunswick unit in Close Combat, but must test for Commander Casualty if winner
or looser in Close Combat. Reille is also a Super-Numary he gives +1 in Close
Combat and can move any French units. The Duke of Wellingtons close combat
support factor of +1 is only applicable with British and Hanoverian troops.
The French move first with Ney receiving +2 CAP for the first turn only.
Terrain Notes. The sunken road to the East of Quatre-Bras provides -1 for
protection to infantry against Artillery fire only and the stream to the East
of Gemioncourt Farm because of its steep banks counts as ‘up hill’ to the
defenders when in close combat. Gemioncourt, Pierrepoint and Piraumont Farms
each count as Strong Points with 360 degree arcs of fire and Quatre-Bras as a
Fortification.
Victory Conditions In order for the French to win they must Destroy:
2 Allied units by the end of turn 4
3 by the end of turn 6
4 by the end of turn 7
6 by the end of turn 11 and 7 there after.
The capture of Quatre-Bras counts as two destroyed units.
For the Allies to claim victory they must hold Quatre-Bras and destroy 5
French units. All generals count as a unit for victory calculation purposes.
Marshal Ney This guy was known to have mental problems, he was slightly ‘shot
away’ and had never fully recovered from the hardships of the Russian
Campaign. He took command of the Left Wing of Napoleons army at the very last
minute upsetting many senior officers and had no time to get to know his
staff. He was not liked by his senior commanders but was very brave; he led
from the front and was a great motivator of his troops. To reflect all of this
Neys CAP Factor is -1 but he will give +2 to any unit he is attached to in
close combat, however he tests for ‘Commander Casualty’ if he wins or looses
in close combat.
Strong Points: This is a Special Rule. With historical battles certain large
fortified buildings were used as Strongpoint’s like the ‘Granary’ at Aspern-
Essling or La Haye Sainte at Waterloo and they became much more significant to
the battle than there size anticipated. However because of the troop scale
used in this Battle the Strongpoint’s Gemioncourt, Piraumont and Pierrepoint
would contain a garrison of 200 to 400 troops and would not usually be
represented on the DBN table top however they may have a significant impact on
the battle, therefore it is felt that they should be able to be represented in
DBN and this rule allows for it.
The model Strongpoint should cover an area of 30mm x 25mm, it has an intrinsic
garrison that is not represented by a separate combat unit on the table top.
This garrison like a garrison of a BUA can not be ‘shot out’ and is destroyed
if a draw or beaten in Close Combat. It has a firing range of 200paces with a
Fire Factor of 2 and a non-adjustable Close Combat Factor of 5. However
because of the size of the Strongpoint it can only be Close Combat attacked by
up to one unit per Combat Round but this unit can only suffer a maximum of one
Hit per Combat.
4 - 2 - 2 02/05/07
DBN V2 SCENARIO APPENDIX B
Deployment Notes:
1. The Allies deploy first as far forward as the Piermount and Pierpoint Farm. The French may then deploy up to 600paces
in from the southern table edge, having seen the Allied dispositions, and take the 1st Bound.
2. The French 5th Div with Ney & Reille and the Allied 2nd DB Div with the Prince of Orange start the game deployed all
other Divisions must arrive in their own sides Bound, at the cost of no CAP, deploying up to 400 paces from their entry
point as a single group. The French arrive anywhere along the southern table edge. All Allies arrive at Point A except the
Brunswickers and 5TH Div at Point B and Wellington at Point C.
3. Newly arrived Divisions having made their initial deployment move can take no further action other than to react to
enemy action until their sides next bound.
4 - 2 - B 02/05/07
DBN V2 SCENARIO Appendix A
QUATRE-BRAS 1815
B N
A
BRUSSELS
C
QUATRE-BRAS
Gemioncourt
Pierrepoint
Piraumont