MDS ebook

June 1, 2016 | Author: Pete Gill | Category: N/A
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MDS...

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More Drums and Shakos

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

This material is copyright ©Sergio Laliscia/Ganesha Games 2008 Written by Sergio Laliscia Rules editing by Andrea Sfiligoi English-language editing by John Oman Based on the “Song of Blades” engine by Andrea Sfiligoi The author can be contacted at: [email protected] Play testing and helpful suggestions: Andrea Sfiligoi, Stefano Stibelli, Jean Levrero, the Song of Blades Yahoo group, and the many nice folks at Lucca Comics and Games 2009 and at Dadi.com 2009 who stopped to play games at our tables. Thanks to Nic at Eureka Miniatures (http://www.eurekamin.com.au/) for providing exceptional 28mm models for the Tyrolean rebellion (see back cover). For errata and clarifications please download our free webzine Free Hack (www.lulu.com/songofblades) or join the Song of Blades yahoo group at (http://games.groups.yahoo.com/group/songofblades/) Official SDS blog: http://drumsandshakos.blogspot.com Official Ganesha Games blog: http://ganeshagames.blogspot.com

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Introduction New Rules Mixed Nationality Squads Unused Points Extreme Weather Former Ally Enemy Optional Rule For Multiplayer Games Optional Rule: Double Six on Activations National Features

3 3 3 3 4 5 5 5 5 5

New Weapons Better Weapon

6 6

New Special Rules Ambusher Civilian Fervor Guerrilla Hero Individualistic Mob Running Blow Uninspiring Leader

7 7 7 7 7 7 7 8 8 8

Scenarios “Take that Gun!” Task Resolution System Convoy Escort Reinforcements! Under Fire!

9 9 10 11 13 14

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

15 16

Wurzburg (Grand Duchy of ) Dutch-Belgian Contingent 1815 Foreign Regiments in French Service Foreign Regiments in British Service Hanover (Electorate of ) Italy (Kingdom of ) Naples (Kingdom of ) Nassau Ottoman Empire Portugal (Kingdom of ) Saxony (Electorate of ) Spain (King Joseph’s) Spain (Kingdom of ) Sweden (Kingdom of ) Tyrolean Insurgents (1809) United States of America (War of 1812) Warsaw (Duchy of ) Who Was Allied With Whom Appendix: the Ottoman Empire Army

20 21 21 22 22 23 23 24 24 25 25 26 26 27 28 28 29 29 30

Ganesha Games presents:

32

16 17 17 17 18 18 18 19 19 20 

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New Rules

Introduction

Any game with the ambition to represent the Napoleonic Wars would be incomplete without profiles for the soldiers of the so called Minor Nations. These nations provided both Napoleon and his enemies with hundreds of thousands of soldiers during the whole period, paying a heavy toll in lives fighting for a cause they did not even understand. Soldiers from Croatia, Italy, Spain and many other nations found a horrible death in Russia during the 1812 campaign; everywhere in Europe, battlefields were stained with the blood of German youth coming from some small Principality, hastily drilled and equipped, and sent to fight for the Empire. In the following pages, you will find stats for 26 of these Nations. We also included profiles for theaters like the War of 1812 and the Tyrolean Rebellion (1809), to allow you to refight some clashes in a slightly different environment. The Ottoman list, published several months ago as a free add-on, has also been reprinted for the benefit of those who like to have all profiles in a single book. Several new rules and weapons have also been added. Enjoy!

Mixed Nationality Squads Within the restriction of actual historical alliances, players can mix their squad as they see fit. However, if the Officer is of a different nationality to the soldiers, he may have problems in giving orders. In such cases, whenever he gives a Group order, roll for the Group an additional, different colored die. If this die rolls a success, nothing untoward happens. However if it is a failure, one of the Group’s successes becomes a failure, with all usual consequences. Note the presence of a Musician (drummer, piper, etc) can still influence the result with its special rule. Example: Captain Lacroix (a Frenchman) is leading a Westphalian squad in a bitter engagement against the Russians. He rolls 2 dice for himself, getting a success. Lacroix gives a Group order to four of his soldiers: being Quality 4 and in command range, they activate at 3+. The Group rolls 3 dice and gets 2, 5 and 6 and a further (black) die is rolled for the different nationality of Capt. Lacroix. The black die scores a 2, a failure. From the initial 2 successes and 1 failure, the result is now 2 failures and 1 success, and that would cause a turnover. However, a drummer is within range, so Capt. Lacroix uses its special rule, re-rolling the black die. He gets a 4, and the Group gets a final result of 2 successes.

Unused Points

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

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Extreme Weather

Several campaigns in the Napoleonic period were fought in difficult weather conditions. If both players agree to use the weather rules, determine the location and season of the fight and - after table setup and before deploying models - check the weather condition for the ensuing battle, rolling a d6 on the appropriate table. Southern Europe, Egypt, Southern USA Season Snow Heavy Fair Intense Rain Heat Winter 1 2-3 4-6 Autumn/Spring 1-2 3-5 6 Summer 1 2-3 4-6 Modifier: Egypt +1 Central Europe, USA Middle East Season Snow Heavy Fair Intense Rain Heat Winter 1-2 3-4 5-6 Autumn/Spring 1 2-4 5-6 Summer 1-2 3-5 6

Intense Heat

No soldier may move three times in the same turn. If moving twice, the second movement is downgraded (Long movement becomes Medium, Medium becomes Short, Short needs 2 actions). Note that, due to combination of Intense Heat and difficult terrain, a model could be forced not to move at all if it has not enough actions. Example: Summer 1810, Central Spain, 40° Celsius. A soldier is in difficult terrain and gets 2 actions. With its first action, it moves 1S (Medium move limited by difficult terrain). With its second action it should move again 1Short, but due to Intense Heat, it needs 2 action to do it. Not having enough actions to move, the soldier stops there (he could anyway shoot or attack in hand-to-hand, if able: for game purposes, Intense Heat only prevents fast movement).

Northern Europe, Northern USA, Canada Season Snow Heavy Fair Intense Rain Heat Winter 1-3 4-5 6 Autumn/Spring 1-2 3-5 6 Summer 1 2-3 4-6 Modifier: Sweden, Norway, and Russia -1

Fair

Heavy Rain

No special rules for battles in Fair weather.

When shooting, apply the “Ammo Depletion” rule on an unmodified result of 1-2 (on both die rolls). This reflects the combination of ammunition depletion and wet powder. Example: under heavy rain, a soldier shoots at an enemy. He rolls a 2, and must check for ammunition depletion. On a further roll of 1 or 2, the soldier is unable to shoot for the remainder of the battle. Bows cannot be used at all in heavy rain. Javelins and Tomahawks can be used as normal.

Snow

The whole playing surface, other than Impassable areas, becomes difficult terrain: all movement capabilities are downgraded 1 level (Long movement becomes Medium, Medium becomes Short, Short needs 2 actions to move). Light troops do NOT benefit of their special rule. Standing up after falling takes 2 actions instead of one.

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Former Ally

Optional Rule: Double Six on Activations

When rolling dice for activation, an unmodified double “6” grants an extra action for the soldier. This extra action can be used as normal but under no circumstances a soldier will be allowed to move more than three times or to attack twice (in close combat and/or with a ranged weapon). Example: Sergeant O’Brian is trying an activation on 2 dice. His musket is discharged, and he needs to reload. The player rolls a double “6” and Sgt. O’Brian gets three actions! Now he can reload and fire, or move to cover and then reload. Note that Tomahawks and Two Pistols are exceptions to this rule (see New Weapons).

During the Napoleonic wars, soldiers of several minor nationalities found themselves fighting their old masters and/or comrades, and this sometimes resulted in a reduced effort (if not in open mutiny). Some examples are Spanish troops of Joseph’s Kingdom of Spain fighting against other Spanish; Dalmatians, Croatians and Istrian troops in French service fighting the Austrians, or Bavarian soldiers fighting the French after 1814. In these cases, players may want to see this attitude reflected in the game. When a Former Ally tests Morale, 3 failures cause the soldier to switch sides. From that instant on, he will be controlled by the opponent. It still count as lost for its original squad.

The “double six” rule makes your games a little more unpredictable.

Enemy

National Features

The “Chasseurs Britannique” in British service and the “Irish Legion” in French service are just two examples of units recruited among bitter opposers of their homeland. As it can be expected, their former compatriots showed no mercy for these soldiers, who were generally considered traitors. They often fought to the bitter end, knowing well what would happen to them if they were taken prisoners.

As in SDS, the use of these rules is optional. Players must agree before game starts if they want to use them. All French Allied Blades for the Emperor Once per game, a hand-to-hand combat die roll can be re-rolled.

When an Enemy model has to test Morale, it does so by rolling just two dice (instead of three).

All British and Austrian Allied Sure Aim Once per game, a ranged weapon die roll can be rerolled.

Optional Rule For Multiplayer Games

Using the “card” system outlined in SDS, it may sometimes happen that the player who acted last in a turn sequence, acts first in the following turn sequence, thus performing two turns in a row. When this happens, any other player may ask to reshuffle the deck and draw another card until a different player is selected.

Ottoman Turks Fury Once per game, one infantry model in close combat will kill an opponent just beating its die roll (apply all modifiers). The target cannot be an Officer. Declare the use of this rule before rolling the die.

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Dagger

A Dagger qualifies as better weapon in all Ambush attacks. In normal close combat it is considered being slightly better than being unarmed!

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

Javelin

Tomahawk

New Weapons

A typical American Native weapon, the Tomahawk can be used both as a throwing weapon and in hand-to-hand combat. In the latter case, it counts as an Axe. When thrown, its maximum range is 1S and the weapon modifier is 0 (zero). Mark the miniature when the tomahawk is thrown. A warrior CAN throw a tomahawk and then attack in close combat if he has enough actions.

A model armed with a Javelin can throw it at up to 1S range, with no modifier. Throwing the Javelin costs one action, but it can be thrown as a free action at the end of any movement. Mark the miniature when the Javelin has been thrown. A Javelin is uneffective in close combat and counts as Primitive Weapon in hand-to-hand.

Pike

Better Weapon

A model armed with a Pike can keep enemies away thanks to the reach of his weapon. Therefore, when moving into contact with a Pikeman, a soldier must take a Morale test on 3 dice: if it gets more successes than failures, the model enters normally in close combat (don’t forget to apply the better weapon modifier); if it get more failures, it is intimidated by the pike and does not move at all. All his remaining actions are lost. On the other hand, a Pikeman losing combat is always wounded, and therefore eliminated. This represents the fact that, if an enemy manages to get into the pike’s reach, the pikeman has very little to defend himself with.

To determine who has the better weapon in close combat, the updated list from best to worst is: Dagger (if in Ambush mode); Pike; Lance; Halberd; Sword; Musket; Other firearms generally used without bayonet (obsolete weapon, rifle, blunderbuss); Axe (Tomahawk); Primitive weapon or Javelin; Dagger (if NOT in Ambush mode); Unarmed.

Primitive Weapon

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

Two Pistols

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New Special Rules

Fervor

A model with Fervor may encourage soldiers around him with his example or words. Any Civilian or Guerrilla within 1S from the model with this Special Rule may re-roll 1 failed activation die. The result of the re-roll is final. This rule cannot be applied to Group orders. If the model with Fervor is wounded or killed during the opponent’s turn, all Civilian and Guerrilla models within 1S must take a Morale test as per standard rules, but if a model gets three successes, it can immediately perform three free actions. These actions must be used to close towards the nearest enemy and attack in close combat. Resolve the Morale tests and the following free activations (if any) one model at a time. After all free activations have been performed, opponent continues his turn normally. This rule can be applied only to priests or Heroes.

Ambusher

When deploying, for every model with this special rule put 2 counters face down on the table in a hidden position (inside a building, behind a wall or fence, etc.). Counters must be visible to opponent. Only one counter is “real”, the other is a dummy. An ambusher counter is revealed – and the corresponding model is deployed on the table - when: 1) it takes an action; 2) an enemy model moves within 1S from it and it has a line of sight to the ambusher. If the counter is a dummy, remove it from play. Note that if all dummies are revealed, the real ambushers models must be deployed on the table.

Guerrilla

Civilian

A model with this special rule ambushing an enemy gets a +2 close combat modifier (instead of +1 as per the standard Ambush rule).

When a model with this special rule must test Morale, count and compare losses on both sides (fled soldiers count as lost). If the civilian side has sustained the same or inferior number of losses, test using the normal (modified) Quality of the soldier. If – however – the civilian side has lost more models than the opponent, the Morale test is performed at -1. If the civilian Leader is lost, the test is anyway at -1, notwithstanding the total losses comparison. Note that this is instantaneous: if more than one model must test Morale and the first flees, this loss is counted toward following losses comparison. Civilians count as Green for purposes of Morale tests, and cannot receive Group orders..

Hero

A model with this special rule always has an automatic success in activation. In other words, assume that one of his dice always rolls a 6 (note that this does not count for purposes of the optional “double 6” rule). Example: rolling one die and getting a success, entitles the model to perform two actions. Note that there are no profiles with this special rule in this set: players may agree on using it, and make 1 of their soldier a Hero. The point cost for a Hero is the soldier normal cost plus 100 divided by the hero’s Quality (round fractions up). Example: an Officer point cost is 60 points (Q3 C2). Its owner decides to buy the Hero Special Rule for him: the Officer’s final cost would be 94 (100/3 = 33,3 rounded up to 34, plus 60). A Hero is always a Personality.

Individualistic

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

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is knocked down exactly where he is at the moment of attack.

Mob

A soldier with this special rule has +1 to dice rolls for activation purposes only. A Mob must be composed by at least 3 models; all must be within 1S from another member of the Mob. The bonus is retained by all members of the Mob until the first member of the Mob is killed/wounded or flees from the battlefield. When this happens, Mob members activate with their standard Quality. All soldiers in the Mob must have the Mob rule. A player’s squad may contain more than one Mob, but the player must mark the models (we suggest using a small colored dot on the base) to remember which Mob a model is part of.

A model with Running Blow can still make only one attack per turn – if its movement brings the model in contact with another enemy after the first, the model’s movement stops there, adjacent to the new enemy.

Uninspiring Leader

An Uninspiring Leader has his Command range reduced to 1M. An NCO taking command after the Uninspiring Leader’s loss has a command range of 1M.

Running Blow

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

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in contact with the base of the gun. Leader, NCO and Light Infantrymen must be deployed anywhere within 1Long from the gun. Attacker’s models must be deployed in contact with the friendly baseline.

Scenario: “Take that Gun!”

A 4 pdr. gun with six artillerymen has been unlimbered in a key position during a small clash, with some light infantrymen to protect it. The attacker’s Squad has been ordered to silence it.

Victory conditions: Attackers win by routing defenders or by spiking the gun. To spike the gun, a soldier must spend 2 actions adjacent to the gun, while not engaged in close combat. If he spends one action, and then he is interrupted (for example, because an enemy moves in hand-to-hand contact with him, or a shot knocks him down or forces him to recoil away from the gun), he must start over.

Defender’s Squad (298 points) 1 Artillery Officer Q3 C2 Sword, Pistol, Leader (60) 1 Artillery NCO Q3 C2 Sword, Musket, NCO (56) 5 Artillerymen: Q4 C2 Sword (100) 2 Light Infantrymen: Q4 C2 Musket, Light, Marksman (82) The Gun should have a rectangular base of the minimum size possible to fit the miniature (about 40 x 40mm. if you are using 28mm figures).

Defenders win by routing the attackers. Scenario special rules: when the game begins, the gun has just fired a shot: it must be reloaded to fire again.

Attacker’s Squad: build a squad on 400 points. Attackers win the initiative on the first turn.

Crew activation Artillerymen can be activated individually or as a Group (by the Leader). Moving, attacking in close combat and firing the gun are individual actions. Reloading and manhandling the gun are Group actions only.

Terrain: see scenario map. Deployment: Defenders deploy first. The Gun must be placed in the very center of the table. The gunners (artillerymen) can be placed anywhere as long as they are

Firing the gun The gun can be fired to its front using Ballshot or Canister. Ballshot: 1 action by one of the crew to fire. Any target on the table is in range. Procedure: draw an imaginary straight line from the cannon’s muzzle. The ball hits anything that lies within 1S across the line (put the short measuring stick perpendicular to the line, with its middle touching the line). The shot hits with C6. Roll for Combat as usual and apply the results to targets immediately. If beaten, target automatically falls (i.e., do not consider odd or even result as in normal fire). The gun can be manhandled before firing (see below). Ignore any cover or range modifiers.  (order #1987229)

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Canister: 1 action by one of the crew to fire. All table is in range. Procedure: draw an imaginary straight line from the gun muzzle. The grapeshot hits anything that lies: at 1L range, within 1S on both sides of the line (at C6); at 2L range, within 1M on both sides of the line (at C5); at 3L or more, within 1L on both sides of the line (at C4). Roll for combat as usual. Apply results to targets immediately. If beaten, target is knocked down anyway (do not consider odd or even result as in normal ranged combat). The gun can be manhandled before firing (see below). Ignore any soft cover. Hard cover, such as low walls, gives -1 to the Gun’s Combat score.

nothing happens. With 6-11 successes, mark the gun with a “1 step done” counter. With 12-17 successes, mark the gun with a “2 steps done” counter. With 18 or more successes, mark the gun as loaded (and ready to fire). Excess successes do not carry over in later turns (7 successes mean 1 step done and the seventh is wasted), but steps do: a gun with a “2 steps done” counter, needs just 6 more actions to be loaded.

Task Resolution System

The above rules for moving the gun can be used also as a general “task system” for the scenarios you devise, especially if playing on large tables where the two opposing forces have some distance between them. An example would be several sappers trying to build or destroy a bridge, soldiers hurrying to remove a fallen tree from a road to move a carriage across the table, or rebels building a barricade in a narrow alley with sandbags and barrels. In general, all actions will either require a fixed, minimum number of successes that must be scored in a single turn, or a number of “steps” (as in reloading a gun, above) that must be accumulated over several turns for the task to be accomplished. Models engaged in handto-hand or recoiling/ falling due to enemy fire cannot take part in the group action that turn. Note that some simple actions that do not require specific training may not require the presence of a Leader to be performed. Unless you play with an umpire, agree with your opponent the details of the tasks resolution before play commences.

Manhandling the gun (pivot in place) This takes 9 actions by the crew as a Group Order. Procedure: the Leader gives the order (using 1 action as normal). Declare how many artillerymen are part of the Group Action (all must be in command, that is, within 1L from the Leader, and in contact with the gun’s base). Roll 1, 2 or 3 dice as you see fit and multiply the number of successes by the number of crew taking part in the action. If 9 or more actions are generated, you can pivot in place the gun up to a maximum of 45°, and move the gunners who took part in the job in contact with the gun’s base (no actions required – this movement around the gun happens as part of the pivoting action). Note that the gunners acting this way cannot do anything else in the current turn. If 8 or less actions are generated, no manhandling is possible. The Officer and NCO may help with manhandling. Reloading the gun Reloading is made in three-6 actions-steps by the crew as a Group. Procedure: as above. With less than 6 successes, 10 (order #1987229)

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they are hidden. The two woods must both have an even or odd number (1 and 3 or 2 and 4) and the player should write “odd” or “even” on a piece of paper, together with the composition of the two groups of models. Once the defending player has finished his first turn (or a turnover occurs) the attacker may begin (but it’s not obliged to) activating his force, placing all his soldiers on the table inside the chosen wood at least 1M from any of its edges. Play then proceeds normally. If the attacker elects not to move, the defender takes another turn.

Scenario:Convoy Escort A wagon containing important documents and its escort are attacked by an enemy force while crossing a wooded area along a road. Total Points: Attacker 330, defender 400. Terrain: see Scenario Map.

Victory conditions: Defender wins if the wagon exits the table on the road on the opposite (left) side, with a driver and at least 3 friendly soldiers. Defender models exiting the table due to morale check failure do not count for the purposes of this rule. The Attacker wins if the Defender cannot achieve this. Scenario special rules: The defender has the initiative on turn one. He does not need to activate models already on the table (they automatically move 1S). The remaining models of the defender must activate normally in order to enter the table, and they must remain behind the wagon but not necessarily in march column along the road. The wagon must always move in a straight line along the road. The size of the wagon should not exceed 1M (horses included) front to back, and when it moves do NOT consider its base depth as part of the move, as it is normally done with soldiers; measure movements from the “front” of the base, or the front legs of the horses if the wagon is not based.

Deployment: Defender deploys the wagon on the road in rear contact with the right table edge, with half the squad (rounded down) in march column (i.e., in base to base contact with each other) on the road before the wagon. The other half of the squad is off the table following the wagon, and enters play after the wagon has moved (1S, see special rules). Officer and NCO (if on the table) can be deployed anywhere within 1S of the wagon and not necessarily in march column. Note that Leader bonus does not count until the Officer enters the table.

The road must be clear for the wagon to move. This means that the player will have to move friendly models out of the way in some cases. If any enemy troops are on the road when the wagon moves “over” them, the troops automatically recoil out of the road, giving way to the wagon.

The Attacker’s models are not deployed on the table when the game begins. The attacking player must divide his squad in two and must choose two wooded areas where

The whole wagon (horses included) provides cover.

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If the driver is knocked down in combat, he remains on the wagon (he doesn’t fall off) but cannot drive it until he stands up again (1 action).

If this happens, a soldier is needed to drive the wagon: he must move adjacent to the wagon and spend one action to jump in. While driving, the soldier cannot fire nor reload, and if attacked in hand-to-hand combat he is considered unarmed. An unmanned wagon will not move.

From turn two, the wagon must be activated normally using the Quality of the driver (do not forget to apply the Leader bonus, if any) and moves 1x Medium for each action. The wagon has a civilian driver (Q4 C1, unarmed) at no point cost for the defender. The driver cannot voluntarily abandon the wagon and if he is hit, or loses hand-tohand combat in any way, he is considered wounded and the wagon stops.

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Scenario: Reinforcements!

Scenario rules: starting from the second turnover of the attacking player, and at the end of all his turns thereafter, some of the defender’s reinforcements arrive. To determine how many soldiers arrive and from which table edge, the defender first rolls a d6 for the entrance side (on a 1 to 4, the reinforcements enter from the table side whose number has been rolled; on a 5-6, the player chooses) and then rolls again for the number of soldiers entering:

An assault squad has been assembled to clear a small redoubt occupied by enemy forces. Time is of paramount importance, because as soon as the alarm is spread, more and more defenders will come. Total Points: Attacker 400, defender 160 at the beginning of play, then up to 500. The defender has to form his squad before game begins, and then choose which models will start in play.

1-2 = 2 soldiers 3-4 = 3 soldiers 5 = 4 soldiers 6 = 5 soldiers

Terrain: The square redoubt is 1L x 1L and is made of stones (hard cover). Both fences are made of two 1L sections. The four table edges are numbered 1-4 for random reinforcements entry.

The defender chooses which soldiers enter the table. They start just outside the table edge, and must be activated as normal. If an officer and or an NCO are with the entering reinforcements, the Leader bonus on Quality must be taken into account. The defender tests Morale for Leader loss as per standard rules. However, when calculating the “half squad + 1” losses that trigger a Morale test, always count all models, including those still out of the table (the soldiers know that they are there). Models react differently to morale failures depending on their position on the tabletop. For every failure in the Morale test, models outside the redoubt make one fleeing move towards the nearest table edge, taking the shortest route possible and avoiding both difficult terrain and active enemies if possible; models inside the redoubt move to the center of the redoubt and go prone. With one failure, the soldier moves to the center of the redoubt; with two failures, the soldier moves to the center and goes prone, with three failures the soldier surrenders.

Deployment: The defender deploys all his starting models inside the square redoubt in the middle of the table. Then the attacker deploys all his squad within 1 L from any one table edge. The remaining defender’s models are kept secret until they arrive on the table. Victory conditions: Attacker wins if – at any moment - there are no enemies and at least one friendly soldier in the redoubt. 13 (order #1987229)

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Which side the battery is on is irrelevant: the gunners are not informed that there are friendly troops involved in the fight.

Scenario: Under Fire!

Two opposed advance-guards arrive at the same time to take control of a small village the day before a battle. During the fight, an unexpected event takes place – artillery salvos rain on the village!

The first salvo hits a random building (roll a d6 to determine which), attacking all nearby miniatures: those who are in contact with the building receive a C3 attack and those within 1S receive a C2 attack. Resolve all attacks immediately.

Total Points: Attacker 400, defender 400. Terrain: 7 buildings, about 1M x 1M each, must be placed on the table according to the following Scenario map. Buildings must all be 1L apart from each other and numbered 1 to 6 (leave the central one without a number).

The second salvo hits immediately after a further turnover occurs: roll a d6 as above, and if the same building as the first salvo is hit, the central building is hit instead. Resolve all attacks immediately.

Deployment: Roll a die to determine who deploys first. Both players deploy in contact with friendly baseline (see Scenario map).

Victory conditions: Standard SDS rules apply. Scenario special rules: Immediately after the second Turnover occurs (i.e., when for the second time in the game you roll two activation failures, not when you activated all your figures), a distant artillery battery fires two salvos against the village.

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

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

Infantry Officer Mounted Inf. Officer Infantry NCO Standard Bearer Drummer Boy Light Infantry Officer Light Infantry NCO Light Infantry Musician Light Infantry Standard Bearer Sapper Light Cavalry Officer Heavy Cavalry Officer Cavalry NCO Trumpeter

Points

Q

C

Weapons

Special Rules

54 63 51 36 16 62 59 26 46 36 63 71 56 34

4 4 4 3 3 4 4 3 3 4 4 4 4 3

2 2 2 2 1 2 2 1 2 2 2 3 2 1

Sword, Pistol

Leader, Élan

Sword, Pistol

Leader, Élan, Mounted

Sword, musket

NCO, Élan

Sword

Flag Bearer

None

Musician

Sword, Pistol

Leader, Light, Élan

Sword, musket

NCO, Light, Élan

None

Musician, Light

Sword

Flag Bearer, Light

Axe, Blunderbuss

Engineer, Strong

Sword, Pistol

Leader, Élan, Mounted

Sword, Pistol

Leader, Élan, Mounted

Sword, Carbine

NCO, Élan, Mounted

Sword

Mounted, Musician

15 (order #1987229)

8

Brunswick (Duchy of) Incorporated into the Kingdom of Westphalia in 1806, the deposed Duke Friedrich Wilhelm organized the so called “Black Legion”, in Austrian service during the 1809 campaign and in British service in the Peninsula. Name

Points

Line Infantryman Jaeger Officer Jaeger NCO Jaeger Hussar Uhlan

26 70 66 42 44 39

C

Weapons

Special Rules

4 3 3 4 4 4

2 2 2 2 2 2

Musket

None

Sword, Pistol

Leader, Light

Musket, Sword

NCO, Light

Musket

Light, Élan

Sword, Carbine

Mounted, Élan

Sword, Lance

Mounted

Brunswick (Duchy of)

In 1813-1815 in British service. Name

Q

Points

Q

C

Weapons

Special Rules

21 26 62 59 30 39 39

4 4 4 4 4 4 4

2 2 2 2 2 2 2

Musket

Weak

Musket

None

Sword, Pistol

Leader, Light, Élan

Rifle, Sword

NCO, Light, Élan

Rifle

Reluctant, Light

Sword, Carbine

Mounted, Scout

Sword, Lance

Mounted

Line Infantryman Leib-Battalion Jaeger Officer Jaeger NCO Jaeger Hussar Uhlan

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

Canadian Fencibles Canadian Militia Canadian Incorporated Militia

Canadian Light Infantryman

Native Leader* Native Sub-Commander* Native warrior Native warrior with Bow Native mounted warrior Native ambusher** British Officer (1813/14) British NCO (1813/14) British Infantryman (1812) British Infantryman (1813/14) British Royal Marines British 19th Light Dragoon



Points

21 18 21 38 68 54 26 24 36 38 60 46 26 30 32 51

Q C Weapons

Special Rules

4 4 4 4 3 3 4 4 4 4 3 3 4 4 4 4

Musket

Weak

Musket

Unreliable, Green

Musket

Unreliable

Rifle

Light

Tomahawk, Musket

Leader

Tomahawk, Musket

NCO

Tomahawk, Musket

Individualistic

Tomahawk, Bow

Individualistic, Light

Tomahawk, Bow

Mounted, Unpredictable, Running Blow

Tomahawk, Dagger

Light, Individualistic, Guerrilla, Ambusher

Sword, Pistol

Leader

Halberd

NCO

Musket

None

Musket

Steadfast

Musket

Strong

Sword, Carbine

Mounted, Élan

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2 3

* can command only Native warriors and ambushers 16

(order #1987229)

8

Confederation of the Rhine (Rheinbund, 1806-1813) The Confederation of the Rhine – a client state of France under the Protection of Emperor Napoleon I – was created after the defeat of Austria in 1805 (Treaty of Pressburg). Sixteen states joined the Confederation upon its creation (July 12th, 1806) and 23 other between the end of the year and November 1807, mainly following the successful campaign against Prussia in 1806. At its peak in 1808, the Confederation included 4 Kingdoms, 4 Grand Duchies, 13 Duchies, many Principalities, and the so called “free towns”, for a total of over 15 million people. All the member states had to contribute troops to the French cause in a quantity determined by Napoleon himself, and their soldiers fought in almost all theaters of war, from Spain to Russia. The Confederation was dissolved by the allied Powers opposing France on November 4th, 1813, shortly after the allied victory at Leipzig.

Baden (Grand Duchy of)

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

Line Infantryman Leib-Regiment Jaeger Officer Jaeger NCO Jaeger Hussar Light Dragoon Garde du Corps

Points

21 26 70 66 42 62 46 56

Q

C

Weapons

Special Rules

4 4 3 3 4 3 3 3

2 2 2 2 2 3 2 3

Musket

Wavering

Musket

None

Sword, Pistol

Light, Leader

Musket, Sword

Light, NCO

Musket

Light, Élan

Sword, Carbine

Mounted, Fearless

Sword, Carbine

Mounted

Sword, Carbine

Mounted

Bavaria (Kingdom of)

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

Line Infantryman Light Company Grenadier Company Guard Grenadier (1814) Light Infantryman Schuetzen Coy Officer Schuetzen Coy NCO Schuetzen Coy (Light Infantry) Schuetzen Hornist Dragoon (1804-1811) Chevau Légere

Points

23 30 29 36 33 70 72 47 26 56 42

Q

4 4 4 4 4 3 3 4 3 3 4

C

2 2 2 2 2 2 2 2 1 3 3

Weapons

Special Rules

Musket

Green

Musket

Light, Green

Musket

Strong, Green

Musket

Strong, Fearless

Musket

Light

Sword, Pistol

Light, Leader

Rifle, Sword

Light, NCO

Rifle

Light, Élan

None

Light, Musician

Sword, Carbine

Mounted

Sword, Carbine

Mounted

17 (order #1987229)

8

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

Name

Line Infantryman Grenadier Company Light Company Lancer Chevau Légere

Points

26 32 33 82 56

Q

C

Weapons

Special Rules

4 4 4 3 3

2 2 2 3 3

Musket

None

Musket

Strong

Musket

Light

Sword, Lance

Mounted, Fear

Sword, Carbine

Mounted

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

Leib-Garde Garde Fusilier Leib Regiment Leib-Fusilier Garde Chevau Légere

Points

39 42 26 33 35

Q

C

Weapons

Special Rules

4 4 4 4 4

2 2 2 2 2

Musket

Élan, Steadfast

Musket

Élan, Light

Musket

None

Musket

Light

Sword, Carbine

Mounted

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

Line Infantryman Jaeger Officer Jaeger NCO Jaeger Mounted Jaeger

Points

18 70 66 33 32

Q

C

Weapons

Special Rules

4 3 3 4 4

2 2 2 2 2

Musket

Reluctant

Sword, Pistol

Light, Leader

Musket, Sword

Light, NCO

Musket

Light

Sword, Carbine

Mounted, Green

18 (order #1987229)

8

Saxony (Kingdom of)

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

Line Infantryman Line Grenadier Line Voltigeur Jaeger Officer Jaeger NCO Jaeger Guard Grenadier Hussar Chevau Lègere Cuirassier Garde du Corps

Points

Q

C

Weapons

Special Rules

22 27 29 70 66 42 40 44 35 76 108

4 4 4 3 3 4 3 4 4 3 2

2 2 2 2 2 2 2 2 2 4 4

Musket

Wavering

Musket

Wavering, Strong

Musket

Wavering, Light

Sword, Pistol

Light, Leader

Musket, Sword

Light, NCO

Musket

Light, Élan

Musket

Steadfast

Sword, Carbine

Mounted, Élan

Sword, Carbine

Mounted

Sword, Carbine

Mounted, Cuirass

Sword, Carbine

Mounted, Fear

Westphalia (Kingdom of)

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

Line Infantryman Light Infantry Jaeger Officer Jaeger NCO Jaeger Guard Infantry Officer Guard NCO Guard Grenadier Guard Fusilier Guard Jaeger Officer Guard Jaeger NCO Guard Jaeger (Karabinier) Hussar Chevau Lègere Cuirassier Garde du Corps

Points

22 29 62 59 33 60 56 36 30 70 66 45 44 39 59 78

Q

C

Weapons

Special Rules

4 4 4 4 4 3 3 4 4 3 3 4 4 4 4 3

2 2 2 2 2 2 2 2 2 2 2 2 2 2 3 3

Musket

Wavering

Musket

Light, Wavering

Sword, Pistol

Leader, Light, Élan

Musket, Sword

NCO, Light, Élan

Musket

Light

Sword, Pistol

Leader

Sword, Musket

NCO

Musket

Strong, Steadfast

Musket

Steadfast

Sword, Pistol

Leader, Light

Sword, Musket

NCO, Light

Rifle

Light, Marksman

Sword, Carbine

Mounted, Élan

Sword, Carbine

Mounted, Scout

Sword, Carbine

Mounted, Cuirass, Élan

Sword, Carbine

Mounted, Cuirass, Élan

19 (order #1987229)

8

Wurttemberg (Kingdom of)

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

Points

Line Infantryman Light Infantryman Jaeger Officer Jaeger NCO Jaeger Mounted Jaeger Chevau Légere

26 33 62 59 42 35 39

Q

C

Weapons

Special Rules

4 4 4 4 4 4 4

2 2 2 2 2 2 2

Musket

None

Musket

Light

Sword, Pistol

Leader, Light, Élan

Musket, Sword

NCO, Light, Élan

Rifle

Light, Élan

Sword, Carbine

Mounted

Sword, Carbine

Mounted, Scout

Wurzburg (Grand Duchy of)

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

Line Infantryman Dragoon

Points

23 51

Q C Weapons

Special Rules

5 2 4 3

Musket

Élan

Sword, Carbine

Mounted, Élan

Other members of the Confederation were (and the number of troops they provided): Duchy of Anhalt-Bernburg (700) Duchy of Anhalt-Dessau (700) Duchy of Anhalt-Kothen (700) Duchy of Arenberg (4000) Principality of Hohenzollern-Hechingen (4000) Principality of Hohenzollern-Sigmarinen (4000) Principality of Isenburg-Birstein (4000) Principality of Leyen (4000) Principality of Liechtenstein (4000) Principality of Lippe-Detmold (650) Archbishopric of Mainz (in 1810 becomes part of the Grand Duchy of Frankfurt) (400) Duchy of Mecklenburg-Schwerin (1900) Duchy of Mecklenburg-Strelitz (400) Duchy of Oldenburg (800) Principality of Reuss-Ebersdorf (400) Principality of Reuss-Greiz (400) Principality of Reuss-Lobenstein (400) Principality of Reuss-Schleiz (400) Principality of Salm (4000) Duchy of Saxe-Coburg (2000 for all Saxe Duchies) Duchy of Saxe-Gotha (see above) 20 (order #1987229)

8

Duchy of Saxe-Hildburghausen (see above) Duchy of Saxe-Meiningen (see above) Duchy of Saxe-Weimar (see above) Principality of Schaumburg-Lippe (650) Principality of Schwarzburg-Rudolstadt (650) Principality of Schwarzburg-Sonderhausen (650) Principality of Waldeck (400) For all the above members, use the Line Infantry profile of the Duchy of Nassau.

British allied.

Dutch-Belgian Contingent 1815 (Waterloo Campaign)

Name

Points

Dutch Line Infantryman Belgian Line Infantryman Jaeger Officer Jaeger NCO Belgian Jaeger Dutch & Belgian Militia Hussar Light Dragoon Carabinier

18 18 62 59 26 11 24 27 35

Q

C

Weapons

Special Rules

4 4 4 4 4 5 4 4 4

2 2 2 2 2 2 1 2 3

Musket

Wavering, Green

Musket

Weak, Green

Sword, Pistol

Leader, Light, Élan

Musket, Sword

NCO, Light, Élan

Musket

Reluctant, Light

Musket

Poor shot, Green

Sword, Carbine

Mounted, Scout, Reluctant

Sword, Carbine

Mounted, Reluctant

Sword, Carbine

Mounted, Reluctant

Foreign Regiments in French Service Name

Vistula Legion Swiss Regiments Neuchatel Battalion Irish Legion* Tirailleurs du Po Hanoverian Legion Portuguese Legion Croatian Regiments** Dalmatian Regiments** Illyrian Regiments**

Points

42 34 26 30 44 18 15 35 17 17

Q

C

Weapons

Special Rules

3 3 4 4 3 4 4 4 5 5

2 2 2 2 2 2 2 2 2 2

Musket

Strong

Musket

None

Musket

None

Musket

Steadfast

Musket

Marksman

Musket

Reluctant

Musket

Wavering, Poor shot

Musket

Élan

Musket

None

Musket

None

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

21 (order #1987229)

8

Foreign Regiments in British Service Name

Chasseurs Britannique* Sicilian “Fencibles” Calabrian Free Corps KGL** Infantry Officer KGL Infantry NCO KGL Line Infantryman KGL Sharpshooter Coys KGL Light Infantryman KGL Cavalry Officer KGL Cavalry NCO KGL Dragoon Officer KGL Dragoon NCO KGL Dragoon (1803-13) KGL Light Dragoon KGL Hussars (1813…) De Roll-Dillon Btn. (Swiss) Other Swiss Regiments

Points

21 17 21 60 56 40 60 44 84 74 94 84 64 51 48 40 21

Q

4 5 4 3 3 3 3 3 3 3 3 3 3 4 4 3 4

C

2 2 2 2 2 2 2 2 2 2 3 3 3 3 2 2 2

Weapons

Special Rules

Musket

Unreliable

Musket

None

Musket

Wavering

Sword, Pistol

Leader

Sword, Musket

NCO

Musket

Steadfast

Rifle

Light, Marksman

Musket

Light

Sword, Pistol

Leader, Élan, Mounted

Sword, Carbine

NCO, Élan, Mounted

Sword, Pistol

Leader, Élan, Mounted

Sword, Carbine

NCO, Élan, Mounted

Sword, Carbine

Mounted, Strong

Sword, Carbine

Mounted, Élan

Sword, Carbine

Mounted, Élan, Scout

Musket

Steadfast

Musket

Weak

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

In British service.

Name

Line Infantryman Light Infantry Officer Light Infantry NCO Light Infantryman Hussar

Hanover (Electorate of) Points

Q

C

18 62 59 33 39

4 4 4 4 4

2 2 2 2 2

Weapons

Special Rules

Musket

Green, Wavering

Sword, Pistol

Leader, Light, Élan

Musket, Sword

NCO, Light, Élan

Musket

Light

Sword, Carbine

Mounted, Scout

22 (order #1987229)

8

Italy (Kingdom of)

French Allied. Name

Points

Line Infantryman Line Voltigeur Line Grenadier Light Infantry Officer Light Infantry NCO Light Infantryman Guard Grenadier Guard Chasseur Guard Velites Dragoon Cacciatore (Chasseur) Guard of Honor Guard Dragoon

26 33 32 70 66 42 52 44 33 46 39 76 56

Q

C

Weapons

Special Rules

4 4 4 3 3 4 3 3 4 3 4 3 3

2 2 2 2 2 2 3 3 3 2 2 3 3

Musket

None

Musket

Light

Musket

Strong

Sword, Pistol

Light, Leader

Musket, Sword

Light, NCO

Musket

Light, Élan

Musket

Strong

Musket

None

Musket

None

Sword, Carbine

Mounted

Sword, Carbine

Mounted, Scout

Sword, Carbine

Mounted, Fear

Sword, Carbine

Mounted

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

Name

Line Infantry Officer Line Infantry NCO Standard Bearer Line Infantryman Line Voltigeur Line Grenadier Light Infantry Officer Light Infantry NCO Light Infantryman Guard Grenadier Guard Marines Guard Velites Lancer Cacciatore (Chasseur) Guard of Honor Guard Hussar

Points

51 51 26 13 18 17 66 66 33 42 34 27 39 39 76 52

Q

C

Weapons

Special Rules

4 4 3 5 5 5 3 3 4 3 3 4 4 4 3 3

2 2 2 2 2 2 2 2 2 2 2 3 2 2 3 2

Sword, Pistol

Uninspiring Leader, Élan

Sword, Musket

NCO, Élan

Sword

Reluctant, Flag Bearer

Musket

Poor Shot

Musket

Poor Shot, Light

Musket

Poor Shot, Strong

Sword, Pistol

Uninspiring Leader, Light

Sword, Musket

Light, NCO

Musket

Light

Musket

Strong

Musket

None

Musket

Poor Shot

Sword, Lance

Mounted

Sword, Carbine

Mounted, Scout

Sword, Carbine

Mounted, Fear

Sword, Carbine

Mounted, Scout

23 (order #1987229)

8

Nassau

In Allied service 1813-1815 Name

Line Infantryman Jaeger Officer Jaeger NCO Jaeger

Points

23 70 66 30

Q

C

Weapons

Special Rules

4 3 3 4

2 2 2 2

Musket

Green

Sword, Pistol

Light, Leader

Musket, Sword

Light, NCO

Musket

Light, Green

Ottoman Empire Name

Nizam-i-Jedid Officer Nizam-i-Jedid NCO Nizam-i-Jedid Soldier Standard Bearer Drummer Janissary Officer* Janissary NCO* Janissary* Janissary of the 39th Orta* Guard Janissary* Raya (Light Infantry) ** Lagimcilar (Sapper) ** Irregular Officer*** Irregular NCO*** Sekhan (Irregular) Albanian Mercenary (Irregular) Bedouin Militia (Irregular) Fellahin (Irregular) Greek Mercenary (Irregular) Cavalry Officer Cavalry NCO Guard Suvarileri Suvarileri Sipahis Mamluk Djellis Yoruk

Points

60 56 26 36 16 60 56 27 27 60 38 29 45 42 17 22 9 8 14 68 62 74 62 47 63 39 32

Q C Weapons

Special Rules

3 3 4 3 3 3 3 4 4 3 4 4 4 4 5 5 5 5 5 3 3 3 3 4 3 4 4

Sword, Pistol

Leader

Sword, Musket

NCO

Musket

None

Sword

Flag Bearer

None

Musician

Sword, Pistol

Leader

Sword, Musket

NCO

Sword, Musket

Strong, Individualistic

Musket

Light, Individualistic

Sword, Musket

Steadfast, Strong, Individualistic

Musket

Light, Marksman

Axe

Engineer, Strong

Sword, Pistol

Leader

Sword, Musket

NCO

Musket

None

Musket

None

Obsolete Weapon

Green

Obsolete Weapon

Unreliable

Musket

Unreliable

Sword

Leader, Mounted

Sword, Carbine

NCO, Mounted

Sword, Lance

Mounted, Steadfast

Sword, Lance

Mounted

Sword, Lance

Mounted

Sword, Pistol, Javelin

Mounted, Unpredictable, Running Blow

Sword, Lance

Mounted, Scout, Unreliable

Sword, Pistol

Mounted, Scout, Unreliable

2 2 2 2 1 2 2 2 2 3 2 2 2 2 2 3 2 2 2 2 2 3 3 3 3 2 2

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

24 (order #1987229)

8

British allied. Name

Line Infantry Officer Line Infantry NCO Line Infantryman (1808-09) Line Grenadier Coy (1808-09) Line Light Coy (1808-09) Line Infantryman (1810 on) Line Grenadier Coy (1810 on) Line Light Coy (1810 on) Cacadores* Officer Cacadores* NCO Cacador* (up to 1809) Atirador* (1810 on) Militia Loyal Lusitanian Legion** Light Dragoon

Portugal (Kingdom of) Points

51 51 17 21 22 26 32 33 70 66 42 47 14 23 46

Q

C

Weapons

Special Rules

4 4 5 5 5 4 4 4 3 3 4 4 5 4 3

2 2 2 2 2 2 2 2 2 2 2 2 2 2 2

Sword, Pistol

Uninspiring Leader, Élan

Sword, Musket

NCO, Élan

Musket

None

Musket

Strong

Musket

Light

Musket

None

Musket

Strong

Musket

Light

Sword, Pistol

Leader, Light

Musket, Sword

NCO, Light

Musket

Light, Élan

Rifle

Light, Élan

Musket

Unpredictable

Musket

Light, Individualistic

Sword, Carbine

Mounted

* Cacadores (“Hunters”) were the equivalent of Light Infantry. ** In 1811 , the three battalions of LLL were incorporated into Cacadores.

Saxony (Electorate of)

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

Guard Grenadier Line Grenadier Line Musketeer Hussar Light Cavalryman Cuirassier

Points

26 27 21 44 35 42

Q

C

Weapons

Special Rules

4 4 4 4 4 4

2 2 2 2 2 2

Musket

None

Musket

Unreliable, Strong

Musket

Unreliable

Sword, Carbine

Mounted, Élan

Sword, Carbine

Mounted

Sword, Carbine

Mounted, Cuirass

25 (order #1987229)

8

French allied. Name

Line Infantry Officer Line Infantry NCO Standard bearer Drummer Line Infantryman* Light Company* Guard Grenadier Guard Tirailleur Guard Fusilier Hussar or Chasseur Lancer

Spain (King Joseph’s) Points

51 51 26 16 18 26 41 33 26 39 39

Q

C

Weapons

Special Rules

4 4 3 3 4 4 4 4 4 4 4

2 2 2 1 2 2 2 2 2 2 2

Sword, Pistol

Uninspiring Leader, Élan

Sword, Musket

NCO, Élan

Sword

Reluctant, Flag bearer

None

Musician

Musket

Unreliable, Green

Musket

Unreliable, Green, Light

Musket

Élan, Strong

Musket

Light

Musket

None

Sword, Carbine

Mounted, Scout

Sword, Lance

Mounted

* Former Ally (Kingdom of Spain)

British allied. Name

Line Infantry Officer Line Infantry NCO Standard bearer Line Infantryman Light Infantryman Grenadier Swiss Infantryman Walloon Guard Neapolitan Infantryman Militia Partisan Commander* Partisan Sub-Commander*

Partisan with Musket Partisan with Pike Partisan with Primitive weapon Partisan with Blunderbuss Partisan with 2 Pistols Ambusher** Armed civilian Priest with Sword*** Priest with Musket*** Guard Cavalryman Dragoon Militia Cavalryman Hussar or Cazador Lancer

Spain (Kingdom of) Points

51 51 26 15 29 32 21 26 17 12 68 44 20 15 11 11 20 20 8 18 24 41 27 25 25 36

Q

C

Weapons

Special Rules

4 4 3 4 4 4 4 4 5 5 4 4 4 4 4 4 4 3 5 4 4 4 5 5 5 4

2 2 2 2 2 2 2 2 2 1 2 2 1 1 1 1 1 0 1 1 1 2 2 1 1 2

Sword, Pistol

Uninspiring Leader, Élan

Sword, Musket

NCO, Élan

Sword

Reluctant, Flag bearer

Musket

Wavering, Poor Shot

Musket

Wavering, Light

Musket

Strong

Musket

Wavering

Musket

None

Musket

None

Musket

None

Sword, 2 Pistols

Leader, Élan

Sword, Pistol

NCO, Élan

Musket

Individualistic, Guerrilla

Pike

Individualistic, Guerrilla

Primitive weapon

Individualistic, Guerrilla

Blunderbuss

Individualistic, Guerrilla

2 Pistols, Dagger

Individualistic, Guerrilla

Dagger, Pistol

Individualistic, Guerrilla, Ambusher

Primitive Weapon

Civilian, Mob

Sword

Civilian, Fervor

Musket

Civilian, Fervor

Sword, Carbine

Mounted, Strong

Sword, Carbine

Mounted, Green, Élan

Lance

Mounted, Green, Élan, Scout

Sword, Carbine

Mounted, Green, Élan, Scout

Sword, Lance

Mounted, Green

* Can command only Partisans, Ambushers and Armed Civilians. The Leader bonus does not apply to others. ** maximum 2 per Squad, and only if a Partisan Commander is present. *** Maximum one Priest per squad. 26 (order #1987229)

8

Sweden (Kingdom of) The Swedish military system was divided in two categories: Indelta (territorial) and Varvade (enlisted), the first being roughly a permanent, self-paying reserve Army and the second a professional one made of paid soldiers. In peacetime, the Indelta soldiers were busy farming, while Varvade were used for garrison duty; in summer both had their period of military drill. Artillery was entirely Varvade, needing a higher level of professionalism. Sweden was part of the 3rd, 4th, 5th and 7th Allied Coalition against France, and a strong contingent was present in the Leipzig Campaign of 1813.

Name

Varvade Infantryman Indelta Infantryman Finnish Jaeger Jaeger Officer (Varvade)

Jaeger NCO (Varvade) Jaeger (Varvade) Guard Officer (Varvade) Guard NCO (Varvade) Guard Grenadier (Varvade) Guard Infantryman (Varvade) Guard Jaeger (Varvade) Dragoon (Indelta) Dragoon (Varvade) Carabinier (Indelta) Hussar (Indelta) Hussar (Varvade) Light Dragoon (Varvade) Guard Cavalry (Varvade)

Points

23 20 33 70 66 42 54 51 33 26 41 42 38 50 44 39 35 56

Q

C

Weapons

Special Rules

5 4 4 3 3 4 4 4 4 4 4 4 4 4 4 4 4 3

2 2 2 2 2 2 2 2 3 2 2 3 3 3 2 2 2 3

Musket

Élan

Musket

Poor Shot

Musket

Light

Sword, Pistol

Leader, Light

Musket, Sword

NCO, Light

Musket

Light, Élan

Sword, Pistol

Leader, Élan

Musket, Sword

NCO, Élan

Musket

None

Musket

None

Musket

Light, Marksman

Sword, Carbine

Mounted

Sword, Carbine

Mounted, Wavering

Sword, Carbine

Mounted, Cuirass

Sword, Carbine

Mounted, Élan

Sword, Carbine

Mounted, Élan, Wavering

Sword, Carbine

Mounted

Sword, Carbine

Mounted

27 (order #1987229)

8

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

Name

Points

Partisan Commander Partisan Sub-Commander

Partisan Partisan with Pike Partisan with Blunderbuss Partisan with 2 Pistols Gamekeeper Woodman* Priest with Sword** Priest with Musket** Armed civilian

54 44 20 15 11 20 30 28 18 24 8

Q C Weapons

Special Rules

4 4 4 4 4 4 4 3 4 4 5

Sword, Pistol

Leader, Élan

Sword, Pistol

NCO, Élan

Musket

Individualistic, Guerrilla

Pike

Individualistic, Guerrilla

Blunderbuss

Individualistic, Guerrilla

2 Pistols, Dagger

Individualistic, Guerrilla

Musket

Light, Individualistic, Marksman

Axe, Pistol

Light, Individualistic, Guerrilla, Ambusher

Sword

Civilian, Fervor

Musket

Civilian, Fervor

Primitive Weapon

Civilian, Mob

2 2 1 1 1 1 1 0 1 1 1

* maximum 2 per Squad ** maximum one Priest per Squad

United States of America (War of 1812) Name

Militia Commander Militia NCO Militia (Volunteers) Militia (Volunteers) Regular Infantryman Regular Rifleman Light Dragoon Artilleryman (employed as infantry)

Frontiersman Native Warrior Native Warrior with Bow Native Mounted Warrior Native Ambusher*

Points

54 51 18 23 26 45 44 23 25 26 24 36 38

Q

C

Weapons

Special Rules

4 4 4 4 4 4 4 4 5 4 4 4 4

2 2 2 2 2 2 2 2 2 2 2 2 2

Sword, Pistol

Leader, Élan

Sword, Musket

NCO, Élan

Musket

Unreliable, Green

Rifle

Unreliable, Green

Musket

None

Rifle

Light, Marksman

Sword, Carbine

Mounted, Élan

Musket

Individualistic

Musket

Light, Individualistic, Marksman

Tomahawk, Musket

Individualistic

Tomahawk, Bow

Individualistic, Light

Tomahawk, Bow

Mounted, Unpredictable, Running Blow

Tomahawk, Dagger

Light, Individualistic, Guerrilla, Ambusher

*maximum 2 per Squad.

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Warsaw (Duchy of)

Formally under Friedrich August I, King of Saxony 1807-1813. French allied. Name

Line Infantryman Line Voltigeur Line Grenadier Cuirassier Uhlan Hussar Chasseur

Points

26 33 32 66 52 44 39

Q

C

Weapons

Special Rules

4 4 4 3 3 4 4

2 2 2 3 2 2 2

Musket

None

Musket

Light

Musket

Strong

Sword, Carbine

Mounted, Cuirass

Sword, Lance

Mounted

Sword, Carbine

Mounted, Élan

Sword, Carbine

Mounted, Scout

Who Was Allied With Whom

We provide here a short overview of alliances in the Napoleonic period, to encourage players to fight historically accurate games. First Coalition (1793-97) Austria, Prussia (until 1795), Great Britain, Spain (switched side in august 1796), Portugal, Sardinia, Naples and Sicily, Ottoman Empire. against France and satellite States* *Batavian Republic (from 1795), Italian Cispadane and Cisalpine Republics (1796) Second Coalition (1799-1802) Austria, Great Britain, Russia, Portugal, Two Sicilies, Ottoman Empire. against France, Spain and satellite States* *Denmark-Norway (neutral, but attacked by Britain in 1801), Batavian Republic, Helvetic Republic, Cisalpine Republic, Roman Republic, Parthenopaean Republic Third Coalition (1803-1806) Austria, Russia, United Kingdom, Naples and Sicily, Portugal, Sweden. against France, Batavia, Italy, Spain, Bavaria, Wurttemberg. Fourth Coalition (1806-1807) Prussia, Russia, United Kingdom, Saxony (switched side in 1806, entering the Confederation of the Rhine), Sweden, Sicily. against France, Confederation of the Rhine, Italy, Spain, Naples, Holland, Swiss Confederation. Fifth Coalition (1809) Austria, Tyrolean Rebels, United Kingdom, Sicily, Sardinia, Brunswicker “Black Legion”. against France, Duchy of Warsaw, Confederation of the Rhine, Italy, Naples, Switzerland, Holland.

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Sixth Coalition (1812-14) Russia, Prussia, Austria, Sweden, United Kingdom, Spain, Portugal, Sicily, Sardinia. against France, Duchy of Warsaw, Confederation of the Rhine*, Italy, Naples§, Denmark-Norway**, Swiss Confederation**, Saxony***, Bavaria***, Wurttemberg*** * many members defected after the battle of Leipzig **defected January 1814 *** switched side after the battle of Leipzig (October 1813) § switched side (openly) early 1814 Seventh Coalition (1815 – Waterloo Campaign) United Kingdom, Prussia, Hanover, United Kingdom of the Netherlands, Nassau, Brunswick (active players). Austria, Russia, Sweden, Spain, Portugal, Sardinia, Sicily, Tuscany (inactive players). against France, Naples (the “Neapolitan War” i.e. the Campaign of King Joachim Murat against Austria in Italy, ending after the battle of Tolentino).

Appendix: The Ottoman Empire Army The Ottoman Army of the Napoleonic period was divided in Capou-Koulis (paid soldiers) and Irregulars, raised in great numbers when the enemy (mainly Russians) approached. The Janissary Corps was the backbone of the regular Army since 1300, but at the end of the 17th century very little remained of their military prowess. Privileges, political power and opposition to any kind of modernization transformed this once glorious Corps in a kind of State-within-the-State. Sultan Selim III tried to limit their influence by raising a “New Order Army” (Nizam-i-Jedid), drilled and armed in the European style and led by European Officers, but faced a strong opposition (and several mutinies) from Janissaries, who refused to serve with them in several campaigns. Finally, in 1807 Selim III was overthrown by a Palace Revolt led by the Janissaries, and the Nizam-i-Jedid Corps was disbanded. One year later, Mahmud II (Selim’s cousin) become Sultan and the Nizam-i-Jedid Corps was raised again but under a different name, taken from the Turkish military tradition (Segban-i-Jedid) not to offend the Janissaries. Notwithstanding this, in late 1808 there was another revolt and the Segbans were exterminated by the Janissaries after being disbanded again. Mahmud seemed to abandon the reform project, but in 1826 he took revenge on the Janissaries, finally destroying their military organization and eliminating a large part of them. Over half of any Ottoman Army operating in Europe was composed of Sekhans (Irregulars). They were raised and organized by local Governors and – even if officially not paid – they were actually mercenaries. Their quality varied enormously, but Albanians, Bosnians and Greek Sekhans were considered above the standard. 30 (order #1987229)

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Bedouin Militia and Fellahin were not more than (badly) armed mobs: they were undisciplined and unpredictable, and often of little use in battle. As for infantry, cavalry in the Ottoman Army was made by large numbers of provincial forces and a nucleus of CapouKoulis: the Suvarileri. Organized in 6 divisions numbering 28.000, they were the real heavy cavalry of the Porte. Guard Suvarileri are reported to be armored, but maybe they just had a shield to protect themselves. All Suvarileri were armed with lances. The Sipahis (horsemen) formed the bulk of Ottoman cavalry. Following the ancient feudal system, they were rewarded for their services with land (Timars) which could be inherited. As for Janissaries, Sipahis were – at the beginning of 1800 – a pale reflection of the proud military force they were in the past, so they were ordered by Selim III to spend six months every two years in training in he capital. Few of them did so. The Mamluks were Egyptian cavalry known to Europeans thanks to Napoleon, who wanted some of them in his own Guard. Originally slaves captured by Egyptians during their campaigns, with time they rose in power and became the rulers of Egypt. Armed with swords, pistols and javelins, the Mamluks were aided by several foot servants who followed the charge to finish off survivors and retrieved the javelins thrown by their masters. Ottoman light cavalry was made up by Yoruks (Turcoman volunteers) and Djellis (Guides) specialized in pursuit and reconnaissance. When called by the Sultan in time of war, these irregular cavalrymen would flock in thousands to the Ottoman banners. During the period covered by these rules, Ottomans fought several border wars against Russia (1787-1812) mainly in Romania and Bulgaria and along the course of the Danube. In 1798 Napoleon invaded Egypt, entering Cairo on July 21. French forces remained in Egypt until forced to surrender to a joint British-Ottoman Army in August 1801.

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Games to be published in 2010

Ganesha Games presents: Song of Blades and Heroes Play the game that started it all! A fast-playing fantasy skirmish game that can be played with any figures, in any scale. No book keeping, no hassle, more than 180 profiles included and you can create your own with the free software provided on the Song of Blades Yahoo group. Song of Gold and Darkness Dungeon delving rules for Song of Blades and Heroes. Song of Wind and Water Wilderness rules for Song of Blades and Heroes. Song of Arthur and Merlin This supplement for Song of Blades and Heroes brings both Arthurian myth and history to your tabletop. Song of Deeds and Glory Extended multiplayer campaign rules for Song of Blades and Heroes. Song of the Splintered Lands Campaign supplement for SBH based on models by Splintered Light Miniatures (www.splinteredlightminis.com). Song of Fur and Buttons Part bedtime story, part wargaming campaign, based on lovely “teddy bears” models by Eureka Miniatures (www.eurekaminis.co.au). The first wargame where nobody ever dies! Mutants and Death Ray Guns Pit your band of mutant humanoids, mutated plants, robots, androids, mutated animals and the zombie-like Wretched against the dangers of the post-holocaust world. MDRG is a set of fast-playing, campaignbased miniature rules based on the Song of Blades and Heroes mechanics. Note: this is a complete, stand alone product. Purchase of SBH is not necessary. Familiars The RPG of magical pets Familiars is a simple role playing game that lets you play a magical animal working for a powerful wizard in a world where magic is a crime punishable with death. 14 character types (bats, cats, dogs, ravens, doves, homunculi, lizards, magpies, mice, owls, rabbits, shrews, snakes, toads); 40 magic powers. FREE HACK webzine FREE HACK is an irregular, free pdf publication dedicated to Ganesha Games products. It features scenarios, FAQs, variant rules, designer notes and more. Download it from www.lulu.com/songofblades or from the online shops selling Ganesha Games products. Fear and Faith

Monsters from mankind’s worst nightmares come alive in this set of fast playing horror miniature rules based on the popular Song of Blades mechanics. Fight vampires, ghosts, werewolves, witches and other bloodcurdling monstrosities right out of folklore books and horror movies.Note: this is a complete, stand alone product. Purchase of Song of Blades is not necessary.

Flying Lead A set of modern rules for any setting with firearms and vehicles, Flying Lead lets you play any small action featuring guns, guts and glory, from WWI to the near future. Flying Lead will be followed by many supplements. Note: This is a stand alone product based on the Song of Blades engine. Purchase of Song of Blades and Heroes is not necessary. Mighty Monsters A set of fast-playing giant monster combat rules in the tradition of the Japanese giant monster movies. Create your colossal monsters and stomp the city, destroy whole armies with your radioactive breath. Mighty Monsters includes rules for Blobs, Giant robots, Giant Tokusatsu Heroes and Alien Invasion Forces, and pre-designed monsters to start playing immediately. You can even play the Army! Note: This is a stand alone product based on the Song of Blades engine. Purchase of Song of Blades and Heroes is not necessary. Assault on Neo Tokyo The first expansion for Mutants and Death Ray Guns will feature many new character types, new weapons, vehicle rules and much more. Play Cyber-Ninjas, Zomborgs, Cyber Samurais and eightlegged spider Tanks. Note: this is a supplement for Mutants and Death Ray Guns. Based on a 15mm miniature line by Kremlin Miniatures. Power Legion Superheroes get the Song of Blades treatment in this fast playing superpowered miniature system. Create any hero or villain out of comics or movies, build a team and fight for truth, justice, freedom... or be a villain and conquer the world! Song of the Dragon Kings Chinese mythology comes alive on your tabletop. This Chinese fantasy supplement for Song of Blades and Heroes is based on the Tales of the Dragon Kings 28mm miniature line from Black Hat Miniatures and will feature characters from Journey to the West. Tales of Blades and Heroes This is the universal fantasy roleplaying game based on the Song of Blades and Heroes mechanics. Create any character and go adventuring! TBH is especially designed to be easy on the Game Master. The book includes introductory scenarios and pregenerated characters to start playing immediately. Armageddon Hour The first print and play boardgame by Ganesha Games, Armageddon hour is a solo “first person shooter” game set in the crazy world of Mutants and Death Ray Guns. You are a mutant hunter and you have 60 minutes to complete your mission. Includes 10 paper miniatures by OneMonk.com and 6 highlydetailed floorplans by Papermakeit! Buy our games in pdf on www.ganeshagames.blogspot.com Buy print copies on www.lulu.com/songofblades Ganesha gives FREE lifetime updates once you have bought one of our products. Keep the receipt of your payment and visit our yahoo group and blogs to know when a game is updated.

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