Napoleon lays down the rules

Napoleonic Wargame Rules
for
NHWC Battleground Games

Links The letter of the rules is far less important than the spirit in which they are intended to be used. Battleground as a wargame system allows far too much to happen that is not found in conventional table-top wargames, let alone accounts of the real thing. Players must enter a game with the intention of reproducing the conditions and actions of a Napoleonic battle and think throughout of the realism and accuracy of what their units do rather than of simply using any means within the game system to try to win.

The principle reasons behind having an alternative set of rules include:
1. The fact that each unit in the Napoleonic wars, whether it be a company of skirmishers, a battery of guns, or even Col. Anonymous had value to its commanders and was composed of flesh and blood, and wasn't to be sacrificed in a cavalier manner.
2. To facilitate manoeuvre, tactics and the deciding of battles by morale as much as material loss. In all of the current wargames it is quite possible to degenerate a battle into something more akin to storming a fortress than fighting a battle of manoeuvre.
3. To ensure that all battles take place on a level playing field without bartering or bullying over optional rules.

.....but mainly to provide a framework of historical accuracy within which to play Napoleonic wargames using the Battleground game as a basis only, not as an end in itself.

There are penalties in the victory conditions for certain breaches of the rules, the application and discussion of which must take place at the time of the breach. The player noticing the offence only needs to point out the error and its effect on the result, then continue with the game. If the breach is particularly damaging he might ask for the phase to be played again (though this is not always to his advantage), in which case no victory adjustments are made. Apart from encouraging adherence to the rules, it is hoped that this will engender discussion of the rules and further ideas in their development.

These rules are mandatory and not subject to arbitrary alteration. Any anomalies, loopholes or unessential items should be pointed out and suggested changes made to the administration.

See also the Drill Book which covers players' conduct on and off the field.

The links in the headings and pictures below are to a page of notes which serve to explain and expand on the basic figures and text shown here. The intention is that this page should be a ready reference to what is possible and what is prohibited, with the notes page giving the reasons why.

See a demonstration of many of the rules in a BGW scenario

See a highly condensed version of the rules for quick reference

Rules Table
Distance
May initiate
melee against
Current unit is:
.
Maximum from
own formation
Minimum from
enemy infantry
Minimum from
enemy cavalry
.
a
b
c
d
e
f
g
h
1
Skirmishers
In cover
Good order
125
6
1
1
Sk, D, A
2
Disrupted
2
1
1
None
3
In chateaux
Good order or disrupted
225
8
1
1
None
4
In the open
Good order
50
4
1 / 2
2 / 7
Sk
5
Disrupted
*
2 / 3
7
None
6
Formed infantry
In cover
Good order
4000
6
N/A
1
Any but cav.
7
Disrupted
*
N/A
2
Sk, D, A
8
In the open
Good order
4000
5
N/A
2
Any but cav.
9
Disrupted
*
N/A
2 / 7
Sk, A
10
Formed cavalry
.
Good order
1000
8
N/A
N/A
Any
11
Disrupted
3
N/A
N/A
Sk, D
12
Cavalry piquet
.
Good order
1 per 3 hexes
10
2
2 / 7
Sk
13
Disrupted
*
3
7
None
14
Artillery
In cover
.
8 pieces
4
1
1
N/A
15
In the open
2
1 / 2
1 / 2
N/A

* Maximum distance from own formation means from own unit for skirmishers, formation commander for whole units. Disrupted units must move to within command distance of their brigade or division commander, disrupted skirmishers
must move into cover, to the rear of friendly units or return to their parent unit's hex unless this would mean leaving cover, in which case the maximum distance given above is used.

Some examples of the restrictions and requirements this imposes should make clear how the Rule Table works and how restrictions apply are shown below. By finding the relevant figures on the table for each example, the method of using the table to see the many aspects of the rules it covers can be seen. Column and row references are given to show the position of the information in the table in each example.

a) Disrupted skirmishers may be up to 2 hexes from their parent unit if in cover, they must return to the same hex as the unit or retire to cover if in the open.

b) Undisrupted skirmishers may stand against any troops if in cover, but must withdraw to the minimum distance required before enemy close order infantry and cavalry if in the open.

c) Good order formed infantry in cover may operate up to 6 hexes from their brigade commander, but must return to command control distance of brigade or division commander if disrupted.

d) Disrupted formed cavalry may only initiate melee against skirmishers or disrupted units.

It is intended that any other restrictions and requirements imposed by the rules in the Rule Table will be evident by reference to these examples after reading the Notes Page for full explanations.

Old Guard

Exceptions and Additions

1. Skirmishers 'below' formed units in a stack share the criteria for those formed units. Formed units intervening between skirmishers and the enemy, such that units or ZOCs form a barrier, negate the required distance of separation between those skirmishers and the enemy.

2. If a skirmisher element is stronger than the stacking limit there is no penalty or requirement to space them from adjacent units. PDT and OOB files for NHWC are constructed to make this a rare occurrence. The stacking limits concern the deliberate combination of smaller elements.

3. Against cavalry, infantry (including squares) may only move defensively and may not actively cut off the cavalry unless they are required to move by other circumstances and no other movement option is open. Defeated and disrupted enemy cavalry, or those unable or preferring not to move away may be approached to within one hex by formed, good-order, infantry. Any formed, good-order infantry may remain stationary if next to cavalry only if their position was brought about by the movement of the cavalry and does not block their retreat with a ZOC.

4. Infantry may only form or remain in square if enemy cavalry are visible to the brigade, within move and charge distance combined (nominally 12 hexes, but variable with changes to cavalry speed in the pdt) as modified by terrain. The cavalry must constitute a threat to the infantry, reserve cavalry within their own lines or formations facing other parts of the field are not cause for forming square.

5. Cavalry may only charge units they can see or know to be in a given position. Targets invisible to the cavalry must be or have been seen by friendly forces without having had the chance to move away unseen, or be in a known defensive position. Cavalry starting a turn out of sight of the enemy therefore must move into sight during the movement phase in order to charge in the subsequent charge phase.

6. Good order squares are not required to keep a minimum distance from enemy cavalry, but still may not move so as to cut them off.

7. Artillery may unlimber in close terrain only if facing into an open hex. Close terrain is village, orchard, chateau, marsh and rough, all of which prevent proper gun deployment. If provided in the scenario, their ammunition train must accompany them within 3 hexes otherwise they may not fire except in one phase after unlimbering, representing the use of immediately available ammunition. Regimental guns are not subject to these restrictions.

8. Any unit moved illegally, or left in a position illegally, may not fire or fight in any way until moved to a legal position. They may be attacked by enemy fire and assault as normal.

 

Use of cover

Cover Definitions

1. Villages, woods, orchards and chateaux are always considered as constituting cover for infantry.

2. A 'building' hex is not considered as cover for skirmishers.

3. Walled gardens or enclosures, ditch and hedge combined, embankment (from the top), earthworks and unfordable creeks or rivers are linear obstacles which are counted as cover if they separate a unit from all enemy units.

4. Normally only infantry will be affected by being in cover, so cavalry are not provided for in this respect on the Rules Table, being more dependent on mobility for their own protection it would be at least as much in their interest to be in open terrain.

5. Artillery may not enter chateaux; a building will not give them cover.

6. Skirmishers stacked in cover will only have part of their strength lining each face of the hex, or wall of the farm, chateau, etc. Only 50 of the skirmishers can therefore shoot at any one target hex, other skirmishers having to choose a different target or refrain from firing because they are facing the wrong way.

 

Isolated units

Isolated Units

1. If found to be beyond the operating distances, behind enemy lines or if cut off by enemy forces, skirmishers may not carry out any offensive action but must seek a line of retreat to a legal position. They may fire in the defensive fire phase only, at enemy units threatening them. If unable to escape they must surrender. Formed units may attempt to fight through enemy units to regain their own lines, subject to the following rule.

2. Units outnumbered, disrupted and fatigued to level 7 or more, or routed while isolated, must surrender if unsuccessful in their breakout attempts or unable to make any. Otherwise units may continue to fight until these conditions are met.

3. Other isolated units that run out of ammunition will surrender even if the above criteria have not been met.

4. Surrendered units must be moved to the position ordered by their captor and escorted by 20% their number. Parties of prisoners of 100 or fewer need not be escorted.

 

Skirmishers

Skirmishers

1. Light infantry may detach skirmishers on the following scale in order to retain the ability to rotate fatigued and depleted skirmishers:

i. A maximum of 67% of current strength if in defence of close terrain.
ii. Up to 33% in open terrain or covering an attack through any terrain

2. Light infantry broken down beyond these limits must be made entirely into skirmishers and have no residual formed unit remaining.

3. Skirmishers and piquets may only be separated from their parent unit for the purpose of skirmishing and if no longer engaged in skirmishing must recombine with the unit as soon as possible.

4. Skirmishers who are out of ammunition must recombine with their unit unless resupplied before being able to do so.

5. Skirmishers threatened with assault by enemy formed units may withdraw one hex at a time if in cover, but must move into cover or rejoin their parent unit if in the open. If defeated in melee they will be disrupted and subject to gaining the protection of their parent unit.

6. Skirmishers stacked in a cover hex, such as a village, wood or chateau, may only fire one element or 50 men, whichever is the stronger, through each side of the hex they occupy.

 

Cavalry

Cavalry

1. Cavalry may not charge into cover, linear cover and lone buildings are not included in this case. Square, of course, may only be formed in open terrain hexes.

2. Cavalry may not charge through friendly units of any kind. Other cavalry must either charge earlier in the charge phase or remain an obstacle.

3. Cavalry may not be split into squadrons unless it has tactical reasons for doing so, but unless acting as piquets all squadrons must remain within one hex of the parent unit at all times. The only exception would be a single squadron detached on flank duty or sent to do another specified task. Any squadrons of cavalry more than two in one hex must be recombined at the first opportunity. NHWC pdt files permit either piquets or squadrons, not both, so they will behave as one or the other accordingly.

4. Any unit of light cavalry may extend up to half of its strength as piquets. These have the characteristics of infantry skirmishers, including having to back away from enemy formed units. They must operate at least three hexes apart from each other and from their own formed units, otherwise they will be considered to have closed up as a squadron and must rejoin their unit.

5. During the charge phase, movement may be made by cavalry not making contact with the enemy, but at half the normal rate (6 movement points). NHWC pdt files now give cavalry greater speed, so this rule does not apply when these files are in use.

6. Cavalry may only charge if the ratio of their strength to enemy units contacted is enough to give a realistic possibility of defeating all of those charged. Cavalry charging simply to destroy one weak unit, skirmishers or a battery cannot do so if it brings them into contact with strong, formed units able to resist them easily.

7. When charging guns or skirmishers, they must be overrun in the charge phase where possible. Charging cavalry may not deliberately stop short of guns and initiate a melee instead of overrunning unless their charge is stopped by failing to overrun.

8. Any unit of cavalry charging to attack (as opposed to those using charge bonus for extra speed) must assault into at least one enemy-held hex in the following assault phase, even if it has overrun a target in the charge phase.

 

Fire!

Fire Combat

1. Artillery, infantry in line or skirmishers may not fire in combination with any other unit in a stack (including each other) and must be the topmost unit in order to fire.

2. Infantry in column may fire in combination with each other to a depth of three units in one stack and a maximum strength of 1500 men in the units firing.

3. Musketry is not possible over the heads of any troops, friendly or enemy. No unit may fire through friendly skirmishers.

4. Artillery overhead fire would normally only be available to the howitzer sections common to most armies. For artillery to employ overhead fire therefore they may only fire at ranges where their fire factor is 1 and only in the defensive fire phase (withholding fire in the turn's offensive fire phase). Otherwise, only units out of sight of the battery may be fired over.

5. Fire from any unit, infantry or artillery, must be directed at the nearest or most threatening enemy. Skirmishers and enemy artillery are never required to be fired at and they should not normally be engaged by artillery at roundshot ranges (greater than 1/3 the guns' maximum range).

6. Fire in the defensive phase is considered to be rapid fire and may only be against short range targets: 1 hex for muskets/carbines, 2 hexes for rifles, up to 1/3 maximum range for artillery. The exceptions to this are infantry in good order and in line formation or skirmishers, which may fire at close-order targets at long range.

7. Any unit moved illegally, or left in a position illegally, may not fire or fight in any way until moved to a legal position. They may be attacked by enemy fire and assault as normal.

 

Road column

Road Movement

1. Movement at half speed on a road, to cross a defile such as a bridge or disrupting terrain, may be used in order to change into combat column in the same phase. This change must be declared to the opposition or umpire.

2. No unit may use more than half of the road movement bonus and engage in any form of combat, including defensive fire, in the same turn. Horse artillery may limber or unlimber in the same phase as using the road bonus but may not fire.

3. Melee assault across a bridge obviously requires a formation as narrow as the bridge, but combat may take place as long as the road bonus is not used in reaching the bridge in the same turn. The game only allows a single unit to fight and no cavalry charge is possible, so the game's restrictions are adequate in these cases.

4. Artillery batteries of 3 or fewer pieces, infantry units up to 375 strong, cavalry up to 150 strong or wagons 3 strong may move along roads in adjacent hexes, nose to tail. Larger units also occupy one hex behind each unit icon per multiple of these strengths or part thereof.

5. Artillery or wagons can move on roads using the same hexes as non-vehicular units, with the vehicles using the central carriageway and the troops using the open verges on either side. This is not possible in sunken roads, woods or other restrictive terrain adjoining the road. In practice, artillery or wagons and infantry or cavalry must be in alternate hexes to reflect this and get the benefits of the road bonus.

6. Doubling the length of road columns allows movement in both directions, or for other units to cross the road between units in road column.

 

Fatigue

Fatigue

1. 'Blown' cavalry, with a fatigue level of 7 or more, "in the red", must withdraw from the action so as not to constitute a threat. They may carry out no offensive action while in this state.

2. Any other unit reaching fatigue of 7 or more can only act defensively and must take every effort to recover. Such units may only fire in the defensive fire phase at short-range targets, i.e. in their own defence.

3. Any unit that reaches level 9 fatigue must withdraw from the action and move to a place of safety where it cannot be fired on or threaten the enemy. Such units must reach level 6 or lower before rejoining the battle.

 

Leader

Supply wagons, leaders, pioneers and routed units

1. These elements may not be used to impede the movement of enemy forces and if caught behind enemy lines may not move unless a clear escape route is visible to them. If captured, wagons may only be moved by their captors directly to the rear.

2. Leaders and wagons are not units and may not be used as such to occupy positions or act as scouts. If threatened by enemy units they must retreat like skirmishers until they join a formed unit of their own command.

3. Wagons and leaders alone are not viable targets for artillery or for skirmishers at long range (2 hexes for muskets, 3+ for rifles). They may not be the subject of cavalry charges or melee attacks, but may only be overrun by units in the normal course of their movement.

4. Pioneers are not combat troops and may only defend supply or artillery parks (not engaged batteries), villages, earthworks or other cover in the army's rear. They may not voluntarily move so as to come under possible fire or assault unless on a specific mission in the company of combat troops.

5. Routed units may only be moved directly towards their line of communication. They may not move laterally, into positions to block the advance, line of sight or line of fire of enemy units. If it is possible to move them within these rules, they must not be left in such a position. If it is not possible to move them legally, they must remain stationary.

6. Routed units cut off by the enemy or unable to run away will surrender.

7. Prisoners will, where possible with infantry, be broken down into skirmishers so as to have no ZOC. Their characteristics in the OOB file can be changed for this effect, even turning cavalry and artillery into "foot" type "S".
They will be moved by the umpire or their former owner according to instructions from the captor. They may not obstruct enemy units, enter objectives or exert a ZOC so as to impinge on enemy actions. The captor's instructions should be detailed in this respect, though common sense should indicate their preferred action in most cases.

 

 

Battleground Optional Rules

The NHWC settings for the game optional rules are:

Cavalry counter-charges - on

Victory points for leader casualties - not required

Rout limiting - off

Isolation rules - on

Extreme Fog of War - on

Partial retreats - on

Line movement restriction - off

Flank morale modifiers - off