Napoleonic Wargame Rules in Brief

A highly condensed basic version of the rules to be used as a guide to acceptable tactics and movement under normal circumstances

See the full set of rules and rule notes for details and particular circumstances

Skirmishers

Detach only one or two companies per light unit (one of line infantry) as skirmishers

Stack up to 50 in the open, 125 in cover, 225 in a chateau

Unless in cover, must be 7 hexes from the front of enemy cavalry, 2 from infantry; 2 from the flank/rear of cavalry, 1 from the flank/rear of infantry

If undisrupted, must be within 4 hexes of their parent formed unit, 6 in cover

If disrupted, move to cover, their parent unit or rear of friendly troops

May attack only other skirmishers in the open, plus disrupted units and artillery if in cover

May not fight if cut off, but must regain their own lines or surrender

 

Cavalry

May not charge into cover, into or through friendly units, or if unable to successfully melee the enemy contacted

Separate squadrons must be in different hexes within 3 hexes of each other and must have a reason for splitting up (attacking a different target, some acting as reserve, etc.)

May move half speed in the charge phase without attacking

Must overrun targets where possible when charging

Piquets may only charge enemy piquets or skirmishers; must avoid other enemy units as per foot skirmishers

Only piquets may shoot unless by agreement in special circumstances

 

Formed Infantry

May not melee attack formed enemy if disrupted, unless disruption was only suffered in the final approach move

Must act defensively against cavalry and may not surround them

 

Artillery

One battery or equivalent (max 9 guns) per hex

Must limber in defensive phase if threatened by effective melee

 

Fire Combat

No overhead fire

No fire through or over friendly skirmishers

Fire only at the greatest threat

In the defensive phase, fire only defensively (close range targets affecting the firing unit)

One unit may fire from a hex if artillery, infantry in line or skirmishers

Up to three columns to a maximum of 1500 men in combination may fire from a hex

 

Road Movement

Any road movement bonus indicates that a unit is in road column for the whole turn unless going half the possible distance and declaring a change to combat formation

Most infantry battalions use two road hexes each, cavalry regiments use 3-4. Add a hex for strong units

Guns or wagons may use these intervening hexes, at 3 pieces per hex

No other units can cross a road or move along it using the extra hexes occupied by road columns

Road movement is necessary for crossing bridges or passing through terrain that would otherwise disrupt a unit

Road columns may not fight in the current turn unless covering half their possible distance and declaring a change to combat formation

 

Fatigue

Any cavalry in red fatigue must withdraw, others may stand and defend. Any over 9 must withdraw.