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.