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The Library of Napoleonic Battles House Rules V3.

0 4/06/2012

I made this set of house rules to raise my already huge enjoyment of this excellent Napoleonic game system. My goal
was to simplify some mechanics/tables, and make the game play more realistically & faster. I welcome comments and
suggestions at my www.Consimworld.com Blog.

Carl Paradis.

Changes to the Rules: All the changes are in red, and commented in italics.

1.51 Reconnaissance:
4. In the LOS Step at the beginning of any Combat Phase if in an EZOC or within LOS—both sides are revealed. The
largest hidden unit in each hex in a 2 or 3 hex LOS, and all adjacent units must be revealed.
5. If a hidden Artillery unit bombards, it is automatically revealed.
6. Vedettes’ LOS at 2-hex range is blocked only by enemy units and ZOCs, not terrain. And always reveal all the contents of
a stack.

If the stacks at 2-3hex range these are fired at by artillery, some will still be hidden. So only the visible unit can be
bombarded. Vedettes can now discover any unit at a 2-hex range, even if hidde because of terrain, sice they represent a
“Cloud” of more than a dozen 50-man patrols.

1.55 Hidden Forces in Road March:


A Force in Road March need not put all of its units on the map. If you keep some hidden, then the “Lead” unit of the
Force will consist ONLY of the Officer counter (No Road March counters necessary for now), the others not deployed
on map (put them in “Road March Order” hidden from view, or write their road order on a piece of paper; i.e: What is
the lead unit, the second, etc…) are considered to “trail” behind that counter in road march on the same road the lead
counter has moved through, and will stay hidden until revealed by Reconnaissance (you have to tell the enemy player
when he comes into LOS of your Force), you then deploy it on the map, trailing the Lead unit, You can put your
Leader counter anywhere in the Formation; it does not have to stay in front.
To be able to be deployed as so, the Force must fulfill the same conditions as a Force under March Orders (see 7.4),
and in addition to it, so it does not have to be in March Orders. A) it is a Reinforcement; B) it is the one force selected
to be Hidden in Road March Status at night, or C) it is the one force selected for Hidden in Road March Status at the
start of play.

Now the Vedettes will play a greater role in screening/reconnaissance: you will never be sure exactly the size of a Force that
is represented by one counter: Is it only a lone unit or Vedette? or is it the head of a Reinforcing Corps in Road march? It
will of course make even more sense now to deploy your Vedettes in front of a Force entering the game as a reinforcement, to
screen it and to put many possible “Columns” locations on the map.

2.0 Sequence of Play:

4. Command Segment:
a. The Phasing Player removes all “Out of Command” markers from his forces.
b. The player allocates his Command Points, placing Officers and Combat Units (within Command Range) “in
Command.” Trains are always in Command. If an Officer is placed in Command then any combat units of his
Formation (within his Command Range) are “in Command.” EXCEPTION: (see 3 above).
c. The Phasing Player may attempt to place each formation that did not receive a Command Point 'in Command' by
rolling against the Officer’s Initiative Rating on the “Leader Activation Table”, and following instructions on that table
to get the specific activation result (see the table and charts at the end of the House rules).
d. Various numbers of “Out of Command” and “In Command” markers will be placed on Officers to show their status.
e. Reconfiguration of Pontoon Bridges (see 9.23).
3.1 Stacking Limits:
If no Leader is in the hex, one (1) Infantry or Cavalry or Artillery, plus one (1) extra artillery are permitted in one hex
(for a total of 2). EXCEPTION: Trains and units in Road March may not stack (see 3.2). They may be part of any
formation. Units all belonging to the same division have Divisional Integrity and may stack one (1) extra unit (for a
total of 3) to the hex without a leader present. A hex with a Leader may contain up to any three (3) units. If the Leader
leaves the hex then the overstacked units must leave too.

3.11 Stacking Summary (maximum units in hex):


Leader divisional infantry/ extra total
in hex? integrity? cav/art artillery _________
• • 1 +1 =2
• Yes 2 +1 =3
Yes • 3 +0 =3
Yes Yes 3 +0 =3

So the stacking limits are a bit lower, but the leader has a special combat ability, and the combat rules are a bit
different, to compensate for this. You should not see any more huge stacks of units with empty hexes between them.
3
4.41 Engaged Hexes Must Attack:
During the Combat Phase every hex containing Phasing Combat Units in an EZOC must attack. EXCEPTION: units
located in Towns and Chateaux are not required to attack. Every enemy Combat Unit that is in a Phasing Combat
Unit’s ZOC must be attacked. EXCEPTION: see Rule 11.21.

Now “hexes” must attack, and not all the units in it (as you cannot combine artillery, infantry and cavalry units in one
attack anymore (see 11.21), unless stacked with a leader

4.43 Retreat into EZOC:


Retreating units may not voluntarily retreat into an EZOC (even if there is a Friendly unit occupying the hex).
EXCEPTION: (see 4.5). They lose one (1) step of their choice per stack retreating, plus one (1) extra step for each
retreating Foot Artillery. If the EZOC comes from a hex containing only Infantry, then the lead unit of that stack has to
pass an “initiative” roll for that EZOC to be taken into account during the retreat.

So now you’re not automatically eliminated anymore when you retreat into EZOCs. And Only Cavalry/Horse Artillery
now always have a ZOC for purposes of blocking retreat paths, thus are more useful than ever to cut lines of
retreat(they are more mobile, and trained in pursuing enemies). Infantry has to roll to see if they are able to intervene.
Also, the relatively slow Foot Artillery will be now very vulnerable and will take extra losses in the Retreat.

6.11 Permanently Eliminated Units:


The following Combat Units are ineligible for Reorganization, and are placed in the Permanently Eliminated Units
box [“PEU box”] when lost in combat:
The whole 6.11 section is not use anymore. All units can always be eligible for reorganization now, and are placed in
the "Awaiting Recovery Box", back on their full strength-side when Eliminated, even if they were on their Reduced side
when so.

Each turn the Weather is checked, both Player Turns will include a Recovery Segment (see 2.11–B2). During the
Recovery Segment, the Phasing Player may make an Initiative Check for each unit in the Awaiting Recovery Section.
The Initiative die roll is successful if less than or equal to the Initiative Rating of the unit. On a successful die roll, the
unit counter is flipped over to its reduced side and moved into the Recovered Section. Only the Combat Units in the
Recovered Section are eligible to be brought back on the map through Reorganization (see 6.2).

6.14 Recovery Unsuccessful:


If the unit fails its Initiative check, the unit counter is flipped over to its reduced side and remains in the Awaiting
Recovery section. It can try again next Recovery Segment (see 6.15). At the beginning of the Friendly Recovery
Segment of the Night AM Turn, the Phasing Player transfers ALL Combat Units still Awaiting Recovery to the
Recovered Section at their reduced strength.
6.15 Second Recovery Unsuccessful:
If the unit (now in it's flipped side) fails its Initiative check a second time, it is put in the Permanently Eliminated Units
box ("PEU box").

This means that a unit gets two chances to go into the recovered section. And even a unit eliminated while already
reduced could come back into the battle. So, all eliminated units are put back to their full-strength side sin the
"Awaiting Recovery" box (to be flipped back unless you wait until the night to rally them), and go through the
Reorganization phases as in the regular rules. But you will still lose some units to the PEU box, as if you miss two
recovery rolls you are out: 1st roll (pass or miss) you flip, but if you miss then with a 2nd missed roll you are out to the
PEU box (unless you wait for night to recover)!

7.15 Combat Units Outside Command Range:


If individual units are outside the Command Range of their officer, and were not put into Command by a Corps
Commander-Officer Bonus Command Rating (see 7.17) then they are automatically considered “Out of Command”.
Put an OOC marker on such a unit (they will suffer worse penalties that units that are within range of their “Out of
Command” Officer that missed its Initiative roll, see 7.31).

So individual units cannot roll for initiative anymore. They can only be “In Command” if a leader makes them so. And
they will be in a worse situation: They cannot enter EZOCs.

7.31 Out of Command Effects on Movement:

1. Combat Units that are in the Command range of their Leader, but affected because their Leader missing its activation
roll on the “Leader Activation Table” will be limited in their actions. See the details on the Table.

2. Combat Units with “Out of Command” markers on them (so outside of Command Range of their Officer) may only
expand HALF their full Movement Allowance during the Individual Movement Segment; they cannot enter EZOCs.

3. Attached Units: Combat Units with “Out of Command” markers on them because they are Outside Command Range
of their Officer (But NOT from a Combat Result), BUT are in the Command Range of a different Officer that is itself
fully “In Command” (so with ONLY a “In Command” marker), may expand HALF their full Movement Allowance
during the Individual Movement Segment; AND can enter EZOCs if they roll their Initiative.

4. Types not fully “In Command” (Officer has an “OOC” marker) may not damage/repair bridges or trestles (see 8.3).

5. Officers that do not have an “In Command” marker cannot move.

Units in Command Range will now have various degrees of “Operational Freedom” depending on the result of the
Leader Activation Table. Units outside Command Range will be able to half move, but will never be allowed to enter
enemy units Zones of Control, unless within range of anotherOfficer in Full Command: then they will be able to roll vs
Initiative to enter EZOC (This represents those units being “Attached” to that Officier .

11.21 All Engaged Hexes Must Attack:


The attacker may define his attacks freely—provided all enemy units in his ZOCs are attacked, and all of his engaged
Hexes containing his Combat Units attack. All of the defending Combat Units in a stack must be attacked as a single
combined strength. They may not be attacked separately. All attacking Combat Units in a single stack must attack as
one combined strength.
EXCEPTION: Cavalry, Infantry and Artillery cannot combine together in an attack (but always do in defense), even if
stacked together, unless if the combined-arms stack contains a leader; the non-attacking units will still be considered as
attacking for combat results and advances. NOTE: Phasing Cavalry that retreats before combat does not count as
attacking.

EXCEPTIONS:
A. A unit in a Town or Chateau does not have to attack.
B. An artillery unit that bombarded this turn cannot attack (see 11.61–A).
C. Any unit in an EZOC does not have to attack if other units in its hex do so, but will suffer the combat results.
D. If an artillery unit bombards, or cavalry charges a hex, it frees friendly units adjacent to that hex from having to
attack it (see 11.62–C).
Yes, not all of the units in a hex can/must attack, but they will suffer the fate of their frontline friends.

11.23 Multi-Hex Attack:


A defending stack may be attacked by up to six enemy stacks (one in each adjacent hex). However, a single stack may
be attacked only once per Combat Phase. EXCEPTION: Bombardment (see 11.62–D) and Cavalry Charges. All
attackers must combine into one single attack strength if they are to attack the same enemy stack.

This is a very important change! The only way now to combine artillery, infantry and cavalry in an attack against a
hex, is to Bombard with the Artillery, Charge with the Cavalry, and do regular Combat with the infantry; OR having a
leader control the troops.

11.25 Leaders Battle Control (Reserves):


In addition to allowing units of different types in its hex to attack together, a leader has the ability to engage non-
adjacent enemies in combat, or do reactions moves.

A. Once per Combat phase, Cavalry, Horse Artillery or Infantry units stacked with each Leader, of a number up to the
Initiative Rating of that Leader, and not in an EZOC or with an “Out of Command” marker, can add their strength to
one (1) stack of adjacent Attacking friendly units not separated from them by impassable terrain. They will be affected
by all the combat results, and could advance in the vacated defender's hex instead of the original attackers.

B. At the end of the Enemy Movement phase, units stacked with a Leader, of a number up to the Initiative Rating of
that Leader, not in an EZOC or with an “Out of Command” marker, and within three (3) hexes of enemy units, can be
moved one (1) Hex; they do not have to stay stacked with the Leader for the move.

C. In the two above cases, if the units are stacked with an Army Commander, all can be activated.

Optional rule: You can chose to have each leader to roll “Initiative” to be able to use this ability. Army Commanders
succeed automatically.

So instead of allowing leaders to pile units in big piles in a hex, they are now able to do combat support with mobile
"reserves" behind the main line of battle.

11.42 Retreat After Combat:


On a Result of “Retreat,” the owning Player must move his units one or more hexes (as specified by the result). A
retreating Combat Unit may not cross a prohibited hexside; or a hex occupied by enemy Combat Units; or exceed
stacking limits (see 11.45). In some combat results the retreating defenders will be “Reforming” for their next Player
Turn, turn the units 180 degrees to indicate this fact (You can also make your own "Reforming" markers). They are not
allowed to move in their next player-turn.

It was a bit weird in the game that defenders that suffered DR2 and DR3 results would lose contact with the enemy,
plus were able to move at will (and engage in battle!) in their next move phase: a great advantage compared to the
ones that suffered a "milder" Dr result would most probably be still in contact with the advancing enemy and stuck
there.

11.45 Retreat Needing Displacement:


If the only path available to a retreating force would cause it to exceed the stacking limits for a hex, then the retreating
force will retreat one extra hex, to a maximum of four (4) total (So in fact a Dr4 or Ar4). If any Retreat would end
longer than this, then the force is eliminated instead and will enter the UAR (see 11.44). If the initial retreat result is
“Dr” or “Ar”, then the force will suffer the dame penalties as a Dr2/Ar2 result (it will get an “Out of Command”
marker).

Since the stacking limit is now lower per hex, you do not need to displace units as in the older set of rules. Historically
there were almost always lanes available for units to Retreat through.

13.4 Vedette Reconnaissance


Like combat units, phasing vedettes within enemy LOS at the beginning of the Movement Phase may perform
Reconnaissance in order to reveal enemy Forces (as well as during the LOS Step of the Combat Phase—see 1.51). The
Vedettes’ LOS at 2-hex range is blocked only by enemy units and ZOCs, not terrain. And always reveal all the contents of a
stack. Non-phasing vedettes must perform Reconnaissance at the moment an enemy unit moves adjacent or two hexes
from them (the player may not keep the adjacent/2 hex-range vedette concealed).

13.41 Vedettes Lost During Reconnaissance: If an enemy stack being scouted includes an LC unit, reveal one
scouted LC unit and roll the die. Refer to the “Vedettes Lost During Reconnaissance” Table. If the die roll is 1, 2 or 3,
eliminate the scouting Vedette and place it in the specified box on the Reorganization Display. If there is no LC in the
scouted hex, reveal all the enemy units in the stack—the scouting Vedette stays on-map. CAL

This change was necessary, since “Out of Command” units outside of their Officers’ Command range cannot enter
EZOCs anymore (see 7.31). And it makes more sense to have a 2-hex “Area of effect” for what is essentially a cloud of
over a dozen 50-man patrols roaming around.

16.42 Charge and Conventional (Regular) Attacks:


If charged, you do not have to subject the hex to a regular attack by some other friendly unit during the same Combat
Phase. A cavalry unit may not make a charge and conventional attack during the same Player-Turn.

Cavalry charges are now valid attack, so even a "suicidal" attack by a small cavalry unit will be good for diversion
purposes.

16.5 Cavalry Charge Results


The possible results of a Charge are Overrun or Attacker Eliminated, Loses a step or Retreats. On an “Ae” result, the
cavalry units are eliminated. On an "A1" they lose one step and stay in place, on an "Ar2" they retreat two hexes, and
will probably suffer a step loss as they have to exit the defender's EZOC to do so!

16.52 Subsequent Combat Result:


The subsequent attack is credited with cavalry for purposes of Combined Arms.
(1) If the subsequent Combat Result is Dr or De, or Dx the defending stack will have to retreat through the Cavalry
ZOC and take a step loss the charging cavalry unit(s) remain in the hex, and one of the attacking units may advance
into the hex as usual.
(2) If the subsequent Combat Result is Ae or Ar or Ax, the cavalry unit(s) stay in the hex.
(3) If the subsequent Combat Result is an Ex, the charging cavalry units are the first to be counted toward the Ex-
change.
(4) If the subsequent Combat Result is Sk, or Ex* or Ar* the charging Cavalry unit is the lead unit.
(5) If the Ex or Sk does not clear the hex of enemy units, the charging Cavalry unit(s) stay in the hex.
(6) If the charging Cavalry units stay stacked in the hex with the defenders at the end of the battle, those defenders will
not be able to move in their next Movement phase because of the Cavalry EZOC. They can choose to stay put or
Attack the enemy Cavalry. That Cavalry could then “Retreat before Combat” but will probably suffer a step loss from
the defender’ ZOC.
(7) You cannot Bombard a hex where you have enemy units stacked together.

Note here that if there is enemy cavalry around it will be very difficult to retreat before combat and the charging
cavalry will be eliminated. But there is now a good chance of a small cavalry unit to survive for a turn and "pin"
Infantry/Artillery units in place for a turn even if the Charge is not successful, at the cost of some extra casualties..

Carl Paradis
Ste-Thérèse, Canada
COMBAT RESULTS TABLE (CRT)

Probability Ratio (Odds) Attacker:Defender


Die Roll 1:6+ 1:5/1:4 1:3 1:2 1:1 2:1 3:1 4:1/5:1 6:1+
1 Ar* Sk Dr Dr Dr2 Dr3 Dx De De
2 Ar2 Ar* Sk Dr Dr Dr2 Dr3 Dx De
3 Ar3 Ar2 Ar* Sk Dr Dr Dr2 Dr3 Dx
4 Ax Ar3 Ar2 Ar* Sk Dr Dr Dr2 Dr3
5 Ae Ax Ar3 Ar2 Ar* Sk Sk Dr Dr2
6 Ae Ae Ax Ex Ex Ex* Ex* Ex* Ex*

Attacks at greater than 6:1 are treated as 6:1; Attacks at worse than 1:5 are treated as 1:5. “Ar*" and "Ex*" may be Shock (Sk).
If you obtain a Shock Result, proceed to compare the Initiative Ratings of the best units on either side on the Shock Combat
Table, and apply the Combat Result.

BOMBARDMENT TABLE
Die Roll + Bombardment Strength:

0 1 2 3 4 5 6 7 8 9 10 11 12 13 14 15+
- - - - - - - Dr Dr Dr Dr 1R 1R 1R 1R 1R

KEY: 1R = Reduce one Combat unit (attacker’s choice); may retreat. Dr = Defenders retreat one hex. " - " = no effect.

CHARGE COMBAT TABLE


Die Roll + Charge Modifiers:
1 2 3 4 5 6 7 8 9 10 11 12+
OR OR OR OR OR A1 A1 Ar2 Ar2 Ae Ae Ae

KEY: OR = Overrun; A1= Attacker loses 1 Step; Ar2= Attacker Retreats 2 Hexes; Ae = Attacker Elim.
Odds worse than 1:4 not allowed. 1:4 Odds = +4; 1:3 Odds= +3; 1:2 Odds = +2; 1:1 Odds =+1; 2:1 Odds and over = +0
Storm or Snow: +1. Enemy Cavalry in Hex: +1. Demoralized Defender: -1.
No Charges during mud.

SHOCK COMBAT TABLE


Die Roll + Attacker Initiative - Defender Initiative:
-2 -1 0 1 2 3 4 5 6 7 8 9+
Ax Ax Ar2 Ar2 Ex W W Ex Dr2 Dr2 Dx Dx

KEY: “W”= Weaker side (face SPs) retreats one hex; Enemy cavalry must advance into vacated hex. Other results as CRT.
Increase Attacker’s Initiative by one if combat was resolved at 3:1 odds or better on CRT.
Lower Attacker’s Initiative by one if the Defender strength is awarded a terrain combat multiplier (ex: Chateau, Slope, Town).
Lower Defenders’ Initiative by one if the Defender strength is penalized by a terrain combat multiplier (ex: Marsh, Woods).
Lower the Initiative of the Participants by one if they are Demoralized.

LEADER ACTIVATION TABLE


Leader Initiative Rating + Die Roll:
0 1 2 3 4 5 6 7 8 9 10 11
X X X ½zoc ½zoc ½ ½ OK 1hex OK OK OK

KEY: X = Out of Command (OOC), no move. ½zoc= OOC, ½ Move, cannot enter EZOC. ½ = OOC, ½ Move, roll Initiative to
enter EZOCs. 1hex= OOC, 1 Hex Move. OK= In Command, No restrictions. Demoralized: -1. Out of Supply: -1.
Notes to Combat Tables
 
COMBAT  RESULTS  TABLE  (CRT)  
 
Ae  (De):All  attacking  (defending)  combat  units  are  eliminated.  
Ax:  All  attacking  units  lose  one  Step  each  and  must  retreat  3  hexes.  
Ar2  (Ar3):  All  attacking  units  must  retreat  2  (or  3)  hexes.  
Ar:  All  attacking  units  must  retreat  1  hex.  
Ar*:  If  attacking  across  a  Crest,  or  into  woods,  Town,  Marsh  hex,  or  Cavalry  Attacking,  and/or  Demoralized  units  
defending  treat  as  an  Sk  (Shock)  result.  
Dx:  All  Defending  units  lose  one  Step  each,  must  retreat  3  hexes,  and  are  now  “Reforming”.  
Dr2  (Dr3):  All  defending  units  must  retreat  2  (or  3)  hexes,  and  are  now  “Reforming”.  
Dr:  All  defending  units  must  retreat  1  hex.  
Sk:  Resolve  the  battle  on  the  Shock  Combat  Table,  using  the  initiative  ratings  of  the  best  units  on  Both  Sides.  
•  Demoralized  units  resolve  Shock  with  their  initiative  lowered  by  1.  
•  The  Initiative  Rating  of  artillery  for  Shock  is  always  1.  
•  Any  overrunning  cavalry  unit  must  be  the  lead  unit.  
•  Increase  an  Attacker’s  initiative  by  1  if  the  combat  was  resolved  at  3:1  or  greater  odds  on  the  CRT.  
Ex  (Exchange):  The  Attacking  side  loses  one  Step;  the  Defending  side  flips  units  that  total  (at  face  value)  at  least  50%  
but  not  more  than  200%  of  the  total  Combat  Strength  (before  the  loss)  of  the  Attacking  unit  that  lost  that  step.  
  •  Artillery  and  Cavalry  units  that  did  not  participate  in  the  combat  but  which  are  stacked  with  units  that  did  
  may  be  used  to  satisfy  an  Ex  result.  
  •  Any  overrunning  cavalry  unit  must  be  the  first  unit  to  take  losses.  
Ex*:  If  attacking  across  a  Crest,  or  into  woods,  Town,  Marsh  hex,  Cavalry  Attacking  and/or  Demoralized  units  
defending,  treat  as  an  Sk  (Shock)  result.  
Example  of  an  Exchange  result:  if  the  Defender  flips  a  5SP  unit,  then  the  attacker  must  flip  unit(s)  worth  between  3SP  -­‐  
10SP  (face  value,  not  the  differential  between  the  flipped  and  unflipped  sides).  Of  course  an  already  flipped  unit  is  
eliminated  instead.  
Reforming:  Turn  those  units  180  degrees:  They  are  not  allowed  to  move  in  their  next  player-­‐turn.  
 
Note that I have removed from the CRT the 2:3 and 3:2 Odds. These were a pain to compute and had low effect in the
game, I have also changed the way the other tables are presented to make them easier to use and offer a better variety
or results and more "granularity". Also, you have a chance to suffer some losses at all odds colums on the table. In the
original rules it was weird to see units with similar Initiative ratings battling each other at 1:2 to 3:1 odds for a whole
day without losses if you did not get them “Surrounded” first.

LEADER  ACTIVATION  TABLE  


 
X:  Put  two  (2)  “Out  Of  Command”  (OOC)  markers  on  the  Officer,  nobody  can  move  for  the  turn.  
½zoc:  Put  one  (1)  “OOC”  marker  on  the  Officer:  move  is  halved,  cannot  enter  EZOCs.  Officer  cannot  move.    
½:  Put  one  (1)  “OOC”,  and  one  (1)  “In  Command  marker  on  the  Officer:  move  is  halved,  each  unit  must  roll  initiative  
to  enter  EZOCs.  Officer  cannot  move.  
1hex:  Put  one  (1)  “OOC”  and  one  “In  Command”  marker  on  the  Officer.  Move  limited  to  1  hex  for  all.  
OK:  Put  one  (1)  “In  Command”  marker  on  the  Officer.  No  Restrictions.  Can  Damage  or  Repair  Bridges  (8.3).  
 
So you now get a greater variety of Activation Results. No more “All or Nothing”.  

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