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TLoNB House Rules V3.0
TLoNB House Rules V3.0
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.
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.
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.
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
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.
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).
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)!
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.
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).
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 .
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.
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.
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.
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.
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.
13.41 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.
Cavalry charges are now valid attack, so even a "suicidal" attack by a small cavalry unit will be good for diversion
purposes.
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)
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.
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.
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.
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.