Battle Cry Napoleonics

 

The credit for this variant goes to Gary Preston, not me.

This variant uses the Battle Cry command cards and combat mechanics.

 

Units

Infantry get 4 stands.

Cavalry get 3 stands

Skirmishers get 2 stands

Elite units get an extra stand. Levy units get one less stand.

 

Facing

A unit faces a hex corner. The two hexes it faces are referred to as its frontal hexes. It also has two flank hexes and two rear hexes. Units may only battle units in their frontal hexes (or frontal arc, for ranged units), and generally may only move into their frontal hexes (skirmishers excepted).

 

Moves

Infantry & artillery move 1.

Skirmishers move 2

Cavalry move 3.

Skirmishers and cavalry may move and battle.

Artillery may move or battle.

Infantry may move and battle, but only at range 1.

 

Troops facing the same way in adjacent hexes with the same move allowance may all move together on a single move order (group move).

All such troops must be in the same battlefield section.

This doesn’t change the number of units you may order with a card – you can move a group, but may only battle with those units you have ordered.

 

A ‘skirmish’ card may either order a single unit, or order all your skirmishers.

 

Troops may only move into their frontal hexes, except skirmishers, who can move and face in any direction.  For every hex you move forward, you may change direction by 1 hexside. You may also turn in a hex, using one movement point per hexside. Finally, all troops may instead of moving spin to face any direction.

 

Troops which move into the frontal hex of enemy must stop, and may move no further than turn. They may use spare movement capacity to turn within the hex.

 

Cavalry may not enter woods.

 

Battling

Crossed sabers are a miss except against lone generals & skirmishers.

Infantry roll 3,2,1 dice (but only have a range if one if they moved)

Light cavalry roll 3 dice

Heavy cavalry roll 4 dice.

Skirmishers roll 1,1 dice (range 2, always roll 1 dice)

 

Add a dice if fighting the flank or rear of enemy.

Skirmishers may pass through and be passed through by anyone.

Skirmishers in the open forced to retreat my mounted are destroyed.

Destroyed skirmishers don’t count as flags.

 

Special abilities (optional)

 

French may charge 2 hexes into combat, and get an extra dice if they’ve just moved into contact.

British get an extra dice when battling units who have just moved into contact with them.

Russian infantry ignore flags.