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Napoleonic DBA Rules

 By Steve Burt (sburt@mdsi.co.uk)

Armies are divided into Divisions which move as independent entities. Each Division contains 3-12 units (a 'unit' in this context is a regiment of infantry, battery of artillery, or brigade of cavalry).

 

Procedure is first to throw a dice to see how many Divisions you can move (+1 or +2 for good generals like Napoleon, -1 for incompetents). Then move each Division in turn (Divisions CANNOT combine movement), dicing for each to see how many elements you can move - these can be combined in groups.

 

Moves, factors & ranges

 

Road

Good

Bad

Factor

Range

Line inf

400

200

200

3

100

Light inf

400

300

300

2

100 (200 if rifle armed)

Foot gun

400

200

100

3

600

Horse gun

400

300

100

2

400

Heavy cav

400

400

200

4

-

Light cav

500

500

200

3

-

Cossacks

500

500

300

2

-

Wagon

300

200

NA

1

-

(Lancers move and are fired at as light cavalry but fight as heavy)

 

Tactical Factors

Each extra element shooting at this one

-1

Each element outflanking this one

-1

Defending obstacle/uphill of enemy

+1

In melee in bad going and not light inf

-2

Shot at in bad going

+1

In building/redoubt (inf only)

+2

Artillery under half range

+1

Line infantry in melee in two ranks

+1

Guards

+1

Militia

-1

Unarmoured cavalry under ranged fire

-1

 

Combat results

Less, but more than half (Default - recoil)

Line inf

Recoil

Light inf

Destroyed by any mounted in good going

Foot gun

Destroyed by any in contact, ignore ranged fire

Horse gun

Destroyed by any mounted in contact, ignore ranged

Mounted

Destroyed if in bad going

 

Less than half (Default - flee 600 paces)

Light inf

Destroyed by any mounted

Light cav

Destroyed by light cav, cossacks, guns

Cossacks

Destroyed by cossacks, guns

Others

Destroyed

 

Heavy cavalry whose opponents recoil or are destroyed must follow up. Others MAY follow up, but don't have to. Artillery do not recoil because of ranged fire.

 

Sequence of play

 

Roll for Divisions which can move

Move each Division, dicing for number of elements

Both sides artillery fires (phasing player decides order)

Both sides infantry fires (phasing player decides order)

Melee (phasing player decides order)

 

Units in contact with the opponent may not be fired at.

 

Interpenetrate

 

Line, or any mounted through light inf

Light inf through any

Can recoil through any except guns and hard cover

 

Demoralisation

 

When a division has lost 1/3 strength (rounded to nearest unit), it is demoralised. A demoralised division, and units in it, cost double to move (Remove the command base to show this).

If a division loses 2/3 strength, it is broken. Units of a broken division suffer a penalty of -1 on all dice rolls for the rest of the game, and count as two divisions demoralised for army morale purposes.

When an army has had 1/3 of its divisions demoralised, it is demoralised (all command costs doubled - remove C in C figure). All division commanders now pay double costs to move their units (quadruple if demoralised). An army which loses half its divisions is beaten.

 

Command and control

 

Represent the division commander with a command base of the appropriate type, moving as light cavalry. Units must be within 600 of the base, or they count double to move (300 if not in line of sight). Division commanders must be within 1200 of the army commander or they count double, too (likewise if the Army commander is not on the table yet). Commanders may not voluntarily enter melee, but if they do get involved, they fight as light cavalry (and have the same vulnerability). If a commander is killed, his division is demoralised. The commander himself may be moved whenever the division is moved, without using up any of the dice roll.

 

Buildings

 

Only infantry can enter buildings. Up to 2 elements per 60mm square. Defenders can face 2 sides or line up in two ranks - each building obviously represents a village at this scale. A defended building cannot be entered.