WH NAPOLEONICS*

* Warhammer is a registered trademark of Games Workshop, Ltd.

These "rules" (a stretch of definition, to be sure) are organized according to the WHA Table of Contents. For each section of the WHA rulebook, modifications for WHN are listed. Unless otherwise noted, all WHA rules apply.

Summary of Key Changes

Column, Line and Square formations are used to define movement, shooting and hand-to-hand combat capabilities.

Three basic types of troops are defined: raw (similar to levies), regular (normal troops) and veterans (who are always drilled and receive additional benefits).

Light Troops are treated a little more elaborately to reflect the emphasis on the "skirmish battle". There are two skirmish formations: open order and extended order.

The weapons of the era: muskets, rifles, swords and lances are defined similarly to their ancient counterparts. "Artillery" replaces "War Machines" and reflects the improvements achieved over the course of time.

In most cases, initial morale failure results in a unit becoming "disordered" (minus one to all factors). Troops may rally from disorder. Troops who lose in hand-to-hand combat still rout. The concept of "disorder" is added to reflect the emphasis on firepower of the Napoleonic era, as well as the tactics of preliminary artillery and skirmish fire.

Units that pass a break test must fall back in good order. Napoleonic melees did not last long and usually result in one side falling back or routing quickly.

Any leader, not just the army general, adds +1 to the morale of all friendly units within 12". A unit that is joined by a leader uses the leader’s morale. A leader who joins a unit may not affect the morale of any other unit. This is intended to reflect the tendency of characters to become involved in a specific combat while leaving other troops leaderless. The classic example of this tendency is Marshall Ney at Quatre Bras.

THE WARGAME

No changes of substance. Eventually, references to Vitellius and Carthage ought to be replaced with the Archduke Charles and the cossacks.

THE GAME

No changes.

CHARACTERISTICS

A few changes to reflect differences in weapons, armor and training.

Profiles

  M WS BS S T W I A Ld
French Infantryman 4 3 3 3 3 1 3 1 6

Weapons and Armor

Most troops carry a musket. Cavalry may carry a sword or a lance and a few wear breastplates.

Troops fall within one of three basic categories.

Regular: the majority of troops-these have received some training but have little battle experience. Austrian, Prussian and Russian regulars, many of the troops in the expanded French army of 1812. Regular troops maneuver normally, and check morale if they suffer 10% casualties from fire.

Raw: hastily formed troops, with little or no training: French conscripts, landwehr, irregulars and cossacks. Raw troops maneuver slowly, and check morale if they suffer ANY casualties from fire.

Veteran: long-serving troops, with considerable training and battle experience. Much of the French Army of 1806 and 07, professional soldiers of other European powers. Veteran troops are drilled, and check morale if they suffer 25% casualties from fire.

These definitions and other factors are described in the Army Lists.

THE TURN

Charge Responses (add)

Form Square/Reform from square

A unit may attempt to change to or from square formation in response to a charge. To do so, it must pass a panic check. If it fails, it remains in the original formation and becomes disordered. If the charging enemy is within half of it’s charge movement, the unit attempting to change formation suffers a negative (–2) modifier to its’ morale number. If the unit is in skirmish formation, the unit attempting to change formation suffers a negative (-4) modifier to its morale number. The unit may not shoot at the charging enemy. The troops are desperately trying to change formation.

MOVEMENT

Rallying

…the player whose turn it is now has the opportunity to rally any of his troops that are fleeing or are disordered.

Rallied troops may shoot as if disordered (-1 to BS). Disordered troops which are not rallied remain stationary but may fire (-1 to BS).

Infantry Formations

The definitions of the traditional Napoleonic Formations of Column, Line and Square are all included here for convenience, even though they ought to be divided up among different sections (Movement, Shooting, etc).

March Column

Up to three figures wide.

As many ranks deep as required.

May march move and may triple movement.

May wheel any amount in one move, up to movement limit.

First rank may fire if moving or stationary.

No rank bonus.

Attack Column

At least three ranks deep.

Must have at least as many ranks as files (if four wide, must be four or more deep)

May always march move, even if within 8" of enemy.

May wheel any amount in one move, up to movement limit.

First rank may fire if moving.

Half of second rank may fire if stationary.

Count rank bonus up to +3, if at least four figures wide. (not against cavalry)

Remove casualties from back ranks.

Formed Line

Two ranks deep, no limit to width.

May NOT march move.

May wheel up to 45 degrees in one move.

First rank may fire if moving.

Half of second rank may fire if stationary.

Count rank bonus up to +1. (not against cavalry)

Remove casualties from both ranks, to maintain two ranks as evenly as possible.

Note: the prohibition on march movement is intended to force historical tactics. Units maneuvered in column, often screened by skirmishers. Units formed into line once in position, often fairly close to the enemy (within charge move). The myth of the British line vs French column came about partially because Wellington’s army acted aggressively and forced the French to fight before they had reformed into line. Clever gamers will avoid the same mistake.

Square

At least four figures, facing equally in four directions.

Move at half speed, in any direction.

May NOT march move.

One quarter of figures may fire at any one target. "Sides" may fire at different targets.

No rank bonus vs infantry.

+4 rank bonus vs cavalry.

Always fights first against cavalry.

Counts as four ranks when fired upon by artillery.

No flanks

Cavalry Formations

Column

At least three ranks deep.

May march move.

May wheel any amount in one turn, up to movement limit.

First rank may fire.

Count rank bonus up to +2, if at least four figures wide.

No rank bonus vs infantry in square formation.

Line

One or two ranks deep, no limit to width.

May NOT march move.

May wheel up to 45 degrees in one turn.

First rank may fire.

Count rank bonus up to +1.

No rank bonus vs infantry in square formation.

Maneuvering during a Charge

Cavalry units that have contacted all the front rank figures in an infantry formation during a charge may lap round flanks if space is available.

Change Formation

A unit may change formation in its movement phase. It takes half of a regular units movement to change from one formation to another. Raw troops take an entire turn to change formation. Veterans (drilled) may make a "free" formation change at the start of their move.

To change formation, the center figure in the front rank remains stationary, and the remaining figures in the unit are moved accordingly. There is no limit to the distance an individual figure may move in a formation change.

If a unit is within charge reach of an opposing infantry unit, the unit must pass a panic check in order to change formation (even if neither unit is charging). If this check is failed, the unit remains in its original formation.

Mixed Units

Some Napoleonic formations were composed of regular troops, along with light infantry and grenadiers ("elite" troops). These formations and the permitted proportions are specified in the army lists.

Light infantry and grenadiers that are part of a mixed unit obey the WHF rules for detachments. The detachment must remain within one move’s distance from the parent unit; the detachment checks morale as if part of the parent unit; the detachment may fall back to the rear of the parent unit if charged, The "elite" troops may also form up in ranks with the rest of the unit.

SHOOTING

Ranges

  Close Long (-1) Extreme (-2) Strength
Rifle 12" 24" 36" 3
Musket 8" 12" 24" 3
Carbine 6" 9" 18" 3
Pistol 1" 2" 4" 3
BS 1 2 3 4 5
D6 6 5 4 3 2

To hit modifiers

Target behind soft cover -1
Target behind hard cover -2
Shooting at long range -1
Shooting at extreme range -2
Shooting while moving -1
Shooting at charging enemy -1
Shooting at open order -1
Shooting at extended order -2
Veteran Lights at skirmishers +1
Shooting while mounted -1

 Optional:

Initial volley at close range +2 (formed troops only)

Eligible Shooters

March Column Front Rank
Attack Column Front Rank, half of second rank, if stationary
Line Front Rank, half of second rank, if stationary
Mounted Troops Front Rank
Skirmish (open and extended) All

HAND-TO-HAND COMBAT

Bonus Points Table

There are no battle standards or chariots in Napoleonics.

Cavalry units that have lapped round the front rank figures in an infantry formation during a charge count as a flank attack.

Losers take a break test

A unit that passes its break test always falls back and becomes disordered.

A cavalry unit that loses a combat versus an infantry unit in square and fails its break test will make an immediate regular move in the same direction as the charge (they flow around and past the square) and become disordered.

Winners

A cavalry unit whose opponents fall back in disorder always falls back in good order.

A square will never pursue.

PANIC

When to take panic tests

6. The unit suffers casualties from shooting.

A unit must test if it suffers a specified percent of it’s number as shooting casualties. The specific percent depends on the troop type:

Raw check for ANY casualties
Regular check at 10% casualties
Veteran check at 25% casualties

Panicking Units

A unit in good order (not disordered) which fails a panic test becomes disordered. A unit already disordered that fails a panic test will flee in the same way as a unit broken in hand to hand combat.

Disordered Units

A disordered unit suffers a (-1) penalty to all it’s characteristics. This penalty remains until the unit is rallied. The unit will shoot with a (-1) penalty to it’s BS, it will fight with (-1) penalties to WS, S and T, and it will take break tests, panic tests and make rally attempts with a (-1) penalty to it's Ld. The unit’s’ Ld may be affected by characters within 12" or who join the unit. A disordered unit may fire only one rank.

LEADERS, STANDARD BEARERS & MUSICIANS

No changes

CHARACTERS

Army Generals

Any unit within 12" of a character model, including the army general, may add (+1) to its leadership. If the army general joins a unit, the 12" bonus is lost.

WEAPONS AND ARMOR

Ranks eligible to fight:

Musket and bayonet 1  
Rifle and sword bayonet 1  
Pike 2 (if not disordered)
Infantry Sword 1  
Cavalry Sabre 1 (+1 str)
Cavalry Lance 1 (+1 str)(strikes first)(like a kontos)

 

Weapon Ranges        
  Close Long (-1) Extreme (-2) Save Strength
Rifle 12" 24" 36" 0 3
Musket 8" 12" 24" 0 3
Carbine 6" 12" 18" 0 3
Pistol 1" 2" 4" 0 3

 PSYCHOLOGY

No changes, although generally less applicable. Few warbands fought in the Napoleonic era, for example. British Hussars might be subject to "Frenzy", though.

LIGHT TROOPS

Some additional rules to reflect the emphasis on the "skirmish battle" in the era, and variations on skirmish formations and tactics,

Skirmish Formations

Open order

Allowed only to light troops

Figures not touching (may be loosely deployed in two ranks)

May march move.

May wheel up to 45 degrees in one move.

All figures may fire

-1 to hit

May use leaders, attached or within 12", for morale

Extended order

Allowed only to specified light troops

Any number of figures, separated by at least one base width.

May march move.

Individual figures may move in any direction.

All figures may fire

No rank bonus.

May not use leaders factors

-2 to hit

Veteran Skirmishers

Veteran skirmishers receive a +1 to hit modifier when firing at any unit in skirmish order.

CHARIOTS

None

ELEPHANTS

None

 WAR MACHINES (ARTILLERY)

Napoleonic "War Machines" (artillery) differed considerably from their ancient and medieval counterparts (except perhaps for Mr. Congreve’s Rockets). These rules reflect the increased accuracy and reliability of Napoleonic Artillery as well as different types of ammunition.

3 gun types: T W

Light (3-4 lbers) foot or horse 6 2

Medium (6-9 lbers) foot or horse 7 3

Heavy (12 lbers) foot 7 3

All limbers are toughness 7, 3 wounds.

Movement

  Unlimbered Limbered (foot) Limbered (horse)
Light 3" 6" 8"
Medium 2" 4" 6"
Heavy 1" 3" NA

Only limbered artillery may march move.

It takes half a move to limber or unlimber, and no march move is permitted during the turn of limbering or unlimbering.

Horse artillery (only) may fire and limber, counting as firing while moving.

All artillery may unlimber and fire.

Horse artillery may flee using 3D6, even if unlimbered, limbering in the process.

Foot artillery crew may flee using 2D6.

All artillery may fire and flee by subtracting one D6 from their move.

Artillery crew may seek shelter in a friendly square if they have sufficient movement.

While "sheltering" in the square, they take no part in fire or melee and the crew suffers the same fate as the infantry formation.

Fire

  Canister (S 4) Shot Shell (Shrapnel)
Light 12" (4 shots) 36" (S 5, D3 W) 24" (1" pattern) Br only
Medium 18" (6 shots) 48" (S 6, D6 W) 36" (1.5" pattern) Br only
Heavy 24"(8 shots) 60" (S 7, D6 W) 48" (2" pattern) Br only
Howitzer 8" (4 shots) 48" (S 6, D6 W) 48" (2" pattern)

Shot

Declare target. Roll to hit using BS of crew.

Hit: Roll artillery dice (2, 4, 6, 8, 10, misfire) to see how far shot bounces.

Miss: Roll artillery (2, 4, 6, 8, 10, misfire) and scatter dice (hit, hit, arrow x 4).

Cannister

Canister fire is resolved as musketry fire, with the number of shots determined by the caliber of the weapon firing. Roll to hit using BS of the crew. All canister is strength 4.

Shell or Shrapnel

Declare target. Roll to hit using BS of crew.

Hit: Roll artillery dice (2, 4, 6, 8, 10, misfire) to see how far shot bounces.

Miss: Roll artillery (2, 4, 6, 8, 10, misfire) and scatter dice (hit, hit, arrow x 4).

Shell or shrapnel may start fires. If a cannon hits a flammable target, roll to determine if a fire starts. A fire begins as a 2" circle and may spread.

Target Start Fire Spread 2" downwind Extinguish
Woods 5-6 4-6 5-6
Field 4-6 2-6 4-6
Wooden Building 5-6 5-6 5-6
Stone Building 6 5-6 4-6

 

Troops may attempt to put out fires, if there is a source of water nearby. If a unit is within 8" of a supply of water, it may attempt to extinguish the blaze.

If firing cannister or shot at artillery, roll to see what is hit:

1 limber (a hit on a limber prevents limbered movement)

2 horse (a hit on a horse reduces limbered movement by 1")

3-5 crew

6 gun (a hit on a gun destroys it, if wounded)

BUILDINGS AND FORTIFICATIONS

No changes

Notes:

Despite some historian’s notes to the contrary, columns were used primarily for movement (often screened by skirmishers) and lines for combat.

The accounts of French columns vs British lines were often the result of the French being surprised by British reverse slope tactics. The French were still maneuvering to the attack (in column) when the British appeared on the other side of the hill.

On the continent, the overwhelming superiority of the French skirmishers against early (pre-1809) opponents sometimes allowed French light troops to drive off their opponents before the columns deployed into lines.

These, and other factors, have given rise to the myth of the ubiquitous French column. Of course, the French, and other armies as well, did use columns when the tactical situation dictated, but the line was the more common combat formation.

The above suggestions are meant to reflect the relative characteristics of the usual Napoleonic infantry formations. Austrian mass formation, and French Ordre Mixte are treated as special rules.

The column is maneuverable (it can march move) has some advantage in depth, as reflected by the rank bonus, but loses considerable firepower. The line cannot maneuver well, but maximizes firepower and retains melee capability. A single-rank line can represent loose order light troops (sometimes called "semi-skirmishers"). The square ought to be proof against cavalry, but loses firepower and maneuverability. Skirmishers are hard to hit with fire, but cannot stand against formed troops.