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DE BELLIS NAPOLEONICIS (DBN) v2.1

(as at January 2013)

CONTENTS

Page No

Contents Page 1

Section 1 - Introduction and Concept 2

Section 2 - Equipment and Scales 3

Section 3 - Troop Type Definitions 5

Section 4 - Figures and Basing 8

Section 5 - Terrain 9

Section 6 - Game Set Up and Playing Sequence 13 Section 7 - Command, Control and Movement 15

Section 8 - Combat 20

Section 9 - Victory Conditions 25

Section 10 - Larger Battles 26

Section 11 - Optional Rules 27

Section 12 - Playsheets 33

Section 13 - Army Lists 36

Section 14 - Rulers 39

Appendix A - National Characteristics 40

Appendix B - Troop Type Classifications 41

Appendix C - Command Capabilities 43

Appendix D – The Peninsula Light Division 44

Appendix E – The Ottomans 45

Appendix F – Supporting in Close Combat 47

Index 48

ACKNOWLEDGEMENTS

We are indebted to WRG for their DBA Rules, which were the original inspiration for DBN v1 rules.

These rules were also ‘inspired’ by the "DBA Extension for 1500-1900 AD" produced by Humberside Wargames Society.

COPYRIGHT

All Rights Reserved – from Jan 2004

Section 12 – ‘Playsheets’ and Section 14 – ‘Rulers’ may be photocopied for the purchasers personal use only, otherwise no other part of this publication may be

reproduced, stored in a retrieval system or transmitted, in any form or by any means, be it electronic, photocopying, recording or otherwise, without prior

permission in writing from the copyright holder. CONTACT DETAILS

If you have any queries or suggestions regarding these rules please either write to Keep It Simple Rules, Brompton Banks, Stokesley Road, NORTHALLERTON, DL6 2UD

or e-mail [email protected]

WEBSITE

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Copyright© KISR Publications dated Jan 13 2

SECTION 1 – INTRODUCTION AND CONCEPT

1.1 Introduction. Over the last ten years, since DBN v1 was first produced, we the authors, with many other colleagues and international gamers have

campaigned hard on the Napoleonic tabletop battlefield. In the process we have given DBN a thorough play-testing. In addition to the many small games played during a night at the club, at home or even in a hotel whilst visiting Waterloo, we have fought many large historical battles, including Austerlitz, Waterloo and the largest of all, Leipzig; you may have read our reports on these in wargaming magazines. All this gaming and the ‘feed back’ we have received from all over the world has been considered, tested, developed and if thought relevant, added to the rules, so we now feel that it is time to present these amendments and improvements in our Version 2 rules.

1.2 ‘Keep It Simple’. Whilst we freely acknowledge that the basis for DBN was the highly successful DBA Rules, without which DBN v1 cannot be played, we now also feel that it is time for us to move on and take DBN up a level by making them ‘freestanding’, and so DBN v2 is just that; they can be played as they are without reference to DBA. However our overriding concern was to stick to our principle of ‘Keep It Simple’. We think we now have a set of Napoleonic rules that are as good as you are going to get. If you want rules that are easy to play yet challenging, capture the spirit and historical accuracy of the time, are perfect for fighting Big Historical Battles and finally, good fun, then look no further, these rules are for you.

1.3 Concept. These rules have been developed to fight tactically challenging battles. They will not suit the ‘line ‘em up, throw a few dice, look pretty and do nothing’ style of player. We have assumed that players have an understanding of army organisation, terminology and a basic knowledge and general understanding of Napoleonic, tactics, principles and warfare. Each manoeuvre piece on the tabletop represents a Napoleonic tactical troop type, be it Infantry, Cavalry or Artillery, known as a ‘Unit’. The Unit is represented by a number of appropriate model figures mounted on a base, all of which have the same size frontage but vary in depth. A group of two or more Units is called a ‘Formation’. Command and Control was just as important an element of winning battles as the quality of the troops, therefore it is a significant part of these rules and is simply and effectively implemented by the use of Commanders Action Points or ‘CAPs’.

1.4 Scale. For the purposes of simplicity all quoted distances are based on 15mm scale and should be adjusted accordingly for other scales.

1.5 About The Authors. We (Alex Testo & Bob Carter - ‘KISR Publications’) are both experienced Napoleonic wargamers who have both retired from wide-ranging careers in the British Army. We have combined our military training and

experience with our knowledge of wargaming and Napoleonic history to produce this unique set of rules. However we do not claim to ‘know it all’ so please feel free to contact us for rule advice or clarification. Our contact details can be found at the bottom of the ‘Contents’ Page.

1.6 Version 2.1. This latest version is the ‘cherry on the cake’ and includes the minor amendments and additions that were added to the main 2.0 rules.

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SECTION 2 - EQUIPMENT AND SCALES

EQUIPMENT

2.1 Playing Area. The basic playing area, or tabletop battlefield, is 600mm or 24” square for 15mm or smaller figures. It is increased to 900mm or 36” for 25mm figures and above. However the playing area can be varied in both depth and width to suit historical scenarios. Onto this blank battlefield are placed

pieces of terrain that represent rivers, woods, hills, towns, etc, all of which are described in Section 5 - Terrain.

2.2 Playing Equipment. The only other equipment required are standard D6 dice (for larger games several D6 of different colours may be required) and a ruler or tape measure with which to measure distances; a DBN ‘Ruler’ is included as

Section 14. SCALES

2.3 Unit Representation. Each Unit represents a group of historical units, the actual size of which can vary to suit any battle. However for the purpose of the basic game each represents the following:

2.3.1 Infantry – This represents a brigade sized group of 2000 to 2500 infantrymen, including integral skirmishers, command staff and supporting artillery.

2.3.2 Cavalry – This represents a brigade sized group of 1200 to 1500 cavalrymen including command staff.

2.3.4 Jagers or Skirmishing Cavalry – This represents an ‘ad hoc’ Independent group of 600 - 800 infantry or cavalrymen and command staff. 2.3.5 Artillery – This represents the Corps or Army Reserve or Horse Artillery Units, each of up to 18 guns. At this scale artillery is difficult to represent without it ‘cluttering’ up the battlefield so Paragraph 2.6 gives more detail as to our reasoning behind this representation.

2.4 Distances. All distances are referred to as ‘Paces’ with 100 paces equating to 25mm if using 5mm to 15mm figures and 40mm if using 20mm to 30mm figures.

2.5 Time. Play is divided into Turns with each one divided into 2 Bounds, one for each side. Each Turn is the equivalent of approximately 15 minutes in real life. A game consists of as many Turns as are necessary for one side or the other to achieve its victory conditions, although the number of Turns may be predefined if recreating an historical scenario.

2.6 Artillery Representation. In DBN the Game Player is the Commander of at least a large independent Corps who would only be directly concerned with the Artillery under his personal command, the batteries that constituted the Corps or Army Reserves. This Reserve Artillery was usually the Heavy Foot 9 to 12pdrs, however occasionally if the Heavy Foot Artillery were unavailable then lesser calibre guns or even Horse Artillery would be used. Horse Artillery in the Napoleonic period really ‘came of age’ and apart from supporting cavalry it was often used by the Army Commanders in a semi independent tactical role in support of major actions. The Divisional, Brigade and Regimental Artillery were the responsibility of lower level Commanders who are not represented in these rules. Historically the usual allocation of Foot Artillery per Infantry Division used in nearly all armies was 12 – 18 Guns (two Batteries/Companies). If Regimental Artillery was used there was usually a reduced allocation of Divisional Artillery resulting in roughly the same amount of guns or ‘artillery effect’ per Division.

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Copyright© KISR Publications dated Jan 13 4 Because of all these factors it was decided to incorporate the Divisional and lower level guns within the Combat Factors of the Line Infantry Units, known as ‘Muskets’. In DBN, this means that only Corps/Army Reserve Artillery and some Horse Artillery are represented as separate Units on the tabletop.

When creating historical scenarios it may be found that the historical Commander had not formed an Artillery Reserve and there are no artillery units outside of the Infantry Divisions or that certain Infantry Divisions have an extra

allocation of guns. In those circumstances the game organiser can represent the extra allocation of artillery either as a separate unit or, if there is no extra allocation, of not representing the artillery at all or, for the benefit of ‘the game’, he can choose to represent, as a separate Unit, a percentage of the

Divisional Artillery from both armies. However in these circumstances the most important thing is to get the historical ‘balance’ of artillery right within both armies. This method of representation can be seen as a bit unconventional but give it a try, with DBN it works!

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SECTION 3 – TROOP TYPE DEFINITIONS

TROOP TYPES

3.1 Introduction. The three fighting Arms, Infantry, Cavalry and Artillery, are all represented in DBN to which are added Command, Baggage Train and various Irregular Troop types. For the purpose of Movement and Combat all Units are collectively defined as either Foot or Mounted.

3.2 Infantry. There are three main types of Infantry Units, collectively classed as Foot.

3.2.1 Muskets (Ms). Muskets covers all close order, volley-firing foot troops, fighting in lines and columns with smoothbore muskets and using bayonets or rifle butts for Close Combat. The presence of integral battalion skirmishers and battalion guns are factored in. When in Close Combat, Muskets benefit from a rear supporting unit of Muskets, thus

depicting Attack Columns, however they should only be used if historically appropriate.

3.2.2 Light Infantry (LI). Light Infantry are those Musket units that were especially trained for deployment in loose order, such as the British light infantry battalions, French 'Legere' regiments, Prussian fusiliers and Austrian ‘Grenzers’.

3.2.3 Jagers (Jg). Jagers are the true skirmishers of the Napoleonic Armies who were trained to operate independently, usually in pairs, in a very dispersed or much looser formation than Light Infantry, firing at a distance with accuracy and discipline. They were trained in Field Craft and could therefore make best use of available cover. They were reluctant to engage in Close Combat and vulnerable to mounted troops if caught in Good Going. They were often rifle armed and classed as ‘Elite’ units, and include British ‘Rifles’ and Prussian ‘Jagers’ and ‘Schutzen’ units. They are not to be confused with some nations Light Infantry, particularly Russia’s, who were ‘Jagers’ in name only.

3.2.4 Foot Skirmishers. For the purposes of Movement and Combat

results, Light Infantry, Jagers and Guerrillas are collectively classed as ‘Foot Skirmishers’.

3.3 Cavalry. There are three types of cavalry, Heavy, Light and Irregular, collectively classed as Mounted:

3.3.1 Heavy Cavalry (HC). Heavy Cavalry are the Napoleonic ‘knights’ or mounted ‘shock’ troops of all armies. Such is the momentum of their charge that when victorious they always pursue a defeated enemy one base depth.

3.3.2 Irregular Cavalry (IC). Cossacks, mounted Guerrillas and Partisans and other similar horsemen are classed as Irregular Cavalry. They are not so effective in Combat but were very manoeuvrable and unlike other mounted they do not suffer any penalty when in Close Combat in Bad Going, other than in a Built Up Area. In addition they do not ‘count’ as losses when making Victory calculations.

3.3.3 Light Cavalry (LC). All other mounted troops are classed as Light Cavalry.

3.3.4 Skirmishing Cavalry (SC). In order to reflect the use of Light Cavalry as mounted scouts and piquets (Outpost Duties) one unit per Command may be reclassified as Skirmishing Cavalry. Once deployed as Skirmishing Cavalry they remain so throughout the game.

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Copyright© KISR Publications dated Jan 13 6 3.4 Artillery. Artillery was divided into two types, Foot and Horse. Despite the name of the latter, for all Combat purposes they are both classed as ‘Foot’.

3.4.1 Foot (FA). Foot Artillery were Heavy guns of 9 – 12 lbs in calibre. The guns and associated equipment were heavily built, lacked manoeuvrability and moved slowly as most artillerymen accompanied them on foot. Foot Artillery is therefore unable to Move and Fire in the same Turn.

3.4.2 Horse (HA). Horse Artillery was much more manoeuvrable than Foot as the guns were generally lighter, usually 3 to 6lbs calibre, and had a shorter range. The artillerymen were all mounted which enabled it to keep up with some mounted Units. Horse Artillery can move and fire in the same Turn.

3.5 Fixed or Position Batteries. The Russians, in particular, often used Fixed or Position Batteries where the gun were deployed in a fleche, redan,

redoubt or similarly protected position. Once the guns were in place the limbers were taken further to the rear than normal, and so although they enjoyed greater protection against enemy fire they were not so easy to reinstate if forced to withdraw, and so cannot be moved during the course of a game. Fixed or Position Battery Units consist of a gun and 3 or 4 model figures, dependant on type, with a 10-15mm deep ‘earthwork’ across the front of the base. The British often brought ashore ships guns for use in their Fixed Batteries (New Orleans in 1815 being an example) and so a ship’s gun and crew, where appropriate, may be used as an interesting alternative.

3.6 Commanders. A Command unit is represented by a single mounted figure, which, for the basic battles, will be the CinC. In larger battles where another higher level of command may be needed the Command unit is depicted as 2 or more mounted or dismounted figures. Regardless of the poses of the figures Commanders are classed as Mounted, except when located in a BUA or Fortification when they may be declared as Foot; and reclassified as Mounted when they move out of it. 3.7 Baggage Train (BT). Each army must have a Baggage Train, which is classed as Foot. It should be depicted as a group of limbers, wagons or tents, or a combination of all three. Once placed it cannot be moved, unless required to do so for a particular scenario, when it is treated as Foot Artillery for Movement. It has an intrinsic Combat Factor of 1 Close Combat but not Firing. However it’s defence can be improved by placing a Unit of Infantry within the confines of its base, in which case it assumes the Combat Factor of the unit providing the

‘defence’. The defending unit can be ‘relieved of their guard duties’ if the need for them is more pressing elsewhere, and can be replaced by another Infantry unit if so desired. The BT and its defenders are destroyed if beaten in Close Combat. 3.8 Guerrillas (Gs). Groups of armed men, and women, who harassed an enemy from behind their own lines, such as Russian Partisans and Spanish Guerrillas, are collectively classed as ‘Guerrillas’. They usually fought on foot in Bad Going, ambushes being a speciality, and so special rules apply for their deployment. They cannot be used to garrison a BUA and may only defend a Fortification if it is connected to Bad Going.

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TROOP TYPE MODIFIERS

3.9 Combat Abilities. Infantry, Cavalry and Artillery may all be modified to reflect their combat abilities as follows:

3.9.1 Elite (E). Elite is a generic term that is applied to those units, regardless of type, with significantly better training, morale and, more often than not, better equipment than their contemporaries, eg British Guards and Rifles, French Combined Grenadiers and Prussian Guards and

Grenadiers. It should be noted that not all so called ‘Guard’ units merit Elite status and that the famous French Old Guard are dealt with as a separate Discretionary Troop Type.

3.9.2 Militia (M). Militia is a generic term applied to those units who were less well trained, poorly motivated, badly lead, of low morale or other such 2nd class soldiers. The term may be applied to all Arms, except

Irregular Cavalry and Guerrillas, and should be used in an historic context, ie most Spanish Infantry should be classed as Militia. It can also be used to reflect those formations that were below strength and therefore have a reduced combat capability.

3.10 National Characteristics. The national methods of recruiting, training, equipping, morale, officer quality and staff systems were all important

components in how various troops performed. These factors varied greatly between nations and often within different periods of time, and so add ‘colour’ and

variety to the different armies. We have called these factors ‘National Characteristics’ and those of the major nations are listed at Appendix A. 3.11 Troop Type Classifications. At Appendix B are lists of Troop Types classified in accordance with their Combat Abilities and National

Characteristics.

DISCRETIONARY TROOP TYPES

3.12 Details of Discretionary Troop Types are in Section 11 - Optional Rules. They include the Old Guard, Levee en Masse, Superior Light Infantry and Cavalry, Congreve Rockets and Mounted Infantry.

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Copyright© KISR Publications dated Jan 13 8

SECTION 4 – FIGURES AND BASING

4.1 Basing. All bases regardless of type have the same frontage. This is 40mm if the figure scale is 15mm or less and 60mm if 25mm or more. However the depth of the bases and the number of model figures per base can be varied to suit the player’s personal preference. The table below lists those used in our

original DBN v1 rules, an option for deeper bases and correspondingly more figures per base are included in Section 11 – Optional Rules.

Troop Type Type

Code

15mm 25mm Figures

Per Base Remarks Base

Depth

Base Depth

CinC CinC 40mm 60mm 2-4 Note 1

Sub Commander Sub Comd 30mm 40mm 1-2 Note 1

Muskets Ms 20mm 30mm 4

Light Infantry LI 20mm 30mm 3

Jagers Jg 20mm 30mm 2

Levee en Masse LEM 20mm 30mm 3-4

Guerrillas Gs 20mm 30mm 2-3

Heavy Cavalry HC 30mm 30mm 4

Light Cavalry LC 30mm 30mm 3

Skirmishing Cavalry SC 30mm 30mm 2

Irregular Cavalry IC 30mm 30mm 2

Foot Artillery FA 40mm 60mm 4 Note 2

Horse Artillery HA 40mm 60mm 3 Note 2

Rockets CR 40mm 60mm 3 Note 2

Baggage Train BT 80mm 120mm Varied Note 3

Notes:

1. CinC and Sub Command figures can be either mounted or dismounted but regardless of how they are depicted they are treated as mounted for

Movement purposes.

2. Each base also has a model gun or rocket launcher.

3. The Baggage Train can be represented by a supply wagon, artillery limber, vivandiers/cantiniers cart, tents, etc and a number of foot or mounted figures appropriate to the army they supply. If the scenario demands that the Baggage Train be mobile then it should look the part, ie wagons should be limbered and the figures moving purposely forward!

4.2 Different Scales. Base sizes remain the same for model scales below 15mm; however there are twice the numbers of figures to a base. If using 20mm and 54mm figures then the base width and depth should be proportionally adjusted.

4.3 Unit Representation. The figures should be spaced evenly across the base in a straight line if Elite or Average, in a staggered line if Militia and in no particular ‘formation’ if Guerrillas or Irregular Cavalry. The distinction

between Elite and Average can be made by using figures with plumes for the former and figures without for the latter. There are of course a variety of ways that can be used dependant upon personal choice, figure scale and historical uniforms.

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SECTION 5 - TERRAIN

GENERAL

5.1 Playing Area. The basic DBN points based game is played on a 600mm square ‘Board’ if 15mm or smaller or 900mm square if 25mm or larger. Bigger games

involving 2 or more Commands are played on proportionately larger boards. The playing area should have a mix of Terrain Features, Natural and Manmade, which can be sub divided into ‘Good Going’, ‘Bad Going’ or ‘Impassable Terrain’. 5.2 Weather. Weather is not taken into account as usually both sides were equally badly affected by it, unless of course it particularly hampers one side or the other, such as the torrential rain that briefly fell, to such a

significant effect, during the Battle of Albuera, Spain 1811. In which case a special rule should be devised for the particular scenario.

BATTLEFIELD FEATURES

5.3 Good Going. The majority of the battlefield should be ‘Good Going’, representing open ground that may or not have been cultivated and where, given the ground scale, features such as small woods, streams, boggy ground, small groups of buildings and fences or walls present no real obstacles to Movement and Combat. Hills in general are considered to be Good Going and are any slope or contour that all players agree will give ’uphill advantage’ in Close Combat and, where applicable, some types of standing crops, such as the head high corn in the fields of Quatre Bras, Belgium 1815, should be classed as Bad Going.

5.4 Number of Terrain Features. There should be a minimum of 4 features, at least one of which is to be Manmade, and should reflect the type of terrain that is geographically accurate for the season, year and country in which the ‘battle’ is being fought. In reality one side, usually the defender, had a terrain

advantage but to compensate for this the opposition, usually the attacker, had an advantage in deployment; although this was not always so, especially if Napoleon was in command! However when playing a basic game, that is not based on an historical scenario, with both sides have similar sized armies (based on 12 points) the terrain should be laid out so as not to give too great an advantage to one side or the other.

NATURAL FEATURES

5.5 Natural Features are those that have been created by nature but may, to a greater or lesser extent, have been modified by man. They can be subdivided into ‘Bad Going’ and ‘Impassable Terrain’.

5.5.1 Bad Going. Features that are classed as ‘Bad Going’ are those that have an impact on Movement, Firing, Close Combat or all three and are listed below. Movement through all types of ‘Bad Going’ is either as a single Unit or in a Column and unless otherwise specified Artillery and Baggage cannot enter Bad Going, except on a road, and cannot deploy in it. The following are classed as Bad Going:

5.5.1.1 Rivers. Rivers are those watercourses that can be forded for much of the year and provide an ‘uphill’ advantage to troops defending their banks. If, during periods of flood, they become unfordable they should then be classed as ‘Impassable’. Artillery and Baggage can only cross rivers at a ford or a bridge. They should be a minimum of 25mm and a maximum of 50mm wide. All units may Fire on a unit within the river as if in Good Going, because the Fire is considered to go ‘over’ and not ‘into’ the Bad Going.

5.5.1.2 Woods. Woods are those areas of openly spaced trees, often with thick undergrowth, through which Foot and Mounted can pass, albeit for some at a slower pace, and which affects both Firing and/or Close Combat. All Infantry fires at a range of 100 Paces and if Muskets, at reduced effect. Muskets and all Mounted except

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Copyright© KISR Publications dated Jan 13 10 5.5.1.3 Steep Hills. Impassible to Artillery & Baggage, except via road. All movement is halved. Rocky Steep Hills are classed as Bad Going for all units except Skirmishing Infantry. Open Steep Hills (as at Bussaco 1810) are classed as an ‘Exhausting Climb’ as such any unit entirely on the hill suffers a -1 in all combats until it spends one full turn stationary and entirely off the steep hill.

5.5.1.4 Marshes and Soft Sand. In addition to the ‘Bad Going’ effects on Combat and Movement (see Paragraph 5.5.1) all types of Infantry and Cavalry, except Heavy Cavalry (which cannot enter Marshes or Soft Sand) and Camels (whose Movement is unaffected by Soft Sand), have their Movement reduced by 100 paces. However Foot troops, other than Artillery, not in a Marsh or Soft Sand may fire at enemy units in it as if in Good Going without any reduction to their Tactical Factor. Artillery firing into Marshes and Soft Sand at 300 Paces or more is deemed to be using round shot. As there will be little or no ‘bounce through’ the usual Tactical Factors for firing into Bad Going are therefore applied.

5.5.1.5 Dunes. Although Dunes were not common they are a feature of parts of coastal Europe and of course Napoleon’s ‘Egyptian

Campaign’ in 1798/99. Dunes have no effect on the Movement of Camel mounted troops but are classed as Impassable for all other Mounted except Irregular Cavalry and Skirmishing Cavalry. Movement and Combat for all Infantry is the same as if in Woods.

5.5.2 Impassable Terrain. The following Terrain Features are classed as ‘Impassable’:

5.5.2.1 Lakes. A lake are ‘Impassable’ to all Units but may be upgraded to ‘Bad Going’ if they are frozen, such as the ‘Saachen Mere’ was during the ‘Battle of Austerlitz’ in 1805. A special rule may also be created, if players so wish, to recreate Napoleon’s tactic of using artillery to break the ice thus either destroying those fleeing across it or in order to prevent them from doing so. 5.5.2.2 Waterways. Waterways are those rivers, such as the ‘River Danube’, that are always unfordable and have very few bridges. They may however be crossed using pontoons or boats for which special rules should apply. Waterways should either form a board edge or if located entirely away from a board edge be a minimum of 50mm wide and a maximum of 150mm wide.

5.5.2.3 Forests. Forests are those areas of densely packed trees that are ‘Impassable’ to all troops except Skirmishing Infantry. 5.5.2.4 Built Up Area (BUA). Regardless of whether or not it is Garrisoned, Units cannot recoil into BUA, even if they have just left it astride a road (they would loose all unit cohesion and be lost). Therefore BUA are classed as Impassable Terrain if Recoiled into. MANMADE FEATURES

5.6 Manmade Features are those that have been created by man which either impede or aid Movement and Combat in various ways.

5.6.1 Roads. Roads were a very common feature but the movement

advantage that they confer should be adjusted to suit both the quality of the road and the Seasons. Troops moving by road through Bad Going may continue to claim the ‘Road Movement’ bonus but only if they are astride the road and not involved in any form of Combat.

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5.6.2 Built Up Area (BUA). In DBN terms a BUA is considered to be a large well developed village or small town, the 'Garrison' of which is at a significant advantage when in Close Combat and is largely unaffected by Firing. Two or three collocated BUA’s represent a large town and four or more a city, each of which is garrisoned as a separate entity. A BUA should be depicted as a group of buildings on a 100mm square base with an internal open space large enough to ‘accommodate’ the Garrison Unit of Infantry. 5.6.3 Non Linear Fortifications (NLF). A NLF is a village that is more than a few scattered buildings but not large enough or developed enough to be classed as a BUA. Examples such as ‘Fuentes de Onoro’, Peninsular 1811, or a compact group of buildings or large walled farm complex, such as

‘Hougoumont’, Waterloo 1815, are classed as a NLF. It can be depicted as a small building with a walled courtyard on a base 80mm x 60mm. Any smaller groups of buildings are not represented unless they played a significant part in an historical battle, eg ‘Le Haye Sainte’, Waterloo 1815 when they are then classed as a ‘Strongpoint’ (see optional rule 11.10). A NLF is not Good Going, and is classed as Bad Going for all Cavalry.

5.6.4 Linear Fortifications. ‘Linear Fortifications’, such as the ‘Grand Redoubt’, Borodino, Russia 1812, provide benefit to the defender both against Firing and when in Close Combat but only if the fortification is between the defender and the attacker. The defenders can be any Foot except Guerrillas, who may only defend fortifications that are connected to Bad Going. Linear Fortifications are represented by a 40mm wide x 10 to 15mm deep ‘earth’ bank, fascines or similar which, once placed, cannot be moved. However army points are used to ‘purchase’ them in lieu of Units, on the basis of one Fortification providing cover for any one Foot Unit. In some scenarios stone walls and thick hedges may be classed as ‘Linear Fortifications’.

5.6.5 Causeways. Causeways, such as that which joined ‘Leipzig’ and ‘Lindenau’, Germany 1813 or on the Western approaches to the Polish town of ‘Raszyn’, Poland 1809, pose a particular tactical problem. They should be depicted as a raised bank no more than 40mm wide with the ground on either side being classed as Bad Going or Impassable. Although the Causeways itself is not classed as Bad Going, as road movement rate can be used, Units engaged in Close Combat whilst on them cannot claim flank support due to the terrain on either side being at a lower level. Combat is therefore on a very narrow frontage, and so rear support from a second Unit cannot be claimed and all Units Combat at reduced effect. In addition due to the narrowness of the Combat frontage the Garrison of a BUA that is positioned immediately at the end of a Causeway fight a Close Combat as if defending a Fortification. However troops lining the top of a raised Causeway can claim uphill advantage or, if deployed on the reverse slope, protection from enemy fire.

5.6.6 Bridges. Bridges over Waterways and Impassable Rivers are treated in much the same way as Causeways. Unless otherwise specified by the

scenario all other bridges are merely classed as an aid to movement.

5.6.7 Vineyards. Vineyards are a common feature in Central and Southern Europe and usually consist of rows of vines supported by stout posts and wire. They are Impassable to Artillery and Baggage, present no obstacle to Skirmishing Infantry and are classed as Bad Going for movement purposes for all others (vineyards do not provide Cover).

5.6.8 Olive Groves. Olive groves are a very common feature in Southern Europe and are usually made up of rows of bushy, relatively short openly

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Copyright© KISR Publications dated Jan 13 12 spaced trees that, whilst they have little no impact on Infantry, affect the Movement and Combat ability of Artillery and Mounted. Artillery can be deployed in and fire from the edges of Olive Groves but movement through them is reduced to 100 Paces. Olive Groves are treated as Bad Going for all Mounted except Irregular Cavalry and Skirmishing Cavalry.

SIZE OF TERRAIN FEATURES

5.7 Unless otherwise dictated by an historical scenarios, Terrain Features should be no narrower than 50mm wide and no larger than 200mm wide at any point. LINE OF SIGHT

5.8 For purposes of Command Radius the following Terrain Features restrict Line of Sight:

BUA

Causeways* Dunes

Forests, Woods and Olive Groves Gentle and Steep Hills

Fog.

* Only if the Commander is on the lower ground within 600 Paces of the sides.

5.9 Torrential rain and fog also restrict Line of Sight for purposes of Command Radius.

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SECTION 6 – GAME SET UP AND PLAYING SEQUENCE

GAME SET UP

6.1 Introduction. With DBN you have many options on the type of game you may wish to play from the basic 12 point game played on the standard 600mm x 600mm table to a refight of Leipzig with hundreds of units and a huge table; the choice is yours. We will present each type of game as an ‘option’ as follows:

6.1.1 Option 1 - The 12 Point Game. This is where the DBN experience should start and is the training ground for all DBN Generals. The game is between two players on a standard 600mm x 600mm ‘battleground’, with the potential for two or three battles being comfortably completed in an evening. The terrain is set up, and then each player selects a 12 point army from the Army Lists based on the chosen campaign year. The players then select table sides and then set up the troops. The battle is based on the standard DBN victory conditions and is ideal for club nights and

competitions.

6.1.2 Option 2 - The 24 Points or more Game. This is for two to four players on a 900mm wide x 600mm deep battleground with 24 point armies, or for even larger point’s based games, with more players and a proportionally larger playing area. The terrain is set up, then each player selects two or more 12 point armies from the Army Lists based on the chosen campaign year (see Section 10 - Larger Battles). The players then select table sides and deploy their troops. This Option uses the standard victory conditions and is ideal for the ‘big club game’ or a lazy Sunday afternoon.

6.1.3 Option 3 - The Created or Historical Scenario Game. This is where the players ‘do their own thing’ be it a created scenario or a historical scenario based on the player’s research. Either way, these scenarios should always be challenging and have a ‘unique quirk’, be it special terrain, unusual deployment or a special type of Unit. The table size, troop set up and victory conditions should be relevant to the scenario. There are a large number of created and historical scenarios suitable for converting to DBN available in books or on the internet or ‘ready made ones’ can be obtained from KISR Publications.

6.2 Deployment. Both sides roll a D6 and the player with highest score is the ‘Attacker’. In a multi player game it may be just the senior commander who rolls the dice, or all of the players on both sides and the totals used to decide the issue.

6.3 Terrain Set Up. The Defender using the guidelines in Paragraphs 5.3 and 5.4 sets up the terrain. A BUA must not be within 900 Paces of any table edge. 6.4 Choosing Table Sides. In the basic game, where the battlefield is square, the Attacker numbers three of the sides 1, 2 and 3 and the fourth, his preferred Base Edge, 4, 5 and 6, but the latter must not be either of the sides closest to any BUA. The Attacker then dices to determine which will be his Base Edge. The Defender takes the opposite side. In larger games where the table is oblong the Attacker numbers his preferred longest side 3, 4, 5 and 6 and the opposite 1 and 2, and as before he then dices to see which side will be his Base Edge. Clearly if playing an historical or invented scenario then the Base Edges are

predetermined.

6.5 Troop Deployment. The Defender deploys first. Both players have a Deployment Zone of 600 Paces from their Base Edge and at least 300 Paces from both Sides. The Defender has the option to ‘Garrison’ any BUA, Strong Point or Fortification that is not within his Deployment Zone.

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Copyright© KISR Publications dated Jan 13 14 PLAYING SEQUENCE

6.6 Each Game consists of a number of Turns, which are themselves divided into a Bound for each player. During a Bound each side, Moves, Fires and Resolves Combats, any elements that can Fire must do so in both Bound; except Foot

Artillery that has Moved cannot Fire until its next Turn. The Attacker takes the First Bound. The Turn sequence is a follows:

6.6.1 Attacker’s Bound. The Bound sequence is as follows:

6.6.1.1 Command Phase. Roll CAP Dice, make Capability adjustments and allocate CAPs to Sub Commanders where appropriate.

6.6.1.2 Movement Phase. Move Units and Formations, dependant upon the number of CAPs available, in accordance with the rules for

Command Radius.

6.6.1.3 Combat Phase – Firing. All Units on both sides that can Fire do so with the Attacker dictating the order of Firing.

6.6.1.4 Combat Phase – Close Combat. All Close Combats are resolved with the Attacker dictating the order.

6.6.2 Defender’s Bound. This follows the same sequence as the Attacker’s Bound but with the Defender dictating the order of Combat.

6.7 At the end of both Bounds the game moves on to the next Turn. If there is more than one player per side the Bounds for each Player on that side are taken at the same time.

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SECTION 7 – COMMAND, CONTROL AND MOVEMENT

COMMAND AND CONTROL

7.1 Command Action Points. ‘Command and Control’ is a Commander's ability to move his troops so that they have maximum impact on the enemy when they meet in Combat. Napoleon set the standard for all to follow and showed that it is one of the most important requirements in achieving victory on the battlefield. Good Command & Control depends on effective communications and the chaotic environment of a Napoleonic battlefield, with messengers getting lost or killed and orders being misunderstood or even ignored, meant that effective Command & Control was a very imprecise science. A Commander’s Command & Control is represented by the use of ‘Command Action Points’ or CAPs and the variation in effectiveness is expressed by using a D6 dice to generate the CinC, or Commanders, CAPs at the start of each Bound; therefore a D6 score of 3 equals 3 CAPs which the Commander then uses to move his Units or Formations in that Bound. Some Commanders and some national command organisations worked significantly better than others. This is expressed by predefined increases or decreases to their CAP dice roll but never to less than 1. A list of suggested Command Capabilities is at Appendix C. 7.2 Initial Battle Orders. Historically the initial moves of a battle plan, no matter how poor, were usually implemented and it was only once it was under way that any shortcomings became obvious; usually as a result of first contact with the enemy! It is therefore very frustrating, and historically inaccurate, for a battle plan not to be initiated for want of a decent initial CAP dice roll, and so for the First Turn only the attacking CinC gets 2 extra CAP.

7.3 Compulsory Advance. All too often in wargames the ‘Attacker’, perhaps having taken advantage of the Terrain and Setting Up sequence, decides not to attack after all, resulting in either a stalemate or the ‘Defender’ getting frustrated by the lack of action and attacking in adverse circumstances.

Therefore as the attacking Commander has made the strategic decision to attack he must do so; he must, therefore, always advance at least 1 Unit (excluding Jagers, Guerrillas, Irregular and Skirmishing Cavalry) a minimum of 200 paces until an attacking Unit is within 300 paces of the enemy.

7.4 Command Radius and Visibility. The Command Radius is the distance within which a Commander can exercise relatively effective tactical Command and Control by seeing what is happening on the battlefield and issuing orders accordingly, either personally or through his staff. For the average Commander this is 1200 Paces, measured from any point on the Commander’s base. As visibility was so important to the Command Radius, regardless of a Commander’s ability, is reduced by half if the Commander’s Line of Sight is affected by any of the Terrain

Features listed in Paragraph 5.8 - ‘Line of Sight’. Because of its critical importance it therefore costs an extra CAP to move any Unit or Formation that starts its move outside of the Command Radius. It also costs an extra CAP to move each individual Unit and Formation if the CinC is located (cowering?) in a BUA or if engaged in supporting a Close Combat.

MOVEMENT

7.5 Tactical Movement. Having deployed his army the CinC and/or Sub Commanders then use their CAPs to move troops either as single Units or as

Formations. It costs 1 CAP to move either a single Unit or a Formation that are within his Command Radius; this should not be confused with Compulsory Movements, which occur as a result of Combat. The CinC and, where appropriate, mobile

Baggage Trains are classed as Units. The maximum permitted movement distance for each type of Unit is listed on the Playsheet. Tactical Movement can be

subdivided as follows:

7.5.1 Unit Movement. A move by a single Unit of any type is known as a ‘Unit Move’. It can move forward of its front edge in any direction and may end the move facing in any direction providing no part of its base has moved more than its permitted maximum distance. If it moves sideways of its front edge or backwards then movement is restricted (see rule 7.12)

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Copyright© KISR Publications dated Jan 13 16 7.5.2 Formation Movement. A group of Units that are all facing in the same direction and are all in full edge contact with each other either from front to rear or side to side may make a ‘Formation Move’ but only to the maximum permitted distance for the slowest Unit. The following definitions apply to Formation Moves:

7.5.2.1 Formation in Line. A Formation is in ‘Line’ when it is two or more Units wide. A Line can only move either straight ahead or wheel to right or left, except when moving into Close Combat when separate conditions apply, which are described in the Combat Section. A Line wheels by pivoting on the outside front corner of the Unit on either end of the line, dependant on the direction of the wheel. In either case no Unit within the Formation may move more than its permitted maximum distance.

7.5.2.2 Formation in March Column. A ‘March Column’ is a group of Units where each Unit is in full front to rear edge contact only with the one in front. A column may be any number of Units long and its primary use is for rapid movement around the battlefield. It may move in any direction provided all Units follow the course of the lead Unit and no part of any Unit’s base moves more than its

permitted movement distance. Formations may only benefit from being in March Column if they remain more than 600 Paces from any types of enemy Units.

7.5.2.3 Formation in Attack Column. An ‘Attack Column’ is defined as a Unit of Muskets supported by another Unit of Muskets, whose front edge is in full contact with the rear edge of the leading Unit, and facing in the same direction and is not in BG. The concept of an Attack Column was based on that of almost unstoppable force generated by large numbers of men in a concentrated formation moving forward, and so it must have moved forward a minimum of one Ms base depth or forward into Close Combat in its last Move in order for it to achieve its momentum. If it has not moved then it is deemed to be stationery and as such cannot claim the Attack Column Tactical Factor. An Attack Column can only move either straight ahead or wheel to right or left and can not wheel more than 45 Degrees in one Turn.

7.5.2.4 Forming a Line From Column. At a cost of 1 CAP a Column may move into Line by the lead Unit remaining stationary and the other Units in the Column forming up on one or either side of the lead Unit. However no part of any Unit may move more than its

permitted maximum distance, units in the formation can ‘close up’ as a free movement prior to taking their permitted movement. It will, therefore, take more than 1 CAP to form a Formation of more than 3 Units into Line.

7.5.2.5 Forming a Column from Line. At a cost of 1 CAP a Column may be formed from a Line by the nominated lead Unit moving up to its permitted maximum move distance and the remaining Units in the Line then closing up to its rear. As with ‘Forming a Line from Column’ no part of any Unit may move more than its permitted maximum distance, and so any Unit that cannot reach its place in the Column moves as far as it can and requires addition CAPs to reach its final position in that Column.

7.6 Movement in Bad Going. Other than reduced movement rates individual Units can move as normal when in Bad Going. However Formations, except those composed entirely of Foot Skirmishers, must always be moved as if in Column, and so, for example, a Line of Muskets in Bad Going must either be moved as a number of separate Columns or as individual Units. Formations of Foot Skirmishers are unaffected by this restriction. Any part of a unit that moves inside Bad Going is obliged to move at Bad Going speed. If the unit has already travelled the maximum distance permitted for Bad Going then movement must cease.

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7.7 Successive Tactical Moves (STM). Normally Units may only move up to their maximum permitted distance in each Bound, but under certain circumstances, and providing the Unit or Formation remains more than 600 Paces from any enemy, then STM’s may be made as follows:

7.7.1 Foot Skirmishers. All Foot Skirmishers may make up to 2 STM in any of its bounds at a cost of 1 CAP per STM.

7.7.2 March Moves. To allow for the rapid deployment of reserves a Formation in March Column may make up to 2 STM in any of its Bounds at a cost of 1 CAP per STM.

7.7.3 All Others. All other Units or Formations may make 1 STM in any of its Bounds at a cost of 1 CAP.

7.7.4 Jagers. Jagers may make a ‘Jager Action Move’ for 1 CAP, this is a unique move and allows Jagers to make 1 STM remaining more than 300paces (not 600paces) from any enemy unit and Fire in the same turn.

7.8 Road Movement. The Road Movement rate assumes that the unit is in March Column and so if it has moved along a road at Road Movement rate it may neither end the move in contact with the enemy nor may it fire.

7.9 Interpenetration. Mounted and Muskets can interpenetrate Foot Skirmishers and Foot Skirmishers can pass through any friends providing they are all facing in the same or opposite direction, but only if there is sufficient room beyond the Unit or Formation being interpenetrated. Foot Skirmishers can recoil through any Foot and but only if it and the Unit being Recoiled through are facing in the same direction.

7.10 Moving Through a BUA or Non Linear Fortification. Any Unit can be

positioned in or move through a BUA or Non Linear Fortification and not be deemed to be Garrisoning or defending it, such as when making a road move in March

Column through a town or village. They are considered to be engaged in

activities other than defending the perimeter; but they will defend themselves if attacked. They are however classed as being in a Fortification for Close Combat but can neither Fire themselves nor can they be fired upon.

7.11 Moving through Gaps. No Unit may move through a gap between two

Impassable pieces of Terrain that is less than half a base width in size. Any gap that is more than half a base width but less than a base width in size is treated as if it were a Causeway.

7.12 Retiring and Sideways Movement. A Unit may retire (move backwards away from the current position of its front edge) or Sideways (move directly in line with the current position of its front edge). To do this and remain as a formed body involved a relatively complex series of drill movements. To reflect this, all regular movement rates are reduced by 100paces.

7.12.1 Formation. Formations, other than those classed as Irregular (see Paragraph 7.15), cannot ‘Retire’ or make Sideways Movement as a group, and so each Unit must be moved on an individual basis.

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Copyright© KISR Publications dated Jan 13 18 7.13 Zone of Control (ZOC). All units have a ZOC to their front of one base width wide and the same deep. No enemy Unit may move into this Zone for any purpose other than to engage that unit in Combat. If a unit is ‘caught’ in an enemy ZOC and wants to move away, it must first move directly away and out of the ZOC.

7.14 Unsupported Units. Any single Unit, except Commanders, Jagers, Irregular Cavalry, Skirmishing Cavalry and Guerrillas, that are more than 300 paces from any other friendly Unit are deemed to be ‘Unsupported’ and as such cost an additional CAP for movement.

7.15 Irregular Cavalry. So as to more accurately reflect the independent nature of their role, all Commanders with Irregular Cavalry under their direct command receive +1 to their CAP dice each Bound specifically for the movement of either a Unit or a Formation composed entirely of Irregular Cavalry. This bonus cannot be used to move Formations that contain Units other than Irregular

Cavalry, except for larger battles where a Sub Commander may be specifically nominated to a command composed entirely of Irregular Cavalry and a single Unit of Militia Horse Artillery. In which case, the entire Formation is classed as ‘Irregular’, although the prescribed rules for Artillery must still be observed. 7.16 Guerrillas. To encourage the use of Guerrillas in their traditional role of ambush they need not be deployed at the start of the game. They can instead be placed during the friendly Movement Phase in any area of Bad Going that no enemy unit has passed or come within 100paces of and can then in the same phase make a tactical move, at a maximum cost of 1 CAP for each Unit. They cannot leave the terrain feature in which they appear, unless to move into Close Combat with an enemy Unit that is no more than 100 Paces from the edge of the Bad Going in which they, the Guerrillas, appeared. If, on completion of the Close Combat, they are still in Good Going and not in contact with an enemy Unit they must retreat to the nearest piece of Bad Going in their next Movement.

7.17 Garrisoning a BUA. Each individual BUA may be ‘Garrisoned’ by a single Unit of Muskets or Light Infantry. A BUA may be garrisoned at the start of the game by the defender at no cost and regardless of where the BUA is on the

battlefield. The garrison Unit may vacate the BUA at any time as a Tactical Move, costing 1 CAP, by placing the rear edge of the Unit immediately adjacent to one edge of the BUA; thus representing them forming up outside the gates ready to move away. However if it is later regarrisoned by moving the same or a different Unit fully inside the BUA, the Unit’s Commander must roll a 6 on his following CAP dice roll in order to ‘Garrison’ and claim the Garrison Tactical Factor; this is reduced by 1 on each subsequent attempt per Turn. Until such time as the ‘Garrison’ status is achieved the occupying Infantry Unit makes a free move to the centre of the BUA and defends the BUA as if it were defending a NLF. The same rules for claiming the Garrison Tactical Factor applies to enemy infantry that have occupied a BUA either as a result of Close Combat or just by merely occupying it.

7.18 Occupying a Non Linear Fortification (NLF). An NLF is easier to occupy than a BUA, therefore a unit must move fully inside the NLF in one Turn but can not fire out (as per 7.10). In its next Turn it is then considered to of

‘Occupied’ the NLF for Firing and all Combat. NLF can be vacated in the same way as a BUA using a normal Tactical Move. Any Infantry and Guerrillas may Occupy a NLF but the latter may only do so if the NLF is connected to Bad Going.

7.19 Compulsory Movements. The following Compulsory Movements may occur as a result of Combat and as such do not require the expenditure of CAPs:

7.19.1 Recoiling. A Unit that 'Recoils', as a result of Close Combat or Firing, moves one base depth directly backwards or away from the base edge of a NLF or BUA. Any friendly Unit that is contacted during the movement also recoils one base depth providing the friendly Unit is facing in the same direction. The recoiling Unit is destroyed if the movement results in contact with Impassable Terrain, with friends not facing in the same

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7.19.2 Pursuit and Support Follow up. All Attack Columns, all Heavy Cavalry, all British Cavalry (except KGL) and all Irregular Cavalry who are victorious in Close Combat must Pursue for 1 base depth. All other Mounted who are victorious may also Pursue. Mounted units that have provided

‘Support’ to a victorious Mounted unit may also ‘Follow up’ providing it maintains its position alongside the victorious unit. A victorious Unit of Infantry attacking BUA or Fortifications must ‘follow up’ and occupy the ground previously held by the enemy. If the Infantry are in an Attack Column the lead Unit occupies the objective and the second Unit must move up to and remain facing the side through which they attacked until the next Bound, unless subsequently attacked themselves. Any other subsequent Units who may also be following immediately behind the Attack Column may either ‘Follow Up’ or remain stationary. An Infantry unit Supporting a victorious Attack Column in Close Combat may also ‘follow up’ providing it maintains its position alongside the victorious Attack Column.

7.19.3 Fleeing. A Unit that is forced to 'Flee' as a result of Close Combat or Firing ‘Recoils’ as detailed above. If it has not been

eliminated as a result of the recoil, it then moves 600 Paces away from the enemy in the direction of its own baseline, staying as far way as possible from any other enemy Units. It ends its move with its back to the enemy.

7.20 Cavalry Charging into Bad Going. Under normal circumstances regular cavalry were very reluctant to charge into Bad Going. Therefore all regular cavalry (HC, LC and SC) are classed as ‘Shaken’ (-1 to their Combat Factor) for the first round of Close Combat if they are classed as ‘in Good Going’ and attacking an enemy ‘in Bad Going’ (see rule 8.23).

7.21 Movethrough. In addition to rule 7.9 (Interpenetration) as a Tactical Move all individual units can ‘Movethrough’ another individual unit providing both units are facing in the same direction, the unit that is moved through is stationary for that Phase and the moving unit does not move into contact with the enemy. The moving unit must start the move phase in contact with the rear base edge of the stationary unit and end the move in contact with its front base edge. This was historically a difficult manoeuvre to perform therefore to reflect this, the moving unit can not Fire in that Bound.

7.22 Cavalry Moving Up Hill. Cavalry or Horse Artillery moving up hill for any part of their movement have their maximum movement reduced by 100paces.

7.23 Evading Horse Artillery. Horse Artillery has the option of ‘Evading’ when attacked by Infantry.

To evade, throw 1 x D6 immediately when infantry move into close contact, +1 if Elite Artillery, -1 if Militia or Shaken Artillery.

Apply results immediately as follows:

0 to 1 ‘Disaster, left it too late some guns are lost, take 2 Hits and Flee 600paces’ 2 ‘Badly coordinated withdrawal, take 1 Hit and Flee 600paces’

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Copyright© KISR Publications dated Jan 13 20

SECTION 8 - COMBAT

INTRODUCTION

8.1 DBN v2.1 features a new Combat System called ‘Attrition’ which can be used instead of the original system to decide Combat Results. Regardless of which system is used, Combat is divided into two parts, Firing and Close Combat. Firing takes place between Units that are not touching whereas Close Combat is the hand to hand combat and close range volley fire that occurs when Units are in front or rear edge to edge contact. This Section has four Main Headings; Combat System, Firing, Close Combat and Command Casualties. For ease of use all Combat Factors are listed in Section 12 – Playsheets. We find the Playsheets work very well if printed out ‘back to back’ on card.

COMBAT SYSTEM

8.2 The player has the choice of choosing one of two combat result systems. However the method for both systems and all combat resolutions is for both sides to simultaneously throw 1xD6, + Unit Tactical Factors, + or – Combat Tactical Factors, this gives a result. The two systems to choose from in DBN are:

8.2.1 The Original DBN System. This gives a challenging fun game and is the simpler of the two systems to play. It has no Unit attrition as the Unit suffers damage by being ‘Destroyed’ or ‘Pushed Back’. The main

benefit of this system is that it is simple to play and there is no use of Unit ‘Hit Markers’, but it does give a slightly stylised type of game. Because of the frequent use of ‘Recoils’ it is necessary to keeping all units constantly aligned in order to avoid unnecessary casualties. Players have a choice of whether or not to retain the original system in its

entirety or add those DBN v2 rules that appeal to them.

8.2.2 The Attrition System. This is new to DBN v2 and gives an equally challenging fun game but with more realistic and accurate combat results. It has a simple system where each combat unit is either ‘Destroyed’

outright or suffers damage of up to two Hits, reducing its morale and effectiveness gradually until it becomes Destroyed and is removed from the table. This system also reduces the necessity of keeping all units exactly aligned as there is very little ‘Recoiling’. The system has the following features:

8.2.2.1 Hits. The term ‘Hits’ is as much a reflection of the Units cohesion as its casualty level, so 1 Hit means the unit has taken casualties but carries on as normal, 2 Hits means that it has become ‘Shaken’ and as such is much more vulnerable if involved in further Combat and 3 Hits means that it has become ineffective, its morale breaks and it is ‘Destroyed’.

8.2.2.2 Exceptions. Commanders are the only exception to the Hit system. If merely beaten in Combat they Recoil but if beaten by double or more they are Destroyed.

8.2.2.3 Morale Hit Test. With the exception of Artillery, or a unit in a Fortification, or British & Russian Guards or French Old Guard. Any combat unit in contact with the rear of a friendly unit of its own type that has just been Destroyed must immediately take a Morale Hit Test by throwing a D6, modified as follows:

-1 if Elite or a Commander is attached +1 if Militia or any 1815 French.

Results as follows: 1 to 4 – Unit unaffected

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8.2.2.4 Shaken Units. Each Hit is indicated by a marker on the Unit and 2 markers show that the unit is ‘Shaken’. A Shaken Unit Fires and Close Combats at –1 and it costs an extra CAP to move a Shaken Unit or a Formation which includes a Shaken Unit into Close Combat, but if the shaken unit wins the Close Combat its Shaken marker is removed and it goes back to 1 Hit. Obviously a Shaken unit that loses a Close Combat is Destroyed. Shaken units can ‘Support’ with no Combat Factor penalty.

8.2.2.5 Recoiling and Fleeing. A unit that is unable to Recoil or to Flee is Destroyed.

FIRING

8.3 Definition. Firing represents long range volley fire, skirmish fire and medium to long range artillery fire. Any Units who are able to do so may fire in both sides Bounds with the players whose Bound it is deciding the order in which his Units will fire and at whom, but as a general principle all Units, except Artillery in certain circumstances, must Fire at or respond to firing from the nearest enemy.

8.4 Ranges. Maximum Firing Ranges are listed on the Playsheet with the range to the target being measured from any point on the firing Units front edge to any point on any edge of the enemy Unit. Although some Mounted units were armed with carbines, their range was so limited and relatively ineffective that their firing is classed as part of Close Combat.

8.5 Arcs of Fire. All Foot may fire at any enemy that is within a base width either side of straight ahead.

8.6 Zone of Fire. The firing Unit must have a largely uninterrupted view of the target defined by drawing an imaginary line from the right hand front corner of the firer to the left hand corner of the target and from the left hand front corner of the firer to the right hand corner of the target. It does not matter which edge of the target is being fired on so long as both corners can be seen. Any piece of terrain or another friendly Unit that obtrudes into this Zone of Fire obstructs the firer’s view and thus prevents Firing from taking place. 8.7 Fire Support. A firing Unit may be given ‘Fire Support’ by as many Units as can be brought to bear. However the ‘Fire Support’ Units, other than

Artillery, must not ignore an enemy Unit that is nearer than the one on which they are to provide Fire Support and must fire on it rather than providing Fire Support. The target Unit suffers a –1 to its Combat Factor for each Fire Support Unit firing at it, eg a Unit of French Muskets fire on a Unit of Austrian

Muskets, the French have Fire Support from a Unit of Light Infantry and a Unit of Artillery; the French basic Combat Factor is +4 but the Austrian is only +2 as it suffers –1 for each of the Units providing Fire Support to the French Muskets. A supporting unit can only fire in support at one unit per Fire Phase.

8.8 Firing From a Flank or From The Rear. In order to claim the Flank Fire Tactical Factor, the firer must be fully behind an imaginary line drawn across the front edge of the target.

8.9 Firing From a BUA and NLF. The ‘Garrison’ of a BUA or the ‘Occupying’ unit of a NLF have a 360° arc of fire, but they must fire at the nearest enemy Unit. Units inside and not ‘Garrisoning’ or ‘Occupying’ a BUA or NLF can not Fire. 8.10 Firing on a BUA. Historically it was most unusual for the Garrison of a BUA to be evicted or destroyed by firepower alone. A BUA usually had to be taken 'at the point of a bayonet', and as a result often changed hands several times during the course of a battle. In order to reflect this situation, if the attacker's Combat Result for Firing is greater or double that of the Garrison's then there is no effect but of course if the reverse is true then the usually Combat Results are applied. This does not apply to NLF.

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Copyright© KISR Publications dated Jan 13 22 8.11 Firing for Units in Two Terrain Features. For the calculation of Firing Tactical Factors, a unit is considered to be ‘in the terrain which covers the edge firing or facing the Firer. Except that a unit with part of its Forward Edge in Bad Going is considered to be in Bad Going for its Fire Effect and as a Target it is considered to be in the terrain, which makes the Target most easily visible to the Firer. To help understand and interpret the above rulings, the ‘facing or firing edge’ has a depth of 5mm. In the event of there being any doubt a D6 should be thrown to decide the issue, the result of which will remain in effect until such a time as the situation changes.

8.12 Firing Whilst on a Bridge or Causeway. Any Unit that Fires whilst either on a bridge over an Impassable river or on a Causeway suffers a –2 to its Combat Factor. This is because the Firing is on such a narrow frontage.

8.13 Artillery Firing. Artillery may fire in every Bound unless they have recoiled in the previous Bound, or if Foot Artillery that has moved. However, unlike all other Foot, Artillery need only Fire at the nearest target if it is within 300 Paces. If they have no target within this distance they may select any other target that is within Range and Arc of Fire. Artillery moving by road through Bad Going may not Fire and neither may any artillery unit Fire on Command Units or BT units outside of 300 Paces.

8.14 British Infantry Firing. In order to simulate their better firepower all British Infantry, including KGL, not classified as Militia, fire as if Elite. CLOSE COMBAT

8.15 Definition. Close Combat represents close range volley fire, close range artillery fire and hand to hand combat. It occurs when a Unit moves its front edge into contact with the edge of an enemy Unit.

8.16 Moving into Close Combat. Contact can be made against any edge but it must be fully against that edge whether it is front, side or rear. Contact across a corner is not acceptable, and the attacker must be able to make contact with at least 50% of its front edge. As a general principle the attacker will always conform to the defender but in doing so must ensure that no point of the attacker’s base moves more than its permitted maximum distance.

8.17 Close Combat Support. A Unit that is engaged in Close Combat with an enemy Unit to its front and that also has further enemy units to its right, left or both is outflanked twice and suffers –1 to its Combat Factor for each

Outflanking Unit. These flanking Units are deemed to be providing Close Combat Support, and as such cannot be Fired upon. Troops in BUA and Non Linear

Fortifications cannot provide Close Combat Support to any friendly Unit that may be abutting the BUA or Non Linear Fortification as any such support would be relatively ineffectual. Commanders, ADC’s and Baggage Trains can not Support. No unit can be Recoiled and provide Close Combat Support in the same Bound.

8.18 Attacking a Unit in the Flank or Rear. Any attacked, unshaken unit of ‘Mounted’ can immediately ‘Turn to Face’ if the attacker has moved more than 200paces in sight before making contact. All other units can not ‘immediately turn to face’. If the attacked Unit loses the combat it then ‘turns to face’ (if not already) and recoils; if it cannot recoil then it is destroyed. However if it wins the Close Combat the Attackers recoil and the attacked Unit has the choice of either ignoring the Attacker or immediately turning to face the Attacker or any unit it is still in contact with as a free move. If more than one Unit

attacks the same target the first Unit to make contact is the ‘Attacker’ and the other Unit/s provide Close Combat Support. Commanders & Baggage have no ‘Flank’. If a unit is in contact with an enemy unit but not facing it, then at the start of its move phase it can not move away but it can ‘turn & face’ at no CAP cost. 8.19 Attacking Artillery in Close Combat. A Unit of Artillery cannot claim the Tactical Factor for firing within 300paces (canister effect) because they are deemed to be in Close Combat.

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8.20 Attacking a Column in the Flank or Rear. If a column is attacked on its right flank the attacking Unit must align its right hand edge with its chosen opponent’s front edge. Due to the width of its base the attacker may be in

contact with two enemy Units but only the right hand Unit is deemed to be the one under attack and the second Unit is not classes as providing Close Combat

Support. If the attack is on the left hand side of the column then the reverse of the above applies, ie for ‘right’ read ‘left’. The Close Combat is resolved as detailed in Paragraph 8.16 except that both Units contacted by the attacker ‘turn to face’ and recoil if beaten, but if the attack is unsuccessful the

attacker recoils and the target Unit may either ignore the attacker or both Units may immediately ‘turn to face’ as a free move if the player so chooses.

8.21 Close Combat Restrictions. Infantry may not move into contact with any Mounted except as Close Combat Support for a friendly Unit that is either in or has moved into contact in that Bound. Artillery may not move into Close Combat but Horse Artillery may move into Close Combat Support.

8.22 Attack Column Factors. Both Units in the Attack Column must be of the same nation but may be of different classes. However the lowest class of unmodified Combat Factor is used, eg an Attack Column composed of a Unit of Muskets and a Unit of Militia Muskets has a basic Combat Factor of +3, whereas that of Elite Muskets and Muskets would be at +4. When an Attack Column is classed as ‘destroyed’ as a Close Combat Result then both units of the involved Attack Column are destroyed, not if as a result of recoiling.

8.23 Close Combat if Units are in Two Terrain Features. For the calculation of Close Combat and Combat Results, the Unit is ‘in the terrain the majority of its base occupies’. The only exception is when a unit Recoils into Impassable

Terrain, in which case it is the rear edge that is used to determine the location of the Unit. To help understand and interpret the above rulings the ‘facing or front edge’ has a depth of 5mm. In the event of there being any doubt a D6 should be thrown to decide the issue, the result of which will remain in effect until such a time as the situation changes.

8.24 Close Combat Against a BUA. A Garrisoned BUA may be attacked by up to three Attack Columns each fighting as separate entities, ie they cannot claim any Close Combat Supports. The most effective way of attacking a BUA is

simultaneously from more than one direction. Therefore if a BUA is attacked simultaneously by a second or third column or unshaken Unit on a second or third side of the BUA then the Garrison suffer a -1 to its Combat Factor for those rounds of Close Combat. Also a Garrison adjacent to an enemy Garrison or

Strongpoint suffers a minus one to its Combat Factor. Any Combat inside a BUA or a NLF is classed as in Bad Going (because the Defender would not be ‘Garrisoning’ the BUA or ‘Occupying’ the NLF). A unit wishing to attack a unit inside a BUA (not garrisoning) must move fully inside the BUA to be classed as in Close Combat. Units inside a BUA do not have a ‘Flank’ for combat purposes. Units inside a BUA do not have a ‘Flank’ for combat purposes. A unit inside a BUA that is Recoiled as a result of combat is recoiled back to outside of the BUA.

8.25 Close Combat Between BUAs. When a Garrisoned BUA is being attacked from an adjacent BUA, the Garrison Tactical Factor is reduced to +2 as the attackers will be attacking from and through the cover of their own BUA. Attacks must also be undertaken as individual Units as they cannot claim the Factors for either Attack Column or Close Combat Support.

8.26 Close Combat on a Bridge or Causeway. Any Unit, whether or not they are attacking or defending, in Close Combat whilst either on a bridge over an

Impassable river or on a causeway suffers a –2 to its Combat Factor. Regardless of the adjacent terrain neither combatant can have Close Combat Support (because the Close Combat is on such a narrow frontage) nor can they claim the Attack Column Tactical Factor. In addition the Garrison of a BUA that is positioned immediately at the end of either a bridge or causeway Close Combat as if defending a Fortification.

References

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