Sampson Ships

Napoleonic Battles DBA'ed

Introduction

These rules derive from the combined concepts put forward in the rules sets "De Bellis Antiquitatis" and "Chef de Battalion".

It was envisioned that a player is likely to control a single Battalion within these rules (a battalion having 15 bases or more). However it is possible to play these rules with a single battalion represented by a single base, when playing large scale battles.

Playing Equipment

The following are suggestions only.

Choice of Figure and Model Scale

The scale of figure within these rules is fairly arbitary, and you may use any scale you prefer. However I suggest 6mm figures, as these allow you to field a "good number" of figures on the base size, which adds to the appearance of the table top game.

Army Size and Troop Representation

It is suggested that a player control a single battalion / squadron in the this game, but you can obviously play with as many as you think you can handle.

The battalion will be made up of a number of elements. An element is simply a 3/4 inch wide base with a varying depth and a number of figures placed on it. For instance, a full British Infantry battalion would be represented by 10 companies, each made up of three elements.

If using 6mm figures, mounted four wide and in two ranks per element this would give you a total of 240 figures per battalion, very impressive!

Playing Area and Time Scale

We recommend a table at least 4 feet by 6 feet. A Turn represents roughly a minute.

Dice

You will need only one ordinary 6 sided die per player.

Design Philosophy

When designing these rules, the idea kept in mind was that it should be as easy to use without constant referral to a rules set. Also that the players should have all of the problems of maneuvering a thousand soldiers across battlefield terrain.

It's not unusual for a Napoleonic game to be a flat table with two or three vertical pieces that are effectively ignored. These rules allow you to create a game where the number of figures on the table look "right" and the player will have to think seriously about the risks of splitting his unit to go round something as simple as a tree.

If you've played any of the other published rules sets for the Napoleonic period you'll see that these rules although simple still give the flavour of the period.

Troop Definitions

Troops have classified into 6 categories.

Light Infantry

Including in the first instance all troops categoriesed as "Light", such as the light company attached to most Infantry battalions. Also including all infantry troops trained to fight in skirmish order. Some militia or armed civilians may be classified as Light Infantry.

Heavy Infantry

Including all "Line" companies within a battalion. Also troops not trained under thier own initiative but only under orders of an officer.

Light Cavalry

Including all cavalry classified as "Light" that is, those not defined as "Heavy". Such as Lancers or Hussars.

Heavy Cavalry

Including all Battle Cavalry such as Cuirassiers.

Foot Artillery

Including all Artillery of heavier calibre not designed to be run around the battlefield.

Horse Artillery

This category includes all of the artillery thqat is horse drawn and where the crew follow on carriage or horse. These guns are usually of smaller calibre than Foot artilery and designed to be moved swiftly about the battlefield.

Basing

All figures must be collected on bases called elements. An elements frontage must always by 3/4 of an inch and a depth as required to hold the required number of figures.

The suggested figure to man ratio at 6mm scale should be 2 1/2 men per figure.

Infantry that fights in two ranks such as British of Portugese should be mounted in two ranks. Nations that fought with three ranks, such as french, should be mounted in three ranks, and so on.

For 6mm figures the suggested base depth for two ranks is 3/4 of an inch. For three ranks 1 inch is suitable.

Cavalry should be mounted in two ranks with the minimum depth possible for the figures.

You should try and mount 6mm figures four abreast, 15mm two abreast and 25mm will probably allow 1 figure breadth.

Artillery should be mounted on a 3/4 inch wide base the same as all other elements with the minimum depth possible.

You may use other bases sizes if you don't want to re-base existing figures and this is acceptable if both sides are based in a similar manner.

You may mount Command figures either on thier own or within standard elements as they have no effect within these rules. Some players like to place command bases on the table purely for visial effect.

Terrain

You should use as much terrain as possible. We want to avoid billiard table type battlefield as these don't present the sort of problems that these rules are desinged to take advantage of.

Trees are placed individually and may not be moved during the game.

Buildings are also placed individually and elements may not pass through or occupy them.

Hills, heavy scrub, boggy or broken ground is identified before the game begins and is classified as 'Bad Going'.

Rivers are classified as impassable except by bridges or fords.

Battle Rules

Deployment

If no specific scenario has been agreed then the process of playing troops on the table is as follows.

Both players roll a die, the player with the lowest score places one Battalion, Squadron, Battery or detachment on the table within 12 inches of the players own base edge. The opposing player then does likewise, and this continues until all units are placed on the board.

During tis process a player may elect to hold up to a third of his elements off of the table "in reserve". These may be brought onto the table during the game, one battalion, squadron or detachment at a time whenever the player scores a six on thier pip die (at the center of thier base line).

Sequence of Play

The two sides take alternate turns. During a players turn he should...

1. Roll a die for tactical movement, and makes up to the number of tactical moves thier score permits.
2. Any elements the player has that are capable of firing may do so in an order decided by the player who’s turn it is.
3. Any elements of both sides that are in contact with the enemy fight in an order decided by the player who’s turn it is, with any resultant moves being made immediately.

Tactical Moves

A tactical move may be made by any single element or group of contiguously arranged elements.

To count as a group the elements must be facing in the same direction be of the same troop type (e.g. infantry and cavalry may not be moved together), and in mutual contact along the full length of one edge.

To move as a group no element may be in contact with the enemy. They must move parallel to, or follow, the first of them that moves, and must move the same distance or wheel through the same angles. A group move by road or across a river must be in a one element wide column. In a group move no single element is allowed to move further than it’s troop types allowance.

Group moves may include turning on the spot. If a turn on the spot produces gaps where none existed before, the elements must be shuffled to the right of the group until the gaps are removed. A turn on the spot does not mean rotating the formation, instead each element may be rotated about it’s center. A legal move may not be undone once completed. A move by a single element may be in any direction and may end facing in any direction, the move distance should be measure from the center of the element.

Crossing a fence, stream, hedge or similar object costs one extra pip from the movement die per element.

No element may cross the front of any enemy element within one elements width except to move into contact with the element.

A move that starts and ends 12 inches or further from the enemy be extended beyond it’s usual limits by a distance of 1 extra inch per extra pip from the movement die used.

Interpenetration of any troops is not allowed.

The Limbering or Unlimbering of an Artillery piece costs a pip.

Unit Type Movement in Inches


Light Infantry 3
Heavy Infantry 2
Light Cavalry 6
Heavy Cavalry 5
Foot Artillery 3
Horse Artillery 4
Moving two or more Contiguous elements through Rough/Bad Going expends 1 extra pip.

If any part of an elements movement passes through Rough/Bad Going it’s Total movement allowance for the turn is reduced by one inch.

Firing

An element may fire at any element that is within one elements width of straight ahead and is not even partially obscured. If the target element is capable of firing then it must fire back.

If an element is facing away from the shooting element or has already successfully returned fire with a recoil, flee or destroy result may not induce a further effect.

Any friendly element that is facing appropriately and is within fire range may be counted as an overlap.

Otherwise firing is carried out in exactly the same way as close combat.

Close Combat

Combat occurs when an element has moved into, or remained in front edge and corner to corner contact with an enemy element. If contact is made with the side or rear of an enemy element, the enemy element is immediately turned to face. Whether in contact or shooting either player rolls a die and adds the appropriate combat factors as described below.

An element that acts as an overlap for either melee or fire combat may not initiate combat itself during the same turn.

Unit Type Fire Factor Range in Inches Close Combat Factor




Light Infantry 3 4 3
Heavy Infantry 4 3 4
Light Cavalry 1 1 5
Heavy Cavalry - - 6
Foot Artillery 4 8 1
Horse Artillery 3 7 1

Mitigating Combat Factors
Firing / Melee against Light INfantry in Bad Going - 1
Cavalry meleeing against Infantry in Square - 4
Cavalry meleeing in Bad Going - 2
Infantry Firing while in Square - 1
Firing into Bad Going - 1
Heavy Infantry meleeing in Bad Going - 1
Melee opponent uphill and or within field works - 1
Each similar unit overlapping + 1
Artillery firing at square + 1
Infantry attempting escalade - 3


When an element is attacked in flank or rear while also fighting to it’s front, it’s opponents use only 1 die and the combat factor of the element to it’s front. If it wins, its flank and rear opponents recoil. If it loses it is destroyed.

An element cannot be overlapped and contacted on the same flank. A contact on the flank of an element can only count as an overlap f a corner on the front edge of the flanking element contacts a corner on the flanked element.

Combat Outcome

If total is equal to that of opponent
Cavalry Flee
Artillery Recoil
If total is less than equal but more than half that of enemy
Artillery Destroyed
Light Infantry Recoil
Heavy Infantry In good going recoil. If in bad going flee (whether in square or not).
Light Cavalry Flee from Cavalry or Artillery. Recoil from Infantry
Heavy Cavalry Recoil from Infantry or Artillery. Flee from Cavalry
If total is half or less than opponent
Light Infantry Destroyed, or flee if opponent is Cavalry and in Bad going
Others Destroyed

A recoiling element immediately moves backwards it’s own base depth without turning. If there is insufficient room to recoil because of impassable terrain then the element is destroyed. Contiguous elements of the same type and with the same facing will be pushed back by the recoiling element. Non contiguous elements of any type that are recoiled into will cause both elements to flee. A recoiling element that has additional enemy contacting either flank or rear is destroyed.

A Fleeing element recoils , turns through 180 degrees and is then moved 6 inches away turning only where it needs to avoid impassable terrain or other elements. If there is not room to flee the full 6 inches the element is destroyed.

Destroyed elements are immediately removed from play.

An element in a fully formed square that suffers a Recoil effect may optionally add +1 to their score in order to try and prevent the recoil effect. Similarly (but not additionally) any element suffering a recoil may optionally add + 1 in order to try and prevent the recoil if it has a contiguous element from the same unit in support to it’s rear.

Effects of Morale

A Battalion, Squadron, Battery or detachment that has suffered 50% casualties will only continue to take offensive actions on each turn if the player expends an additional pip from the movement die for it.

Notes

Forming Square

To form a square at least 8 infantry elements must have been formed into a square shape with all elements facing outwards from the center as shown below.

You can form squares that include one or two elements of artillery, but these will obviously be the weakest link.

If any element in a square is destroyed, recoils out of line, flees or if the square is not fully formed then it is not a square!

The only exception to the above is that if the square was formed with two ranks of elements and a recoil occurs that leaves the recoiling element in line with the second rank.

A fully formed square presents no flanks, thus a contact along two edges of a single element on the corner of the square does not incur the usual + 1 bonus.