Rule Amendments


Large Units.
Large cavalry regiments, infantry battalions or artillery batteries cannot be split into two small units during the game. A player may not purchase a large cavalry regiment or large infantry battalion or large artillery battery using the points system and then split it into two small regiments, battalions or batteries.

(Historical Note. Ungentlemanly conduct!)


1. Artillery Brigades.
Artillery brigades consisting solely of two or more artillery batteries do not generate an ADC.

2. Cossack Brigades.
Cossack brigades consisting solely of two or more Cossack units do not generate an ADC.

3. Brigadier Points Cost

Points costing for brigadiers are now introduced. Each brigadier must be graded and the appropriate points total applied:

Excellent Brigadier 125
Standard Brigadier 75
Poor Brigadier 50

4. Skirmisher Points Costs.

  1. Light Infantry graded as Recruits do not pay the +25 additional cost for light infantry.
  2. Extra Skirmish Base costs: each extra skirmish base costs 15 points. 20 points if rifle armed or elite. 25 points if rifle armed & elite.

(Historical Note: players can use this to represent attached skirmish companies to British brigades, e.g. 95th or 60th Rifles, or to Late Prussian brigades, e.g. Freikorps or jagers.)

5. Battery Points Costs.

If using the Artillery Battery Size rule (see below), then include the following battery points amendments

8 gun battery additional 25 points
12 gun battery additional 50 points (amended from +25)

(Historical Note. Not all Russian batteries were deployed as 12 guns and many were split into two 6 gun batteries and deployed across several brigades. Therefore Russians players may purchase 6 gun batteries and even 8 gun batteries if they wish. Russian 6 or 8 gun batteries are treated the same as all other nations 6 or 8 batteries.)


1. Large Cavalry Regiments and Extra Support Reroll. (Optional)

A large cavalry regiment deployed in column of squadrons or double lines may use an additional rear support reroll to account for the size of the unit and increased numbers of men in the supporting ranks/squadrons. (This reroll is in addition to any rear supporting unit, thus it is possible for a large unit to gain 4 support rerolls, one reroll for its size, one rear support reroll and two flank support rerolls). (Also see Firing below.)

2. Opportunity Charges.

An opportunity charge may only proceed if the original chargers are 15cm [9″] or more from their target. If the original chargers are within 15cm [9″] then the opportunity charge does not have sufficient time to react and cannot be declared.


Attacking Uphill Disadvantage.
Units that retreat or rout downhill from charge combat or lose a melee and are forced to retreat or rout downhill automatically lose an extra casualty. This reflects the difficulty of maintaining formation when push back and forced down hill.


Large Skirmish Screens. When reinforcing the brigade skirmish line any excess bases above 9 are placed to the immediate rear of the skirmish line, (not removed from play) and may replace future base losses to the skirmish line.


1. Garrison & Skirmish Fire from Hesitant Brigades.

Garrisons and skirmishers are not affected by the hesitant arc of fire restriction.

2. Artillery Assault Fire vs. Stone Built BUAs & Strongpoint’s.

The Assault Fire 2CD fire bonus reduced to just 1 CD.

3. Artillery Assault Fire.

The assault fire tasking permits a maximum of two batteries to assault fire from one brigade. Both batteries must be within support distance (5cms [3″]) of each other for both to assault fire. If the batteries are deployed over this distance then only one battery, (of the player’s choice) may assault fire.

  1. Artillery Assault Fire & Low on Ammunition. When firing two batteries from the same brigade on assault fire any unmodified double one or double two will render one of the batteries as Low on Ammunition.
  2. Artillery Batteries per Brigade.The vast majority of brigades throughout the Napoleonic wars only ever fielded one battery; therefore only French, Russian and Late Prussian brigades have the option to field two batteries per brigade. In addition any Reserve formation, such as Guards or Grenadiers may also deploy two batteries per brigade regardless of nationality. (This rule, however, should not prevent any brigade from gaining an additional battery under the optional “Redeploy that Battery” rule.)

4. Artillery Priority Targets.

Artillery that has a Brigade Attachment ADC posted may ignore the target priority rules and choose targets of the player’s choice.

5. Artillery Battery Size.

In smaller action games players may wish to differentiate slightly between 6, 8 and 12 gun batteries.

  1. 6 Gun Batteries. Apply a -1 modifier to any final modified score of 7 or less to all 6 gun batteries.
  2. 12 Gun Batteries. Apply a +1 modifier to any final modified score of 7 or more to all 12 gun batteries.

(If using this rule players may wish to mark or highlight the 7 score column on the Battery Fire Casualty Table as a reminder.)

6. Artillery Firing at Large Cavalry Unit in Column.

Artillery firing at a large cavalry regiment deployed in either column of squadrons or column of companies will gain the additional Column Target +1 CD at all ranges, (not just effective and close).

7. Battalions Guns. (Optional)

If players which to include battalion’s guns apply the following rules:

  1. Battalions guns should be denoted by a single model gun and crew attached to the battalion, or other suitable marker players may wish to use. Battalions guns are considered an integral part of the infantry battalion are not regarded as separate units and cannot be removed from the battalion unless lost.
  2. Once the unit reaches 4 or more casualties the battalion gun model is removed from play. (It is assumed the gunners have suffered significant casualties or are out of ammunition.)
  3. Benefits: Infantry battalions with battalion’s guns add 1 CD to both line and column fire whilst the unit remains fresh.
  4. If an infantry battalion forms square, garrisons a BUA, goes into skirmish order or enters rough terrain the 1 CD is not applied. (The guns are not lost but considered limbered.)
  5. Disadvantages: Units with battalion guns cannot use the Forwards tasking. If an infantry battalion either retires, retreats or routs its battalion guns are considered lost.

8. Rockets

Firing Procedure: – Roll 2xD6 and consult the results table below.

12 Direct and devastating hit. Roll 6 x Casualty Dice for hits caused on target plus a Discipline Test for the target. (A ‘double-6’ also gives the rocket crew a Destiny Test.)
10-11 Target unit takes a Discipline Test. Roll 2 x Casualty Dice for hits caused on target
9 Target unit takes a Discipline Test
8 -5 No Effect
3-4 The nearest friendly unit to the rocket battery is hit – take a Discipline Test and Roll 2 x Casualty Dice for hits caused on target
2 Rocket battery out of action. Remove from play.Rocket batteries are classed as horse artillery for movement and limbering/unlimbering.

Points cost is 125 points


1. Attacking a Flank or Rear in Melee.
Any unit meleeing with élan and attacking the enemy flank or rear gains +2 CD, (up from +1 CD).

2. Large Unit vs. Small Unit in Melee. (Optional)

  1. A large infantry battalion deployed in column of attack or line gains an additional 1 CD when opposing a single small battalion or battery in melee.
  2. A large cavalry regiment deployed in column of squadrons or double lines gains an additional 1 CD when opposing a single small unit or battery in melee.


Routs cause Fatigue Casualties on Nearby Friendly Units. (Optional)

  1. Any infantry or foot artillery unit of equal or lesser troop grade within 10cms [6″] of a routing infantry or foot artillery unit will lose one fatigue casualty
  2. Any cavalry or horse artillery unit of equal or lesser troop grade within 10cms [6″] of a routing cavalry or horse artillery unit will lose one fatigue casualty.

This does not apply to targets of an enemy charge or losing defending supports.