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Current Rule Set

Version 1.0 
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Required Materiel

A play space of at least 4' by 4' area. 15 mm scale miniatures. A tape measure with centimeters. Terrain pieces or items that can represent terrain. Six sided and ten sided dice. Lastly, these rules.  

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Pregame

Determine Battle size - How many units will each side bring? Does one player have an advantage? Declare point value.

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During this time declare teams as well

 

Battlefield Setup

Battlefield must be set up prior to declaring objective.

 

Designate terrain level then alternate setting up terrain.

Terrain levels are as follows:

-Dense (city, thick forest, mountainous,  etc) 50% or more of the map is terrain.

-Normal (valley, village, rolling hills, etc) 25% to 50% of the map is terrain.

-Sparse (desert, open plains, river crossing, etc) less than 25% of the map is terrain.

 

Best way to determine the terrain level is to first quadrant of your play space. You do this by measuring to the middle of all sides and to the middle of the table and drop a marker at each point. Then put terrain in quadrants until you reach the desired amount.

 

After all terrain is chosen then each player takes turns placing a piece of terrain on to the play space.

 

After terrain is set declare deployment zones

  1. Dawn of war- Each player gets half the play space and must deploy at least 12 cm away from the closest enemy unit while remaining on your half. 

  2. Siege - Aggressor deploys 24 cm. away from a fort, town, or defensive position. Then the defender deploys within the designated defensive position or within 8 cm outside said position. 

  3. Ambush - Defenders deploy in the middle of the table on a road or bridge. Attacker sets up with half of their force on one side in the closest cover(if cover is available). Then the other half of force on other side in closest cover(if cover is available). If no cover is available that player must deploy at least 24 cm away from the closest enemy.  

  4. Quadrants - Divide play space into 4 spaces for square campaign maps, 6 areas for hex grids, or 8 sections for cardinal directions. Deploy 18 cm. away from center of map in your quadrant.

  5. Epic Bridge - Two tables, or river terrain splitting the play space. Each team gets a side with 1 or more bridges connecting the sides. Teams deploy on their play space at least 18 cm. away from the bridge side.

  6. Landing - Declare one side of the table as sea and create sea edge. Defender deploys at least 18 cm. away from the sea. Attacker come in via sea side. On turn 1 Roll 1D10 for each troop or battery on a 6 or better they land. On turn 2, 4 or better they land. On turn 3, 2 or better they land. All troops come in turn 4 regardless.

 

Declare Objectives and Deployment Types

Take the Field- destroy or route all enemy units(See morale section for information regarding routing troops). Players then roll a D10. Whoever rolls higher chooses to place a unit on the field first or second. Once decided player take in tun setting up each troop or battery. 

 

Capture and hold- capture a designated point on the map and hold it for x turns. Both teams try to capture and hold.(Players define x turns once objective is revealed.  Recommend amount of turns is 1-3).  Players then roll a D10. Whoever rolls higher chooses to place a unit on the field first or second. Once decided player take in tun setting up each troop or battery. 

 

Siege- one team is a defender and must hold for x turns or until enemy army is routed. Attacker must eliminate all units within 6 inches of siege point and hold for 1 turn.(Players define X turns once objective is revealed. Recommended amount of turns is 5-7). Attacker sets up all units first then the defender sets up all their units. 

 

Assassination - kill or route opponents highest ranking officer. Players then roll a D10. Whoever rolls higher chooses to place a unit on the field first or second. Once decided player take in tun setting up each troop or battery. 

 

Capture and control- setup 3 or more objectives whoever controls the majority at the end of turn x wins. (Players determine a turn limit once objective is revealed. Recommend amount of turns is 4-7). Players then roll a D10. Whoever rolls higher chooses to place a unit on the field first or second. Once decided player take in tun setting up each troop or battery. 

 

Gameplay

 

Initiative

  • Both players roll initiative. Which ever player finished deploying first getting a +1 to their roll

  • The winner of the Initiative roll can choose to pass the initiative to their opponent, if more than one opponent exists then they may pass to the left or right of themselves.  

  • If you have the Initiative then you shoot first and issue the first charge of the charge phase. 

  • Initiative is rolled every turn.

 

Write orders

  • Write down orders for all units

  • Orders should be written as unit x move towards x(terrain feature, unit, direction)

  • Or unit x fire at, charge at, holds, etc

  • After all players are finished writing orders the phase is done.

Compulsory movement & rally checks

  • After orders, make all rally checks. Anyone that passes rallies test must reform. Anyone that does not will continues to route towards the closest friendly board edge.(Rallying troops will be discussed further in the moral section.)

  • A unit cannot rally if it is within 5 cm of an enemy unit.

Issue Charges and supporting moves

  • The player who has the initiative issues the first charge from any 1 unit that had a charge order written when that charge is issued you must also declare any support fire. Support fire can be done by any unit in range of the charge target with the support fire or fire at order.

  • Once charging unit and support fire is declared the unit getting charge must then react to the charge.

  • They can stand and shoot - all units fire simultaneously units getting charged are at -1 to hit for infantry and -2 for cavalry.

  • They can counter charge which grants the +1 to hit and +1 to wound bonus for both sides in combat instead of just the ones charging, also supporting fire units now take the stand and shoot penalty.

  • Or they can retreat and move their movement value away from enemy.

  • Once the choice has been made resolve all shooting and do final movements on units. melee takes place at the end if the charge is successful. 

  • After the first charge has been made the next player may issue there charge with charges alternating till all have been resolved.

  • If a unit was issued a charge order and you do not want to charge anymore your general has to roll a leadership check, -1 if they are outside of 15 cm, if so you can change your orders

  • Charges can fail if your front line at the end of a stand and shoot is short of unit being charged

Normal Movement

  • Anyone else that did not move or take and action in the charge phase may now make a normal movement as written on the orders phase

  • During movement you may freely change formation as long as the furthest moving unit does not exceed your units max movement.

  • All infantry move 4 cm in lines and 5 cm in column, you are considered in column if your ranks are deeper than they are wide.

  • Cavalry move 7 cm for heavy,  8 cm for medium, and 9 cm for light cavalry. Cavalry cannot benefit from the +1 column movement  bonus.

Firing

  • Starting with the person who took the initiative all firing orders are executed

  • Casualties are removed and do not get to fire(this represents the volley fire and who get into position and orders first.

  • All infantry are armed with standard flintlock muskets with a max range of 16 cm, long range of 12 cm, an effective range of 8 cm, and point blank at 4 cm.

  • All jaegers are armed with matchlock rifles which have a max range of 20 cm, a long range of 15 cm, an effective range of 10 cm, and point blank of 5 cm.

  • Ranges greater than long and less than or equal to max range suffer a -2 to hit and a -1 to wound

  • Ranges less than or equal to long range but greater than effective range suffers a -1 to hit

  • Ranges less than or equal to effective range but greater than point blank fire as normal. 

  • Point blank is 4 cm or less and gets +1 to hit and +1 to wound.

  • Units hit on a 6 or better roll plus or minus modifications and ranged unit skill.

    • Old Guard receive plus 2 to hit​

    • Footguard/Grenadiers/Veteran receive plus 1 to hit. 

    • First Line and Second Line receive no penalties or bonuses to hit.

    • Militia receive minus 1 to hit

    • Partizani receive minus 2 to hit. 

  • To wound roll all hits on a 5 or better the unit is wounded. to wound is modified by:

    • units shooting at heavy cavalry receive minus 1 to wound. Except cannons. â€‹

  • Once all rolls have been made remove units equal to the number of wounds inflicted remove from the front except for officers and standard bearers. 

 

Artillery

  • Cannons will work in the following groups

  • 3/4 lb, 6 lb, 9/10, 12 lb, 20 lb

  • Howitzers will be less than or equal to 10 lb &  greater than or equal to 11 lb.

  • Cannons will be fired using these steps

  • First declare unit being targeted. 

  • 2nd guess range from the front base of the canon to the declared unit. 

  • Measure and place marker in a straight line from cannon to units

  • Roll artillery dice, (D6 and a D10) if the roll of the D6 is 1-2 the shot is short the amount shown on the D10 minus the artillery crews skill and modifiers. If the roll is 3-4 the shot hits the marker. If a 5-6 is rolled the shot is long and goes the distance on the D10 minus artillery skill and modifier.

  • Any unit that's base touches the line from point to point is counted as being hit.

  • They are then wounded/killed on a 2 or higher. 

  • For howitzers do the same as a cannon but the original point of impact is where the shell hits and explodes.

  • For 10 lb or less use the small blast template or 7.5 cm diameter

  • For 12 lb or more use the large template 12.5 cm diameter any model that is majority covered is killed on a 2+ and unit that is partially covered at all is wounded on a 6+

  • Howitzers ignore all cover if there is no roof.

  • If there is a roof then the howitzer must damage it first before it can hit units

  • Range for cannons are 3/4 lb 48 cm , 6 lb 56 cm, 9/10 lb 64 cm, 12 lb 72 cm.

  • Range for howitzers are 3/4 lb 50 cm, 6 lb 60 cm, 9/10 lb 70 cm, 12 lb 80 cm.

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Melee and unit skill

  • After shooting is complete Melee combat ensues. 

  • Melee combat is simultaneous with the player who has the initiative rolling dice first.

  • There are two rolls in melee combat. The first is to hit. The second is to wound. 

  • To hit you rolls a D10 for every unit is base contact with an enemy model or in a rank behind a model in base contact. If your roll is 6 or better you hit. 

  • To wound you roll a dice for every hit you got. If you roll a 6 or better you wound.

  • These roles are modified by unit skill. Unit skill types and bonuses are listed below:

    • Old guard - plus 2 to hit​

    • Footguard/Grenadiers - plus 2 to hit

    • Veteran Infantry - plus  to hit

    • First line and Second Line - no bonuses or penalties

    • Militia and Partizani - minus 1 to hit. 

  • To wound is modified by:

    • Jaegers - minus 2 to wound

    • Partizani - minus 1 to wound ​

    • Units attacking heavy cavalry receive a minus 2 to wound.

    • Units attacking medium cavalry receive a minus 1 to wound.

  • A number of units are then removed equal to the number of wounds inflicted. 

  • Take units from the back of the formation.  

  • Each player in melee combat resolves each individual melee one at a time. Again with the player that has the initiative rolling first then the opponent rolling second.

  • Any models removed during each combat still get there attack rolls since combat is simultaneous.

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Moral and Leadership

  • Leadership is the value to determine the resolve of a unit. higher ranking units will have better base resolve. Higher ranking commanders will have better leadership bonuses as well. 

  • The following are the base values of leadership for each unit rank:

    • Old guard is 8​

    • Footguard/Grenadiers is 7

    • Veteran is 6

    • First line is 5

    • Second line is 4

    • militia and Partizani is 3

  • Leadership value is increased by commanders. The following is a list of commander ranks and the bonuses they bring: (Terms are in English. Equivalent ranks have equivalent values)

    • Marshal - Increase value by 5 ​

    • Brigadier General to General increase value by 4

    • Lieutenant Colonel to Colonel increase value by 3

    • Major and Captain increase value by 2

    • Lieutenant and 2nd lieutenant in crease value by 1

    • Sergeant and Sergeant Major no change

    • Corporal receives a minus 1 penalty 

  • To take a moral test you take your leadership value and roll a D10. If the roll is greater than you leadership value you route/fail to rally. A roll of a 10 always fails. 1 always succeeds.  

  • If your leadership is greater than 9 follow this chart:​

    • Leadership 11 -on the first failed roll, re-roll leadership. You must roll a 3 or less

    • Leadership 12 - 4 or less

    • Leadership 13 - 5 or less

    • Leadership 14 - 6 or less

    • Max leadership of 15 - 7 or less 

    • Leadership 10 - on the first failed roll, re-roll leadership.You must roll a 2 or less

  • Things the modify Leadership in a negative manor are:​

    • Unit withing 8 cm is actively routing receive a minus 1 for every unit.​

    • If a routing unit runs through you make a test at minus 2

    • If your unit was hit by at least 1 cannon receive minus 1

    • If you are below half strength minus 1

    • If you are below 25% strength minus another 1

    • If you suffered 25% casualties in one round take a test at minus 1

    • If you suffered 50% casualties in one round take a test at minus 2

    • If you are flanked on the left or right suffer a minus 1 for each side being flanked

    • If you are flanked in the rear suffer a minus 2 to Leadership.

  • Leadership is taken every time mentioned above or every time you loose 25% of your unit. 

  • As mentioned in compulsory moves above rally checks are made with the above leadership rules. 

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Campaign Rules (Coming soon)

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Faction Rules( Coming soon)

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Point System(Coming soon)

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Previous Versions 

© 2018 by Martein Castillo and Campaign 1805 team. 

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