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More Drums and Shakos Additional Scenarios, Army Lists, new Rules and Special Rules for the Song of Drums and Shakos Fast Play Napoleonic Skirmish Rules is material is copyright ©Sergio Laliscia/Ganesha Games 2008 Written by Sergio Laliscia Rules editing by Andrea Sfiligoi English-language editing by John Oman Based on the “Song of Blades” engine by Andrea Sfiligoi e author can be contacted at: [email protected] Play testing and helpful suggestions: Andrea Sfiligoi, Stefano Stibelli, Jean Levrero, the Song of Blades Yahoo group, and the many nice folks at Lucca Comics and Games 2009 and at Dadi.com 2009 who stopped to play games at our tables. anks to Nic at Eureka Miniatures (http://www.eurekamin.com.au/) for providing exceptional 28mm models for the Tyrolean rebellion (see back cover). For errata and clarifications please download our free webzine Free Hack (www.lulu.com/songofblades) or join the Song of Blades yahoo group at (http://games.groups.yahoo.com/group/songofblades/) Official SDS blog: http://drumsandshakos.blogspot.com Official Ganesha Games blog: http://ganeshagames.blogspot.com (order #1987229) 8
Transcript

More Drums and ShakosAdditional Scenarios, Army Lists, new Rules and Special Rules for the

Song of Drums and Shakos Fast Play Napoleonic Skirmish Rules

This material is copyright ©Sergio Laliscia/Ganesha Games 2008Written by Sergio Laliscia

Rules editing by Andrea SfiligoiEnglish-language editing by John Oman

Based on the “Song of Blades” engine by Andrea SfiligoiThe author can be contacted at: [email protected]

Play testing and helpful suggestions: Andrea Sfiligoi, Stefano Stibelli, Jean Levrero, the Song of Blades Yahoo group, and the many nice folks at Lucca Comics and Games 2009 and at Dadi.com 2009 who stopped to play games at our tables. Thanks to Nic at Eureka Miniatures (http://www.eurekamin.com.au/)

for providing exceptional 28mm models for the Tyrolean rebellion (see back cover).For errata and clarifications please download our free webzine Free Hack (www.lulu.com/songofblades) or

join the Song of Blades yahoo group at (http://games.groups.yahoo.com/group/songofblades/)Official SDS blog: http://drumsandshakos.blogspot.com

Official Ganesha Games blog: http://ganeshagames.blogspot.com

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Introduction 3New Rules 3Mixed Nationality Squads 3Unused Points 3Extreme Weather 4Former Ally 5Enemy 5Optional Rule For Multiplayer Games 5Optional Rule: Double Six on Activations 5National Features 5

New Weapons 6Better Weapon 6

New Special Rules 7Ambusher 7Civilian 7Fervor 7Guerrilla 7Hero 7Individualistic 7Mob 8Running Blow 8Uninspiring Leader 8

Scenarios 9“Take that Gun!” 9Task Resolution System 10Convoy Escort 11Reinforcements! 13Under Fire! 14

Rosters 15Brunswick (Duchy of ) 16Canada, Indian Confederacy and British “Colonial” Infantry (War of 1812) 16Confederation of the Rhine 17Baden (Grand Duchy of ) 17Bavaria (Kingdom of ) 17Berg (Grand Duchy of ) 18Hessen-Darmstadt (Grand Duchy of ) 18Nassau (Duchy) 18Saxony (Kingdom of ) 19Westphalia (Kingdom of ) 19Wurttemberg (Kingdom of ) 20

Wurzburg (Grand Duchy of ) 20Dutch-Belgian Contingent 1815 21Foreign Regiments in French Service 21Foreign Regiments in British Service 22Hanover (Electorate of ) 22Italy (Kingdom of ) 23Naples (Kingdom of ) 23Nassau 24Ottoman Empire 24Portugal (Kingdom of ) 25Saxony (Electorate of ) 25Spain (King Joseph’s) 26Spain (Kingdom of ) 26Sweden (Kingdom of ) 27Tyrolean Insurgents (1809) 28United States of America (War of 1812) 28Warsaw (Duchy of ) 29Who Was Allied With Whom 29Appendix: the Ottoman Empire Army 30

Ganesha Games presents: 32

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IntroductionAny game with the ambition to represent the Napoleonic Wars would be incomplete without profiles for the soldiers of the so called Minor Nations. These nations provided both Napoleon and his enemies with hundreds of thousands of soldiers during the whole period, paying a heavy toll in lives fighting for a cause they did not even understand. Soldiers from Croatia, Italy, Spain and many other nations found a horrible death in Russia during the 1812 campaign; everywhere in Europe, battlefields were stained with the blood of German youth coming from some small Principality, hastily drilled and equipped, and sent to fight for the Empire.In the following pages, you will find stats for 26 of these Nations. We also included profiles for theaters like the War of 1812 and the Tyrolean Rebellion (1809), to allow you to refight some clashes in a slightly different environment. The Ottoman list, published several months ago as a free add-on, has also been reprinted for the benefit of those who like to have all profiles in a single book. Several new rules and weapons have also been added. Enjoy!

New RulesMixed Nationality Squads

Within the restriction of actual historical alliances,players can mix their squad as they see fit. However, if the Officer is of a different nationality to the soldiers, he may have problems in giving orders. In such cases,whenever he gives a Group order, roll for the Group an additional, different colored die. If this die rolls a success, nothing untoward happens. However if it is a failure, one of the Group’s successes becomes a failure, with all usual consequences. Note the presence of a Musician (drummer, piper, etc) can still influence theresult with its special rule.

Example: Captain Lacroix (a Frenchman) is leading a Westphalian squad in a bitter engagement against the Russians. He rolls 2 dice for himself, getting a success. Lacroix gives a Group order to four of his soldiers: being Quality 4 and in command range, they activate at 3+. The Group rolls 3 dice and gets 2, 5 and 6 and a further (black) die is rolled for the different nationality of Capt. Lacroix. The black die scores a 2, a failure. From the initial 2 successes and 1 failure, the result is now 2 failures and 1 success, and that would cause a turnover. However, a drummer is within range, so Capt. Lacroix uses its special rule, re-rolling the black die. He gets a 4, and the Group gets a final result of 2 successes.

Unused PointsWhen building your squad, sometimes you have some spare points, not enough to buy another soldier. In this case, you can buy up to 3 small (1S) fences or hedges for 5 points each. This can be done for pick up games only. Place the additional terrain features when you deploy your models. They can be placed anywhere within your half of the table (that is, from the player’s baseline to the center of the table).

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Extreme Weather Several campaigns in the Napoleonic period were fought in difficult weather conditions. If both players agree to use the weather rules, determine the location and season of the fight and - after table set-up and before deploying models - check the weather condition for the ensuing battle, rolling a d6 on the appropriate table.

Southern Europe, Egypt, Southern USA

Season Snow Heavy Rain

Fair IntenseHeat

Winter 1 2-3 4-6 -Autumn/Spring - 1-2 3-5 6Summer - 1 2-3 4-6

Modifier: Egypt +1

Central Europe, USA Middle East

Season Snow Heavy Rain

Fair Intense Heat

Winter 1-2 3-4 5-6 -Autumn/Spring 1 2-4 5-6 -Summer - 1-2 3-5 6

Northern Europe, Northern USA, Canada

Season Snow Heavy Rain

Fair Intense Heat

Winter 1-3 4-5 6 -Autumn/Spring 1-2 3-5 6 -Summer 1 2-3 4-6 -

Modifier: Sweden, Norway, and Russia -1

FairNo special rules for battles in Fair weather.

SnowThe whole playing surface, other than Impassable areas, becomes difficult terrain: all movement capabilities are downgraded 1 level (Long movement becomes Medium, Medium becomes Short, Short needs 2 actions to move). Light troops do NOT benefit of their special rule. Standing up after falling takes 2 actions instead of one.

Intense HeatNo soldier may move three times in the same turn. If moving twice, the second movement is downgraded (Long movement becomes Medium, Medium becomes Short, Short needs 2 actions). Note that, due to combination of Intense Heat and difficult terrain, a model could be forced not to move at all if it has not enough actions.Example: Summer 1810, Central Spain, 40° Celsius. A soldier is in difficult terrain and gets 2 actions. With its first action, it moves 1S (Medium move limited by difficult terrain). With its second action it should move again 1Short, but due to Intense Heat, it needs 2 action to do it. Not having enough actions to move, the soldier stops there (he could anyway shoot or attack in hand-to-hand, if able: for game purposes, Intense Heat only prevents fast movement).

Heavy RainWhen shooting, apply the “Ammo Depletion” rule on an unmodified result of 1-2 (on both die rolls). This reflects the combination of ammunition depletion and wet powder.Example: under heavy rain, a soldier shoots at an enemy. He rolls a 2, and must check for ammunition depletion. On a further roll of 1 or 2, the soldier is unable to shoot for the remainder of the battle. Bows cannot be used at all in heavy rain. Javelins and Tomahawks can be used as normal.

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Former AllyDuring the Napoleonic wars, soldiers of several minor nationalities found themselves fighting their old masters and/or comrades, and this sometimes resulted in a reduced effort (if not in open mutiny). Some examples are Spanish troops of Joseph’s Kingdom of Spain fighting against other Spanish; Dalmatians, Croatians and Istrian troops in French service fighting the Austrians, or Bavarian soldiers fighting the French after 1814. In these cases, players may want to see this attitude reflected in the game.

When a Former Ally tests Morale, 3 failures cause the soldier to switch sides. From that instant on, he will be controlled by the opponent. It still count as lost for its original squad.

EnemyThe “Chasseurs Britannique” in British service and the “Irish Legion” in French service are just two examples of units recruited among bitter opposers of their homeland. As it can be expected, their former compatriots showed no mercy for these soldiers, who were generally considered traitors. They often fought to the bitter end, knowing well what would happen to them if they were taken prisoners.

When an Enemy model has to test Morale, it does so by rolling just two dice (instead of three).

Optional Rule For Multiplayer GamesUsing the “card” system outlined in SDS, it may sometimes happen that the player who acted last in a turn sequence, acts first in the following turn sequence, thus performing two turns in a row. When this happens, any other player may ask to reshuffle the deck and draw another card until a different player is selected.

Optional Rule: Double Six on ActivationsWhen rolling dice for activation, an unmodified double “6” grants an extra action for the soldier. This extra action can be used as normal but under no circumstances a soldier will be allowed to move more than three times or to attack twice (in close combat and/or with a ranged weapon). Example: Sergeant O’Brian is trying an activation on 2 dice. His musket is discharged, and he needs to reload. The player rolls a double “6” and Sgt. O’Brian gets three actions! Now he can reload and fire, or move to cover and then reload.Note that Tomahawks and Two Pistols are exceptions to this rule (see New Weapons).

The “double six” rule makes your games a little more unpredictable.

National FeaturesAs in SDS, the use of these rules is optional. Players must agree before game starts if they want to use them.

All French Allied

Blades for the EmperorOnce per game, a hand-to-hand combat die roll can be re-rolled.

All British and Austrian Allied

Sure AimOnce per game, a ranged weapon die roll can be re-rolled.

Ottoman Turks

FuryOnce per game, one infantry model in close combat will kill an opponent just beating its die roll (apply all modifiers). The target cannot be an Officer. Declare the use of this rule before rolling the die.

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New WeaponsDagger

A Dagger qualifies as better weapon in all Ambush attacks. In normal close combat it is considered being slightly better than being unarmed!

JavelinA model armed with a Javelin can throw it at up to 1S range, with no modifier. Throwing the Javelin costs one action, but it can be thrown as a free action at the end of any movement. Mark the miniature when the Javelin has been thrown. A Javelin is uneffective in close combat and counts as Primitive Weapon in hand-to-hand.

PikeA model armed with a Pike can keep enemies away thanks to the reach of his weapon. Therefore, when moving into contact with a Pikeman, a soldier must take a Morale test on 3 dice: if it gets more successes than failures, the model enters normally in close combat (don’t forget to apply the better weapon modifier); if it get more failures, it is intimidated by the pike and does not move at all. All his remaining actions are lost.On the other hand, a Pikeman losing combat is always wounded, and therefore eliminated. This represents the fact that, if an enemy manages to get into the pike’s reach, the pikeman has very little to defend himself with.

Primitive WeaponPitchforks, agricultural tools, hammers, scythes, clubs and the like are classified as primitive weapons. While useful only in close combat (and worst than almost any other weapon), they inflict nasty wounds or can knock a man cold with a lucky blow to the head. Therefore, when a model fighting with such a weapon rolls an unmodified “6” in close combat and beats its opponent, the latter is automatically wounded (i.e. out of play).

Two PistolsA model with two pistols can fire twice in a turn, spending two actions. It can shoot twice at the same

target, or at two different targets, but cannot aim any shot. Reloading each pistol costs two actions. The model does NOT drop the other pistol while reloading, he is assumed to put away the other pistol in a sash or belt as part of the two actions required for reloading. Note that firing twice is a player’s choice: the model can always fire once (and aim the shot normally). A model armed only with pistols is considered unarmed in close combat.

TomahawkA typical American Native weapon, the Tomahawk can be used both as a throwing weapon and in hand-to-hand combat. In the latter case, it counts as an Axe. When thrown, its maximum range is 1S and the weapon modifier is 0 (zero). Mark the miniature when the tomahawk is thrown. A warrior CAN throw a tomahawk and then attack in close combat if he has enough actions.

Better WeaponTo determine who has the better weapon in close combat, the updated list from best to worst is: Dagger (if in Ambush mode); Pike;Lance; Halberd; Sword;Musket; Other firearms generally used without bayonet (obsolete weapon, rifle, blunderbuss);Axe (Tomahawk);Primitive weapon or Javelin; Dagger (if NOT in Ambush mode);Unarmed.

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New Special Rules

AmbusherWhen deploying, for every model with this special rule put 2 counters face down on the table in a hidden position (inside a building, behind a wall or fence, etc.). Counters must be visible to opponent. Only one counter is “real”, the other is a dummy. An ambusher counter is revealed – and the corresponding model is deployed on the table - when:1) it takes an action;2) an enemy model moves within 1S from it and it has a line of sight to the ambusher.If the counter is a dummy, remove it from play. Note that if all dummies are revealed, the real ambushers models must be deployed on the table.

CivilianWhen a model with this special rule must test Morale, count and compare losses on both sides (fled soldiers count as lost). If the civilian side has sustained the same or inferior number of losses, test using the normal (modified) Quality of the soldier. If – however – the civilian side has lost more models than the opponent, the Morale test is performed at -1.If the civilian Leader is lost, the test is anyway at -1, notwithstanding the total losses comparison. Note that this is instantaneous: if more than one model must test Morale and the first flees, this loss is counted toward following losses comparison.Civilians count as Green for purposes of Morale tests, and cannot receive Group orders..

FervorA model with Fervor may encourage soldiers around him with his example or words. Any Civilian or Guerrilla within 1S from the model with this Special Rule may re-roll 1 failed activation die. The result of the re-roll is final. This rule cannot be applied to Group orders. If the model with Fervor is wounded or killed during the opponent’s turn, all Civilian and Guerrilla models within 1S must take a Morale test as per standard rules, but if a model gets three successes, it can immediately perform three free actions. These actions must be used to close towards the nearest enemy and attack in close combat. Resolve the Morale tests and the following free activations (if any) one model at a time. After all free activations have been performed, opponent continues his turn normally. This rule can be applied only to priests or Heroes.

GuerrillaA model with this special rule ambushing an enemy gets a +2 close combat modifier (instead of +1 as per the standard Ambush rule).

HeroA model with this special rule always has an automatic success in activation. In other words, assume that one of his dice always rolls a 6 (note that this does not count for purposes of the optional “double 6” rule).Example: rolling one die and getting a success, entitles the model to perform two actions.Note that there are no profiles with this special rule in this set: players may agree on using it, and make 1 of their soldier a Hero. The point cost for a Hero is the soldier normal cost plus 100 divided by the hero’s Quality (round fractions up).Example: an Officer point cost is 60 points (Q3 C2). Its owner decides to buy the Hero Special Rule for him: the Officer’s final cost would be 94 (100/3 = 33,3 rounded up to 34, plus 60). A Hero is always a Personality.

IndividualisticA soldier with this special rule cannot receive Group Orders, so must always act independently. It normally receives the Leader bonus, if in range.

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MobA soldier with this special rule has +1 to dice rolls for activation purposes only. A Mob must be composed by at least 3 models; all must be within 1S from another member of the Mob. The bonus is retained by all members of the Mob until the first member of the Mob is killed/wounded or flees from the battlefield. When this happens, Mob members activate with their standard Quality. All soldiers in the Mob must have the Mob rule. A player’s squad may contain more than one Mob, but the player must mark the models (we suggest using a small colored dot on the base) to remember which Mob a model is part of.

Running BlowA soldier with this special rule is able to hit an enemy while moving, and doesn’t have to stop when it enters in hand-to-hand combat with a foe. To perform a Running Blow, place the measuring stick on the tabletop in a way that a point of the soldier’s path is adjacent to its target. Move the model up to that point and perform the attack as normal. If the model wins the combat, n o matter what happens to the foe, the model is moved to the end of the stick without having to d i s engag e or suffering any Free Hacks. If the opponent is knocked down, he

is knocked down exactly where he is at the moment of attack. A model with Running Blow can still make only one attack per turn – if its movement brings the model in contact with another enemy after the first, the model’s movement stops there, adjacent to the new enemy.

Uninspiring LeaderAn Uninspiring Leader has his Command range reduced to 1M. An NCO taking command after the Uninspiring Leader’s loss has a command range of 1M.

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Scenario: “Take that Gun!”A 4 pdr. gun with six artillerymen has been unlimbered in a key position during a small clash, with some light infantrymen to protect it. The attacker’s Squad has been ordered to silence it.

Defender’s Squad (298 points)1 Artillery Officer Q3 C2 Sword, Pistol, Leader (60)1 Artillery NCO Q3 C2 Sword, Musket, NCO (56)5 Artillerymen: Q4 C2 Sword (100)2 Light Infantrymen: Q4 C2 Musket, Light, Marksman (82)

The Gun should have a rectangular base of the minimum size possible to fit the miniature (about 40 x 40mm. if you are using 28mm figures).

Attacker’s Squad: build a squad on 400 points. Attackers win the initiative on the first turn.

Terrain: see scenario map.Deployment: Defenders deploy first. The Gun must be placed in the very center of the table. The gunners (artillerymen) can be placed anywhere as long as they are

in contact with the base of the gun. Leader, NCO and Light Infantrymen must be deployed anywhere within 1Long from the gun. Attacker’s models must be deployed in contact with the friendly baseline.

Victory conditions: Attackers win by routing defenders or by spiking the gun. To spike the gun, a soldier must spend 2 actions adjacent to the gun, while not engaged in close combat. If he spends one action, and then he is interrupted (for example, because an enemy moves in hand-to-hand contact with him, or a shot knocks him down or forces him to recoil away from the gun), he must start over.

Defenders win by routing the attackers.

Scenario special rules: when the game begins, the gun has just fired a shot: it must be reloaded to fire again.

Crew activationArtillerymen can be activated individually or as a Group (by the Leader). Moving, attacking in close combat and firing the gun are individual actions. Reloading and

manhandling the gun are Group actions only.

Firing the gunThe gun can be fired to its front using Ballshot or Canister.

Ballshot: 1 action by one of the crew to fire. Any target on the table is in range. Procedure: draw an imaginary straight line from the cannon’s muzzle. The ball hits anything that lies within 1S across the line (put the short measuring stick perpendicular to the line, with its middle touching the line). The shot hits with C6. Roll for Combat as usual and apply the results to targets immediately. If beaten, target automatically falls (i.e., do not consider odd or even result as in normal fire). The gun can be manhandled before firing (see below). Ignore any cover or range modifiers.

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10

Canister: 1 action by one of the crew to fire. All table is in range. Procedure: draw an imaginary straight line from the gun muzzle. The grapeshot hits anything that lies:at 1L range, within 1S on both sides of the line (at C6);at 2L range, within 1M on both sides of the line (at C5); at 3L or more, within 1L on both sides of the line (at C4).Roll for combat as usual. Apply results to targets immediately. If beaten, target is knocked down anyway (do not consider odd or even result as in normal ranged combat). The gun can be manhandled before firing (see below). Ignore any soft cover. Hard cover, such as low walls, gives -1 to the Gun’s Combat score.

Manhandling the gun (pivot in place)This takes 9 actions by the crew as a Group Order. Procedure: the Leader gives the order (using 1 action as normal). Declare how many artillerymen are part of the Group Action (all must be in command, that is, within 1L from the Leader, and in contact with the gun’s base). Roll 1, 2 or 3 dice as you see fit and multiply the number of successes by the number of crew taking part in the action. If 9 or more actions are generated, you can pivot in place the gun up to a maximum of 45°, and move the gunners who took part in the job in contact with the gun’s base (no actions required – this movement around the gun happens as part of the pivoting action). Note that the gunners acting this way cannot do anything else in the current turn. If 8 or less actions are generated, no manhandling is possible. The Officer and NCO may help with manhandling.

Reloading the gunReloading is made in three-6 actions-steps by the crew as a Group. Procedure: as above. With less than 6 successes,

nothing happens.With 6-11 successes, mark the gun with a “1 step done” counter.With 12-17 successes, mark the gun with a “2 steps done” counter.With 18 or more successes, mark the gun as loaded (and ready to fire).Excess successes do not carry over in later turns (7 successes mean 1 step done and the seventh is wasted), but steps do: a gun with a “2 steps done” counter, needs just 6 more actions to be loaded.

Task Resolution SystemThe above rules for moving the gun can be used also as a general “task system” for the scenarios you devise, especially if playing on large tables where the two opposing forces have some distance between them. An example would be several sappers trying to build or destroy a bridge, soldiers hurrying to remove a fallen tree from a road to move a carriage across the table, or rebels

building a barricade in a narrow alley with sandbags and barrels. In general, all actions will either require a fixed, minimum number of successes that must be scored in a single turn, or a number of “steps” (as in reloading a gun, above) that must be accumulated over several turns for the task to be accomplished. Models engaged in hand-to-hand or recoiling/falling due to enemy fire cannot take part in the group action that turn. Note that some simple actions that do not require specific training may not require the presence of a Leader to be performed. Unless you play with an umpire, agree with your opponent the details of the tasks resolution before play commences.

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Scenario:Convoy EscortA wagon containing important documents and its escort are attacked by an enemy force while crossing a wooded area along a road.

Total Points: Attacker 330, defender 400.

Terrain: see Scenario Map.

Deployment: Defender deploys the wagon on the road in rear contact with the right table edge, with half the squad (rounded down) in march column (i.e., in base to base contact with each other) on the road before the wagon. The other half of the squad is off the table following the wagon, and enters play after the wagon has moved (1S, see special rules). Officer and NCO (if on the table) can be deployed anywhere within 1S of the wagon and not necessarily in march column. Note that Leader bonus does not count until the Officer enters the table.

The Attacker’s models are not deployed on the table when the game begins. The attacking player must divide his squad in two and must choose two wooded areas where

they are hidden. The two woods must both have an even or odd number (1 and 3 or 2 and 4) and the player should write “odd” or “even” on a piece of paper, together with the composition of the two groups of models. Once the defending player has finished his first turn (or a turnover occurs) the attacker may begin (but it’s not obliged to) activating his force, placing all his soldiers on the table inside the chosen wood at least 1M from any of its edges. Play then proceeds normally. If the attacker elects not to move, the defender takes another turn.

Victory conditions: Defender wins if the wagon exits the table on the road on the opposite (left) side, with a driver and at least 3 friendly soldiers. Defender models exiting the table due to morale check failure do not count for the purposes of this rule. The Attacker wins if the Defender cannot achieve this.

Scenario special rules: The defender has the initiative on turn one. He does not need to activate models already on the table (they automatically move 1S).

The remaining models of the defender must activate normally in order to enter the table, and they must remain behind the wagon but not necessarily in march column along the road. The wagon must always move in a straight line along the road.

The size of the wagon should not exceed 1M (horses included) front to back, and when it

moves do NOT consider its base depth as part of the move, as it is normally done with soldiers; measure movements from the “front” of the base, or the front legs of the horses if the wagon is not based.

The road must be clear for the wagon to move. This means that the player will have to move friendly models out of the way in some cases. If any enemy troops are on the road when the wagon moves “over” them, the troops automatically recoil out of the road, giving way to the wagon.

The whole wagon (horses included) provides cover.

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If the driver is knocked down in combat, he remains on the wagon (he doesn’t fall off) but cannot drive it until he stands up again (1 action).

From turn two, the wagon must be activated normally using the Quality of the driver (do not forget to apply the Leader bonus, if any) and moves 1x Medium for each action.

The wagon has a civilian driver (Q4 C1, unarmed) at no point cost for the defender. The driver cannot voluntarily abandon the wagon and if he is hit, or loses hand-to-hand combat in any way, he is considered wounded and the wagon stops.

If this happens, a soldier is needed to drive the wagon: he must move adjacent to the wagon and spend one action to jump in. While driving, the soldier cannot fire nor reload, and if attacked in hand-to-hand combat he is considered unarmed. An unmanned wagon will not move.

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Scenario: Reinforcements!An assault squad has been assembled to clear a small redoubt occupied by enemy forces. Time is of paramount importance, because as soon as the alarm is spread, more and more defenders will come.

Total Points: Attacker 400, defender 160 at the beginning of play, then up to 500. The defender has to form his squad before game begins, and then choose which models will start in play.

Terrain: The square redoubt is 1L x 1L and is made of stones (hard cover). Both fences are made of two 1L sections. The four table edges are numbered 1-4 for random reinforcements entry.

Deployment: The defender deploys all his starting models inside the square redoubt in the middle of the table. Then the attacker deploys all his squad within 1 L from any one table edge. The remaining defender’s models are kept secret until they arrive on the table.

Victory conditions: Attacker wins if – at any moment - there are no enemies and at least one friendly soldier in the redoubt.

Scenario rules: starting from the second turnover of the attacking player, and at the end of all his turns thereafter, some of the defender’s reinforcements arrive. To determine how many soldiers arrive and from which table edge, the defender first rolls a d6 for the entrance side (on a 1 to 4, the reinforcements enter from the table side whose number has been rolled; on a 5-6, the player chooses) and then rolls again for the number of soldiers entering:

1-2 = 2 soldiers3-4 = 3 soldiers5 = 4 soldiers6 = 5 soldiers

The defender chooses which soldiers enter the table. They start just outside the table edge, and must be activated as normal. If an officer and or an NCO are with the entering reinforcements, the Leader bonus on Quality must be taken into account.

The defender tests Morale for Leader loss as per standard rules. However, when calculating the “half squad + 1” losses that trigger a Morale test, always count all models, including those still out of the table (the soldiers know that they are there).

Models react differently to morale failures depending on their position on the tabletop. For every failure in the Morale test, models outside the redoubt make one fleeing move

towards the nearest table edge, taking the shortest route possible and avoiding both difficult terrain and active enemies if possible; models inside the redoubt move to the center of the redoubt and go prone. With one failure, the soldier moves to the center of the redoubt; with two failures, the soldier moves to the center and goes prone, with three failures the soldier surrenders.

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Scenario: Under Fire!Two opposed advance-guards arrive at the same time to take control of a small village the day before a battle. During the fight, an unexpected event takes place – artillery salvos rain on the village!

Total Points: Attacker 400, defender 400.

Terrain: 7 buildings, about 1M x 1M each, must be placed on the table according to the following Scenario map. Buildings must all be 1L apart from each other and numbered 1 to 6 (leave the central one without a number).

Deployment: Roll a die to determine who deploys first. Both players deploy in contact with friendly baseline (see Scenario map).

Victory conditions: Standard SDS rules apply.

Scenario special rules: Immediately after the second Turnover occurs (i.e., when for the second time in the game you roll two activation failures, not when you activated all your figures), a distant artillery battery fires two salvos against the village.

Which side the battery is on is irrelevant: the gunners are not informed that there are friendly troops involved in the fight.

The first salvo hits a random building (roll a d6 to determine which), attacking all nearby miniatures: those who are in contact with the building receive a C3 attack and those within 1S receive a C2 attack. Resolve all attacks immediately.

The second salvo hits immediately after a further turnover occurs: roll a d6 as above, and if the same building as the first salvo is hit, the central building is hit instead. Resolve all attacks immediately.

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Designing Your SquadEach player has 400 points to build his Squad. Soldiers costing more than 80 points are called Personalities. You can have up to three personalities in your Squad. A Leader and/or an NCO and 3 Personalities are the only limits you must observe. You are always free to mix and match your squad as you see fit, providing not to break historical alliances (you can refer to the Table “Who Was Allied With Whom” on page 29). If you use the Hero Special Rule, remember that a Hero is always a Personality regardless of his point cost.

RostersOn the following pages you’ll find profiles for almost all Nations involved in the Napoleonic Wars. Profiles are arranged on a national basis, and Leaders are shown in bold.Unless otherwise stated, all Command figures stats are as follows:

Name Points Q C Weapons Special Rules

Infantry Officer 54 4 2 Sword, Pistol Leader, Élan

Mounted Inf. Officer 63 4 2 Sword, Pistol Leader, Élan, Mounted

Infantry NCO 51 4 2 Sword, musket NCO, Élan

Standard Bearer 36 3 2 Sword Flag Bearer

Drummer Boy 16 3 1 None Musician

Light Infantry Officer 62 4 2 Sword, Pistol Leader, Light, Élan

Light Infantry NCO 59 4 2 Sword, musket NCO, Light, Élan

Light Infantry Musician 26 3 1 None Musician, Light

Light Infantry Standard Bearer 46 3 2 Sword Flag Bearer, Light

Sapper 36 4 2 Axe, Blunderbuss Engineer, Strong

Light Cavalry Officer 63 4 2 Sword, Pistol Leader, Élan, Mounted

Heavy Cavalry Officer 71 4 3 Sword, Pistol Leader, Élan, Mounted

Cavalry NCO 56 4 2 Sword, Carbine NCO, Élan, Mounted

Trumpeter 34 3 1 Sword Mounted, Musician

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Brunswick (Duchy of)Incorporated into the Kingdom of Westphalia in 1806, the deposed Duke Friedrich Wilhelm organized the so called “Black Legion”, in Austrian service during the 1809 campaign and in British service in the Peninsula.

Brunswick (Duchy of)In 1813-1815 in British service.

Name Points Q C Weapons Special Rules

Line Infantryman 21 4 2 Musket Weak

Leib-Battalion 26 4 2 Musket None

Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan

Jaeger NCO 59 4 2 Rifle, Sword NCO, Light, Élan

Jaeger 30 4 2 Rifle Reluctant, Light

Hussar 39 4 2 Sword, Carbine Mounted, Scout

Uhlan 39 4 2 Sword, Lance Mounted

Canada, Indian Confederacy and British “Colonial” Infantry (War of 1812)Name Points Q C Weapons Special Rules

Canadian Fencibles 21 4 2 Musket Weak

Canadian Militia 18 4 2 Musket Unreliable, Green

Canadian Incorporated Militia 21 4 2 Musket Unreliable

Canadian Light Infantryman 38 4 2 Rifle Light

Native Leader* 68 3 2 Tomahawk, Musket Leader

Native Sub-Commander* 54 3 2 Tomahawk, Musket NCO

Native warrior 26 4 2 Tomahawk, Musket Individualistic

Native warrior with Bow 24 4 2 Tomahawk, Bow Individualistic, Light

Native mounted warrior 36 4 2 Tomahawk, Bow Mounted, Unpredictable, Running Blow

Native ambusher** 38 4 2 Tomahawk, Dagger Light, Individualistic, Guerrilla, Ambusher

British Officer (1813/14) 60 3 2 Sword, Pistol Leader

British NCO (1813/14) 46 3 2 Halberd NCO

British Infantryman (1812) 26 4 2 Musket None

British Infantryman (1813/14) 30 4 2 Musket Steadfast

British Royal Marines 32 4 2 Musket Strong

British 19th Light Dragoon 51 4 3 Sword, Carbine Mounted, Élan

* can command only Native warriors and ambushers

Name Points Q C Weapons Special Rules

Line Infantryman 26 4 2 Musket None

Jaeger Officer 70 3 2 Sword, Pistol Leader, Light

Jaeger NCO 66 3 2 Musket, Sword NCO, Light

Jaeger 42 4 2 Musket Light, Élan

Hussar 44 4 2 Sword, Carbine Mounted, Élan

Uhlan 39 4 2 Sword, Lance Mounted

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Confederation of the Rhine (Rheinbund, 1806-1813)The Confederation of the Rhine – a client state of France under the Protection of Emperor Napoleon I – was created after the defeat of Austria in 1805 (Treaty of Pressburg). Sixteen states joined the Confederation upon its creation (July 12th, 1806) and 23 other between the end of the year and November 1807, mainly following the successful campaign against Prussia in 1806.

At its peak in 1808, the Confederation included 4 Kingdoms, 4 Grand Duchies, 13 Duchies, many Principalities, and the so called “free towns”, for a total of over 15 million people. All the member states had to contribute troops to the French cause in a quantity determined by Napoleon himself, and their soldiers fought in almost all theaters of war, from Spain to Russia.

The Confederation was dissolved by the allied Powers opposing France on November 4th, 1813, shortly after the allied victory at Leipzig.

Baden (Grand Duchy of)Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 8000 strong.

Name Points Q C Weapons Special Rules

Line Infantryman 21 4 2 Musket Wavering

Leib-Regiment 26 4 2 Musket None

Jaeger Officer 70 3 2 Sword, Pistol Light, Leader

Jaeger NCO 66 3 2 Musket, Sword Light, NCO

Jaeger 42 4 2 Musket Light, Élan

Hussar 62 3 3 Sword, Carbine Mounted, Fearless

Light Dragoon 46 3 2 Sword, Carbine Mounted

Garde du Corps 56 3 3 Sword, Carbine Mounted

Bavaria (Kingdom of)Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 30000 strong.

Name Points Q C Weapons Special Rules

Line Infantryman 23 4 2 Musket Green

Light Company 30 4 2 Musket Light, Green

Grenadier Company 29 4 2 Musket Strong, Green

Guard Grenadier (1814) 36 4 2 Musket Strong, Fearless

Light Infantryman 33 4 2 Musket Light

Schuetzen Coy Officer 70 3 2 Sword, Pistol Light, Leader

Schuetzen Coy NCO 72 3 2 Rifle, Sword Light, NCO

Schuetzen Coy (Light Infantry) 47 4 2 Rifle Light, Élan

Schuetzen Hornist 26 3 1 None Light, Musician

Dragoon (1804-1811) 56 3 3 Sword, Carbine Mounted

Chevau Légere 42 4 3 Sword, Carbine Mounted

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Berg (Grand Duchy of)Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 2000 strong.

Name Points Q C Weapons Special Rules

Line Infantryman 26 4 2 Musket None

Grenadier Company 32 4 2 Musket Strong

Light Company 33 4 2 Musket Light

Lancer 82 3 3 Sword, Lance Mounted, Fear

Chevau Légere 56 3 3 Sword, Carbine Mounted

Hessen-Darmstadt (Grand Duchy of)Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 4000 strong.

Name Points Q C Weapons Special Rules

Leib-Garde 39 4 2 Musket Élan, Steadfast

Garde Fusilier 42 4 2 Musket Élan, Light

Leib Regiment 26 4 2 Musket None

Leib-Fusilier 33 4 2 Musket Light

Garde Chevau Légere 35 4 2 Sword, Carbine Mounted

Nassau (Duchy)Member of the Rhine Confederation (1806-1813) French allied. Union of the territories of Nassau-Usingen and Nassau-Weilburg. The contingent it was to provide to the Empire was 8000 strong.

Name Points Q C Weapons Special Rules

Line Infantryman 18 4 2 Musket Reluctant

Jaeger Officer 70 3 2 Sword, Pistol Light, Leader

Jaeger NCO 66 3 2 Musket, Sword Light, NCO

Jaeger 33 4 2 Musket Light

Mounted Jaeger 32 4 2 Sword, Carbine Mounted, Green

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Saxony (Kingdom of)Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 20000 strong.

Name Points Q C Weapons Special Rules

Line Infantryman 22 4 2 Musket Wavering

Line Grenadier 27 4 2 Musket Wavering, Strong

Line Voltigeur 29 4 2 Musket Wavering, Light

Jaeger Officer 70 3 2 Sword, Pistol Light, Leader

Jaeger NCO 66 3 2 Musket, Sword Light, NCO

Jaeger 42 4 2 Musket Light, Élan

Guard Grenadier 40 3 2 Musket Steadfast

Hussar 44 4 2 Sword, Carbine Mounted, Élan

Chevau Lègere 35 4 2 Sword, Carbine Mounted

Cuirassier 76 3 4 Sword, Carbine Mounted, Cuirass

Garde du Corps 108 2 4 Sword, Carbine Mounted, Fear

Westphalia (Kingdom of)Member of the Rhine Confederation (1807-1813) French allied. The contingent it provided to the Empire was 25000 strong.

Name Points Q C Weapons Special Rules

Line Infantryman 22 4 2 Musket Wavering

Light Infantry 29 4 2 Musket Light, Wavering

Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan

Jaeger NCO 59 4 2 Musket, Sword NCO, Light, Élan

Jaeger 33 4 2 Musket Light

Guard Infantry Officer 60 3 2 Sword, Pistol Leader

Guard NCO 56 3 2 Sword, Musket NCO

Guard Grenadier 36 4 2 Musket Strong, Steadfast

Guard Fusilier 30 4 2 Musket Steadfast

Guard Jaeger Officer 70 3 2 Sword, Pistol Leader, Light

Guard Jaeger NCO 66 3 2 Sword, Musket NCO, Light

Guard Jaeger (Karabinier) 45 4 2 Rifle Light, Marksman

Hussar 44 4 2 Sword, Carbine Mounted, Élan

Chevau Lègere 39 4 2 Sword, Carbine Mounted, Scout

Cuirassier 59 4 3 Sword, Carbine Mounted, Cuirass, Élan

Garde du Corps 78 3 3 Sword, Carbine Mounted, Cuirass, Élan

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Wurttemberg (Kingdom of)Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 12000 strong.

Name Points Q C Weapons Special Rules

Line Infantryman 26 4 2 Musket None

Light Infantryman 33 4 2 Musket Light

Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan

Jaeger NCO 59 4 2 Musket, Sword NCO, Light, Élan

Jaeger 42 4 2 Rifle Light, Élan

Mounted Jaeger 35 4 2 Sword, Carbine Mounted

Chevau Légere 39 4 2 Sword, Carbine Mounted, Scout

Wurzburg (Grand Duchy of)Member of the Rhine Confederation (1806-1813) French allied. The contingent it was to provide to the Empire was 2000 strong.

Name Points Q C Weapons Special Rules

Line Infantryman 23 5 2 Musket Élan

Dragoon 51 4 3 Sword, Carbine Mounted, Élan

Other members of the Confederation were (and the number of troops they provided):

Duchy of Anhalt-Bernburg (700)Duchy of Anhalt-Dessau (700)Duchy of Anhalt-Kothen (700)Duchy of Arenberg (4000)Principality of Hohenzollern-Hechingen (4000)Principality of Hohenzollern-Sigmarinen (4000)Principality of Isenburg-Birstein (4000)Principality of Leyen (4000)Principality of Liechtenstein (4000)Principality of Lippe-Detmold (650)Archbishopric of Mainz (in 1810 becomes part ofthe Grand Duchy of Frankfurt) (400)Duchy of Mecklenburg-Schwerin (1900)Duchy of Mecklenburg-Strelitz (400)Duchy of Oldenburg (800)Principality of Reuss-Ebersdorf (400)Principality of Reuss-Greiz (400)Principality of Reuss-Lobenstein (400)Principality of Reuss-Schleiz (400)Principality of Salm (4000)Duchy of Saxe-Coburg (2000 for all Saxe Duchies)Duchy of Saxe-Gotha (see above)

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Duchy of Saxe-Hildburghausen (see above)Duchy of Saxe-Meiningen (see above)Duchy of Saxe-Weimar (see above)Principality of Schaumburg-Lippe (650)Principality of Schwarzburg-Rudolstadt (650)Principality of Schwarzburg-Sonderhausen (650)Principality of Waldeck (400)

For all the above members, use the Line Infantry profile of the Duchy of Nassau.

Dutch-Belgian Contingent 1815 (Waterloo Campaign)British allied.

Name Points Q C Weapons Special Rules

Dutch Line Infantryman 18 4 2 Musket Wavering, Green

Belgian Line Infantryman 18 4 2 Musket Weak, Green

Jaeger Officer 62 4 2 Sword, Pistol Leader, Light, Élan

Jaeger NCO 59 4 2 Musket, Sword NCO, Light, Élan

Belgian Jaeger 26 4 2 Musket Reluctant, Light

Dutch & Belgian Militia 11 5 2 Musket Poor shot, Green

Hussar 24 4 1 Sword, Carbine Mounted, Scout, Reluctant

Light Dragoon 27 4 2 Sword, Carbine Mounted, Reluctant

Carabinier 35 4 3 Sword, Carbine Mounted, Reluctant

Foreign Regiments in French ServiceName Points Q C Weapons Special Rules

Vistula Legion 42 3 2 Musket Strong

Swiss Regiments 34 3 2 Musket None

Neuchatel Battalion 26 4 2 Musket None

Irish Legion* 30 4 2 Musket Steadfast

Tirailleurs du Po 44 3 2 Musket Marksman

Hanoverian Legion 18 4 2 Musket Reluctant

Portuguese Legion 15 4 2 Musket Wavering, Poor shot

Croatian Regiments** 35 4 2 Musket Élan

Dalmatian Regiments** 17 5 2 Musket None

Illyrian Regiments** 17 5 2 Musket None

* Enemy (British)** Former Ally (Austrian)

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Foreign Regiments in British ServiceName Points Q C Weapons Special Rules

Chasseurs Britannique* 21 4 2 Musket Unreliable

Sicilian “Fencibles” 17 5 2 Musket None

Calabrian Free Corps 21 4 2 Musket Wavering

KGL** Infantry Officer 60 3 2 Sword, Pistol Leader

KGL Infantry NCO 56 3 2 Sword, Musket NCO

KGL Line Infantryman 40 3 2 Musket Steadfast

KGL Sharpshooter Coys 60 3 2 Rifle Light, Marksman

KGL Light Infantryman 44 3 2 Musket Light

KGL Cavalry Officer 84 3 2 Sword, Pistol Leader, Élan, Mounted

KGL Cavalry NCO 74 3 2 Sword, Carbine NCO, Élan, Mounted

KGL Dragoon Officer 94 3 3 Sword, Pistol Leader, Élan, Mounted

KGL Dragoon NCO 84 3 3 Sword, Carbine NCO, Élan, Mounted

KGL Dragoon (1803-13) 64 3 3 Sword, Carbine Mounted, Strong

KGL Light Dragoon 51 4 3 Sword, Carbine Mounted, Élan

KGL Hussars (1813…) 48 4 2 Sword, Carbine Mounted, Élan, Scout

De Roll-Dillon Btn. (Swiss) 40 3 2 Musket Steadfast

Other Swiss Regiments 21 4 2 Musket Weak

* Enemy (French)**King’s German Legion

Hanover (Electorate of)In British service.

Name Points Q C Weapons Special Rules

Line Infantryman 18 4 2 Musket Green, Wavering

Light Infantry Officer 62 4 2 Sword, Pistol Leader, Light, Élan

Light Infantry NCO 59 4 2 Musket, Sword NCO, Light, Élan

Light Infantryman 33 4 2 Musket Light

Hussar 39 4 2 Sword, Carbine Mounted, Scout

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Italy (Kingdom of)French Allied.

Name Points Q C Weapons Special Rules

Line Infantryman 26 4 2 Musket None

Line Voltigeur 33 4 2 Musket Light

Line Grenadier 32 4 2 Musket Strong

Light Infantry Officer 70 3 2 Sword, Pistol Light, Leader

Light Infantry NCO 66 3 2 Musket, Sword Light, NCO

Light Infantryman 42 4 2 Musket Light, Élan

Guard Grenadier 52 3 3 Musket Strong

Guard Chasseur 44 3 3 Musket None

Guard Velites 33 4 3 Musket None

Dragoon 46 3 2 Sword, Carbine Mounted

Cacciatore (Chasseur) 39 4 2 Sword, Carbine Mounted, Scout

Guard of Honor 76 3 3 Sword, Carbine Mounted, Fear

Guard Dragoon 56 3 3 Sword, Carbine Mounted

Naples (Kingdom of)French allied until 1814, then allied with Austria and Great Britain. In 1815, at war against Austria (the “Neapolitan War”).

Name Points Q C Weapons Special Rules

Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan

Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan

Standard Bearer 26 3 2 Sword Reluctant, Flag Bearer

Line Infantryman 13 5 2 Musket Poor Shot

Line Voltigeur 18 5 2 Musket Poor Shot, Light

Line Grenadier 17 5 2 Musket Poor Shot, Strong

Light Infantry Officer 66 3 2 Sword, Pistol Uninspiring Leader, Light

Light Infantry NCO 66 3 2 Sword, Musket Light, NCO

Light Infantryman 33 4 2 Musket Light

Guard Grenadier 42 3 2 Musket Strong

Guard Marines 34 3 2 Musket None

Guard Velites 27 4 3 Musket Poor Shot

Lancer 39 4 2 Sword, Lance Mounted

Cacciatore (Chasseur) 39 4 2 Sword, Carbine Mounted, Scout

Guard of Honor 76 3 3 Sword, Carbine Mounted, Fear

Guard Hussar 52 3 2 Sword, Carbine Mounted, Scout

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Nassau In Allied service 1813-1815

Name Points Q C Weapons Special Rules

Line Infantryman 23 4 2 Musket Green

Jaeger Officer 70 3 2 Sword, Pistol Light, Leader

Jaeger NCO 66 3 2 Musket, Sword Light, NCO

Jaeger 30 4 2 Musket Light, Green

Ottoman EmpireName Points Q C Weapons Special Rules

Nizam-i-Jedid Officer 60 3 2 Sword, Pistol Leader

Nizam-i-Jedid NCO 56 3 2 Sword, Musket NCO

Nizam-i-Jedid Soldier 26 4 2 Musket None

Standard Bearer 36 3 2 Sword Flag Bearer

Drummer 16 3 1 None Musician

Janissary Officer* 60 3 2 Sword, Pistol Leader

Janissary NCO* 56 3 2 Sword, Musket NCO

Janissary* 27 4 2 Sword, Musket Strong, Individualistic

Janissary of the 39th Orta* 27 4 2 Musket Light, Individualistic

Guard Janissary* 60 3 3 Sword, Musket Steadfast, Strong, Individualistic

Raya (Light Infantry) ** 38 4 2 Musket Light, Marksman

Lagimcilar (Sapper) ** 29 4 2 Axe Engineer, Strong

Irregular Officer*** 45 4 2 Sword, Pistol Leader

Irregular NCO*** 42 4 2 Sword, Musket NCO

Sekhan (Irregular) 17 5 2 Musket None

Albanian Mercenary (Irregular) 22 5 3 Musket None

Bedouin Militia (Irregular) 9 5 2 Obsolete Weapon Green

Fellahin (Irregular) 8 5 2 Obsolete Weapon Unreliable

Greek Mercenary (Irregular) 14 5 2 Musket Unreliable

Cavalry Officer 68 3 2 Sword Leader, Mounted

Cavalry NCO 62 3 2 Sword, Carbine NCO, Mounted

Guard Suvarileri 74 3 3 Sword, Lance Mounted, Steadfast

Suvarileri 62 3 3 Sword, Lance Mounted

Sipahis 47 4 3 Sword, Lance Mounted

Mamluk 63 3 3 Sword, Pistol, Javelin Mounted, Unpredictable, Running Blow

Djellis 39 4 2 Sword, Lance Mounted, Scout, Unreliable

Yoruk 32 4 2 Sword, Pistol Mounted, Scout, Unreliable

* cannot be deployed together with Nizam-i-Jedid.** can be deployed only if Janissary (or Guard Janissary) are present.*** can command only Irregulars. The Leader bonus does not apply to non-irregular models. See also the Appendix: The Ottoman Empire Army on page 30

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Portugal (Kingdom of)British allied.

Name Points Q C Weapons Special Rules

Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan

Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan

Line Infantryman (1808-09) 17 5 2 Musket None

Line Grenadier Coy (1808-09) 21 5 2 Musket Strong

Line Light Coy (1808-09) 22 5 2 Musket Light

Line Infantryman (1810 on) 26 4 2 Musket None

Line Grenadier Coy (1810 on) 32 4 2 Musket Strong

Line Light Coy (1810 on) 33 4 2 Musket Light

Cacadores* Officer 70 3 2 Sword, Pistol Leader, Light

Cacadores* NCO 66 3 2 Musket, Sword NCO, Light

Cacador* (up to 1809) 42 4 2 Musket Light, Élan

Atirador* (1810 on) 47 4 2 Rifle Light, Élan

Militia 14 5 2 Musket Unpredictable

Loyal Lusitanian Legion** 23 4 2 Musket Light, Individualistic

Light Dragoon 46 3 2 Sword, Carbine Mounted

* Cacadores (“Hunters”) were the equivalent of Light Infantry.** In 1811 , the three battalions of LLL were incorporated into Cacadores.

Saxony (Electorate of)Allied with Prussia until 1806. In the Jena campaign, Saxon troops disliked to be incorporated into a Prussian Corps. As a result, their conduct was mediocre.

Name Points Q C Weapons Special Rules

Guard Grenadier 26 4 2 Musket None

Line Grenadier 27 4 2 Musket Unreliable, Strong

Line Musketeer 21 4 2 Musket Unreliable

Hussar 44 4 2 Sword, Carbine Mounted, Élan

Light Cavalryman 35 4 2 Sword, Carbine Mounted

Cuirassier 42 4 2 Sword, Carbine Mounted, Cuirass

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Spain (King Joseph’s)French allied.

* Former Ally (Kingdom of Spain)

Spain (Kingdom of)British allied.

Name Points Q C Weapons Special Rules

Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan

Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan

Standard bearer 26 3 2 Sword Reluctant, Flag bearer

Line Infantryman 15 4 2 Musket Wavering, Poor Shot

Light Infantryman 29 4 2 Musket Wavering, Light

Grenadier 32 4 2 Musket Strong

Swiss Infantryman 21 4 2 Musket Wavering

Walloon Guard 26 4 2 Musket None

Neapolitan Infantryman 17 5 2 Musket None

Militia 12 5 1 Musket None

Partisan Commander* 68 4 2 Sword, 2 Pistols Leader, Élan

Partisan Sub-Commander* 44 4 2 Sword, Pistol NCO, Élan

Partisan with Musket 20 4 1 Musket Individualistic, Guerrilla

Partisan with Pike 15 4 1 Pike Individualistic, Guerrilla

Partisan with Primitive weapon 11 4 1 Primitive weapon Individualistic, Guerrilla

Partisan with Blunderbuss 11 4 1 Blunderbuss Individualistic, Guerrilla

Partisan with 2 Pistols 20 4 1 2 Pistols, Dagger Individualistic, Guerrilla

Ambusher** 20 3 0 Dagger, Pistol Individualistic, Guerrilla, Ambusher

Armed civilian 8 5 1 Primitive Weapon Civilian, Mob

Priest with Sword*** 18 4 1 Sword Civilian, Fervor

Priest with Musket*** 24 4 1 Musket Civilian, Fervor

Guard Cavalryman 41 4 2 Sword, Carbine Mounted, Strong

Dragoon 27 5 2 Sword, Carbine Mounted, Green, Élan

Militia Cavalryman 25 5 1 Lance Mounted, Green, Élan, Scout

Hussar or Cazador 25 5 1 Sword, Carbine Mounted, Green, Élan, Scout

Lancer 36 4 2 Sword, Lance Mounted, Green

* Can command only Partisans, Ambushers and Armed Civilians. The Leader bonus does not apply to others.** maximum 2 per Squad, and only if a Partisan Commander is present. *** Maximum one Priest per squad.

Name Points Q C Weapons Special Rules

Line Infantry Officer 51 4 2 Sword, Pistol Uninspiring Leader, Élan

Line Infantry NCO 51 4 2 Sword, Musket NCO, Élan

Standard bearer 26 3 2 Sword Reluctant, Flag bearer

Drummer 16 3 1 None Musician

Line Infantryman* 18 4 2 Musket Unreliable, Green

Light Company* 26 4 2 Musket Unreliable, Green, Light

Guard Grenadier 41 4 2 Musket Élan, Strong

Guard Tirailleur 33 4 2 Musket Light

Guard Fusilier 26 4 2 Musket None

Hussar or Chasseur 39 4 2 Sword, Carbine Mounted, Scout

Lancer 39 4 2 Sword, Lance Mounted

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Sweden (Kingdom of)The Swedish military system was divided in two categories: Indelta (territorial) and Varvade (enlisted), the first being roughly a permanent, self-paying reserve Army and the second a professional one made of paid soldiers. In peacetime, the Indelta soldiers were busy farming, while Varvade were used for garrison duty; in summer both had their period of military drill. Artillery was entirely Varvade, needing a higher level of professionalism.

Sweden was part of the 3rd, 4th, 5th and 7th Allied Coalition against France, and a strong contingent was present in the Leipzig Campaign of 1813.

Name Points Q C Weapons Special Rules

Varvade Infantryman 23 5 2 Musket Élan

Indelta Infantryman 20 4 2 Musket Poor Shot

Finnish Jaeger 33 4 2 Musket Light

Jaeger Officer (Varvade) 70 3 2 Sword, Pistol Leader, Light

Jaeger NCO (Varvade) 66 3 2 Musket, Sword NCO, Light

Jaeger (Varvade) 42 4 2 Musket Light, Élan

Guard Officer (Varvade) 54 4 2 Sword, Pistol Leader, Élan

Guard NCO (Varvade) 51 4 2 Musket, Sword NCO, Élan

Guard Grenadier (Varvade) 33 4 3 Musket None

Guard Infantryman (Varvade) 26 4 2 Musket None

Guard Jaeger (Varvade) 41 4 2 Musket Light, Marksman

Dragoon (Indelta) 42 4 3 Sword, Carbine Mounted

Dragoon (Varvade) 38 4 3 Sword, Carbine Mounted, Wavering

Carabinier (Indelta) 50 4 3 Sword, Carbine Mounted, Cuirass

Hussar (Indelta) 44 4 2 Sword, Carbine Mounted, Élan

Hussar (Varvade) 39 4 2 Sword, Carbine Mounted, Élan, Wavering

Light Dragoon (Varvade) 35 4 2 Sword, Carbine Mounted

Guard Cavalry (Varvade) 56 3 3 Sword, Carbine Mounted

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Tyrolean Insurgents (1809)In 1809 the Tyroleans rose in rebellion against the Bavarian Kingdom, which incorporated Tyrol after the Peace of Pressburg and the defeat of Austria in 1805. Led by patriot Andreas Hofer, the rebels were able to defeat the Bavarians in several engagements, but were finally crushed at the battle of Bergisel (November 1, 1809) by the Franco-Bavarian forces led by Marshal Lefebvre.

Name Points Q C Weapons Special Rules

Partisan Commander 54 4 2 Sword, Pistol Leader, Élan

Partisan Sub-Commander 44 4 2 Sword, Pistol NCO, Élan

Partisan 20 4 1 Musket Individualistic, Guerrilla

Partisan with Pike 15 4 1 Pike Individualistic, Guerrilla

Partisan with Blunderbuss 11 4 1 Blunderbuss Individualistic, Guerrilla

Partisan with 2 Pistols 20 4 1 2 Pistols, Dagger Individualistic, Guerrilla

Gamekeeper 30 4 1 Musket Light, Individualistic, Marksman

Woodman* 28 3 0 Axe, Pistol Light, Individualistic, Guerrilla, Ambusher

Priest with Sword** 18 4 1 Sword Civilian, Fervor

Priest with Musket** 24 4 1 Musket Civilian, Fervor

Armed civilian 8 5 1 Primitive Weapon Civilian, Mob

* maximum 2 per Squad ** maximum one Priest per Squad

United States of America (War of 1812)Name Points Q C Weapons Special Rules

Militia Commander 54 4 2 Sword, Pistol Leader, Élan

Militia NCO 51 4 2 Sword, Musket NCO, Élan

Militia (Volunteers) 18 4 2 Musket Unreliable, Green

Militia (Volunteers) 23 4 2 Rifle Unreliable, Green

Regular Infantryman 26 4 2 Musket None

Regular Rifleman 45 4 2 Rifle Light, Marksman

Light Dragoon 44 4 2 Sword, Carbine Mounted, Élan

Artilleryman (employed as infantry) 23 4 2 Musket Individualistic

Frontiersman 25 5 2 Musket Light, Individualistic, Marksman

Native Warrior 26 4 2 Tomahawk, Musket Individualistic

Native Warrior with Bow 24 4 2 Tomahawk, Bow Individualistic, Light

Native Mounted Warrior 36 4 2 Tomahawk, Bow Mounted, Unpredictable, Running Blow

Native Ambusher* 38 4 2 Tomahawk, Dagger Light, Individualistic, Guerrilla, Ambusher

*maximum 2 per Squad.

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Warsaw (Duchy of)Formally under Friedrich August I, King of Saxony 1807-1813. French allied.

Who Was Allied With WhomWe provide here a short overview of alliances in the Napoleonic period, to encourage players to fight historically accurate games.

First Coalition (1793-97)Austria, Prussia (until 1795), Great Britain, Spain (switched side in august 1796), Portugal, Sardinia, Naples and Sicily, Ottoman Empire. againstFrance and satellite States**Batavian Republic (from 1795), Italian Cispadane and Cisalpine Republics (1796)

Second Coalition (1799-1802)Austria, Great Britain, Russia, Portugal, Two Sicilies, Ottoman Empire.againstFrance, Spain and satellite States**Denmark-Norway (neutral, but attacked by Britain in 1801), Batavian Republic, Helvetic Republic, Cisalpine Republic, Roman Republic, Parthenopaean Republic

Third Coalition (1803-1806)Austria, Russia, United Kingdom, Naples and Sicily, Portugal, Sweden.againstFrance, Batavia, Italy, Spain, Bavaria, Wurttemberg.

Fourth Coalition (1806-1807)Prussia, Russia, United Kingdom, Saxony (switched side in 1806, entering the Confederation of the Rhine), Sweden, Sicily.againstFrance, Confederation of the Rhine, Italy, Spain, Naples, Holland, Swiss Confederation.

Fifth Coalition (1809)Austria, Tyrolean Rebels, United Kingdom, Sicily, Sardinia, Brunswicker “Black Legion”.againstFrance, Duchy of Warsaw, Confederation of the Rhine, Italy, Naples, Switzerland, Holland.

Name Points Q C Weapons Special Rules

Line Infantryman 26 4 2 Musket None

Line Voltigeur 33 4 2 Musket Light

Line Grenadier 32 4 2 Musket Strong

Cuirassier 66 3 3 Sword, Carbine Mounted, Cuirass

Uhlan 52 3 2 Sword, Lance Mounted

Hussar 44 4 2 Sword, Carbine Mounted, Élan

Chasseur 39 4 2 Sword, Carbine Mounted, Scout

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Sixth Coalition (1812-14)Russia, Prussia, Austria, Sweden, United Kingdom, Spain, Portugal, Sicily, Sardinia. againstFrance, Duchy of Warsaw, Confederation of the Rhine*, Italy, Naples§, Denmark-Norway**, Swiss Confederation**, Saxony***, Bavaria***, Wurttemberg***

* many members defected after the battle of Leipzig**defected January 1814*** switched side after the battle of Leipzig (October 1813)§ switched side (openly) early 1814

Seventh Coalition (1815 – Waterloo Campaign)United Kingdom, Prussia, Hanover, United Kingdom of the Netherlands, Nassau, Brunswick (active players).Austria, Russia, Sweden, Spain, Portugal, Sardinia, Sicily, Tuscany (inactive players). againstFrance, Naples (the “Neapolitan War” i.e. the Campaign of King Joachim Murat against Austria in Italy, ending after the battle of Tolentino).

Appendix: The Ottoman Empire ArmyThe Ottoman Army of the Napoleonic period was divided in Capou-Koulis (paid soldiers) and Irregulars, raised in great numbers when the enemy (mainly Russians) approached.

The Janissary Corps was the backbone of the regular Army since 1300, but at the end of the 17th century very little remained of their military prowess. Privileges, political power and opposition to any kind of modernization transformed this once glorious Corps in a kind of State-within-the-State. Sultan Selim III tried to limit their influence by raising a “New Order Army” (Nizam-i-Jedid), drilled and armed in the European style and led by European Officers, but faced a strong opposition (and several mutinies) from Janissaries, who refused to serve with them in several campaigns. Finally, in 1807 Selim III was overthrown by a Palace Revolt led by the Janissaries, and the Nizam-i-Jedid Corps was disbanded.

One year later, Mahmud II (Selim’s cousin) become Sultan and the Nizam-i-Jedid Corps was raised again but under a different name, taken from the Turkish military tradition (Segban-i-Jedid) not to offend the Janissaries. Notwithstanding this, in late 1808 there was another revolt and the Segbans were exterminated by the Janissaries after being disbanded again. Mahmud seemed to abandon the reform project, but in 1826 he took revenge on the Janissaries, finally destroying their military organization and eliminating a large part of them.

Over half of any Ottoman Army operating in Europe was composed of Sekhans (Irregulars). They were raised and organized by local Governors and – even if officially not paid – they were actually mercenaries. Their quality varied enormously, but Albanians, Bosnians and Greek Sekhans were considered above the standard.

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Bedouin Militia and Fellahin were not more than (badly) armed mobs: they were undisciplined and unpredictable, and often of little use in battle.

As for infantry, cavalry in the Ottoman Army was made by large numbers of provincial forces and a nucleus of Capou-Koulis: the Suvarileri. Organized in 6 divisions numbering 28.000, they were the real heavy cavalry of the Porte. Guard Suvarileri are reported to be armored, but maybe they just had a shield to protect themselves. All Suvarileri were armed with lances. The Sipahis (horsemen) formed the bulk of Ottoman cavalry. Following the ancient feudal system, they were rewarded for their services with land (Timars) which could be inherited. As for Janissaries, Sipahis were – at the beginning of 1800 – a pale reflection of the proud military force they were in the past, so they were ordered by Selim III to spend six months every two years in training in he capital. Few of them did so.

The Mamluks were Egyptian cavalry known to Europeans thanks to Napoleon, who wanted some of them in his own Guard. Originally slaves captured by Egyptians during their campaigns, with time they rose in power and became the rulers of Egypt. Armed with swords, pistols and javelins, the Mamluks were aided by several foot servants who followed the charge to finish off survivors and retrieved the javelins thrown by their masters.

Ottoman light cavalry was made up by Yoruks (Turcoman volunteers) and Djellis (Guides) specialized in pursuit and reconnaissance. When called by the Sultan in time of war, these irregular cavalrymen would flock in thousands to the Ottoman banners.

During the period covered by these rules, Ottomans fought several border wars against Russia (1787-1812) mainly in Romania and Bulgaria and along the course of the Danube.

In 1798 Napoleon invaded Egypt, entering Cairo on July 21. French forces remained in Egypt until forced to surrender to a joint British-Ottoman Army in August 1801.

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Ganesha Games presents:Song of Blades and Heroes

Play the game that started it all! A fast-playing fantasy skirmish game that can be played with any figures, in any scale. No book keeping, no hassle, more than 180 profiles included and you can create your own with the free software provided on the Song of Blades Yahoo group.

Song of Gold and DarknessDungeon delving rules for Song of Blades and Heroes.

Song of Wind and WaterWilderness rules for Song of Blades and Heroes.

Song of Arthur and MerlinThis supplement for Song of Blades and Heroes brings both Arthurian myth and history to your tabletop.

Song of Deeds and GloryExtended multiplayer campaign rules for Song of Blades and Heroes.

Song of the Splintered LandsCampaign supplement for SBH based on models by Splintered Light Miniatures (www.splinteredlightminis.com).

Song of Fur and ButtonsPart bedtime story, part wargaming campaign, based on lovely “teddy bears” models by Eureka Miniatures (www.eurekaminis.co.au). The first wargame where nobody ever dies!

Mutants and Death Ray GunsPit your band of mutant humanoids, mutated plants, robots, androids, mutated animals and the zombie-like Wretched against the dangers of the post-holocaust world. MDRG is a set of fast-playing, campaign-based miniature rules based on the Song of Blades and Heroes mechanics. Note: this is a complete, stand alone product. Purchase of SBH is not necessary.

Familiars The RPG of magical petsFamiliars is a simple role playing game that lets you play a magical animal working for a powerful wizard in a world where magic is a crime punishable with death. 14 character types (bats, cats, dogs, ravens, doves, homunculi, lizards, magpies, mice, owls, rabbits, shrews, snakes, toads); 40 magic powers.

FREE HACK webzineFREE HACK is an irregular, free pdf publication dedicated to Ganesha Games products. It features scenarios, FAQs, variant rules, designer notes and more. Download it from www.lulu.com/songofblades or from the online shops selling Ganesha Games products.

Fear and FaithMonsters from mankind’s worst nightmares come alive in this set of fast playing horror miniature rules based on the popular Song of Blades mechanics. Fight vampires, ghosts, werewolves, witches and other bloodcurdling monstrosities right out of folklore books and horror movies.Note: this is a complete, stand alone product. Purchase of Song of Blades is not necessary.

Games to be published in 2010

Flying LeadA set of modern rules for any setting with firearms and vehicles, Flying Lead lets you play any small action featuring guns, guts and glory, from WWI to the near future. Flying Lead will be followed by many supplements. Note: This is a stand alone product based on the Song of Blades engine. Purchase of Song of Blades and Heroes is not necessary.

Mighty MonstersA set of fast-playing giant monster combat rules in the tradition of the Japanese giant monster movies. Create your colossal monsters and stomp the city, destroy whole armies with your radioactive breath. Mighty Monsters includes rules for Blobs, Giant robots, Giant Tokusatsu Heroes and Alien Invasion Forces, and pre-designed monsters to start playing immediately. You can even play the Army! Note: This is a stand alone product based on the Song of Blades engine. Purchase of Song of Blades and Heroes is not necessary.

Assault on Neo TokyoThe first expansion for Mutants and Death Ray Guns will feature many new character types, new weapons, vehicle rules and much more. Play Cyber-Ninjas, Zomborgs, Cyber Samurais and eight-legged spider Tanks. Note: this is a supplement for Mutants and Death Ray Guns. Based on a 15mm miniature line by Kremlin Miniatures.

Power LegionSuperheroes get the Song of Blades treatment in this fast playing superpowered miniature system. Create any hero or villain out of comics or movies, build a team and fight for truth, justice, freedom... or be a villain and conquer the world!

Song of the Dragon KingsChinese mythology comes alive on your tabletop. This Chinese fantasy supplement for Song of Blades and Heroes is based on the Tales of the Dragon Kings 28mm miniature line from Black Hat Miniatures and will feature characters from Journey to the West.

Tales of Blades and HeroesThis is the universal fantasy roleplaying game based on the Song of Blades and Heroes mechanics. Create any character and go adventuring! TBH is especially designed to be easy on the Game Master. The book includes introductory scenarios and pregenerated characters to start playing immediately.

Armageddon HourThe first print and play boardgame by Ganesha Games, Armageddon hour is a solo “first person shooter” game set in the crazy world of Mutants and Death Ray Guns. You are a mutant hunter and you have 60 minutes to complete your mission. Includes 10 paper miniatures by OneMonk.com and 6 highly-detailed floorplans by Papermakeit!

Buy our games in pdf on www.ganeshagames.blogspot.comBuy print copies on www.lulu.com/songofblades

Ganesha gives FREE lifetime updates once you have bought one of our products. Keep the receipt of your payment and visit our yahoo group and blogs to know when a game is updated.

(order #1987229) 86.14.36.116


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