Commands & Colors Napoleonics INITIATION - KIT - to be used as a memento by an experimented player teaching beginner(s).
These are the very basis of the system to explain before a game with a Retreats
beginner (or teaching two beginners). This allow to quickly start the A flag does not cause a hit, but may cause the unit to retreat.
game and of course, the different actions will need more detailled ex- For each retreat flag rolled against a unit, the unit must move
planations during the game, case by case. With basic cards reference one hex back toward its own side of the [Link] block
for Terrain & Units, plus a Scenario “special for beginner”... must be removed from the unit for each retreat hex of move that
cannot be completed.(Both for ranged or melee combats).
The battlefield game board
has three sections by two dotted lines : where the dotted line cuts Leaders
through a hex, the hex is considered to be part of both sections. A leader alone in a hex may not be targeted in ranged combat
but an unattached leader may be attacked in melee. When a lea-
Units and Leaders der is alone in a hex, the attacking enemy unit rolls its normal
Each unit is composed of several blocks. A leader is represented by melee battle dice. One or more saber symbols rolled will score a
one [Link] units may never occupy the same [Link] leaders hit and eliminate the leader. Leaders may move up to 3 hexes.
may not occupy the same hex. A leader in the same hex as a friendly
unit is considered “attached” to the unit and must move along with When a leader is attached to a unit and the unit loses at least
the unit unless the leader is ordered to detach. The three main types one or blocks, or is eliminated, there is a chance that the leader
of units are : infantry, cavalry and artillery. may also be hit. Make a leader casualty check by rolling
2 battle dice. To hit the leader two saber symbols must be rolled.
The object of the game (When the unit is eliminated, the leader casualty check is made
is to be the first to capture a set number of Victory Banners with 1 battle dice and a saber symbol must be rolled). If the
gained for each enemy leader or enemy unit entirely eliminated. leader is not hit, the leader must retreat 1, 2, or 3 hexes.
Sequence of Play Morale
1. COMMAND phase: Play a Command card. A unit may disregard one flag when a leader is attached to the
2. ORDER phase: Announce all units and leaders you intend unit and when supported by two or more friendly units on any
to order, within the limits of the Command card just played. hexes that are adjacent to the unit.
3. MOVEMENT phase: Move all ordered units and leaders, one
at a time (it only costs one command to order a unit and its Battle Back
attached leader to move and/or battle together). In a melee combat, the defending enemy unit may Battle Back
A unit or leader may only be ordered to move once per turn. against the attacking unit if one or more of the defending unit’s
A unit or leader that is ordered does not have to move. blocks survived the melee combat attack and the defending unit
4. COMBAT phase: Battle one ordered unit at a time and did not retreat from its hex.
each unit’s combat must be fought to completion including
any additional combat actions before another combat.A unit Infantry Taking Ground in melee combat
that is ordered does not have to [Link] may switch between A victorious attacking infantry unit may advance onto the va-
ranged combat and melee combat from one unit to the next. cated hex when the defending enemy unit/leader is eliminated
5. DRAW phase: Draw a new Command card. or retreat. A square or an Artillery unit may not Take Ground.
Ranged Combat Cavalry Breakthrough
Only infantry and artillery units may engage in ranged combat. A victorious attacking cavalry unit may advance onto the
The target unit must be within both range and line of sight. vacated hex, and after advancing onto the vacated hex, the
A unit adjacent to an enemy unit may not fire on another, more cavalry unit may then move one additional hex. After a suc-
distant, enemy [Link] line of sight is blocked only if a hex cessful melee combat, a cavalry unit that makes a breakthrough
between the battling unit and the target contains an obstruction. is eligible to battle in melee combat a second time.
Number of battle dice rolled in ranged combat when the infantry Cavalry Retire and Reform
unit does not move is equal to the number of blocks in the When being attacked in melee by an enemy infantry unit, a
infantry unit. When an infantry unit moves, the base number cavalry unit may choose to Retire and Reform (2 hexes toward
of battle dice rolled is equal to 1/2 the number of blocks in its own side of the battlefield) instead of fighting in the melee.
the unit, rounding up or down (depends on nationality). An ordered The attacking infantry unit rolls the proper number of melee
horse artillery unit, which does not move, may target an enemy unit 4 battle dice but only cavalry symbols will score a hit against a
or fewer hexes. In ranged combat, the attacker scores 1 hit for cavalry unit electing to Retire and Reform.
eachtroop symbol rolled that matches the target unit.
Infantry Forming Square
Melee Combat An infantry unit at any strength may choose to form square du-
A unit attacking an adjacent enemy unit is said to be engaging ring the opponent’s turn before a cavalry unit is about to melee
that enemy unit in melee. In melee combat, the base number of attack the infantry unit. If the infantry unit does not choose to
battle dice rolled is equal to the number of blocks in the unit, form square, the cavalry melee attack is resolved normally.
even if the infantry unit has moved prior to the melee combat.
Combined Arms Combat
A horse artillery unit normally rolls 3 dice in melee. When an ordered infantry or cavalry unit is about to attack an
In melee combat, the attacker scores 1 hit for each troop symbol enemy unit in melee, one ordered artillery units may combine
rolled that matches the target unit and 1 hit for each sabers. their battle dice with the attacking unit.
BASIC UNITS REFERENCE CARDS
- Move : 1 to 3 hex .
LIGHT - Move : 1 hex and battle, or
LEADER - Combat : may not battle. INFANTRY 2 hex and no battle.
- A leader in the same hex as a friendly - Melee Combat : 1 Dice per block.
unit is considered attached to the unit
and must move along with the unit - Fire Range : 2 hex.
unless the leader is ordered to detach.
- When a leader is attached to a unit - Fire Standing : 1 Dice per block +1
which loses at least one block, or is eli-
minated, the leader may also be hit with - Fire Moving : Dices x 1/2 the
a leader casualty check. number of blocks rounding up +1
-A unit may disregard one flag when a - Forest :may move on to a Forest
leader is attached to the unit. hex and still battle when eligible.
LIGHT - Move : 1 to 3 hex and battle. LIGHT - Move : 1 to 3 hex and battle.
CAVALRY CAVALRY
- Melee Combat : 1 Dice per block. - Melee Combat : 1 Dice per block.
- Fire Range : none. - Fire Range : none.
- When being attacked in melee by an - When being attacked in melee by an
enemy infantry unit, a cavalry unit enemy infantry unit, a cavalry unit
may choose to Retire and Reform. may choose to Retire and Reform.
- Cavalry Breakthrough : a victo- - Cavalry Breakthrough : a victo-
rious attacking cavalry may advance, rious attacking cavalry may advance,
then move one additional hex and then move one additional hex and
battle in melee combat a second time. battle in melee combat a second time.
HEAVY - Move : 1 to 2 hex and battle. HEAVY - Move : 1 to 2 hex and battle.
CAVALRY CAVALRY
- Melee Combat: 1 Dice per block +1 - Melee Combat: 1 Dice per block +1
- Fire Range : none. - Fire Range : none.
- When being attacked in melee by an - When being attacked in melee by an
enemy infantry unit, a cavalry unit enemy infantry unit, a cavalry unit
may choose to Retire and Reform. may choose to Retire and Reform.
- Cavalry Breakthrough : a victo- - Cavalry Breakthrough : a victo-
rious attacking cavalry may advance, rious attacking cavalry may advance,
then move one additional hex and then move one additional hex and
battle in melee combat a second time. battle in melee combat a second time.
- Move : 1 to 3 hex . HORSE - Move : 2 hex and no battle, or 1
LEADER hex and battle but may not fire at 4
- Combat : may not battle. ARTILLERY hex range if moved (only 3 hex).
- A leader in the same hex as a friendly - Fire Range and Strenght :
unit is considered attached to the unit
and must move along with the unit
unless the leader is ordered to detach.
- When a leader is attached to a unit - A horse artillery unit that only has
which loses at least one block, or is eli- one block remaining may not move
minated, the leader may also be hit with and battle, but may move or battle.
a leader casualty check. - When reduced to 1 block, range is :
-A unit may disregard one flag when a
leader is attached to the unit.
Graphics from the Scenario Editor, used with permission of GMT Games LLC . Pascal Dumat Feb 2011
BASIC TERRAINS REFERENCE CARDS
TOWN & - A unit may not battle the turn it
HILL - No movement restrictions. An
moves onto a Town hex.
infantry unit may form square on a BUILDINGS - A unit or leader that enters a
Hill hex.
Town hex must stop and may
- Combat : move no further on that turn. An
infantry unit may not form square
on a Town.
-1 -1 - - Combat :
- -1 -
-2 -3 -1
- A Hill hex blocks -1 - -
- A Town hex blocks
line of sight. Only in range combat - -3 -1
line of sight.
- A unit or leader that enters a Forest - A unit or leader that moves across a
FOREST hex must stop and may move no hex side with Field Works must stop
FIELD WORKS
further on that turn. An infantry unit and may move no further on that turn.
may form square on a Forest hex. An infantry unit may not form a
- A unit may not battle the turn it square on a Field Works hex.
moves onto a Forest hex. Exception : - Infantry and Artillery units on a
Light infantry and Riflemen. Field Works hex may ignore one flag.
- Combat :
- Combat :
-1 -2 -1 -1 -2 -
- A Forest hex blocks -A Field Works hex does
line of sight. - -1 - - -2 -
not block line of sight.
FORDABLE - A unit or leader that enters a - A unit or leader that enters a Sand
Fordable River hex must stop and SAND QUARRY Quarry hex must stop and may move
RIVER may move no further on that turn. no further on that turn. An infantry
An infantry unit may form square unit may form square on a quarry hex
on a Fordable River hex.
- A sand quarry is considered im-
- A unit may battle the turn it moves
passable terrain for an artillery unit.
onto a Fordable River hex.
- Combat : - Combat :
-1 -1 -1 -1 -2 -1
-A Fordable River hex does -A sand quarry hex does
not block line of sight. -1 -1 -1 -1 -2 -
not block line of sight.
BRIDGE RUGGED HILL
- Movement: A bridge will
cancel a river or fordable river’s
movement restrictions. An - Movement : Not allowed. No
infantry unit may form square unit may enter a Rugged Hill
on a bridge hex. hex.
- Combat : A bridge will cancel - Combat : Prohibited.
a river or fordable river’s battle
restrictions. - Line of Sight : A Rugged Hill
hex blocks line of sight to units
- Line of Sight : A bridge does
behind a Rugged Hill hex.
not block line of sight.
Graphics from the Scenario Editor, used with permission of GMT Games LLC . Pascal Dumat Feb 2011
Command & Colors: Napoleonics
Bloody Ambush at “Venta del Pozo” - 23 October 1812
Historical Background The French subsequently charged the two battalions in
Joseph Souham's Army of Portugal forced Wellington to succession, but they managed to hold off the French
abandon the Siege of Burgos. After a pursuit which horsemen and escape intact. The British troops moved and
included the Battle of Venta del Pozo, he pressed the reached the position of the army at Torquemada. Note :
Anglo-Portuguese back to Salamanca : one of the most the two KGL German battalions wore the "Venta del
desperate cavalry fights took place at Venta Del Pozo. Pozo" battle honour until 1918 (source : Wikipedia).
Wellington, moving his principal force towards a line in The stage is set. The battle lines are drawn and you are
the rear, ordered the brigades of Anson and Halkett to in command. Can you change history?
remain in front until they should be driven in by the
enemy. Halkett placed his light infantry brigade (1st and Battle Notes
2nd KGL) behind a brook, on whose bushy banks a part of
British Army
his battalions were concealed. The cavalry was in front.
• Commander : Cotton
• 5 Command Cards
He planned to ambush the French advanced guard. Anson's
cavalry would file across the bridge and presumably the
French Army
French would follow. After some French squadrons cros-
• Commander : Boyer
sed, Ramsay's six cannons would open fire and Bock's
KGL heavy dragoons (1st and 2nd) would charge them. • 4 Command Cards
• Move First
The plan miscarried when Anson's brigade turned the
wrong direction after it crossed the span. The light dra- Victory
goons stopped right in the way, blocking both Ramsay's 5 Victory Banners
guns and Bock's intended charge zone : by some mistake
the heavy brigade had not received orders to charge until Special Rules
the French had crossed the bridge. • As this is a Rearguard Skirmish action, the British player
may escape his troops through the British banner : each
The two German battalions in ambuscade now threw in unit (not Leader) leaving the board by this hex counts
a heavy fire, and were ordered to draw back. After a few then as a victory banner. This is allowed only AFTER
minutes, Boyer's dragoons, which had crossed the stream than, at least, one unit in each camp as been eliminated.
bed to one flank, swarmed into the melee. The British
• Note : the River is fordable.
cavalry retreated in considerable disorder. The French
pursuit soon ran into Halkett's two battalions, formed in
by Pascal Dumat & François Gonçalves - February 2011
square and the KGL infantry held firm.
Graphics used with permission of GMT Games LLC. Unofficial Scenario not approved by Richard Borg and GMT.