2 by 2
2 by 2
by Rod Humble
Introduction
The rules require no order writing or cards. The only marker required is cotton wool,
tissue paper, or white pipe cleaners for indicating pinned and disrupted status. They
are designed for 2mm figures to be played on a 2ft board in an hour or less. The rules
are solo gamer friendly.
These rules differentiate themselves by two core mechanics.
The glue of war
This is the trait of Napoleonic infantry to refuse to budge once it had started firing at
an enemy. This made the commitment of units an important decision, as the general
was unlikely to regain control over them again for some time.
Evolving battlefield.
Napoleonic battles were rarely "set piece" battles. Units would arrive in clumps and
make their way towards the front, often arriving from the flanks. This gives a very
different feel than a battle where the units are all lined up facing each other at the
start.
Scale
Each unit represents a regiment or in some cases a brigade. The game can represent
either part of a larger battle or a smaller battle in its entirety. Based on the army
lists, the "sides" represent approximately a corps (with support). Larger, multi-corps
battles should include a corps headquarters and an overall army HQ. Estimated scale
is 1"/25mm = 400 paces or ¼"/6mm = 100 paces. Multi-corps battles should have a
2x2' area for each "corps". The rules are designed for 2mm figures to be played on a
2ft by 2ft table (hence "2 by 2") which can be played to completion in an hour or so.
Measuring ranges
All measurements are taken with a range stick divided into 300 pace increments.
Whenever you see a number in brackets, such as [4], it means 4 – 300 pace
increments. When the rules ask for a range to be measured or to see if a units is
within [X] of a unit then the measuring point is the center of the nearest face to any
edge of the target base. See notes at the end of the rules.
Basing
All units are based on 1 inch/25mm wide by ½ inch/13mm deep bases. I double up
stands on the base to try and make a more attractive appearance but single blocks
would be fine. All units should be similarly based. Do not mix base sizes. Some
testers have used 40mm or approx. 1 ½ inch base frontage with no adverse affect on
game play. Infantry would be about 1000 men per unit for 1" bases and 1600 for
40mm bases. Cavalry would be half the above. A word on unit formations. As you, the
player, are playing at a higher command level, the individual unit commanders are
presumed to change unit formations at THEIR discretion. (i.e.: an infantry unit
preparing to receive a cavalry charge would presume to change to square, etc).
Therefore, unit formations are not shown on the table.
Units
Troop Descriptions
HQ - A HQ does not just represent a general and his staff it also represents his
signals and area of interest. HQ's will often be found flitting across the battle field
from flank to flank allowing units to rally as they get near. Some armies allow for
more than one HQ at once in an army which is a powerful advantage. Only 1
Army/Corps HQ is needed for each battle field, When establishing Force Composition
1 Divisional HQ for each 5 Infantry or Cavalry Units would suffice eg resulting in 3 Div
HQ’s per 40AP battle or 8 per 80 AP battle
Elite Cavalry – Highly motivated, superior efficient veteran Cavalry units having
greater espirit de corps than other cavalry units These units vary from Light to
Heavy.
Heavy Cavalry - Heavily armored and a terrible sight to behold. The masters of
melee combat. Should not be used to charge non disrupted infantry front unless you
are feeling lucky.
Medium Cavalry – These units were raised to address the shortfall between Heavy
and Light Cavalry.
Light Cavalry - Great for dashing across the battlefield but a weak unit. Best used to
finish off a disrupted unit. Light Cavalry may during its movement phase voluntarily
ROUT. This is particularly useful if pinned in a vulnerable position. However it should
be noted voluntarily routing units are still destroyed on a 1 or a 2 as per the routing
rule.
Lancers – Light Cavalry units trained with the lance. EG: Polish Lancers. Rory Muir
suggests that lancers may have been more effective against disordered units and
less effective against ordered cavalry. Lancers receive a +2 when in melee against
any unit that is disrupted. In addition Lancers receive a -1 in melee against cavalry at
all times
Cossacks -- Disorderly Light Cavalry except for the following: They may move
through woods at ½ speed. They will automatically rout if any other unit routs within
(300p) as militia.
Elite Artillery – Highly motivated, superior efficient veteran Artillery units having
greater espirit de corps, and larger guns than other Foot/Horse artillery units
Foot Artillery – Heavier Guns with a crew who move usually by foot. The standard
artillery unit.
Horse Artillery – Lighter guns whose crews ride on horseback. Used for rapid
deployment on the battle field. Usually regard themselves as "elite".
Siege Artillery – Large slow moving heavy calibre Guns and Howitzers, used to
bombard defensive bastions
Irregular shooters – These are units that form in order but are not drilled in the
European manner. They maybe equipped with muskets/bows or other weapons.
Irregular warband – These are units who do not have any missile weapons at all
and who engage in melee combat only. They may carry Pikes, swords, axes, spears
or other weapons.
Victory Conditions
At the start of the game players may decide on a "fast" or "decisive" game. A
"decisive" game can last longer but gives a slightly more agreeable result; "fast"
games are usually over in less than an hour and are a very much sudden death
games.
"Fast" games are lost by the first player who has 5 units destroyed.
"Decisive" games are lost by the first player to lose 5 units or more AND who has lost
2 more units than his opponent.
Draws are possible and common in 2 by 2 Napoleonic. A player may start to play
for a draw only after EITHER side has no reinforcements left (i.e.: he or his opponent
has brought on table all of his units). If he then exits all of his units off his table edge
then he achieves a draw. Note that units FORCED off the table by routing count as
destroyed and so towards victory so this exiting strategy is difficult to pull off. If
playing for a draw players are advised to first disengage their infantry from the
enemy then use artillery and cavalry to cover the retreat with cavalry being the last
off the board.
Game setup.
Each player rolls 1 D6
If the dice are tied then each player may place an extra 10AP at the start of the
game. Players then re-roll, it is possible in this manner for all the AP's to be setup at
the start of the battle eventually.
The player with the higher score is the attacker. The player with the lower score is
the defender.
Terrain Placement (See diagram in 2 by 2 file)
Attacker RP
Flank RP
2 3
Deployment
Flank RP
Attacker
1 4
Deployment
Defender
6 5
Defender RP
The low scorer chooses the terrain from that available (4 to 6 features should be
adequate, but feel free to go overboard, this is 2mm after all, pack that board full of
terrain it looks great!). Location may be determined by die roll (1 to 6 indicating
which quadrant it should be located in) or by mutual agreement
Features should be placed in the following order, placing them nearest to the edge
rolled for.
Streams (0 to 2): narrow ¼”/6mm wide. Rivers can be wider but should be
impassable except at Bridges or Fords
Hills (variable as to player’s preference): should be at least 2”/51 to 6"/152 across in
all directions.
Steep Hills should be impassable from an obvious direction.
Roads (1 or 2 minimum): ½”/13mm wide & should connect in a network of some
kind. These will extend from one edge to another usually opposite edge.
Towns (1 or 2 minimum): 1½“/38mm to 2"/51mm square with buildings, etc. set on a
road or road junction. (includes villages and farms such as La Haye Sainte).
Woods (0 to 2): should be at least 2”/51mm to 6"/152 across in all directions.
Copses (0 to 6): should be less than an 1”/25mm in radius. Counts as blocking line of
sight for shooting but does not hinder movement in any way.
Hedge/walls (0 to 6): should be less than a ¼”/6mm thick and an inch or so long.
Has no effect on movement, used as cover during shooting.
Force deployment
The defender places 10AP of units within 6"/152mm of his base edge but no closer
than 3”/76mm to the side of the board. The attacker places 10AP of units within
6"/152mm of his base edge but no closer than 3”/76mm to the side of the board.
The defender then picks a reinforcement point anywhere on his defending edge of
the board and places the reinforcements he intends to arrive there next to it in order
of appearance.
The attacker then picks a reinforcement point anywhere on his edge of the board OR
anywhere on either flank that is not within 6”/152mm of a defending unit or
reinforcement point. He then places the reinforcements he intends to arrive there
next to it in order of appearance.
The defender then picks a second reinforcement point anywhere on his defending
edge of the board and places the reinforcements he intends to arrive there next to it
in order of appearance.
The attacker then picks a second reinforcement point anywhere on his edge of the
board OR anywhere on either flank that is not within 6”/152mm of a defending unit
or reinforcement point. He then places the reinforcements he intends to arrive there
next to it in order of appearance.
The defender then takes the first move.
Sequence of play
Player 1 Moves Units/Dices for reinforcements
Player 1 Rallies Units
Player 2 Shoots Firearms/Artillery
Player 1 Resolves Melees
Player 2 Moves Units/Dices for reinforcements
Player 2 Rallies Units
Player 1 Shoots Firearms/Artillery
Player 2 Resolves Melees
Movement
During each movement phase any unit which is not pinned or disrupted may move
up to its full movement allowance. Units may pivot/wheel/spin at no cost. Units may
move sideways at a cost of x2 distance but units may not move to contact in this
manner. Units may move directly to their rear at no additional cost.
Movement rates:
Cossacks 3000 paces [10]254
Elite Infantry 1500 paces [5]127
Foot Artillery 1200 paces [4]102
Heavy Cavalry 1800 paces [6]152
Horse Artillery 1800 paces [6]152
HQ (Corps or Division) 3000 paces [10]254
Infantry 1200 paces [4]102
Irregular shooters 1800 paces [6]152
Irregular warbands 1800 paces [6]152
Lancers 2400 paces [8]203
Light 1800 paces [6]152
Light Cavalry 2400 paces [8]203
Medium Cavalry 2100 paces [7]178
Militia 1200 paces [4]102
Siege Artillery 900 paces [3]76
Modifiers:
Road - If a unit spends its entire move on a road it gains +1 inch in movement.
Stream - To cross a stream costs an extra inch in addition to the base distance.
Woods - Impassable to all but light infantry
Hedges/walls/copses - No cost.
Towns – All units move at ½ rate and do not receive the road bonus when moving
through a town. This represents the disorder caused by navigating the streets and
the need to regain order.
Bridges are narrow obstacles and force units to cross in road column which is not a
combat formation. The formation must first halt, form road column, move across
bridge, then again sort itself out into a combat formation. So like the rule concerning
towns units may only move by bridge at half rate, unless the unit has been on the
road the whole turn, ie already in road column. Towns still negate the road bonus. I.E.
If a unit on a road moves along a road, the road bonus may allow the unit to reach
the edge but not into a town. If there is a bridge on the edge of town the unit must
stop before crossing the bridge. If a unit is attempting to move through a town and
then cross a bridge to engage an enemy unit, the enemy unit will prevent them from
crossing unless forced to move away by a combat result.
Note cavalry may cross streams and walls etc. at above movement penalties but
never receive any cover bonus for terrain. No unit other than light infantry may enter
woods. If they are ever forced to by rout then they are destroyed.
Moving to contact.
If during the movement phase the front part of the movers base contacts any part of
an enemy base then a melee is performed.
The defender then decides to either confront the attack at close range ('wait until you
see the whites of their eyes lads' against foot or 'form square' against cavalry) or he
decides to try and stall the attack with shooting. If the defender decides on shooting,
the attacker is moved back 1" 25 and may only close at the end of the shooting
phase if the shooting fails to stop him (i.e. there is no effect from shooting).
Note that for a melee to occur the last 2" 51 of the units move OR its entire move (if
less than 2") must be STRAIGHT AHEAD. If this is not possible then he may not move
to contact. It is possible for units (attackers and defenders) to be engaged by more
than one unit. Cavalry may not move to contact on the same turn they move through
a town.
Reinforcements -
At any time during each movement Phase, the phasing player may dice twice for
reinforcements.
Roll 1D6
Reinforcement from rear 3+ required
Reinforcement from flank 4+ required
Reinforcements must arrive in the order they were laid out at the start of the battle.
A reinforcement may be placed at any point on the board edge within 3”/76mm of
the reinforcement point. If an enemy unit is within 3”/76mm of the reinforcement
point then the reinforcing player may at his option remove the enemy unit and the
successfully reinforcing unit he was about to place on the board and mark them both
destroyed for purposes of victory conditions. Conversely if during his move a phasing
player exits one of his units off the board at an enemy reinforcement point he
removes his unit and the next off map reinforcement unit. Both destroyed units count
towards victory conditions. (This is an important rule. It maybe to a player’s
advantage to quickly rush forward his light cavalry to exchange off with other more
expensive units which maybe coming on board. Players should be careful to either
screen their reinforcement points or pad their reinforcements with some cheaper
troops.)
It costs 1"/25mm worth of movement front base fully lined up with the board’s edge
to exit the board.
No reinforcing unit may physically start on top of or move through another unit when
it enters the board. If there is no place available within 3”/76mm of the reinforcement
point it may not enter that turn.
Rallying
A rally removes a disrupted or pinned effect from a unit. To attempt to rally a unit
must be within 6”/152mm (1800p) of a Corps HQ unit or 3”/76mm (900p) of a
Division HQ unit in its chain of command. Note that under normal circumstances it is
also impossible for a unit to rally if an enemy is within 2"(600p) of it. Exceptions
being Elite units and units whom the HQ is in base to base contact. A HQ may always
attempt to rally itself and gains a +2 bonus for doing so. Extra HQ's do not add
additional modifiers.
Roll 1D6
Enemy within 2"/51mm -2*
Militia/“small” -1
Disrupted -1
Enemy in contact NP
Corps HQ more than [8] 203mm away or Division HQ more than [4] NP
102mm
Elite/Light +1
HQ in base to base contact +1
HQ self rally +2
* only possible for Elite and units in contact with HQ
Artillery/Musket Fire
Infantry and artillery units must fire on, as a priority, the target unit that is
immediately to its front. Infantry may turn to face when charged. In order to fire,
neither the firing unit nor the target may be in contact, even partially (outflanking for
example) with opposing units. Each unit may only fire within its field of fire to its
front.
To be able to fire on an enemy unit, the player must be able to trace a line of sight
and a line of fire free of obstacles between the firing unit and the target. All terrain
and all units (or parts of units) friendly or enemy block the line of sight and therefore
the line of fire.
Supporting Fire - When more than one unit selects the same target, the combat is
resolved as a single combat with supports. To be able to be selected as a support,
the unit must be able to target the enemy unit itself that is to its front and within
range.
Enfilade Fire - In order to apply the enfilade modifier, the firing unit must be
completely behind the front line of the target firing on the target’s flank or rear.
[French Artillery may only fire at Austrian Infantry marked with a solid line. The other Austrian units are
blocked by terrain or other units.]
Any Infantry unit that shoots is automatically pinned and is marked as such
immediately upon firing. A unit may shoot only ONCE during its turn. This means if a
unit is charged by two attackers only one can be shot at. However, if both charging
units are touching or closing to contact from the same aspect, they are considered 1
unit for target purposes.
Modifiers:
Enfilade +2
Target is cavalry +2
Firer is "large" unit +1
Firing unit screened by skirmishers *1 +1
HQ in base to base contact with firing unit +1
Muskets Firing "First Volley" i.e.: unit is not pinned +1
Supporting Fire*2 +1
Target is disrupted +1
Target is downhill of shooter +1
Target is fired on flank +1
Firer is "small" -1
Irregular shooters -1
Target is Infantry at edge of woods or town -1
Target is infantry in cover, i.e.: in town, behind wall or hedge -1
Target is Light Infantry -1
Shooting out of flank or rear -2
Grand Battery Bombardment -3
*1 unless target is also screened
*2 per extra unit beyond 1
Measuring ranges
When the rules ask for a range to be measured or to see if a units is within X inches
of a unit then the measuring point is the center of the nearest face to any edge of the
target base.
Resolving shooting
Roll 1d6
Results
8+ Target Routs: roll D6 on 1 or 2 destroyed, else, move max away then
disrupted.
7 Target Disrupted: may not move or fire.
6 Target Pinned: may only change facing, may fire normally.
5 Target Halted: may move or fire normally on next turn
4 or no effect
less
Destroyed - Unit is removed from play and counted towards victory conditions.
Routs – Every time a unit routs for whatever reason the owner must roll a D6. On a 1
or 2 the unit is destroyed. If not, the unit moves its maximum move either to its
direct rear or directly away from the source of the shooting. After this move is
completed the unit is also disrupted. If at any point during the rout the unit touched
an enemy unit, the routing unit is destroyed. The routing unit may pass through
friendly units, but if it ends its move on a friendly unit, that unit is moved back to
make room and is marked as pinned.
Disrupted - The unit is marked as disrupted (usually by placing cotton wool or
another marker on the unit). Until it rallies the unit may not fire or move. In addition
it is more vulnerable to attacks (see factors).
Pinned - The unit is marked as pinned (usually by placing cotton wool along the front
edge of the unit). Until it rallies the unit may not move but is permitted to change
facing during the move phase. The unit may fire normally.
Melee
This phase represents a charge or counter charge in the grand manner. Infantry
cannot voluntarily melee attack cavalry in open terrain. They can nevertheless
continue a combat engagement initiated by cavalry. An artillery unit may not
voluntarily engage in melee with an enemy unit.
Each player rolls 1D6
Modifiers:
Unit is Heavy Cavalry +2
Lancers vs disrupted +2
Enemy is disrupted +2
Higher than opponent (IE: uphill) +1
HQ in base to base contact +1
Irregular warband +1
Overlap support *1 +1
Unit is "large" unit +1
Unit is Elite +1
Unit is Medium Cavalry +1
Attacker subsequent melee*2 -1
Unit is Cavalry vs. Ordered Infantry -1
Unit is Lancers vs other Cavalry -1
Unit is "small" unit -1
Unit is Light Cavalry -1
Unit in Road Column -2
Unit is Cavalry in town -2
Unit is Artillery/HQ/Light Infantry -3
*1 Overlap support - When more than one unit attacks the same enemy unit
the combat is resolved as a single combat with overlap supports. A unit that is
attacked on more than one front is destroyed if it loses a frontal melee. Likewise,
units giving support suffer outcomes of losing the melee.
per extra unit beyond 1 (i.e.: 3 attackers on one defender means each attacker gets
+2)
Road Column – A unit counts as being in road column if it spent its entire move on a
road, moved through a town, and/or over a bridge just prior to being contacted.
Ordered Infantry – Any infantry unit that is undisrupted
Column of attack - If an Infantry unit is in melee and has directly to its rear in full
base to base contact a unit of identical type and facing the same direction then it
receives a +1 to melee. If this option is taken then the supporting unit behind must
suffer the same combat result as the attacking unit.
Note the unit must be of identical type. Militia may not support Elite
Repulsed – Unit withdraws [2] facing opponent, unit in town, wood etc remain in
possession.
Recoils – Unit withdraws a full move facing opponent, unit in town, wood etc. remain
in possession but are then disrupted.
Routs – Same as results from fire combat.
Destroyed - Unit is removed from play and counted towards victory conditions.
After a melee occurs if the attacker was routed/destroyed then the defender does not
change facing, but the attacker is aligned in face to face contact with the defending
unit and routs directly away. If the defender was routed then the defender aligned
himself in front base to base contact with the attacker first and THEN routs directly
away from the enemy.
In the case of the loser routing or being destroyed the winner has the option of
immediately moving by "follow up" up to a full move directly ahead if he wishes. If
this "follow up" move contacts another enemy unit then another melee is performed.
This can be repeated until no more units are contacted.
Reinforcements
Napoleonic battles were distinctive in how often a battle was determined by the
timely arrival or delayed arrival of reinforcements often on the flanks of the enemy. 2
by 2 Napoleonic battles are rarely simple affairs where both sides line up their
armies then the battle begins. The feeding in of forces is an essential part of the
game. Some players will indeed choose to wait for all their forces to arrive from the
rear then form a long battle line before engaging the enemy. This could well be a
winning strategy, however it requires the assent of the opposing general who may
have other ideas, or perhaps not, in which case a grand set piece battle will result.
Screened by Skirmishers
Screened would apply to those units that regularly employed an effective skirmishing
screen in advance of the main line of attack and defense. This would include most
French infantry and some British, German and Portuguese. Austrians I am not sure
about but I think they did if there was a Grenzer or Jaeger Bn in the brigade.
Prussians and Russians didn't to the best of my knowledge but even they may have
used them at times, later in the war. The debate on the skirmisher issue has offered
many suggestions on how to model this. The method presented in this rule set allows
the effects to be represented without burdening play with too many options.
Distance Conversions
Unit Costs
Players may pick an army size to fight; the standard army points (AP) total for pickup
games is 40
Users are encouraged to make up their own Army lists. Using the unit point costs
listed above. In addition we have provided a Standard Template below.
eg 4 Foot Artillery form a grand battery this can bombard an area of 1000 paces
[4]102mm wide x 450 paces [1½] 38mm deep this can target any area in the
targeted area to a maximum distance of 2400p [8] 203.
Note the maximum range of the Grand Battery equals the lowest maximum range of
its constituent artillery units. e.g. a Grand Battery consisting of 1 Horse, 1 Foot and 1
Siege Artillery units has a maximum range of 1800p [6]/152mm.
New Units:
Army Lists
Using this list included below an Average Austrian 40AP group would consist of
Units const Running
const
1 Corps HQ 4 4
2 Division HQ’s 4 8
10 (7.4 – 13) AP or 2 Heavy Mounted units 6 14
25 (20 – 30).AP or 10 Line and 1 Irregular shooter Foot 22 36
units)
1.9(0 – 3.7) AP or 0- 1 Artillery 3 37
The following Army are derived from the standard 40 AP In cases where Totals do not
reach this AP amount, it is suggested, the shortfall be used to purchase Artillery
Units.
Bibliography
These rules owe a lot to the other works both wargames rules and historical texts on
Napoleonic warfare