321 Fast-Play Napoleonic Rules SM6 Quickref
321 Fast-Play Napoleonic Rules SM6 Quickref
Morale/Command (D6 equal or less to pass): 1=Rabble, 2=Raw, 3=Regular, 4=Veteran, 5=Elite
Disorder: For each hit stagger a base or turn base to rear if Light Inf skirmishing (Or use hit tokens)
Break if as many hits as bases. Skirmishers lose a base and break if only one base is left.
1. COMMAND PHASE: 1D6 per General. End of Phase - May Recall Skirmishers
If fail turn General to rear. Units hold - no move except facing/formation change, except cavalry can move
as pinned but cannot charge. If Out of Command (>2D, or >3D Light Cav/Lancer/Horse Art), same applies.
Attached General: Rally stationary unit except skirmisher/artillery. Pass morale to regain one hit except last.
Also reroll each enemy hit against unit: 6 Cancel hit, 1 (1-2 if Rifle hit) General lost, his units hold next turn
2. SHOOTING PHASE: Roll 1D6 per base, 2D6 if close range artillery, Garrison 3D6
Ranges:Close 1D; Effective 2D; Long 3D (Long: +1R if heavy artillery, +1R if artillery on a hill)
Infantry close range only (+2 base widths if rifles), straight ahead. Artillery 45° arc, pass morale or
closest target, can ignore skirmishers/obstacles. Infantry/artillery in line can shoot at enemy
skirmishers and target beyond if both are in close range, but infantry need 6’s to hit both.
Shooters except skirmishers and horse artillery cannot move later this turn. Need 6’s to hit unless:
5+ Infantry or Artillery Line, unless long range, or at skirmishers/stationary artillery (if long = bombard)
4+ Artillery Line against square/march column/Austrian Mass, or 5+ if also long range
Morale: Reroll needing 3+ to hit if opponent morale one higher, 4+ if two higher, 5+ if three higher
Cover: Reroll hits: 1-2 miss; 3 heavy artillery hits; 4 artillery hits; 5-6 hits. -1 to die if heavy cover.
BREAKING: For each hit that would break target, roll higher than its morale to do so or discard.
Artillery Bouncethrough: 6’s at unit within 2 base widths of target rear, unless skirmisher/cover.
Artillery Bombard: If General in contact, count Long as Effective, but take a hit if a double is rolled.
3. MOVE PHASE: First move all chargers (max one attacker per facing), then other moves
Cavalry: Lancer/Light/General 4D; Cuirassier/Dragoon 3D; Charging/Pinned 2D; In Rough 1D
Infantry: 2D; Charging, non-skirmisher in rough, or pinned 1D; Square 2 Base Widths
Artillery: Horse 3D; Foot or Pinned/Shooting Horse 2D; Pinned Foot 1D; In Rough 2 Base Widths
Pinned: Within 1D of enemy front. If starting within, or cavalry leaving, use pinned move. Also can
only move two base widths across front, or charge pinning enemy, unless cav pinned by non-cav.
Charges: target must be within 45° of straight ahead. A charge is in a straight line with up to one
45° pivot on a front corner allowed. Can charge through skirmishers or friendly artillery. Remove
contacted enemy skirmishers, beat morale to hit, and return end of move phase if morale passed.
Cavalry charging Infantry in open: Roll D6 +1D6 for each hit on infantry to max of 4 dice. Beat
their morale +1, or +2 if an Attack Column, or they form square. If >1D charge reroll successes.
Flank Charge: front centre not within 45° enemy front, Rear Charge: front centre within 45° of enemy rear.
Formations: Line, March Column. Infantry: Attack Column, Square, Skirmish (Light Inf/Skirmishers only)
Formation Change: Pinned, no charge, 2BW if to/from square or rabble/raw. No leaving square if cavalry pin
4: MELEE: Roll 4D6 per attacker in contact with enemy
1 Defender hits. Ignore one Defender hit if attacker’s morale is two or more grades higher
2 Defending Line (Inf/Cav/Art) or Attack Column or defenders of obstacle hit to their front
Attacker hits if charging flank/rear, or if charging a march column not on a bridge
3 Cuirassier Line hits non-cuirassier cavalry. Dragoon/Lancer Line hits Light Cavalry
4 Highest morale hits
5 Attacking Cavalry Line hits in open. Not vs Square unless Lancer, or vs Attack Column if Light Cavalry
Attacker hits if Attack Column. Not if charging an infantry line frontally and fewer ordered bases
6 Attacker hits. Ignore one Attacker hit if defender’s morale is two or more grades higher
*Reroll all defender hits if attacking flank/rear, or one hit from a unit if it has a threatened flank
*Ignore 2 hits if a strongpoint, or if an infantry square vs cavalry
*Ignore 1 hit if defending obstacle on one facing, and/or if infantry or artillery in rough vs cavalry
*The unit with more ordered bases wins draws (artillery bases count double if charged frontally)
Losing (<hits): Discard hits vs artillery. Break if artillery, or infantry charged out of attack column,
or by cavalry. Pass morale or break if cavalry vs cavalry, or other infantry unless vs obstacle.
Draw/Defender unbroken: Discard hits against artillery. Halt if defender/garrison. Other Attackers
retreat 1-2D within 45° to their own rear, still facing the defending unit.
Winning (>hits): Halt if defender. Attacking infantry halt, take defender’s position, or breakthrough.
Attacking Cavalry must pass morale to stop breakthrough, and if so halt, or retreat 1-2D as above.
Breakthrough is single charge straight ahead if possible. Winning attackers end choosing facing.
Attacking Cavalry Fatigue: Pass Morale after each melee or take a hit, but not if this would break