2 by 2 Napoleonic' S 2malt ES 101
2 by 2 Napoleonic' S 2malt ES 101
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.
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" = 400 paces or ¼" = 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
2 by 2 Napoleonic's
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 by ½ inch bases. All units should be similarly based. Do not mix
base sizes. Bases may have a frontage of 40mm, 1 ½ inches or be square with no adverse affect
on game play. Infantry would be about 1200-1800 men per unit. 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
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.
Line Infantry - The army's backbone. Cheap, reliable and likely to be the vast majority of your
force. Excellent at holding strong points. However once an infantry unit starts firing, it is
automatically pinned and is hard to get moving again.
Guards / Grenadiers - The elite of the army, whatever they are called. Better at melee and also
more able to rally. However if a Guards unit routs then ANY unit it passes within 300p of during
its rout also routs, if this other unit is also a guard then the chain continues.
Light Infantry - These are relatively rare full skirmishing units. Not to be confused with small
packets of skirmishers which comprise many units of the period. Light Infantry treats any result
due to shooting as a PINNED result. In other words a light infantry unit cannot be routed or
destroyed due to shooting. In addition Light Infantry 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.
Skirmishers, Screened by – Not really a separate unit but a status, Light Infantry would
almost always benefit and Line and Guards may also benefit from this status. See notes in the
Flow of Battle. Screened units get a +1 in fire combat unless their opponent is also screened. If
a non-screened unit fires on a screened opponent, the screened opponent may not suffer any
result worse than Pinned. This status should be modeled in some way, either by placing a stand
in front of the screened unit with scattered skirmishers or by placing a marker under the stand
that will extend its front (a 1" by 1" marker in an appropriate color).
Militia – Any less reliable or second rate troops. A Militia unit automatically routs if any other
unit routs within 300p of it or passes by within 300p when routing.
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.
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.
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".
Victory Conditions
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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 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 chooses forces totaling an agreed upon number of Army Points (AP).
Each player rolls 1 D6
If the dice are tied then each player may place an extra 12AP 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
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 1): narrow ¼ inch wide. Rivers can be wider but should be impassible except at
Bridges or Fords.
Hills (variable as to player’s preference): should be at least 2 to 6" across in all directions. Steep
Hills should be impassible from an obvious direction.
Roads (1 or 2 minimum): ½ inch wide & should connect in a network of some kind. These will
extend from one edge to another usually opposite edge.
Bridges: may be placed where roads cross streams and should be placed where roads cross
rivers.
Towns (1 or 2 minimum): 1 ½ to 2" 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 to 6" across in all directions.
Copses (0 to 6): should be less than an inch 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 quarter inch thick and an inch or so long. Has no
effect on movement, used as cover during shooting.
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The defender places 12AP of units within 6" [8] of his base edge but no closer than 3" [4] to the
side of the board. The attacker places 12AP of units within 6" [8] of his base edge but no closer
than 3" [4] to the side of the board.
The defender then picks a reinforcement point(RP) 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(RP) anywhere on his edge of the board OR
anywhere on either flank that is not within 6" [8] 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" [8] 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; Cavalry Countercharge
Player 1 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:
Infantry 1200 paces [4]
Guard 1500 paces [5]
Light 1800 paces [6]
Militia 1200 paces [4]
HQ (Corps or Division) 3000 paces [10]
Heavy Cavalry 1800 paces [6]
Light Cavalry 2400 paces [8]
Lancers 2400 paces [8]
Cossacks 3000 paces [10]
Foot Artillery 1200 paces [4]
Horse Artillery 1800 paces [6]
Modifiers:
Road - If a unit spends its entire move on a road it gains 300p [+1] in movement.
Stream - To cross a stream costs an extra 300p [1] in addition to the base distance.
Woods - Impassable to all but Light Infantry and Cossacks move through at ½ rate.
Hedges/walls/copses - No cost.
Towns – All units move at ½ rate and do not receive the road bonus when moving through a
town.
Bridges -- units may only move by bridge at ½ rate, unless the unit has been on the road the
whole turn, i.e. already in road column.
Notes: Towns negate the road bonus. 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
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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.
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 or Cossacks may enter woods. If they
are ever forced to by rout then they are destroyed. Within 600p [2] of any enemy base a unit
may only move directly toward or directly away from the enemy unit.
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. Note that for a melee to occur the last 600p [2] of the units
move OR its entire move (if less than 600p [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. Cavalry may counter-charge an opposing unit which moves within a ½ move or
less. Artillery may not move within 600p [2] of an enemy unit.
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" [4] of the reinforcement
point. If an enemy unit is within 3" [4] 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 300p [1] 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" [4] 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
2400p [8] of a Corps HQ unit or 1200p [4] 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
600p [2] of it. Exceptions being Guards 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
Modifiers:
Guards/Grenadiers/Light +1
HQ in base to base contact +1
Militia -1
Enemy in contact NP
Enemy within 600p [2] -2*
Division HQ more than 1200p [4] away, or
Corps HQ more than 2400p [8] away NP
Disrupted -1
HQ self rally +2
* only possible for Guards and units in contact with HQ
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If modified score is 5+ Unit Rallies
A full explanation of the effects of the rallying rules is given in the "Flow of Battle" section.
[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. A charging unit
that makes contact with the shooter but is then pinned or worse from fire is moved back 300p
[1] and results are applied there.
Skirmisher Screens - Screened units get a +1 in fire combat unless their opponent is also
screened. If a non-screened unit fires on a screened opponent, the screened opponent may not
suffer any result worse than Pinned.
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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.
[Austrian Infantry to the right of the French qualifies for the Enfilade bonus]
Modifiers:
Artillery long range -1
Artillery canister +1
Target is Infantry in cover
behind wall or hedge -1
at edge of woods or town -1
Firing unit screened by skirmishers +1
unless target is also screened
Enfilade +2
Target is Light Infantry* +1
Target is Cavalry +2
Target is disrupted +1
HQ in base to base contact
with firing unit +1
Muskets Firing "First Volley"
i.e.: unit is not pinned +1
* Light Infantry if in the open and within ½ move of hostile Cavalry lose this modifier, as they will
form up in close order.
Resolving shooting
Roll 1d6
Results
8+ Target Routs.
7 Target Disrupted.
5-6 Target Pinned.
4 or less No Effect
The extended range of Infantry, over [1], may only cause Pinned results. Any result above 6 is
treated as Pinned.
Routs – The unit moves its maximum move either to its direct rear or directly away from the
source of the shooting. 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 is 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.
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Melee
This phase represents a charge or counter charge in the grand manner. Infantry cannot initiate
melee with 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 Guards +1
Unit is Light Cavalry
or Lancers vs. other Cavalry -1
Unit is Lancers vs. disrupted +2
Unit is Heavy Cavalry +2
Unit is Cavalry in town -2
Enemy is disrupted +2
Overlap support +1 per extra unit beyond 1
Column of attack (inf only) +1
Unit in Road Column -2
Cavalry vs. Ordered Infantry -2
HQ in base to base contact +1
Higher than opponent +1
Unit is Artillery/HQ -3
Attacker subsequent melee -1 max
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 guards.
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.
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
Attacker subsequent melee - If the attacker "followed up" and contacted another unit, a -1
would apply. If it again "followed up" into another melee the modifier would remain at -1.
Repulsed – Unit withdraws 600p [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 routed beyond recall, removed from play and counted towards victory
conditions. Any nearby units that would be affected by the rout of this unit also routs.
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
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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
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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.
Army Lists
Players may pick an army size to fight; the standard army points (AP) total for pickup games is
40
Give an army containing all screened infantry facing an unscreened opponent a handicap of 10-
20% of the total points available (32-36AP vs. 40AP or 44-48AP vs. 40AP). 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.
1 Corps HQ 4AP 4 4
2 Light Cavalry 3AP 6 10
2 Foot Artillery 3AP 6 16
1 Division HQ 2AP 2 18
5 Line Infantry 2AP 10 28
1 Division HQ 2AP 2 30
5 Line Infantry 2AP 20 40
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"standard" rules may make their way over here in time if they prove too cumbersome. All of the
following should be considered optional and should only be used with the agreement of all
players.
Sequence of Play:
At the option of the players, Rallying may be done before Movement & Reinforcements. This may
allow pinned and/or disrupted units to recover and get back into the action faster.
New Units:
Irregular shooters – These are units (usually non European tribal forces) who form in order but
are not drilled in the European manner. They maybe equipped with muskets/ bows or other
weapons.
Irregular shooters receive a -1 when shooting but cost half an AP less than regular infantry.
1.5 AP, 3" [4] (1200p) Movement, [1] 300p Range
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.
Irregular warbands may not shoot under any circumstances. They receive a +1 to melee rolls.
2 AP, 3" [4] (1200p) Movement, NA Range
[.....A]
[~~~~B1][~~~~C1]
[~~~~B2][~~~~C2]
Columns B and C are attacking A. Theoretically, A has as much chance as stopping this entire
advance by fire as it would have if just B1 was attacking. That doesn't make sense. We toyed
with applying a -1 modifier (to column C in this case) but then settled on rolling different dice for
each of the attacking columns. If column C was faced with "D", another firing enemy, then the
two firing stands would each fire on the column to its front alone and in fact the melee would be
treated as two discrete engagements. Also: infantry charged from different aspects can choose
which one to fire on unless pinned and attacked from the front, in which case they fire to their
front. We assume that their attention is too focused to allow them to change their facing.
[.....A]
[~~~~D1][pin~B1][~~~~C1]
[pin~B2][~~~~C2]
[HQ]
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Then column C and unit D would attack as though now adjacent. Also: charging units stopped by
fire are moved back 300p along the line of their advance, even if the firing unit has the "shielded
by skirmishers" advantage. If a charged unit stalls the attack to their front, it cannot change
facing again. So a unit attacked from two aspects that stalls one of the attacks will take the
remaining attacker in the flank and will be destroyed if it loses.
(5) HQ support.
Headquarters can only support one unit at a time: in other words they can only be in base-to-
base contact with one unit. The exception is that an HQ supporting an attack column (like in the
scenarios) supports both units in the ensuing melee. They can influence any number of units
within their chain of command, but not if they are disrupted. HQs have no actual size so if they
get in the way of, say, a melee, move them out of the way (we've put them on top of the unit
before now). HQs can move through friendly units.
Notes
I found myself between two methods of measurement. The original rules used inches which
made for a fast and exciting battle. The problem came from a disparity in scale. The units, which
are only an inch wide, were supposed to be regiments or brigades. When compared to the range
of the artillery, units of this size would cover three or four stands. My first reaction was to fudge
the scale and then I adjusted to a centimeter scale of 150p per cm. But as Rod stated things got
too fiddly. Playing with the cm scale became too much a battle between the size of the stands
and my fingers. Extending the ranges and movement rates would have put me right back where
I started with units out of scale, again. So I decided to fiddle with the scale again and came up
with my own way of measuring things that would bring back the fun and excitement as well as
make the units plausible. All measurements are stated in the form of [X] where X is the number
of increments and the [ ] denote this as not being inches (") or centimeters (cm). To use the
measurements a ruler must be made that is marked in ¾ " increments. Since many of us make
many of the tools needed for our hobby I don't think this is too hard. An alternate would be to
scan a normal 12" ruler, reduce it by 75%, print it out and preferably laminate it. I can't say it's
perfect but it works for me. If the movement rates seem too fast, we haven't nailed a time scale
for each turn and can certainly rationalize a variation in turn length.
Eric
PS. Now you can find some great measuring instruments measured strictly in paces and some
generic 1" x ½" counters on the 2mm Yahoo Groups website by the talented "Steamrunner_13"!
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Bibliography
These rules owe a lot to the other works both wargames rules and historical texts on Napoleonic
warfare
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