Additional Rules: Please feel free to use any, all or none of these in your next game. The contributor is listed (in brackets) after the rule they suggest, the bold Italics are some of their thoughts and or reasoning behind the rule. The unattributed suggestion is one I read on the rec.games.miniatures.historical newsgroup and can't remember who suggested it.
If you came for the Napoleon's Battles erratta follow this link.
From the West Texas Gamers Association (Abilene Chapter) comes a complete listing of all the house Rules and addenda they use when playing Napoleon's Battles. (Faron Bell)
From the Northern Virgina Gamers (NOVAG) comes a complete listing of all the house rules and addenda they use when playing Napoleon's Battles. (Paul Elkin)
Movement:
NO force marching allowed within 24" of an enemy combat unit. (Brian Robinette)
Shooting:
Firing at artillery. I've been informed that Bob Coggins and Craig Taylor said that the original rules should have stated that only UNLIMBERED artillery require doubles to score a hit on. LIMBERED artillery is treated as if it were any other target (Brian Robinette)
Artillery in towns: Artillery may no longer fire out all four sides of a town instead it may fire out only 1 or 2 adjacent sides. If one side place the unit in the middle of that side and it has a -1 on firing, if 2 sides, then place the artillery unit at a corner and it fires with a -2 modifier.
Firing on towns: Deployed units being fired at
while in towns may use the towns combat modifier as a modifier to their competitive die
roll. Heavy guns ignore this rule. ONLY heavy guns may fire on units in a
fortress. Vs. Cover penalties still apply. This rule makes it harder to
rout a unit out of a town with small arms fire. You really need to push them out with the
bayonet. (Brian Robinette)
Firing by disordered units: Disordered units may fire at a
"-3" against units that are contacting their front. Every once in a while
this one helps. "I found out that this was originally in the rules (without the
contact clause), but was dropped as it was felt to slow down play." (Brian Robinette)
Extended fire: Allow fire at enemy units out of the standard fire template.
Fire at enemy units within the RED area will receive fire from SIX bases, +1 fire modifier. Fire at enemy units within the BLUE area will receive fire from FOUR bases, I mean no modifier. Fire at enemy units within the GREEN area will receive fire from TWO bases, -1 fire modifier. For ODD number of bases start form the center of the base in the middle (as usual), and then go to each corner as in an EVEN number of bases. This rule is for units in any fire capable formation. All other rules to fire are the same. Sometimes players try to make some "strange" or "kind-of-tricky" movements to position their units safe from enemy fire, While taking a tactical position advantage must be a bonus, it must not be "all or nothing", especially in a brigade scale game (Emilio León)
Artillery versus a linear formation: An artillery unit fires with an additional -1 modifier at enemy units in a line or an unlimbered formation.. (Rafael Pardo)
Artillery bombardment: Artillery may opt to not move and then fire (in the normal fire phase) at an enemy unit that is currently blocked by a friendly unit and was not blocked prior to the just completed movement phase, although if the fire is currently blocked an additional minus modifier applies to the shot.. My players were constantly irritated that it was difficult to use artillery on the attack, often an attacking unit would move and block their shot, making the artillery quite useless. (Richard Brooks)
Combat contact:
Watch those flanks !: Many of my players complain that there is no penalty for a unit that is attacked in a flank or rear. While I disagree (not being able to shoot at someone prior to melee is quite a penalty), I have added a -1 for a flank attack and -2 for a rear attack and they seem to work well. (Richard Brooks)
Combined arms attacks (ver. 2): There is some complaint about the cavalry/infantry cheese tactic i.e. moving an infantry unit within 1 inch or into contact with an enemy infantry unit (thereby pinning it ) to prevent it from forming square, then contacting it with a cavalry unit. To make this less likely (but not impossible) the folowing suggestions are offered. Do not allow any unit to come within 1 inch of an enemy combat unit unless it is making a combat contact. If an enemy unit is already in combat contact and a second or more unit of a different type (Cavalry or Infantry) wishes to contact the same enemy unit it first announces it's intention and target, then makes what I call a combined arms attack roll, if it rolls its number or less it is sucessful and the move is completed, if the roll is failed the unit: if cavalry does not move (but if possible it may be marked for reaction movement in a later phase) if infantry it moves towards the intended target but stops short of contact (1 die 6 inches is suggested). The combined arms attack roll would be based on the second unit's divisional general's quality, modified as follows. (Richard Brooks)
Combined Arms Attack Table (1d10) |
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Another combined arms attacks: When making a combined arms attack, the cavalry unit must contact before the attacking infantry, then allowing the defending infantry to attempt to form square. The cavalry unit must always be the modifying unit in the first round of the resulting combat, regardless of the number of bases of the attacking infantry. If the defending infantry fails to form square it is not obligatory to send the attacking infantry in. Comment: In situations where the defending infantry forms square, the attacking infantry will have the advantage. Making the cavalry the modifying unit in the first round will at least avoid the "free" recall move of the attacking cavalry. We assume that the cavalry arrives first but then must (usually) bounce if the enemy formed square. After that the attacking infantry will (usually) cut the defending infantry to pieces. We do allow rolling for square even with enemy units within one inch (EXC: units will not roll for square if contacted by recalling cavalry and that cavalry gets to within one inch, in its advance after winning a combat). Comment: the last part of a cavalry charge is made so fast that units just behind and very close to the just broken unit will be surprised and maybe already entangled with the attacking riders and or fleeing defenders. (Emilio León)
Infantry Charging Cavalry: When an infantry unit contacts a reacting cavalry unit and the cavalry does not evade, take away the react marker and consider the cavalry as "attacking cavalry", I mean use the vs OT for the cavalry and also for the infantry (yes, that's hard!!) and allow recall procedures if possible. This will work only for cavalry with a react marker. If a phasing cavalry unit gets into that combat, then handle that combat as usual. Comment: The point here is that the cavalry is reacting, I mean, ready. Since there is no reacting phase in the middle of the enemy movement this rule will avoid the troopers seeing how they have to retire in front of enemy infantry alone, even in the case that they are ready to charge and, who doubts in that case they will. (Guillermo Gost / Emilio León)
Other:
Self rally: Another possible use for the free roll is to allow a routed unit to attempt to rally without an attached leader. By rolling less than its RSP # -1. Although if a unit attempting to self rallying unit rolls a 10 it must make another full rout move. Example: A unit of BrLN would self-rally by rolling 4 or less. (Richard Brooks)
Fog of War: A while ago, on the mailing list there has was some discussion about adding some additional Fog of war and chance to the system. Follow this link to find out more. (Peter O'Brien)
If you have a favorite House Rule please send it to me and I will add it to the page.