WEST TEXAS GAMERS ASSOCIATION (ABILENE CHAPTER)

NAPOLEON'S BATTLES HOUSE RULES ADDENDUM

General:

1. Rules: All advanced, optional and supplemental rules are in effect, with the exception of 16.0 Wagons and Supply and 17.0 Battlefield Observation. Certain rules such as, 13.2 Fatigue, 20.3.2 Written Messages, 20.4 Initiative and 20.5 Free Rolls must be agreed upon by both sides prior to game start. Also note that the errata, advanced and optional rules supersede basic rules.

2. Spiking Abandoned Guns: This may be done by any undisordered infantry or cavalry combat unit in good order that is touching said abandoned gun and that has not moved, fired or issued combat the turn in which it spikes the gun.

3. Force Marching: As per the rules, except that unlimbered artillery may not Force March, combat units may not change formation in the same turn it Force Marches and units may not Force March into combat contact.

4. Attachment of Leaders (Generals): As per the rules, except that leaders may not attach themselves to units when forced to move as a result of moving combats. Routed units are allowed to attach themselves to leaders as a result of rout moves and thus become eligible to rally the next turn.

5. Optional Non-French General Attachments (20.1.4): This rule is modified so as to allow the Non-French Generals to attach to units as normal. They must roll their response number or less in order to modify a combat, however.

6. Artillery Units in Command: Said units are in command if within the corps commander's command span and listed as under his command in the order of battle (some artillery units are under the division commander's control). Artillery units are also in command if attached to combat units within the same corps and who qualify as being in command. The Army Commander may also place artillery units under his command (thus within his command span) for the sole purpose of forming a grand battery. Said artillery units must be placed with stands touching one another in some fashion and vocally declared a "grand battery". Units in transit and trying to form a grand battery must still be commanded by their original c.o.'s until set up and declared a grand battery. Note that Napoleon commands the guard artillery directly in many scenarios.

7. Troop Types and Painted Figures: Only painted 15mm scale figures should be used in games. These figures should be representative of the troop types in play and of the correct nationality. Substitutions can be occasionally made if agreed to prior to the game.

TERRAIN:

1. Touching and Fitting into Terrain: Note that in all cases where units touch (clip) small portions of terrain (hills, woods, towns, etc.) the said unit incurs all penalties associated with passing through the terrain. Also note that to be in cover or to use the terrain benefit a unit must WHOLLY fit within the terrain feature. Common and reasonable sense must be used in these situations.

2. Hills: Hills are considered flat topped in all cases unless noted other wise. Dead zones apply as per 9.2.3.2.1.. Note that infantry fire is not normally blocked by hills or woods (but is blocked by towns).

3. Cavalry in Buildings: Mounted cavalry is disordered when it touches (this includes combat contact) or moves into a town or entrenchment feature. Cavalry incurs a -3 (not -6) combat penalty for said combat. Mounted cavalry mat not deploy within a town.

FIRING:

1. Modifiers: Firing modifiers are adjusted as follows: Flank and Rear shots = +2, Units firing in column = -1, Units firing in square = -2, Disordered units may fire at -3 and may use all modifiers possible but may never issue fire at greater than a +0 shot.

2. General: All firing is selective (you may choose any possible target) and subject to blockage as per the standard NB rules. Artillery units DO NOT block fire for enemy units but DO block fire for friendly units. Thus, one may always fire on infantry or cavalry placed behind an artillery unit.

3. Flank and Rear Zones: These are defined as a straight line intersecting the attacking/firing unit and drawn from the defending/target unit's flank or rear stand facing.

4. Firing at Limbered Artillery: A "double" is not required to hit limbered artillery and is conducted as if the artillery was and infantry or cavalry target. 5.Deployed Artillery: The firing angle is measured off the artillery unit's stand and is not allowed to fire off of any side of the town (i.e., is limited to it's actual facing). The deployed/spread template is used in these situations and -1 is assessed.

COMBAT:

1. Significant Contact: A one stand over lap is required when issuing combat.

2. Modifiers: As per the rules except that flanks and rear (see zones #3 above) contacts are modified by a +2 to the attacker's benefit.

3. Limited Cavalry Recall: Cavalry is limited to recalling twice in the same turn.

4. Fatigued Cavalry: Cavalry that has charged should be marked with a special fatigue marker and has a -1 combat modifier for the rest of the game.

5. Lock Down: The one inch lock down assessment is measured from the closest part of the violating unit to the closest part of the target unit.

MOVEMENT:

1. Artillery "Free Form": Artillery units do not have to wheel but are allowed to adjust facing to any angle desired during the move, as long as the movement distance (measured from any side of the stand) is not exceeded.

2. About Face: A unit may always use a formation change to change it's facing instead of wheeling, so long as it is not within 1" of an enemy infantry or cavalry unit.

3. Skirmish Formations: A one inch spacing between stands is used for units deploying in skirmish formation vs. the "brigade box"

4. Disordered and Bounce Movement: Units suffering withdraw and bounce effects are not restricted by terrain penalties and are not modified for moving backwards. This allows said units to back up to their maximum movement allowance for their current formation without restriction.  Note that the 2" gap rule is in effect for such units and if a gap is not available then the unit in question may disorder a friendly unit by moving though it.

5. Up and Down Hill Slopes: Units are penalized (rough terrain) for moving up and down slopes.