UBC System 7 Napolenics Rules

These are the UBC System 7 Napoleonics Rules. They are developed from the Game Designers' Workshop System 7: Rules Booklet, Copyright 1978, Game Designers' Workshop. Changes and expansions Copyright 198x, 199x, 2000 Bill Dixon for the UBC Group. Modification, interpretation and expansion by the U.B.C. Group.

Until copyright issues are resolved, only the changes made by the UBC group will be listed in these pages.

Index to UBC System 7 Rules
Introduction 1: Game Scale 2: Units per Player 3: Playing Area 4: Dice
5: Set-up and Terrain 6: The Referee 7: Game Duration 8: Turn Sequence 9: Weather
10: Visibility 11: Orders 12: Movement 13: Stacking 14: Formations
15: Unit Cards 16: Casualties 17: Enfilade 18: Infantry Fire 19: Artillery Fire
20: Melee 21: Morale 22: Generals 23: Terrain Effects 24: Skirmishers
25: Spiking and Manning Guns 26: Prisoners 27: Night 28: National Characteristics
Appendix Updates and Changes Charts Tables Figures

Rule 11: Orders

Provisional Much has been added or expanded upon

A. Officers

B. Brigades.

The infantry units on a side will be organized in Brigades of from 5 to 10 units. Cavalry brigades may be from 3 to 5 cavalry and horse artillery units. Infantry Brigades may contain a mixture of Artillery, Cavalry and Infantry. Each Brigade will be commanded by its' own General.

C. Orders.

At the Start of the Game the C-in-C will issue orders to all the Brigades under his command. These will consist of three things: an objective (Town, forest, hill, ridge line, etc.), what to do when you get there or while you are there (capture, guard, deploy, etc.) and how fast to go there.

The C-in-C may change these orders at any time. He will do this by talking directly to the Brigade Commander (General counters together), or by sending an Aide with the new orders. The new orders will take effect the turn after they are received. All units in the Brigade within command range of the general will obey these orders. Other units must be commanded by moving the General within command range or prompted by an Aide.

The Brigade commander may change part of his orders if local circumstances warrant it.

Within a Brigade, all units will attempt to follow the Brigade orders unless the Brigade Commander orders them otherwise. Morale may prohibit them from following orders. To change a units' orders the Brigade Commander must be within command range of the unit or send an Aide with new orders. A General involved in a melee or trapped in a square being attacked by cavalry may not change any unit orders.

If the C-in-C wishes to issue orders directly to a unit (Regiment/ Battalion/Battery) he must either attach himself to the unit or send an Aide with the orders.

D. Dependant Orders

Orders may not be made dependent upon enemy actions with four exceptions:

  1. Charge if Charged. . . . If the unit attempting to charge this unit is not within charge distance then the CIC is not triggered. Disordered troops under a retreat reaction will not trigger a CIC. A CIC can not be triggered by contacting the unit outside of the 90 degree arc in front of the CICing unit. If the CICing unit is contacted outside of this arc before a potential CIC target can reach the unit then the CIC is cancelled.

    Once a CIC is triggered it is treated like a normal charge. If the charging unit runs away, the CICing unit may try to contact other enemy units in the breakthrough phase. The CICing unit may elect to stop ordered after moving a full normal move (treat it as if the charging unit could not have reached their target).

    Both units check morale for their charges, simultaneously. Thus both could run away, etc.

  2. Fall Back if Charged. . . . A unit contacted by an enemy unit during its FBIC movement is considered . . .

    A unit that executes a FBIC without being contacted during its movement is ordered and in the same formation it started the turn in. A FBICing unit that is contacted during its movement is disordered and must spend a full turn reforming.

  3. Form Square if Charged. This order is equivalent to Fall Back if Charged except that instead of falling back, the unit forms square. It takes half a move to form square. If the unit is contacted before half a move has passed, it is disordered for melee purposes and must spend a full move reforming. If the unit succeeds in forming square before being contacted by cavalry, it makes its' Fear of Impact morale test with the 'In Square Modifier'. The square may not move in the second half of its move but it may fire. While under a FSIC order, if the unit is not charged or contacted by an enemy unit, it may not move or change formation, but may fire.

  4. Fire and Fall Back if Charged. This rule is for guns being charged by Cavalry. This will allow guns being charged by cavalry, to fire their guns at the cavalry and then retire to the safety of an infantry square (if there is one close enough).

    For the gunners to be able to do this the following conditions must exist:

    • 1) There must be a friendly Square close enough to retire to. It must be no more than 5 cm away from the battery. It must be beside or behind the gun battery.

    • 2) The charging cavalry must be more than a half charge move away. If they are closer than a half move there will not be time for the gunners to get away after they have fired their guns.

    • 3) They must make a morale check:

      • a) To fire their guns at full effect they must make a morale check against charging cavalry.

      • b) If they do not make the morale check against charging cavalry but make their current morale, they will fire their guns at half effect.

        Neither of the morale checks a) or b) has any effect on the units current morale.

      • c) If the unit does not make either morale check in a) or b) above, then it does not fire its' guns, and it suffers the full effect of the morale roll.

    • 4) The guns fire (if they can) at the cavalry at their starting position.
    • 5) If the guns are not charged they may fire normally.
    • 6) If the guns are charged from outside of their arc of fire, they may not fire. Their fire if any must be directed against the charging cavalry unit.


F. Multiple Orders.

If two or more contradictory moves are written for a unit it will not execute any of them. It will stand in place. It will not move or change formation (unless it is forced to by other circumstances) but it may fire.

G. Communication between players on a side.

Two methods of communication may be used.

You may use the Aide counters to move messages between Generals on a side. They move at the rate of march column light cavalry.

Alternately you may declare a one turn delay for passing messages between adjacent players and a two turn delay between non-adjacent players. If the nonadjacent players are separated by enemy troops, you will have to pass messages using aide counters.

In either case the messages should be written down.


Index to UBC System 7 Rules
Introduction 1: Game Scale 2: Units per Player 3: Playing Area 4: Dice
5: Set-up and Terrain 6: The Referee 7: Game Duration 8: Turn Sequence 9: Weather
10: Visibility 11: Orders 12: Movement 13: Stacking 14: Formations
15: Unit Cards 16: Casualties 17: Enfilade 18: Infantry Fire 19: Artillery Fire
20: Melee 21: Morale 22: Generals 23: Terrain Effects 24: Skirmishers
25: Spiking and Manning Guns 26: Prisoners 27: Night 28: National Characteristics
Appendix Updates and Changes Charts Tables Figures

Bill Dixon's Railway Pages

Game Designers' Workshop System 7: Rules Booklet, Copyright 1978, Game Designers' Workshop.

Modification, interpretation and expansion by the U.B.C. Group; Copyright 198x, 199x, 2000 Bill Dixon for the UBC Group.

Last Updated: March 27, 2000. Copyright 2000. W.R.Dixon.