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 12: Movement

A. Explanation of the Movement Allowance Chart:

2. Cavalry.

Optional Rule

To be used with aborting a charge. (See C.3 following). The charge bonus is used when charging, regardless of formation. This is an additional distance moved while charging. It is also the minimum amount of distance cavalry must move to get charge impetus. If a charging cavalry unit moves less than the charge bonus distance, it gets no impetus bonus in the following melee and is not counted as charging by the target unit.

3. Artillery.

There are five types of artillery . . . Fast Foot guns have their own column on the movement chart.

B. Movement Cost of Operations:

1. Changing Formations.

. . . .Horse artillery or Austrian Fast Foot Artillery need not expend any movement to limber or unlimber but it may only do one of them free in a turn

2. Firing.

Addition

Skirmishers may move a half move without affecting their fire. This includes facing of counters.

3. Turns.

Units may turn . . . . of movement allowance. If this is the only thing the unit does during the movement phase, it counts as half a turns movement for fire purposes. . . . Infantry alone . . . in movement allowance and no effect to their fire. When a line is wheeling, the outer most counter may not move more than its movement allowance. When part of a line is wheeling, only the part of the line that moves has its fire affected. When a Unit wheels it turns about either front corner. All movement of the unit must be in the same direction.

C. Charging:

. . . in the charge declaration phase. Failure to do either causes the charge to be aborted and the unit stands in position. It may fire. The unit must have the target of its charge in sight at the beginning of the movement phase. It must be a clear line of sight to the unit with no friendly units in its charge path. There must be no enemy units in its charge path except skirmishers. It is then . . . .straight line. Charges do not have a terrain guidance system that allows them to follow the non-straight edge of a terrain feature.

  1. Diverting A Charge. A charge may be diverted to a counter charging unit provided that: 1 - the counter charging unit is within 45 degrees of the front of the charger and 2 - the original target has not CICed. If the original target has CICed then you may not divert your charge.

  2. Following A Target.A charge may follow a moving target up to a total turn of 45 degrees. This turn includes any turning done before the charging unit moved and any turning during the charge. It may be in one direction only.

  3. Aborting a Charge (Optional) A charge may be aborted before it contacts enemy troops. The units stops after a half move. It ends the turn ordered and facing the enemy.

    (Alternate) A charge may be aborted before it contacts enemy troops. The charging unit must have moved some part of its' movement allowance. It aborts at a distance equal to the charge bonus distance. If the unit has moved less than a half turn, the unit stops ordered. If the unit has moved more than half a turns movement allowance, it stops disordered and spends the rest of the turn reforming. It is formed at the end of the movement phase.

E. Unit Final Position (Fog of War):

It is up to the player moving the units to assure that his units end up where he wants them (ie. setting up gaps for charging units or artillery fire). If in subsequent phases of that turn or in subsequent turns, you find that the gaps you set up are no longer there, tough ! The fog of war intervened and your orders were garbled or lost.

F. Interpenetration:

Friendly formed units will not interpenetrate each other. They will stop short of contact. Disordered troops will flow around formed units if possible. You may not charge through friendly skirmishers or friendly disordered troops.


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.