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 14: Formations

A. Infantry Formations:

1. Troop Types
Addition



Addition

Infantry Battalions or Regiments are generally formed from two types of troops. These are known as line companies and flank companies. Line companies are regular troops. In a standard French unit these are four of the six counters. The flank troops are the elite companies; the grenadiers or light infantry companies. They are called 'Flank' companies because when the unit is formed into a line, the two elite units are on the flank or ends of the line. This was standard tactical doctrine for all armies in the Napoleonic wars. Therefore the following rule applies. When a unit is formed into a line the grenadier unit is on the right and the light unit is on the left. If the light unit is skirmishing there will be no flank company at the left end of the line. When the unit is in some form of column, one elite company will be at the front of the column (usually the light unit so it can detach to skirmish) and the other elite company will be at the rear. If you have only one elite company left in the unit (or you only started with one), it can be at the front or rear of the column and it can be at either end of the line.

1. Troop Types.

Addition

Second paragraph . . . Note that for break-through purposes there are still 32 SP of two rank troops in the line. In each section of the line that counts as 3 three-rank SP there are actually 4 two-rank SP.

2. Field Column:

Addition

Second paragraph . . When a column forms from a line, it is formed in the middle of the line. When a column deploys into a line, the column is at the centre of the line.

The front counter of any type of field column is used to determine whether it is in or out of certain types of terrain. (woods or rivers).

3. March Column:

Addition

. . . undisordered enemy unit (enemy march columns are regarded as undisordered for this section of the rules). . . .from that unit. If an undisordered enemy unit moves within 16cm of part of a march column, the front of the march column turns directly away from the enemy unit and moves in that direction until the whole unit is out of range (16 cm) of the enemy unit. A unit can form march column within 16cm of an undisordered enemy unit but it must follow the above movement restriction and it must make a morale check. If it makes its morale check then it may form march column. If the unit fails its morale check then it must do what the morale check specifies. For the morale check use the current morale, the casualty modifiers and any officer modifiers. This check is done during the movement phase before you form march column.

Units in march column are considered to be disordered. A march column must have one counter widths space on each side of it.

4. Field Formations:

c. Massed Divisional Column:

. . . from the front rank. The melee value of the front rank is the melee value of the counter in contact. Note that this may mean that different parts of the front rank fight at different values. . . .

5. Square:

Addition

It may not charge. A square is six ranks against cavalry and six ranks for fire purposes. A square is 1 rank against infantry. Cavalry get no charge impetus against a square. A square is always assumed to have Grenadiers in the rear. It takes half a unit to form effective square. A square may have three or four sides. Opposite sides must be of equal lengths. One side may be formed of a building or othe impassable (to cavalry) object. Less than half a unit may not form square. Larger squares may be formed. Up to four units may form a single large square.

6. Skirmish Order:

Addition

Skirmishers require at least a full counters space between them and any friendly unit to their front or rear. Skirmishers are not considered to have any flanks or rear, and may move in any direction regardless of their apparent facing. Every SP of a counter in skirmish order may fire, regardless of whether it is from a two-rank or three-rank unit. Skirmishers may never be stacked with other units.

Skirmishers may only be detached from the formation for free, with no effect to their fire or movement, if they are the front or rear counter of a field column or the end counter of a line, otherwise it takes and consumes a half turn's movement phase. This, if it is the only thing the formation does, counts as a half move for fire purposes for the skirmishers. Skirmishers being pushed back by formed units may add on to the front of their parent unit if the parent unit will not be contacted by the advancing enemy unit, otherwise they fall back behind the parent unit.

7. Open Order:

Addition

. . . Units in open order have no rank bonus.

9. Disorder.

Addition

. . . disorder after a melee (except for squares after a melee with cavalry) . . .. . . . any flanks or rear. A disordered unit is one rank deep.

A unit in disorder may not move within three cm of enemy cavalry or infantry formed in field column, field formation, or square.

A unit in disorder contacted for melee purposes while it is disordered has a +2 modifier added to its' morale when it makes its' Fear of Impact check.

A voluntarily disordered unit or a unit disordered after winning a melee is disordered in the formation it was last in. All other units are assumed to occupy an area twice as wide and twice as deep as an unstacked column of companies.

A disordered unit can not claim a morale bonus for Grenadiers In The Rear. If the unit is contacted on the side that the grenadiers are on, the units melee value will be that of the grenadiers (if national characteristics allow it) modified for disorder.

10. Battalion Mass (Battalions Masse)

Addition

This formation is only available to certain nations. It functions like a somewhat like a column and somewhat like a square. It must be made up of four or more counters. It does not get a square melee bonus against cavalry. Once in Battalion mass, you get the applicable morale bonuses and you are 6 ranks for fire. It has no flanks or rear to infantry or cavalry. It is immobile. It gets half ranks to the side or rear.

You decide to enter Battalion Mass during the charge declaration phase, after charges are declared. It is free to enter. You do not have to write an order (you may if you wish to). Flip the rear counter of the unit upside down to signify that it is in Battalion Mass. You require 1/4 turn to get out of Battalion mass. This requires an order. You may not form Battalion Mass from a Column of Divisions. You must be formed in a Column of Companies.

B. Cavalry Formations

4. Disorder.

Addition

Voluntarily disordered cavalry moves at charge rate.

C. Artillery Formations:

1. Limbered

Addition

Local convention has the crew counter on top of the gun counter when the gun is limbered.

2. Unlimbered

Addition

Horse artillery may limber or unlimber for free in a turn, but not both.


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: April 02, 2000. Copyright 2000. W.R.Dixon.