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 21: Morale

A. Morale Modifiers.

Addition

2. Permanent Modifiers. These . . . routed morale result. You only get this modifier when an enemy unit in melee contact succeeds in breaking that contact..

Addition
Future battles could reduce a units basic morale modifier still lower but it can never go below three.

If between battles a unit that has suffered 50 % or more casualties wishes to rebuild its strength, it may rebuild up to full strength but it receives a permanent morale modifier of +1. This does not apply if it falls back to a training area to rebuild or the rebuilding is done with troops with a better basic morale modifier.

B. Conditions Requiring Morale Checks.

Addition

4. Infantry to not Form Square. (Optional) Infantry charged by cavalry, not under orders to Form Square or Form Square if Charged and not moving out of range or angle of the charge, must make a morale check to follow orders. This morale check will determine if they follow their orders or (try to) form square. Units in buildings, fortifications, behind walls or in terrain cavalry can not charge in or into, do not have to check. Normal formation and national modifiers apply. If they fail this check, they (try to) form square; if they pass they follow orders. No adverse morale effect applies if they fail this test.

D. Morale Rebuilding.

Addition

2. Reserve. A unit . . . enemy unit, either formed infantry or any cavalry . . .

Addition

E. Pursuit Check. British cavalry must, when they wish to break off from a melee, make a control roll. If this succeeds they may do as they wish. If it fails they must pursue the enemy unit they were in contact with until they are off the board or they receive a morale check that causes them to stop or fall back. While pursuing an enemy unit, they are subject to the provisions of Rule 21:J Follow-ups (page 23). If the router they are following flows around an obstacle and the pursuing cavalry can not, the pursuers will be disordered if they contact new enemy units. The control roll is made at the start of the movement phase.

To make the control they must write a normal turns move with the note that they are going to make their control roll. They only get one roll. Roll one normal die, a roll of 4,5,6 regains control.

If there is an officer attached, you do not need to roll.

Addition

F. Disordered Units. Units that are disordered have special morale rules. They may not voluntarily contact other units. If they are contacted by other units: they suffer a +2 modifier for being in disorder, they get no national bonuses for being in a formation, they cannot claim grenadiers in the rear. In addition, if they are charged by cavalry, they suffer two other additions: +2 for infantry not in square and charged by cavalry, and +2 for no secure flanks (Unit is attacked from flank or rear is how it actually reads). Units charging disordered units receive a -2 modifier on the close to contact roll.

Addition

G. Infantry vs Cavalry.

For Infantry units in disorder see 'F' above.For formed Infantry units: Infantry units in square receive a -2 modifier when charged by cavalry. There are no pluses. Cavalry gets no charge impetus against squares and has a +2 modifier to close to contact.

Infantry units in Battalion Mass receive a -2 modifier when charged by cavalry (-1 for being in Battalion Mass and an additional -1 for being in Battalion mass while being attacked by cavalry). There are no pluses. Cavalry does get impetus against Battalion Mass. There is no +2 modifier for the close to contact check.

Infantry units not in square or battalion mass, receive a +2 modifier for 'Infantry not in Square and Charged by Cavalry'. In addition if the infantry unit's flanks are not secure, is gets an additional +2 for no secure flanks (Unit is attacked from flank or rear is how it actually reads). If the unit has secure flanks (protected by other units or terrain) it gets only a +1 modifier.

Infantry not in square but contacted by cavalry (not charged) receives a +1 modifier on its' Fear of Impact check.

Addition

H. Grenadiers.

Grenadiers give morale bonuses for most morale checks. Grenadiers in the rear helps for casualty checks, fear of impact checks and fear of disaster checks. Grenadiers in the front help for close to contact checks. Thus in a line infantry unit, it matters where your Grenadier counter is placed. Grenadier units do not get either modifier as it is factored into their basic morale number.

A single line of troops cannot claim either bonus except for the grenadier counter itself.

Addition

I. Fragmented Units.

Despite the fact that units are not allowed to break into two or more pieces and move separately, circumstances may force it. Cavalry crossing Walls or Sunken Roads, or Infantry lines that have been broken through will be in two pieces. The effects to cavalry are covered in the rules on terrain.

For Infantry, the smaller piece of the line (the half with fewer counters, or if both halves have the same number of counters, the half without an elite counter with it {if neither half has an elite counter with it or an officer then both}) is disordered until it rejoins the other half of the line. The larger portion of the line is formed but checks morale one level worse until the detached units rejoin.

If the fragmented unit is Artillery, both pieces of the unit may fire. Either half may change its facing by pivoting or prolong without affecting the other half. A limber up order must be obeyed by both halves of the unit and they must rejoin during the subsequent movement.

Russian Don Cossacks may be run as one or two units (see set N2 capabilities sheet). It takes one complete turn to split apart or reform into one unit.

Russian Black Sea Cossacks may be run as one or more units (see set N6 capabilities sheet). It takes one turn to split off or reform these units.

Expansion

J. Explanation of Morale Results.

These are the Current Explanations of the Morale results.

S - Shaken: Other effects: Infantry: Any fire . . .Cavalry: No other effects. Musket fire from mounted units, if being used, is affected the same way as Infantry fire.

Expansion

FC - Forced Back: All units . . . Other effects: Infantry: . . . Artillery: . . .Cavalry: . . . As the unit is disordered because of this morale result, it does not have to spend half the turn, turning around. It ends the turn disorganized and facing away from the enemy.

Expansion

FB - Fall Back: . . . Infantry/Artillery: no additional effects. Cavalry: As the unit is not disordered by this morale result, the cavalry unit must spend one half turn turning around before it moves to the rear. If the opposing unit follows up, the FBing unit does not turn around and the melee does not move. The unit may optionally act as if it received an FC result and move to the rear disordered.


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.