REGIMENTS & ROUNDSHOT







INTRODUCTION
Simple Napoleonic Miniatures Rules System. 
Uses Dry Erase Board, Markers, Dice, Risk Figures, and Regular Playing cards. 

SCALE: MEN
Each Infantry Figure represents a Battalion (Roughly 500-800+ men: around 6 Companies)
Each Cavalry Figure represents a Regiment (Roughly 400-500+ men: around 4 Squadrons)
Each Artillery Figure represents a Division (Roughly 20-30 guns: around 3 Batteries)
Each Figure is also referred to as a Unit.

SCALE: DISTANCE
Each Inch = ½ Mile (880 yards). 
Musket Fire is effective out 150 yards, so opposing 
Infantry/Cavalry must be touching (in Contact) to fight. 
Artillery is at Short range when touching an enemy unit (Canister).
Artillery is at Effective range up to ½ Inch (Roundshot).
Artillery is at Long range up to 1 Inch (Roundshot/Spherical Case).
Artillery is at Maximum range up to 1½ Inch (Spherical Case).

SCALE: TIME
One Turn = ½ Hour. 
Infantry can march up to 2 Inches in a turn.
Cavalry can “walk” up to 5 Inches in a turn.
(Cavalry only galloped when Charging & within Musket range)
Artillery can move up to 1 Inch in a turn. 

THE MAP
Use a white Dry Erase board.
(I got a 2” x 3”) 
Quickly Draw Bird-Eye View Terrain Features directly onto the board. 
Green Patches for Woods. Blue for Water. Red Lines for Roads
Black Dots for Hamlets and Important Buildings
Irregular shaded areas for larger Urban Areas.  
Black Lines for Walls & Fortifications. 
Brown dotted lines for Hills. 

FIGURES
Use plastic figures from a Risk Game. 
This will include: Infantry, Cavalry, and Artillery.  
Each player also needs an HQ figure to represent the General. 
Treat the HQ as a Cavalry Unit. 

THE ORDERS DECK
Players share a regular 52 card deck plus Jokers. 

DICE
Six sided dice are needed. 

RULERS
Rulers are needed. Inches are the common unit used. 

VICTORY
The first side to lose 20% of it's Units (Routed or Destroyed) retires the Field. 
Loss of the HQ is an automatic loss. 

FORMATIONS
All friendly units of the same type that are touching belong to the same Formation. 
A Formation will be one of several types:
Column Formation: All Units facing towards the Front of the Line. 
Units in column Formation move at +1 Inch per turn 
Line Formation: All Units Facing perpendicular to the direction of the line. 
Irregular Formation: Anything else. 

BASIC SETUP
This will vary for Specific Historical Scenarios. 
Each player divides his army into 4-5 Equal Strategic Columns.
Players will start with only 1 Strategic Column in Play.
Players start on opposite ends of the Map. 
Place Units anywhere on your Half of the Map. 
Units must be touching, in Column or Line Formations.
Infantry Formations must have a minimum of 5 Units.
Cavalry & Artillery Formations must have a minimum of 3 Units.
All Formations must be within 1 Inch of another Formation.   
The remaining Strategic Columns will arrive during the course of the battle. 

TURN SEQUENCE
Players take turns. 
Each turn has 8 Phases:
Reinforcement Phase
Strategy Phase
Grand Maneuver Phase
Bombardment Phase
Volley Phase
Charge Phase
Rally Phase
Logistics Phase

REINFORCEMENT PHASE
Roll 1D6 (The Reinforcement Roll)
On a Roll of 6, one of your Strategic Columns arrives. 
These units will appear in Formation within 1 inch of each other and the edges of the board. 
Roll 1D6 for Location that they appear (Arrival Roll)
1 	Left Flank 
2-3 	Center
4 	Right Flank
5-6	You Choose

STRATEGY PHASE
Draw 2 cards from the Orders Deck and put them into your hand. 
Good Generals get to draw 3 cards 
Famous Generals get to draw 4 Cards (Napoleon, Wellington, Fredrick the Great)

GRAND MANEUVER PHASE
Many Actions and Reactions will occur in this phase. 
Discard a Number card to move 1 Formation or to break up a Formation into 2 smaller Formations.  
Discard a Number card to change the shape and/or orientation of a Formation. 
If an infantry Formation moves into contact with a Cavalry Formation, the Cavalry may 
Immediately move away from the Infantry, at up to Full speed.  
The Pinned Infantry & Uncontrolled Cavalry Charge Rules must be Observed in this Phase.
Units on Roads move at +1 Inch per turn. 
Units in difficult Terrain move at half speed.
A Disrupted Unit cannot move on a Roll of 1-3 on 1D6 (Fail to March Roll). 

PINNED INFANTRY RULES
If an Infantry is in direct contact with an enemy unit, it cannot move.  

UNCONTROLLED CAVALRY CHARGE RULES
If a Cavalry Formation charged last turn, roll 1D6 (Uncontrolled Charge Roll)
1-3	The Units of the Formation remain in Control
4+	The Formation Becomes Uncontrolled: 
The Uncontrolled Formation automatically moves again (No Move card required) 
At full speed to contact the next closest enemy Formation and Charge it. 

BOMBARDMENT PHASE
All players may fire each of their Artillery Units once in this Phase.  
An Artillery Unit may Fire at an enemy Unit in Range. 
Artillery cannot fire through, or over friendly Units. 
Enemy Units must be in LOS. 
Roll 2D6 (Bombardment Roll)
2-6	No Effect
7-8	Unit Disrupted
9-11	Unit Routed
12+	Unit Destroyed
Modifiers:
Target Disrupted +1
Point Blank +1
Effective Range +0
Long Range –1 
Maximum Range –2 
Artillery is Disrupted –1 

DISRUPTED UNITS RULES
To denote that a unit is disrupted, lay it on its side. 
A disrupted Unit that is disrupted again must roll 1D6 (Morale Test)
1	Unit Holds position but remains Disrupted
2-3	Unit Retreats
4-5	Unit Routs
6+	Unit Destroyed (Slaughtered/Captured/Dispersed)

RETREAT RULES
A Routing Unit immediately moves directly away from enemy units at normal speed for 1 turn. 
The Retreating Unit remains disrupted at the end of its retreat. 

ROUT RULES
A Routing Unit immediately moves directly away from enemy units at double speed. 
It will continue routing each turn until the HQ rallies it or it leaves the map. 
If one Unit in a Formation Routs, they all Rout on a roll of 1 on 1D6 (Break Roll)
A Routing Unit that cannot move is destroyed. 
Artillery cannot be Routed except by other Artillery. 
If Artillery gets a Rout result from Cavalry or Infantry roll 1D6 (Artillery Last Stand Roll)
1-3	The Artillery is Disrupted or remains so if already Disrupted
4-6	The Artillery is Destroyed

VOLLEY PHASE
All players may fire with each of their Infantry Units once in this Phase.
Infantry may Fire at an enemy Unit it is touching. 
Roll 2D6 (Volley Roll)
2-6	No Effect
7-8	Unit Disrupted
9-11	Unit Routed
12+	Unit Destroyed
Modifiers:
Target Disrupted +1
The Attacking Formation is Bigger than the Target +1
Attacker is Disrupted –1 
Target in contact with Multiple Enemy Units +1
If two Infantry just came into contact this turn, the one that was moving attacks second.   

CHARGE PHASE
A Cavalry Unit automatically charges an Enemy Unit it is Touching. 
An Infantry Unit may make a Bayonet Charge only if a Face card is played (discarded)
Infantry cannot Charge Cavalry, even if they are touching.  
Roll 2D6 (Charge Roll)
2-5	Charge Fails
6	No Effect
7	Target Unit Disrupted
8-11	Target Unit Routed
12+	Target Unit Destroyed
Modifiers:
Target Disrupted +2
The Attacking Formation is Bigger than the Target +1
Attacker is Disrupted –1 
Target in contact with Multiple Enemy Units +1
Overrun Charge Attack +1

OVERRUN RULE
If a Cavalry Charge Routed or Destroyed a Unit, the Cavalry Unit may immediately
Charge the next Unit in the Formation. 
Friendly Cavalry Units in Formation with the Overrunning unit are moved 
forward to stay in contact. 

FAILED CHARGE
Roll 1D6 (Failed Charge Roll)
1-2	Charging Unit Disrupted
3-4	Charging Unit Routed
5-6	Charging Unit Destroyed

RALLY PHASE
A Disrupted Unit not in contact with enemy Units and that was not attacked this turn, may
Attempt to Reform. Roll 1D6 (Recovery Roll):
1-3	Unit Remains Disrupted
4+ 	Unit Reforms (Loses Disrupted Status)
Unit gets +1 to recovery Roll if HQ within 8”
If the HQ is within 6” of a Routing Unit, it may attempt to Rally it. 
Roll 1D6 (Rally Roll):
1-2	Unit continues to Rout
3+	The Unit ceases to Rout but is disrupted
The HQ may attempt to rally every Routing Unit in range once this Phase. 

LOGISTICS PHASE
Maximum hand size is 4 cards, Discard excess cards. 

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THE ORDERS DECK
Use a Regular deck of Cards:

ACE CARDS
Dispatch
Play (Discard) to:
Move 2 of your Formations or
Negate target Move by Enemy. 

NUMBER TWO CARDS
Smoke
Play (Discard) to:
Negate target Attack or Move by Enemy. 

NUMBER THREE CARDS
Disengage
Play (Discard) to:
Allow Pinned Infantry to Move or
Give +2 to Uncontrolled Charge Roll

NUMBER FOUR CARDS
Infantry Square
Play (Discard) to: 
Charge Roll by Cavalry vs Infantry is at –3

NUMBER FIVE CARDS
Breakthrough 
Play (Discard) to:
Charge Roll by Cavalry is +3

NUMBER SIX CARDS
Counter Charge
Play (Discard) to: 
Charge Roll by Cavalry vs Cavalry is at –3

NUMBER SEVEN CARDS
Disciplined Firepower
Play (Discard) to: 
Bombardment or Volley Roll +3

NUMBER EIGHT CARDS
Orderly Withdrawal 
Play (Discard) to:
Turn a Rout into a Retreat

NUMBER NINE CARDS
Open Order
Play (Discard) to:
Bombardment Roll by Artillery vs Infantry is at –3

NUMBER TEN CARDS
Skirmisher Screen
Play (Discard) to:
Volley Roll by Infantry vs Infantry is at –3

JACK CARDS
Column 
Play (Discard) to:
Move a Unit that already moved this turn a second time or 
Move 2 Formations.  

QUEEN CARDS
Grand Strategy
Play (Discard) to:
Reinforcement Roll is at +2 or 
Modify Arrival roll by plus or minus 2 or 
Draw 2 cards

KING CARDS
Leadership
Play (Discard) to: 
Recovery Roll is +2 or 
Rally Roll is +2

JOKER CARDS
Missed Opportunity
Play (Discard) to:
Opponent must discard 2 random cards













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