REGIMENTAL RISK




INTRODUCTION
Napoleonic Wargame. 
This game uses Risk pieces but at a tactical level. 

BATTALIONS
Use Risk pieces: Infantry, Artillery, and Cavalry. 
Each figure represent 1 Battalion (Squadron, Battery). 

REGIMENTS
All the units in a single space (even if of different types) are collectively called a Regiment. 

THE MAP
The map is divided into irregular shaped spaces. 
Each space has a Terrain Type and possibly 1 or more Terrain Features. 

TERRAIN TYPES
Clear- No special rules. 
Shallow Water- Units in Shallow water can only move on a roll of 3+ on 1D6. 
Units in Shallow water are +1 to be hit. 
Deep Water- Units cannot enter. 
Hill- Artillery on a hill can shoot +1 space (not into another hill). 
Ravine- Units in a Ravine are +1 to be hit and -1 to attack. 
Forest-  Units in a Forest are -1 to be hit 
Only 3 units max may attack out of a Forest space. 
Fortification Level 1- Units in a Level 1 Fort are -1 to be hit. 
Fortification Level 2- Units in a Level 2 Fort are -2 to be hit. 
Fortification Level 3- Units in a Level 3 Fort are -3 to be hit. 

TERRAIN FEATURES
Road- Doubles Unit movement in the direction of the road. 
Fence-  Units crossing a Fence can only move on a roll of 3+ on 1D6. 
Units crossing a Fence or charging over one are +1 to be hit. 
Ridge- Units behind a ridge are -1 to be hit. 
Wall- Units behind a wall are -1 to be hit. 
Trench- Units in a trench are -1 to be hit. 
Units crossing a wall can only move on a roll of 3+ on 1D6. 
Units crossing a wall or charging over one are +1 to be hit. 
Bridge- Units crossing a Bridge or charging over one are +1 to be hit. 

CROWDING
A space with more than 6 Units is said to be crowded. 
A max of 6 Units can attack out of a space. 
Units in a crowded space are +1 to be hit. 
If there are 13+ units in a space, they are +2 to be hit. 
If 19+ they are +3 to be hit. 

TURN SEQUENCE
Players take turns. 
Each turn has 3 phases: 
Attack Phase
Movement Phase
End Phase

ATTACK PHASE
Each of your units may make 1 Attack. 
Attacks are into an adjacent space. 
Roll 3D6 to attack with a unit. 
Attacks are directed at a specific unit. 
Units attack one at a time
A Unit that Breaks is removed from play. 
Cavalry and Bayonet attacks are considered to be Charges. 

RETREATS
A defending unit that is forced to retreat must move to an adjacent empty or 
friendly uncrowded space not adjacent to an enemy occupied space. If it 
cannot, it breaks.  
A unit forced to retreat twice in 1 turn breaks automatically. 

CAVALRY ATTACKS
Cavalry cannot attack a space with a Fortification. 
If a cavalry unit attacks a space containing Infantry, all infantry units in that 
space go into squares for the rest of the turn. 
Roll 3D6: On a roll of 12-13 one target enemy unit Retreats. 
On a roll of 14+ one target enemy unit Breaks. 
If the roll is 7 or less the cavalry unit Breaks. 

OVERRUN RULE
If a Cavalry unit breaks a defender, it may make a second attack in the same turn
against the same regiment. 

CAVALRY VOLUNTARY RETREAT RULES
A Defending Cavalry unit may choose, once a turn, to avoid an attack by retreating. 
The unit moves to an adjacent empty or friendly uncrowded space not adjacent 
to an enemy occupied space. 

ARTILLERY ATTACKS
Roll 3D6: On a roll of 14-15 one target enemy unit Retreats. 
On a roll of 16+ one target enemy unit Breaks. 
If the target is an infantry square get +1 to the attack roll. 
Artillery may attack at targets 2 spaces away, however they get -1 to the attack roll. 

INFANTRY ATTACK
Infantry can attack by 3 methods: 
Skirmish, Volley or Bayonet. 

INFANTRY SKIRMISH ATTACK
Roll 3D6: On a roll of 15-16 one target enemy unit Retreats. 
On a roll of 17+ one target enemy unit Breaks. 

INFANTRY VOLLEY ATTACK
Roll 3D6: On a roll of 13-14 one target enemy unit Retreats. 
On a roll of 15+ one target enemy unit Breaks. 
If the roll is 6 or less the infantry unit Breaks. 
Infantry attack Fortifications at -1. 

INFANTRY BAYONET ATTACK
Roll 3D6: On a roll of 11-12 one target enemy unit Retreats. 
On a roll of 13+ one target enemy unit Breaks. 
If the roll is 8 or less the infantry unit Breaks. 
Infantry attack Fortifications at -1. 

MOVEMENT PHASE
Each of your units may move 1 space. 
Cavalry can move up to 2 spaces. 
Artillery cannot move if they attacked this turn. 

SPECIAL UNITS
Figures can be marked to indicate that they are special units. 
Special units include: Leaders, Elite Units, Inferior Units, 
Light Cavalry, Light Infantry, Siege Guns. 

ELITE UNITS
Imperial Guard and such. 
They get +1 to their Attack rolls. 

INFERIOR UNITS
They get -1 to their Attack rolls. 

LEADERS
Leaders are Cavalry that cannot attack. 
All other Units in the same space as a Leader are -1 to be attacked.  
The scenario will determine how may Leaders are present.      
One type of attack the Regiment makes each turn will get +1 to its Attack roll. 
Leaders cannot be targeted directly for attack, however if their regiment is 
destroyed, they are removed from play. 

HEAVY CAVALRY
Big Men. Big Horses. Heavy Breastplates. 
Heavy Cavalry get +1 to their attack rolls. 

DRAGOONS
These Cavalrymen carried muskets/carbines and could skirmish like Infantry. 

LIGHT CAVALRY
Usually noted for their reckless courage. 
Their man roles were scouting, screening, and pursuit. 
Light Cavalry get -1 to attack rolls. 
They can move 1 extra space per turn. 

LIGHT INFANTRY
Light Infantry cannot make Volley or Bayonet Attacks. 
They can voluntarily retreat like Cavalry. 
Artillery attack them at -1. 
They are +1 to Skirmish. 

SIEGE GUNS
These require 2 turns to move 1 space. 
They have a range +1. 
They are +2 vs. Fortifications. 

END PHASE
If a Regiment containing a Leader has been attacked this turn roll 3D6. 
On a roll of 17 the Leader is wounded and out of the Battle. 
On a roll of 18 the Leader is killed. 

FLANKING RULE
Attacks vs. a regiment in contact with 3 or more enemy held spaces are at +1. 
If the Regiment is also not in contact with a friendly held space it will 
automatically surrender in End phase. 

BREAKTHROUGH RULE
If a Regiment is completely broken/retreated, all adjacent friendly 
Regiments are +1 to be hit. 

ENGLISH TROOPS
Thin Red Line: English Infantry get +1 to Volley attacks. 
Bayonet and Volley attacks against them are at -1. 
English Gentlemen: Extra Leaders (But not for Cavalry) 
Light Guns: -1 to hit when targeting enemy Artillery.
Low Proportion of Cavalry. 
Riflemen: Elite Light Infantry. 
Highlanders: Elite Infantry.
King's German Legion: Elite Light Cavalry.
Elite Heavy Cavalry: Life Guards, Royal Horse Guards.
Light Cavalry: Light Dragoons, Hussars. 
Heavy Cavalry: Heavy Dragoons, Household Troopers.

FRENCH TROOPS
Grand Batteries: If a Regiment is composed of 6 or more Artillery units, those 
units get +1 to attacks. 
Cavalry en Masse: If a Regiment is composed of 6 or more Cavalry units, those 
units get +1 to attacks. 
Demi-Brigades: Infantry Regiments composed of 2/3 Inferior Infantry and 1/3 Regulars.
Columnar Attack: Inferior Infantry in Demi-Brigades get +1 to Bayonet attacks.   
Imperial Guard (Grumblers): Elite Infantry.
Voltigeurs: Light Infantry.
Cuirassiers: Heavy Cavalry.
Dragoons: Cavalry with Carbines. 
Hussars: Light Cavalry.
Lancers: Elite Light Cavalry. 

RUSSIAN TROOPS
Serfs: Large numbers of Courageous Infantry.  
Bravery: Attacks vs Russian Artillery are at -1. 
Cossacks: Lots of Inferior Light Cavalry.
Cuirassiers: Heavy Cavalry.
Dragoons: Cavalry with Muskets. 
Hussars: Light Cavalry.

POLISH TROOPS
Ulhans: High proportion of Elite Light Cavalry.

AUSTRIANS
Lack Initiative: Fewer Leaders. 
Large Numbers of Cavalry.

PRUSSIANS
Landwehr: High Proportion of Inferior Infantry.
Jaegers: Lots of Light Infantry.
Hussars: Elite Light Cavalry.



LINKS
Napoleonic Powers











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