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The Age of Eagles (Regimental Scale 1:60)

The Napoleonic Wars in Miniature based on Age of Eagles 2d Edition

Play Sequence

Initiative Phase

Sides roll for initiative.

1st Player Turn

March (1st) Phase

a. Replace, attach & detach leader.

b. Repeat for all units moving:

b1. Select unit and state orders

b2. Conduct March table check.

b3. Move unit

c. Move detached leaders.

Volley & Cannonade (2nd) Phase

a. Resolve all enemy unit fire

b. Resolve all friendly unit fire.

Bayonet & Sabre (3rd) Phase

Both sides simultaneously resolve all charges,

countercharges and breakthroughs, applying results immediately.

Forming Square

Infantry (not in march column) may form square during enemy March phase when charged by cavalry by rolling at least Cautious or Rally on March table.

  • Minus 3” per unit penetrated for Passage of Lines.
  • Minus a half move to change formation.
  • A battery can prolong 1” without limbering.

March Table

DIE RESULT

EFFECTS

Disorder/Silenced

EFFECTS

Good Order

9 or more

Elan. Unit rallies and moves normally.

A la Bayonette. Unit moves normally.

6, 7, 8

Rally. Unit rallies and moves half, but cannot change formation (except to square).

En Avant. Unit moves normally.

4, 5

Shaken. Unit rallies but cannot move or change formation. Battery remains silenced.

Cautious. Unit may move half but cannot change formation (except to square or limber/unlimber).

2, 3

Wavering. Unit remains disordered /silenced and cannot move or change formation.

Hold Ground. Unit cannot move or change formation.

0, 1

Broken. Unit retreats a full move disordered/silenced and troops lose 1 stand.

Retire. Unit retreats beyond enemy musketry range.

Less than 0

Routs. Entire unit removed from play.

Fall Back. Unit retreats a full move disordered/silenced.

Unit

Basic

Road

Rough

Ford

Infantry Column

9”

12”

-2”

Infantry Line

6”

-

-2”

Open Order

12”

-

-2”

Cavalry

12”

15”

x⅓

-2”

Foot Artillery

6”

9”

x⅓

-3”

Horse Artillery

9”

12”

x⅓

-3”

Leaders

12”

15”

x⅓

-3”

TACTICAL MOVEMENT MODIFIERS

+1/+2

Detached Division to Army Leader within 12”/Charismatic Leader. Max 4 pts

+2/+3

Attached Leader/Charismatic Leader.

+1

Unit in Column, Masse or Square

-2

Unit wanting to move in a formation inconsistent with March Mode:

  • Linear Infantry in Field Column/Masse
  • Columnar Infantry in Line

+1

Secure Flanks (Friendly units within 3” of both flanks)

+1/-1

Elite/Conscript

-1

Each hit on unit

-3

Unit is Disordered Cavalry moving into Charge Combat

-1

Each Army Cohesion level

Regimental Scale

Ground Scale. 1” = 80 yards

Infantry stand = 240 infantry

Cavalry stand = 120 cavalry

Artillery stand = 6-8 guns

Game Turn = 20 minutes

Formations

Line (equivalent to Line Of Battle)

Field Column (equivalent to LoBS)

Masse (equivalent to Masse)

March Column (equivalent to March Column)

Open Order (equivalent to Tirailleur but available to all Light Infantry)

Square (all stands face out on 4 sides)

Built-up Areas

  • BUAs are made up of one or more 3” x 3” blocks.
  • A BUA block can accommodate a single unit.
  • A unit charging against a unit occupying a BUA block moves into contact with an outside edge of the BUA.
  • When any stand of a unit enters a vacant BUA block, it is considered to automatically occupy the BUA block and movement ends. Stands are placed anywhere in the open space of the BUA block. A unit in a BUA has no facing.
  • When leaving a BUA the unit spends a full move reforming outside any edge of the BUA.

Special Rules

  • Artillery must now roll on the March table.
  • A Rally roll will remove a silenced marker.
  • Artillery are automatically attached to any friendly infantry/cavalry unit they are in contact with.
  • Only 1 attacking unit can contact each face of the defending unit.

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Volley & Cannonade

FIRE POINTS AT RANGE

3”

6”

12”

18”

24”

8 gun battery (Heavy/Light)

24/20

18/12

14/10

10/8

8/6

6 gun battery (Heavy/Light)

18/14

14/10

10/8

8/6

6/4

2-Rank Musket

2.5

1 Sk

3-Rank Musket

2

1 Sk

FIRE POINT MODIFIERS

Firer disordered or damaged gun.

DIE ROLL MODIFIERS

-5

Less than 4 fire points

-4

4 pts.

-3

6 pts.

-2

8 pts.

-1

10 pts.

0

12 pts.

+1

16 pts.

+2

22 pts.

+3

30 pts.

+4

40 pts.

+5

50 or more points

+1

Target in Field Column, about-faced, limbered or changed formation

+2

Target in March Column, Masse, Square or Enfiladed

-2

Target in Open Order or Skirmisher (3.1” to 6”)

-1,-2,-3

Target in cover (per scenario)

DIE RESULT

EFFECTS

11 or more

Withering Fire. Troops disordered and take 2 hits. 1 gun stand wrecked. Charge checked.

8, 9, 10

Telling Fire. Troops disordered and take 1 hit or 1 gun stand damaged. Charge checked.

6, 7

Galling Fire. Troops disordered or 1 gun stand silenced.

5

Lively Fire. From cannonade only, troops disordered or 1 gun stand silenced. Musketry no effect.

4 or less

Desultory Fire. No effect.

Bayonet & Sabre

DIE ROLL MODIFIERS

+1

+2

Leader Attached

Charismatic Leader Attached

+1

+2

+3

+4

Outnumber enemy 3:2

2:1

3:1

4:1 or greater

+2

-3

-2

+1

Cavalry charging Infantry in Open and not in Square or Masse 2

Cavalry charging Infantry in Square 2

Cavalry charging Infantry in Masse 2

Infantry charging Infantry in Square 2

+1

+1

+2

Lancers charging Infantry in Open 1

Heavy Cavalry 1

Armoured Heavy Cavalry 1

+1

Breakthrough Charge

-2

Disordered Unit, Non-countercharging Cavalry, Open Order Unit or Unattached Battery - (not cumulative) 1

-1

Each hit during Current Fire Phase

+1

+2

+3

Defending in or behind Cover 1

-3

Defender outflanked or attacked in the Rear

-1

Each hit on Unit 1

+1

+2

Units are Regular 1

Units are Elite 1

DIE

DIFF.

EFFECTS

7 or more

Shattered!

DEFENDER: Takes 2 hits. Troops disordered and guns silenced. Troops full retreat and guns retreat silenced. Lose all guns if defeated by cavalry. Leader captured.

ATTACKER: Breakthrough charge a half move towards closest enemy.

4, 5, 6

Driven Back!

DEFENDER: Take 1 hit. Troops disordered and guns silenced. Retreat 4from enemy. Guns limber and full retreat. Lose all guns if defeated by cavalry.

ATTACKER: Occupy enemy position. Cavalry must breakthrough charge a half move towards closest enemy.

1, 2, 3

Withdrawal!

DEFENDER: Troops disordered and silenced. Troops retreat 2” from enemy. Cavalry may recall up to a full move after 1st combat. Guns limber and full retreat.

Hold position if square v cavalry.

ATTACKER: Occupy enemy position, except if cavalry v square then retreat disordered 2. Cavalry may recall up to a full move after 1st combat.

0

Shattered!

ATTACKER & DEFENDER: Both sides are disordered/silenced, and each lose one troop stand or one gun stand wrecked. Lose breakthrough modifier.

-1,-2,-3

Withdrawal!

ATTACKER: Troops disordered. Retreat 2” from enemy. Cavalry may recall up to a full move after 1st combat.

DEFENDER: Hold position. Countercharging cavalry may carry the position or recall up to a full move.

-4,-5,-6

Driven Back!

ATTACKER: Take 1 hit. Troops disordered and retreat 4 from enemy.

DEFENDER: Hold position. Countercharging cavalry may carry the position or recall up to a full move.

-7 or less

Shattered!

ATTACKER: Take 2 hits. Troops disordered and retreat a full move. Leader captured.

DEFENDER: Hold position. Cavalry disordered. Countercharging cavalry may carry the position or recall up to a full move.

Notes:

1. If half or more participating stands

2. If one or more participating units

Only the front rank of stands fire in Bayonet & Sabre combat.

All stands in a BUA fire at ½ effect and cannot skirmish fire.

Squares fire at 1 fire point per stand.

Charge checked: Retreat charging unit 2” from enemy. Cavalry may recall up to a full move.

A hit marker is added to a unit when it receives a hit. There is no stand removal. When a unit takes 5 hits it is removed from play.

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Differences to Age of Eagles

Scale

Ground scale 1 inch=80 yards; 1 figure=60 troops

Units

Infantry are all 6 stand units, representing 1440 troops or 2 battalions.

Cavalry are all 4 stand units, representing 480 troops or 4 squadrons.

Batteries are 1 gun stand for 6 and 8 gun batteries. Russians use half batteries of 6 guns.

Formations

Line (equivalent to Line Of Battle)

Field Column (equivalent to LoBS)

Masse (equivalent to Masse)

March Column (equivalent to March Column)

Open Order (equivalent to Tirailleur but available to all Light Infantry)

Square (all stands face out on 4 sides)

Forming Square

A defending Infantry unit may choose to roll on the March Table to change formation to Square prior to a Cavalry charge.

A unit will successfully form square on a roll of at least Cautious or Rally.

Replace Cavalry charging Infantry DRMs with:

  • -3 Cavalry charging Infantry in Square
  • -2 Cavalry charging Infantry in Masse
  • +2 Cavalry charging Infantry not in Square or Masse

March Table - Artillery

Artillery must now roll on March table. A Rally roll will remove a silenced marker.

March Table - March Mode

March Mode doesn’t restrict the formations that a unit can adopt. Instead, March Mode represents the favoured formation when units move. A new DRM of -2 applies when units want to conduct a move in a formation inconsistent with their March Mode. Field column is an inconsistent formation for Linear Infantry. Line is an inconsistent formation for Columnar Infantry. Impulse Infantry have no inconsistent formations.

March Table - Secure Flanks

Secure Flanks only applies if there are friendly units within 3” of each flank.

Attaching Artillery

Artillery are automatically attached to any friendly infantry/cavalry unit they are in contact with.

Fire Points

Only the front rank of stands fire for units engaged in Bayonet & Sabre combat.

All stands in a BUA fire at ½ effect and cannot skirmish fire.

Target in Field Column gets +1 DRM.

Hits

Unit losses in combat are ‘hits’. A hit marker is added to a unit when it receives a hit. There is no stand removal. When a unit takes 5 hits it is removed from play.

Volley and Cannonade

Musket range 150% AoE range.

A maximum of two batteries can fire on any one unit unless there are no other targets available.

The Volley & Cannonade table has been converted to the simpler Fire & Fury type table with the same effects as AoE.

Charge checked for Telling Fire. Retreat charging unit 2” from enemy. Cavalry may recall up to a full move.

Bayonet and Sabre

Only 1 attacking unit can contact each face of the defending unit.

Cavalry may recall up to a full move depending on result.

Built Up Areas

BUAs are made up of one or more 3” x 3” blocks each containing a building model and associated open space.

A BUA block can accommodate a single unit.

A unit cannot enter any part of a BUA block if it is occupied by another unit, except for friendly units moving in March Column through the BUA. A unit charging against a unit occupying a BUA block moves into contact with an outside edge of the BUA.

When any stand of a unit enters a vacant BUA block, it is considered to automatically occupy the BUA block and movement ends. Stands are placed anywhere in the open space of the BUA block. A unit in a BUA has no facing and is not considered to be in any particular formation.

When leaving a BUA the unit spends a full move reforming from any edge outside the BUA block.

A unit can move from one BUA block to another.

A unit within a BUA block is considered to formally occupy it and will receive all combat benefits.

All stands in a BUA fire at ½ effect. Skirmish fire is not allowed from a BUA.

All stands in a BUA block count for Bayonet & Sabre combat.

Cavalry attacking a unit in a BUA are always Disordered.