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.
March Table
DIE RESULT | EFFECTS Disorder | EFFECTS Good Order |
10 or more | Elan. Unit rallies and moves normally. | A la Bayonette. Unit moves normally. |
7, 8, 9 | Rally. Unit rallies and moves half. | En Avant. Unit moves normally. |
5, 6 | Shaken. Unit rallies but cannot move or change formation. | Cautious. Unit may move half. |
3, 4 | Wavering. Unit remains disordered and cannot move or change formation. | Hold Ground. Unit cannot move or change formation. |
1, 2 | Broken. Unit retreats a full move disordered and troops lose 1 stand. | Retire. Unit retreats beyond enemy musketry range. |
0 or less | Routs. Entire unit removed from play. | Fall Back. Unit retreats a full move disordered. |
Unit | Basic | Road | Rough | Ford |
Infantry Column | 9” | 12” | x½ | -2” |
Infantry Line | 6” | - | x½ | -2” |
Open Order | 12” | - | x½ | -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 | Detached Division to Army Leader within 12” |
+2 | Attached Leader |
+1 | Unit in March or Field Column, or Square |
-2 | Columnar Infantry moving in Line |
+1 | Secure Flanks (Friendly units within 3” of both flanks) |
+2/-2 | Fresh/Spent |
-3 | Unit is Disordered Cavalry moving into Charge Combat |
Regimental Scale
Ground Scale. 1” = 80 yards
Infantry stand = 240 infantry
Cavalry stand = 120 cavalry
Artillery stand = 6-8 guns
Game Turn = 20 minutes
Fresh/Worn/Spent
Elite Infantry 6/4/3
Regular Infantry 6/5/3
Conscript Infantry 6/5/4
Elite Cavalry 4/3/2
Regular Cavalry 4/3/2
Conscript Cavalry 4/-/3
Built-up Areas
Special Rules
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)
Volley & Cannonade
FIRE POINTS AT RANGE | 3” | 6” | 12” | 18” | 24” |
Heavy 6 gun battery | 14 | 12 | 9 | 7 | 5 |
Light 6 gun battery | 10 | 9 | 7 | 5 | 4 |
Musket | 2 | 1 Sk | | | |
FIRE POINT MODIFIERS | |
x½ | 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 +1 | 8 gun battery shooting British infantry shooting |
+1 | Target 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 lose 2 stands. 1 gun stand wrecked. Charge checked. |
8, 9, 10 | Telling Fire. Troops disordered and lose 1 stand 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 | Leader Attached | |
+1 +2 +3 +4 | Outnumber enemy 3:2 2:1 3:1 4:1 or greater | |
+2 -3 +1 | Cavalry charging Infantry in Open and not in Square 2 Cavalry charging Infantry in Square 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 Stand lost during Current Fire Phase | |
+1 +2 +3 | Defending in woods or uphill 1 Defending in built-up area 1 Defending behind fortification 1 | |
-3 | Defender outflanked or attacked in the Rear | |
+2 -2 | Units are Fresh 1 Units are Spent 1 | |
+1 +2 | Units are Regular 1 Units are Elite 1 | |
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.
Charge checked: Retreat charging unit 2” from enemy. Cavalry may recall up to a full move.
DIE DIFF. | EFFECTS |
7 or more | Shattered! DEFENDER: Lose 2 troop stands or 1 battery wrecked. Leader captured. Troops full retreat disordered. Batteries limber up and full retreat silenced. ATTACKER: Breakthrough charge a half move towards closest enemy. |
4, 5, 6 | Driven Back! DEFENDER: Lose 1 troop stand or 1 battery damaged. Troops retreat 4” disordered. Batteries limber up and full retreat silenced. ATTACKER: Occupy enemy position or breakthrough charge a half move towards closest enemy. |
1, 2, 3 | Withdrawal! DEFENDER: Troops retreat disordered 2” from the enemy. Batteries limber up and full retreat silenced. Cavalry may recall up to a full move after 1st combat. Infantry hold position if in 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: Retreat disordered 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: Lose 1 troop stand. Troops retreat 4” disordered. DEFENDER: Hold position. Countercharging cavalry may carry the position or recall up to a full move. |
-7 or less | Shattered! ATTACKER: Lose 2 troop stands. Leader captured. Troops full retreat disordered. DEFENDER: Hold position. Cavalry disordered. Countercharging cavalry may carry the position or recall up to a full move. |
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. Elite: 6/4/3, Regular: 6/5/3, Conscript: 6/5/4
Cavalry are all 4 stand units, representing 480 troops or 4 squadrons. Elite: 4/3/2, Regular: 4/3/2, Conscript: 4/-/3
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)
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 (not in March column or already contacted) 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:
March Table - March Mode
March Mode represents the favoured formation when units move.
A new DRM of -2 applies when Columnar Infantry want to move in line.
Linear Infantry cannot form Field Column.
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.
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.
Artillery fire points are for 6 gun batteries. 8 gun batteries get a +1 die roll modifier.
British Infantry fire with a +1 die roll modifier.
Charge checked for Telling Fire. Retreat charging unit 2” from enemy. Cavalry may recall up to a full move.
Bayonet and Sabre
Columns advancing within 6” of the enemy must maintain a 2” gap between columns.
Cavalry may recall up to a full move depending on result.
Infantry in square holds its position on a Withdrawal result against cavalry.
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.