1 of 3

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.

  • A units whole movement is at the lowest rate based on the terrain any stand in the unit moves through.
  • Minus 3” per unit penetrated for Passage of Lines.
  • Minus a half move to change formation (Linear infantry cannot form Field Column).

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 take 1 hit.

Retire. Unit retreats 4”.

0 or less

Routs. Entire unit removed from play.

Fall Back. Unit retreats a full move disordered.

Unit

Basic

Road

Rough

Infantry Column

9”

12”

4”

Infantry Line

6”

-

3”

Open Order

12”

-

6”

Cavalry

12”

15”

4”

Foot Artillery

6”

9”

2”

Horse Artillery

9”

12”

3”

Leaders

12”

15”

4”

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

Irregular Cavalry 4/-/3

Built-up Areas

  • BUAs are made up of one or more 3” x 3” blocks.
  • A BUA block can accommodate a single unit.
  • When any stand of an infantry 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 infantry unit spends a full move reforming outside any edge of the BUA.
  • A unit charging against a unit occupying a BUA block moves into contact with an outside edge of the BUA.

Special Rules

  • Troops lose 1 stand when they take a second hit. The first hit is marked on the unit.
  • Artillery are automatically attached to any friendly infantry/cavalry unit they are in contact with.
  • Columns advancing within 6” of the enemy must maintain a 2” gap between columns.
  • Infantry (not in march column or already contacted) may attempt to form square during enemy March phase when charged by cavalry or if behind a unit being charged. A unit is successful if it rolls at least Cautious or Rally on March table, otherwise it is disordered.

Formations

Line (single row of stands)

Field Column (double row of stands)

Masse (2 stands wide by 3 stands depth)

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)

2 of 3

Volley & Cannonade

FIRE POINTS AT RANGE

3”

6”

12”

18”

24”

French Old Guard

or Russian 12 gun Artillery

14 / 12

11 / 8

9 / 7

7 / 6

6 / 5

French Line/Young Guard

or British/KGL Artillery

13 / 11

10 / 7

8 / 6

6 / 5

5 / 4

Other Artillery

12 / 10

9 / 6

7 / 5

5 / 4

4 / 3

2-Rank Infantry

2.5

1 Sk

3-Rank Infantry

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 about-faced, limbered or changed formation

+2

Target March Column or Square or Enfiladed, or artillery target in Masse

-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

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 hit received 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: Take 2 hits 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: Take 1 hit or 1 battery damaged. Troops retreat 4disordered. 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 take 1 hit 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: Take 1 hit. 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: Take 2 hits. Leader captured. Troops full retreat disordered.

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

3 of 3

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 2 gun stands for 12 gun batteries.

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:

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

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.

Losses

Losses are taken as hits. The first hit on a unit is marked on the unit (red marker). The second hit removes a stand and the marker is removed. This effectively halves the effect of shooting and melee in line with the shorter turn period.

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 have been increased over AoE to account for the fact that battery sizes are the same as AoE but the target infantry/cavalry stands represent less number of troops.

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 an infantry 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 infantry unit spends a full move reforming from any edge outside the BUA block.

An infantry unit can move from one BUA block to another.

An infantry 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.