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 take 1 hit. | 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 |
Infantry Column | 9” | 12” | 4” |
Infantry Line | 6” | - | 3” |
Infantry Masse | 5” | - | 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 | Infantry attempting to form emergency square |
-2 | Columnar Infantry moving in Line |
-1 | Insecure Flanks (flank/rear within charge distance of an enemy unit) |
+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 6/4/2
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
Special Rules
Formations
Line (single row of stands)
Field Column (double row of stands) - Columnar/Impulse only
Masse (2 stands wide by 3 stands depth) - Austrian Columnar only
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” |
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 | |
x ½ x ½ | Firer disordered. 2+ hits on artillery firer |
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 | 15 pts. |
+2 | 20 pts. |
+3 | 25 pts. |
+4 | 30 pts. |
+5 | 35 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 | Deadly Fire. Troops disordered and take 2 hits. Charge checked. |
8, 9, 10 | Telling Fire. Troops disordered and take 1 hit. Charge checked. |
5, 6, 7 | Lively Fire. Troops disordered or 1 gun stand silenced. |
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 +1 | Cavalry charging Infantry in Open and not in Square or 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 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. Doesn’t apply to Square or Masse. | |
+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 with 1 fire point and cannot skirmish fire.
Charge checked: Retreat charging unit 3” from enemy. Cavalry may recall up to a full move.
DIE DIFF. | EFFECTS |
7 or more | Shattered! DEFENDER: Take 2 hits. 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. Troops retreat disordered beyond enemy musketry range or one-half move (whichever is greater). 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 3” from the enemy. Batteries limber up and full retreat silenced. Cavalry may recall up to a full move after 1st combat. ATTACKER: Occupy enemy position. 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. Lose breakthrough modifier. |
-1,-2,-3 | Withdrawal! ATTACKER: Retreat disordered 3” 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 disordered beyond enemy musketry range of one-half move (whichever is greater). 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. |
Cavalry attempting to charge an undisordered Square or Masse are always Charge checked (see Volley & Bayonet above).
Heavy/Light
DIE RESULT | EFFECTS |
6 or more | Leader Survives |
5 or less | Leader disabled and replaced after 1 turn. |
Fallen Leader Table
When an unmodified roll of “10” is rolled in fire combat an attached leader rolls on the Fallen Leader Table.
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: 6/4/2, 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 (double row of stands, equivalent to LoBS)
Masse (2 stands wide by 3 stands depth)- Austria only
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 form emergency square prior to a Cavalry charge.
Cavalry attempting to charge an undisordered Square or Masse always have their Charge Checked.
Replace Cavalry charging Infantry DRMs with +2 Cavalry charging Infantry not in Square or Masse.
March Table - March Mode
March Mode represents the favoured formation when units move.
A new DRM of +2 applies when and infantry unit is attempting to form emergency square
A new DRM of -2 applies when Columnar Infantry want to move in line.
Linear Infantry cannot form Field Column or Masse.
March Table - Insecure Flanks
Units which have a flank/rear within charge distance of an enemy unit have Insecure Flanks.
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 on an infantry or cavalry unit removes a stand and the marker is removed. Artillery accumulate hits until the fourth hit, when the unit is removed from play. 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 under the same command 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.
Charge checked for Telling Fire. Retreat charging unit 3” 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.
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.