Category Archives: Artillery

Revised Russian Units for v0.3.1

Following the updated rulebook I’ve re-written the Russian unit stats to go alongside these.

INFANTRY UNITS

Russian Infantry Units

You’ll see that I’ve divided the main infantry (line and light) into three rungs of Recruit, Trained and Veteran. This is to reflect the training and experience of units in campaign situations. If playing matched play games I would advise using trained units a base.

CAVALRY UNITS

Russian Cavalry Units

Any of the above can also be included in the Russian Imperial Guard, if you are taking any of these units as Imperial Guard, then include the Drilled special rule and in the case of Cossacks remove their Cossacks special rule.

ARTILLERY UNITS

Russian Artillery Units

A half company of Russian artillery contained six pieces, and in the case where 6 pounder cannons were used there were four cannon and two unicorn howitzers.

Once again, any artillery units that included as part of the guard add the Drilled special rule.

As always if I’ve made a mistake or you believe something needs to be revised please let me know in the comments.

OUR DISCORD SERVER

OUR WHATSAPP CHAT

OUR TABLETOP SIMULATOR MOD

Advertisements

Clausewitz Available on Steam Workshop for Tabletop Simulator

Okay, this is a pretty big deal for me. I’ve spent the last week and a half putting the finishing touches to the Clausewitz Mod for Tabletop Simulator!

This is available to download now from the Steam Workshop.

The mod includes all of the British and French units, and future updates will include other armies and terrain.

Now you too can playtest Clausewitz without the need for miniatures or even a tabletop!

Please try it today and pass any feedback you have to clausewitz.tabletop@gmail.com

Screenshots below:

Vimeiro Battlefield
The French Grande Armee
The British Army
The French attack a British position

Grand Scale Battles
It even includes a copy of the latest draft rules!

OUR DISCORD SERVER

OUR WHATSAPP CHAT

OUR TABLETOP SIMULATOR MOD

Advertisements

How Brigades Work

As part of the recent revision to the rules I’ve gone back and rejigged the unit and Brigade profiles.

HOW IT WORKS

When organising their order of battle each general will either purchase a number of Brigades or (in the case of historic battles) take the number as given on the historic order of battle. The Brigade card will look like this:

Brigade Card Ready for Battle

You would purchase you initial Brigade and in matched play games this costs you a certain amount of points in itself. From that point on you add battalions, squadrons or batteries to then buff those initial statistics. So in the case above, we can see that each Line Regiment added is improving the Morale roll the Brigade would need by a further one, meaning once they’ve all been added and it comes to taking their first morale test in battle the Brigade would need a 5+ to pass. Most factions will either be all foot or all horse, only a few factions had a mixture of both, but these will be published with those factions.

COMMAND
This is the value needed to pass in order for that unit to carry out its actions. Only elite units will alter this in any way, the player must instead use command points from a nearby general to boost these in the turn. For example, the player chooses to activate his general first and uses 3 of his 5 command points to boost the above Brigade to Command 6+ instead of 9+.

MORALE
As in previous iterations of the rules this stat is how confident the Brigade is in battle, the number signified is what would be needed to pass a morale test in game. This number may often be modified by other in game factors such as nearby Cavalry, the formation of the units inside the Brigade and any damage received to the Brigade.

STRENGTH
This is an optional statistic for those wishing to compare their losses in game to that of the actual General who commanded in the field at the time. For each hit received on the Brigade this figure reduces by one and cannot be recovered unlike morale. At the end of the game the general deducts his final strength from his starting strength and multiplies the value by 50 to give an estimate on the number of men killed or wounded. e.g., the British Brigade begins the battle with strength 50, and at the end of the game has been reduced to strength 43, meaning a loss of 7 strength. This converts into 350 men killed or wounded (7 x 50 = 350).

STEADY
Steady represents the first roll of the firing phase for any ranged weapon dice. The player needs to score equal to or higher than this value for the player then to roll successes on their ‘Fire!’ roll.

COMBAT WEAPON
This weapon is the standard weapon of the standard trooper inside that unit.

COMBAT DICE
For a historic engagement combat dice is determined by using the number of men for each unit on the order of battle divided by a factor of 200. In matched play, combat dice are purchased individually each time.

For example an order of battle may show that a unit had 970 men, this figure is divided by 200 and rounded off to give the combat dice (970 / 200 = 4.85 (5 Dice)), or in the case above Brigade would be purchase for 57 Points, then a Regiment of Foot (which includes 1 combat die) is purchased for 43 points, each combat die for that regiment after that initial purchase may cost an additional 2 points, so a regiment of foot with 5 combat dice would cost 51 points (43 + 2 + 2 + 2+ 2).

SKIRMISH WEAPONS
If the unit is able to skirmish the weapon the use in doing so will be shown here. Often this is the same weapon, however in some cases such as some Austrian infantry units, the skirmishers of a unit may have been armed with Rifles instead of Muskets.

SKIRMISH DICE
A unit which has skirmish weapons will be granted 1 Skirmish Dice. One is the limit to Skirmish dice and no additional skirmish dice can be purchased. If the unit can skirmish, the cost of this skirmish dice is included in the unit cost when purchased.

ARTILLERY WEAPONS
This specifies any weapons that the unit uses as artillery.

ARTILLERY DICE
Artillery can be fired as an action. If the Brigade possess any Artillery this is fired in the same way as Combat or Skirmish Dice.

CC V INFANTRY
This denotes the dice roll required to cause a hit on this troop type in melee. Other external factors can also modify these rolls such as terrain.

CC V CAVALRY
This denotes the dice roll required to cause a hit on this troop type in melee. Other external factors can also modify these rolls such as terrain.

SAVE
Some units may have a save stat as part of their attributes, if so once damage has been dealt to the unit roll a D6 for each hit. On a roll of the value or above that damage is ignored. Some terrain such as Woods or Villages also grant saves and are specified in the terrain section of the Rulebook.

SPECIAL RULES
Often units will be added to the Brigade which contain special rules, these will vary from such things as Deployment Marker (granting the player an extra deployment marker in the scouting phase) to Marksmen (re-rolling one Fire! dice per action). What each special rule does can be found in the Rulebook under the special rules section.

OUR DISCORD SERVER

OUR WHATSAPP CHAT

OUR TABLETOP SIMULATOR MOD

Advertisements

Clausewitz Full Alpha Ruleset

The following is a full list of the Alpha rules. Please take your time to read through them or download the Word Document attached. I’m looking for feedback on everything from spelling, wording and location of paragraphs to feedback on rules etc. No opinion is a bad opinion and please be as thorough as you can! All people who provide feedback will be mentioned in the rulebook upon its release as a thank you. The word document attached has track changes on so please feel free to make as many changes as you like and send the document to clausewitz.tabletop@gmail.com

The rules below have been adjusted and all articles on the nations will be revisited to update the rules for the individual units.

Again, thank you to everyone who has helped me get this far with the rules but especially to Chris Pringle and Lehann who gave many a thoughtful idea or suggestion on the way!

————————————————————————————————————————

THE SCALE
Clausewitz has been designed for 6mm wargaming at a scale of 1:5300, which roughly equates to one 6mm figure representing 50 men. One foot equates to one mile.

There is nothing to stop players using other scales however, please see the section on ‘Other Miniature Scales’.

THE FIGURES AND BASING
Basing for the scale mentioned above is 40mm wide and 30mm deep, these apply to all types of units apart from Aide-de-camp (ADC’s) which can be represented on any small round base as a single mounted miniature.

Unit bases have two dice holders on each base at the back which represent the formation that Unit is in and the number of combat dice the Unit possess. Alternatively, these can be tracked using pen and paper.

Command bases are the same size as Unit bases with dice holders to represent the Brigades Actions, Morale and Strength.

ADC’s are a single miniature on a round base with a single dice holder representing an objective target (more on this later).

Each base represents a unit, this may be a Battalion (Infantry), Squadron (Cavalry) or Company (Artillery). These bases are grouped together into Brigades which are the main elements of any game. Bases inside a Brigade act together simultaneously.

THE BATTLEFIELD
A game of Clausewitz can be played on any size playing area but 6’x4′ is ideal for representing the larger battles of the time.

TERRAIN
There are various types of terrain that affect gameplay and are fall under different categories:

Open
This represents your standard rolling countryside and fields. Open has no effect on the outcome of the battle. Quick March can only be used on open terrain.

Units moving along roads can take advantage of a +1cm addition to their movement speed.

Rough
Rough ground can be anything from scrubland to ploughed fields. Units passing through rough terrain are unable to use Quick March.

Difficult
Units moving through difficult terrain halve their movement speed (rounded up) as they make certain of their footing.

Impassable
Only units with the special rule El Bruc may move through, down or up impassable terrain at a rate of 1cm per action. If this unit is inside a Brigade with other units that do not possess this special rule then the Brigade cannot take advantage of this rule.

Impassable terrain may be such areas like ravines or cliffs.

A section on terrain types is included towards the back of the rules with the different effects each terrain type has on play and their classification. For example, troops inside of woods receive a 6+ saving throw. Troops uphill in a melee to their enemy will receive a +1 to their combat dice roll.

BRIGADES
A Brigade is made up of a number of bases known as “Units” which represent Battalions, Cavalry or Artillery companies, or even a combination of all three in some instances. Each Unit will add its own attributes to that of the Brigade. As well as the Units mentioned above, there will also be a Brigadier General base (same base dimensions) who represents the Brigade command.

Each Brigade is made up of basic attributes which are enhanced by the units that are included within that Brigade. Brigades can be no larger than five troop bases and one command base. These attributes are:

Command: 8+
Before any actions are carried out by a Brigade, they must pass a command test. This must be a D6 roll higher than that specified on their Brigade card. This roll can be modified by nearby Generals who can add some of their command bonus to the roll to help the unit pass. If that unit fails its roll it cannot act that turn.

Morale 8+
Morale is used once the unit is within the Zone of Control of any enemy units. This will be modified by formations of units within the Brigade and also by the number of units inside the Brigade. Each Unit stand (not command stand) will add +1 to this roll. A Brigade cannot increase this beyond 3+ and a roll of 2 in 2D6 is always a failure.

Strength: 0
Strength is an optional attribute which the player can use to determine how many loss’s their army or Brigades suffered at the end of the battle. For every 50 men added to the Brigade increase this attribute by 1.

Steady 5+
This is the roll needed for the men in the Brigade to reload their weapons effectively under the gaze of the enemy and pluck up their courage to shoot at the men opposite them. Rolls which are successful can be rolled again in the ‘Fire!’ step of shooting. A ‘Fire!’ roll sees whether the Brigade hits its target, needing 4+ at effective range and 5+ at long range. Some elite units may boost this roll to a 4+ or perhaps grant re-rolls to a portion of the dice.

Combat Dice: 0
This is the number of dice the Brigade can use when it’s firing its weapons at the enemy or taking part in a melee action. As units are added to the Brigade the number of Combat Dice will increase in proportion with the size of the unit that is being added. A dice is added for every 200 men of a unit. When a Brigade takes any damage, for each damage roll a die on 5+ their Combat Dice pool is reduced by 1.

Skirmish Dice: 0
The number of skirmish dice assigned to the Brigade is determined by the number of light infantry units inside the Brigade and the number of other units with the Skirmishers special rule. For each 1000 men (rounded up) of a light infantry or unit with the Skirmishers special Rule, add 1 skirmish die. Skirmish dice are explained in greater detail later on in these rules.

Artillery Dice: 0
Each time Artillery units are assigned to the Brigade the Artillery dice pool is increased by one for each artillery piece that is added.

CC v Foot: 5+
This is the basic melee stat for all Brigades. When a Brigade meets an opposing foot unit in base-to-base contact on terrain that isn’t open, those Brigades will fight a melee action. Using their combat dice, rolls of equal or higher the value specified will result in a hit against the opposing Brigade.

CC v Mounted: 6+
This is the basic melee stat for all Brigades. When a Brigade meets an opposing mounted unit in base-to-base contact on terrain that isn’t open, those Brigades will fight a melee action. Using their combat dice, rolls of equal or higher the value specified will result in a hit against the opposing Brigade.

UNIT FORMATIONS
Foot units inside a Brigade can take on different formations depending on the situation they find themselves in. To change the formation for any units within the Brigade, the Brigade must use an action to change unit formations for one action point. The formations available to foot troops are:

Line Formation
The line formation allows the unit to fire all available combat dice assigned to it. Fire from artillery is less effective from the front and only causes half damage (half the damage from all incoming artillery fire and round up). Artillery fire directly into the flank of a line unit would cause double damage. (double all damage from incoming artillery fire). Units in line formation cannot use its quick march speed.

Column Formation
Any units that are in column formation grant the Brigade an additional one to its morale (remember that the Brigade morale cannot exceed 3+). Units in column formation can use the quick march pace. Columns are vulnerable to Artillery fire and so receive double damage from all incoming artillery attacks. Cavalry pose less of threat to units in column formation and therefore cannot charge them, the Cavalry special rule is reduced by one for Brigades that have their units in Columns (i.e., Cavalry (-2) is reduced to Cavalry (-1) and Cavalry (-1) is negated).

Square Formation
Used solely as a defensive formation any units in Square cannot move, and suffer double damage from artillery attacks. Cavalry cannot charge units in Square formation and their Cavalry special rule does not affect units in Square.

PLAY METHODS
Clausewitz can be used to either re-fight historical engagements where players can build an army using the order of battle at the time, or, as a points-based game where players build armies of equal value.

THE TURN

There are 30 turns to a game of Clausewitz, this represents 5 hours of battle. Players may wish to add more turns if they’re refiguring a historic engagement.

Each turn represents 10 minutes real time of battle, for example Turn 1 may represent the battle time between 9:50am and 10am.

OBJECTIVES
Each game will have a number of objectives on the battlefield which players will score points for holding. Objectives are numbered, and Brigades are given orders to hold these objectives. Brigades can only score victory points for their player if the Brigade has been designated to hold that objective by an ADC. At the end of each turn points are counted up and added to a running total.

GENERALS
Each player will be represented by a single base on the tabletop representing them as Commander-in-Chief (CinC). Players can move their commanders around the field of battle to issue orders to their Generals of Division (GD) or to their Brigadier Generals (BG) if playing in a smaller game.

The CinC can issue ADC’s to send orders to a General of Division or Brigade, when they do so an ADC base leaves the CinC with a dice representing the number of the objective that the Brigade can attack. A CinC can only issue one ADC per turn.

An ADC must first make base to base contact with the General of Division for that Brigade however (chain of command and all that). Once they have made contact the ADC can continue o. To the Brigade.

Generals of Division and the Commander-in-Chief all have 5 command points they can spend each turn if they’re withing a certain distance if any friendly Units. Command points can be used to buff a Brigades command stat to make it easier for them to enact orders that turn.

If Generals are in base-to-base contact with a friendly unit in melee with the enemy the General can also take part and adds one additional combat dice to the friendly Brigade in combat. This dice is the equivalent of the Generals personal guard, as elite fighters these will hit on 4’s in melee.

SCOUTING PHASE
Before deploying their unit’s players will enter a mini-game to determine their deployment areas. Each general will have a number of Deployment Markers which represent the number of Light Infantry or Light Cavalry in their army.

These Markers move at a rate of 15cm. The generals move these Markers across the table in alternate turns. Each marker must be within either 15cm of a board edge or another friendly marker. If at any point a marker moves to within 15cm of any of the opponent’s markers both their marker and their opponents are locked into position and cannot move any further. Once all markers are ‘locked’ the area those markers enclose represent the players deployment area. Players then place their units in the table alternately beginning with the player who locked all their markers first.

PLAYING THE GAME
There are no phases in Clausewitz, instead at the beginning of a game each player has a single-coloured die or chip which they place inside a bag. Shake the bag and draw, whoever’s die or chip is drawn may act with their CinC first. The CinC may either move 30cm OR issue an ADC to a Brigade.

Once the ADC reaches a General of Division or Brigade and has given them their objective that General or Brigade is considered to be ‘activated’.

Once a Brigade or General has been activated an additional chip or die for that player can be added to the draw bag for the next turn. When that player draws their chip the next turn, they can then choose which of their activated elements to use.

ACTIVATED ELEMENTS
Each element can use up to five actions per turn, some actions cost more than others a list of actions is shown later on.

Actions usually revolve around moving, changing formation or attacking the enemy.

REACTIONS
Elements may choose to reserve some of their actions as reactions. Reactions enable you to respond to enemies within 10cm of your elements, this distance is known as the ‘Zone of Control’. Therefore, if you have activated a unit and are perhaps 15-20cm away from the enemy it may be wise to reserve some of your actions as reactions so that you can repulse the enemy of they attack.

If you’re outside of the zone of control of an enemy and you’re moving a unit that will end all its actions without entering an enemies Zone of Control you can choose to use all your actions at once to speed up play. For example, moving your infantry 10cm instead of 2cm per action.

ZONE OF CONTROL
Once opposing elements close to within 10cm they have entered the zone of control. From this point forward these elements can only move directly towards or directly away from the enemy in their ZoC.

Actions within a ZoC must be taken one at a time and must be preceded by a morale check for the unit performing the action. If they fail their morale check then depending on how badly that unit has failed by will determine how the unit reacts.

If the element passes its morale check it may use an action as normal and the enemy must then make a morale test to perform a defensive reaction. If either element fails their morale test by a value of 2 or less, that element will withdraw directly away from the enemy at its standard move rate (while keeping its front towards the enemy), this is known as a withdrawal, it may not make any more actions that turn aside from defensive fire or withdrawals as reactions. If an element fails by a value of more than 2 then that element flees using the move distance it has available from its remaining actions (i.e., the element has four actions remaining, it will make four move actions ending with the element facing away from the enemy and the element may not use perform any other actions or reactions that turn and must pass a morale test the next turn to move as normal. If it fails this test then it will flee a further 5 actions.

ACTIONS & REACTIONS

Order (Cost: 1 Action Point)
A general can issue an order once per turn to a subcommander (this may be a General of Division in the case of the Commander-in-Chief or a Brigade in the case of the General of Division). When doing so, an ADC is placed in base-to-base contact with the command stand issuing the order, it may then move 30cm towards its intended target regardless of terrain.

March (Cost: 1 Action Point) Offensive/Defensive
The entire Brigade may make a move at the speed of its slowest Unit on the March. The defensive version moves the Brigade away from the enemy. Units cannot use Reactions to advance.

Quick March (Cost: 1 Action Point)
The entire Brigade may make a move at the slowest of its Unit on the Quick March. This cannot be used inside the Zone of Control of an enemy unit.

Change Unit Formations (Cost: 1 Action Point)
Any Units within the Brigade can change their formation is they are able to do so. Formations can either be Line, Square, Column or Skirmish.

Change Brigade Formation (Cost: 3 Action Points)
The entire Brigade can change its formation to having either 4, 3, 2 or 1 wide in units. Cannot be performed in a Zone of Control of the enemy.

Fire Skirmish Weapons (Cost: 1 Action Point)
A unit that has skirmish dice under its attributes can fire these at the enemy if it wishes. If it does so, the weapons can fire at long range as though they were inside effective range (hitting on 4+ instead of 6+ on their Fire! roll). This represents the skirmishers moving ahead of the main body of troops and firing on the enemy as they approach. The process for firing skirmish dice is the same as firing the weapons of the rest of the Brigade.

Fire! (Cost: 1 Action Point) offensive/defensive
The Brigade can fire all its available combat dice assigned to the front rank of units in the Brigade.

Bombard (Cost: 1 Action Point) offensive/defensive
The Brigade can fire all its available artillery dice assigned to the Brigade. If an enemy is within the Brigades Zone of Control that enemy must be the target.

Hold! (Cost: 0 Action Points) offensive/defensive
The Brigade holds position waiting for the enemy to move closer. If the enemy brigade is within weapon range the Brigade must pass a command test, if it fails to do so the Brigade will fire all its weapons at the closest enemy within range.

MOVEMENT
When using a march action foot troops can move 2cm per action, if using a quick march action, they can move 3cm.

Mounted troops move at a rate of 4cm on the march per action and 8cm at quick march.

ADVANCED RULES

Capturing Generals
Players whose Brigades move over or finish their move on top of an enemy general are considered to have captured that General. He must stay in base-to-base contact with that Brigade until a friendly Brigade defeats them in combat or the end of the game. An extra victory point is awarded per General captured or killed.

Capturing Enemy Colours
A Brigade can capture the colours of enemy units it defeats in melee on a roll of a 6. An extra victory point is awarded per colour captured.

Using Strength
If players wish and they agree between themselves, they can use the strength stat on the Brigades, this will need tracking throughout the game.  At the end of the game subtract your ending strength of all your units against what you began with. The difference between these two figures is the number of loss’s your army has suffered. Multiply the value by 50 to give you a rough estimate of how many men were killed or wounded during the engagement. This works best for replicating historical battles and comparing your results to that of the General who commanded the army at the time.

FIRING
Any type of firing is broken down into two steps.

1st Step: Steady!
Each Brigade is given a ‘Steady’ stat, this represents how nervous the men are in battle and how likely they’re to load and fire their weapons correctly. This is usually a roll of 5+.

2nd Step: Fire!
Successful ‘Steady!’ rolls then go on to make their ‘Fire!’ roll which at the effective range of the weapon is 4+ while long range is 6+. Any success from this count as hits on the enemy, if the enemy is allowed to make saving throws, they would do so once hits have been allocated to their Brigades.

TERRAIN TYPES

Woods Difficult Terrain, units inside woods receive a saving throw of 5+ from any type of weapons fire.

Ploughed FieldsRough Terrain

Villages/TownsDifficult Terrain, units inside villages or towns are considered to be imbedded inside the buildings etc and therefore receive a saving throw of 4+. Other units can attack units embedded in Villages or Towns in melee but the defender receives +1 to their combat dice.

CliffsImpassable Terrain

RavinesImpassable Terrain

LakesImpassable Terrain

RiversDifficult Terrain

Gentle HillsOpen Terrain, however units in melee in a lower position on the hill than their target suffer -1 to their combat dice rolls.

Steep HillsRough Terrain, units in melee in a lower position on the hill than their target suffer -2 to their combat dice rolls (rolls of 6 will always hit).

MarshDifficult Terrain

WEAPONS (these will be superseded by the Nations Army Lists once fully written)

Pistols
Effective Range: 1cm
Long Range: 2cm

Muskets
Effective Range: 2cm
Long Range: 4cm

Rifles
Effective Range: 4cm
Long Range: 8cm

6 Pounder Cannon
Effective Range: 10cm
Long Range: 15cm

12 Pounder Cannon
Effective Range: 12cm
Long Range: 20cm

Howitzers
Effective Range: 15cm
Long Range: 25cm

BASIC UNITS ARMY LIST (these will be superseded by the Nations Army Lists once fully written)

LINE INFANTRY           
Command: No effect
Type: Foot
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 200 men added
Skirmish Dice: +1 per 1000 men added
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules: None

LIGHT INFANTRY
Command: No effect
Type: Foot
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 200 men added
Skirmish Dice: +1 per 1000 men added
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Deployment Marker’ – adds a deployment marker for the player to use in the scouting phase of the game.

HEAVY CAVALRY
Command: No effect
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 50 men added
Skirmish Dice: No effect
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Cavalry (-2)’ – All enemy foot units within 10cm suffer a -2 modifier on their morale test rolls.

LINE CAVALRY
Command: No effect
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 50 men added
Skirmish Dice: No effect
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Cavalry (-1)’ – All enemy foot units within 10cm suffer a -1 modifier on their morale test rolls.

LIGHT CAVALRY
Command: +1 per unit added
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: +1 per 50 men added
Skirmish Dice: No effect
Artillery Dice: No effect
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Cavalry (-1)’ – All enemy foot units within 10cm suffer a -1 modifier on their morale test rolls.
‘Deployment Marker’ – adds a deployment marker for the player to use in the scouting phase of the game.

FOOT ARTILLERY
Command: No effect
Type: Foot
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: No effect
Skirmish Dice: No effect
Artillery Dice: +1 per weapon
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Artillery’ – In Melee this unit halves the number of combat dice it may use.

HORSE ARTILLERY
Command: No effect
Type: Mounted
Morale: +1 per unit added
Strength: +1 per 50 men added
Steady: No effect
Combat Dice: No effect
Skirmish Dice: No effect
Artillery Dice: +1 per weapon
CC v Foot: No effect
CC v Mounted: No effect
Additional Rules:
‘Artillery’ – In Melee this unit halves the number of combat dice it may use.

OUR DISCORD SERVER

OUR WHATSAPP CHAT

OUR TABLETOP SIMULATOR MOD

Advertisements

Russian Artillery Units

Up to the Austerlitz campaign the Russian artillery was often found to be woefully under prepared, with the Russians only able to carry half of the ammunition the Austrians could in their caissons. The horse were also underfed and badly tended. This was to change however with Sir Wilson (who was attached to the Russian army during the campaign) noting “The Russian artillery is of the most powerful description. No other army moves with so many guns, and with no other army is it in better state of equipment, or is more gallantly served.”

George Nafziger considered the Russian artillery in 1812 as:

highly professional and very well trained” and their horses as “the finest horses available“. About the unicorns he wrote that they “had a greater range and more accuracy than the howitzers used by the other European armies.

Nafziger – Napoleon’s Invasion of Russia

In 1812 the field artillery consisted of:

  • 176 12pdr cannons
  • 524 6pdr cannons
  • 524 foot unicorns (10pdr and 20pdr)
  • 132 6pdr horse cannons
  • 132 horse unicorns (10pdr)

Pieces were formed into platoons of two guns, two of which (4 guns) formed a division. Three platoons (6 guns) formed a half-company, and two half-companies (12 guns) formed a company. In combat the companies guns were placed 8 cannon to the centre and 2 unicorns on either flank.

This image has an empty alt attribute; its file name is image-15.png
taken with thanks from http://www.napoleonguide.com

Using the table above we can establish the ranges of the Russian weapons in the scale we’re using (1:5300).

WeaponMaximum RangeEffective Range
6 Pounder Cannon25cm16cm
12 Pounder Cannon34cm16cm
Unicorns42cm12cm
Russian Artillery Ranges at 1/5300 scale

Unit Attributes

Russian Artillery Unit Card

Special Rules

Artillery – When in melee this unit halves its combat dice.

OUR DISCORD SERVER

OUR WHATSAPP CHAT

OUR TABLETOP SIMULATOR MOD

Advertisements

Austrian Artillery Units

Artillery Officer, Gunner and Train Driver 1809-1813, by Ottenfeld

Austrian artillery units before the Napoleonic Wars were held in high regard by the other nations of the world and were often thought of as the best artillery units. Men volunteered for the artillery units of Austria and were not recruited, all the rank and file were able to read and write in German. Enlistments were for 14 years in the artillery, while a member of the Austrian infantry was enlisted for only 6 years.

Several French generals including Massena admired the Austrian artillery and its professionalism, and the Austrians had both gunpowder and ammunition of higher quality than that of the other nations. However, while the Austrian artillery units were extremely professional and benefited from higher quality supplies the French and many other nations artillery had a larger calibre and further reach than the Austrian weapons.

The accuracy of Austrian artillery far appeared to be superior to that of the other major nations. At the Battle of Leipzig in 1813 a duel occurred between 12 Austrian guns and 21 Saxon and French guns near Paunsdorf. After 30 minutes of fire and despite being outnumbered almost 2 to 1 the Austrian gunners had lost six of their guns while the Saxons and French had lost seven.

www.napoleonguide.com has a very handy table showing the different ranges of the Napoleonic guns of each nation at the time. I’ve summarised this below into the 1/5300 basic scale for Clausewitz.

WeaponMaximum RangeEffective Range
3 Pounder Cannon16 cm8 cm
6 Pounder Cannon17 cm9 cm
12 Pounder Cannon21 cm12 cm
7 Pounder Howitzer23 cm12 cm
Austrian Artillery Ranges at 1/5300 scale

Unit Attributes

Austrian Artillery Unit Card

Special Rules

Artillery – When in melee this unit halves its combat dice.

JOIN OUR DISCORD COMMUNITY

Discord

SOURCES

http://www.napolun.com/mirror/web2.airmail.net/napoleon/Austrian_artillery.htm

https://www.napoleonguide.com/artillery_ranges.htm