Variation for c&c napoleonics
Purpose: fighting a battle with balanced armies, with the possibility of small adjustments according to each player’s preference.
1) Agressionscale
- both players roll one dice. The symbol is checked in the table below. The outcome determines the agressionscale and the armycomposition (see armytables point 7).
- the player with the higher score (5 is the highest) becomes the attacker.
- In case of an equal score both players have the same agressionscale and armycomposition. To determine the attacker both players roll an extra dice. This is repeated till one player has a higher score, and is named the attacker.
Symbol | |
Agressionscale |
artillery | ![]() |
1 |
flag | ![]() |
2 |
infantry | ![]() |
3 |
cavalry | ![]() |
4 |
sabre | ![]() |
5 |
2) Map
- to determine the map the defender rolls a dice. He places tiles according to the table below.
- the place of the tiles is totally to the opinion of the defender. He has to defend this map.
- if both players have an equal aggressionscale, the tiles have to be placed on the middle 3 rows of the board. (a river in the map fields is still placed across the short site of the board).
Symbol | Map | Tiles and placing | |
artillery | ![]() |
river |
1 river (non-fordable) over the entire length of the board, at least 3 hexes |
flag | ![]() |
town | 1 town of 4 linked tiles 2 forests of 1 tile |
infantry | ![]() |
forest | 2 forests of 4 linked tiles 4 forests of 1 tile |
cavalry | ![]() |
hills | 2 hills of 3 linked tiles 2 rugged terrains of 2 linked tiles (no movement or placing) |
sabre | ![]() |
fields | 1 fordable river over the middle section (splits the map in two) 2 town’s of 1 tile 1 windmill en 1 sand quarry 6 tiles at the defenders wish, placed loose (forrest /hill/ rugged terrain) |
3) Setup side
- when the terrain is finished the attacker (see 1) rolls a dice.
- if the symbol is infantry he may choose his side of the map.
- in case of any other symbol the defender takes his favourite side.
4) Setting up the armies
- the units are placed on the 1st or 2nd row of the board.
- light troops maybe setup on the 3rd row.
- leaders must be placed alone.
- if necessary counters or extra tiles maybe placed free at will anywhere on the map.
- the defender sets up his army first, then the attacker follows.
- finally the defender may exchange the place of some of his units (1 change per 4 setup units). The chosen units are not changed; only the original setup hexes are exchanged between the 2 units.
5) Sequence of battle
- if both army’s are set up the attacker starts the battle by playing his First card.
- the battle is played as normal by each player successively playing a card.
- when the Élan-card is played the deck and discard-pile are reshuffled. The Élan-card is kept out of the new deck.
- When the deck is finished the game ends.
6) Victory
- the first player scoring 6 points wins.
- points are scored by destructing an enemy unit (troops or leader).
- if no player scores 6 points before the end of the game (carddeck runs out), the total score is determined by adding the points for controlled victory-counters to the number of destroyed enemy units. The player with the higher score wins.
- in case of a tie the defender wins.
7) Armycompositions
Agressionscale | 1 | 2 | 3 | 4 | 5 |
commandcards | 3 | 3 | 4 | 4 | 5 |
tiles | 2 | 1 | 1 | ||
counters | 2 | 1 | |||
leader | 1 | 1 | 2 | 2 | 3 |
line inf | 3 | 4 | 3 | 3 | 3 |
light inf | 2 | 1 | 2 | ||
grenadier | 1 | 1 | |||
guard inf | 1 | 1 | |||
light cav | 1 | 1 | 1 | 2 | |
heavy cav | 1 | 2 | |||
foot art | 2 | 1 | 1 | ||
horse art | 1 | 1 | 1 | ||
points to buy | 4 | 4 | 4 | 4 | 4 |
- each army consist of a given number of cards, units, leaders, tiles and counters
- the tiles (forest/hill/town) and counters are set up at the same time as the units
- a counter is gives one point if the hex containing the counter is controlled by a unit at the end of the game
- each army has 4 points to buy extras or upgrade the units
- the costs of extra units are shown in the purchaseprice-table
- its possible to upgrade a unit by paying the difference in the purchaseprice. The unit is exchanged (example: 1 line infantry of 2punt is exchanged to a light infantry at the cost of 1 extra point)
- the maximum units a player can set up is 12. Leaders don’t count in this number.
Purchaseprices per Nation
France | Britain | Portugal | note | |
card | 1 | 1 | 1 | extra card till a maximum of 8 |
tiles | 2 |
2 |
2 |
forest/hill/town |
counter | 2 |
2 |
2 | one point if controlled by a unit at the end of the game |
leader | 2 |
2 |
2 |
a extra leader maybe setup with a unit |
line inf | 2 |
2 |
2 |
|
light inf | 3 |
3 |
2 |
|
rifle | 2 |
|||
grenadier | 3 | 3 |
||
guard | 4 | 4 |
young/old or grenadier-guard unit | |
militia | 1 | 1 |
||
light cav |
2 | 2 | 2 |
|
cuirassier | 3 | |||
heavy cav |
2 | 2 |
2 |
|
guard cav | 4 | 4 |
||
foot art |
2 | 2 |
||
horse art | 2 | 2 |
2 |
- the British and Portuguese troops can be combined in 1 army.
- the units follow the same rules as in the base-game.
Optional:
- this table shows the purchaseprices used for a universal army, so both players can play with equal units.
- unique units are kept out of this game (young guard/ rifles/ cuirassiers)
- British and Portuguese blocks are combined
Purchaseprices | ||
card | 1 | extra card till a maximum of 8 |
tile | 2 | forest/hill/town |
counter | 2 | one point if controlled by a unit at the end of the game |
leader | 2 | a extra leader maybe setup with a unit |
- 1) nf = no fire
- 2) fire after move is half of the blocks rounded up