2 by 2 Napoleonic's
Officer's Dispatch
◇ the standard game upon a single sheet ◇ Version 3.04

Sequence of Play
Phase 1P1 moves / reinforcements
P1 rallies units
P2 shoots (defensive first)
P1 resolves melees
Phase 2P2 moves / reinforcements
P2 rallies units
P1 shoots (defensive first)
P2 resolves melees
Movement
UnitMove
Infantry3″
HQ6″
Heavy Cavalry4″
Light Cavalry5″
Foot Artillery2″
Horse Artillery4″
One manoeuvre (pivot / wheel / spin) per phase, before, during, or after the move. Sideways ×2, no contact; rear normal; neither is a manoeuvre. Turning to face a charge is free. Last 2″ into contact straight ahead. Measure anything, any time.
Terrain
FeatureEffect
Road (entire move)+1″
Stream+1″ to cross
Bridge½ rate unless in road-column
Town½ rate, no road bonus
Hedge / Wall / Copseno cost
Dense Woodsimpassable; roads only
Cavalry never gain cover from terrain. A unit routed into Dense Woods is Destroyed. Cavalry may not move to contact the same turn it crosses a town.
Reinforcements (×2 per move phase)
Source1D6
Rear3+
Flank4+
Staff Points: up to 4 at 1 AP; spend +1 each on a reinforcement roll; a natural 1 always fails. Enemy within 3″ of your point: optional one-for-one exchange, both Destroyed.
Rallying — 1D6, 5+ rallies
Modifier±
Guards / Grenadiers+1
HQ in base-to-base contact+1
Militia−1
Disrupted−1
HQ self-rally+2
Enemy within 2″−2
No rally at all with an enemy in contact, or with no HQ within 6″. Only Guards, and units in HQ base-contact, may rally with an enemy within 2″.
Victory

Fast game — first to lose 5 units loses.

Decisive — first to lose 5 units and be 2 ahead loses.

Every unit counts — artillery and HQs included.

Army Points — 40 AP standard
UnitCost
HQ4
Line Infantry2
Guards / Grenadiers3
Heavy Cavalry3
Light Cavalry3
Foot Artillery3
Horse Artillery4
Militia1
Staff Point (max. 4)1
Shooting — Ranges
WeaponRange
Foot Artillery3 / 8″
Horse Artillery2 / 5″
Small-arms1″
HQ and cavalry may not shoot. Small-arms Pins the shooter at once; artillery does not Pin itself. A Pinned unit may still shoot from its facing.
Shooting Modifiers — 1D6
Modifier±
Artillery at long range (>1″)−1
Artillery at short range (≤ 1″)+1
Shooting out of own flank or rear−2
Target is cavalry+2
Target infantry in cover−1
Target downhill of shooter+1
Target is Disrupted+1
Target shot on flank+1
HQ base-contact with shooter+1
Small-arms first volley (not Pinned)+1
RollResult
8+Destroyed
7Routs
6Disrupted
5Pinned
≤ 4No effect
Defensive fire: a Pinned or Disrupted result on a unit that moved into contact pushes it back one base depth — no melee this turn. Rout or Destroyed resolve normally.
Melee — Difference of 1D6 rolls
Modifier±
Heavy Cavalry+2
Guards+1
Light Cavalry−1
Cavalry in town−2
Artillery or HQ−3
Enemy is Disrupted+2
Extra attackers vs. one defender+1 each
HQ in base-to-base contact+1
Uphill of opponent+1
Making a follow-up−1
On road all turn before contact−2
DifferenceResult
DrawnReroll
1 or 2Loser Routs, opt. follow-up
3Loser Destroyed, opt. follow-up
4+Loser Destroyed, must follow up
Infantry may not charge cavalry; artillery may never charge. Unpinned infantry may turn to face one charger. Any winner may follow up, repeatedly — but never a Pinned or Disrupted unit. No defensive fire against a follow-up.
Status Effects

Pinned — no move, no facing change, no follow-up; may shoot from its facing.

Disrupted — no move, no shooting, no follow-up; +1 to enemy shooting, +2 to enemy melee.

Routs — 1D6: on 1–2 Destroyed. Else a full move directly away from the shooter (to its rear if routing for any other reason), then Disrupted. Touching an enemy while routing = Destroyed.

Unit Notes
The standard game only. For Light Infantry, Dense Woods, unit sizes, the irregulars, Lancers, the army lists, and the optional rules, see the full QRS and rulebook.