2 by 2 Napoleonic's
◇ Quick Reference Sheet ◇ Version 3.01

Sequence of Play
Phase 1P1 moves / reinforcements
P1 rallies units
P2 shoots
P1 resolves melees
Phase 2P2 moves / reinforcements
P2 rallies units
P1 shoots
P2 resolves melees
Movement Rates
UnitMove
Infantry3″
HQ6″
Heavy Cavalry4″
Light Cavalry5″
Foot Artillery2″
Horse Artillery4″
Terrain Effects
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 WoodsLight Inf. only; others roads
Cavalry: no cover from terrain. Non-Light Infantry forced into Dense Woods by rout = Destroyed. No cavalry move-to-contact the same turn as crossing a town.
Reinforcements (×2 per move phase)
Source1D6
Rear3+
Flank4+
Enemy within 3″ of your RP: optional one-for-one exchange (both Destroyed). Exit a unit at enemy RP: removes next off-map reinforcement.
Rallying — 1D6, 5+ rallies
Modifier±
Guards / Grenadiers+1
HQ in base-to-base contact+1
Militia / “Small”−1
Enemy in contactn/p
Enemy within 2″−2
HQ more than 6″ awayn/p
Disrupted−1
HQ self-rally+2
Only possible for Guards and units in HQ base-contact. n/p = not possible.
Unit Special Rules
Voluntary routs are still Destroyed on a 1–2 per the rout rule.
Status Effects

Pinned — no move or facing change; may fire from current facing.

Disrupted — no move, no fire; +1 to enemy shooting; +2 to enemy melee.

Routs — roll 1D6: 1–2 = Destroyed; else full move directly away (or to rear), then Disrupted. Touch enemy = Destroyed; end on friendly = friendly backs up and is Pinned.

Victory

Fast game: first to lose 5 units loses.

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

Draw: after either side has no reinforcements, exit all units off your own table-edge. Forced-off units count as Destroyed.

Shooting — Ranges
WeaponRange
Foot Artillery3 / 8″
Horse Artillery2 / 5″
Small-arms1″
HQ, Heavy Cav, Light Cav: may not shoot. Any unit using small-arms fire is Pinned immediately.
Shooting Modifiers
Modifier±
Artillery at long range−1
Artillery at short range (≤1″)+1
Out of target’s flank or rear−2
Target is cavalry+2
Inf. in cover (town/wall/hedge)−1
Light Inf. in Dense Woods−1
Target downhill of shooter+1
Target is Disrupted+1
HQ base-contact with firer+1
Small-arms first volley (not Pinned)+1
Target fired on flank+1
Firer “Large”+1
Firer “Small”−1
Same-aspect chargers form one target group; target-type modifiers apply only if every unit in that group qualifies. Defensive fire causing Pinned/Disrupted pushes attacker back one base depth; no melee.
Shooting Result — 1D6 modified
RollResult
8+Destroyed
7Routs
6Disrupted
5Pinned
≤4No effect
Melee — Restrictions

Infantry may not initiate melee against cavalry. Artillery may never initiate melee. Last 2″ of move (or whole move if shorter) must be straight ahead.

Only unpinned/undisrupted defending infantry may turn to face contact. Multiple contacts: defender rolls separately vs. each attacker; phasing player chooses order.
No defensive fire against follow-up; Pinned units fight from current facing.
Dense Woods edge: Light Inf. may shoot out / be shot / be assaulted from outside only within 1″ of edge or road. Infantry may clear edge; LI defender ignores normal −3; attacker Pinned after; no non-Light follow-up into Dense Woods.
Melee Modifiers
Modifier±
Light Cavalry−1
Guards (cumulative)+1
Heavy Cavalry+2
Cavalry in town−2
Enemy is Disrupted+2
Extra attackers vs. one defender+1 each
HQ in base-to-base contact+1
Higher than opponent (uphill)+1
Artillery / HQ / Light Infantry−3
Clear woods: non-Light attacker−1
Clear woods: Pinned LI defender−1
Unit “Large”+1
Unit “Small”−1
Unit making follow-up−1
Was on road whole turn before contact−2
Melee Result — Difference of 1D6 rolls
DifferenceResult
DrawnReroll
1 or 2Loser Routs, opt. follow-up
3Loser Destroyed, opt. follow-up
4+Loser Destroyed, mandatory follow-up
Army Points (40 AP standard)
UnitCost
HQ4
Line Infantry2
Guards / Grenadiers3
Light Infantry3
Heavy Cavalry3
Light Cavalry3
Foot Artillery3
Horse Artillery4
Militia1
Large modifier+1
Small modifier−0.5
No Militia unit may be “Small”.