Square Eagles: Encounter Battle, 1813, Turns 1-5.

 I wanted to do a solo playtest of  my modification of Steve’s “Eagles Cheaper than Brain Cells”, itself related to Neil Thomas’ One Hour Wargames.  I rolled randomly for a scenario from OHW, and came up with #17, “Encounter”.  I decided to set the battle conceptually in 1813, with the French fighting the Prussians, and decided not to use any optional rules.  I decided to use TWO commands per side, and rolled a D6 for each one, with the condition that none of the 4 forces could be the same; as per Steve’s suggestions, I added 2 infantry units to each force. That resulted in the following: 

Prussia 1st Corps – Von Kleist – Black dice, etc.

1. Infantry

2. Infantry

3. Infantry

4. Infantry

5. Infantry

6. Artillery

7. Artillery

8. Cavalry

Prussia 2nd Corps –  Von Blucher – White dice, etc.

1. Infantry

2. Infantry

3. Infantry

4. Infantry

5. Infantry

6. Light Infantry

7. Cavalry

8. Cavalry

France  I Corps  – Victor –  Blue dice, etc.

1. Infantry

2. Infantry

3. Infantry

4. Infantry

5. Infantry

6. Infantry

7. Light Infantry

8. Cavalry

France II Corps,  Soult – Red dice, etc

1. Infantry

2. Infantry

3. Infantry

4. Infantry

5. Infantry

6. Infantry

7. Artillery

8. Cavalry

As per the OHW scenario, the game lasts 15 turns, and victory is achieved by having undisputed control of the hill. Failing that, if one side suffers obviously higher losses, the other side gains a minor victory. Each command can enter one unit per turn. The unit is determined by roll a D8 for each command at the start of the turn; that unit enters on the baseline anywhere on their half of the board. If they failed to enter a unit the previous turn, keep rolling until a valid unit is rolled that turn.  Commanders enter with the first unit of each command.

I took pictures of turns 1-3, but I didn’t realize that they failed to send, and deleted them. A brief summary of those turns first:
Turn 1:
A random roll determined that the Prussians would start the game with the initiative. On the first 2 turns there was no chance that there would not be enough orders available for all troops, and of course there was no chance that each Corps would fail to have 1 unit each arrive on the field!  Blucher (white) rolled a 6, causing a light infantry unit to arrive, and it moved straight forward 4 boxes on a March move in Column. Kleist (black) rolled a 4, and entered 1 Infantry unit which Marched forward 3 boxes in column. Soult (red) and Victor (blue) both rolled 4’s, and both entered a unit of infantry, both Marching forwards 3 boxes in Column. No combat was possible (out of range). 
Turn 2:
Blucher rolled a 2, and another unit of Infantry entered, and Marched forward 3 boxes in column. His Light Infantry used a Maneuver order to change into line and move onto the Blutsberg hill. Kleist rolled a 2, and another Prussian infantry entered, Marching forwards 3 boxes in Column. His other infantry unit Marched forward another 3 boxes to occupy part of the Blutsberg on the other end of the hill. Soult rolled a  5 and entered another infantry unit which marched forward 3 boxes in column, Victor rolled a 1 and di the same. Soult’s other infantry Maneuvered forwards 1 box and changed into line, while Victor’s infantry continued the advance in column. The Prussian Light infantry took a Skirmish Fire potshot at the French but failed to hit (they needed a 5 or a 6; the French couldn’t shoot because they only get 1 die for skirmish fire, and they lose a die shooting at Light Infantry). 
Turn 3:

The Prussians retained the initiative, and none of the commanders rolled a “1” for Orders, and thus would have sufficient Orders for up to 3 units each, the most they could possibly use at this stage. Blucher rolled a 4 for reinforcements, entering another infantry unit which again Marched forward 3 boxes in column; his other infantry Maneuvered onto the ridge and into line, alongside the Light Infantry, which stood it’s ground (also meaning that it could use the held Order for other things later in the turn). Von Kleist, though, rolled another 2, and thus with unit #2 already having entered, received no reinforcements this tun. Ouch! He maneuvered the unit on the ridge into line and moved his other unit forward 2 boxes in Column (had it moved 3 boxes on a March move, it would have been unable to Fire. Soult rolled a 1 and Victor a 3, resulting in each receiving another infantry unit, each of which again Marched forward 3 boxes in Column. Soult’s other infantry formed into a firing line at the base of the ridge. Victor, though, Maneuvered the most advanced of his units into Line right in front of the advancing Prussians in Column, hoping to take advantage of favorable modifiers I(as well as the potential that his forces would soon outnumber Kleist’s!). His third unit Maneuvered up to the base of the hill and formed line. Some shots were exchanged and damage suffered by both sides. 
Turn 4:
The first picture is also the situation at the end of Turn 3. 

Start of Turn 4; Prussians retain the initiative, Soult rolls 6+1 =7 Orders, but Victor only rolls 1+1 = 2 Orders. “Tough luck, that!” observes Kleist, not meaning a bit of it due to his failure to receive reinforcements last turn, Turnabout is fair play, and all that! Kleist and Blucher both roll sufficient Orders for all of their troops. The colored discs indicate that that unit has received an Order. Soult receives yet another infantry unit as reinforcements (lower left of photo), but Victor rolls a 4, resulting in no additional troops. “Couldn’t happen to a nicer chap”, observes Kleist dryly. Of course, with only 2 Orders, Victor would have been hard pressed to utilize a newly arriving unit anyway. Blucher rolled a 4 resulting in no reinforcements there, but Kleist (who is guaranteed reinforcements this turn, not having gotten any, rolls an 8, and some Prussian Dragoons make their appearance on the field! 

Turn 4, situation after Prussian Orders have been carried out. Kleist’s infantry can turn up to 90 degrees at the start of an Assault move, which they do. This potentially leaves their flank open, but Kleist figures his flank charge will defeat the French, and he will thus occupy their box, keeping his men safe this turn.

Infantry roll 1 die for each remaining SP (both units had suffered losses from prior shooting); the Prussians get an extra die for attacking a flank. Infantry hit on 4,5,6. Thus the French take 2 hits and the Prussians 1. 

Aftermath of the Assault – French, having suffered greater losses are pushed back the difference in hits (1 box); the victorious Prussians can either move forward 1 box or change facing; they do the later!
Situation after the French execute their Orders. 

The Prussians, having the Initiative do their (non-artillery Bombardment) first. Fire is not simultaneous, any losses inflicted buy the Prussians will occur before the French can fire back. However, losses do NOT effect Infantry or Artillery fire, and a unit is not removed from play until the end of the turn, so even “dead” units will get a final shot. Note that Artillery Bombardment, which is an Order, is resolved during the Orders phase (a good way to soften up the target of an Assault!). Finally, if the fire of a single infantry unit causes 3 (or more) losses, the target is immediately forced back 1 box, and that WILL take effect before they can fire back, if applicable. Once again, a 4, 5, or 6 is a hit for Infantry Fire (but only a 5 or a 6 for Light Infantry). Thus, left to right, the Prussian fire inflicted 1 hit (Over 1 box range, so just the single “Skirmish Fire” die), 2 hits, no hits, and 1 hit. The dials track the SP remaining. 

The French return fire, again, left to right, scoring 2 hits (Column loses a die), 2 hits (Line rolls 3 dice, added one for using an otherw2ise unused Order as a bonus, but lost 1 die for shooting at Light Infantry), 1 hit, none  and none (skirmish Fire by the last 2 units). 

Situation at the end of Turn 4; the Prussian Light Infantry, which had suffered losses earlier, and have only 5 SP to begin with, have been eliminated! “Scheiss!” mutters Blucher. 
Turn 5:
The French seize the initiative (D6 vs D6, must win by 2 to flip)! 

Soult gets 4 Orders this turn, and Victor, 3. Soult gets yet another infantry unit as reinforcements, whilst Victor gets a much needed French Cavalry unit (just out of the picture at far left). Kleist again rolls a unit that has already entered, so no reinforcements for him this turn, and adding insult to injury, only 3 Orders for his 4 units on the table. Blucher rolls another infantry unit as reinforcements, but only 2 Orders this turn; a bad moment for the Prussians for sure!

Situation after execution of the French Orders (the French Lancers Marched 4 boxes onto the table, and a French regiment has Maneuvered onto the flank of Blucher and his accompanying Infantry). ). 

French Column Assaults some Silesian Landwehr (count the same as everyone else for this game!). The Prussians use a Order marker to fire back at the attacking French, scoring 1 hit. 

French Assault falters, shaken but the Prussian fire, perhaps? Prussians score 3 hits to the French 2; the French are thus pushed back 1 box… back to where they started! 

Situation after the resolution of the Assault. 

Prussians execute their orders, including a charge (Assault) by the Prussian Dragoons upon the newly arrived French Chevaux-Leger Lanciers! Kleist’s outflanked infantry have Maneuvered their way out of severe danger, and Blucher’s infantry have in turn maneuvered onto the flank of the offending French!

Cavalry hit on a 3, 4, 5, or 6 in Melee; thus the French scored 4 hits (nearly eliminating the Prussians, as cavalry have only 5 SP’s), to a mere 2 for the Dragoons; they are repulsed and pushed back 2 boxes as a result. 

French firing – 2 hits on the Prussian column, and 1 hit (Skirmish Fire bolstered by an unused Order) on Kleist’s infantry.

The French volley mows down 2 Prussian SP. 

Fire by von Kleist’s men – q skirmish fire hit of the French Lancers, and an augmented skirmish fire hit on the French line. 

Blucher’s men fire – they can manage but a single hit on 5 dice. “HimmelHerrGottKreuzMillionenDonnerwetter!” swears “Marshal Vorwarts”! His column manages a respectable 1 hit on 2 dice. 

The unsettled situation at the end of Turn 5. 

Square Eagles – Simple Napoleonic Rules for a gridded table

 These rules are based upon Steve’s “Eagles Cheaper than Brain Cells” over at the Sound Officer’s Call blog, which are them selves descending from Neil Thomas’ One Hour Wargames. I have also borrowed some ideas from Martin Rapier’s OHW variant that I used at Historicon last July. 

I used them for a solo game and then a FTF game in the past month. Here they are with a few minor modifications based upon those games, which will appear as write ups on the blog soon. 

Square
Eagles

 UNITS
AND BOXES:

There
are four types of Units, representing typical formations. Each unit
occupies one 4” to 6”square box. It must face one of the four
sides of the box; no diagonal facings! Shooting and moving is +/- 45
degrees. Count diagonals as 1.5 boxes for moving or shooting.
Diagonal
moves cannot be made if both boxes to either side are occupied by
troops or terrain the unit cannot enter. All units except Light
Infantry and units in Towns/SP exert a Zone of Control into the box
directly to their front. Any unit that enters an enemy ZOC must
either assault that unit, or stop there and face into a box
containing at least one such unit. Units that start in an enemy ZOC
must either remain stationary and face into at least one such unit,
assault one such unit if able, or withdraw from the zone of
control without charging.

Line
of sight is measured from the center of the unit’s box to the center
of the target. Intervening woods, hills, towns, and units block line
of sight. One box is about 150 yards. A turn is about 15-30 minutes
of In/Action.

  1. Infantry.
    A brigade of about 3-4,000 close-order Foot with muskets/bayonets
    using firepower to confront the enemy; bayonets mostly defensive.
    Attached Guns are included, adding firepower at all ranges. Light
    foot screen the brigade at a distance from the enemy, inflicting
    casualties and confusion.

  2. Lights.
    A battalion of about 400 light Foot in a dispersed formation for
    rapid movement even through rough terrain. Their small size and open
    formation makes their musketry less effective.

    NO
    flanks/rear for fire or melee combat.

  3. Cavalry.
    A brigade of about 1500 close-order horse who rely upon movement and
    mêlée to affect the battle. Flank charges are a potent threat.
    Attached horse guns provide firepower along with screening light
    Horse that inflict casualties and confusion.

  4. Heavy
    Cavalry.

    As above, but big men on large horses, they have an advantage over
    lighter cavalry in mêlée.

  5. Guns.
    A massed battalion of 10-15 heavy foot guns with longer Range but
    less firepower than an infantry brigade. They are screened by
    attached infantry and baggage guards.

  6. The
    General.

    This is a suitably mounted fellow with his staff – but he
    functions as a marker, not a Unit. Generals are very important in
    Square Eagles, as they can attach to a Unit: that Unit always counts
    as Ordered [regardless of the cost to Order that Unit] and it gets a
    +1 to Rally. There should be about 1 General for every 6 Units on a
    side. Can share a box with a unit.

Strength
Points:

Infantry 7 SP, Cavalry 5 SP, Artillery or Skirmishers 5 SP. Can
adjust up or down 1 SP for relative numbers, troop quality, etc.

TURN
SEQUENCE

 
The
game begins per the OHW scenario instructions. The side said to “go
first each turn” has the Initiative Turn 1 – but it can change
from Turn 2 on. A full turn has five phases:

1.
Orders Phase:
All
generals roll one D6; this is the number of Order the General.
Units
within l box of an enemy unit cost two pips to be given an Order.

Place a marker next to each unit to Order it for this turn, showing
the Order’s cost – 1 or 2. Place the General with any unit under
his command (within 4 boxes); it counts as Ordered. Units with Orders
will be able to select and execute an Action during the Actions
phase.

2.
In
itiative
Phase [
not
Turn 1
]: 
Players
roll off a d6; high roll wins and has Initiative; it acts first in
Phases 3-4.

However,
Initiative only switches sides if the Reacting side wins the roll by
2 or more.

3a. 
Initiative Actions Phase:

The
Side with Initiative performs Actions with all Ordered Units.

3b.
Reacting Actions Phase
:
The
Side without Initiative does the same. When performing Actions, each
player sequentially selects an Ordered Unit, chooses and resolves an
Action for it, then repeats this with another Unit until all desired
Units with Orders have Acted. Units do not have to perform an Action.
Action choices are:  
Bombardment,
Rally

Move,
March, Maneuver and Assault.

4a.
Initiative
Fire Phase:

The
Side with Initiative Fires with all Units in Range.

4b.
Reacting Fire Phase:

The
Side without Initiative does the same.

5.
Remove Units and Orders:

Units
that have lost all their Hits are removed, including any attached
Generals. Return any Generals that were removed last turn. Remove
unused Orders.

3.
ACTIONS

3.i.
Bombardment:
This
Action is performed by Guns only and allows them to Fire [4].

3.ii
Rally:

Units
remove Hits by rolling a d6 and regaining: 1 Hit on a 4+ or 2 Hits on
a 6+. Add 1 to the die roll if in Cover or General is attached.
Units
may not rally to less than 1 Hit, i.e. the first Hit is permanent.

3.iii.
Movement:
Units
may use an Order to perform a
Move,
March,
Maneuver
or Assault

Action.
Move
and
March
are
straight ahead on the table up to the maximum allowed distance
listed below during their turn, except that Infantry in Column,
Skirmishers, and all Cavalry may include 1 box on the diagonal (costs
1.5) as part of their move.

Unit
Type

Move
or

March

Infantry,
Foot Artillery: 2 Boxes; Foot Artillery

may not Fire if they Move; +1 Box if Marching (Infantry only in
Column)

Lights:
3 Boxes

+1 Box if Marching

Cavalry
and Horse Artillery:

3 Boxes;
+1
Box if Marching

General
4 Boxes

during
the Orders Phase

Units
may neither
Fire
nor
move within 1 Box of enemy Units while using a
March
Action.

3.iv.
Maneuver:

is
a single 1 to 1.5 Box move in any direction, ending in any formation
and facing any direction.

a.
Turns:

A
free 180° Turn is permitted at the start

of
a Move or March for Infantry and Guns. Lights and Cavalry may Turn at
the start or end

of
the Move.

b.
Interpenetration:
Only
Skirmish Units may pass thru; the moving Skirmish Unit must clear the
other.

c.
Terrain
affects
Unit movements follows:

  1. Towns
    Gives
    Cover.

    Only Infantry and Lights may end their move in a Town.

  2. Woods
    Gives
    Cover.

    Lights move thru with no Penalty – others move at half speed OR
    Turn.

  3. Lakes,
    Marsh, and the Board Edge

    are
    impassible to all Units
    .

  4. Rivers
    are
    impassible, but may be crossed at a Ford or Bridge.

  5. Roads
    grant
    unlimited turns and a 1 Box move bonus if a unit spends its entire
    move on the road (Infantry must be in column to use Road and/or
    March movement).

3.iv.
Assault Moves

occur
when one Phasing Unit uses an Assault Action to enter a Box
containing one Target Unit.

The
Assaulter stops upon contact. Assault movement restrictions:

  1. The
    Defender’s Side Arc in which the Assaulter begins the Action is
    the only one it may contact.

  2. One
    turn up to 90 degrees may be made at the Assault’s start.

  3. Artillery
    and Lights may not Assault

  d.
Assaulted
Guns are Removed immediately.

  e.
Ordered
Guns Assaulted from their Front Arc Fire once at Close Range before
(potential) Removal.

  f.
Resolve Assaults immediately
,
before going on to the next Action. Both Units inflict Hits during
the Assault by rolling d6 equal to their remaining Strength Points,
modified as Follows:

  1. Cover
    Defenders
    in Towns, Hills, at River Crossings, in Woods, etc. cause Attacker
    to lose 1d6

  2. Charging
    gives
    Cavalry bonus 1d6
    .
    Cavalry
    charging Lights gives an additional 1 d6 bonus. Cavalry fighting
    Heavy cavalry lose 1d6 in melee.

  3. Orders
    A
    Unit with an unused Order may spend the Order to Defend and either
    Fire at 1 Box Range before the Assault is resolved, OR get a bonus
    1d6 during the Assault resolution

  4. Flank
    or Rear

    give
    Assaulter a bonus 1d6 when touching those sides.

  5. Formations:
    Infantry
    in Column get a a bonus 1d6 when assaulting infantry not themselves
    in Column; Squares have no flanks & get +2d6 when assaulted by
    Cavalry
    ,
    but can only move by Maneuver and may not assault.

  6. Hits
    are
    inflicted by rolling the final modified number of d6 for the
    Following Target Numbers:

Cavalry
3+  

Infantry
4+

Lights
5+

  1. Assaults
    end
    with
    the loser retreating straight back from the enemy the Hit difference
    in Boxes; –
    Assaulter
    loses Ties and retreats 1 Box.

  • If
    the retreating Unit’s path crosses other Units, terrain etc, it
    takes a Hit for each one.

  • If
    it retreats into impassible terrain it is eliminated.

  • If
    it ends its move in the same box as a friendly Unit, move it to the
    closest open Box in which it fits.

           Winning
Assaulters

may
either move one Box straight ahead or Turn up to 180.

4.
FIRE

4.i.
Skirmish Fire:

All
Infantry and Artillery Units have the ability to Skirmish Fire. It
has a 360° Arc, 2 Box Range, and gets one unmodified d6 for a 4+. It
must use the Priority Target rule, below.
Marching
Units may not Skirmish Fire.

4.ii.
Fire

is
permitted for Guns with Bombardment Orders and all other Units unless
they Marched.

  a.
Fire Arc

is
45° Arc off the Front.

  b.
Priority Targets

are
those within the Front Arc and must be chosen over Targets in any
other Side’s Arc.
Units
may freely choose between Targets that are at the same Range,
however.

  c.
Infantry Fire

is
1 Box Range with 3d6.

  d.
Artillery Fire

is:
2 Box Range 3D6,
4
Box
Range 2d6, 8 Box Range 1d6. Horse Artillery limited to 4 box
range, BUT may Move and Fire in the same turn!

  e.
Fire dice modifiers:

The
firing Unit may get more or less dice on the shot:

  • Cover:
    Firing
    at Units in Cover or at Lights is -1d6 penalty; Lights shooting
    ignore this penalty.

  • Flank
    or Rear:

    Firing
    at these Sides gives bonus 1d6

  • Formation:
    Infantry in Column or Square shooting at 1 Box range 2d6. Artillery
    shooting at Column or Square +1 d6

  • Order:
    An
    order dice may be used as a bonus 1d6.

  f.
Hits

are
inflicted by rolling the final modified number of d6 for the
following Target Numbers:

Artillery
3+ Infantry 4+ Lights 5+

  g.
Withdraw!

Units
that take 3+ Hits from one Fire Action immediately retreat 1 Box, as
in Assaults.

Hills
are considered to be relatively gentle slopes, so provide an
advantage defending from Assaults but not from shooting, especially
when considering the plunging arcs of the incoming missiles.

5.
REMOVALS

Units
that took Hits equal to their Strength Points are removed from the
table at this point. Remove unused Orders. Remove any Generals who
were with a unit that was removed. Attach any Generals that were
removed last turn to a Unit [they’ve lost a Turn].

Units
receive Hits through combat in the game without reduction in firing
ability until they have lost all their Hits and are removed. This
reflects a model of fighting whereby casualties are actually
relatively low as a percent of personnel, but morale and fatigue are
acquired until the Unit routs.

OPTIONAL
RULES

Resupply
Guns.

Guns
no longer need an order to Bombard. Instead, roll a d6 and on a ‘1’
they need to choose this Order before they can Fire again.

Defend!
Units
may spend an Order to Fire in opposing  Actions Phase of this
Turn, at the end of any Unit’s Action.

Forts/Works.
These
are Towns in which Guns may also end a Move.

Limbers.
Place
these or a dust cloud next to Guns that have Moved to show they
cannot Fire.

Horse
Gun Batteries

may
Maneuver and Fire.

Count as Medium Artillery, maximum range 4 boxes.

Limited
Skirmishers.

The
Unit may only Skirmish Fire at 1 Box Range.

Light
Rifles.

3 Box range; t
he
Unit may re-roll a miss with its Skirmish Dice.

Militia.
The
Brigade may only Turn by Maneuvering.

Impetuous.
The
Unit Always advances one Box if it wins an Assault instead of
Turning.

Medium
Battery.

These
Guns hit on a 4+ instead of a 3+; includes all Horse Artillery.

Low
Supplies.

The
Unit Fires with a Target Number one worse.

Resolute
/Steady.

The
Unit receives a Bonus 1d6 during Assault Resolution when Assaulted.

Stubborn.
The
Unit receives a +1 to the Rally d6 even if not in Cover or having a
General attached.

Division
General.

The
Division General acts as a Bonus General, guaranteeing a simultaneous
advance of three units.

Guard.
The
Unit gets a +1 to Rally. This may be in addition to the +1 for Cover
or the General attached.

Excellent
Staff.

General
can save one Order on an orders roll of 5, two on a 6. They may be
used any Orders Phase.

Sluggish.
This Unit may only Turn on a Move at the end of the Move, not at the
beginning.

Veterans.
This Unit may be assigned a second Order but must use both this Turn
as usual.

Square Eagles – Summary Sheet


Unit

Move

March

Shoot

Skirmish

Melee

Special

Infantry

2 Boxes

3 Boxes

 (Column only)

1 Box – 3d6*

Hit 4, 5, 6

1d6 

all directions

SP d6

Hit 4, 5, 6

Formations: Line,

Column, Square

Lights

3 Boxes

4 Boxes

1 Box 3d6

Hit 5, 6

1d6 

all directions

SP d6

Hit 5,6

May enter woods, -1 d6 as target

No flank/rear

Cavalry

3 Boxes

4 Boxes

N/A

N/A

SP d6

Hit 3, 4, 5, 6

+1 d6 Charging

-1 d6 vs Heavy Cav

Heavy Cavalry

3 Boxes

4 Boxes

N/A

N/A

SP d6

Hit 3, 4, 5, 6

+1 d6 Charging

Artillery

2 Boxes

3 Boxes

1 – 2 Boxes     3d6 

2.5 – 4 boxes   2d6

4.5 – 8 boxes   1d6

Hit 3, 4, 5, 6

1d6 

all directions

Eliminated

Only Horse Artillery may Maneuver and Fire, HA/Medium Artillery hit on 4,5,6. 

Horse Artillery max range = 4.

General

4 Boxes

4 Boxes

N/A

N/A

N/A

Bonus to Rally, 

1 Free Order


Effects of Infantry Formations:

Column: Allows March Move, 1 box diagonal, +1 d6 for Assaults, only 2 d6 firing at 1 bow range, +1 d6 as target for Artillery

Line: Standard effects

Square: No movement except Maneuver, no flanks, +2 d6 vs Cavalry, negate Cavalry charge bonus, +1 d6 as target for Artillery, 2 d6 for fire at 1 box range


Fire Modifiers:

-1 d6 shooting at Cover (Lights ignore)

-1 d6 shooting at Lights

+1 d6 shooting at flank or rear

+1 d6 for unused Order marker


Melee Modifiers:

-1 d6 Defender in cover or uphill

-1 d6 Cavalry assaulting Heavy Cavalry

+1 d6 Cavalry/Heavy Cavalry assaulting (except vs square)

+1 d6 Cavalry assaulting Lights

+1 d6 Assaulting flank or rear (except Lights defending)

+1 d6 Infantry in column assaulting Infantry in Line or Square

Portuguese Napoleonic Command

Some command stands, etc., for my Portuguese Napoleonic Army. 

Figures came from some “spares” from the Brigade Games Portuguese Infantry, some mounted Colonels from Brigade Games, a couple of spare Minifigs Cavalry, and some officers in Bicornes from the Foundry British Light Dragoon Command sets. 
One must make sure the men are well lead!
I especially like the Sapper!
Forward, lads!

Portuguese Cavalry Regiment #2

The 2nd regiment carried the designation “Moura”. 

The jacket had white collars and cuffs, with red piping and turnbacks. 

Trumpeters had yellow lace on the seams of their jackets, and it seems the trumpet cords were in mixed colors corresponding to the collar and piping colors, so red and white for the 2nd. 
The red crest for the trumpeter is shown in the book “Napoleon’s War in Spain”, by Lachouque, Tranie, and Carmigiani. I have not seen it elsewhere, so it may be an error, although it would be in keeping with the German fashion of the the time for trumpeters. Still, it was too tasty a bit of bling for me to resist!
The figures are Foundry early British Light Dragoons, so not entirely correct for the Portuguese Cavalry in all details, but close enough! 

Portuguese Cavalry Regiment #10

The first of three new regiments of horsemen added to my Napoleonic Portuguese army!

While sometimes referred to as “Dragoons”, in most documents the Portuguese mounted arm were simply referred to as regiments of Cavalry. 

This is the 10th or “Santarem” regiment, with light blue collars and cuffs piped in white. 

As with the infantry, the color of the piping on the front of the jacket and of the collars and cuffs, as well as the turnbacks, reflected the organizational Division to which the regiment belonged – red for the Southern, white for the Central, and yellow for the Northern Division.

Unlike the infantry, each cavalry regiment had 4 flags, one for each squadron, with a white field for the 1st squadron, red for the 2nd, yellow for the 3rd, and blue for the 4th. I have used scaled down Infantry regimental colors by Adolfo Ramos (15mm); these are pretty close to correct, but evidently the regimental designation would have been on a light blue scroll below the Arms of Portugal. Cravats were in the color of the cuffs.