Cold Steel: Tactical Rules For The Horse and Musket Period 1690-1850

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Cold Steel

Tactical Rules For the Horse and Musket Period


1690-1850
Module 1The Wars of Napoleon and the War of 1812
This rule set includes all basic rules, plus special rules for the period 1791-1815.
By Les Benoodt and Phil Johnston
1997, 2006, 2011 Historic Enterprises
v 2.0 RC2
12/31/11
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Table of Contents

Chapter 1: Pre-Game Activities and Definitions ...................................................................... 3

Chapter 2: The Turn ................................................................................................................ 10

Chapter 3: Command ............................................................................................................. 11

Chapter 4: Initiative ............................................................................................................... 16

Chapter 5: Rally and Morale Checks ...................................................................................... 19

Chapter 6: Movement ............................................................................................................ 22

Chapter 7: Artillery Fire ......................................................................................................... 25

Chapter 8: Small Arms Fire ................................................................................................... 29

Chapter 9: Close Combat ....................................................................................................... 32

Chapter 10: Leader Casualties & Disorder Recovery ............................................................. 36

Appendices
A: Formations ......................................................................................................................... A1
B: Terrain and Weather ........................................................................................................... B1
C: Off-board movement .......................................................................................................... C1
D: Rosters and Forms .............................................................................................................. D1
2011 by Historic Enterprises Co.
This work is covered under the Creative Commons Attribution-NonCommercial-ShareAlike 2.5 License. More information about this license may be found
at: http://creativecommons.org/licenses/by-nc-sa/2.5/
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Chapter 1: Pre-Game Activities and Definitions
1.1 Scenario Definition
Prior to playing, the game host or players should create a scenario using one of the following methods:
1. Select a historic situation, either a battle or part of a battle.
2. Use historic forces but set up a hypothetical engagement using the random terrain generator con-
tained in appendix B.
The game host or players should decide if off-board deployment and movement will be allowed in this
scenario. See appendix C for details and instructions.

1.2 Terrain & Ranges
In Cold Steel, each contour represents 20 feet of elevation.

If fighting a historical action, set up terrain historically. If fighting a non-historic action, use the random
terrain generator provided. In any case, before each battle the terrain on and around the table must be
characterized as one of the following:

Open -- relatively flat terrain without undulations or trees, except for those actually indicated on the
table.

Rolling--characterized by undulations every few hundred paces and/or covered with scrub trees, high
grain/grasses. Visibility and artillery fire will be restricted.

Mountainous--as open except that each contour on the table represents 40 feet of elevation.

Hilly-Wooded--primarily tree-covered. On the table outline clearing areas with trees and assume all
other areas are wooded.

Desert --predominately flat and arid (hot or cold) with few features.

Terrain, aside from affecting movement and visibility, will also severely affect fire -- both small arms
and artillery. Fire up a single contour line will be penalized moderately. Artillery fire in mountainous
terrain will be severely penalized.

Any unit within 20 paces of the crest of a hill is visible to a unit on the same elevation or one lower or
higher elevation.

1.2.1 Slope definitions
Gentle slope--not more than 1 contour per 400 paces
Moderate slope--not more than 1 contour per 200 paces
Steep slope--more than 1 contour per 200 paces

1.2.2 Key Battlefield Ranges
PX = beyond 1,200 paces. The point beyond which artillery will not fire effectively and at which
distance the presence of troops is indistinct. 1,200 paces is considered the P0 point.

P0 = 601-1,200 paces. The artillery zone in which guns primarily fire ball shot.
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P1 = 121-600 paces. The canister zone.

P2 = 21-120 paces. The musketry zone.

P3 = 0-20 paces. The close combat zone.

1.3 Weather
Once the scenario type and terrain have been decided, determine the days weather conditions. If histori-
cal data is available, players can adapt it for use in Cold Steel. Otherwise, consult appendix B for ran-
dom weather and smoke conditions.

1.4 Troop Types and Quality
Each unit (infantry, cavalry & artillery) possesses two ratings--morale and discipline. These are listed
below and should be noted on the roster provided. See appendix D.

1.4.1 Morale Ratings and Current Moral Levels
Morale affects how a unit responds to threats and its ability to fight. Each unit has a numerical rating, 1-
16, for its morale. The following are general classifications for use in designing scenarios.

14-16 = An elite unit, one possessing extremely high morale, fanatical loyalty or will to fight and die.
11-13 = A superior or above average unit capable of facing threats with calmness and enthusiastic for
renown.
7-10 = An average unit willing to face combat but not particularly motivated by courage, extreme loy-
alty or desire for renown.
4-6 = A poor unit, one in the field under duress or a jaded unit, unwilling to undergo further risks.
1-3 = Mob, a unit without esprit de corps; slave soldiers or individuals fired only by mass hysteria or
alcohol.

In addition to a morale rating, each unit has a current moral level. This level indicates the willingness of
that unit to endure the risks and rigors of combat. From low to high the ratings are

Dispersed The unit has dissolved into a group of fleeing individuals.
Routed The unit is maintaining some cohesion but is moving away from the enemy rapidly.
Broken The unit is maintaining its cohesion and is moving away from the enemy.
Wavering The unit will not advance on the enemy but will follow all other orders.
Determined The unit behaves normally
Resolute The unit behaves normally and may enjoy some bonuses.

All units start the game with Resolute morale unless specified by the scenario.

1.4.2 Discipline Ratings
Discipline affects a units ability to maneuver and the initiative of its officers in fluid battlefield situa-
tions. The following are the classifications for use in designing scenarios.

Hardened a long-service unit subject to rigid discipline
Disciplined a well-drilled veteran unit
Trained a unit which has undergone complete, but not necessarily thorough training
Militia a barely trained unit, one incapable of performing any but the most basic maneuvers
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Raw Recruits untrained in the drill of the period
Rabble not technically a unit at all, rather a collection of individuals

1.4.3 Irregular Units
Irregular units are units that lack the need or ability to use formations. Thus, Irregulars posses a morale
rating but no discipline rating. Irregulars move as a collection of individuals. An Indian war party is an
example of an irregular unit. Assign a morale rating to an irregular unit that is indicative of its combat
ability.

1.4.4 Commander Ratings
In addition to unit ratings, all commanders above battalion/battery/troop level must be assigned a skill
level. Cold Steel uses three skill levels to distinguish between commander abilities. These are:
Superior Commander and his staff are outstanding in their ability to deploy and control the troops.
He can force the enemy to react to his plans and controls the battle. Examples of superior commanders:
Napoleon, Davout, Wellington.
Average Commander and his staff are able to deploy and control the troops. He can influence the
battle. Examples of average commanders: Oudinot, Wittgenstein, Archduke Karl.
Poor Commander and his staff are inept at deploying and controlling the troops. He occasionally in-
fluences the events on the field. Examples of poor commanders: Tsar Alexander, Brunswick,
Henestrosa.

1.5 Councils of War
Players may wish to hold a council of war (this is required for most 18
th
Century scenarios unless the
commander in chief is rated as a superior leader). At this time, players may discuss anything related to
the battle. In an offense-defense scenario, the attackers council of war will take place after the defender
deploys his grand-tactical cards. In a meeting engagement, the councils of war will take place prior to
any set-up. Missions (see Command section) may be assigned.

Players whose forces are not scheduled to appear for more than 10 turns after the beginning of the sce-
nario are not eligible to participate (again unless recreating a specific historic circumstance).

A council of war may not last more than 15 minutes. Once it is concluded, players may not communi-
cate with one another unless their player figures (the lead officers representing them) are in base-to-base
contact or they pass messages. It costs a player 1 command point to generate a message of 100
words or less. A message must be delivered by a courier, using the movement rules in the Command
phase section.

1.6 Force Deployment
Troops are hard to identify at a distance. To simulate this, Cold Steel uses cards to indicate the possible
presence and movement of troops beyond identification range. Cold Steel includes deployment cards for
this hidden movement. Please feel free to photocopy these cards for your personal use. If you game
with 5mm figures either reduce the size of the grand tactical cards by 50% or make your own using 4 x
6 cards. You will also need several sheets of blank paper (8.5 x 11) to cover the cards.

As a general rule of thumb, in an offense-defense battle the defender will be able to set up his forces not
more than 1/3 of depth of the table (e.g. two feet on a table six feet deep) or within 1/8 of the edge of the
ends of the table (e.g. within one foot of the table edge on an eight-foot wide table). Obviously, if space
is limited or the historic battle requires it, this rule may be modified. The intent is to avoid the flank-less
army so common in wargaming.
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If the scenario is a meeting engagement, no on-table deployments will be permitted, unless specifically
called for in the scenario. Initial troop dispositions should be noted on a separate paper, prior to filling
out grand-tactical cards.

1.6.1 Using the Grand Tactical Cards
On one side of each card is a standard military symbol for infantry, cavalry or artillery. On the opposite
side is space to identify the unit to be represented by the card. It includes unit ID, superior attachment
(i.e. to brigade, division, etc.), number of constituent sub-units (i.e. battalions/squadrons), number of at-
tached batteries and the unit commander. Fill in as much data as you wish, but at least ensure that each
card has enough information to identify the units it represents.

The empty box on the reverse side of the card should be used to sketch out the deployment of the troops
represented by the card. Be sure to indicate the position and ID of each component unit, including at-
tached artillery.

1.6.2 Pre-Game Allocation of Grand Tactical Cards
One card should be deployed for every infantry brigade (5 battalions or less) or infantry regiment (if the
regiment comprises at least 3 battalions). In the case of single-battalion or single-squadron regiments,
treat any 3-5 units as a mixed force as long as they are part of the same brigade or task force. For cav-
alry, each brigade or group of brigaded squadrons should have a separate card. Use the artillery card
only for groups of batteries not attached to an infantry or cavalry brigade/division.

For every division (2 or more brigades) each side may form one ad hoc group of at least 1 battalion or 2
squadronsnot to exceed 4 units in total. This ad hoc unit may have its own deployment card.

Examples: a French division of 2 brigades of 2 regiments each, with each regiment comprising 3 battal-
ions (12 battalions total) should be represented by 4 cards. Attached artillery could be assigned to any
card A British brigade of 4 battalions (regiments) should be represented by 1 card. A cavalry division
of 4 regiments in 2 brigades, with attached artillery, should be represented by 2 cards.

Each side may have extra cards to use as dummies. These represent the ability of the army to employ
deception to mask its true deployment. Use the following procedure to allocate dummy cards. Remem-
ber, only the skill of the overall commander will be considered for this purpose.

1.6.2.1 Grand Tactical Dummy Cards (1D10)
Maneuver Units Divided by 2
Die Roll 1 2 3 4 5 6 7 8 9+
15+ 2 4 6 8 10 12 14 16 18
12-14 1 2 4 5 6 8 9 10 12
9-11 1 2 3 4 5 6 7 8 9
6-8 0 1 2 3 4 5 6 7 8
3-5 0 1 1 2 3 3 4 5 5
0-2 0 0 1 2 2 3 3 4 4
<0 0 0 0 1 1 2 2 3 4
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1.6.2.2 Dummy Card Modifiers
Twilight +4
Darkness +6
Rolling terrain +2
Hilly-Wooded terrain +4
Superior Commander +6
Poor Commander -4
Subtract 1 range from the above in rolling or hilly wooded terrain or at night. Thus in rolling or hilly
wooded terrain units are deployed as figures only within P2 range or as uncovered cards within P1
range.

Optional rule: Instead of deploying units within 600 paces as figures, deploy them using cards. Then,
following the order writing (or equivalent) phase of the first turn, deploy the figures.

Another option: If you really like to see the figures massed on the table and think the 600-pace rule is
too restrictive, deploy any units out to 1,200 paces as figures.

Obviously, the above distances will be limited by line-of sight. Units in or behind cover that blocks line
of sight need only deploy as cards, covered with blank paper if over 1,200 paces or as uncovered cards if
within 1,200 paces. (This distinction reflects the ability of pickets or scouts to ascertain rudimentary
information about hidden units if close enough for some scouting.)

In woods or towns, use a spare board game counter or other small object, instead of laying a card over
your trees or buildings. Exception: artillery on the edge of a woods or town must be deployed as figures
if within 600 paces of the enemy.
1.6.3 Card and Figure Deployment Ranges
Range Object Deployed Information Available to Enemy
PX
Greater than 1,200 paces
Covered Grand Tactical Card None
P0
1,200 - 601 paces
Uncovered Grand Tactical Card Number and type of units
P1
600 - 121 paces
Figures General unit ID (line, light, guard) and strength
P2
120 - 21 paces
Figures Exact unit ID
P3
20 - 0 paces
Figures Exact unit ID
1.6.3 Deploying the Cards and Figures
Each side may now deploy figures and cards, according to the following table.
Count the number of regiments (brigades for single-battalion regiments) on your side. Divide the result
in half, rounding up. Find that column on the table. Roll 1D10 and apply any modifiers from the
Dummy Card Modifiers table. The cross indexed result is the maximum number of dummy Grand Tac-
tical Cards for that side. Not all dummy cards need be used.
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1.6.4 Sighting the Troops
Once units reach P0 point (1,200 paces), the number of and type of units (infantry, cavalry or artillery)
represented by a card, but not their strength or unit ID, are revealed. Once units reach P1 point (600
paces), players may place the figures on the table following the command phase of the turn after the
units became visible. (Again, subtract 1 from this range in rolling or hilly wooded terrain and at night.)

Or, they may take a more complicated approach. Once a maneuver unit moves into visibility range of a
friendly unit, measure from the sighted unit to the player/figure. This will determine the time taken for
the information to reach the commander. It will take 1 turn per 480 paces for the information to travel
by courier, etc., from the visibility point to the commander, including stops of one turn each along the
chain of command. In most cases this will work out to a turn or two.

During the interval between the time the unit is sighted and the player is notified, keep the enemy card
on the table, rather than deploying the figures. Alternatively, deploy the figures but do not allow the
player to give orders in response to the sighting until the appropriate time has passed.

1.6.5 Maintaining Realistic Deployment Distances
Its imperative that players not use these cards to unrealistically mass their units for movement and then
expand the deployment as figures are placed on the table. Thus, while the cards need not (cannot) usu-
ally cover the entire deployment area of the grand tactical units, adequate table space must be allotted
for each card. Cards will normally have a large amount of space surrounding them, unless the maneuver
units are physically small.

This issue reflects one of the key activities of a general deploying his troops. And, since generalship
is what wargaming should be all about, we have to ensure that bad generalship bad deployment is
suitably penalized. If, when the cards are replaced with figures, there is not enough room to properly
deploy the figures in the space allotted one deployment area overlaps another adjacent to it apply
the following penalties:

Place 6 disorder markers on each unit in the overlapping brigades/regiments. This forces them to
immediately cease movement and reform.
Any unit under fire or threatened by an enemy unit during the turns prior to figure set-up (i.e. while
the cards were used) must make an immediate morale check. Dont forget to include the disorder
modifiers.
Casualties from artillery on the units represented by the cards are doubled.

The overcrowded component units may not be simply shifted beyond the deployment area. Rather they
must deploy in the space allotted, with overlaps. This may create odd units out of line or units in physi-
cal contact nice artillery targets.

1.6.6 Artillery and the Grand-Tactical Cards
While the cards are within P0 range, the corresponding units may be under artillery fire. Note resulting
artillery hits on the top of the card. Do not conduct morale checks until the cards are replaced with fig-
ures. At that point, allocate hits or casualties equally among units in the leading line or wave of the
grand tactical units. Distribute 40 percent of hits to the leading units equally among the trailing units. If
there is a third wave, put 20 percent of the leading waves hits on those units.

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1.7 Scales
Cold Steel uses a flexible scale system, allowing players to recreate large or small engagements easily.
While the system is optimized for 1:20/1:30 figure scales, the rules will work with scales as small as
1:5 or as large as 1:60. Throughout the rules, distances are given in paces to accommodate this flexibil-
ity.

Use the following rules for consistent interaction of figure and ground scales.

If the figure scale is 1:5 or 1:10, consider the ground scale 1 inch per 10 paces.
If the figure scale is 1:20, consider the ground scale 1 inch per 20 paces.
If the figure scale is 1:30, consider the ground scale 1 inch per 30 paces.
If the figure scale is 1:40, consider the ground scale 1 inch per 40 paces.
If the figure scale is 1:50 or 1:60, consider the ground scale 1 inch per 50 paces.

Option: Normally, the elevation scale is not changed, regardless of ground scale. For those who pre-
fer, when using a 1:5 or 1:10 figure scale, consider each contour to equal 10 paces. For 1:50 or 1:60
scales, consider each contour to equal 40 paces. Be sure to take this into consideration when defining
slope gradients (see Terrain & Ranges).

Cold Steel does not require figure remounting. Players may use figures mounted to any other system.
Ideally, each side should use the same mounting system, but this is not essential. Some mounting sys-
tems will require slight variations in considering figure scale. Empire or Legacy of Glory systems may
be used without modification. For Fire & Steel or Complete Brigadier deploy each base approximately
-inch apart.

For Napoleon's Battles, divide the figure scale in half. In other words, if playing with a 1:20 figure
scale, count each figure as 10 men. Also, only the front rank of figures on a base may fire. Another way
to look at it is to calculate the figure scale by file--thus every file (2 ranks on 1 stand) is the equivalent
of 1 figure in a single-rank mounting system.

The artillery scale is based on the infantry/cavalry scale used. Each piece is assumed to require ap-
proximately 15 paces for deployment. Thus, at a 1:20 scale, one piece takes up about 3/4-inch. Players
may assign any artillery scale that approximates this deployment. For example, an artillery stand that is
2-3 inches wide in a game with a 1:20 scale could be considered either 3 or 4 guns for game purposes.
Use your best judgment (common sense) when the ground scale and artillery scale do not match ex-
actly.


1.8 Threatened
A unit is considered threatened if it can see enemy infantry within 240 paces or enemy cavalry within
400 paces that possess raw figure odds of 1:2 (1:4 if threatening the flank or rear). Smoke banks of 6
or more smoke balls within 100 paces of the line of sight negates this effect. Out of sight, out of mind.
10

Chapter 2: The Turn

1) Command Phase
a) Command points acquisition
b) Write commands for aides/regimental commanders, write messages
c) Leader movement/order marking
d) Reveal orders (not missions)
2) Initiative Phase
a) Mark units for automatic order activation
b) Conduct initiative checks
c) Conduct division effectiveness test
3) Rally and Morale Checks Phase
a) Attempt to rally routing units
b) Attempt to rally broken or wavering units
4) Movement Phase
a) Check for off-board arrivals
b) Simultaneous movement/formation changing
i) Deployment card movement
ii) Figure movement
5) Artillery Fire Phase
a) Announce targets and conduct fire
b) Mark smoke
c) Conduct morale checks as necessary
6) Small Arms Fire Phase
a) Announce targets and conduct fire
b) Mark smoke
c) Conduct morale checks as necessary
7) Close Combat Phase
a) Resolve all combat involving cavalry first
b) Resolve all combat not involving cavalry
c) Mark smoke, if necessary
d) Conduct morale checks as necessary
8) Leader Casualties & Disorder Recovery Phase
a) Determine leader casualties
i) Conduct morale checks as necessary
b) Determine disorder removal results
c) End turn tasks
11

Chapter 3: Command

Command points represent the commanders ability to accomplish the job of command. Issuing orders,
moving to where he can best control his troops, dispatching a message, etc., require the commander to
spend effort and time. In Cold Steel this ability is regulated by the use of command points.

3.1 Command Points Acquisition
Each player rolls 2D10, adding or subtracting modifiers as necessary. Cross reference the final result on
the Command Points Acquisition table to determine how many command points he has for the current
turn.
3.1.1 Command Points Acquisition Table (2D10)
7 or less 8-12 13-17 18 or higher
2 3 4 5
3.1.2 Command Point Acquisition Modifiers
For every 4 or more smoke balls within 200 paces of the commanders figure -4
Superior commander +4
Poor commander -4
Lightly wounded -4
Seriously wounded -7
New order received from superior commander last turn +3
3.2 Command Points Use
Each player may write commands instructions to an aide or aides within 20 paces. These may be mis-
sions or orders. Each such command requires 1 command point. Aides move during the movement
phase, not the command phase. They move up to 480 paces per turn. Place appropriate chits with the
aide; these move with the aide to the target unit.

A player may also spend 1 command point to write a message of 100 words or less. This message may
be given to a courier at no cost in command points. The courier will move 480 paces per turn. A mes-
sage may be read in the first command phase after it arrives at its destination, unless during the leader
casualty phase the recipient is killed or seriously wounded. In that case, the order will be read by the
succeeding officer (if the leader was killed) or by the wounded leader following a one-turn delay.

Once a unit receives a command via an aide, that command is acted upon in the following command
phase. Aides without active command instructions automatically move with the commander in the
movement phase. Those who have delivered an order return to the commander automatically moving
480 paces per turn.

Regimental commanders of multi-battalion or multi-squadron regiments may function as aides for their
regiments in the following way. A player may issue a command to a regimental commander within 20
paces, except that the regimental commander may convey this command to every unit within 300 paces
of his figure at the time the command is issued.

If a regiment consists of more than 4 battalions, the command may not be implemented until the follow-
12

ing turn. If the command involves more than one order (example: the regimental commander is in-
structed to form two battalions into line and to form two battalions into column) this also delays execu-
tion by one turn. These effects are cumulative.

Option: if playing a scenario where some players represent reinforcing forces, allow those players to
act as regimental commanders under a superior's orders. In this case, each brigade commander must
give a Mission (se 3.31) to each such regimental commander. The regimental players will roll for com-
mand but will subtract 3 from the die roll.

Each player/brigadier may now spend any remaining points to move and issue missions or orders. Each
cost 1 command point, except an Attachment order or Mission which requires 2 points.

Orders may be given to units or sub-components of units, (companies/troops/sections). Sub-components
of units may only be ordered to wheel or prolong. This allows units to refuse or advance a flank, etc.

Each command point enables a player to issue an order and/or move 240 paces. Thus a player with 2
command points may move 240 paces, issue an order and move 240 paces and issue a second order. Or
he may move 480 paces and issue 1 order.

A player moves his leader figure at this time and issues orders by placing chits with the unit. Often an
order will require more than one chit. Only one of each of the following chits may be given as a single
order:
Movement/formation/attack as a single order
Movement/formation as a single order
Special as a single order
Special and formation as a single order

A unit which wheels or changes formation may use any unused movement allowance to move forward
straight ahead along its new forward axis.

The leader figure must pass within 20 paces of the command stand of the unit (or the center of the unit if
no command stand is present) to issue an order to that unit.

Once all players have expended their command points to move their command figures and place order
chits with their units each player turns over the chits he has placed and announces any order clarifica-
tions needed. This is not a debate, simply a proclamation of intended action.

3.3 Command Types
3.3.1 Missions
These are written sets of commands. They will outline an objective, a route, any contingencies or condi-
tional instructions and timing. They allow the player to mark this unit with order chits consistent with
the mission even though the unit may be far away from the player/figure. Missions must be given to off-
board troops who will not enter along the friendly base edge (friendly rear only, not flanks).

There are six types of missions: attack, support, defense, rearguard, maneuver and skirmish. If players
feel so inclined, the mission only, not details of the same, must be announced during the reveal chit step
of the turn in which the unit(s) receive the mission.

Attack--a unit will move along a specified route toward an objective and attack (move toward to fire at
13

or engage in close combat) any units along the route or within 200 paces of (or 100 paces beyond) the
objective.

Protect--a unit will maintain relative position with the unit designated for support and will attack any
unit that moves within 120 paces of the supported unit and 240 paces of the supporting unit.

Defense--a unit will defend a defined area and may initiate attacks (movement toward) only against
units which penetrate or move within 120 paces of that area.

Rearguard--a unit will move to a designated position, defend that position (including attacks against
units penetrating the position) or move again to another designated position. Any movement, except
attacks, must be away from enemy troops.

Maneuver--a unit will follow a route to an objective but will not come closer than 500 paces to an en-
emy unit unless it outnumbers the total enemy strength within 900 paces by 4-1 or more.

Skirmish--a unit will remain in place or move to 40-120 paces of the enemy. Once an enemy is within
this distance, the unit will attempt to maintain this distance. If a friendly unit not in open or extended
order moves through the skirmishing unit, the skirmishing unit will move to the sides of the other unit.

Follow me--a unit or units will maintain relative positioning and move forward or obliquely maintaining
relative distance to the player figure. The player figure must be among the units he issues this to (i.e.
not beyond the front, flanks or rear of multiple units) or adjacent to a single unit if the mission is given
to only one unit. The turn in which a unit or combination of units begins such a movement, each unit is
marked with the appropriate movement chits (forward, oblique, march, double, etc.). These chits may
be changed each turn that the player figure is not wounded or does not alter his relative position to the
units operating under this mission. Once he is wounded or changes his relative position, each unit keeps
the last movement chits placed, until individual units are given new chits as normal orders.
3.3.2 Orders
Orders are single instruction or instruction set issued by a commander. In most cases orders also are
given in support of a mission. In Cold Steel, orders given to a unit are represented by chits placed dur-
ing the command phase. Alternatively, orders may be written on a unit roster.


3.3.2.1 Movement Orders (direction and speed)
Forward march/walk
Oblique march (not more than 22 degrees off straight ahead)
Backward march (infantry only)
Wheel march/walk (from one flank or the other only)
Conversion march (infantry only--wheel on center)
Forward quick/trot
Oblique quick
Wheel quick/trot
Forward double/canter
Wheel double/canter
Prolong

3.3.2.2 Formation Orders
Column (multiple types--see appendices)
14

Line (multiple types--see appendices)
Open
Extended
Square
Limber/unlimber
Divisions/klumpen (only units in open or extended order)

3.3.2.3 Special Orders
Reform (recovers disorder)
Special (used for the following:
Attachment (the player/figure will move in the movement phase with this unit)
Brigade (combine different units into an ad hoc unit, including sub-components previously de-
tached from other units, e.g. elite companies) Include formation chit. Use lowest component unit
morale. If converging units which took casualties in the current battle, drop morale one level fur-
ther. Note on cavalry units: players may define groups of squadrons as a single unit. This may
be done prior to the game or during the game. Use a special chit and announce that the squadrons
are being brigaded.
Converge Elite Companies Commanders may converge elite companies to form elite units on
demand. A converged elite battalions moral rating is 2 higher than the lowest parent unit. Each
parent units morale rating drops by 1 when any elite company is removed to form a converged
unit.
Create/Clear obstacle (requires engineers/sappers--for each engineer figure, roll 1D10, result is
number of paces affected (round to nearest unit of terrain measurement (i.e. 1 equals 20 paces,
round to nearest 20 paces)
Destroy Applies to inflammable light or medium structures. Calculate the same as fortify/build
works. For spiking guns, rolls 1D10, add +3 for attached engineers, subtract -3 for cavalry. If the
result is 6 or higher, all guns within 20 paces are destroyed.
Detach/Regroup (detach component squadrons, companies or sections/re-attaching the same,
also attaching engineers/pioneers/sappers and skirmishers) Include formation chit for regroup.
Detach skirmishers. A unit with integral light infantry (and in some cases those without) may
deploy their skirmishers. Use a special chit. Detached skirmishers will adopt open or extended
order 60-260 paces in front of their parent unit. They will automatically move with the parent
unit. Deployed skirmishers prevent small arms fire on the parent unit from the direction of the
skirmishers. They may fire without having the unit forfeit its first fire bonus. An enemy unit may
target skirmishers for small arms or artillery fire. If detached skirmishers take a casualty, they
automatically regroup on their parent unit at the end of the appropriate fire phase. Detached skir-
mishers threatened by cavalry will automatically regroup on their parent unit in the current
movement phase. (This is not considered an order or movement.) When the parent unit reaches
P3 range (or P2 range at players discretion) the skirmishers will automatically move to the sides
of the parent and may participate in small arms fire and close combat. (Consider them as formed
for this purpose.) To regroup skirmishers, use the special chit and announce skirmishers will re-
group on their parent. Nationalities who use the third rank as skirmishers, may deploy every
third stand as skirmishers. This does not affect the parent unit for fire purposes. However, if third
rank skirmishers take a casualty, they must reform with the parent, and that loss will count
against the unit for fire and other purposes.
Dismount/Remount Include formation chit.
Embark/Disembark (Include formation chit for leaving buildings.)
Lie down/Stand up (requires initiative check to stand up)
Move boats (4 per turn up stream, 9 inches per turn across stream, 15 inches per turn down-
15

stream--any movement not within 20 degrees of up or downstream is considered across stream--
upon arrival on opposite bank, roll 1D10, result is number of pacesX20 that boat drifted down-
stream, move immediately to this point)
Fortify/Build works (requires at least 1 company of engineers/sappers--roll 1 D10--divided by 2
rounded down--per company every 5 turns, result is number of paces improved one level (up to
heavy works or stone buildings).
Multi-battalion Formation Two or more units may be combined to create a multi-unit formation,
such as a regimental square. Each unit must be given the necessary individual orders to form
their portion of the unit, i.e. Form line to the right, form line to the left, etc. Additionally, each
component unit may be moved up to 40 paces to place it in its appropriate position relative to the
other units in the formation. This adjustment is considered to take an additional turn.
Occupy buildings or works/leave buildings or works (Include formation chit for leaving build-
ings.)
Start/Fight fires Applies only to flammable structures. Roll 1D10, subtract 3 if it is raining. If the
result is 7 or higher, a fire is started. A fire will reduce the cover level of a structure 1 level every
five turns. To fight a fire, the unit must roll 1D10 every turn, subtracting the number of turns the
fire has burned. On a roll of 6 or higher, the fire is extinguished. If a fire burns for more than 5
turns, roll 1D10 for every nearby structure within 20 paces, adding +3 if the building is down-
wind, subtracting 3 if it's raining. On a roll of 7 or higher, that structure catches fire. Each burn-
ing structure will generate 10 smoke balls per turn.

16

Chapter 4: Initiative
In Cold Steel the Initiative Phase represents the actions of subordinate unit commanders as they react to
situations that affect their unit. If the player commander is present and attached to the unit in question
the unit will follow his orders to the best of its ability. However, the player commander cant be every-
where at once and in his absence, the junior leaders take over. Company commanders, battalion com-
manders, regimental commanders will attempt to do the right thing in any situation. By definition, the
right thing is what the player commander desires the unit to do. If what the unit is attempting to do is
what the player desires he can allow it to proceed with its activation, otherwise he may attempt to cancel
the action.

During the Initiative Phase, players check their units and determine which ones will activate automatic
orders. If those automatic order activations are in accordance with the player commanders wishes he
can let them happen. If he does not want the unit to act on the automatic order, he may attempt to cancel
it.

4.1 Automatic Orders
Cavalry Advance: Cavalry threatening an enemy unit will advance against that unit (use fire priori-
ties to determine which unit in the case of multiple targets). Exception: Militia, Raw Recruits and
Rabble cavalry will never charge unless ordered.
Protect: A unit with a protect mission and with an enemy threatening the protected unit within
line of sight will advance against that threatening unit.
Artillery Withdraw: Threatened artillery will limber and move away from the nearest enemy.
(Takes turn to limber but incurs 2 disorder.)
Form Square: An infantry unit threatened by cavalry will form square unless in a firefight (at P3
range and received this result on the close combat table last turn). A threatened infantry unit in open
or extended order will form skirmisher squaresklumpen or rally by divisions.
Reform: A unit with 6 or more disorder markers will reform.
Form Line: An infantry unit at P2 range will attempt to form line unless ordered to fall back or
unless threatened by cavalry.
Return Fire: An infantry unit that took casualties from small arms fire in the previous turn will halt
and return fire. It will not advance but may form line.
Irregulars Advance: Irregulars threatening an enemy unit will automatically activate an order to
advance to P3 at the fastest possible speed unless the irregular unit passes an initiative check.
Fall Back: A unit that meets any of the following criteria will fall back during the movement phase:
Threatened on the flank or rear and no supporting friendly units
More than 75% casualties
More than 10 disorder
Automatic order activation may be ignored for a unit to which a player figure is attached (that is touch-
ing the unit in question).

4.2 Automatic Order Activation
Each player checks his units for automatic order activation. Any unit whose circumstances require an
automatic order must be marked with the appropriate chit. Place the chit face down next to the unit.
The player may attempt to cancel this by performing an initiative check on that unit. The results are in-
dicated by placing the original order chit, or the automatic order chit, face down. (This should be done
secretly, so the opposing (and other friendly) players do not know the results.) Remember that cancella-
tion of an automatic order change is considered changing an order for results on the table. Thus, an
infantry unit threatened by cavalry must pass an initiative check to NOT form square.
17

4.3 Initiative Check
Use the following table and modifiers to conduct initiative checks. After all initiative checks are com-
pleted, players reveal their new (or old) chits.
Confusion leave order chits in place or fail to perform desired action and receive 2 disorder markers.
Failed leave automatic order chits in place or fail to perform desired action.
Succeeded remove order chit or perform desired action.

Each player may then attempt to change the automatic order of any unit anywhere. He does this by per-
forming an initiative check with 2D10. As before, each result (or lack of result) is indicated by placing
the appropriate chits face down. EXCEPTION: units that receive a Confusion result, leave their order
chits in place and immediate receive 2 disorder markers.
4.3.1 Initiative Check (2D10)
7 or less 8-14 15 or higher
Confusion Failed Succeeded
4.3.2 Initiative Modifiers (cumulative)
Unit Type Circumstance Modifier
Cavalry
Threatening an enemy in flank or rear within 320 paces and wishing not to charge -5
Threatening an infantry unit not in square -3
Threatened unit is in cover (light/medium/heavy) +3/+5/+7
Artillery
Supported by infantry or cavalry within 60 paces +3
Threatened on flank or rear -5
All
Morale Rating +1-16
Each disorder marker -1
Rabble -9
Raw Recruits -7
Militia -3
Disciplined +3
Hardened +5
Each 25% of original strength lost (see note on % of losses for moral checks) -4
Contradicting order issued this turn. +5
18

4.4 Division Effectiveness Test
If the number of destroyed/routed/dispersed battalions, squadrons or artillery sections in a division ex-
ceeds 30% of the original total, each remaining unit will automatically retire to P1 during the next move-
ment phase unless it passes an initiative check. In addition to the modifiers listed in section 4.3.2 add
any that apply from the Division Effectiveness Test Modifiers table. The Division Effectiveness Test is
applied at 30%, 50% and 75% losses.
4.4.1 Division Effectiveness Test Modifiers
30% or more units lost or routed -2
50% or more units lost or routed -4
75% or more units lost or routed -7
Friendly works taken by enemy -4 (per)
Other friendly structures taken by enemy -1 (per)
Enemy works taken +4 (per)
Other enemy structures taken +1 (per)
Each regimental/brigade commander killed or seriously wounded -2
Each enemy unit routed or lost +1
Leader within 40 paces +1/+2/+3
4.4.2 Division Effectiveness Test Results
Confusion: The affected unit retires to P1 range and takes 2 disorder markers.

Failed: The unit retires to P1.

Succeeded: The unit continues unaffected.
In order for structures or works to be considered taken, they must be occupied with no opposing forces within
P3 range. Structures include buildings, bridges, major road intersections and any items specifically desig-
nated in the scenario. Every 100 paces or less of contiguous works are considered as a single work for this
purpose.
19

1
Broken or routed if modified result 12-14 or dispersed if the modified result is less than 12 .
2
Determined or resolute if modified result is more than 26 .
Chapter 5: Rally and Morale Checks
During the Rally Phase, players attempt to rally broken or routed units. However, this isnt the only
point in the turn when a morale check may be conducted. Morale checks are conducted on units in the
phase indicated when they meet the criteria specified in section 5.1 When to Check Morale.
5.1 When to Check Morale
Why to check When to check
Each 25% of original unit strength lost End of the phase the casualty was received
Leader wounded/killed within 100 paces End of Leader Casualties & Turn End Task Phase
Adjacent unit retreating Rally Phase
Attempt to Rally a broken or routed unit Rally Phase
5.2 How to Check Morale
Roll 2D10, add the unit morale rating and any applicable modifiers and cross reference on the morale
check table.
5.2.2 Morale Check Modifiers
In heavy woods +4
In medium works, stone buildings +3
In light works, buildings +2
In light cover +2 (+4 for irregulars)
In heavy cover +3 (+6 for irregulars)
Flank support within 120 paces +2 per flank
Rear support within 200 paces +2
Player figure within 60 paces +6
Other leader within 60 paces +3
Enemy retreating within 200 paces +2 per enemy, maximum of 2
Wavering -3
Broken -4
Routed in P1 or P0 range -5
Threatened -1 (front)/-3(flank)/-5(rear)
No enemy in range and LOS +4
Each disorder marker -1
Irregulars checking due to small arms fire -3
Irregulars checking due to artillery fire -6
5.2.1 Morale Check Table (2D10)
Natural 2 Less than 12 12-14 15-18 19-22 23-26 27-30 Natural 20
Broken,
Routed or
Dispersed
1
Dispersed Routed Broken Wavering Determined Resolute Determined
or Resolute
2
20

5.2.3 Morale Status
Resolute Unit behaves normally, enjoys bonuses
Determined Unit behaves normally
Wavering Unit cannot advance toward enemy, suffers penalties
Broken Unit moves away from the enemy at the quick/trot toward cover each movement phase, suffers
penalties. Movement away from the enemy halts once the unit reaches cover unless charged or
fired upon.
Routed Unit moves away from the enemy at the double/canter each movement phase. Movement can
only be halted by rallying.
Dispersed Unit is completely disintegrated pick em up.
5.3 Rally--When to check
A unit may never attempt to rally in P2-P3 range (120 paces or less) of an enemy unit. A broken or
routed unit may check for rally if it is beyond P1 range or at P1 range and in heavy cover or medium/
heavy works. A wavering unit may check for rally outside of P3 range (if it did not fire last turn).

5.4 Routed units in Close Combat
A routed unit that begins the Rally Phase in P3 range of an enemy unit will disperse at the end of the
phase. Move the unit its normal route move, conducting any necessary morale tests on adjacent units
then pick up the routing unit. If the unit is pursued, move the pursuing unit to maintain P3 range. The
pursuing unit may capture prisoners. Calculate prisoners as follows: Take the morale difference be-
tween pursuing and pursued unit (double morale value for light cav/halve for non-cav). Multiply by the
number of figures in the pursuing unit(s) (not including casualties.) This is the base percentage chance
(per figure in the pursuing unit) to capture prisoners.

5.5 Disintegration of Routing Units
Routing units that do not rally will loose (rounded up) of their remaining stands each rally phase that
they fail the rally attempt. This can continue until the unit is gone. For example: A unit routs as a re-
sult of small arms fire. During the rally phase of the next turn an attempt to rally the unit fails. The unit
continues to rout and looses of its remaining stands. The next turn, during the rally phase the unit
again fails the rally attempt, continue to rout and looses another of its remaining strength. This rule
does not apply to irregulars.
5.2.2 Morale Check Modifiers cont.
Unanswered fire -2 (-4 for irregulars)
Fired on flank -3 (-6 for irregulars)
Fired on rear -4 (-8 for irregulars)
Adjacent unit retreating within 120 paces -2 (maximum of 2 units retreating)
Unit converged because of casualties -3
Surprised -3 (-6 for irregulars)
25% to 50% casualties -2 (-4 for irregulars)
51% to 75% casualties -4 (-8 for irregulars)
76% or more casualties -6 (-12 for irregulars)
21

5.6 Irregular Units and Rout or Dispersed Results
Irregular units never rout or surrender. Instead, if they receive a rout, surrender or dispersed result, they
are picked up and moved to P0 range toward the friendly table edge. Once there, the unit may not move
for 2 turns.
22

Chapter 6: Movement
During the horse and musket period, maintaining dress and order in the formation was of the utmost im-
portance. A disordered formation was difficult, if not impossible, to maneuver or control and was apt to
dissolve in panic at the first hint of danger. Formations with less frontage, such as columns, were easier
to control. With fewer men abreast and the troops packed into a denser space much less misalignment,
uneven spacing and poor timing occurred. Unfortunately, less frontage meant less firepower, as fewer
muskets could be brought to bear and denser artillery targets. Cold Steel simulates this concept by ap-
plying penalties to any unit that exceeds its maximum frontage regardless of the formation type.
6.1 Movement Rates
These rates apply to both Regular and Irregular units.
1
Austrian horse batteries (really fast foot batteries) move as foot artillery with a 40 pace bonus.
2
Artillery must roll 2D10 a result of 26 indicates the piece is destroyed. On slopes or in cover/woods 210
destroys the piece.
3
All weight guns. Must pay all movement penalties.
6.2 Movement Penalties
Irregular units only pay movement penalties. Regular units pay movement penalties and suffer frontage
reductions as long as any part of the unit is occupying the terrain type.
6.2 Movement Penalties
Terrain Type Frontage Effect Movement Penalty
Gentle slope/plowed field Down 1 Class -20 paces
Moderate slope/mud/marsh Down 2 classes -40 paces
Steep slope 1 disorder marker -60 paces
Linear obstacle 1 disorder marker* -20 paces
Light woods Down 1 class
Heavy woods Down 2 classes -20 paces
Bridges/defiles One stand only /1 disorder marker*
Sparse buildings 1 stand or open order or 1 disorder marker**
Dense buildings 1 stand or open order/automatic 1 disorder marker
Entering/exiting buildings 1 disorder marker***
Artillery >= 12pdr
-
* Assessed only when the last stand clears the defile.
** Applies only to units moving through building areas.
*** Represents movement of a unit into/out of structures. Disorder recovered automatically next turn.
6.1 Movement Rates (Regular and Irregular units)
Unit Type March Quick Double
Infantry/ Foot Artillery
1
120 paces 180 paces 240 paces
2
Cavalry/Horse Artillery 160 paces 240 paces 400 paces
2
Unlimbered Artillery
3
40 paces (prolong)

23

6.6 Irregular units
Irregular units do not have formations and thus are unaffected by frontages nor do they incur any disor-
der as a result of movement. Irregular units only pay movement penalties.
6.3 Maximum Frontages
These are the maximum unit frontages that can be deployed without incurring movement penalties or
disorder.
6.3 Maximum Frontages
Discipline Rating Maximum Frontage in Men (2 or 3 ranks)
Hardened 960
Disciplined 600
Trained 360
Militia 240
Raw Recruits 160
Rabble 80
6.4 Frontage Movement Penalties
A unit that exceeds its maximum frontage may still move at its desired rate but it will receive 2 disorder
markers. To prevent disorder it may pay the movement penalties shown. Distance penalties are the
same regardless of the movement rate.
6.4 Frontage Movement Penalties
Exceeds frontage -40 paces
Exceeds frontage by 1.5 times or more -80 paces
Exceeds frontage by 2 times or more -120 paces
6.5 Movement Rate/Formation Discipline Rating Effects
Units wishing to move faster than March can do so at any time. However at increased speeds their ef-
fective Discipline Rating is lower. Use the table to determine if a units formation is still within its abil-
ity to maneuver with out disorder. If so, it may move at its desired rate without receiving disorder. Oth-
erwise, it may pay the movement penalty per section 6.4 or move the full distance and receive 2 disorder
markers. Note: A squares frontage is considered equal to the sum of its faces.
6.5 Movement Rate/Formation Discipline Rating Effects
Movement Rate/Formation Discipline Rating Effect
March No effect
Quick Down one Class (40 man frontage for Rabble)
Double Down two Classes (20 man frontage for Rabble)
Open Order Up one Class
Extended Order Up two Classes
24

6.7 Formations
During the horse and musket period troop formations were critical to the success or failure of any mili-
tary operation. The commanders ability to select the proper formation for the situation and the troops
ability to adopt that formation could spell the difference between victory and defeat. Formations were
adopted by infantry, cavalry and artillery units. Only irregulars were free from the constraints of forma-
tions.

6.7.1 Changing Formation
A unit will start a formation change at the beginning of any turn in which it receives a new formation
order (even through automatic order activation). Formation change times are expressed in quarters of a
turn. If a unit has time left in the turn after adopting the new formation, it my use that time to complete
its orders unless other restrictions apply. Formation changes that cannot be completed in the current
turn will be completed in the next turn prior to any other action.

6.7.2 Formation Change Times
Each type of combat troops, infantry, cavalry and artillery had specific formations they adopted to per-
form a given task or in a particular situation. Cavalry and artillery formations and formation change
times were fairly constant across all nationalities (horses are horses). Thus, Cold Steel lists one set of
formations and times for all nations. Infantry, however, deserves different consideration. Each national-
ity had differing systems of drill. Thus, Cold Steel details formation change times and rates for each na-
tion and period, where applicable. See Appendix A for formation change times.

6.8 Interpenetration Disorder
If at any time during movement, including formation changes, friendly units come in contact they are
considered interpenetrated. Each interpenetrated unit receives 2 disorder markers. Routing units, ir-
regulars, units in open or extended order or detached skirmishers do not cause interpenetration.
25

Chapter 7: Artillery Fire
7.1 General Conventions
Artillery figures may represent individual guns or sections. For a figure scale of 1:20 or 1:30, fire is cal-
culated per gun. At figure scales greater than 1:30, fire is calculated by section (two guns).

All ranges and angle of fire measurements are taken from the center edge of the stand. Arc of fire is 22
on each side. Guns that have movement left in the current turn may pivot to fire at targets out of this
arc. This counts as Firing unit moved modifier in determining hits. Guns may not move more than 40
paces per turn without limbering. A unit must have at least of its movement remaining to fire. All
fire is simultaneous.

Each firing gun generates one smoke ball.

Mark but do not remove casualties.
7.2 Firing
Each gun (or section at scales greater than 1:20/1:30) has a basic chance of inflicting casualties based on
range, modified by weight of shot and other factors.
Range P0 P1 P2 P3
% 10% 20% 50% 100%
7.2.1 Basic Artillery Hit Percentage
7.2.2 Artillery Fire Modifiers
Light gun (less than 6 pdr) -8%
Heavy gun (more than 10 pdr) +8%
Wet ground -7%
Rolling terrain -10% (no fire beyond P1)
Mountainous terrain -25% (no fire beyond P1)
Firing up gentle slope -8% (ignore for howitzers & mortars)
Firing down gentle slope +10%
Firing up or down moderate slope -20% (ignore for howitzers & mortars)
Firing up or down steep slope prohibited
Invisible/obstructed target prohibited
Target in open order -5%
Target in extended order -10%
Target in light cover -4%
Target in heavy cover -10% (prohibited beyond P1 range)
Target in light works, buildings -10% (ignore for howitzers & mortars)
Target in medium works, stone buildings -15% (ignore for howitzers & mortars)
Target in heavy works -25% (ignore for howitzers & mortars)
Firing unit disorder -5% per marker
26

7.2.2 Artillery Fire Modifiers cont.
7.2.3 Artillery Fire Ranks of Target Unit
Irregular units always count as one rank.

If the firing unit is 45 or more off the center of the tar-
get unit, +1 rank.

A line composed of 4 or more ranks (historical doctrine)
is considered a double line
Formation Ranks
Infantry
Closed column 4
interval column 3
Open column 2
Double line 2
Line 1
Square (open) 4
Square (closed) 6
Cavalry
Column 3
Line 1
Artillery
Limbered 2
Unlimbered 1
Firing unit militia -5%
Firing unit raw recruits -10%
Firing unit rabble -20%
Inclement weather (rain/snow or fog) -10%
Firing unit under fire -5%
Firing unit Disciplined +5%
Firing unit Hardened +10%
Target obscured by smoke -8%
Target unit did not move (including facing change) +5%
Firing unit is a howitzer at P2/P3 range +10%
Firing unit is French (optional) +5%
Firing unit is British (optional) -4%
Firing unit is Austrian (optional) -5%
Firing unit is Russian (optional) +3%
Firing unit is Prussian 1806-1807 (optional) -3%
Firing unit is Prussian 1808-1814 (optional) -5%
Firing unit is Prussian 1815 (optional) +5%
Firing unit is Spanish (optional) -5%
Firing unit moved (including facing change) Divide final to hit percentage by 2
1
Firing unit wavering Divide final to hit percentage by 2
1
1
Modifiers for Firing unit moved and Firing unit
wavering are applied to the final modified to hit per-
centage after all other modifiers have been applied.
One or both modifiers may apply. Thus, a gun that
has moved and is wavering will have its final to hit
percentage reduced to 1/4 or less (round down on
both calculations) of its original value.
27

7.2.4 Artillery Fire Calculating Hits
To determine the number of hits from artillery fire, add the Basic Artillery Hit Percentage and the Artil-
lery Modifiers. If the total is equal to or greater than 100% it indicates an automatic hit. If the total is
less than 100%, it indicates a chance of a hit. To determine if a hit is scored, roll percentile dice, any
result equal or less than the total is a hit. The same procedure is followed for any remainder over 100%.
All fire is by gun, or section for scales over 1:20 or 1:30, but guns in similar situations may be combined
into one total. Multiply the number of hits by the ranks for the target formation. Apply these to the tar-
get.
7.3 Grazing Fire
When firing at targets in the P1 zone, artillery fire may effect units beyond its original target. Calculate
the fire normally, but divide the result in half for units with 300 paces of the original target and by 4 for
units more than 300 paces distance. For units at P0, grazing fire is accounted for by use of the deploy-
ment cards.
7.2.6 Artillery Fire Example
Units: French 8pdr foot battery vs. Prussian 3/6 Landwehr

Situation: The French battery consists of four 8pdr guns and two 5.5 inch howitzers. All guns are
unlimbered. The French battery is Disciplined. The Prussian battalion is at P0 and advancing in line.

Fire Calculation: The French battery has both guns and howitzers. As all elements of the battery are
together and under the same conditions, the French player may combine the totals of the guns for one
roll and the howitzers for another.
Guns Howitzers
Basic hit % 10 (P0) X 4 guns = 40% Basic hit % 10 (P0) X 2 howitzers = 20%
Firing unit disciplined +5% X 4 guns = 20% Firing unit disciplined +5% X 2 howitzers = 10%
Total = 60% Total = 30%
As neither the total of the guns or howitzers is equal to or greater than 100%, the French player must roll
to see if he achieved a hit.

The French player rolls a 38 for the guns and 63 for the howitzers. The guns hit the howitzers miss. As
the Prussians are in line, they are counted as one rank, they suffer one casualty and one disorder as a re-
sult of the artillery fire. Had the Landwehr been in a different formation the hits would be multiplied by
the number of ranks listed in section 7.2.3 Artillery Fire Ranks of Target Unit.
7.2.5 Effect of Artillery Hits
Artillery hits on units cause one casualty and one disorder marker per hit. Mark casualties but do not
remove figures. Commanders would attempt to maintain the same frontage by filling gaps from the rear
ranks. This reshuffling of troops is the source of the disorder. As artillery casualties come from fewer
sources and penetrate the depth of the unit, these holes are more concentrated than with small arms fire.

Howitzers and rockets may set fire to structures. Two howitzer hits or one rocket hit are required to set
structures alight.
28

7.4 Rockets
Rockets roll to hit by the launcher. Launchers may not combine rolls. To fire rockets:

1. Announce the intended direction of launch.
2. Roll 2D10 and consult the Rocket Flight Direction table for the direction of flight. If the roll is dou-
bles, the rocket explodes, eliminating the launcher and crew.
3. Roll 3D10. This is the number of inches the rocket flies before striking the earth. If there is a unit or
structure within 60 paces of this point, assess one hit and one disorder marker. Double disorder markers
for cavalry. Conduct an immediate morale check on the unit and apply the results.
7.4.1 Rocket Flight Direction (2D10)
2-5 6-10 11 12-16 17-20
90 right 45 right On course 45 left 90 left
7.5 Target Priorities
Any firing unit will automatically fire at the target highest in the priority list
1. Any enemy unit designated by a player commander attached to the firing unit.
2. Any enemy unit within musketry range of the firing unit. Closest unit if more than one.
3. Any threatening enemy unit.
4. An enemy artillery unit firing on the firing unit, if within effective range.
5. An enemy cavalry unit. Closest to the firing unit or closest to a unit being supported.
6. An enemy close order (not open or extended) infantry unit.
7. An enemy artillery unit not firing on the firing unit, if within effective range.
8. Any other enemy unit.
7.6 Counter-Battery Fire
Counter-battery fire requires two hits in the same turn on the same gun to destroy it. This rule only ap-
plies to artillery firing at artillery. Small arms fire is unaffected.
7.7 Friendly Fire
If friendly units are within the arc of fire (22 left or right) of a friendly gun there is a chance they will
be hit instead of the intended target. Any to hit roll of doubles indicates that a friendly unit is struck
instead. Doubles is defined as any D% roll result of two like numbers, e.g. 11, 22, 33,etc. If an auto-
matic hit is determined (100% chance for a casualty) the firing player still has to roll to determine if the
friendly unit is struck. The effects of friendly fire are the same as those of enemy fire, i.e. casualties,
morale checks.
29

Chapter 8: Small Arms Fire
8.1 General Conventions
Small arms in Cold Steel are any non crew-served weapons of the period.
Fire is simultaneous, except that all stationary units will fire before all moving units.
A unit which begins the movement phase in P3, close combat range, will not fire in this phase.
Arc of fire is 22 each side, measured per stand.
A unit may split its fire.
A square attacked by cavalry may divide its fire into three firings, each comprising 1/3 of the unit.
In this case the second and third firing will be assessed in the close combat phase and is the only
time normal small arms fire is allowed in close combat. (If the close combat ends in a melee, no
small arms fire is allowed as long as the units remain in melee.)
Only front rank figures may fire. Casualties are assessed on the front rank, except in a double line,
where they are assessed on the rear rank.
Friendly fire causes casualties just like enemy fire. Friendly units within the firing arc and effective
range of a unit issuing small arms fire will take casualties normally.
Each turn a unit firing generates 1 smoke ball per 100 men firing.
Mark but do not remove casualties.
8.2 Firing
Each figure has a basic 5% chance to hit modified by weapon range and other factors. Reference table
8.2.2 for modifiers.
8.2.1 Small Arms Ranges
Weapon Type Close Range Maximum Effective Range
Smoothbore flintlock musket 60 paces 120 paces
Cap lock smoothbore musket 80 paces 240 paces
Ball Rifle 120 paces 240 paces
Early firelock/matchlock musket 40 paces 80 paces
Bow 80 paces 200 paces
Spear/javelin 20 paces 40 paces
8.2.2 Small Arms Fire Modifiers
Firing unit opening volley (firearms only) +5%
Firing unit has Resolute morale +3%
Firing unit trained to aim +2%
Firing unit is Hardened +2
Firing unit is Disciplined +1
Firing unit moved at March rate -2% (ignore for integral skirmishers)
Firing unit moved at Quick rate -3% (ignore for integral skirmishers)
Firing unit moved at Double rate No fire allowed
Firing unit Wavering -4%
Firing unit disorder -2% per marker
30

8.2.2 Small Arms Fire Modifiers (cont.)
Firing unit is Militia -1%
Firing unit is Raw Recruits -2%
Firing unit is Rabble -4%
Firing unit is Irregular unaccustomed to using small
arms
-3%
Firing unit is in closed square Half final percentage (per side for anti-cavalry fire)
Target formation > 1 rank (see 7.2.3 Artillery Fire
Ranks)
+2% per rank
Target in open order -1%
Target in extended order -2%
Target in light cover -1%
Target in heavy cover -2%
Target in light works, buildings -1%
Target in medium works, stone buildings -2%
Target in heavy works -5%
Target is irregular unit in cover Double cover modifier
Rain/Snow (firearms only) -7%
Target obscured by smoke -2%
Close range +5%
Firing up-slope -2%
Firing down-slope -5%
Firing unit is cavalry -3%
8.2.3 Small Arms Fire Calculating Hits
Each figure has a base 5% chance of scoring a hit modified by table 8.2.2. All figures in similar situa-
tions may combine their totals. Divide the combined modified hit percentage by 100, whole number re-
sults indicate the number automatic hits. Any remainder is the chance of an additional hit on the target.
To determine if a hit is scored, roll percentile dice, any result equal to or less than the remainder is a hit.
8.2.4 Effect of Small Arms Hits
Small arms hits on the target unit cause one casualty per hit and one disorder marker per three hits.
When assessing disorder markers on the target consider the total hits from all small arms fire received
that turn.
8.2.5 Small Arms Fire Example
Units: Prussian 3/6 Landwehr Regiment (7/M) vs. French Infantry Regiment Joseph Napoleon (6/M)

Situation: The French have been ordered to advance in line at the march. Neither unit has fired its first
volley. Both units have resolute morale. After the French movement, the units are in musket range of
each other. The French and Prussian player both decide to fire this turn. Because the Prussians didn't
move prior to the fire phase, they conduct their fire first, removing hits from the French line before it
calculates its fire. Modifiers for the players are as follows:
31

Prussian
+5% Base
+5% Firing unit opening volley
+3% Firing unit Resolute morale
-1% Firing unit militia
12% Total per figure
X 24 Figures firing
288% Small Arms hits
The total of 288% represents two hits and an 88% chance of an additional hit. A 90 is rolled on percen-
tile dice so only 2 hits and no disorder marker this turn. Apply these results to the French unit prior to
calculating its fire, as it moved and the Prussian unit did not. The French calculate their fire as follows:
French
+5% Base
+5% Firing unit opening volley
+3% Firing unit Resolute morale
-2% Firing unit moved at the march
step
-1% Firing unit militia
10% Total per figure
X 22 Figures firing
220% Small Arms hits
The total of 220% represents two hits and an 20% chance of an additional hit. A 93 is rolled on percen-
tile dice so only 2 hits.
8.2.5 Small Arms Fire Example cont.
32

Chapter 9: Close Combat
When units enter the P3 zone, 0-20 paces, they are considered in close combat. The close combat reso-
lution represents all the actions that take place between opposing units at that range.
9.1 General Conventions
Resolve all close combat involving cavalry first, beginning from the north or east.
Units that begin the turn in close combat may not fire in the Artillery Fire or Small Arms Fire phase.
This fire is accounted for in the close combat resolutions.
In cases where multiple units are involved in close combat, each unit rolls once but modifies the roll
as the individual combat dictates. Thus, a unit may receive a flank attack modifier against one unit
and not another in the same turn.
Skirmish squares, anti-cavalry formations for infantry in open or extended order, Do Not receive the
square vs. cavalry modifier
A unit in contact with abandoned enemy guns for 1 turn will automatically disable or spike the guns.
9.2 Conducting Close Combat
Close combat is resolved by comparing the modified die rolls of each set of opponents. Each side rolls
2D10 and adds any appropriate modifiers from the Close Combat Modifiers Table. The difference be-
tween the modified competitive die rolls is located on the appropriate chart and the result is applied as
indicated.
9.2.1 Close Combat Modifiers Table
Unit Morale Rating Add morale rating
Disorder -1 per marker
Casualties -3 per 25 %
Attacking enemy flank
1
+5
Cavalry contacting an unsecured enemy infantry flank +7
Flanks secured
2
+7
Attacking rear of enemy unit +9
Unit in extended order -6
Unit in open order or open column -4
Resolute morale +4
Wavering -3
Broken -6
Routed -9
Leader within 20 paces
3
+1, +2, +3
Unit in heavy works +4
Unit in medium works or stone buildings +3
Unit in light works or buildings +2
Unit in light cover +2
Unit in heavy cover +3
Surprised
4
-6
33

9.2.1 Close Combat Modifiers Table cont.
Irregular +3
Unit has no bayonets or melee weapons -4
Unit has specialized melee weapons (lances, pikes,
swords, axes, etc., not bayonets)
+3
Attached engineers attacking works +2
Infantry unit in rain/snow
5
-3
Double enemy frontage +4
1
Attacking Enemy Flank: Attacking unit is oblique to the enemy by at least 20 degrees
and at least one complete stand is beyond the enemys front line (see inset image, B is
attacking As flank).
2
Flanks Secured: An infantry unit get this bonus if it is in any type of square vs. cavalry.
Any unit receives this bonus if it has impassable terrain, obstacles or friendly formed
units within 20 paces of each flank. Obstacles or terrain need be impassable to the attacker only.
3
Leader Within 20 Paces: This bonus is based on the leaders quality. +1 - Poor Commander, +2 - Av-
erage, +3 - Superior.
4
Surprised: A unit is considered surprised if it is attacked by a unit that was not visible to it at the be-
ginning of the turn or the attacking unit moved through a bank of 6 or more smoke balls in its movement
to P3 range. Other units, enemy or friendly do not block visibility for this purpose.
5
Represents the lack of effective small arms fire.
Infantry Vs. Infantry Combat Results
0-1 2-4 5-8 9+
Units in melee. Each unit
inflicts 20% casualties per
figure. Both receive two
disorder markers.
Units in firefight. Each
front rank figure inflicts
10% casualties and normal
small arms disorder.
Loser falls back broken .
Winner inflicts 10% casu-
alties per figure, loser in-
flicts 5% per figure. Win-
ner receives one disorder
markers, loser receives
two.
Loser routs. Winner in-
flicts 20% casualties per
figure and captures a tro-
phy, loser inflicts 3%
casualties per figure.
Winner receives one dis-
order marker, loser re-
ceives three.
Artillery Vs. Infantry Combat Results
0-3 4 +
Fire Fight. Artillery inflicts 100% casualties per gun.
Infantry inflicts 5% per front rank figure.
If infantry wins: Battery overrun. Artillery inflicts
25% casualties per gun. All artillerists dead.

If artillery wins: Infantry falls back, broken with two
disorder markers. Artillery receives one disorder
markers. Artillery inflicts 100% casualties per gun.
9.2.2 Combat Results Tables
A unit capturing a trophy will increase in morale by one level (i.e. Determined to Resolute) until its next
morale check. At which time the results of that check will apply.
34

Cavalry Vs. Cavalry Combat Results
0-3 4-7 8-11 11+
Units in melee. Each fig-
ure inflicts 25% casualties.
Each unit receives two
disorder markers.
Loser falls back wavering.
Winner inflicts 20% casu-
alties, loser inflicts 7%.
Loser receives four disor-
der, winner receives two.
Loser falls back broken in
open order. Winner in-
flicts 30% casualties per
figure and captures a tro-
phy. Loser inflicts 4%
casualties per figure.
Loser receives six disor-
der, winner receives two.
Loser routs. Winner in-
flicts 40% casualties per
figure and captures a tro-
phy. Loser inflicts 2%
casualties per figure.
Loser receives eight disor-
der, winner receives one.
Winner automatically pur-
sues unless it passes an
immediate initiative
check.
Cavalry Vs. Infantry Combat Results
0-3 4-7 8-11 11+
Units in melee. Each fig-
ure inflicts 25% casualties.
Each infantry unit receives
one disorder marker; each
cavalry unit receives two.
Loser falls back wavering.
Winner inflicts 20% casu-
alties, loser inflicts 7%.
Loser receives two disor-
der, winner receives one.
Disorder doubled for cav-
alry.
Loser falls back broken in
open order. Winner inflicts
30% casualties per figure
and captures a trophy.
Loser inflicts 4% casual-
ties per figure. Loser re-
ceives three disorder
markers, winner receives
one. Disorder doubled for
cavalry.
Loser routs. Winner in-
flicts 40% casualties per
figure and captures a tro-
phy. Loser inflicts 2%
casualties per figure.
Loser receives four disor-
der markers, winner re-
ceives one. Winning cav-
alry automatically pursues
unless it passes an imme-
diate initiative check.
Disorder doubled for cav-
alry.
Cavalry Vs. Artillery Combat Results
0-3 4 +
Units in melee. Each figure inflicts 25% casualties.
Each unit receives one disorder marker. Disorder dou-
bled for cavalry.
If cavalry wins: Battery overrun. Artillery inflicts
25% casualties per gun. All artillerists dead. Cavalry
receives one disorder.

If artillery wins: Cavalry falls back, broken with four
disorder markers. Artillery receives one disorder
marker. Artillery inflicts 100% casualties per gun.
35

9.2.3 Cavalry Combat Options
Because of its greater speed, multiple units of cavalry may attack the same unit (including units rein-
forcing a close combat) in a single turn. Each squadron of a cavalry unit may participate sequentially
(beginning with the nearest squadron to the enemy) if all component squadrons are within 60 paces of
another component squadron at the end of the movement phase.

If the defending unit is infantry, artillery or a single squadron of cavalry the defending unit will roll once
for each sequential attack. If the unit is multi-squadron cavalry, all eligible units may participate .

A victorious cavalry unit eligible for pursuit may attack another enemy unit within 120 paces, wheeling
up to 60 if necessary. Such secondary attacks may continue until the pursuing cavalry unit loses close
combat or no longer wishes to attack (in which instance the unit must pass an initiative check).

A cavalry unit that ends the combat phase not in P3 range with 8 or more disorder markers is picked up
and moved to P0 range (forced rally).


9.2.3 Reinforcing Close Combats
If the result of a close combat is Units in Melee then on subsequent turns the close combat may be re-
inforced by additional units from both sides. Additional units that start the movement phase outside P3
may use their movement to join the close combat. This may result in one side achieving a flank attack.
Reinforcing cavalry may wheel up to 90 degrees to attack an enemy unit. Cavalry reinforcing a combat
from behind a friendly unit simply move into contact with the rear of the friendly unit. During the close
combat phase the reinforcing unit may roll as if it were contacting the target of the reinforced cavalry
unit directly.
36

Chapter 10: Leader Casualties & Disorder Recovery
Every leader on the field of battle faces the risk of death or injury. The closer to the front lines he is
the greater the chances. The loss of a leader at a key point in the battle may turn the tide for the other
side.

In addition to leader casualties, this phase is used by small unit commanders to rally and reform their
units in an effort to remove accumulated disorder.
10.1 Leader Casualties General Conventions
Every leader in the P1, P2 or P3 zones must roll during the Leader Casualties phase. If a hit is indicated,
roll on the Leader Hit Effect table and apply results as indicated.
10.1.1 Leader Hit Table (2D10)
P1 P2 P3
17- 20 14-20 11-20
(+3 If attached to a unit in the P3
zone)
10.1.2 Leader Hit Effect (1D10)
1-3 4-7 8-9 10
Horse shot: Treat as a
light wound for the next
turn Command Points Ac-
quisition only
Light wound: Negative
die roll modifier on each
subsequent Command
Points Acquisition
Serious wound: No Com-
mand Points Acquisition
next turn. Negative die
roll modifier each subse-
quent turn.
Leader killed: No com-
mands next turn. On sub-
sequent turn a new leader
is identified. New leader
takes command on the
turn after identification.
Immediate morale check
for any unit in LOS and
within 100 paces.
10.2 Disorder Recovery General Conventions
To remove disorder, units must have a reform order (issued or as a result of the initiative phase), not
move during the movement phase and be outside the P3 range. Roll 2D10, apply modifiers and consult
the Disorder Removal table
10.2.1 Disorder Recovery Modifiers
Per 25% casualties -2
Leader within 20 paces +1, +2, +3
Unit took casualties or received disorder markers from fire this turn -3
Hardened +4
Disciplined +2
Militia -2
Raw recruits -4
Rabble -6
In woods -4
37

10.2.2 Disorder Recovery Table (2D10)
3 or less 4-6 7-9 10-13 14-17 18+
1 2 3 4 5 6
10.3 End Turn Tasks
Move and dissipate smoke
Update unit rosters
Remove any old order chits or markers that are no longer valid
A1
FORMATIONS
Appendix A
Formation Change TimesInfantry
The time it took an infantry unit to change formations varied depending on the beginning and ending
formations, the direction the change was made (to the right or the left), the nationality and drill system
in use at the time. For all infantry units, the following conventions apply:
Units changing to/from open column of companies to/from line to the left take only turn. Chang-
ing to the right takes twice the normal time.
A unit in closed interval column adds turn to the listed formation change times. This represents
the need to extend into open column.
A unit in interval column adds turn to the listed formation change times. This represents the
need to extend into open column.
A unit that cannot complete its movement in one turn is marked with the same order in the follow-
ing turn automatically. No other orders are allowed for that unit.
A unit changing formation while being advanced upon by an enemy unit should pro-rate the move-
ment between the 2 units by dividing the total movement into quarter turns. If the enemy unit
reaches P3 before the formation change is complete, the unit receives 4 disorder markers an is con-
sidered in open order in the following close combat phase.
A unit may go to/from column of companies to/from road column by spending an additional
turn.
A unit in column may not perform a conversion march.
Moving to/from closed squares to/from columns takes 0 time.
Optional: Raw or rabble units add turn. Trained or militia units add . Hardened or disciplined
units subtract (may not take less than turn for a listed formation change).
Optional: Battalions of the regulation number of companies or less reduce formation change
times by turn.
Optional: A unit may form a column of less frontage than company e.g. half-company or zge.
A zge is one-quarter company frontage. Add to formation changes to column of companies to
reflect this change and note on a scratch paper. Arrange the stands to one-half or one-quarter com-
pany frontage if possible. If the unit later changes formation again, add turn to reflect movement
back to column of companies before proceeding with the formation change.
Austrian Infantry
From/To Line Double Line Open Column
of Companies
Open Column of
Divisions
Square Open Order Extended
Order
Line NA
No Effect * No Effect *
Double Line 1 NA 1
Open Column of
Companies
1 NA 0
closed
No Effect * No Effect *
Open Column of
Divisions
NA 0
closed
No Effect * No Effect *
Square 1 NA
No Effect * No Effect *
Open Order
No Effect *
1 1 ** NA
No Effect *
Extended Order
No Effect *
1 1 1 **
No Effect *
NA
A2
* Simply calculate the movement required to place the unit into this deployment.
** Skirmish squares
From/To Line Double Line Open Column
of Companies
Open Column of
Divisions
Square Open Order Extended
Order
Line NA 1 Not Permitted
No Effect * No Effect *
Double Line NA 1 1
Open Column of
Companies
1 1 NA 0
closed
No Effect * No Effect *
Open Column of
Divisions
NA 0
closed
No Effect * No Effect *
Square 1 1 1 NA
No Effect * No Effect *
Open Order
No Effect *
1 1 1 ** NA
No Effect *
Extended Order
No Effect *
1 1 1 **
No Effect *
NA
British Doctrine Infantry
From/To Line Double Line Open Column
of Companies
Open Column of
Divisions
Square Open Order Extended
Order
Line NA 1 1
No Effect * No Effect *
Double Line 1 NA 1 1
Open Column of
Companies
NA 1
No Effect * No Effect *
Open Column of
Divisions
NA
No Effect * No Effect *
Square 1 1 1 NA
No Effect * No Effect *
Open Order
No Effect *
1 1 ** NA
No Effect *
Extended Order
No Effect *
1 1 1 **
No Effect *
NA
French Doctrine Infantry 1791-1808 (also U.S)
French Doctrine Infantry 1808-1815
From/To Line Double Line Open Column
of Companies
Open Column of
Divisions
Square Open Order Extended
Order
Line NA
No Effect * No Effect *
Double Line 1 NA 1
Open Column of
Companies
NA
No Effect * No Effect *
Open Column of
Divisions
NA
No Effect * No Effect *
Square 1 NA
No Effect * No Effect *
Open Order
No Effect *
1 1 ** NA
No Effect *
Extended Order
No Effect *
1 1 1 **
No Effect *
NA
A3
Prussian Infantry 1808-1815
From/To Line Double Line Open Column
of Zge [platoons]
Open Column of
Divisions
Square Open Order Extended
Order
Line NA
No Effect * No Effect *
Double Line 1 NA 1
Open Column of
Companies
NA 0
closed
No Effect * No Effect *
Open Column of
Divisions
NA 0
closed
No Effect * No Effect *
Square 1 NA
No Effect * No Effect *
Open Order
No Effect *
1 1 ** NA
No Effect *
Extended Order
No Effect *
1 1 1 **
No Effect *
NA
Prussian Infantry 1799-1808
From/To Line Double Line Open Column
of Zge [platoons]
Open Column of
Divisions
Square Open Order Extended
Order
Line NA 1 NA 1
No Effect * No Effect *
Double Line NA NA
Open Column of
Zug (platoon)
1 NA NA
No Effect * No Effect *
Open Column of
Divisions
NA NA NA NA NA NA NA
Square 1 NA NA
No Effect * No Effect *
Open Order
No Effect *
1 NA ** NA
No Effect *
Extended Order
No Effect *
1 NA **
No Effect *
NA
* Simply calculate the movement required to place the unit into this deployment.
** Skirmish squares
From/To Line Double Line Open Column
of Zge [platoons]
Open Column of
Divisions
Square Open Order Extended
Order
Line NA 2 NA 1
No Effect * No Effect *
Double Line NA 2 NA
Open Column of
Zug (platoon)
2 1 NA NA 1
No Effect * No Effect *
Open Column of
Divisions
NA NA NA NA NA NA NA
Square 1 1 NA NA
No Effect * No Effect *
Open Order
No Effect *
2 NA ** NA
No Effect *
Extended Order
No Effect *
2 NA **
No Effect *
NA
Prussian Infantry 1788-1799
A4
Russian Infantry
From/To Line Double Line Open Column
of Companies
Open Column of
Divisions
Square Open Order Extended
Order
Line NA 1
No Effect * No Effect *
Double Line 1 NA 1
Open Column of
Companies
1 NA 0
closed
No Effect * No Effect *
Open Column of
Divisions
NA 0
closed
No Effect * No Effect *
Square 1 NA
No Effect * No Effect *
Open Order
No Effect *
1 1 ** NA
No Effect *
Extended Order
No Effect *
1 1 1 **
No Effect *
NA
* Simply calculate the movement required to place the unit into this deployment.
** Skirmish squares
A5
Infantry Battalion Column Deployments
All Nations



Closed column/closed
square/masse





Column at interval





Open column
A6
French Line 1791-1808
4th 5th
3rd 6th
2nd 7th
1st 8th
Voltigeur Grenadier
Column of divisions (closed)
Other arrangements include detaching the
voltigeurs as skirmishers and placing grenadiers
to the right of the 5th company.
Column of companies (closed)
Other arrangements include detaching the
voltigeurs as skirmishers and/or placing
grenadiers at the right of the column.
Voltiger 1st 2nd 3rd 4th 5th 6th 7th 8th Grenadier
Line
Voltigeur 1st 2nd 3rd 4th
5th 6th 7th 8th Grenadier
Double Line


Open square
Companies may be in any order.

Grenadier
1st
2nd
3rd
4th
5th
6th
7th
8th
Voltigeur
A7
French Line & Young Guard 1808-1815
3rd 2nd
4th 1st
Voltigeur Grenadier
Column of divisions (closed)
Other arrangements include detaching the
voltigeurs as skirmishers and placing grenadiers
to the right of the 4th company. If voltigeurs
and grenadiers are detached, use column of
companies.
Column of companies (closed)
Other arrangements include detaching the
voltigeurs as skirmishers and/or placing
grenadiers at the rear of the column.
Voltigeur 4th 3rd 2nd 1st Grenadier
Line
3rd 2nd 1st
Voltigeur 4th Grenadier
Double Line


Open square
Companies may be in any order.

Grenadier
1st
2nd
3rd
4th
Voltigeur
A8
French Middle & Old Guard 1798-1815
3rd 2nd
4th 1st
1st
2nd
3rd
4th
4th 3rd 2nd 1st
3rd 2nd
4th 1st
Column of divisions (closed)
This formation was rarely used by four-
company battalions.
Column of companies (closed)

Line
Double Line


Open square
Companies may be in any order.

A9
Prussian 1788-1808
8th 7th 6th 5th 4th 3rd 2nd 1st
6th 5th 4th 3rd
8th 7th 2nd 1st
Column of Zge [platoons] (closed)

Line
Double Line


1st
2nd
3rd
4th
5th
6th
7th
8th
Open Square
Companies may be in any order
A10
Prussian 1808-1815
8th 7th 6th 5th 4th 3rd 2nd 1st
6th 5th 4th 3rd
8th 7th 2nd 1st
Column of Zge [platoons] (closed)

Column of companiestwo Zge [platoons]
(closed)

Line
Double Line


5th 4th
6th 3rd
7th 2nd
8th 1st
1st
2nd
3rd
4th
5th
6th
7th
8th
Note: The Prussians of this period did
not form open square. See columns
illustration to form a closed square.
A11
Russian 1797-1815
4th 3rd 2nd 1st
3rd 2nd
4th 1st
Column of platoons (closed)

Column of companiestwo platoons (closed)

Line
Double Line


Open square
Companies may
be in any order.
1st
2nd
3rd
4th
5th
6th
7th
8th
1st
2nd
3rd
4th
A12
British/American 1795-1815
Light/
Flank
8th 7th 6th 5th 4th 3rd 2nd 1st Grenadier
/Flank
7th 6th 5th 4th 3rd
Light/
Flank
8th 2nd 1st Grenadier/
Flank
Column of company (closed)

Line
Double Line


Grenadier/Flank
1st
2nd
3rd
4th
5th
6th
7th
8th
Light/Flank Column of divisions (closed)

5th 4th
6th 3rd
7th 2nd
8th 1st
Light/Flank Grenadier/Flank
Open square
A13
Austrian 1808-1815
4th 3rd
5th 2nd
6th 1st
Column of divisionsdivision masse (closed)

1st
2nd
3rd
4th
6th
Column of companiesbattalion masse (closed)

6th 5th 4th 3rd 2nd 1st
Line
5th 4th 3rd
6th 2nd 1st
Double Line


Open square
Companies may be in any order.

A14
Nationality Time (turns)
French
Prussian
Russian
Austrian 1
British
Cavalry Formation Change Times
All nationalities
Add turn for trained or militia cavalry
Add turn for rabble or raw cavalry
Artillery Formation Change Times
All nationalities
Action Time (turns)
Limber 1
Emergency limber & retire *
Unlimber
Artillery may unlimber open (20 paces between gun castings) or closed, castings adjacent. Guns de-
ployed in open order gain the open order target density modifier.

All formation change times are doubled for guns of 12pdr or higher.
* Emergency limber and retire causes 2 disorder, applied immediately, on each section of artillery.
A15
CavalryAll Nationalities


Column troops/companies
(two companies per squadron)

Line
(two companies per squadron)
Squadron Formations
Line, Open Order, Extended OrderAll Nationalities


Line
Open order
Extended order
B1
Terrain Generator
Appendix B
Die Roll Feature
1-3 Hill (Ss)
4-5 Hill (Gs) with Lt. woods
6 Hill (Gs) with Hv. woods
7-8 Marsh
9-14 Building
15-34 Field
35-38 Lt. woods
39-40 Hv. woods
41-100 Clear
Open
Die Roll Feature
1-3 Hill (Gs)
4-5 Hill (Gs) with Lt. woods
6 Hill (Ms) with Lt. woods
7-9 Hill (Ms) with Hv. woods
10-15 Marsh
16-21 Building
22-35 Field
36-42 Lt. woods
43-50 Hv. woods
51-100 Clear
Hilly-Wooded
Die Roll Feature
1-12 Hill (Gs)
13-15 Hill (Gs) with Lt. woods
16-18 Hill (Gs) with Hv. woods
19-21 Hill (Ms) with Lt. woods
22-24 Marsh
25-28 Building
29-38 Field
39-54 Lt. woods
55-70 Hv. woods
71-100 Clear
Rolling
Die Roll Feature
1-20 Hill (Ms)
21-40 Hill (Ss)
41-42 Hill (Ms) with Lt. woods
43-45 Hill (Ms) with Hv. woods
46-55 Hill (Ss) with Lt. woods
56-58 Stream
59-64 Building/Wall/Fence
65-68 Field
69-74 Lt. woods
75-85 Hv. woods
86-100 Clear
Mountainous
Die Roll Feature
1-3 Hill (Gs)
4-13 Hill (Ms)
14-17 Stream/Dry river bed
18 Building
19-25 Lt. woods
26-100 Desert
Desert
1. Divide playing area into 1 squares or hexes depending on the terrain system you use.
2. Place any mandatory terrain items, i.e. earth works, the town being assaulted, the road intersection
being defended.
3. Determine basic terrain type, i.e. Open, Hilly-Wooded, Rolling, Mountainous, or Desert.
4. Roll 2D10, reading as a percentage, once for each space not occupied by a mandatory terrain item.
Read the appropriate table and place the stipulated terrain item somewhere near the center area of that
space.
5. Arrange and connect items to make geological sense. Swamps will be connected and drained with
rivulets or streams. Consecutive hills will form ridge lines, trees will tend to clump next to water and
always together. Avoid having water flow uphill. Buildings tend to have walls or fences near by and a
cluster of buildings will have some sort of a path or road leading to and away from it to the nearest
board edge or other road.
Gs = Gentle slope
Ms = Moderate slope
Ss = Steep Slope
B2
Weather and Smoke
Appendix B
If players wish to randomly assign weather, or if playing a campaign game, roll 2D10 and consult the
following for weather conditions:
Wind Strength (2D10)
2-5 6-9 10-12 13-16 17-20
No winds. Smoke
will not move or
dissipate. Reroll for
wind direction and
strength in 5 turns.
Light winds. Smoke
will move 80 paces
per turn, each bank
will lose 1 smoke
ball per turn.
Moderate winds.
Smoke will move
160 paces per turn,
each bank will lose 1
smoke ball per turn.
Strong winds.
Smoke will move
320 paces per turn,
each bank will lose 2
smoke balls per turn.
Gale force winds.
Smoke will not ac-
cumulate. Remove
smoke every fire
phase (smoke from
the preceding turn).
Weather Determination (2D10)
2-5 6-16 17-20
Fog. Units are not placed on the table until
within 120 paces of the enemy. All de-
fending units roll for surprise in close
combat.
Clear weather. No
effect on play.
Rain/snow. Treat rain as for fog, except all
units are affected by mud. Treat snow as for
fog, except all units are considered to be mov-
ing in plowed fields rather than open terrain.
Prior to the scenario, determine wind strength and direction. Roll 1D10 and consult the following to de-
termine wind direction:
Wind Direction (1D10)
1 2 3 4 5 6 7 8 9-10
North Northeast East Southeast South Southwest West Northwest Roll again
Then determine the wind strength by rolling 2D10 and consulting the following chart:
Smoke is generated as a result of gunfire or structure fires. In Cold Steel, smoke is represented by using
cotton balls. As smoke is generated place a cotton ball directly in front of the source. In the case of
smoke generated by close combat, place the cotton ball directly between the fire fighting units.

Smoke is moved and dissipates in the Leader casualties phase. A smoke bank is any group of smoke
balls within 100 paces of each other. Define smoke banks each turn. Smoke dissipation is regulated by
banks. Each turn, remove the number of smoke balls from each bank according to that days wind
strength. Single smoke balls, those not within 100 paces of another will dissipate automatically unless
the wind strength is No winds.
Smoke Generation
Artillery Fire 1 smoke ball/gun firing
Small Arms Fire 1 smoke ball/100 men firing
Every structure fire 4 smoke balls
Close Combat fire fight result 1 smoke ball/100 men And/Or 1 smoke ball/gun
C1
Occasion of Use
Off-Board Deployment and Movement may be initiated during the pre-game deployments or at any
other time for troops which have not yet arrived or later leave the table.

Preliminaries
Prior to each battle, describe the off-board terrain along each table edge, specifying the following:

The general terrain density: open, rolling, hilly-wooded, mountainous
The available road network: none, secondary, primary
The availability of off-board terrain features for navigation (such as a large hill or town) or the abil-
ity to see the on-board battlefield from off board. Note this as obstructed visibility (no line of sight
or landmark) or unobstructed visibility.

Each overall commander then secretly assigns forces for off-board movement, defense or screening, is-
suing orders or missions as appropriate. Screening forces should comprise at least a company or squad-
ron. General information about these off-board forces (numbers of infantry and cavalry figures) is noted
on a 3x5 card, each commander writing one card for each table side and one for the tables rear edge.
These are placed face-down on or near the appropriate edge.

Off-Board Missions
For each off-board force, the commander must write a mission order. (See Chapter 3, Command
Phase, for details.) If no mission is given, the off-board units will not move.

Once the instructions and/or orders are written, the commander measures the distance between his
forces current location to the furthest point of its destination (measured along the table edge or from
space in the case of a unit off-board on a strategic flanking position). The perfect arrival time (the
turn the force would arrive under the best conditions) then must be determined by adding or subtracting
turns as shown in the Off-Board Minimum Delay Table.

Total these values to determine the perfect arrival turn. When that turn is reached, the commander then
must take an arrival test. This will determine whether he is on-time and in the right place.

First, the flanking forces player commander examines the 3x5 card containing information about the
opposing force in that off-board area. If the opposing army commander has designated any forces (see
above for minimum force allocations) off-board in that area, he may examine the card of the flanking
force.

Two ratios between the off-board forces now must be established: cavalry figures to cavalry figures and
total figures to total figures. (If an attacking (i.e. flanking) force of a company/squadron or less with-
out a player-commander encounters anybody, it will halt in place and await new instructions. In
other words, it is confused and unavailable on the current game day.)

If the defending cavalry outnumbers the attacking cavalry, the attacker is out of luck; his force
wont show up on the table in the current game day. (The inadequate strength of the attacking cavalry
would force that side to deploy its units into battle formation prematurely and advance in anti-cavalry
formations, slowing its pace to a crawl.) If the attacking cavalry outnumbers the defender, the result-
Off-Board Deployment and Movement
Appendix C
C2
ing ratio produces a die roll modifier to the arrival test. (This reflects the amount of time required to iso-
late or defeat the defending cavalry.) Exception: if the attacking units outnumber the defending units by
5-1 (count figures) or more, any defending cavalry is ignored.

If the defending force consists of at least a battalion and if it is outnumbered by less than 3:1, place the
units in close combat on a separate table and, beginning with the turn after the perfect arrival turn, con-
duct one round of close combat each turn until one side or the other breaks. Then, roll on the Arrival
Test Table to determine the actual arrival turn.

If the result is No delay or X turn delay, the flanking force commander may begin deploying his
units at the table edge and move them normally in the movement phase of the appropriate turn.

If the result is Lost roll again using only the commander rating (from the Arrival Test Modifiers chart)
as a modifier. If second result is also lost, the unit is hopelessly befuddled and wont arrive during the
current game day. If the second result is No delay or X turn delay, the flanking force commander
may begin deploying his units at the table edge and move them normally in the movement phase of the
appropriate turn after he determines his entry location. The entry location for a Lost force must not
be determined until the exact turn of arrival.

To determine the location of a Lost force consult the Lost Force Location chart. All offset distances
are measured relative to the Lost units intended destination. If this result puts the unit beyond the
friendly or enemy table edge base line, measure from the intended destination to the appropriate corner
of the table and subtract this distance from the result. Then, divide the remainder of the result in half.
This represents the location along the friendly or enemy base line. (Being lost is not always a bad
thing.)
Off-Board Minimum Delay Table
Each 400 paces of distance to destination or fraction +1
Starting from or behind friendly table edge +3
French -2
Ill-disciplined units +2
No road net +4
Secondary road net +2
Primary road net +0
Open terrain +0
Rolling terrain +3
Hilly-wooded terrain +5
Mountainous terrain +7
C3
Arrival Test Modifiers
Superior commander +4
Poor commander -3
Unobstructed Visibility +2
No road net -2
Primary road net +2
Bad weather/night -2
Attacking cavalry to defending cavalry ratio:
1:1 -4
1

2:1 -3
2

3:1 -2
4:1 -1
5:1 0
Attacker total force to defender total force ratio:
3:1 -4
3

4:1 -2
5:1 -1
1
Attacking and defending cavalry are considered dis-
persed and unavailable for the remainder of the game.

2
Each attacking cavalry unit suffers 30% casualties
and 4 disorder markers.

3
Attacking infantry loses 20% of the number of de-
fending figures as hits double in rolling or wooded
terrain, and receives 6 disorder markers. Distribute
hits and disorder evenly among all units.
7 or less 8-9 10-12 13-14 15-16 17 +
Lost 8 turn delay 5 turn delay 3 turn delay 2 turn delay No delay
Arrival Test Table (2D10)
2-3 4-6 7-7 9-10 11-12 13-15 16-18 19-20
720
paces left
600
paces left
360
paces left
200
paces left
200
paces right
360
paces right
600
paces right
720
paces right
Lost Force Location (2D10)
D1
Roster and Forms
Appendix D

This appendix contains the unit roster sheet and any other forms referenced in the rules.
Cold Steel Roster Instructions
1. Use this roster to keep track of unit information during the game.
2. Under the heading Unit ID enter any information you need or use to identify the figures on the
table (a number on the movement stand, the unit designation written on a label on the base, etc.).
3. Recording the Morale Rating, Discipline Rating and Initial Strength of the unit in the spaces pro-
vided. These values will not change during the game and are necessary for several event resolutions
and calculations.
4. Use the columns for each turn to record the Morale Status and Current Strength for each unit on the
sheet. Keeping this record up to date and accurate will avoid the need for causality caps or morale
chits. Note: All units begin the game with Morale Status: Resolute.
D2
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D3
Infantry Deployment Card Front
D4
Cavalry Deployment Card Front
D5
Artillery Deployment Card Front
D6

Unit ID ____________________________________________________________

Superior Brigade/Division/Corps ________________________________________

Number of Battalions/Regiments ________________________________________

Number of Batteries __________________________________________________

Commander/Rating __________________________________________________

Morale Rating ______________________________________________________

Other (________________) ___________________________________________

Other (________________) ___________________________________________
Deployment Sketch
Deployment Card Back

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