Articles
4th Edition (Maréchal) Changes
4th edition follows the Turn Sequence, revises built-up combat, firing, movement, unit sizes, and adds optional rules for officers, abilities, cavalry, scenarios, and imperfect combined-arms attacks.
Read moreCavalry of the Napoleonic Wars in Napoleon’s Battles
Why does the game not make different cavalry types—dragoons, lancers, and the many national “heavy” variants—behave more distinctly, and what it even means to model those differences at brigade scale.
Read moreCombat Mechanisms in Napoleon's Battles
The design logic behind the game’s combat system and the historical reasoning beneath its abstractions
Read moreCommand and Control House Rules
Redefines command-span rules so upper-echelon HQs only influence immediate subordinates, enforcing strict chain-of-command and limiting direct control of combat units.
Read moreHorse Sizes and the Missions of the Three Cavalry Arms
Across Napoleonic armies, horse size varied by nation more than cavalry role; mission, doctrine, cost, and supply mattered more than simply big horses for heavies.
Read moreMoving and deploying in built-up areas
A short article about the key concepts related to moving and deploying in built-up areas
Read moreOptional Interpenetration Rule
Units interpenetrating friendly infantry or cavalry pay +1" rough-terrain cost per unit crossed; movement must fully clear the stack. Artillery and generals ignore this cost.
Read moreSimple Order System House Rules
Imposes written-order limits, timed transmission, response-number tests, and chain-of-command constraints to regulate order issuance, delivery, activation, and command bypass.
Read moreTo Measure or Not To Measure
A short note about the background of measuring in Napoleon's Battles
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