Articles

4th Edition (Maréchal) Changes
by Avalon Hill

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.

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Cavalry of the Napoleonic Wars in Napoleon’s Battles
by Jim Naughton

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.

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Combat Mechanisms in Napoleon's Battles
by Jim Naughton

The design logic behind the game’s combat system and the historical reasoning beneath its abstractions

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Command 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.

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Disorder Amend
by Avalon Hill

Amend in the wording (Page 64)

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Horse 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.

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Moving and deploying in built-up areas
by Avalon Hill

A short article about the key concepts related to moving and deploying in built-up areas

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Optional 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.

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Simple 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.

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Stats Errata
by Avalon Hill

Stats Errata

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To Measure or Not To Measure

A short note about the background of measuring in Napoleon's Battles

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