The following are modifications made to Chipco's Le Petit Empereur by me, Gary A. Ballard. I've playtested these some in solo games, and they seem to work fine. The battles tested were based on Austerlitz (except using only Austrians, no Russians) with the standard LPE army lists.

INFANTRY FIRE
All LN and ET can shoot - range 2" (15mm scale) - 6 = DMZ

DMZed infantry (LN and ET) cannot shoot. This represents shortages of ammo, disruption in the lines that make volley fire, or any kind of effective fire, null.

Also began thinking about opportunity fire. Since you can only fire on your turn, this makes starting a turn within 2" very deadly, as you can soften up the line and then charge home. While this isn't necessarily a bad thing, it seems that the charged infantry should have some recourse. So here's another proposal - opportunity fire.

An undemoralized LN or ET unit can attempt opportunity fire on a unit that is charging it from the front. The fire can only be directed against the unit that is charging it... friends to the side cannot shoot if they are not charged. Roll the dice, the charging unit is DMZed on a 6. If this results in a charging unit becoming DMZed, they still get the charge, but start DMZed.

LT shoot only as written in the expansion, i.e. 5" range with a 5 or 6 a DMZ.

LT troops fighting in difficult terrain (woods, hills, etc.) get a +1 bonus to their combat rolls. This simulates their better cohesion in disruptive terrain, as opposed to formed troops and cavalry.

 

ARTILLERY FIRE
All Regular ART shoots at 12" range. Short range is still up to 4".

Another thought about this. In the LPE rules, ART fires a max of 8". Short range is 4". I'm keeping short range at 4", long range at 8", and now from 8"-12" is now extreme range. At long range, use the artillery table, at short range use the artillery table, adding +2 to the damage roll. At extreme range, all destroyed results count instead as a demoralized. This prevents artillery blowing major holes in lines from way off, but still allows them to have some effectiveness at the longer ranges. Light Art doesn't have extreme range, as I rationlize that these guns didn't produce an effective bombardment at the same distance.

CAVALRY AND INFANTRY INTERACTIONS
Forming square by infantry when charged by Cav is assumed in the normal rules. However, if infantry unit is DMZed, they might not be able to form it in time. DMZed Infantry charged by Cavalry must make a rally test (-1 if DMZed, -2 if Double DMZed) to form square.

Infantry cannot charge unDMZ'ed Cavalry. Infantry can charge DMZ'ed Cavalry, but only if within 2" and if they pass a rally test. This would represent a decimated and disordered Cavalry unit being overrun when too close to infantry.

LT cannot form square, cannot charge DMZ'ed cavalry, and do not impart the -2 penalty to Cavalry when their morale clock is above 5.

Cavalry which is charged by Cavalry from its front arc can execute a counter-charge. It must pass a rally test, and if so, meets the charging cav halfway, if it fails it stands and takes the charge.

Also, because of the square rule, and the penalty given to cav charging infantry with a MC above 4, I have not given infantry opportunity fire against Cavalry. With all the other penalties to Cav vs. Inf battles, I figured the infantry didn't need another weapon. Besides, the beauty of square wasn't in the huge amounts of firepower it presented, but in the big, prickly mass of bayonets it became.

Cavalry with LtArt attached have a choice when attacking infantry whose morale clock is above 4. Normally, the Cav would get a +1 for supporting artillery and a -2 because of infantry forming square. However, with LtArt attached, the Cav can either fight the combat like this, or without the -2 penalty to the Cavalry for the infantry forming square. This represents the LtArt pounding the infantry in square, which historically decimated the infantry, breaking the formation enough for the cavalry to be effective.

Send any comments to me.

Gary A. Ballard