1. Skirmishers

Skirmishers can be used by either army. The British Rifles regimemts,the KGL Light troops and some of the Portuguse cacadores and atiradores used rifles whereas all other units in both armies otherwise carried muskets.

Skirmish units must be declared separately either as independent units or as light companies or voltigeur pelotons from a battalion. HOWEVER, under these rules a skirmish unit starts as an independent unit and remains so until the end of the game or until it is DESTROYED. They can not return to the parent unit (if there is one) in the game at the present time.

A skirmish unit represents 1 company or peloton of a battalion and at a 1:24 ratio this means that skirmish units can be no larger than 4 figures for British and 6 figures for French. This assumes a 100 man company for British and allied armies and 140 man peloton for the French (i.e. post 1808 reorganisation)

There are specific rules for Skimishers but it leaves them fairly free to use their intitiative at each round level. In the DOSDEMAYO game skirmisers cannot form lines or columns or combine with other skirmishing units to do the same.

2. Column of Attack

The French army excelled in the column of attack and it was a fearsome means of assault although less effective when facing well trained regular battalions (like the British). The column used in DOSDEMAYO is technically a column of battalion by divisions being two companies or pelotons wide with the remaining 4 pelotons forming on the front two.

At a scale of 1:24 this means that for a French Column standard frontage will be 4 figures with 6 ranks. This won't necessarily look like an actual column of battalion by divisions but given the scaling of figures it is the nearest that is going to be achieved. Smaller battalions will have fewer ranks but if reduced to 3 ranks or less then the formation is to be treated as a line.

At the present time a British and Allied column is going to be the same.

In the current rules, an attack column will move quicker than a line and this is reflected in the movement tables. Also, under the current version of the rules, the attack column when it charges home will do so in column order. However, it is recognised that in reality in the last 50 metres of so, the column would have attempted to deploy into line. This rarely happend successfully in the Peninsula , arguably as a rsult of the quality of the French army deployed there and as a result of the britih reverse slopes tactic. That is very much a point for discussion but as the rules mature it is inteded to consider how this formation change might effectively and realistically be achieved.

3. Infantry Line

Line formation generally is that which is wider in files than it is deep in ranks. British and Portuguese infantry learned to fiught in lines that were 2 ranks deep. French and Spanish infantry used lines of 3 ranks.

Whilst the benefit of firepower is obvious for a line, the formation was particularly vulnerable to flank and rear attack. It was also less easy to move into square in the event of cavalry threat.

In the DOSDEMAYO rules these vulnerabilities are present in the rules engine. Whilst a unit charging a line ( such as column or cavalry) is likely to recieve heavy casualties from volley fire, if they charge home then they will almost invariably break the defending line.

A British or Portuguese line will bring 100% of muskets into play in the BLACK POWDER phase whilst French and Spannish armies will only bring two-thirds of their muskets into play in a phase. The nu,ber of casual;ties infliceted (reflecting better rate of fire will vary with the calibre of the unit. rangoing from 4 ropunds per minute through to 2 rounds per minute with variations laso for weapon type ( musket or rifle)

4. Infantry Square

The infantry hollow square was at the time the classic defense of infantry against cavalry attack.

It is therefore assumed that other than exceptional circumstances (shaken, routed or impetuous) infantry will form square if within range of cavalry attack. This makes the unit vulnerable to artillery or line musket fire and these weaknesses can be exploited by the opposing side.

When attacking a square, cavalry will suffer casualties from one-quarter of the muskets of the unit and this can be sufficient (with other morale issues in the rules engine) to stall the charge. If they charge home (and this did happen occasionally) then they only have one move to do any damage and put the square to flight before they become shaken and disorganised in their own right. The rules engine takes account of these matters and hopefully reflects, in so far as is practical, the kind of results that happened in real life.

In the DOSDEMAYO rules, squres can move if the units are either veteran or experienced and movement is not penalised. There are some clear examples of movement from column to square as well as in square, notably in Crauford's light division. However, such movement is dependent upon the quality of the troops undertaking the manoeuvre.

5. Artillery

Artillery also fires during the Black Powder phase of each round. Again the same rules apply as to which side fires first. Ranges for weapon type and ammunition are set out in the table on the Artillery Page.

Artillery pieces are scaled at 1:3 rather than the 1:24 for figures. This is to enable artillery pieces to be present without overpowering the game and in keeping with the typical levels of artillery used in Peninsula War battles.

Artillery may not move and fire in the same round. This refers to gross movements and not to alignments in direction of fire.

DOSDEMAYO does not allow hits on the artillery piece itself but rather calculates the number of surviving individual figures to determine the number of pieces in operation.

Close combat actions with artillery by infantry or cavalry will determine whether the pieces are spiked or not as a part of the settlement of the CLOSE COMBAT phase in the DOSDEMAYO rules engine.

Artillery will fire cannister if there is an enemy unit within range to the front (alignments can be made). Otherwise if firing, the type of projectile can be chosen by the player in the BLACK POWDER phase.

Rockets are not currently deployed in these rules.

6. Heavy Cavalry

The British & KGL heavy cavalry were represented by Heavy Dragoons and unlike their French counterparts were trained primarily to fight on horseback. They were the classic heavy cavalry shock troops and tactically were used for that purpose.

The French primarily also used dragoons but they were taught to fight both on horseback and on foot. There were technically very few true heavy cavalry other than drgoons deployed by the French in the Peninsula. There are specific rules for French Dragoons set out in a following section.

7. Light Cavalry

All light cavalry are treated the same in the rules other than additional impact benefits for lancers. Light cavalry don't have additional modifiers for impact in a charge. Like all cavalry they can fire small arms (carbines, pistols, musketoons) either from the saddle or on foot. To be able to fire on foot, the figures must be replaced by dismounted figures and the mounted figures temporarily removed. There are no penalties for handling the horses.

8. French Dragoons

french dragoons can operate as skirmishers once dismounted and should be allocated skirmish order in the relevant ACTIVATION phase.

At the present time other cavalry cannot declare skirmish order.

9. Piquets

Picquets can operate in units of 1 to 3 figures and act independently of their regiment under piquet special rules. Can only attack other piquets if attacked but must withdraw either towards their main unit or directly towards the rear if a larger unit is within charge move (i.e. a unit with more than twice as many figures). Cavalry or infantry picquets are allowed. These must be delcared at the outset and remain as picquets for the duration of the game unless destroyed.

10. Partisans

Fight as skirmishers or as line units with any calibre. Can only form lines or column of march. Cannot form attack columns or squares. There are no rules for partisan cavalry at present.

11. Column of March

Column of March is a cloumn 2 figures wide that is used purely for troop movment. Must deploy before combat into column of attack, line or square as appropriate. If attacked on column of march then the unit will automatically rout and move 50 paces directly away from its attacker.

12. Battalion

The standard infantry unit for the DOSDEMAYO rules. Battalions can range from 48 to 12 figures representing sizes from 1152 to 288 infantry soldiers.