Tamames 1809
Exclusive rules

1. Duration. 
The scenario lasts 10 turns, and begins with the French phase of Turn 1.

1.1 Game scale
Each hex represents approximately 300 meters across, and each turn represents 30 minutes of time.

3. Orders
Initial orders are:
	Spanish: all have defense orders
	French: all have maneuver orders

Changing orders:
	Spanish orders divider number is 3. The Duke of Parque may attempt to change orders once per turn.
	French orders divider number is 4. Marchand may attempt to change orders 2 times per turn.

14.3 Reorganization
	Spanish: base hexes are any hexes of the road running from Tamames to the southeast edge of the map (hex T18)
	French: base hex A, on the road to Matilla

15. Leaders
Radius of command is:
	Spanish: 3 hexes
	French: 3 hexes

16. Demoralization
Consult the tables below. 

17. Victory conditions
As per the regular rules.

18. Set up

Spanish:
	The Commanders are placed in the map hexes that correspond to their division number. For example, Carrera sets up in the hex marked V (hex L8) since he commands the V Division. Units are then placed within 3 hexes of their commander. The artillery may set up within command range or any leader.

French:
	Enter during the movement phase of turn 1, in any order on the north map edge between hexes A and B, inclusive. 

Terrain key (on map):

Edificios = Buildings
Camino = Road
Disnevel moderado = Moderate slope
Bosque = Trees
Disnevel impracticable = Impassable slope (mountain top)

Marcador de Turnos = Turn record track

Movement factors
Unit type:	French:	Spanish and Allied:	
Infantry	4	3	
Guerrilla formation	5	5	
Artillery	3	3	
Horse artillery	5	-	
Light and medium cavalry	7	6	
Heavy cavalry	6	-	
Leaders	8	6	

Costs to change formation
Infantry	To Normal	To Square	To Guerrilla	
From Normal	-	1	0*	
From Square	2	-	1*	
From Guerrilla	1*	1	-	
These costs are in addition to normal movement costs, such as 1 mp per hex to deploy into or out of guerrilla formation. 
* Add the terrain cost of the square being occupied by the counter.
Artillery pays 1 mp to limber, and 2 mp to deploy (unlimber)

Terrain Effects Chart (TEC)
		Movement:		Fire:	Shock:	

Terrain:	Infantry	Cavalry	Artillery	defender is in...	defender in or across	
Clear	1	1	1	-	-	
Buildings	2 (D)	3 (D)	1 (E)	A	A	
Trees	1	2	P (H)	A	C	
Castle	3	P	P	B	B	
Crest	-	-	-	G	-	
River	+1	+2	P	-	A	
Arroyo	-	-	+1	-	C	
Bridge	+1 (F)	+2 (F)	-	-	River B, Stream A	
Road	J	J	J	-	-	
Moderate slope	Up +1
Down 0	Up +1
Down 0	Up +1
Down +1	G	Up A
Down -	
Steep slope	Up +2
Down +1	Up +3
Down +1	Up P
Down +2	G	Up B
Down -	
Swamp	P	P	P			
Cliff	P	P	P	G	P	
Orchard	2	2	3			
Thickets	2	2	3*			
P = Prohibited
A = Attacker reduced to 1/2
B = Attacker's fire reduced to 1/3
C = Attacker reduced to 2/3
D = Only costs 1 mp if under maneuver orders and no other units in the hex
E = May not deploy in hex
F = No additional cost if under maneuver orders
G = Check line of sight
H = Only along roads
J = Only effects units with movement orders
* In the María scenario: these thickets were especially difficult to move through, especially for artillery. After turn 10, an artillery unit that has moved across a slope hexside into a thicket must roll one die. It must roll a 5 or a 6 to be able to continue moving, or it becomes immobilized. After becoming immobilized, it must roll a 6 to move out, and is captured if the hex is entered by an enemy unit. 
Terrain effects are cumulative: for example, a unit attempting shock combat across an arroyo and moderate slope hexside is at 1/3 strength (2/3 x 1/2).

Fire Table
			Points firing:
Roll	1	2	3	4	5	6	7	8	9	10	11	12	
>1	-	-	-	-	-	-	-	-	-	-	-	-	
2	-	-	-	-	-	-	-	-	-	D	D	D	
3	-	-	-	-	-	-	D	D	D	M	M	R	
4	-	-	-	-	D	D	M	M	R	R	1	1	
5	-	-	D	D	M	R	R	1	1	1	1M	1R	
6	D	D	M	R	R	1	1	1M	1R	1R	2	2	
7	D	M	R	1	1	1M	1R	2	2	2M	2R	3	
8+	M	R	1	1M	1R	2	2M	2R	3	3	3M	3R	
If more than 12 points fire, use the 12 column and resolve again with the remainder (in effect, fire is resolved twice).
*If the attacker is receiving fire from a defender, the attacker ignores the R result.
Modifiers:
Defender in square +2
Fire in flank +2
Fire against guerrilla -2
Against deployed artillery -1
Light artillery -1
Heavy artillery +1
Morale A or B +1
Morale E or F -1
British infantry with morale of C or better +1

If artillery and firing at range of more than 2 hexes: -1 for 3rd unit in same stack, -2 for 4th unit in same stack, -3 for 5th unit in stack, -4 for 6th unit in stack, -5 for 7th unit in stack, and -6 for additional units in stack.
Plus all terrain effects...

Fire results

•	R = unit must retreat 1 or 2 hexes, at the option of the owning player. Any other units in the hex must check morale.
•	M = unit must make a morale check. If it fails, all other units in the hex must check morale.
•	D = (only if during defensive fire) unit is not allowed to attempt shock combat. This is also the result if a unit takes 2 or more hits. It may still fire normally.
•	1,2,3 = unit takes that number of hits.

Shock combat table
				Attacker/Defender odds ratio
Roll	1-4	1-3	1-2	1-1	3-2	2-1	3-1	4-1	5-1	
>1	AL	AL	A2	A2	A2	A1	A1	-	BL	
2	AL	A2	A2	A1	A1	A1	-	BL	D1	
3	A2	A2	A1	A1	A1	-	BL	D1	D1	
4	A2	A1	A1	-	BL	BL	D1	D1	D2	
5	A1	A1	-	BL	D1	D1	D1	D2	D2	
6	A1	-	BL	D1	D1	D1	D2	D2	DL	
7	-	BL	D1	D1	D2	D2	D2	DL	DL	
8+	BL	D1	D1	D2	D2	D2	DL	DL	DL	
Modifiers:
+? Leader present in hex
+? Differences in Morale grades (A vs C would be a 2 modifier)
+1 Attacker has attack orders
-1 Attacker has defend orders
+1 Heavy cavalry present (but not against squares or other heavy cavalry)
-2 Cavalry against a square
+1 Infantry (not guerrilla) against a square
+2 if defender is in guerrilla formation
+1 Shock troops attacking
Plus all terrain effects
All modifiers are cululative

Results:
•	AL = Attacker loss. Place a strength point loss under the attacking unit. If more than one attacking unit, the attacker chooses.
•	DL = Defender loss. Place a strength point loss under the defending unit. If more than one defending unit, the defender chooses. Defender must also make a morale check. 
•	BL = Both take a loss. 
•	A1, A2 = Attacker retreats that number of hexes and checks morale.
•	D1 = Defender retreats one hex. (No morale check)
•	D2 = Defender retreats two hexes and checks morale. 

Morale table
			Morale of unit:
Roll	A	B	C	D	E	F	
>0	D	R	R	R	R	R	
1	-	D	D	R	R	R	
2	-	-	D	D	D	R	
3	-	-	-	D	D	D	
4	-	-	-	-	D	D	
5	-	-	-	-	-	D	
6	-	-	-	-	-	-	
7	-	-	-	-	-	-	
8+	-	-	-	-	-	-	
- = No effect (returns to normal morale)
D = Disorganized (Place a D marker)
R = Rout (Flip unit over)

Modifiers:
+? Leader in hex (a 0 is considered a 1)
+1 if in building, trees, town, castle
-1 if in enemy ZOC (if attempting to reorganize)
-1 if unit is routed 
-1 for each strength point lost

If attempting to reorganize, count only successful results: - means they recover morale one level, with a routed unit becoming disorganized, and a disorganized unit regaining good order. 

Demoralization levels for TAMAMES 1809
Spanish:					French:
Division	Leader	Points	Division	Leader	Points	
V	Carrera	13	I	Marcognet	9	
I	Losada	13	II	Maucune	10	
II	Belveder	13	III	Labassee	13	
C	Anglona	6	C	Lorcet	7	

Orders record
(Players will want to photocopy prior to play)

NO = No orders
AT = Attack
SK = Skirmish/Harassment
MA = Maneuver
DF = Defend
RT = Retreat