Age of Muskets Volume I: Tomb for an Empire
Age of Muskets Volume I: Tomb for an Empire Rulebook
Table of Contents
Table of Contents
- PART ONE: SERIES RULES
- Introduction
- I) Scale
- II) Map board
- III) Game Counters
- IV) The Die
- V) Fractions
- Sequence of Play
- 0. Fog of War and Limited Intelligence
- 1. CU and HQ Relationship
- 2. Communications
- 3. Activity
- 4. Supply and Attrition
- 5. Headquarters Activity Points
- 6. Strategic Initiative
- 7. Activation Order
- 8. Actions
- 9. Combat
- 10. Training
- 11. Reinforcements
- 12. Losses
- 13. Detached Combat Units Movement Phase
- 14. Consumption Phase
- Battle Options Explanation
- PART TWO: TOMB FOR AN EMPIRE – EXCLUSIVE RULES AND SCENARIOS
- SCENARIOS
PART ONE: SERIES RULES
Introduction
"Age of muskets" is a set of rules designed to reflect warfare at an operational level from the late 17th century through to Napoleonic times. The core of the system is C3i –Command, Control, Communication and Information. Fog of war and friction are also present to a high degree. Players are commanding officers that rule HQ and attempt to carry out operations using the units at their disposal. The objective of the system is to recreate "pre-industrial warfare" at an operational level with all its factors and events.
Each game consists of a series of "game turns". Each game turn contains a number of activities and actions carried out by the forces of both sides on the map board. Each scenario has a limited number of "game turns", and at the end of the same victory is ascertained. The campaign scenarios have been designed to be played by teams as well. The game may be played by up to 6 players.
I) Scale
- 1 Strength Point = 1,000 men (or 8-16 artillery pieces).
- 1 Turn = 1 month (or 15 days)
- Map board 1:1,250,000 (1 cm = 12.5 Km) – some may be of a smaller scale.
- Unit size = Divisions and brigades (also counters for the HQ)
II) Map board
This depicts a "Strategic Map" divided into zones that are used to regulate movements and the physical location of the playing pieces. Two zones are considered "adjacent" if they share at least one of their borderlines; zones that only contact each other at a corner are not considered adjacent.
Terrain features are shown on the map board. They affect the course of play as stated in these rules and as indicated in the Terrain Effects Chart printed on the map board.
The Home Country is a very important concept. The Exclusive Rules for each game will define what is considered a Home Country for each side. The map board also has a "Battlefield Display" where field battles are fought. Boxes are printed on the map board for accrued victory points, date, weather, etc...
III) Game Counters
These come in two types: Military Forces (MF hereafter) and Markers.
III.1) Military Forces
Military Forces are divided into Combat Units (CU or simply units hereafter), Headquarters (HQ hereafter) and Garrisons (as you will see these are not specific counters but Strength Point (SP hereafter) markers located at towns/cities, fortresses, mountain passes and bridges).
A) Combat Units
These depict Infantry and Cavalry Brigades and Divisions or Artillery Groups. They are used to represent the physical location of men and formations.
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Each CU has the following information: (see the counter diagram in the rulebook).
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The CU have colour-coded borders to identify their nationalities.
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CU can have a limited amount of SP. This is shown by placing SP markers beneath the CU counter. Place SP of the indicated type in each case. The number on the SP marker indicates the amount of SP the CU contains. SP markers may be used to make exchanges. You can use more SP markers than those supplied with the game to fulfil game needs. SP markers are also colour-coded according to nationality. The SP markers of a given troop type of a certain nationality show the same picture as the CU of the same type and nationality.
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SP have two values that are essential to game play: Morale Value and Tactical Value. These are given for each game in the Troop Value Chart –Player Aid Chart nº1, and vary according to each Troop Type – Troop Types are also shown in Player Aid nº1 of each game. Each Troop Type is designated an abbreviation throughout a given game. The Morale Value is a number between 3 (worst) and 9 (best) which appears in parenthesis. Tactical Value is a die roll modifier for the combat in which a given SP is involved, and can be positive (good) or negative (bad). You must also take into account the quality of the infantry, which may be of three different types: Veteran/Line/Recruit. Quality must be shown by putting a marker on the SP: No Marker: Recruit Quality, Line Marker: Line Quality, Veteran Marker: Veteran Quality. Any CU can only contain infantry SP of a given nationality of ONE Quality (Veteran or Line or Recruit). You may only give new SP to a CU, without penalty, if they are of the same quality as those already in the CU. If you add SP of a different Quality all the SP of the CU lose their quality by one grade (Veteran become Line / Line becomes Recruit).
OPTIONAL RULE (strongly recommended). If you are not daunted by bookkeeping try this variant using the HQ Control Sheets that are provided with every game. In these Control Sheets you have a space for each HQ in the game. This space allows you to note down which CU is assigned to each HQ and its composition. If you are using this optional rule disregard the preceding paragraph: each unit can contain any Troop Quality, simply by writing down its Quality and number in the correct column, without the application of any penalty.
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Artillery SP are not shown on the Tables. These do not have Morale Value or Tactical Value. They are of the nationality of the Combat Unit they are located in. They are referred to as "Art". Artillery Combat Units are commanded by a generic leader: 0(3)0.
B) Headquarters (HQ)
It represents the High Command for the CU: a commanding general and his staff.
- HQ come in different sizes (from small to larger): XXX Army Corps (Corps D'Armee); XXXX Army; XXXXX Army Group.
- They have a Commanding Leader, but this is not printed on the counter, as the Leader may change during the course of play. You must use the Leader's counter to show the Commander of an HQ.
- HQ do not contain SP but CU are assigned to them.
C) Garrisons
- A garrison is any amount of SP that is located on the map board and located at towns/cities, fortresses, mountain passes and bridges.
- Garrisons may be formed using any SP type and amount except artillery.
- Garrisons may be of mixed nationalities.
- Garrisons may be of mixed qualities, although you must show each SP quality with the given marker as stated in III.1.A.4
- Garrisons have an intrinsic Leader with values of 0(5)0.
D) Leaders
- Most leaders are printed on the CU –their Commanding Leader- but there are others that come alone – Leader counters for Commanding HQ.
- Every CU and HQ must have a Commanding Leader at all times. HQ Leaders must be placed in the Commander box of the Army Displays provided with each game.
- A leader may be on two counters: a CU and a Leader counter for an HQ. Only one of them may be in play at the same time. If a Leader Commanding a CU is chosen to Command an HQ his CU is replaced by another CU and you must put the corresponding Leader counter on the HQ control sheet.
- Leaders have 4 values: Operational Control Number / Morale Modifier (Initiative) Tactical Modifier as shown on the LEADERS CHART –Player Aid nº3. The Chart has various notes that must be observed when using the leaders.
- CU and Leader counters that arrive as reinforcements must be placed aside and may not be used to replace CU or Leaders. These Leaders and CU not placed in the initial set up of a given scenario and not scheduled to arrive as reinforcements are supplied to replace casualties, withdrawals and sacked leaders.
- Garrisons have an intrinsic Leader with values of 0(5)0.
E) Control Sheets
- The game comes with a pack of ARMY CONTROL SHEETS. These allow players to keep track of relations between CU and HQ –if you are using the above Optional Rule they may also be used to write down CU compositions.
- Each HQ present in a given game has a box in that pack. You must write down on it the CU that are assigned to a given HQ at all times.
- In each scenario there is a limit to the number of CU and HQ a side may have in play in accordance with the Exclusive Rules.
- After the initial set-up of a game you must assign each CU on the map to an HQ. Write down its name on the appropriate HQ box. When a CU arrives as reinforcement it will be assigned to any HQ upon play.
F) HQ, CU and Garrison elimination
- Any CU that has no SP left is removed from the map immediately –garrisons too, as they are SP on the map. Such CU may return to the map in a following Reinforcement Phase unless eliminated by Surrender (see rule 14.3), Automatic Victory or Siege.
- Any HQ that has no CU assigned left is eliminated and removed from the map immediately. It is also eliminated if the CU stacked with it are eliminated. If an HQ is eliminated by Surrender (see rule 14.3), Automatic Victory or Siege its Commanding Leader is eliminated from play. Nevertheless, he may return to play but the HQ may not.
G) Stacking
- There is no limit to HQ, CU and SP stacking in a zone.
- There may only be 1 Garrison from one side in a zone. Only one side may occupy a town/city/fortress/bridge at the same time.
- You may stack Military Forces from opposite sides in the same zone.
- LINE OF COMMUNICATIONS (LoC): every time HQ/CU from opposite sides are in the same zone they place "LoC" markers on the Map.
III.2) Markers
These are counters used to depict relevant information for game play.
a) Some markers are used by both sides, others are colour-coded to indicate a given side or nationality. Some games may have their own markers not used in other games of the Series; the Exclusive Rules will determine this aspect.
b) Some markers are supplied in the exact amount so you may not use more, others may be increased if you prefer. The Exclusive Rules for each game and/or Special Scenario rules will state which markers may be used and the exact amount.
c) There may only be 1 Naval Base, Siege, Blockade, Deplete, Current Battle, Requisition, Depot and Field Fortification marker per zone. You may stack as many markers as you need of other types – unless stated in the Exclusive Rules or Scenario Rules.
See the COUNTER EXAMPLE SHEET. Marker types: Siege Train / Opening Trenches; Taking Outer Works / Bombardment; Depot; Field Fortification; Destroyed Bridge; Line of Communications; Stragglers; Blockade; Requisition; ½ Casualty (absent from TfaE Counter Examples Sheet); Battle Option Chits; Activation Number; Activated Force; Enemy Depot Plunder; River Fording; Deplete Zone; Current Battle; SP Markers; Infantry Quality: Veteran / Line; Shattered Troops; Leader Casualty; Strategic Initiative Owner.
IV) The Die
You always use a ten (10) sided die, a "0" is read as 10 and die rolls range from 1 to 10. Sometimes (for example Operational Control Checks) you must roll 2 dice and add up the results to determine the total. Other times you must roll both dice to determine a result from 01 to 100 ("00" being 100) and you must state previously which is being rolled first: for example a result of 5 on the first die and 7 on the second gives a total of "57".
V) Fractions
Always round down fractions in any given operation (usually a percentage). For example: 35% of 4 will be 1.40, in this game series 1.
Sequence of Play
This is a brief description of how and when things happen under the game system, depicting the Phases and Segments each turn contains. Some activities are done simultaneously and others are not but you must strictly adhere to the following order:
- Training Phase (This does not happen in every turn, and is regulated by the Exclusive Rules). In this Phase some SP can upgrade to better values.
- Reinforcement Phase.
- 1.1. Resource Recovery Segment: (only in May): Roll 1d10 and compare the result with the Foraging value of each zone on the map. Withdraw "Deplete zone" marker from zones with a Foraging value equal to or less than the die roll.
- 1.2. Straggler Recovery Segments: some straggler's SP are retired from the map and re-enter the game as reinforcements.
- 1.3. Reinforcements Segment: receive new CU/HQ/SP.
- 1.4. Withdrawals Segment: withdraw CU/HQ/SP from map board.
- 1.5. Assignment of CU Segment: state which CU will be assigned to which HQ in the current turn.
- Random Events Phase. Here events occur that are beyond the player's influence.
- HQ Activity Phase: State the amount of Activity Points (AP hereafter) each HQ on the map will have in the current turn.
- Action Phase.
- 4.1 Strategic Initiative First Action: the side with the Strategic Initiative may activate Forces belonging to 1 HQ without needing to bid.
- 4.2 Activation Order Determination: Now the successive "Activation Rounds" begin. First each player determines their Activation Number to get their Activation Order Number, then the Forces will be Activated according to the order established.
- 4.3 Force Activations: Every "Activation Round", Forces from any HQ selected may be activated.
- 4.4 End of Activity Check. If there are AP remaining they go to 4.2. to begin a new "Activation Round". If there are none left at any HQ on the map they go to 5.
- Detached CU Movement Phase. CU that cannot trace communications to the HQ to which they are assigned may march towards it.
0. Fog of War and Limited Intelligence
a) CU and HQ remain face down at all times, showing their side's identity flag. Only the player owning a given CU and/or HQ may inspect their identity, including players on the same side but running other troops. Only during field battles are the CU and HQ placed face up to reveal their identity (see rule 12.3 for shattered troops).
b) At the beginning of every turn 5 minutes are allowed for players on the same side to confer –you may grant more or less time (it is your time you are consuming). Once this time has passed all communications between players are forbidden until the next turn.
c) If you stack an HQ with CU that are assigned to the same you may withdraw CU from the map and place them on the HQ display chart. For all purposes such CU are on the map, for the sake of simplicity and fog of war. Where a unit so placed is separated from its HQ place it back on the map.
d) Do many die rolls in secret: Die roll for the HQ Activity Point Determination of each turn, die roll for each Activity Round, Forced March Attempt, Operational Control Check, and die rolls against Initiative of Leaders are the most important to keep in secret.
1. CU and HQ Relationship
a) The CU must be assigned to an HQ at all times. Every CU written down in the Control Sheet of a given HQ is considered assigned to it, regardless of the distance between the CU and the HQ.
b) The Exclusive Rules will regulate restrictions on CU assignment and the number of CU that may be assigned to the same HQ.
c) Every HQ must have a minimum of 1 CU assigned at all times.
d) No more than 1 CU of Artillery may be assigned to the same HQ.
e) A CU is integrated into its assigned HQ when it is stacked with the HQ or in a zone adjacent to it.
f) A CU is detached from its assigned HQ when it is not integrated in the same.
g) In any turn, during the Reinforcement Phase, you may change CU/HQ assignments.
2. Communications
2.1. Tracing communications
a) A Military Force or Depot may trace communications successfully if it can trace a continuous path from the zone it occupies to the destination zone. The length of this path may be a maximum of 3 zones – including the destination but excluding the zone it occupies- but this may be changed by the Exclusive Rules to adapt to different scales.
b) This path is blocked if any of the zones along it contain an enemy Military Force.
c) Friendly CU presence nullifies enemy presence for these purposes.
d) If there are enemy Forces in the zone occupied by the tracing Military Force or Depot the first zone of the communications path must be the one with the "Line of Communications" marker, for his side, on it. If there is no such marker the first zone may be any except the one occupied by the enemy "LoC" marker and any adjacent to it.
2.2. Friendly Depots
Depots come in different nationalities, with the Exclusive Rules stating which depots are friendly to which sides and nationalities.
2.3. Chain of Depots
a) Friendly depots may form a Valid Chain among them – this represents the use of convoys, magazines and rear area supply facilities.
b) Only Military Forces and SP of a nationality considered friendly to those depots may use a Valid Chain.
c) A depot forms a Valid Chain in two cases:
- Where it is located on a Home Country zone.
- Where it may trace communications to any depot that is itself forming a Valid Chain.
3. Activity
This is the central game concept. Each turn every HQ on the map has a certain amount of Activity Points (AP) which they receive in the HQ Activity Phase of the game turn sequence. The HQ will use those AP to perform various activities during the Action Phase with the troops under its control.
a) You may activate HQ and CU, never garrisons. The HQ are activated to move over the map board and to co-ordinate CU actions –i.e. march together, attack together…- but actions are always undertaken by CU, never by HQ alone.
b) When the turn arises to activate a given HQ the player controlling the same determines which of the CU will be activated and which Forces they will consist of. You may choose to activate every CU assigned and capable of tracing communications to its HQ. You can also choose to activate the HQ counter. When the turn arises you must activate at least 1 CU.
c) Every time you activate CU from a given HQ you must state which Forces they consist of:
- If you choose to activate the HQ counter you must activate at least 1 of its member CU. All integrated CU you activate in this manner form a single Force –commanded by the Leader of the HQ.
- If you do not activate the HQ counter or activate CU detached from the HQ every CU activated is a separate Force.
d) Place an "Activated Force" marker on top of every CU and HQ activated.
e) Every Force activated can perform one, and only one, single action: one Force, one Action.
f) Each Force finishes its action before beginning with another Force. The owning player decides the order of activation of different Forces from the same HQ.
g) Every time you choose to activate an HQ counter that has other HQ of inferior size stacked with it or in an adjacent zone you can also activate Forces from those HQ. Follow the sequence below:
- Mark the largest Active HQ.
- Mark every CU to be activated as above –regardless of the HQ to which they belong- and create the Forces as in c) above.
- Take all HQ and CU so activated as a single Force for Attrition and Supply purposes only, summing up all SP to consult the Attrition Table (see rule 4 below).
- Select the Forces of a given HQ and successively activate them. After finishing with them take the Forces of another HQ present and repeat until there are no Forces left. Finish activities from Forces of the same HQ before beginning with Forces from a different HQ.
4. Supply and Attrition
Supply represents equipment and foodstuffs troops need to survive. Their absence induces desertion and losses due to disease. In this Game Series there are three states of supplies:
- Supply from a Depot
- Supply by Requisition
- Out of Supply.
The supply status for a FORCE must be checked at the moment it is activated and before it performs its activity. Check attrition at the same time –before the Force undertakes its activity.
4.1. Supply from a Depot
a) A Force can be supplied from a Depot if every part of it (every CU and HQ) is capable of tracing communications to the same depot. You must supply a Force at the moment you begin its activation and before it undertakes its action.
b) You must discount 1 supply level from a depot for every Force that traces communications to it and is supplied from it. Immediately afterward consult the Attrition Table. When a depot loses its last supply level, withdraw it from the map.
c) If a CU/HQ enters a zone where an enemy depot is located and without enemy Military Forces, the enemy depot is destroyed and a marker "Enemy Depot Pillaged" is placed on the CU or HQ as a reminder for the next activation. They will be considered supplied by the depot in the next activation only. Withdraw the marker after the next activation.
4.2. Supply by Requisition
a) A Force can be supplied by Requisition if it is stacked with a Requisition (R-1 / R-2) marker. If the Force is deployed in more than one zone, every zone with a CU forming part of the same must contain a Requisition marker to use this kind of supply. You must supply a Force at the moment you begin its activation and before it undertakes its action.
b) You must flip an R-2 to R-1 or remove an R-1 marker from the map in every zone a Force supplied by Requisition occupies. Immediately afterward consult the Attrition Table.
4.3. Out of Supply
When a Force is unable or unwilling to supply itself as above in 4.1 and 4.2. it is considered "Out of Supply" and will suffer more in the Attrition Table.
4.4. Attrition
a) Each time you must consult the Attrition Table do the following:
- Add the total number of SP of the Activated Force.
- Find the row that reflects the Supply status of the Activated Force.
- Find the column in which the total SP of the Activated Force is included. Example: an HQ with 25 SP activated and supplied by Requisition will find its column in the (25-49) to resolve attrition.
- Go up the column to find the number of casualties the Activated Force suffers from Attrition. The result (-) indicates no casualties.
b) The Attrition Table is divided into two halves. Each one is used depending on the period and the zones of the forces as indicated by the Exclusive Rules.
c) Casualties from attrition must be distributed evenly among the CU that make up the activated Force (you must give 1 casualty to every CU before giving a 2nd casualty to any of them). You must also lose SP from some types before others, so you must lose every SP of a given type before you lose SP of the next, following this order:
- Infantry Rec / Infantry Ln / Art / Infantry Vet / Gd / Cav.
- During Winter turns the first loss must be a Cav SP if any are present, if not the first loss will be Art, if any is present.
Casualties from attrition –except Art SP lost- become STRAGGLERS (see Series Rule 12.2) that are placed on the board accordingly.
d) A BESIEGING Force –any type- uses a lower supply row in the Attrition Table. Move one row down –i.e. if using a depot the Force will consult the Requisition row. If the Force was "Out of Supply" it will lose 1 additional SP.
e) Every time a Force consults the Attrition Table it loses an additional Art SP in the following cases:
- Where the Force is located in a Mountain Pass or
- Where the Force performs a Forced March crossing a river –any kind- without using an intact bridge.
5. Headquarters Activity Points
a) Every HQ on the map receives AP every turn in the HQ Activity Phase. Each player carries out this Phase in secret for each of his HQ.
b) Each HQ has a BASE ACTIVITY POINT NUMBER per turn, the Exclusive Rules will state the exact amount. These points are used to perform activities in the next Action Phase.
c) This Base Number may be modified due to Good or Poor Leader Initiatives. Roll a die per HQ and subtract the die roll from the Initiative of the Commanding Leader, divide the result by 2 to find a total –either a positive or negative number- that is added or subtracted from the BASE ACTIVITY POINT NUMBER for the turn.
d) An HQ may also have a negative AP marker from a previous turn. At this moment you must deduct these negative AP from the Total for the current turn. (There are no such Negative AP markers in TfaE. It is better recorded on HQ Control Sheets provided)
e) The Exclusive Rules may further regulate this matter.
f) The only exception to this rule is an HQ that happens to be under siege in the HQ Activity Phase, which will not have any AP in the current turn. In addition, an HQ that comes under siege during the course of a turn loses all the AP it owns at that moment.
6. Strategic Initiative
a) The side that won the last Field Battle or the last one that caused the surrender of an enemy HQ has the Strategic Initiative. This can change during the course of play.
b) Determine the holder of the Strategic Initiative at the beginning of each Action Phase. The holder can change during the course of the current turn. Apply the effects immediately. The Scenarios state which side holds the Strategic Initiative at the beginning of the Scenario.
c) Effects of Strategic Initiative:
Each turn, the side with the Strategic Initiative begins the Action Phase by undertaking actions with Forces belonging to 1 HQ. This is done without resorting to bidding. It is a "free" activation in which every Force can perform a single action in the normal manner. The selected HQ will spend AP equal to the highest cost of the various actions undertaken.
- Every player on the side with the Strategic Initiative gets a bonus of +1 to all his/her die rolls to determine his/her Activation Number (see below rule 7)
- When determining the Activation Order the players on the side with the Strategic Initiative win ties with players from other sides.
- The side with the Strategic Initiative undertakes the Movement Phase for its Detached CU last -after the other sides have performed theirs.
7. Activation Order
Most military activity will be resolved in this Phase. The players bid for their HQ to become active. They play "Activation Rounds" in which Forces belonging to an HQ are activated and move, fight, siege… Forces from different HQ follow in succession until all the HQ have been activated. Then another "Activation Round" begins with a new bid. Activation Rounds continue until every HQ on the map spends all its AP.
a) "Activation Rounds" are the segments of the Action Phase in which most military activity occurs. In each Activation Round players must:
- Secretly select 1 of the HQ he/she controls to be activated and "bid" a number of AP from that HQ. You can bid from 1 to all the AP the HQ owns. You cannot select an HQ that has 0 AP. Subtract the AP bid from the total AP of that HQ. You may choose not to activate any HQ; this is termed a PASS.
- Each player must determine his/her "Activation Number" for the Round. Find this number by adding together the number of AP bid, the Initiative of the Leader Commanding the HQ selected and the result from 1 die roll –players with Strategic Initiative add +1 to this sum.
- All the players reveal their "Activation Number" at the same time without revealing the HQ they selected. If all the players PASS none of the HQ are activated this round and everyone on the map loses 3 AP (no HQ can get a negative AP marker in this manner). If all the players pass twice in a row the Action Phase finishes for this turn.
- Next establish the "Activation Order" by giving first place to the highest "Activation Number" –and so on successively through to the lowest number. This order will be the one to follow for the activation of the selected HQ.
b) The first player's HQ may activate its Forces for the full amount of AP he/she bid. Each Force of this HQ is activated and can perform a single action that costs up to the full amount of AP bid by its parent HQ.
c) The second, third and following players cannot use the full amount of AP they bid. Instead deduct 1 AP from the total bid by a given HQ for every HQ -whatever side it belongs to- that is activated beforehand - i.e. Second Player loses 1 AP, Third Player loses 2 AP and so on… Each Force of the HQ activated can perform a single action that costs up to the result of that deduction. If a given HQ loses every AP that was bid for it, its Forces cannot undertake any action -they are not activated- when its turn arrives.
d) An HQ whose Forces are activated by a higher ranking HQ (see above 3.g.) does not bid for its Forces to be activated. Instead their Forces can undertake any action you desire. The parent HQ will spend AP for the amount of the action with the highest cost.
e) An HQ that loses a Field Battle or Minor Combat before its turn for activation arrives loses all its AP bid and cannot be activated when its turn arrives. Any retreat it must undertake must be accomplished with whatever other AP it has.
f) If two or more players tie in their "Activation Number" apply the following:
- Players from the side with the Strategic Initiative win ties (see rule 6.c.) and get a lower "Activation Number"
- Resolve ties among players on the same side by rolling a die, with the higher result winning. Reroll until establishing a proper order for activations.
8. Actions
8.1
Each Force activated can undertake a single action from among those indicated in the Activities Table (Player Aid Chart nº1) with the following restrictions:
a) The Actions may not cost more AP than those available to the parent HQ. AP are not divided between Forces of the same HQ but each Force can undertake an Action that costs up to the full amount of AP available (remember rule 7.b/7.c./7.d. above).
- EXCEPTION: If an HQ bids all the AP it possesses, its Forces can choose any action, even those that cost more AP than are available. AP beyond the amount available are consumed from the next turn. Accordingly, place a "Negative AP" marker -or write it down so as not to reveal it- under the HQ as a reminder for the next turn. As per 5.d. above, these negative AP will be deducted from the next turn's AP total for that HQ.
b) Regardless of the amount of AP available each Force can only undertake 1 action every time it is activated. Excess AP are lost.
8.2 You can choose between the following actions
a) March
Enables the Force to move to an adjacent zone (an active Force can undertake this action and remain in place, as the player wishes)
- If you cross a major river without using an intact bridge the Action costs 1 AP more. If you cross a river –any kind- to enter a zone with enemy Military Forces add 1 AP to the cost (both penalties are cumulative). Only besiegers can use an intact bridge in a zone with a SIEGE marker (see Series Rule 9.4.i.)
- Mountains are considered impassable terrain for Military Forces and may only be entered via Mountain Passes and only through the zones to which they are connected –from one side of the mountains to the other- and exit the same via the zones they are connected to. Mountain passes are normal zones of the map board and you can leave garrisons on them. All the rest of the mountains on the map are considered impassable; zones with mountains between them are not considered adjacent.
- Every CU in the same Force must begin and finish the March Action stacked or adjacent to the HQ of the Force.
- A siege train (see rule 15.b.) cannot move by itself. A Force stacked with it must "draw" the siege train when activated.
- Where a Force enters a zone occupied by an enemy CU/HQ both sides must place their "Line of Communications" marker on the map. Do not place a new "LoC" on the map if there are any already "exiting" from the zone which you are entering.
- i. First the Active Force places its "LoC" marker on the map. Then the enemy places its own (the enemy CU that was already in the zone you entered); but he cannot place his "LoC" in a zone already containing an enemy "LoC" marker nor adjacent to one –exception: you can place your "LoC" in a zone adjacent to one that contains an enemy "LoC" marker if you have a Military Force from your side on it.
- ii. When you enter an enemy occupied zone that already contains friendly CU the moving Force eliminates any enemy "LoC" marker –if any- that happen to be in the zone the Force occupies before entering the contested zone or any adjacent.
- When a Force exits a zone occupied by enemy CU/HQ the first zone it enters is the one with the "LoC" marker of its side. If there is no such "LoC" marker it can only move to a zone that is not occupied by an enemy "LoC" marker, nor adjacent to one, nor occupied by enemy Military Forces. If no such zone exists it cannot move.
- When a Force enters a zone occupied by enemy CU/HQ that do not already contain a friendly CU a CAVALRY SCREEN COMBAT takes place (see rule 9.1.).
b) Rest
- This allows you to rally SP shattered by combat. Roll 1d10 and compare the result with the Morale Value of the shattered SP. Modify the die roll by the Morale Modifier of the Commanding Leader of the CU of the shattered SP. If the CU is stacked with the HQ to which it is assigned you may use the Morale Modifier of the Commanding Leader of that HQ – as the player wishes. If the CU has lost its Commanding Leader it receives a new one now – before rolling the die for rally. If the modified die roll is equal to or less than the Morale Value of any SP these are rallied and reappear normally in the game. If the modified die roll is higher than the Morale Value of any SP they remain shattered and 35% of them are definitively eliminated. Roll one die per CU that performs this Action and apply this process on a unit by unit basis.
- Any Artillery CU that is not at full strength and is capable, at the instant it undertakes a rest action, to trace communications to any friendly depot is placed at full strength automatically.
- If an HQ counter undertakes a rest action and has not assigned an Artillery CU and is capable, at the instant it undertakes a rest action, to trace communications to a friendly depot, you can immediately assign to it an Art CU that happens to be off the map and stack that Art CU with the HQ. Place the Art CU at maximum strength.
- If an HQ loses its Commanding Leader and undertakes a rest action it immediately receives a new one.
c) Build Depot
- This allows you to place a friendly depot on the map in the town/defensible city/fortress the active Force occupies. If the Force occupies more than one zone you can place it in any one of them (one depot per Force and action).
- New depots are placed on the map full – i.e. with the maximum number of levels of supply allowed by the Exclusive Rules of each game. You may only perform this action in a zone with a town/defensible city/fortress. The number of depot markers that may be on the map at the same time is restricted by the Special Rules of each scenario and/or the Exclusive Rules of each game.
- You can use a depot that is off the map or can remove one – regardless of its level - from the map and replace it at full supply.
- After placing the depot on the map roll 1d10 and compare the result with the Forage Value of the zone in which it has been built. If the result is greater than the Forage Value place a "Deplete" marker in the zone. If you created the depot in a "valid friendly chain" subtract 3 from the die roll.
- You cannot undertake a Build Depot action in a zone with a "Deplete" marker or enemy Military Forces.
d) Requisition
- This allows you to place an "R-2" marker on the CU that undertakes the Action. You can also place the marker on a friendly HQ that is stacked with the activated CU. You may only place one R-2 marker on the map for each Requisition action undertaken.
- This marker has 2 supply levels and allows the Force stacked with it to use the Requisition Row in the Attrition Table. If an HQ possesses the marker you can supply every CU stacked with the HQ and activated alongside it with the Requisition marker.
- You may only place 1 Requisition marker per zone in the same Activity Round.
- After placing the marker on the map roll 1d10 and compare the result with the Forage Value of the zone in which the Requisition has been undertaken. If the result is greater than the Forage Value place a "Deplete" marker in the zone.
- You cannot undertake a Requisition action in a zone with a "Deplete" marker or enemy Military Forces. Nor can you undertake a Requisition action in a Mountain Pass or a Swamp zone.
- After you place the Requisition marker it remains with the CU or HQ until spent. It moves with its owner over the map board. There may only be 1 Requisition marker per zone at all times. If more are stacked together at any time, immediately eliminate some of them until only one remains.
- When a CU stacked with an "R-1" or "R-2" stacks with its parent HQ it can transfer the Requisition marker to the HQ.
e) Blockade
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This allows you to place a "Blockade" marker in one of the zones the Active Force occupies. The zone must contain an enemy occupied Fortress or Defensible City. If there are enemy CU/HQ in the zone they must choose:
- To fight a minor combat to avoid being blockaded or
- To enter the Fortress or Defensible City and allow the enemy to blockade them.
If the defender loses the minor combat place the Blockade marker, if the defender wins the Blockade Action is nullified.
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When a "Blockade" marker is placed on the map the enemy Military Forces are trapped in the Fortress or Defensible City that happens to be in the zone. Enemy Military Forces cannot enter or exit from the Fortress or Defensible City as long as the "Blockade" marker remains.
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If "LoC" markers are placed on the map they are removed as soon as the enemy Military Forces are blockaded in the Fortress or Defensible City.
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Remove the Blockade marker when all blockaded or blockading Military Forces are removed from the zone, or when a "Siege" marker replaces the "Blockade" marker.
f) Siege
This action is more complex and is composed of 3 different and sequential actions that must be undertaken to take a fortified place defended by enemies. Each "Siege" action costs the same (the third can be of variable cost, see below) but has different effects. The three actions are: "Open trenches", "Take outer works" and "Bombardment".
- The first time you undertake a "Siege" action remove the "Blockade" marker in the zone. You can then "Open Trenches" against the enemy fortifications.
- To perform this first "siege" action you must have a "Blockade" marker, an HQ and a Siege Train marker in the zone.
- Turn over the Siege Train counter to show the "Open Trenches" marker and the siege begins.
- An enemy HQ that comes under siege loses all the AP it has.
- Once the "Open Trenches" marker is placed on the map the next time the besieging Force activates it must abandon the siege or continue it. The next Siege action is to replace the "Open Trenches" marker with a "Take outer works" marker. Defenders roll for surrender with a –3 modifier (see rule 9.4.d.).
- Once the "Take outer works" marker is placed on the map, the next time the besieging Force is activated it must abandon the siege or continue it. The next Siege action is to replace the "Take outer works" marker with a "Bombardment" marker. The attacker will try to open practicable breaches in the main enceinte. This is stated in rule 9.4.e. If no breach is opened the next Siege action – to try again - will cost double AP.
- Supply penalties are applied to besiegers as soon as the "Open Trenches" marker is placed on the map.
- As long as any Siege marker is placed over a Fortress/Defensible City the benefit of any bridge that happens to be in the zone is given to the besieging side.
g) Fortify
- This allows you to place a "Field Fortification" in any zone occupied by the Active Force. In the event of combat, friendly CU in that zone will benefit from the fortifications.
- You cannot undertake this action in a zone that contains enemy CU/HQ.
- You lose the "Field Fortification" marker if the zone is void of friendly CU.
- There may only be one "Field Fortification" marker in a zone.
h) Destroy Bridge
Place a "Bridge destroyed" marker on any Bridge located in the zone the Active Force occupies (the bridge connecting the zone it occupies with an adjacent zone) and without an enemy garrison.
i) Repair Bridge
Remove the "Bridge destroyed" marker from any Bridge located in the zone the Active Force occupies. You cannot undertake this action if enemy Military Forces occupy any zone adjacent to the bridge, unless they are under blockade or siege.
j) Build Entrenched Camp
- You can only undertake this action if the Active Force is located on a zone with a friendly "Field Fortification" marker. Use the same rules as per Fortify.
- An Entrenched Camp can be attacked normally or can be Blockaded and Besieged like a normal Fortress. If a besieged Entrenched Camp is located in a zone with a friendly Fortress or Defensible City, the siege procedure will be normal until the defender surrenders -if they are all destroyed nothing special happens. Defenders will not surrender but withdraw to the real Fortress/Defensible City and the siege will begin again: eliminate the Entrenched Camp and place the enemy Siege Train on the map again.
- In a Minor Combat or Field Battle defenders of an Entrenched Camp receive a +3 modifier to combat in defence.
9. Combat
There are various types of combat: Cavalry Screen Combat, Field Battle, Minor Combat and Storm/Siege.
9.1. Cavalry Screen Combat
a) When an Active Force enters a zone occupied by an enemy CU/HQ and after placing any "LoC" markers a Cavalry Screen Combat automatically takes place.
b) Follow this sequence:
- Both sides determine their respective modifiers to the 1d10 die roll:
- i. Tactical Modifier of a Commanding Leader of a Cavalry CU -not Infantry or Artillery- present in the zone.
- ii. Numerical superiority. Take the total Cav SP -only cavalry- on both sides and divide the higher number by the lower to find a ratio. This gives the modifier for the side with superiority: 3:2 = +1; 2:1 = +2; 3:1 = +3; 4:1+ = +4
- iii. The best Tactical Value of the Cav SP present.
- iv. Defenders may have the advantage of defending a river crossing –if the enemy crosses any kind of river to enter the zone- or may have a "Field Fortification" marker on it. +1 for each - both accumulative.
- Both players roll the die and sum up their modifiers; the highest total wins. Reroll any ties.
- Apply the results.
c) A Cavalry Screen Combat has the following effects:
- Losing side must give information to the other: names of Leaders Commanding HQ present in the zone, total number of SP in the zone according to type (infantry/cavalry/artillery) and number of CU in the zone.
- Defender CU -those inactive- composed exclusively of Cavalry and Light Troops SP and HQ stacked with them can now spend 1 AP to move. Lone CU can attempt a Forced March. Such moves consume supplies, consult the attrition table as per normal.
- Defender CU/HQ not falling in the above case can only move -or try to move- if the defending side wins the Cavalry Screen Combat.
d) There are never casualties in a Cavalry Screen Combat.
e) If one side has no Cavalry the other automatically wins the Cavalry Screen Combat.
f) If the numerical superiority is 8:1 or more the side with the most cavalry wins automatically.
g) If neither side has cavalry present there is no Cavalry Screen Combat.
h) If the combat is fought in a Mountain Pass or Alpine Valley zone use Light Infantry SP instead of Cavalry SP to all effects of this rule (9.1.).
9.2. Field Battle
a) An Active Force can declare an ATTACK after completing a March Action only (including Forced March Attempts). Once combat is initiated all the CU/HQ from all sides inside the zone take part.
b) A Garrison will take part in a combat if it is the only Military Force of its side in the zone. A garrison can never be part of an attacking Force (see rule 9.4. for joint sieges and battles). A garrison never takes part in a Field Battle.
c) Field Battles are the procedure to resolve larger combats that involve considerable numbers of CU/HQ and SP. These are the "great performances" of war and on many occasions were very decisive battles. The game system allows you to recreate in detail the battles of this era with a full and proper set of rules. In each Series Game various scenarios are included that are only Battles to allow players to master the battle system.
d) A Field Battle takes place every time an ATTACK is declared and there are at least 3 CU of infantry/cavalry on both sides. Each player must announce, without revealing any more, if he/she has three or less CU present. Some things may already be known as a Cavalry Screen Combat usually tells the winner some information. If this condition is not met resolve the Attack as a Minor Combat.
e) Remove every CU and HQ that takes part in the battle from the strategic map and from the HQ displays and put them aside, as the Field Battle is played in the Battle Display supplied.
f) The Battle Display has a position for each side involved. One side will take the place of the outflanked Force and the other will be the outflanking -this will be explained below. Each side has 3 Sections to make up the Battle Line (and two flanking Sections) and 1 Reserve Section. The troops will be deployed there.
g) Resolve the Field Battle using the following sequence (lettered as printed in the source):
- h. Determination of Commanders
- i. Choice of Battle Terrain
- j. Outflank determination
- k. Troop Deployment
- l. Battle endurance calculation.
- m. Operations Planning Phase
- n. Operational Control Check.
- o. Combat Resolution.
- p. Pursuit.
- q. Assessment of losses and retreat.
h) Determination of Commanders.
- Both sides must choose their Commander in Chief for the battle.
- i. Unified Command: a side has Unified Command if there is a single HQ of larger size than the other HQ present. The Commanding Leader of that HQ will be the CiC (Commander in Chief) of his side during the battle.
- ii. Joint Command: when there is no HQ present in the battle or two or more HQ of equal size are present and there is no other larger HQ present. These are called "Joint Leaders". The leader of the HQ or CU that has most SP will be the CiC of the battle.
- iii. During a battle you must change the CiC of your side if a larger HQ than those present at the battle arrives -following a Reinforce Battle Option. The new CiC will be the Leader commanding the recently arrived larger HQ.
- During the battle you must take into account that the Leaders will improve the Troops' possibilities of winning. You need to name a Section Commander from among those present in each Battle Line Section.
- i. If there is an HQ in the Battle Section the Section Commander must be the Leader Commanding one of those HQ -as the player chooses.
- ii. Otherwise the Section Commander must be a Leader Commanding a CU -as the player chooses.
- iii. You can name each Section Commander just before a combat begins and you can change Commanders in every combat in which a Section is involved.
i) Choice of Battle Terrain.
- Battles are fought in the Battle Display that is supplied. This Display has Battle Line Sections where the fighting takes place. These Sections can have variable terrain which is chosen according to this set of rules.
- Battle Terrain Layouts are supplied with each game to allow players to simulate the various terrains available to take part in the battle events. Each Battle Section -including the Outflanking sections- may have one of these Layouts placed on it. The players place the layouts at their disposal as they see fit. The defender deploys first. The available terrains are limited to those supplied with each game.
- The different terrain types are: Village, Woods and Hills. If a Section does not receive a terrain layout it will be considered CLEAR terrain. Combat is fought on clear terrain as the rules below state, without any changes. Different terrains can have different effects on play.
- Defending side may choose the following terrains and does so before the attacker does:
- i. Roll 1d10 and compare the result with the CiC Initiative. If a Joint Command situation exists you must roll for each "Joint Leader" present. You can choose 1 Battle Terrain if the die roll is equal to or less than the Initiative of every "Joint Leader" in a Joint Command situation.
- ii. A defender in a Rough Terrain Zone can choose 1 additional Battle Terrain.
- iii. A defender in a Mountain Pass Zone can deploy 2 additional Hill terrains.
- iv. A defender in a Forest Zone can choose 1 additional Woods Terrain.
- Attacker chooses second: Roll 1d10 and do the same as above for the defender (rule 9.2.i.4.i.). Do not roll if the attacker executes a Forced March to enter a defender's zone.
- No side may have at any time more than 4 Battle Terrains (one in each Battle Line Section and one in a Flanking Section).
- Available Terrain Effects are:
- i. Woods: You cannot play a Cavalry Charge Option against enemy forces inside Woods. Unit identities are not revealed if they are inside Woods until they engage combat. Both attacker and defender have a bonus to all morale checks that occur inside a Wood (-1 to die roll).
j) Outflank Determination.
- Compare Initiative value of CiC of both sides; the higher value has an Outflank Option. In a Joint Command situation the side has no option to outflank the enemy. Ties in Initiative value are resolved by a die roll, with the higher result winning. If a further tie results the attacker has the option.
- The side with the option to outflank secretly rolls 1d10 and compares the result with its CiC Initiative. If the die roll is equal to or less than its Initiative that side can choose from among its Battle Options the Outflank Battle Option. The adversary must not know if the enemy will outflank his forces or not.
- The side with the option to outflank – whether he chooses to outflank or not or the die roll is unfavourable - deploys in the Outflanking Capable portion of the Battle Display; the other side deploys in the Outflanked portion.
k) Troop Deployment. The player who declared the attack is considered the attacking side and the other side is the defender. First the defender and then the attacker deploy their CU/HQ present in the battlefield at any of the 4 main Battle Field Sections.
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These Sections are: Right Flank, Centre, Left Flank (the so-called Battle Line Sections) and Reserve. Outflanking and outflanked Sections are not used initially as they must be "activated" by playing an Outflank Battle Option.
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You must place at least 1 Infantry/Cavalry CU in every Battle Line Section.
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There is no restriction to deployment in the Reserve Section.
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If you have more than 1 HQ in the Battle on the same side you can only deploy in the same Battle Line Section CU from 1 of the HQ present. During the Battle this rule is no longer applied.
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If you have more than 1 HQ on the same side an HQ other than that of the CiC must be deployed in a Battle Line Section if it contains at least 2 CU under his Command. If more than one Section fulfils this requirement the player chooses. This rule applies throughout the battle.
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The CiC HQ must be deployed in the Reserve and cannot move from it. If a new CiC is named during the battle due to reinforcements arriving (see above 9.2.h.1.iii.) the former CiC is relieved from this restriction.
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You must deploy your CU/HQ showing the flag side; do not reveal their identity until both sides have deployed. Once both sides have deployed, reveal the identity of CU/HQ on any Battle Line Section, not in the Reserve or in Woods. During a Battle you only reveal unit identities when they engage combat or move from the Reserve to an engaged Battle Line Section.
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If any side has a "Field Fortification" marker on the strategic map, he can now deploy it at any Battle Line Section. This Section receives +1 to his engagement die rolls in defence.
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Remember rule 9.2.h.2. (Section Commanders) in order to deploy Leaders according to your wishes.
l) Calculate Battle Endurance. Both sides simultaneously determine their Battle Endurance. This is expressed as a number of points that will be lost during the battle. The side that loses all its Battle Endurance Points immediately loses a Battle.
- Sum up Battle Endurance Points for both sides, regardless of how many nationalities form each one.
- Add (or subtract) Battle Endurance Points: +1 for every infantry/cavalry CU present in the battle. -2 for the Side that has no "LoC" marker at the beginning of Battle.
m) Operations Planning Phase.
- Both sides must simultaneously choose a number of Battle Option Chits. The maximum number each side can choose is equal to the Initiative Value of their respective CiC. In a Joint Command situation you can choose a number equal to the Initiative of the lowest Leader minus 1.
- Available Battle Options are the same for each side and the game supplies two sets of them. As you have seen above only one side can outflank the other, this is the only restriction. The options are stated below, with the number available in brackets:
- Reserve (6)
- Outflank (1)
- Assault (5)
- Pin (3)
- Bombardment (2)
- Cavalry Charge (4)
- Withdraw (1)
- Recover (4)
- Reinforce (4)
- These Options allow your troops to undertake actions during the battle.
- If a new CiC is named during a battle due to the arrival of reinforcements you may discard any Options in your hand and replace them by choosing new Options - as many as the former CiC had remaining.
n) Operational Control Check.
- Both sides simultaneously and secretly roll 2d10, adding up the results. Compare the dice result with the CiC Operational Control Number. If a Joint Command situation exists you must roll for every "Joint Leader" present; each one must pass the check. CU Leaders have an Operational Control Number of 11. Modify the dice roll accordingly:
- -1 for Defending Side.
- +2 if a Joint Command situation exists (+5 if there is no HQ present)
- +2 if you choose the Outflank Option
- +1 for every Assault Option you choose
- +1 for every two Cavalry Charge Options you choose (if you choose only one there is no modifier, if you choose 3, only +1)
- Operational Control Check effects:
- a. If the dice roll is equal to or less than the CiC -or every Joint Leaders'- Operational Control Number you pass the check; ALL engagement die rolls for this side will be modified by +1 throughout the battle.
- b. If the dice roll is more than the CiC –or any Joint Leader- Operational Control Number he fails the check; ALL engagement die rolls of his side will be modified by -2 throughout the battle.
o) Combat Resolution. Now a sequence begins that continues until the battle ends. In this step both Battle Lines may engage in combat as far as one Battle Line Section to confront the opposite enemy Battle Line Section (i.e. Left flank against enemy Right flank, Centre against Centre).
- Both sides alternatively play their Options.
- a. The attacker plays his/her First Option, declaring who will act (CU, Section...) and placing the chit on the Display if it is an Attack Option - Assault, Pin, Cavalry Charge, Outflank. For example, he may place an assault chit, assigned to his Centre, between both Centres to signal the attack. Immediately resolve the Option effects.
- b. The player may then do ONE of four things:
- i. Try to play another Option. To do so he/she must roll 1d10 and compare the result with his/her CiC Initiative. If the die roll is equal to or less than the CiC Initiative, the attacker must play a second Option.
- ii. Try to continue the first Option -only if the option played was Assault, Pin, Cavalry Charge or Outflank. To do this you must roll 1d10 and compare the result with the Initiative of the Section Commander of his/her Battle Line Section involved. Note: you may only try to continue a Cavalry Charge Option if you did not obtain Cavalry Superiority in the initial play of the Option.
- iii. Attempt a Rally with the CiC or one of the Section Commanders. This attempt is only directed towards a single CU that has shattered SP and follows the same rules as the "Recover" Option. If you choose your CiC the CU may be anywhere on the display; if you choose a Section Commander the CU must be in his Section.
- iv. Let the enemy play.
- c. Then the defender goes. He/she can do the same as the attacker: play an option, then try to continue, then try to play another option or attempt a rally.
- d. Once both players have had their turn, a BATTLE ROUND is finished.
- A player can decline to play his Options and try to PASS. To pass a player must roll 1d10 and compare the result with the Initiative of his/her CiC. If a Joint Command situation exists you must roll for every Joint Leader. If the die roll is equal to or less than the Initiative the adversary goes. If the die roll is more the adversary goes and you must discard one of your Options without playing it and without revealing it to your adversary. If a player has no more Options he/she is forced to pass.
- There is no limit to the number of Battle Options that can be played by the same Battle Line Section during a Battle.
p) Pursuit. After the Battle ends the winner rolls on the Pursuit Table to calculate additional casualties for the losing side –prisoners, stragglers that never return to the colours...
- The winning side rolls 1d10 on the Pursuit Table and crosses the die roll result with the amount (in %) of Battle Endurance Points he has at the end of the Battle. Modify the column used accordingly:
- Shift one column left for every battle round after the 2nd.
- Shift two columns right IF the winner has double SP of Cavalry in Reserve or any Unengaged Battle Line Section that the loser has.
- Shift three columns left IF the loser has double SP of Cavalry in Reserve or any Unengaged Battle Line Section that the winner has.
- Shift four columns right if the loser has to retreat without Lines of Communication.
- Shift X columns right equal to the Tactical Value of one Cavalry commander in the winning side (whose SP are counted above).
- Shift two columns right if the loser has to retreat over a river (regardless of size) into his first zone of retreat.
- The result will be a percentage that will allow you to calculate the additional losses for the losing side.
- Subtract the number of Cavalry SP the losing side had on Reserve or any unengaged Battle Line Section from the number of Cavalry SP the winning side had on Reserve or in any unengaged Battle Line Section. If the result is 0 or less there are no additional casualties. If the result is a positive number calculate the % obtained from the Pursuit Table for the amount of Cavalry SP the winning side has available.
- Losses must be applied in the following manner:
- The first loss must be a Cavalry SP. Additionally, 10% of total losses during a pursuit must be Cavalry SP -if any present.
- Secondly, you must lose as many casualties as possible from Gd/Vet types.
- If there are no more Gd/Vet you must lose Ln infantry type.
- If there are no more Ln infantry, you must lose Rec infantry type but lose 2 SP per SP remaining.
- Besides losses from the Pursuit Table, the losing side must eliminate as many Art SP as half the total casualties incurred during the Pursuit -including the penalisation above.
q) Casualty count and Retreat.
- Casualties during a Battle are of two types: stragglers and definitive:
- a) Every casualty incurred during a Pursuit is definitive -except Art SP losses, which can always be replaced (see rules 8.2.b. and 11.2.h).
- b) All casualties from an Automatic Victory are definitive.
- c) During combat the definitive casualties are variable:
- i. If the battle is a draw, both sides definitively lose 20% of combat casualties -excluding Automatic Victories. The rest become stragglers.
- ii. The winner definitively loses 20% of combat casualties –excluding Automatic Victories. The rest become stragglers.
- iii. The Losing side definitively loses 40% of combat casualties –excluding Automatic Victories. The rest become stragglers.
- d) Definitive losses are simply removed from the map, stragglers are placed on the map as per rule 12.2.b.
- After deducting casualties the losing side must retreat his/her HQ/CU from the zone where the Battle was fought. Apply the restrictions below:
- a) The first zone to be entered must be the one with the "LoC" marker of the losing side on it. If there is no such "LoC" marker it can only move to a zone that is not occupied by an enemy "LoC" marker, nor adjacent to one, nor occupied by enemy Military Forces. If no such zone exists you must surrender every HQ/CU and SP –even stragglers and shattered troops.
- b) Every zone to be entered must comply with the following order (nº1 has priority over nº2):
- i. Nº1. The zone must be nearer –in terms of the number of zones- to the nearest depot from its side than the zone being exited. If the retreating Force/s occupies a zone with a depot from its side, they may continue their retreat to the nearest depot of their nationality. If there is no other depot then apply the following.
- ii. Nº2. Every zone entered must distance the retreating Force/s from the zone in which the Battle was fought.
9.3. Minor Combat
a) An Active Force can declare an ATTACK after completing a March Action only (including the Forced March Attempt). Once combat is initiated every CU/HQ from every side inside the zone takes part.
b) A Garrison takes part in a combat if it is the only Military Force of its side in the zone. A garrison can never be part of an attacking Force (see rule 9.4. for joint sieges and battles). Any attack against lone enemy garrisons is always a minor combat, except where the garrison is inside a Defensible City/Fortress.
c) A Minor Combat is a procedure to resolve a combat that does not fulfil Field Battle conditions. Unless one side is greatly outnumbered a minor combat results in few casualties and ends with one side retreating.
d) Minor Combats are resolved by a single die roll –as for Cavalry Screen Combat above:
- Both sides determine their respective modifiers with a 1d10 die roll:
- i. Tactical Modifier of the Force's Commanding Leader.
- ii. Numerical superiority. Total SP on both sides and divide the higher number by the lower to find a ratio. This gives the modifier for the side with superiority: 3:2 = +1; 2:1 = +2; 3:1 = +3; 4:1+ = +4 (you can obtain an Automatic Victory if your numerical advantage is 8:1 or more).
- iii. Tactical Value of any SP type present.
- iv. The Defender may have the advantage of defending a river crossing – where the enemy crosses any kind of river to enter the zone-, a Mountain Pass or of having a "Field Fortification" marker. All these add +1 cumulatively.
- iv. (second item numbered "iv" in the source) A defender in an Entrenched Camp has a modifier of +3.
- v. If one side has cavalry and the other does not, add +2 to the side with cavalry –do not apply this on Mountain Pass, Forest or Swamp zones.
- Both players roll 1d10 and sum up their modifiers.
- The higher total wins. Subtract the lower from the higher and apply the results. Ties are a draw.
e) Minor Combat results are:
- If the attacker wins, the defender loses SP equal to dividing the difference between both totals by 3 (rounding down). Casualties must be taken from the SP type used to modify the die roll. Then the defenders retreat: if an HQ was present it retreats as above for a Field Battle; if no HQ was present retreat the CU/Garrison to the nearest friendly CU/HQ/Garrison/Depot automatically and without consuming supplies nor consulting the Attrition Table.
- If the defender wins, the attacker suffers casualties in the same proportion and loses 1 AP –if any HQ present- including the possibility of receiving a negative AP marker.
- Furthermore, if the losing side had less than 3 infantry/cavalry CU present make a morale check for each CU present. Modify the die roll by the number of casualties incurred. Garrisons never check morale.
- Ties do not inflict casualties. The attacker loses 1 AP –if any HQ present- including the possibility of receiving a negative AP marker, and the defender retreats as above. No morale check.
- In the case of an Automatic Victory, the outnumbered side is definitively eliminated –including Leaders- and the enemy is unscathed.
- All losses are stragglers except in an Automatic Victory.
9.4. Combat against Defensible Cities and Fortresses
Various locations on the map board are indicated as capable of being defended, offering special protection to SP inside the same ("Defensible Cities" and "Fortresses"). There are also "Towns with Castle" that give benefits to a small amount of troops, counting as Fortresses for 2 or less SP, or as open locations if there are more SP present.
a) A Force that ends its March Action in a zone with a Defensible City/Fortress and declares an attack against enemy Forces gives the defender the option to "enter" the permanent fortifications, avoiding open combat if the location is not occupied by Forces from the attacking side. Garrisons are always considered to be "inside" the fortifications.
b) In a Defensible City, if the defender stays outside the city resolve the combat as a Field Battle or Minor Combat. If the defender enters the fortifications the attacker must STORM or cancel the attack. If the attacker storms resolve the conflict as a minor combat with the following additions:
- i. Only count infantry SP –no Cavalry or Artillery. The defender can immediately convert Cav SP to Ln infantry. This change, once done, is irreversible.
- ii. The defender gets +4 to its die roll.
- iii. The attacker doubles its casualties.
- iv. Roll once and if the attacker wins and inflicts casualties on the defender roll again and apply the result. Continue rolling while the attacker inflicts casualties on the defenders.
- v. The attacker only wins if it eliminates all defending SP.
c) There is another way of attacking a Defensible City (and the only one to attack a Fortress): SIEGE. To besiege an enemy occupied Defensible City/Fortress you must fulfil the following conditions:
- You must undertake every "Siege" action with an HQ.
- You must have a Siege Train with the HQ on the zone to undertake the FIRST "Siege" action.
- You must have a "Blockade" marker on the zone to undertake the FIRST "Siege" action.
d) You can only have 1 "Siege" marker in the same zone.
e) The Activity Sequence needed to undertake a complete Siege is explained in rule 8.2.f.
f) An HQ that has an "Open Trenches" marker and undertakes another "Siege" action progresses in the Siege to "Take outer defences". Resolve in the following manner:
- Besieger Supply. Supply the besieging Force and consult the Attrition Table with a penalization of one row below.
- Surrender roll: Besieged rolls 1d10 and compares with the Initiative of the Commanding Leader inside the city (Garrisons have an Initiative of 5 for this purpose alone). If the die roll is higher than the Initiative the defender surrenders. If the result is equal or less nothing happens. Modify the die roll by –3.
g) An HQ that has a "Taking outer works" marker and undertakes another "Siege" action commences the bombardment of the main enceinte. Resolve it in the following manner:
- Besieger Supply. Supply the besieging Force and consult the Attrition Table with a penalisation of one row below.
- Besieged Attrition. 35% of defender SP is taken as definitive losses with a minimum of 1 SP. If there is a depot inside a city (or Requisition marker) you can diminish the attrition by spending 1 supply level for each SP you do not want to lose –as a result you may have no casualties.
- Breach roll: Besieger rolls 1d10. If the result is 5 or more a practicable breach exists. Fortresses are printed on the map with a number that is a modifier to this die roll –to reflect better fortifications. If you do not open a breach you must undertake another action to try again; suspend the current action at this point. Add +2 to the breach die roll for every consecutive "Bombardment" Action undertaken without opening a breach. The next "siege" action will also cost double. If you open a breach continue the sequence.
- Surrender roll: Besieged rolls 1d10 and compares with the Initiative of the Commanding Leader inside the city (Garrisons have an Initiative of 5 for this purpose only). If the die roll is higher than the Initiative the defender surrenders. If the result is equal or less you must storm the breaches.
- Breach Assault: Resolve the combat as an Assault Option between two opposite Battle Line Sections on a Field Battle. The attacker has two engagement rolls to resolve the assault. Resolve the first assault and at the option of the attacker there may be another one. Modifiers to these die rolls are:
- a. Numerical superiority. Total infantry SP on both sides and divide the higher number by the lower to find a ratio. This gives the modifier for the side with superiority: 3:2 = +1; 2:1 = +2; 3:1 = +3; 4:1+ = +4. (In a Defensible City there can be an Automatic Victory where there is a numerical superiority of 8:1 or more; there are no Automatic Victories against Fortresses)
- b. The Tactical Value of any infantry Type SP that is present in the combat.
- c. The besieger receives a penalisation equal to the Fortress defence modifier.
- If all the defender's infantry SP are casualties or shattered, the city falls and every defender SP is definitively eliminated. The attacker takes the city and the siege is over.
- If the assault does not take the city the besieger will be forced to undertake more "Bombardment" actions to try again, following the same sequence as here.
h) While a city is besieged no besieged HQ, CU or SP can exit from the same, nor can any enter. If friendly Forces enter the zone they will be considered outside the city as long as there are besieging enemy Forces on it. If the troops entering declare an attack against the besiegers, the besieged troops can take part. In such case the besieger must divide his troops in two: one part facing the besieged and another against the relieving Force. Resolve two separate combats without executing any Pursuit or Retreat until both are finished. If the besieger loses any combat he must retreat the whole Force (execute the Pursuit for any Field Battle that occurred counting Cavalry SP both outside and inside the city). If he wins both combats the relieving Force must Retreat and the besieger stays inside the city. This is the only way a Garrison initiates combat.
i) While a Siege is in effect only the besieger can benefit from a bridge inside the zone with the besieged city.
j) Every time you begin a Siege you must flip the Siege Train counter so that when you finish it –whether you take the city or not- you lose the Siege Train. This forces you to create a new one for every siege you undertake.
k) SIEGE TRAINS: These are the necessary tools for a siege: heavy artillery and equipment such as fascines, gabions, shovels… They are not Combat Units but markers. They were difficult to create and to move over the roads of the time.
- A siege train may be placed on the map when a CU undertakes a "Create Depot" action in a zone which can trace Communications to TWO other friendly depots. The siege train marker is placed in the zone with the new depot. The Exclusive Rules for each game may establish other restrictions and specific rules.
- A Siege train marker cannot move by itself. It must be moved by a friendly CU stacked with it. A Military Force that "moves" a Siege Train cannot undertake a "Forced March" attempt in the same March Action. Furthermore, a CU stacked with a Siege Train cannot use the Detached Combat Unit Movement Phase.
- Every Siege Train marker that is used to begin a Siege is eliminated at the end of the siege – whether the siege is suspended or the besieged stronghold is taken- and will be available to return to play in the next turn as stated above.
l) HONOURS OF WAR. This is the name given to the terms of a surrender of any besieged enemy that is allowed to march out free. Instead of wasting their lives, the defenders often defended until a practicable breach was opened in the main enceinte.
- When Honours of War are conceded the surrendering Military Forces are removed from the map but they are not considered eliminated. They return to play 2 turns later at a zone with a friendly Fortress that is at least 20 zones away from the city where they surrendered. If no such zone is available, place them at the farthest Fortress. Place them in the Reinforcement Phase.
- Any time a defender must check for surrender, except the first time in each siege, the besieger can "offer" terms before the defender rolls the die. This adds (+1) to the surrender die roll. If the defender surrenders, the besieger must grant permission and cannot revoke the terms offered.
10. Training
10.1. Training Phase
a) This Phase only takes place when the Exclusive Rules of each game in the Series indicate.
b) In this Phase you must inspect every zone containing friendly SP. Rec Type Infantry can become Ln and Ln Type can become Vet in each zone.
- Add up every Rec SP in a given zone. Upgrade to Ln as many Rec SP as half the total amount of Ln and Vet Infantry SP that are in the same zone.
- Add up every Ln SP that happens to be in a given zone. Upgrade to Vet as many Ln SP as half the total amount of Vet Infantry SP that are in the same zone.
- Simply remove from the map the amount of SP that are upgraded and add the same number of upgraded SP.
c) No SP can be upgraded from Rec to Vet in a single Training Phase.
d) Do whatever adjustments you need to allocate the upgraded SP in the CU/Garrisons present in the zone – including placing on the map previously eliminated CU or their replacements.
e) If you cannot allocate an upgraded SP in any CU/Garrison in its zone it is not upgraded.
10.2. Combat experience
At the end of a Field Battle, 10% of Rec Type SP from the losing side that is unshattered and on any Battle Line Section are upgraded automatically to Ln. The winner upgrades 20%.
11. Reinforcements
11.1. Rallying Stragglers
At the beginning of every Reinforcement Phase you must inspect the Straggler markers you own. Remove 50% per nationality of every zone with a Straggler marker (rounding down) and add them to the SP received as reinforcements in such turn (as infantry Rec SP). The remaining Stragglers stay where they were.
11.2. Reinforcements
During the Reinforcement Phase you must place new troops (Leaders/HQ/CU/SP) on the map, as stated in each scenario.
a) Place the troops where indicated in each scenario, if various zones are given as alternatives choose the most appropriate.
b) SP that arrives without being inside a CU must apply the following rules:
- Each scenario states the Troop Quality for each SP received as reinforcement.
- SP that were previously stragglers are considered of Rec Quality.
- They can be placed in:
- i. An existing garrison in a home country zone.
- ii. A CU or garrison that can trace Communications to a friendly depot forming a valid Depot Chain.
- iii. A CU that is eliminated in a previous turn –or its replacement. This CU must be placed in a zone as for i and ii above.
- A CU already on the map can receive a number of new SP equal to those already inside the same.
c) Any reinforcement not placed in the turn of arrival is lost.
d) The Exclusive Rules and scenarios may add special rules regarding Reinforcement placement.
e) You cannot place any kind of reinforcement inside a Defensible city or Fortress under siege or blockade.
f) Once placed on the map, reinforcements take part in the game normally.
g) In this Phase you can reorganize troops that are stacked on the same zone. You can transfer SP from one CU to another and bring into play a CU previously eliminated –or its replacement. Remember: a CU cannot lose its last SP in this Phase –i.e. you cannot transfer every SP of a given CU. Shattered troops cannot be transferred.
h) In this Phase any Art CU –or other CU which may contain Art SP- that has lost any or all its Art SP and is capable of tracing Communications to a friendly depot can be replenished up to full strength of Art SP. This includes any Art CU that have been eliminated and can return to a zone with a friendly HQ to which it can be assigned. The HQ must be capable of tracing communications to a friendly depot and cannot have other Art CU assigned.
i) You can also transfer SP between CU and Garrisons that are stacked in the same zone.
11.3. Withdrawals
In some scenarios some Leaders/HQ/CU/SP are required to be withdrawn from play. Such troops are removed from the map board immediately, except those under siege or blockade. In the latter case they will be withdrawn from play in the first Reinforcement Phase in which they are no longer under siege or blockade.
a) Any Leaders/HQ/CU/SP withdrawn from play are removed permanently.
b) Ignore any requirement to withdraw something that is not in play.
c) If a CU is to be withdrawn, you must withdraw the one commanded by the Leader with the highest Tactical or Morale Modifier (in that order), unless stated. CU withdrawals imply a reduction of forces for the owner's side –i.e. less units on the map.
d) The SP withdrawn can be from any part of the map board.
e) If a Leader (not commanding a CU) has to be withdrawn, he must be replaced by another one.
12. Losses
12.1. Leader Casualty
a) Leaders Commanding HQ and CU can become casualties. This can happen in the following cases:
- A Leader Commanding a CU becomes a casualty if his CU takes part in a Recover Battle Option and the unmodified die roll is "10".
- A Leader can become a casualty when the enemy bombards the Battle Line Section in which he is located. If the unmodified enemy bombardment die roll is "10", a Leader (Commanding CU or HQ) among those present is randomly chosen to become a casualty –if the enemy played a Bombardment Battle Option, the Leader lost will be from a Battle Section that suffers bombardment casualties.
- During a Pitched Battle, a Leader that must roll against his Initiative Rating – as Commander in Chief or Battle Section Commander- and obtains an unmodified result of "10", must roll 1d10 again. If he obtains a 9 or 10 he becomes a casualty.
- A Commander in Chief or Battle Section Leader that attempts to Recover shattered troops and rolls an unmodified "10" becomes a casualty.
b) Leader casualty effects:
- Leader is definitively removed from the map board.
- If he was the Leader Commanding a CU, that CU receives a "Leader Loss" marker. The leader commanding that CU ceases to be in play.
- If he was the Leader Commanding an HQ, he is removed from play immediately and that HQ receives a "Leader Loss" marker –the HQ is commanded thereafter by a leader 8/ 0 (4) 0.
- If the Leader lost was a Battle Section Commander and became a casualty due to an enemy bombardment, that Section will fight without the Commander Tactical Bonus and with an additional penalty of –1 for the engagement die roll.
- If the Commander in Chief becomes a casualty apply as in 3. above and discard randomly one of the remaining Battle Options –the enemy chooses.
c) The leader lost must be replaced by another leader of the same nationality chosen from among the available ones. This is done at the moment the CU or HQ with a "Leader loss" marker undertakes a "REST" action. A leader is available to fill the gap if he is not already in play.
12.2. Stragglers
There were numerous men not present or fit for action for numerous reasons (on leave, in hospitals, on their way to the units, on duty at a distant point, detached…). These are all represented by the STRAGGLERS markers. The numbers that appear on the counters are the number of SP present. Straggler markers are supplied in various colours to match the different nationalities in a given game:
a) Stragglers are generated during March –and Forced March- actions and Combats. They are temporary losses.
b) Any Straggler SP generated may be placed with a marker still on the map –adding its number to the existing ones- or may be placed using a new one. The new straggler SP may be placed in a zone with a depot to which Communications can be traced by the Force or in the same zone occupied by the Force at the time the Stragglers are generated.
c) A straggler can only be placed in zones with a Town / Defensible Town-City / Fortress or a Friendly CU.
d) Stragglers can only be moved if they accompany a friendly CU. They must remain with that CU during the March. That CU cannot undertake a Forced March attempt while stacked with a straggler marker. If that CU wants to make a Forced March attempt Stragglers must be "dropped" before rolling the die – if there is no Town / Defensible City / Fortress or another Friendly CU in the zone, the stragglers are lost and become permanent losses. A CU is not obliged to "draw" a straggler marker by simply stacking with it, it is an option.
e) Stragglers that happen to be alone in a zone with enemy Military Forces are permanently eliminated.
f) During the Consumption Phase of every month you must eliminate some of the Stragglers on the map. You must definitively eliminate 40% of Straggler SP in a zone with a Friendly Depot and 50% if there is no Friendly Depot in the zone. Always round down losses. The rest must remain in place.
12.3. Shattered Troops
These are the troops that fail a morale check during combat. CU containing shattered SP cannot leave them at any location or transfer them to another CU. Every time a CU has all his SP shattered this must be announced to the enemy –simply by placing it on the map face up, i.e. with its symbol and name in full view, or by inverting it in the Battle display or using the appropriate markers provided.
a) Any CU that contains only shattered SP can only do two actions: Rest and March (it must always march in order to get further away from the nearest enemy CU or HQ).
b) Any HQ that is stacked solely with CU that have all their SP shattered is subject to the same restrictions as a).
c) Enemy CU and HQ disregard CU with all their SP shattered for all purposes, except that they can be attacked. Any CU that is involved in combat does not take part in the same. If it is attacked eliminate 35% of the shattered SP immediately –they will be considered DEFINITIVE losses, not stragglers. If the defender is composed solely of shattered SP the attacking force can, at the owner's option, try to perform a Forced March after the attack declaration. This rule applies at the moment of DECLARING an attack –minor combat or field battle. During a field battle a Battle Line Section that only contains shattered SP is considered empty for all purposes.
d) Any SP that arrives at a CU with shattered SP are considered shattered too.
e) Any CU with some SP shattered and some not is considered a normal CU for all purposes except in the case of c) above, regardless you must state which SP are shattered and which are not. "Shattered troops" markers are very useful.
13. Detached Combat Units Movement Phase
a) Any detached Combat Unit unable to trace Communications to the HQ to which it is assigned may make a limited move to re-establish Communications.
b) Every Detached CU can make up to 3 March Actions -and 3 Forced March attempts- for free. To do so, the following restrictions apply:
- Every zone which it enters must be the nearest to its assigned HQ.
- Finish all the moves of one CU before beginning the move of another detached CU.
- The CU must consume Supply and consult the Attrition Table as per usual.
- Detached CU cannot enter enemy occupied zones during such movements (to fulfil this condition you may violate the first restriction)
- No combat is permitted.
c) The side with the Strategic Initiative moves its Detached Units last.
d) A CU stacked with a Siege Train cannot move in this Phase.
14. Consumption Phase
14.1 Monthly attrition
Check both sides to see if any of their Military Forces lose any SP. Lose 10% of the SP located: in a zone that has a "Deplete" marker, inside a Defensible City/Fortress and under blockade, besieging a Defensible City/Fortress held by the enemy, in a Mountain Pass or Swamp Zone, in a zone with an enemy garrison unblockaded or blockaded by a number of SP less than the amount of SP in the garrison. These percentages are cumulative (i.e. if a force is blockaded in a Fortress that has its zone Depleted and it is a swamp zone it will lose 30% of its strength).
a) Such losses are stragglers.
b) If the Force is inside a blockaded Fortress or Defensible City you will always lose a minimum of 1 SP. But if there is only 1 SP inside the City / Fortress, you must roll 1d10 - if the result is 1-5 it is eliminated; if 6-10 it remains in place.
c) You can reduce the number of losses your Forces suffer by consuming Supply Levels (Requisition marker inside the affected zone and/or Depots to which Communications can be traced). For every level you consume, lose 1 SP less.
d) The first loss in every zone must be Cavalry for December, January and February turns. The rest may be infantry. You cannot remove Art SP while there are any Infantry or Cavalry SP in the zone.
14.2
Secondly, you must eliminate some of the Stragglers on the map. You must definitively eliminate 40% of Straggler SP in a zone with a Friendly Depot, 50% if there is no Friendly Depot in the zone. Always round down losses. The rest must remain in place.
14.3 Surrender
Every HQ / CU or Garrison that is surrounded by enemy Military Forces and Impassable Terrain must surrender and its leaders and SP are definitively eliminated from the game.
a) A Military Force is surrounded if the zone it occupies has adjacent to it solely Impassable Terrain and enemy occupied zones. Treat zones adjacent to the "Line of Communications" of the enemy Forces inside their own zone –if any- as enemy occupied for the purposes of this rule only.
Battle Options Explanation
- Withdraw: Pitched Battle ends immediately. The player who plays this Option retreats from combat. The Commander in Chief must roll 2d10, add up the results and compare it with his Operational Control Level. Modify the die roll by the following:
- Add a number equal to the Battle Endurance Points left on the enemy side and
- Subtract a number equal to the Battle Endurance Points left on the retreating side.
If the modified result is equal to or lower than the Operational Control Level the enemy Pursuit will be decreased by 3 columns left. If the number is higher the enemy Pursuit will be increased by 2 columns right.
-
Reserve: Allows you to move a group of HQ and/or CU from the Reserve or any UNENGAGED Battle Line Section to another Battle Line Section –engaged or not- or the Reserve. When a Battle Line Section is engaged no HQ or CU can leave it.
-
Reinforce: Allows you to move a friendly Military Force into the battle from an adjacent zone. The Military Force may consist of a lone CU, an HQ and its subordinated CU stacked with it, or an HQ and every CU and HQ of inferior size subordinated and stacked with it.
- a) Roll 1d10 and compare the result with the Initiative of the Force's Commanding Leader (a CU Leader or HQ Leader). If the result is equal to or lower than his Initiative you may move it into the Battle (spend 1 AP from every HQ that happens to be in the Force –place a negative AP marker over one that has none left before deducting this 1 AP). These reinforcing troops may be placed in any of the Battle Line Sections and/or the Reserve, with the player choosing.
- b) If neither side has played an Outflank Option, a Flank Attack can occur now if the reinforcing Force enters the Battle zone from the zone in which the enemy has its own Line of Communications marker:
- Remove the enemy Line of Communications marker from the map.
- Place the reinforcing Force in the Flanking Section and proceed as for an Outflank Option. (This is done regardless of who could Outflank or not).
- c) You can use the arrival of reinforcements to rearrange the troops in the Battle Line –without needing Reserve Options: you can move CU assigned to the same HQ that were deployed in two separate Sections into one, as long as the troops that move were unengaged.
- d) Add Battle Endurance Points for the reinforcements that arrive: 1 BEP for every CU of Infantry and Cavalry that arrives. If the reinforcements remove the enemy Line of Communications marker, subtract 2 BEP from the enemy total before resolving the Outflank.
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Rally (Recover): Allows you to rally SP shattered in combat. When you play a Recover Option roll a die for each friendly CU that has shattered SP. Modify the die roll by +3 and by the Morale Modifier of the Commander of the CU. If the modified die roll is equal to or less than the Morale Value of the Shattered troops rally them and use them normally. If it is higher they remain shattered.
- The defender must make a Morale Check for one of his Infantry CU present. If every SP inside this CU is shattered as a result of the Morale Check it loses 1 SP –as the player chooses. If the defender's infantry is not shattered by the morale check, then an attacking unit with cavalry inside it must check morale for its cavalry SP only.
- Place a "Cavalry Superiority" marker over this Battle Line Section. Next time this Section is involved in any kind of combat it will have an adverse modifier of –2 for the engagement die roll. The marker is removed from the map after the next engagement die roll.
You cannot play a Cavalry Charge Option against an enemy Battle Line Section that contains Wood or Hill terrain.
Source note: The series Designer's Notes (pp. 15-18 of the Series Rules: strategy and design commentary on Activation, Supply, Marches, Combat and Sieges), the credits, the table of contents and publisher contact details are not transcribed. The Series Rules are transcribed from the Bellica Third Generation 2008 document, with the publisher's red additions/corrections incorporated inline.
PART TWO: TOMB FOR AN EMPIRE – EXCLUSIVE RULES AND SCENARIOS
0. Introduction
"Tomb for an Empire" depicts the struggle that took place on the Iberian Peninsula from 1808 to 1814. It was a very complex war as it involved the fight between Great Britain and France –the great anti-French European Coalitions-, and many internal Spanish problems. One side comprised the French and their "Allies": Italians, Neapolitans, Polish, German, Swiss, Dutch and the Spanish "Juramentados" or Imperial Forces. The other is divided into two factions: Spanish and Anglo-Portuguese – with different goals and aims. One player (or team) controls the Imperial Forces and the other the Allies. The title reflects the effect of this war on the Napoleonic Empire.
Components:
- Two map sheets of 70x50 cm (to form a 70x100 cm map).
- 8 terrain layouts for pitched battles
- 6 Player's Aid Charts
- 3 Headquarters Displays
- 1 set of Army Sheets (photocopy permission granted).
- 2 ten-sided dice
- 1264 counters (6 counter sheets)
- 1 Series Rule booklet
- 1 Scenario booklet with history and player notes
1. Exclusive Rules
These stipulate changes to the Series Rules to reflect events of this Campaign.
1.1. Sides and Nationalities
a) There are three sides: Imperial / Anglo-Portuguese / Spanish (Anglo-Portuguese and Spanish are termed Allied)
b) Strength Points, Combat Units, Headquarters and Stragglers Markers come in various nationalities. Each nationality has its own colour:
- Yellow: Spanish.
- Red: British (including King's German Legion troops).
- Green: Portuguese
- Blue: French.
- Light Green: Italians.
- Grey: German.
- Brown: Neapolitans. (Both in the Imperial and British side)
- Violet: Polish
- Pink: Spanish "juramentados"
- Orange: Dutch
- Light blue: Swiss
c) Depots come in three nationalities only: French, Spanish and British.
- Count any French Depot as friendly to any Imperial Military Force.
- Count any Spanish Depot as friendly to any Spanish Military Force.
- Count any British Depot as friendly to any Anglo-Portuguese Military Force –including Neapolitan SP.
d) Stragglers Markers come in four colours:
- Yellow: Spanish
- Red: British
- Green: Portuguese
- Blue: Imperial
Convert every nationality SP to its own Stragglers marker type. All Imperial SP that become Stragglers are converted into French Straggler SP. All Neapolitan British-Allied SP that become Stragglers are converted into British Straggler SP.
1.2. National Home Countries
a) Zones inside France are considered National Home Country for all Imperial Military Forces, SP and French Depots.
b) Zones inside Spain are considered National Home Country for Spanish Military Forces, SP and Depots.
c) Zones inside Portugal are considered National Home Country for Portuguese Military Forces and SP and British Depots.
d) Every zone that contains a British Naval Base is considered National Home Country for British Military Forces, SP, and Depots.
1.3. Relationship between HQ and CU
a) CU assignment:
- Imperial CU can be assigned to any HQ regardless of nationality.
- Spanish CU can only be assigned to Spanish HQ (See below Exclusive Rule 2.5.)
- Portuguese and British CU can only be assigned to British HQ. (See below Exclusive Rule 3.5.)
b) Assignment limits:
- Imperial Corps HQ (xxx size): up to 7 CU (Lannes HQ is considered as a Corps HQ)
- Imperial Army HQ (xxxx size): up to 10 CU (Including Napoleon's Grand Quartier Général)
- British Wing HQ: up to 7 CU (The Army of Levante is considered as a British Wing HQ)
- British Army: up to 11 CU
- Spanish Army: up to 12 CU
c) There are some Anglo-Portuguese CU that cannot be assigned to any HQ: the British Naval Division (See Exclusive Rule 3.5.) and Portuguese Militia Divisions.
d) Only Spanish HQ can be brought into play again if they are destroyed. They arrive a turn after their destruction and are put into play at any zone which contains a Spanish CU that may be assigned to it. They may remain out of play as long as the Spanish player wishes.
e) Each CU can contain a different number and type of SP:
- Artillery CU:
- French: 2 Art SP
- French Artillery Reserve: 4 Art SP
- British Artillery Reserve: 3 Art SP.
- French CU can contain SP of other Imperial nationalities.
- German CU can contain Dutch SP.
- Italian ID can contain Nap SP.
- British ID can contain up to 3 Portuguese SP.
- British Naval Division can contain Spanish SP –not Portuguese.
- British ID can contain Neapolitan SP.
- Up to 3 Spanish ID can contain up to 1 Art SP –they are supplied in the counter mix and you cannot use more.
1.4. Note on some Spanish CU
Some Spanish CU have two versions: one of Infantry and one of Cavalry. Only one of them with the same name can be in play at the same time.
1.5. Activity Points
a) 8 per turn per HQ.
b) HQ Commanded by Napoleon gets a bonus of +3 AP every turn.
c) HQ Commanded by Wellington (Wellesley) gets a bonus of +2 AP every turn.
1.6. Weather
a) The mapboard is divided into three climatic regions: North, Central and South.
b) You must use the four lower rows of the Attrition Table on the following occasions:
- During summer (turns of June, July and August) in zones inside the Central and South climatic regions.
- During winter (turns of December, January and February) in zones inside the Central and North climatic regions.
c) You must add (+3) to the depletion check die roll after undertaking a "Create Depot" or "Requisition" action during December, January and February –regardless of the climatic region.
1.7. About Field Battles
Modifiers to Battle Endurance:
- +1 if 50% or more of army CU are British or French.
- +3 to Imperial side if Napoleon is Commander in Chief of the battle.
1.8. About Sieges
a) Surrender check die roll modifiers:
- -4 if defenders are French,
- -3 if defenders are Spaniards inside a Spanish city.
b) A Military Force Commanded by a British Leader suffers double losses when assaulting a Fortress or Defensible City.
1.9. Random Events
a) Roll 1d10 in every Random Events Phase and check Random Events Table –printed on map- and apply the result immediately. Roll the dice twice to form a result between 01 and 100.
b) Possible results are:
- French leader sacked: You must randomly select a French Leader commanding a French HQ (except King Joseph I) and replace him with another Leader from among those available. The sacked leader is permanently out of the game.
- British leader replaced: You must choose a British CU and replace him with another CU. You cannot use as replacements any CU that will enter later as reinforcements. The first time this event occurs from October 1811 onward you do not replace any leader. It is considered that the British-American war breaks out. If it happens again deal with it normally. War with USA means that British Depot Creation costs 1 additional AP up to the end of the Scenario.
- Spanish leader sacked: you must randomly select a Spanish Leader commanding a Spanish HQ and replace him with another from among those available. The sacked leader is returned to the pool of available Leaders and may be used later. When an Allied "Generalissimo" is named you may choose –not at random- the sacked Leader.
- Magazine Explosion: Select one siege at random from among the current sieges and automatically finish it. The defenders are permanently eliminated and the Siege Train is removed from the map board. If there are no sieges treat it as a No Event.
- Guerrilla Coup de main: Spanish player/s choose an Imperial Garrison inside Portugal or Spain and attack it. You cannot choose a Garrison that contains any Cav Sp. Use as modifiers for this attack: Imperial Troops Tactical Modifier and Spanish Tactical Modifier of +3. Do not take into account any other modifiers. This is a Minor Combat, although the Imperial troops are the only ones that can lose anything. The Spanish attack has a +5 if the Imperial Garrison is in Galicia, Catalonia, the Basque Country or Navarre.
- French courier captured. Any Allied Player can select a zone with Imperial Military Forces and ask for all the information regarding the HQ, Leaders, CU and SP in this zone. The Imperial player must give the exact information.
- Confusing orders from Paris: Every French HQ has –1 AP this turn. Treat this Event as a No Event while Napoleon is on the map.
- Spanish Administrative Problems: Every Spanish HQ has -2 AP this turn.
1.10. Summer drought on the Spanish East Coast
During Summer turns –June, July and August- every river that flows to Spain's East Coast south of the Ebro River is at its lowest levels. Accordingly, minor rivers inside the regions of Valencia and Murcia do not count for game purposes during summer and major rivers are treated as minor ones.
1.11. The Ebro River is navigable
The Ebro River is one of the few peninsular rivers that can be navigated given its flow, width and depth. Any Military Force –not a depot- adjacent to the Ebro can trace communications along the river to a depot sited adjacent to the same river, regardless of distance, given the following conditions: a) Each zone traversed while tracing communications is adjacent to the Ebro river and, b) The Military Force and the depot are located adjacent to the river Ebro in zones between Calahorra and Tortosa –both included.
This path of communications can be blocked as per Series Rule 2.1.b.
1.12 Allied Naval Bases
This is a game focusing on land warfare, so naval operations are represented in a rather abstract form. They are centred around the Allied Naval Bases and their effects. There are two Spanish and two British. One of the British bases is printed on the map (Gibraltar) and cannot be moved. Normally Allied Naval Bases may be on or off the map. If they are on the map they are located on coastal cities with the PORT symbol. They may be moved from one location to another in any Reinforcement Phase as the player chooses. They must be removed from the map if their zone is occupied by the enemy, in which case they may be repositioned on the map in the next Reinforcement Phase. Summary of Allied Naval Base effects:
a) There is no attrition at a Besieged Port Fortress or Defensible City that contains a Naval Base marker during the Siege Resolution Process.
b) Any Allied Military Force in a Port City with a Naval Base is not subject to Series Rule 14.c. (Surrender)
c) Any Allied Military Force that begins its activation in a Port City can make an "Amphibious Movement". You must begin or end the "Amphibious Movement" on a Naval Base marker, so the Naval Base may be at the departure zone or at the destination. In both cases the supplies needed must be expended from the zone with the Naval Base and must be from a Depot. You must spend a Supply Level for every CU that undertakes the "Amphibious Movement". The AP cost for this movement is measured in the following way: count the zones that lie between the departure zone and the destination zone along the Coast (if you encounter mountains treat them as one more zone), divide that number by 6 and this is the AP cost for this "Amphibious Movement" (of course you have to Bid this AP in order to make the Amphibious Movement). You can not make this movement to enter an enemy-occupied coastal zone if you do not have friendly forces in this zone also. The Anglo-Portuguese forces may only use the Naval Division and the Army of Levante and its parent CU for this movement. The Spanish may use any.
d) Lisboa and Setúbal are considered adjacent zones for any Allied Military Forces as long as there is a British Naval Base in Lisboa.
e) British Sea Evacuation. Any British (not including Portuguese CU or SP) Military Force can be moved off the map by sea from a British Naval Base. They will arrive again after 1d10 turns as normal reinforcements.
f) Ignore Depletion Checks at any zone with a Naval Base.
1.13. Entrenched Camps
These are not used in this game. Neither side can build any.
1.14. Turn Sequence
The Training Phase occurs on January and August turns.
1.15. Light Troops (See Series Rules 9.1.h.)
In this game consider Light Troops:
- French and Spanish: up to 4 infantry SP in one Infantry Division.
- British and Portuguese: see Special Rule 3.3.
1.16. Madrid
For all game purposes is considered a TOWN.
2. Spanish Side: Special Rules
2.1. The Guerrilla
Add a new Phase to the Game Turn Sequence, between the Reinforcement Phase and Random Events Phase:
- Guerrilla Phase: This has the following segments:
- Guerrilla activity determination: each year has a Guerrilla level per Region in Spain and Portugal that can be suppressed by Imperial presence.
- Guerrilla effects determination: once the effective Guerrilla level is established for each Region in Spain and Portugal, it must be recorded on the map with a Guerrilla Level Marker.
Guerrilla warfare was a nightmare for the Imperial regular forces. Every post was a front line post as there were numerous Spanish "partidas" and regular units roaming the countryside and attacking every French post at hand. The Imperial forces even tried counter-insurgency with mounted police from Southern France and their own "partidas" –mainly Spanish smugglers and renegades. French communications with France and between different Imperial forces disseminated over the Peninsula were weak and unsafe. The Imperial forces only controlled the terrain they physically occupied.
a) Every turn during the Guerrilla Phase, the IMPERIAL SIDE must determine the Guerrilla Activity Level in every Region inside Spain and in the whole Portugal area –there is no guerrilla activity inside France. A Region has Guerrilla Activity if there are any Imperial SP in any zone belonging to it.
b) Guerrilla Levels:
- Inside Spain:
- 1808 there is no Guerrilla Activity,
- 1809 Level 1 in every Region
- 1810 and 1811 Level 2,
- 1812, 1813 and 1814 Level 3.
- In Galicia, Catalonia, Navarre and the Basque Country there is always 1 Level more than in the rest – from 1809 onward. (See also Exclusive Rule 2.4.)
- In Portugal there is always a Level 2 (ranging up to 3 after the Portuguese Army Reform).
c) The Guerrilla Activity Level has certain effects on the normal course of play in detriment to the IMPERIAL SIDE:
- For every Level add 1 (+1) AP cost for any Imperial "Create Depot" or "Requisition" action undertaken in any zone inside the Region.
- For every Level shift one column right every time you consult the Attrition Table while inside the Region.
- For every Level add 1 (+1) to the die roll against an Imperial Leader Initiative in a Forced March or to Reinforce a Pitched Battle –by playing a Reinforce Battle Option.
- For every Level subtract 1 (–1) from the Battle Endurance Point Total of the IMPERIAL SIDE in any Pitched Battle inside the Region.
- For every Level add 1 (+1) to any Rally attempt to recover –by way of a REST action- shattered troops inside the Region.
- For every Level subtract 1 (–1) from the Activity Points Total for every Imperial HQ inside the Region every turn.
d) The IMPERIAL SIDE may try to overcome the Guerrilla level in each Region on the map by fulfilling the following:
- If any Imperial HQ is in the Region, subtract 1 (–1) from the Guerrilla Level. 2a. If Imperial Military Forces occupy every town/defensible city/fortress in the Region, subtract 1 (–1) from the Guerrilla Level. 2b. If 2a above is not satisfied but the Imperial Military Forces occupy half the number of towns/defensible cities/fortresses and has a minimum of 15 SP in the Region, subtract 1 (–1) from that Region's Guerrilla Level.
- For every 20 SP inside the Region, subtract 1 (–1) from the Guerrilla Level.
e) The Guerrilla Level must be recorded using the marker supplied with the game. Put one of them in a Region with a Guerrilla Level more than 0 –you can also write it down on a piece of paper.
2.2 Olivenza
Besieging Olivenza, in Extremadura, was an easy task given its neglected status. Apply the following: a) The first Surrender Check the defender must do is not modified by –3. b) After concluding the siege successfully put the siege train used on the map again. It can be used again. Put the siege train in Olivenza proper.
2.3. Heroic defenses
The Spanish people committed themselves to defend their cities against the Imperial invaders with extreme ferocity. Zaragoza and Gerona were taken by cruel and bloody sieges that killed tens of thousands of people. But Seville, Cadiz, Valencia, Astorga, Lérida, Tarragona and others were also cities with popular support adding strength to the defence. Accordingly:
Every time you put a Siege marker on a Defensible Spanish City or Fortress you must check for popular support for the defense: a) Roll 1d10 and compare the result with the Garrison Commander Initiative (if no CU or HQ present Garrison has an Initiative of 5). b) If the result is equal to or less than the Initiative, roll again 1d10. The result will be the number of SP of Rec Quality that immediately reinforce the garrison. In Zaragoza add five (+5) to this roll. From January 1810 onward subtract 4 (-4) from this die roll.
2.4. Guerrilla units
Many guerrilla units were formed by disbanded regular units, deserters and patriots that were unwilling to leave their homes for the regular army. A lot more became regular units by the close of the war.
a) From January 1811 onward, every time the British Army HQ commanded by Wellesley (Wellington) enters the Region of LEON, the Spanish Cavalry Brigade "Julián Sánchez" is placed on the map in the same zone as the British HQ with 1 Cab SP (values (6)+1). This unit is assigned automatically to the British HQ –an exception to Spanish-British co-operation stated in Exclusive Rule 2.5. below- and is removed from the map the moment the British HQ abandons Spain.
b) As from October 1810, the Spanish side can place the Infantry CU "Mina" with 6 Vet SP in any zone inside Navarre not occupied by Imperial Military Forces. This CU will be assigned to any Spanish HQ and may be activated by it regardless of distance (i.e. Mina is always "in Communications" with its HQ). When Mina is activated it may execute its action or be removed from the map. It receives 1 Vet SP as reinforcements per turn spent out of the map. It may contain a maximum of 6 SP. While Mina is inside Navarre the Guerrilla level for that Region is increased by 1 (+1). Mina can only enter zones inside: Basque Country, Navarre, Aragón or Castilla la Vieja.
c) As from September 1812, if Santander is occupied by the Allies, place –in any Reinforcement Phase- the Guerrilla CU "Porlier" with 6 Vet SP –Spanish- in the Mountain Pass south of that city.
d) As from September 1812, if Burgos is occupied by the Allies, the Spanish side can place on the map the Infantry CU "Longa" –in any Reinforcement Phase- with 4 Vet SP –Spanish- in Burgos itself.
2.5. Spanish political status and the direction of war
The war against Napoleon was a moment of general institutional crisis inside Spain. Patriots who fought the French invasion were divided between Absolutist and Liberal (anti-absolutist) parties. Besides the war against the invaders the Patriot side was fighting its own social and political internal war. The Legislative body known as the "Cortes" of 1812, located in the besieged city of Cádiz, and the first Spanish Constitution, were signs of the Liberal Party's victory. Also, regionalism, localism and general discontent with the State Institutions led to a highly intricate political situation that greatly affected military operations. Every Scenario states the Spanish Political Status. Each one has the following effects:
a) Provincial Councils (Juntas Provinciales) and Regional Councils (Juntas Regionales): From July 1808 until the first turn in which the Spanish side occupies Madrid. In order to stack two Spanish HQ in the same zone you must roll 1d10. Compare the result with the Initiative of the Commander from the active HQ. If the result is more than his Initiative you cannot stack both HQ in that moment. You can also only place a maximum of 1 SP as reinforcements per Region per turn. You can never stack Spanish HQ and British HQ. If a CU is assigned to a given Spanish HQ, in order to assign it to another one you must roll 1d10 against the Initiative of the Commander from the HQ to which it is currently assigned. If the result is more than the Commander Initiative you can not reassign the CU in that turn. You can only do 1 roll per HQ and turn.
b) Central Council (Junta Central): From the first Reinforcement Phase with Madrid and Seville occupied by the Spanish until the first Reinforcement Phase in which both cities are occupied by the Imperial forces. To stack two Spanish HQ in the same zone follow the process above. You can place a maximum of 2 SP per region as Reinforcements. British HQ and Spanish HQ may stack together; if there is no Spanish HQ present, up to 2 Spanish CU may stack with a British HQ. Follow the same rule as above to reassign Spanish CU.
c) Regency (Regencia) and General Assembly (Cortes Generales): From the Reinforcement Phase in which the Junta Central falls up to the end of the Scenario. You may stack Spanish HQ freely, placing Spanish reinforcements as you please, and stack Spanish and British troops. Replace Spanish named HQ by the ones with numbers –as you see fit. You can assign the British Naval Division to a Spanish HQ. The remaining difficulty is to reassign Spanish CU; these difficulties disappear when a "Generalíssimo" is named. Once "Regencia and Cortes" is in effect, the Commander of the British Army will be named "Generalíssimo" after the first Pitched Battle won by the British Army. Four turns after the victory replace the British Army HQ (size XXXX) with the one with size (XXXXX) –sorry, the counter is missing, you must use the XXXX size with this rule in effect. From then onward you can assign Spanish CU freely between Spanish HQ and also British HQ. Spanish Armies (XXXX) can be subordinated to the "Generalíssimo" HQ. Also, the Spanish leaders are replaced randomly up to the moment in which a "Generalissímo" is named. From that moment to the end of the Scenario the Spanish may choose replacing leaders.
3. Anglo-Portuguese Side: Special Rules
3.1. Wellington's Command
This rule reflects the special capabilities Wellington had as a field commander and administrator. The following effect takes place if Wellesley/Wellington is the Commander of the British Army HQ: a) It costs 2 AP to undertake a "Create Depot" action in which the British Army HQ takes part. b) In every Pitched Battle in which Wellesley is the Commander in Chief and the Defending Side:
- During the Troop Deployment Segment the defender deploys after the attacker (inverting the normal order of deployment).
- He may use an additional layout of terrain in the Battle Line Section of his choice. c) When he returns to Command after the Cintra Convention the Portuguese Army Reform begins. It is finished 6 six turns after his return to Command. d) 18 turns after his return the Lines of Torres Vedras are finished. These Lines have the following effects:
- The Allies cannot "entrench" in Lisboa once the Lines are in effect.
- Every attack against Allied troops inside the Lisboa zone is modified by –5 (even in Pitched Battle).
- The Imperials cannot undertake a "Blockade" action against Allied troops in the Lisboa zone.
- If there is any Pitched Battle in the Lisboa zone no one can use "Cavalry Charge" battle options
(If the Cintra Convention does not take place count from the first turn in which the Allies occupy Lisboa) e) Wellington did not want to invade France with Spanish troops –for fear of Spanish revenge. If Wellington is named "Generalísimo" no Spanish HQ can enter French territory and only 3 Spanish CU assigned to a British HQ may do so.
3.2. Cintra Convention
After his defeat at Vimeiro, Junot's Corps was evacuated by sea by the Royal Navy to France. This was the final result of the controversial Cintra Convention. Sir Arthur Wellesley was recalled along with the other Commanding Officers (Burrard and Darlymple) to Great Britain to give an explanation for the evacuation of the French army. This political move allowed Sir John Moore to take command of the army in Portugal and Spain. a) In any Reinforcement Phase, after being the loser in a Pitched Battle against the British, inside Portugal, the IMPERIAL SIDE can claim the "Cintra Convention". b) By doing so remove from the map every Imperial CU, HQ and SP inside Portugal and return them 3 turns later to Bayonne as reinforcements. c) The turn after the Cintra Convention the Spanish receive 3Vet and 1Cav as reinforcements. d) Immediately remove Wellesley and the British Army HQ. The HQ, Commanded by Moore, will return to play next turn. Put it with any British CU in Portugal. Wellesley will return to command 8 turns after to replace Moore (If Great Britain is still in the war). e) The Anglo-Portuguese receive 20 VP at the moment of claiming the Cintra Convention.
3.3. British commitment to the Peninsula
The British government committed itself to the Peninsular War aiming to destroy French power in Europe, if the cost was not too high. Sometimes it was tempted to abandon the Peninsula to its fate. a) The British Player must count the number of British SP that are definitive losses. b) At the moment the British Army loses a Pitched Battle you must consult the number of definitive British losses. If that number is 20 or more, Britain decides to abandon the Peninsula. You must move British HQ and CU to the nearest British Naval Base without entering enemy-occupied zones. Once there, you must definitively remove all such British troops from the map board. Forfeit all British reinforcements. c) If Wellington commands the British Army HQ the total must be 30 or more SP. d) For every Victorious Pitched Battle in which the British Army HQ takes part add 5 (+5) to the total needed to abandon the Peninsula.
3.3. British Light Division
(Numbered "3.3" a second time in the source.) This was an élite formation that was mainly used in outpost warfare as a screening force for the main army. a) The British player may add to his Cavalry SP the number of British Vet Infantry SP that happens to be in the Light Division for any Cavalry Screen Combat that takes place in the zone where the Light Division is placed. b) The British player must have at least 1 Cav SP to be able to use the Light Infantry. c) The Light Division can only contain 4 British SP and 2 Portuguese SP, all of which must be Vet. d) Infantry SP inside the Light Division are considered "Light troops".
3.4. British Cavalry
British Cavalry performance on the Peninsula was poor. Well-mounted, it was trained for a battle role only and suffered from Peninsular conditions in both mountains and outpost duties. Also, when fighting it usually ran loose after the first charge due to poor training of reformation and excessive impetus. a) In any Cavalry Screen Combat with British Cavalry present, where the Allied player is victorious, the British player must roll 1d10+2 and compare the result with the Morale Value of the British Cavalry. If the result is more than that value the Allied player cannot make use of the advantage of winning a Cavalry Screen Combat. b) Every time during a Pitched Battle that British Cavalry SP takes part in a combat (regardless of the Option being played) and the ALLIED SIDE wins that combat, the British player must roll 1d10+4 for an additional morale check for the British Cavalry SP –with the possibility of being shattered and losing Battle Endurance Points for the ALLIED SIDE. In such cases the British Cavalry CU cannot be used as the checking unit for the combat.
3.5. British Naval Division
The British had a great amphibious capacity and many times during the war British troops were capable of moving by sea to threaten points. Also, during the last years of the conflict the action of Naval Squadrons and Naval Troops on the coast of Northern Spain was vital to Wellington's last offensives. a) The British Naval Division is a special CU that cannot be assigned to any British HQ but can be assigned to a Spanish HQ (see above Exclusive Rule 2.5.) b) This CU may have British or Spanish SP but not Portuguese SP.
3.6. Army of the Levante
In 1812 an Anglo-Sicilian force disembarked on Spain's Eastern Coast to help the wavering Spanish forces. They took the role of harrying the French forces in Valencia to aid Wellington's last offensives. Their leaders and their troops –notwithstanding their victory at Castalla- were far from satisfactory. a) British Levante HQ can never be stacked with other British or Spanish HQ. It can also never be subordinated to the "Generalíssimo" HQ. b) If it does not win a Pitched Battle during 1812, in January 1813 its Commander is replaced by "Murray" –he will never be replaced unless he becomes a casualty.
3.7. Army Wings
As the war progressed Wellington formed Army Wings to accomplish separate missions: a) These HQ can be placed on the map as indicated in the Reinforcement Schedule of each Scenario. They must be placed in a zone with a British CU assigned to the British Army HQ – not the Levante Army. At least one British Infantry CU must immediately be assigned to it. A leader must be chosen to be its Commanding Leader. The Leader may be the leader of one of the CU assigned to it (that CU cannot unstack from the HQ, both have the same leader). b) These HQ can be retired from the map in any Reinforcement Phase after their entry in the game. They can be put into play again as stated above. If its Commander was Leader of a CU he returns to his CU. c) Each turn, Wing HQ have a negative AP modifier of -2.
3.8. Gibraltar
Gibraltar was captured by the British in 1704 and was a major Naval Base that allowed British control of the Western Mediterranean and Atlantic Ocean. It takes the following effects in game terms: a) It is considered a permanent British Naval Base for all game purposes. b) It has an intrinsic garrison of 8 Vet British. Every Reinforcement Phase any losses that may have been incurred are replaced and the garrison goes up to 8 Vet again. This garrison cannot leave Gibraltar and cannot be absorbed by any CU.
3.9. British Supplies
The British Army was always dependent on its fleet for supplies and reinforcements. Also, its logistics were not always as efficient as was to be desired. British depots are subject to certain restrictions: a) A Valid Chain of Depots (Series Rules 2.3.) is established:
- For Portuguese Military Forces if any depot is in a zone inside Portugal.
- For British Military Forces if any depot is in a zone with a British Naval Base. b) The British may only place a Siege Train marker in a Home Country zone. c) Every British depot must be created forming part of a Valid Chain of Depots for the British Forces.
3.10. British Defence
The British infantry was a hard nut to crack while on the defensive. Accordingly, every time a force of British Veteran Infantry is used as a modifier to resolve a combat while defending, its Morale and Tactical Values are: (8)+3, instead of the usual (6)+2.
3.11. Portuguese Ordenança
Wellington gave effect to the Portuguese Militia (Ordenança) to oppose Massena's invasion that took place in 1810. a) There are 3 CU of Portuguese Militia. b) They may be used if certain conditions are met:
- When the Portuguese Army Reform has finished
- When there is any Imperial SP inside Portugal. c) You can place the Militia CU on the map during any Reinforcement Phase in which the above conditions are met. Place each of them at a different defensible city/town/fortress occupied by any side - inside Portugal. d) Each Militia CU appears with 8 Rec Pt. e) They cannot be assigned to any Allied HQ. Instead, every time a British Army HQ is activated the British player can activate one of the Militia CU – regardless of tracing Communications to the HQ. They can only "March" and "Rest". f) Militia units cannot enter a zone outside Portugal. g) These units cannot leave or pick up any SP. h) You may remove them from the map in any Reinforcement Phase after their placement. They can return in a later Reinforcement Phase at full strength – if any SP were shattered they return rallied.
3.12. Portuguese Defence
The Portuguese administration and army were laid waste by the Spanish-French invasion of 1807. Popular resistance took place as organized armed forces were not available. a) Before the Portuguese Army Reform commences, every time an Imperial CU enters a zone with a town/defensible city/fortress unoccupied by Imperial Forces a popular uprising will take place. b) A Portuguese special garrison will be created:
- If it is a town roll 1d10,
- If it is a defensible city or fortress roll 2d10, adding up their results.
- If it is Lisboa or Porto add 10 to the result. c) The final number is the number of Militia (values (3)-1) SP that garrison the city. They can never be picked up by any allied CU. d) These special garrisons always fight a minor combat. They do not receive the advantage of being in a defensible city or fortress (i.e. they always fight in the open). If the garrison loses a minor combat it is eliminated. e) Every Reinforcement Phase, every special garrison on the map loses 6 SP – if they reach 0 they are eliminated. f) When you place a special garrison, eliminate any Imperial depot or straggler marker that happens to be in the zone.
3.13. Loyal Lusitanian Legion
This Corps was formed by Sir Henry Wilson as an auxiliary force to the British Army. When the Portuguese Regular Army was reformed the Loyal Lusitanian Legion was incorporated into it. a) This CU is received as reinforcements the turn following Allied occupation of Lisboa. Place it at any defensible city or Fortress unoccupied by Imperial Forces. b) It arrives with 3 Vet Pt and 1 Cav Pt. It can only contain SP of Vet quality.
3.14. Portuguese Army Reform
After the French were defeated in Portugal in 1808, Britain's main task was to create a new British-led Portuguese army to march with its own forces. Sir William Carr Beresford was charged with the task and accomplished it admirably. a) The reform begins the turn after Wellesley's return or the Allied occupation of Lisboa. It ends six turns later. Upon termination apply the following:
- Portuguese reinforcements begin to arrive (1 Vet and 1 Rec every turn).
- There are no Portuguese SP of Ln Quality. Pt Rec become Vt directly.
- Permanently eliminate the Loyal Lusitanian Legion counter, its SP go to regular army units.
- Receive CB Pt Otway with 1 Cav Pt. b) Four turns after the reform the British player can begin to use the 3 Inf Brigades and the Portuguese ID.
3.15 Bordeaux uprising
Bordeaux (spelled "Bourdeaux" in the source) is a city considered to be in the zone with the arrow pointing "To Bourdeaux". It is a clear terrain zone without any city, but it is used to reflect that city and the surrounding countryside that rallies to the Bourbons in early 1814. To reflect this: when Wellington's HQ is located North of the Adour River, on any turn of 1814, this zone is "activated". From then onward an Allied HQ may be sent to this "extra" zone. That HQ must contain at least two British ID and will lose 3 AP upon entering that zone (including the case of receiving a negative AP marker for the next turn). From this time until the end of the scenario that zone will count as a city and must be garrisoned by allied SP. Upon carrying out these actions the ALLIED SIDE receives 6 VP.
4. Imperial Side: Special Rules
4.1. King Joseph and his Capital
The Capital of Spain is Madrid. King Joseph is the leader of an Imperial HQ and also King of Spain. He was a lawyer and not a soldier. Moreover, his court and royal duties forced him to stay in Madrid. a) Every turn King Joseph finishes out of Madrid the IMPERIAL SIDE loses 2 VP. b) King Joseph will renounce the throne if all the following conditions are met:
- The IMPERIAL SIDE loses a Pitched Battle and
- There is named an Allied "Generalíssimo" and
- The Allies occupy Madrid.
4.2. Los Juramentados
King Joseph had some Spanish troops under his service, the so-called "Juramentados". a) The Royal Guard (Guardia Real) is an infantry CU that must be assigned and stacked at all times with Joseph. If King Joseph abdicates it is eliminated immediately. This unit cannot leave or pick up SP. Only Guard SP –infantry or cavalry- can be in this unit. b) When the "Junta Central" falls, the IMPERIAL SIDE receives the following reinforcements providing it occupies the stated cities:
- At Córdoba, 4 SP of Juramentados.
- At Seville, Spanish CU Casapalacios with 5 SP of Juramentados.
4.3. Dutch troops
Every SP of this nationality is replaced by French SP on January 1810.
4.4. King Joseph's Headquarters
King Joseph was not a soldier, so his brother Napoleon put an expert Marshal by his side (Jourdan, and later Soult). If King Joseph is Commander in Chief of the IMPERIAL SIDE during a Pitched Battle he can choose 6 Battle Options (instead of four as for his Initiative).
4.5. Imperial Guard
Napoleon's Guard was a legendary corps. Its use must be restricted: a) For every SP of Imperial Guard lost (as a straggler or definitively) the IMPERIAL SIDE loses 10 VP. b) For every SP of Imperial Guard Cavalry lost (as a straggler or definitively) the IMPERIAL SIDE loses 15 VP. c) If the Imperial Guard is used in a Pitched Battle to modify the engagement die roll the following can occur:
- If the Imperial Guard fails the morale check, every SP that happens to be with it in the same Battle Line Section gets shattered.
- If the Imperials lose the combat every SP in that Battle Line Section is shattered and the IMPERIAL SIDE immediately loses the Battle. Go to the Exploitation process. d) Imperial Guard SP that happen to be in the Imperial Guard counter cannot be left – they cannot be transferred to another CU or garrison. Guard Units cannot receive SP that are not Guard Type.
4.6. Imperial fears
The first French army in Spain was not expecting such a violent Spanish reaction. Napoleon believed his troops only faced armed peasants. Initial orders from Napoleon did not permit withdrawals. French HQ present on the map in the initial set-up of July 1808 have restrictions as to which Regions they can operate in.
- X Corps: Andalusía.
- II Corps: Castilla la Vieja, Basque Country, Navarre.
- VIII Corps: Portugal.
- III Corps: Valencia and Murcia.
- VII Corps: Catalonia.
Every time one of these Corps (or a CU assigned to them) tries to execute a "March" action to move to a zone out of its Region of operations roll 1d10 against the Initiative of the Commander of the Force. If the result is greater than the Initiative it cannot move. Every time a CU of one of these HQ moves to a zone not inside its Region of operations the IMPERIAL SIDE loses 2 VP. This rule ceases to have effect if one of the following happens:
- Cintra Convention claim.
- The Allies occupy Madrid.
- The IMPERIAL SIDE loses a Pitched Battle.
- An Imperial HQ surrenders to the Allies.
4.7. Young Guard
In January 1810 two divisions of the newly formed Young Guard were sent to Northern Spain for anti-guerrilla warfare. They were assigned to the French Armée du Nord and remained in Northern Spain until recall for the Russian Campaign. a) Young Guard SP cannot be transferred to other CU, although they can be left as garrison –but can only be picked up by Young Guard CU. b) These CU can only enter zones inside Navarre, the Basque Country, Castilla la Vieja, Asturias, Galicia and León.
4.8. Imperial Jealousy
From February 1809 onward, if Napoleon is not on the map: if a CU is assigned to a given French HQ, in order to assign it to another one you must roll 1d10 against the Initiative of the Commander from the HQ to which it is currently assigned. If the result is greater than the Commander Initiative you can reassign the CU in that turn. You can only do 1 roll per HQ and turn.
(Transcribed as printed; the source says "greater than ... you can reassign", which is the reverse of the equivalent Spanish rule 2.5.a.)
4.9 Imperial Battle flexibility
Imperial troops in a Pitched Battle that are in front of an enemy Battle Section void of non-shattered troops can attack at any enemy Section adjacent to that Section, including an oblique attack on the exposed flank (i.e. the French left flank may attack the enemy centre or the enemy right flanking box).
SCENARIOS
A. Introduction
The Scenarios for the present game are divided into two categories: Battle and Campaign. Battle Scenarios do not require the use of the Strategic Map, but are resolved on the Battle Display. They are designed for you to master the battle sub-system. They list the troops involved in a given battle and you must use the battle rules to resolve them and play the scenario to its conclusion. IT IS RECOMMENDED THAT YOU READ AND USE ONLY SECTION 9.2. OF THE SYSTEM RULES TO PLAY EACH BATTLE SCENARIO BEFORE MOVING ON TO THE CAMPAIGN SCENARIOS. Campaign Scenarios are the core of those hours and days of exciting play every one of us loves. Both types of Scenarios are presented in a sequence of progressive complexity. Begin with the first of them and then play the others up to the full campaign game. The full campaign game comes in various versions to allow players to begin it at different dates –the set-up is the only variation between them as the Victory Conditions and rules are the same.
Some comments about the Scenarios:
- Every CU listed below HQ set-up instructions is set up with this HQ and assigned to it.
- If a CU is not stacked with an HQ the lists indicate which one it is assigned to.
- You cannot change the CU assignment during the first turn in a scenario.
- Each scenario lists all the necessary information: set-up, Victory Conditions, duration of play, reinforcements, map used and special rules.
B. Victory Conditions
Each Scenario has its own victory conditions. Victory is based upon accumulating Victory Points. These are awarded for different reasons. There are also negative Victory Points, which must be subtracted from the positive Victory Points you earn. Each Scenario lists the amount of Victory Points each side has to accrue to achieve Victory: in many scenarios the Anglo-Portuguese and the Spaniards accrue Victory Points separately, so there will be separate Victory Levels for both of them. A side may earn Victory Points of varying amounts for various reasons:
- Winning a Pitched Battle: the winner earns as many Victory Points as: Enemy Endurance Points lost during the battle plus any enemy casualties minus winner endurance points and casualties lost during the battle multiplied by two (it may be negative). Regarding separate Victory Conditions for Spanish and Anglo-Portuguese Forces the side with any HQ in the battle accrues the total amount of VP awarded by that pitched battle. ALSO: if any HQ from the losing side have every CU it owned eliminated due to battle losses, it surrenders and is eliminated from play with its leader. Award the winning side an additional 5 VP per HQ captured.
- Winning a Minor Combat: the winner earns 2 VP plus 1 VP per every enemy casualty inflicted in that combat.
- Every turn you occupy –your own SP are in the city:
- 2 Points for every one of: Madrid, Lisboa, Seville.
- 1 Point for every one of: Barcelona, Burgos, Valencia, Zaragoza, Porto.
- At the end of the scenario, you occupy –your own SP are in the city:
- 2 Points for every fortress on the map.
- 1 Point for every defensible city you occupy.
- For every Blockade marker on the map at the end of a turn that Spanish CU/HQ have against Imperial troops: 2 Points per marker every turn.
- For every turn that the Junta Central exists: 2 VP for the Spanish.
- For every pitched battle the Allies win against Napoleon: 100 VP (in addition to those normally awarded).
- If Napoleon loses a pitched battle: -100 VP to the Imperials.
- If the British leave the Peninsula: the Anglo-Portuguese side exits the scenario completely and 200 VP are awarded to the IMPERIAL SIDE.
- For every turn King Joseph I finishes in a zone outside Madrid: -2 VP for the Imperials.
- For every British SP permanently lost: -1 VP to the Anglo-Portuguese.
Note: A city or feature can ONLY give or take VP if it is placed on the map board used by a given scenario.
Many scenarios have Automatic Victory Conditions for one or more sides. If at the end of a game turn they are fulfilled the game ends and that side wins an Absolute Victory. If neither wins by Automatic Victory, sum up every accrued Victory Point at the end of the last game turn and state the level of victory –or defeat- each side has achieved.
C. Note on Combat Units and HQ Availability
Players can use a limited number of CU and HQ in each scenario. This number may or may not be indicated in the scenario instructions. It usually consists of CU and HQ listed in the initial set-up plus those that arrive as reinforcements, and nothing more. In every scenario the Spanish HQ can be put in play again after being destroyed. This is an exception to Series Rule 12.4. CU can be destroyed during the course of play. Other CU are listed in each scenario to be used as replacements for those units lost. THE SET-UP LISTS TROOPS AS PER OPTIONAL SERIES RULE III.1.A.4. If you are not using this optional rule consider every CU as having a quality equal to that of the most numerous SP in it. (i.e. in Battle Scenario 1 Merlé French Infantry División has 2Vet and 3Rec it is considered as being REC quality).
D. Battle Scenarios
(Leaders are printed as in the source: name, Operational Control Number / Initiative (Morale Modifier) Tactical Modifier.)
1. Medina de Rioseco (14th July 1808, south of Palencia)
It is a Clear zone and the attacker is the IMPERIAL SIDE. The Spanish deployment has a Hill on its right flank. All normal combat rules apply.
Set up:
IMPERIAL SIDE
- II Corps (Bessieres 15/-2(7)+1)
- Garde Imperial (Dorsenne -1(6)+1): 3Gd/1Glc.
- ID Mouton 0(6)+1: 1Vet/4Ln
- ID Merlé 0(5)+0: 2Vet/3Rec
- CD Lasalle -3(8)+3: 1Cav
ALLIED SIDE (Spanish)
- Ejército de Extremadura (Cuesta 13/-1(6)+1)
- ID Zayas -1(7)+2: 6Rec/1Cav.
- Ejército de Galicia (Blake 14/-1(7)+1)
- ID Maceda -1(5)+1: 2Vet
- ID Cagigal 0(5)0: 5Vet/1Rec
- ID Portago 0(5)0: 4Vet/2Rec
Victory: The winner is the one who wins the battle. If neither wins it is a draw.
2. Medellín (28th March 1809, a zone East of Badajoz)
It is a Clear zone and the attacker is the ALLIED SIDE (Spaniards). All normal combat rules apply. Neither side has any terrain affecting combat.
Set up:
IMPERIAL SIDE
- I Corps (Victor 14/-1(6)+1)
- ID Villatte -1(5)+1: 6Vet
- ID Ruffin -1(6)0: 5Vet
- ID Ge Leval 0(5)0: 2Ge
- CD Latour-Maubourg -2(7)+2: 2Cav.
- CD Lasalle -3(8)+3: 2Cav.
- CD Digeon 0(6)+1: 1Cav.
- Art I: 2Art.
ALLIED SIDE (Spanish)
- XXXX Extremadura (Cuesta 13/-1(6)+1)
- ID Trías -1(4)0: 2Vet/1Rec
- ID Henestrosa -1(5)+1: 2Vet/1Ln/1Rec
- ID Del Parque 0(5)+1: 1Vet/2Ln/1Rec
- ID Alburquerque -1(6)+1: 1Vet/1Ln/3Rec
- ID Portago 0(5)0: 1Vet/1Ln/2Rec
- CB Villalba 0(5)0: 2Cav.
- CB O'Donojú 0(5)0: 1Cav
Victory: The winner is the one who wins the battle. If neither wins it is a draw.
3. Sagunto (25th October 1811, North of Valencia)
It is a Broken zone and the attacker is the ALLIED SIDE (Spaniards). The IMPERIAL SIDE has a Hill on its left and right flanks. All normal combat rules apply, except nobody can choose the Outflank option, as the confined nature of the terrain (mountains on one flank and the sea on the other) does not allow for such a manoeuvre.
Set up:
IMPERIAL SIDE
- Armée du Aragon (Suchet 16/-2(8)+2)
- ID Musnier 0(5)0: 2Vet.
- ID Harispe 0(6)+1: 3Vet/2Leg.
- ID Habert -1(5)+1: 3Vet/1Leg
- ID 1It Palombini -1(5)+1: 4It.
- CD Boussard -1(5)+1: 3Cav.
ALLIED SIDE (Spanish)
- 4º Ejército (Blake 14/-1(7)+1)
- ID Zayas -1(7)+2: 1Vet/1Ln/1Rec
- ID Lardizábal -1(6)+1: 2Vet/1Ln
- ID Montijo 0(4)0: 2Ln/3Rec
- CD Loy -1(5)+1: 1Cav.
- 3º Ejército (O'Donnell 14/-1(7)+1)
- ID Miranda 0(4)0: 1Ln/3Rec
- ID Villacampa 0(5)0: 3Rec
- ID Obispo 0(4)0: 1Vet/1Ln/1Rec.
- ID Velasco 0(5)0: 4Rec.
- CD San Juan 0(6)0: 2Cav
Special Rule: a) CD Boussard contained the only Cuirassiers Regiment that took the field on the Iberian Peninsula (nº13). That unit has a bonus of +1 in any combat in which it takes part.
Victory: The winner is the one who wins the battle. If neither wins it is a draw.
4. Ocaña (19th November 1809, South of Toledo)
It is a Clear zone and the attacker is the IMPERIAL SIDE. The Spanish deployment has a Hill on its left flank. All normal combat rules apply.
Set up:
IMPERIAL SIDE
- Armée d'Spagne (José I 12/+1(4)0)
- ID Dessolles -1(6)+1: 4Vet
- Guardia Real (Saligny 0(5)0): 4RG/1GC
- CD Milhaud -1(7)+1: 2Cav.
- IV Corps (Sebastiani -1(6)+1)
- ID Pol Werlé -1(6)+1: 4Leg.
- ID Ge Leval 0(5)0: 2Ge.
- CB Merlin 0(6)0: 1HolCav.
- Art IV: 2Art.
- V Corps (Mortier -1(6)+1)
- ID Gazan -2(7)+1: 6Vet
- ID Girard -1(7)+1: 6Vet
- CD Beauregard 0(6)0: 2Cav
- Art V: 2Art.
ALLIED SIDE (Spanish)
- Ejército de Andalucía (Areizaga 11/0(5)0)
- ID Zayas -1(7)+2: 3Vet/2Ln/2Rec.
- ID Lacy 0(6)0: 4Vet/2Ln/2Rec.
- ID Vigodet 0(5)0: 1Vet/2Ln/3Rec
- ID Girón -1(6)+1: 1Vet/3Ln/1Rec.
- ID Castejón 0(4)0: 2Vet/3Ln/1Rec.
- ID Zeráin 0(4)0: 1Ln/4Rec.
- ID Jacomé 0(4)0: 1Ln/5Rec.
- ID Copons 0(5)0: 1Ln/3Rec.
- CD Freire -1(6)0: 2Cav.
- CD Rivas 0(6)0: 1Cav.
- CD March 0(5)0: 2Cav.
- CD Osorio 0(4)0: 1Cav
Victory: The winner is the one who wins the battle. If neither wins it is a draw.
5. Arapiles (22nd July 1812, at Salamanca)
It is a Clear zone and the attacker is the IMPERIAL SIDE. The Allied deployment has a Hill in its centre, as has the Imperial one. All normal combat rules apply. The Imperial has to choose the Outflank option.
Set up:
IMPERIAL SIDE
- Armée du Portugal (Marmont 15/-1(7)+2)
- ID Foy -2(8)+2: 4Vet/1Ln.
- ID Clausel -1(7)+1: 6Vet/1Ln.
- ID Ferey -1(8)+1: 4Vet/1Ln.
- ID Sarrut -1(6)+1: 1Vet/3Ln/1Rec.
- ID Maucune 0(5)0: 1Vet/3Ln/1Rec.
- ID Brennier -2(8)+1: 1Vet/2Ln/1Rec.
- ID Thomieres -1(6)0: 1Vet/3Ln/1Rec.
- ID Bonnet -1(7)+2: 6Vet/1Ln.
- CD Curto 0(5)+1: 2Cav.
- CB Boyer 0(6)0: 1Cav.
ALLIED SIDE (Anglo-Lusitans)
- British Army (Wellington 18/-3(7)+3)
- ID Campbell -1(4)+1: 6Vet.
- ID Pakenham 0(7)+1: 3Vet/3VetPt.
- ID Cole -1(8)+1: 3Vet/2VetPt.
- ID Leith 0(6)+1: 5Vet/2VetPt.
- ID Clinton 0(5)0: 3Vet/3VetPt.
- ID Hope -1(4)+1: 3Vet/2VetPt.
- Div. Ligera Alten -1(6)+1: 2Vet/1VetPt.
- BI Pt Pack 0(5)+1: 2VetPt/1RecPt.
- BI Pt Bradford 0(6)0: 1VetPr/1RecPt.
- CD Cotton -2(7)+2: 3Cav.
- CB Pt D'Urban 0(6)+1: 1CavPt.
Special Rule: a) Imperial Cavalry have different values in this scenario: (5)+1. After the Portugal campaign and the following hard winter the cavalry lost a great number of steeds. As many regiments had recently received new mounts these were unfit for service.
Victory: The winner is the one who wins the battle. If neither wins it is a draw
6. Vitoria (21st June 1813)
This is a Broken zone and the attacker is the ALLIED SIDE. The IMPERIAL SIDE has a hill on its left flank and a village in the centre. All normal combat rules apply. The ALLIED SIDE has to choose the Outflank option.
Set up:
IMPERIAL SIDE
- Armée du Spagne (José I 12/+1(4)0)
- Armée du Midi –xxx size- (Gazan -2(6)+1)
- ID Leval 0(5)0: 1Vet/3Ln/1Rec
- ID Villatte -1(5)+1: 3Vet/1Ln/2Rec
- ID Conroux 0(5)0: 3Vet/2Ln/2Rec
- ID Maransin 0(6)0: 1Vet/1Ln/1Rec
- ID Darricau 0(6)0: 1Vet/3Ln/2Rec
- CD Pierre Soult 0(6)+1: 2Cav
- CD Tilly -1(6)+1: 2Cav
- CD Digeon 0(6)+1: 2Cav
- Art I: 2Art.
- Armée du Centre –xxx size- (D'Erlon -1(5)+1)
- ID Darmagnac 0(5)0: 2Rec/3Ge
- ID Cassagne 0(4)0: 3Vet/1Ln/1Rec
- Div. Española Casapalacios 0(5)0: 2Sp.
- Guardia Real (Saligny 0(5)0): 2RG/1GC
- CD Treillard -1(7)+1: 1Cav
- Armée du Portugal –xxx size- (Reille -1(5)+1)
- ID Sarrut -1(6)+1: 3Vet/1Ln/1Rec
- ID Lamartiniere -1(4)+1: 5Vet/1Ln/1Rec
- ID Mermet 0(6)+1: 2Cav
- CB Boyer 0(6)0: 2Cav
- Art II: 2Art
ALLIED SIDE
- British Army –xxxxx size- (Wellington 18/-3(7)+3)
- Left Wing xxx (Graham -1(8)+2)
- BI Bradford 0(6)0: 1VetPt/1RecPt.
- CB Fane 0(6)0: 2Cav
- CB Pt D'Urban 0(6)+1: 1Cav.
- ID Sp (Morillo -1(6)+2): 3Vet/1Ln
- ID Sp (Longa -1(7)+1): 3Vet/1Ln
- Art Británica: 3Art.
- Right Wing xxx (Beresford -2(7)+1)
- ID Howard 0(5)0: 5Vet
- ID Hill -2(8)+2: 8Vet/2VetPt/1RecPt
- ID Picton -2(8)+2: 5Vet/1VetPt/1RecPt
- ID Cole -1(8)+1: 5Vet/2VetPt/1RecPt
- ID Oswald 0(6)0: 5Vet/2VetPt/1RecPt
- ID Pakenham 0(7)+1: 5Vet/2VetPt
- ID Dalhousie 0(5)+1: 5Vet/1VetPt/1RecPt
- Div. Ligera (Alten -1(6)+1): 4Vet/2VetPt
- Div. Pt. Silveira 0(5)0: 3VetPt/2RecPt
- BI Pack 0(5)+1: 1VetPt/1RecPt.
Victory: The winner is the one who wins the battle. If neither wins it is a draw
E. Campaign Scenarios
1. Bailén
This is an introductory scenario as it lasts only one turn and can only be played using the Activity and Action Phases in the Sequence of Play.
Duration: one turn, July 1808.
Set up:
IMPERIAL SIDE
- At Madrid:
- ID Gobert: 8FrRec.
- CB Briché: 1Cav.
- 1 Level 3 Depot.
- At Andujar:
- X Corps D'Armée (Dupont)
- ID Barbou: 2Sz/7Rec
- ID Vedel: 1Sz/5Rec
- CD Fresia: 2Cav.
- In the Mountain Pass north of Andujar: 1 FrRec
ALLIED SIDE (Spanish)
- At Utrera:
- Ejército de Andalucía (Castaños)
- CB O'Donojú: 1Cav.
- ID Venegas: 5Vet/1Cav
- ID Coupigny: 4Vet/2Ln/1Art
- ID Jones: 4Vet/2Ln/1Art
- ID La Peña: 2Vet/2Ln/2Rec/2Cav
- 1 Level 3 Depot.
- At Seville:
- 1 Level 3 Depot
- 2Vet / 9Rec / 1Cav
- At Granada:
- 3Vet / 2Cav
- Zone West of Granada: ID Réding: 2Vet/1Ln/8Rec
Game Map: Andalusia. The only exception is Div Gobert that must go to Andalusia by the shortest route available as soon as it is activated. If any CU or HQ is forced to retreat out of the area of play it surrenders instead.
Number of players: 2. One with the Spanish and one with the Imperials.
Special Rules: a) Both sides can have up to 2 Depots on the map. b) There are no replacements for leaders lost. Any leader lost is replaced by a generic one with values of 10/0(5)0. c) The ALLIED SIDE has the Strategic Initiative. d) Swiss SP on the IMPERIAL SIDE are eliminated if their CU loses any kind of combat. These were Swiss troops on Spanish pay that were forced into French service to suppress the Spanish revolt. They were unreliable as they were unwilling to fight their former comrades. They deserted after the battle of Bailen. e) Div Gobert, set up at Madrid, is treated as an HQ – it has its own AP - as long as it cannot trace Communications to Dupont. Also CB Briché is assigned to Div Gobert as long as it cannot trace Communications to Dupont. f) At the end of the Scenario every HQ/CU/SP or Straggler that is inside a Defensible City and under BLOCKADE is treated in the following manner – for Victory purposes only: One half of SP/Stragglers gives one VP each to the blockading side; one half SP/Stragglers counts as definitive losses for its own side.
Victory: The IMPERIAL SIDE has an Automatic Victory if one of its CU enters the Cadiz zone –It is not mandatory to enter the city, just the zone. Dupont was aiming to rescue the Rosilly Naval Squadron that was anchored in that port. If not, every side counts its VP at the end of play and consults the following table:
| Result | Imperial VP | Spanish VP |
|---|---|---|
| Decisive Victory | 3+ | 12+ |
| Partial Victory | 2-1 | 11-10 |
| Partial Defeat | 0-(-1) | 9-6 |
| Total Defeat | -2 or less | 5 or less |
2. Badajoz 1811
Soult launched an offensive towards Extremadura from Seville in January 1811. Reluctant as he was, Soult tried to accomplish Napoleon's orders to aid Massena's invasion of Portugal. He aimed to occupy Extremadura's fortresses and to destroy the Spanish army that defended them. The expedition ended in a bitter struggle for Badajoz –the fortress that guarded the road to Portugal- as the British sent considerable reinforcements after the initial French success against the Spaniards: Badajoz fell to the French in March and resisted two Allied sieges in the following months. This is a longer scenario but there are few forces involved. Every rule is used except "The Guerrilla" –Exclusive Rule 2.1. This is also the first Scenario with reinforcements.
Duration: Six turns. From January to June 1811. The last turn can finish at random: every time an HQ finishes its activation, and before going on to activate the next one, roll 1d10. With a result of 1-5 the scenario ends immediately.
Set up:
IMPERIAL SIDE
- At Seville:
- Armée du Midi (Soult)
- CD Latour-Maubourg: 4Cav.
- V Corps D'Armée (Mortier)
- ID Girard: 7Vet
- ID Gazan: 6Vet
- CB Briché: 1Cav
- Art V: 2Art
- Siege Train
- 3Sp and 2 Fr Ln
- 1 Level 3 Depot
ALLIED SIDE (all Spanish except Portuguese SP in Elvas)
- At Badajoz: 1Vet, 2Ln and 2Rec.
- At Olivenza: 1Ln
- At Zafra: CB Butrón: 2Cav
- Zone East of Badajoz: ID Mendizábal: 3Ln/4Rec
- Zone South of Olivenza and into Portugal: ID Ballesteros: 2Ln/3Rec
- At Huelva: 2Ln
- At Elvas: 8VetPt/2RecPt
Game Map: Portugal and every zone in Spain between the Guadalquivir and Guadiana rivers. Also Seville and the three Clear Zones in Spain north of the Guadiana River that belong to Extremadura. The rest of the map does not exist. If any CU or HQ is forced to retreat out of the area of play it surrenders instead.
Reinforcements:
- February:
- SPANISH: Ejército de Galicia (Mendizábal), replace his division with García ID. ID España: 1Ln/2Rec; ID Virues: 2Ln/3Rec.
- PORTUGUESE: CB Otway: 1Cav. At Elvas, regardless of enemy presence.
- March:
- FRENCH: 1Vet At Seville, if there is an Imperial Garrison in that city; if there is not to the nearest CU to Seville.
- April:
- FRENCH: Withdraw HQ Armée du Midi (Soult), ID Gazan, Art V, HQ V Corps D'Armée (Mortier), 3Cav, 4Vet.
- ANGLO-PORTUGUESE: HQ Right Wing (Beresford): Div Pt. Hamilton: 3VetPt/2RecPt; ID Stewart: 5Vet; ID Cole: 3Vet/2VetPt/1RecPt; BI Pt Collins: 1VetPt; CB Lumley: 1Cav. At Elvas regardless of enemy presence.
- SPANISH: Replace Commander of Spanish HQ with (Castaños). At Huelva: Ejército de Andalucía (Blake): ID Lardizábal: 2Vet; ID Zayas: 2Vet/2Ln/1Rec; CD Loy: 1Cav. The Spanish army is placed at Huelva when every HQ on the map has 4 or less AP, regardless of enemy presence. The HQ arrive with 4 AP.
- May:
- FRENCH: to the CD Latour-Maubourg: 2Cav, if that unit is not in play it can be put on the map immediately with this reinforcement. At Seville: Armée du Midi (Soult): ID Gazan: 4Vet; ID Werlé: 5Vet/1Ln; ID Godinot: 4Vet/1Ln; Art V: 2Art.
- BRITISH: to any British División 1 BrVet. At Elvas: British Army (Wellington): ID Picton: 4Vet/2VetPt; ID Houston: 2Vet/2VetPt. The British Army arrives at Elvas when every HQ on the map has 2 or less AP, regardless of enemy presence. It arrives with 2 AP.
Number of players:
- 2: One on each side.
- 3: One Imperial, one Spanish and one Anglo-Portuguese
Special Rules: a) The last turn can end at random: every time an HQ finishes its activation, and before activating the next one, roll 1d10. With a result of 1-5 the scenario ends immediately. b) Two reinforcement groups arrive in the middle of a turn, not during the Reinforcement Phase. They enter when every HQ on the map has a certain number of AP. The Allied player/s knows the amount his own HQ has. He can ask the Imperial player in those turns if his HQ fulfill the conditions for reinforcement entry after each activation of a French HQ. The Imperial player must answer YES or NO only. When the answer of the Imperial player is YES and every Allied HQ has the required amount of AP the reinforcements arrive. c) Remember Exclusive Rule 2.2. "Olivenza" d) The Imperials can have a maximum of 2 Depots on the map, Anglo-Portuguese 1 (at Elvas only) and Spanish none e) The IMPERIAL SIDE begins with the Strategic Initiative. f) The Portuguese CB Otway can only be used in a Pitched Battle if a British HQ is present. If not it must remain in the Reserve and can do nothing during the battle – not even exploitation. g) The Anglo-Portuguese can create Siege Trains at Elvas. They found old pieces from the Elvas arsenals that were very unreliable. A British siege train would arrive from the fleet by mid summer. Anglo-Portuguese siege trains in this scenario have a negative modifier to open a breach of –2. h) Every turn a side has no HQ on the map every CU is treated as an HQ –it accrues AP and acts like an HQ with a single CU assigned. i) Portuguese SP that begin the game garrisoned at Elvas cannot be picked up by any CU and cannot be increased beyond the initial number. j) The Spanish "Junta Central" is in effect.
Victory: This Scenario is divided in two: the first half reflects Soult's campaign to clear Extremadura of Spanish troops and seize Badajoz (January to March 1811), the second one is the first British campaign in that region, during which Badajoz was besieged twice and the Battle of Albuera was fought.
- The ALLIED SIDE gets an Automatic Victory if Seville is occupied by the Allies at the end of any turn.
- The ALLIED SIDE gets a Decisive Victory if at the end of March 1811 the IMPERIAL SIDE does not occupy Badajoz.
- If neither of the above happens Victory is checked at the end of the last turn:
| Result | Imperial VP | Spanish VP | Anglo-Pt VP |
|---|---|---|---|
| Decisive Victory | 18+ | 10+ | 14+ |
| Partial Victory | 17-14 | 9-4 | 13 |
| Partial Defeat | 13-12 | 3-2 | 12-3 |
| Total Defeat | 11- | 1- | 2- |
3. Talavera
In July, 1809 the Spanish and British armies launched an offensive to recover Madrid from French hands. It was the first one launched by the Junta Central. The result was poor, as bad co-ordination between the supposed Allies spoiled the local superiority obtained over the French forces operating in the Tajo River valley. Soult and 50,000 French troops had to come from Castilla la Vieja to the Tajo River to forestall the Allied offensive. This is a short scenario with more troops than the previous and on a different front, so it offers a good deal of room for manoeuvring. Every rule is in effect except Exclusive Rule 2.1. on the Guerrilla.
Duration: Two turns, July and August 1809.
Set up:
IMPERIAL SIDE:
- Adjacent to Talavera separated from it by minor river: I Corps D'Armée (Victor)
- ID Villatte: 6Vet
- ID Ruffin: 5Vet
- ID Lapisse: 7Vet
- CB Beaumont: 1Cav
- Art I: 2Art
- CD Latour-Maubourg: 3Cav
- At Madrilejos (Castilla la Nueva): IV Corps D'Armée (Sebastiani)
- ID Rey: 8Vet
- ID Ge Leval: 3Hol/2Ge
- ID Pol Valence: 2Leg
- CB Merlin: 1CavLeg
- Art IV: 2Art
- CD Milhaud: 2Cav/1CavHol
- At Madrid: Armée D'Espagne (José Bonaparte)
- ID Dessolles: 7Vet
- Guardia Real: 3RG/1GC
- 1 Level 3 Depot
- At Toledo: 3Leg
- 1 Level 3 Depot
ALLIED SIDE (Anglo-Portuguese):
- At Coria (Extremadura): British Army (Wellesley)
- CD Payne: 3Cav
- ID Sherbrooke: 6Vet
- ID Hill: 5Vet
- ID Mackenzie: 5Vet
- ID Campbell: 3Vet
- Art Reserve: 3Art
- 1 Level 3 Depot
- At Plasencia: LLL Wilson: 3LLL
ALLIED SIDE (Spanish):
- South of Tajo River in front of Almaraz (Extremadura): Ejército de Extremadura (Cuesta):
- ID Zayas: 3Vet
- ID de Zayas: 3Vet/2Rec
- ID Iglesias: 1Ln/4Rec
- ID Portago: 1Vet/1Ln/3Rec/1Art
- ID Manglano: 1Vet/2Ln/1Rec
- ID Bassecourt: 1Vet/1Ln/3Rec
- CD Henestrosa: 3Cav
- CD Alburquerque: 4Cav
- At Trujillo (Extremadura): 1 Level 3 Depot
- At Andújar: 1 Level 3 Depot
- Mountain Pass north of Andújar (Andalucía): Ejército de Andalucía (Venegas)
- ID Lacy: 2Vet/1Ln/1Rec
- ID Vigodet: 1Vet/2Ln/2Rec/1Cav
- ID Girón: 2Rec/1Cav
- ID Castejón: 1Vet/1Ln/4Rec/1Cav
- ID Zerain: 1Vet/1Ln/2Rec
Game Map: Zones between the mountains North of Madrid and those that lead to Andalusia. No CU or HQ can be moved North of Béjar (León). French reinforcements that arrive at Salamanca in August must be moved to Extremadura through Béjar. The rest of the map did not exist. If any CU or HQ is forced to retreat out of the area of play it surrenders instead. The Spanish Ejército de Andalucía must be moved to Castilla la Nueva but the Spanish Depot at Andújar can be used normally and communications can be traced to it.
Number of players:
- 2: One Imperial and one Allied
- 3: One Imperial, one Spanish and one Anglo-Pt.
- 4: One Imperial with I, IV and Armée D'Espagne HQ, one Imperial with the rest, a third with the Spanish, a fourth with Anglo-Pt.
- 5: Three players will be Imperials: one with I and IV Corps D'Armée, another with Armée D'Espagne and II Corps, a third with VI and V Corps. A fourth player will be Spanish and the fifth Anglo-Pt.
- 6: Three players will be Imperials as above. Two more will be Spanish, each one with one HQ, and the sixth will be Anglo-Pt.
Reinforcements:
- August:
- BRITISH: 3Vet at any CU on map.
- IMPERIAL: At Salamanca:
- II Corps D'Armée (Soult): ID Merle: 4Vet/1Ln; ID Mermet: 4Vet/1Ln; ID Delaborde: 4Vet; ID Heudelet: 3Vet; CD Lahoussaye: 2Cav; CD Pierre Soult: 1Cav
- VI Corps D'Armée (Ney): ID Marchand: 6Vet; ID Mathieu: 6Vet; CD Lorge: 2Cav.
- V Corps D'Armée (Mortier): ID Girard: 7Vet; ID Gazan: 8Vet; CB Delagee: 1Cav; Art V: 1Art.
Special Rules: a) Do not use Exclusive Rule 2.1. (The Guerrilla) b) The British cannot create new depots. The Spanish can have up to 3 and the Imperials up to 4. c) The Imperials have the Strategic Initiative d) The Spanish "Junta Central" is in effect. e) Do not roll on the Random Events Table f) The French reinforcements do not activate normally. Every Action Round roll 1d10; on an 8-10 result they can attempt to be activated normally. On a 1-7 every one of them loses 1 AP instead.
Victory: The ALLIED SIDE (both of them) have an Automatic Victory if at the end of any game turn they occupy Madrid. If this does not occur, check Victory at the end of the last game turn:
| Result | Imperial VP | Spanish VP | Anglo-Pt. VP |
|---|---|---|---|
| Decisive Victory | 10+ | 6+ | 6+ |
| Partial Victory | 9 | 5 | 5 |
| Partial Defeat | 8 | 4-1 | 4-1 |
| Total Defeat | 7- | 0- | 0- |
4. Junta Central last offensive. Autumn 1809
This Campaign has very few turns but covers a wider area of operations. The Junta Central had developed a plan to drive the French from Madrid and the Centre of Spain. Given the difficulties of co-ordinating three separate armies and the errors of General Areizaga, commander of the main Spanish Army in Castilla la Nueva, the offensive ended in disaster at the battle of Ocaña –South of Toledo. Every rule is in effect except Exclusive Rule 2.1. The Guerrilla.
Duration: Three turns, October to December 1809.
Set up:
IMPERIAL SIDE:
- At Zamora: 1Vet Fr
- At Tordesillas: 1Vet Fr
- At Burgos: 2Vet Fr
- At Valladolid: 1Vet Fr
- CD Kellermann: 3Cav. (Asig. VI Corps)
- At Salamanca: VI Corps D'Armée (Marchand):
- ID Mathieu: 6Vet/1Ln
- ID Maucune: 5Vet/1Ln
- CD Lorge: 1Cav
- 1 Level 3 Depot
- At Almaraz: II Corps D'Armée (Heudelet):
- ID Merle: 4Vet/1Ln
- ID Mermet: 4Vet/1Ln
- ID Delaborde: 4Vet
- ID Foy: 3Vet
- CD LaHoussaye: 2Cav
- CD Pierre Soult: 1Cav
- Art II: 2Art.
- At Talavera: V Corps D'Armée (Mortier):
- ID Girard: 7Vet
- ID Gazan: 8Vet
- CD Beauregard: 2Cav
- Art V: 2Art.
- 1 Level 3 Depot
- At Madrid: Armée D'Espagne (José Bonaparte)
- ID Ligier-Belair: 4Vet
ALLIED SIDE (Spanish):
- At Astorga: ID Ballesteros: 3Vet/2Ln/5Rec (Asig. Ejército Galicia); 1Ln.
- At Ciudad Rodrigo: Ejército de Galicia (Del Parque):
- ID La Carrera: 4Vet/2Ln/2Rec
- ID Losada: 2Vet/4Ln/2Rec
- ID Belveder: 5Vet/2Ln/1Rec
- ID Castrofuerte: 6Rec
- CD Anglona: 2Cav.
- 1Ln and 3Rec.
- 1 Level 3 Depot
- At Cáceres: Ejército de Extremadura (Alburquerque)
- ID Iglesias: 1Ln/3Rec
- ID Portago: 4Rec
- CB España: 1Cav.
- At Badajoz: 1Vet, 1Ln and 2Rec
- Mountain Pass North of Andujar: Ejército de Andalucía (Areizaga):
- ID Zayas: 3Vet/2Ln/2Rec
- ID Lacy: 2Vet/3Ln/2Rec/1Art
- ID Vigodet: 2Ln/3Rec
- ID Girón: 1Vet/2Ln/1Rec
- ID Castejón: 2Vet/3Ln/1Rec
- ID Zeráin: 1Ln/5Rec
- ID Jacomé: 1Ln/7Rec
- ID Copons: 1Ln/4Rec
- CD Freire: 2Cav
- CD Rivas: 1Cav
- CD March: 2Cav
- CD Osorio: 1Cav
Game Map: Every zone inside Extremadura, Castilla la Nueva, Castilla la Vieja and León. Spanish troops that begin in Andalusia must exit this region in their first activation and can not re-enter it. The Spanish Depot at Andújar can be used normally and communications can be traced to it. The rest of the map does not exist. If any CU or HQ is forced to retreat out of the area of play it surrenders instead.
Reinforcements:
- November: IMPERIAL: 1Vet to any CU of VI Corps.
Number of players:
- 2: One on each side.
- 3: Two Imperials: one with VI, V and IV Corps, the other with the rest. One Spanish player.
- 4: Imperials the same as above. Two Spanish players: one with Andalusía the other with Galicia and Extremadura.
- 5: Three Imperials: one with VI and V Corps, the second with I and II Corps, the third with the remaining HQ. Spanish the same as above.
- 6: Four Imperials: one with VI and II Corps, another with Armée D'Espagne, another with IV and V Corps and the last with I Corps. Spanish the same as above.
Special Rules: a) The Imperials have the Strategic Initiative. b) The Imperials can have up to 5 Depots on the map. Spanish 3. c) The Spanish "Junta Central" is in effect.
Victory: The Spaniards are on the offensive, their last one. They must achieve their objectives or assume defeat as the Imperials are on the defensive but looking to search and destroy the Spanish armies. The Spanish have an Automatic Victory if they occupy or blockade Salamanca and Madrid at the end of any turn. If they do not, check Victory at the end of the last turn.
| Result | Imperial VP | Spanish VP |
|---|---|---|
| Decisive Victory | 21+ | 22+ |
| Partial Victory | 20-15 | 21-19 |
| Partial Defeat | 14-12 | 18-15 |
| Total Defeat | 11- | 14- |
5. Sir John Moore's Spanish Campaign
This scenario reflects the odyssey of the British Army in its first offensive on Spanish soil. They advanced through Leon aiming to reach Burgos and cut off the French from France but finally they were nearly surrounded by superior forces and had to retreat in a hurry to La Coruña to evacuate by sea. Every rule is in effect except Exclusive Rule 2.1. The Guerrilla.
Duration: Three turns, November 1808 to January 1809.
Set up:
IMPERIAL SIDE
- At Bilbao: 1Ln Fr
- At Burgos: 3Vet and 1Ln Fr
ALLIED SIDE (British):
- At La Coruña: ID Baird: 11Vet; Spanish Naval Base
- At Almeida: British Army (Moore):
- ID Fraser: 7Vet
- Div Lig Craufurd: 8Vet
- 1 Level 3 Depot
ALLIED SIDE (Spanish):
- At Ciudad Rodrigo: 1Ln and 2Rec
Game Map: Every zone inside Castilla la Vieja, Galicia and León. Reinforcements that arrive at the Mountain Pass adjacent to Madrid (called Somosierra) must abandon this region in their first activation and cannot re-enter it. The Imperial Depot in Madrid can be used normally and communications can be traced to it normally. The rest of the map does not exist. If any CU or HQ is forced to retreat out of the area of play it surrenders instead.
Reinforcements:
- November:
- IMPERIAL: At Mountain Pass South of Santander (Castilla la Vieja): II Corps D'Armée (Soult): ID Mermet: 6Vet/1Cav; ID Merlé: 1Vet/1Ln/4Rec; Art II: 2Art. These troops arrive when every HQ in play has 1 AP or none. II Corps HQ arrives with 1 AP.
- December:
- IMPERIAL: At Mountain Pass adjacent to Madrid (Castilla la Nueva): Grand Quartier Général (Napoleón Bonaparte): Garde Imperiale (Dorsenne): 7Gd/3Glc/2Ghc; Artillerie Reserve: 4 Art; ID Dessolles: 6Vet. VI Corps D'Armée (Ney): ID Marchand: 7Vet; ID Mathieu: 7Vet; CD La Houssaye: 2Cav; Art. VI: 2Art; ID Lapisse: 7Vet. At Madrid 1 Level 3 Imperial Depot. These troops arrive when every HQ in play has 3 AP or less. Both HQ arrive with 3 AP.
- At Burgos: ID Delaborde: 5Vet/1Sz and CD Lorge: 2Cav. Add CD Franceschi to play, put it in a zone already with 1 Cav SP assigned to II Corps. Put this SP in the new Cavalry Division.
- SPANISH: At León: Ejército de Galicia (La Romana): ID Cagigal: 1Vet/1Ln/4Rec; ID Martinengo: 2Vet/1Ln/3Rec; ID Riquelme: 1Ln/4Rec; ID Portago: 2Ln/4Rec. (In the source the 4Rec of Cagigal, 3Rec of Martinengo, 4Rec of Riquelme and 4Rec of Portago are underlined: "SP underlined are shattered.")
- BRITISH: At Mountain Pass adjacent to Madrid: Art: 3Art; CD Paget: 3Cav; ID Hope: 4Vet
- January:
- IMPERIAL: Withdraw Grand Quartier Général (Napoleón), ID Dessolles, Garde Imperiale and Artillerie Reserve with every SP they contain in that moment.
(The source does not print a separate "December:" label on its own line; the December entries above follow "II Corps HQ arrives with 1 AP. December:" in the source layout.)
Number of players:
- 2: One for each side (Imperial / Allied).
- 3: Two Imperials: one of them with II Corps D'Armée and the other with the rest. One Allied player.
- 4: Two Imperials (same as above), a third player with the British and a fourth with the Spaniards.
Special Rules: a) The Imperials have the Strategic Initiative. b) The British can have up to 2 Depots on the map. Imperials up to 3 and Spanish none. Two groups of Imperial reinforcements arrive in the middle of a turn, not during the Reinforcement Phase. They enter when every HQ on the map has a certain number of AP. The Imperial player/s knows the amount his own HQ have. He can ask the Allied player in those turns if his HQ fulfill the conditions for reinforcement entry after every activation of an Allied HQ. The Allied player must answer YES or NO only. When the answer of the Allied player is YES and every Imperial HQ has the required amount of AP the reinforcements arrive. c) Any British HQ and/or CU that begins its activation at La Coruña can be withdrawn from the map by naval evacuation. They can not re-enter the map board. They do not count as destroyed for Victory purposes. d) The British cannot create a Siege Train. e) Up to 2 SP from the Light División can use Exclusive Rule 3.3. If Crawford is a casualty this rule is forfeited. Every time the British lose a Cavalry Screen Combat you must roll 1d10. 9-10 indicates Crawford is a casualty, in addition to the usual ways a leader becomes a casualty. f) The Spanish "Junta Central" is in effect. g) At the end of the Scenario every HQ/CU/SP or Straggler that is inside a Defensible City or Fortress and under BLOCKADE is treated in the following manner –for Victory purposes only: One half SP/Stragglers gives one VP each to the blockading side; one half SP/Stragglers counts as definitive losses for its own side.
Victory: The ALLIED SIDE attains Automatic Victory if at the end of any turn it occupies Burgos. Otherwise check Victory at the end of the last turn:
| Result | Imperial VP | Allied VP |
|---|---|---|
| Decisive Victory | 11+ | 7+ |
| Partial Victory | 10 | 6-5 |
| Partial Defeat | 9-8 | 4-1 |
| Total Defeat | 7- | 0- |
6. The last Campaign in Spain. Vitoria and the summer of 1813
The summer of 1813 marked the defeat of the French forces in Spain. Wellington won a decisive Victory over King Joseph I at Vitoria. Soult came from Germany to reorganise the battered French armies and retake the initiative. This led to violent battles over the Pyrenees that confirmed the French defeat. Southern France was laid open to Allied invasion.
Duration: Three turns, June to August 1813.
Set up:
IMPERIAL SIDE
- At Tordesillas:
- ID Darricau: 1Vet/4Ln/1Rec (Asig. Armee du Midi).
- CD Digeon: 2Cav. (Asig. Armee du Midi).
- Zone between Tordesillas and Valladolid: Armee du Midi xxx (Gazán):
- ID Ge Laval: 1Vet/3Ln/1Rec (here acts as French)
- ID Villatte: 3Vet/1Ln/2Rec
- ID Conroux: 3Vet/2Ln/2Rec
- ID Maransin: 2Vet/3Ln/2Rec
- ID Cassagne: 2Vet/1Ln/1Rec
- CD Pierre Soult: 2Cav.
- CD Tilly: 2Cav.
- Art I: 2Art.
- Zone north of the one above and South of Palencia: Armee du Portugal xxx (Reille):
- ID Maucune: 2Vet/2Ln/3Rec
- ID Lamartiniére: 5Vet/1Ln/1Rec
- CD Curto: 2Cav.
- CD Boyer: 2Cav.
- Art II: 2Art.
- At Valladolid: Armee D'Espagne (Joseph Bonaparte)
- Guardia Real: 2RG/1GC
- Armee du Centre xxx (D'Erlon):
- Div. Sp Casapalacios: 2Sp.
- ID Darmagnac: 2Rec/3Ge
- CD Treillard: 1Cav.
- 1 Level 3 depot.
ALLIED SIDE
- At Astorga: 1Rec Spanish
- At Benavente: Spanish 6º Ejército (Girón):
- ID Porlier: 4Vet
- ID Bárcena: 1Vet/3Ln/1Rec
- ID Losada: 2Vet/1Ln/3Rec
- ID España: 2Vet/1Ln
- CD Villemur: 3Cav.
- At Zamora: British Army xxxxx (Wellington):
- Div. Lig Alten: 4Vet/2VetPt.
- ID Oswald: 5Vet/2VetPt/1RecPt
- ID Pakenham: 5Vet/2VetPt
- ID Dalhousie: 5Vet/1VetPt/1RecPt
- ID Picton: 5Vet/1VetPt/1RecPt
- ID Cole: 5Vet/2VetPt/1RecPt
- CB Alten: 2Cav
- CB Anson: 2Cav.
- CB D'Urban: 1CavPt.
- Art: 3Art.
- CB Julián Sánchez: 1Cav /(5)+1/
- At Salamanca: Right Wing (Hill):
- Div. Pt. Silveira: 3VetPt/2RecPt
- ID Howard: 5Vet.
- ID Hill: 8Vet/2VetPt/1RecPt
- BI Pack: 1VetPt/1RecPt.
- BI Bradford: 1VetPt/1RecPt.
- ID Morillo: 3Vet/1Ln (Spanish)
- CB Fane: 2Cav
Game Map: Every zone inside: León, Castilla la Vieja, Castilla la Nueva, Basque Country, Navarre and Aragón; Bayonne (in France) and zones adjacent to it. The rest of the map does not exist. If any CU or HQ is forced to retreat out of the area of play it surrenders instead. Spanish reinforcements that arrive at the Mountain Pass two zones South of Aranda de Duero (in Castilla la Vieja) must use their first activation to exit that Region and they cannot re-enter it.
Reinforcements:
-
July: IMPERIAL. 5 Rec. Withdraw 4 Cavalry CU, 4Cav SP, 6 Art SP (only one Art CU remain on map)
-
August: ALLIED. At the Mountain Pass two zones South of Aranda de Duero: 4º Ejército (O'Donnell): ID Echevarri: 4Vet/2Ln/1Rec; ID Creagh: 2Vet/1Ln/3Rec; CD Bárcena: 1Cav., replace ID Bárcena with ID Virues.
-
In the First Reinforcement Phase that either of the following occurs:
- A) HQ Armee D'Espagne enters a zone inside France OR
- B) The IMPERIAL SIDE has lost at least one pitched battle:
EXECUTE THE FOLLOWING: Replace King Joseph with Soult (King Joseph is out for good). Leave on the map board 10 Infantry CU, 2 Cavalry CU and 1 Artillery CU –owner choosing. Leave only 3 HQ of XXX size –remove one and its commander.
Number of players:
- 2: One per side.
- 3: One Spanish, one Anglo-Portuguese and one Imperial.
- 4: Two per side: one Imperial with Armee D'Espagne, Armee du Midi, Armee du Centre, the other one with the rest. Allied as above.
- 5: Three Imperial: one of them with Midi and Centre, one with Portugal and Nord, the other with Armee D'Espagne. Allied as above.
Special Rules: a) The ALLIED SIDE has Strategic Initiative. b) The Spanish can have up to 3 depots on the map, the Imperials up to 6 and the British up to 5 –their only Naval Base is at Santander. c) Spanish "Regencia and Cortes" is in effect. d) Wellington is "Generalíssimo" of the Allied Armies. e) Remember Exclusive Rule 1.11 Allied Naval Bases, 3.5. The Naval Division and 2.4. Mina, Porlier and Julián Sánchez. f) At the end of the Scenario every HQ/CU/SP or Straggler that is inside a Defensible City or Fortress and under BLOCKADE is treated in the following manner –for Victory purposes only: One half SP/Stragglers gives one VP each to the blockading side; one half SP/Stragglers counts as definitive losses for its own side.
Victory: This is the last scenario in Spain. Wellington fought a masterly campaign and outfought and outmanoeuvred the French time after time. Once more it was a siege –at San Sebastian- and its consequences for Spanish people and properties that signified the major fault of these operations. Check Victory at the end of the last turn:
| Result | Imperial VP | Allied VP |
|---|---|---|
| Total Victory | 100+ | 45+ |
| Partial Victory | 99-20 | 44-32 |
| Partial Defeat | 19-1 | 31-21 |
| Total Defeat | 0- | 20- |
7. Arapiles
This was the first offensive victory of Wellington's army. After defeating Marmont he was able to enter Madrid and threaten the road to France at Burgos to isolate the rest of the French forces in southern Spain. The Imperials sought to evacuate southern Spain and the blockade of Cádiz. This victorious campaign could have ended in disaster as Wellington embarrassed himself by besieging Burgos and allowing a great dispersion of his own forces. The French reunited all their armies in a great push to catch and destroy Wellington's combined armies during the autumn and he escaped due to good luck and a frenetic retreat back to Portugal. The year ended in the same positions as it began. Next year things would be very different.
Duration: Six turns, June to November 1812.
Set up:
IMPERIAL SIDE
- At Salamanca: Armee du Portugal (Marmont)
- ID Foy: 4Vet/2Ln
- ID Clausel: 6Vet/1Ln
- ID Ferey: 4Vet/1Ln
- ID Sarrut: 1Vet/3Ln/1Rec
- ID Maucune: 1Vet/3Ln/1Rec
- ID Brennier: 2Vet/1Ln/1Rec
- ID Thomieres: 1Vet/1Ln/3Rec.
- CD Curto: 2Cav.
- CB 2 Boyer: 1Cav
- 1 Level 3 Depot
- At Astorga: 1Vet and 1Ln
- At Benavente: 1Rec.
- At Gijón: ID Bonnet: 6Vet/1Ln (Asig Armee du Portugal)
- At Zamora: 1Vet
- At Tordesillas: 1Rec
- At Valladolid: 3Rec
- 1 Level 3 Depot.
- Art II: 2Art.
- At Palencia: 1Rec.
- At Burgos: 2Vet.
- 1 Level 3 Depot.
- At Aranda: 1Rec.
- At Santander: 2Ln.
- At Bilbao: 1Rec.
- At Miranda: ID Abbé: 4Vet/1Ln/2Rec (Assigned to Armee du Nord)
ALLIED SIDE
- At Ciudad Rodrigo: British Army (Wellington)
- ID Campbell: 6Vet
- ID Pakenham: 3Vet/3VetPt
- ID Cole: 3Vet/2VetPt
- ID Leith: 5Vet/2VetPt
- ID Clinton: 3Vet/3VetPt
- ID Hope: 3Vet/2VetPt
- Div. Ligera Alten: 2Vet/1VetPt
- BI Pack: 3VetPt/2RecPt.
- CD Cotton: 3Cav.
- CB Pt D'Urban: 1CavPt.
- Spanish: CB Julián Sánchez: 1Cav /(5)+1/
- ID España: 1Ln/2Rec. (Asig. 6º Ejército)
- At Villafranca: Spanish 6º Ejército (Santocildes):
- ID Bárcena: 2Vet/2Ln/3Rec/1Cav
- ID Cabrera: 1Vet/1Ln/3Rec
- ID Losada: 2Ln/2Rec.
- 1 Level 3 Spanish Depot.
- At Almeida: 1Ln and 3Rec Pt.
- 1 Level 3 British Depot.
- Spanish 2Vet/2Ln/3Rec.
- Spanish Naval Base
- At La Coruña: Naval Div. Popham: 4Vet/Spanish 2Vet/2Ln/3Rec.
- Spanish Naval Base
- 1 Level 3 Spanish Depot.
Game Map: Every zone inside: Castilla la Vieja, León, Galicia, Asturias, Extremadura, Castilla la Nueva, Basque Country and Navarre. The rest of the map does not exist. If any CU or HQ is forced to retreat out of the area of play it surrenders instead. Exception: Imperial HQ and CU can evacuate the map via Madrilejos and adjacent zones. This can be done only before Soult's reinforcements arrive. Those troops arrive with Soult's reinforcements.
Reinforcements:
- July:
- IMPERIAL: At Madrid. Div 1It Palombini: 3It
- The turn following Allied occupation of Madrid:
- BRITISH: At Almaraz Right Wing (Hill): ID Stewart: 6Vet; Div Pt. Hamilton: 5VetPt/3RecPt; CD Erskine: 2Cav.
- SPANISH: At Almaraz ID Morillo: 3Vet/1Cav (Assigned to British Right Wing)
- Two turns after Allies occupied Madrid:
- IMPERIAL: At Madrilejos Armee du Midi (Soult): ID Conroux: 3Vet/2Ln/2Rec; ID Barrois: 2Vet/2Ln/1Rec; ID Villatte: 3Vet/1Ln/2Rec; ID Leval: 3Vet/1Ln/2Rec (here acts as French); ID D'Erlon: 2Vet/2Ln/1Rec; ID Darricau: 2Vet/4Ln/1Rec; CD Perreymond: 2Cav.; CD Digeon: 3Cav.; CD Pierre Soult: 2Cav.; Art I: 2Art.; 1 Level 3 depot.
Number of players:
- 2: One per side
- 3: One Imperial player. Two Allied: one with the initial set-up of Allied troops, the other with the reinforcements led by Hill.
- 4: Two Imperial: one with the initial set-up troops and the other with the reinforcements led by Soult. Allied same as above.
Special Rules: a) The ALLIED SIDE has the Strategic Initiative. b) The IMPERIAL SIDE can have up to 5 depots on the map. British 2 (take Almeida as the place where you can link these depots to a British Depot Chain to Lisboa). The Spanish can have 1. c) The Allied troops can never enter the Madrilejos zone; the ALLIED SIDE cannot prevent Soult entering the map. The same applies to Almaraz on the IMPERIAL SIDE. d) During June-July-August Cavalry SP of CD Curto and CB Boyer have values of (5)+1 instead of the regular (7)+2 as they had new steeds that were mainly untrained. e) After Wellington wins his first Victory in a Pitched Battle in this scenario, he is upgraded to "Generalíssimo" of all Allied forces. Replace the British Army HQ with the one with the same name but xxxxx size. f) Spanish "Regencia and Cortes" is in effect. g) Remember Exclusive Rules 1.11 Allied Naval Bases, 3.5. The Naval Division and 2.4. Mina, Porlier and Julián Sánchez. h) At the end of the Scenario every HQ/CU/SP or Straggler that is inside a Fortress and under BLOCKADE is treated in the following manner –for Victory purposes only: One half SP/Stragglers gives one VP each to the blockading side; one half SP/Stragglers counts as definitive losses for its own side.
Victory:
- The IMPERIAL SIDE attains an Automatic Victory if it defeats the British Army of Wellington in a pitched battle or the British lose 10 SP as definitive losses.
- The ALLIED SIDE gets an Automatic Victory if at the end of any turn it occupies every fortress on the map. If no one gets an Automatic Victory, check Victory normally at the end of the last turn.
| Result | Imperial VP | Allied VP |
|---|---|---|
| Total Victory | 40+ | 50+ |
| Partial Victory | 39-20 | 49-30 |
| Partial Defeat | 19-3 | 29-15 |
| Total Defeat | 2- | 14- |
8. From Bidasoa to Toulouse. The invasion of France
After the victorious campaign of 1813 Wellington gave his army a breather. He was also awaiting the result in Germany, as Napoleon had won some battles that seemed to indicate a peace agreement with Austria, Russia and Prussia. Wellington did not want to face a French counteroffensive led by the Emperor in person. When the Allied forces decided to invade France from all fronts, Wellington put his army into motion. By this time the Catalonia front was stabilised and both sides withdrew troops from it. In the Western Pyrenees both the French and Allied army were located on both sides of the Bidasoa River.
Duration: 7 turns, October 1813 to April 1814.
Set up:
IMPERIAL SIDE
- Zone between Bayonne and San Sebastián: Armee D'Espagne (Soult):
- ID Foy: 3Vet/2Ln/1Rec.
- ID Darmagnac: 1Vet/2Ln/1Rec.
- ID Abbé: 1Vet/1Ln/3Rec.
- ID Conroux: 2Ln/3Rec.
- ID Maransin: 1Vet/3Ln/1Rec.
- ID Darricau: 1Vet/1Ln/2Rec.
- ID Maucune: 1Vet/1Ln/2Rec.
- ID Taupin: 1Vet/1Ln/3Rec.
- ID Lamartiniere: 2Vet/2Ln/3Rec
- ID Villatte: 2Vet/1Sp/2It/3Ge.
- Art.I: 2 Art.
- A fortification marker.
- At Bayonne: 5Rec.
- 1 Level 3 depot.
- At Pamplona: 1Ln and 1Rec.
- Zone adjacent to Bayonne and adjacent to the one that contains Soult's army: CD Pierre Soult: 4Cav.
- At Orthez: CD Treillard: 2Cav.
ALLIED SIDE
- At San Sebastián: British Army xxxxx (Wellington):
- ID Howard: 7Vet
- ID Colville: 5Vet/1VetPt/1RecPt
- ID Cole: 4Vet/1VetPt/1RecPt.
- ID Hay: 5Vet/1VetPt/1RecPt.
- ID Le Cor: 4Vet/1VetPt/1RecPt.*
- Div. Lig. (Alten -1(6)+1): 3Vet/2VetPt/ ½ Art
- BI 1Pt: 1VetPt/1RecPt
- BI 2Pt: 1VetPt/1RecPt.
- *This is a Portuguese leader but he led the 7th Division at the beginning of the offensive. Use his counter as a British one.
- At the Mountain Pass North of Pamplona: Right Wing (Hill):
- ID Stewart: 6Vet/2VetPt/1RecPt
- ID Clinton: 5Vet/1VetPt/1Rec
- Pt Div Pt Hamilton: 3VetPt/2RecPt
- At Pamplona: 4º Ejército (Freire):
- ID Morillo: 4Vet/1Ln
- ID España: 3Vet/1Ln/1Rec
- ID Del Barco: 4Vet/1Ln/1Rec
- ID Bárcena: 3Vet/1Ln
- ID Porlier: 3Vet/1Rec
- ID Longa: 2Vet/1Ln/1Art.
- Blockade marker over Pamplona
- At Vitoria: 6º Ejército (Girón):
- ID Virues: 2Vet/1Ln/1Rec
- ID La Torre: 2Vet/1Ln/1Rec
Game Map: Every zone inside the Basque Country, Navarre and France. The rest of the map does not exist. If any CU or HQ is forced to retreat out of the area of play it surrenders instead. The British Naval Base cannot be moved from Santander and you can trace Communications to it.
Reinforcements:
- November: IMPERIAL: Withdraw 1Art SP and every Italian SP.
- December: IMPERIAL: Withdraw every non French SP and 1 French ID with 3 Vet. ALLIED: At Vitoria: CB D'Urban: 1Cav Pt, CD Somerset: 3Cav, CB Fane: 1Cav.
- January: IMPERIAL: Withdraw 1CD, 4Cav SP, 2 ID, 10 SP Vet and the Art CU.
Number of players:
- 2: One per side. This scenario is very limited and it is not recommended for more players.
Special Rules: a) The Allies have the Strategic Initiative. b) The Spanish may not have a depot on the map. The British can have up to 5 and the Imperials up to 3. c) Non French SP cannot be used as modifiers in combat –or suffer combat losses- as long as there are French SP present to fight and receive casualties. d) Bordeaux. See Exclusive Rule 3.15. e) The European military and political situation exerts a major influence on the development of this campaign. Wellington was very prudent and slow with the invasion. Given this, take into account the following:
- Wellington does not receive his AP modifier (+2) in any turn.
- IF an allied HQ is activated more than twice in a turn the ALLIED SIDE loses 1 VP for every activation above 2 this HQ makes.
Victory: This campaign was a Total Victory for the Coalition. Check Victory at the end of the last turn:
| Result | Imperial VP | Allied VP |
|---|---|---|
| Total Victory | 3+ | 35+ |
| Partial Victory | 2 | 34-16 |
| Partial Defeat | 1 | 15-10 |
| Total Defeat | 0- | 9- |
9. 1808 first Campaign
This scenario is not long but uses all the map board and forces available on July 1808. All rules are in effect and it is a good trial run for the opening moves of the Full Campaign Scenario (1808-1814). The first Imperial army sent to the Peninsula is faced by Spanish insurgency, Spanish regular armies and the British Expeditionary force sent to Portugal. Just a Challenge.
Duration: 3 turns, from July to September 1808.
Set up:
IMPERIAL SIDE
- At Lisboa: VIII Corps D'Armée (Junot):
- ID Delaborde: 5Vet/1Sz
- ID Travot: 5Vet/1Rec
- CD Kellermann: 2Cav
- Art VIII: 2Art.
- 1 Level 3 depot.
- At Setúbal: 4Vet.
- At Almeida: ID 3 Loison: 4Vet (Asig VIII Corps)
- At Elvas: 2Vet.
- At Burgos: II Corps D'Armée (Bessiéres):
- Garde Imperiale: 3Gd/1Glc
- Art II: 2Art.
- 1 Level 3 depot.
- At Palencia: CD Lasalle: 1Cav. (Asig. II Corps)
- At Santander: ID Merlé: 2Vet/7Rec. (Asig. II Corps)
- At Miranda: 1Rec.
- At Vitoria: Armee D'Espagne (Joseph Bonaparte)
- ID Mouton: 12Ln/1Cav
- Guardia Real: 3RG/1GC
- 1 Level 3 depot.
- At San Sebastián: 2Rec.
- At Pamplona: 2Vet.
- 1 Level 3 depot.
- At Zaragoza: with a siege marker
- ID Verdier: 4Leg/6Rec. (Asig. Armee D'Espagne)
ALLIED SIDE (All Spanish, unless stated)
- At Cádiz: 6Rec/1Cav
- 1 Base naval española.
- At Gibraltar: (British). 6Vet
- ID Spencer: 5Vet
- 1 Level 3 depot.
- At Málaga: 2Rec.
- At Huelva: 3Rec.
- 1 Level 3 depot.
- At Utrera: Ejército de Andalucía (Castaños):
- ID Venegas: 4Vet/1Ln/1Cav.
- ID Coupigny: 5Vet/1Ln
- ID Jones: 4Vet/2Ln
- ID La Peña: 4Vet/2Ln/6Rec/2Cav
- At Seville: 2Vet/9Rec/1Cav.
- 1 Level 3 depot.
- Zone West of Granada: ID Réding: 3Vet/8Rec (Asig. Ejército Andalucía).
- At Granada: 2Vet/1Ln/2Cav
- At Badajoz: ID Moretti: 2Vet/1Cav (Asig. Ejército Centro).
- At Ciudad Rodrigo: 1Vet
- 1 Level 3 depot.
- At Benavente: Ejército del Centro (Cuesta)
- ID Zayas: 6Rec/1Cav.
Game Map: Entire map board.
Reinforcements:
- August:
- IMPERIAL: At Bayonne: 10 Rec and ID Dessolles: 6Vet
- SPANISH: 6Vet Spanish and 1Cav at any one of the following zones, empty of Imperial SP: Barcelona, Rosas, Tarragona, Tortosa.
- ANGLO-PORTUGUESE: British Army (Wellesley): ID Ferguson: 7Vet; ID Anstruther: 7Vet/2VetPt. With any British ID inside Portugal.
- September:
- ANGLO-PORTUGUESE: CD Paget: 3Cav, Artillery Reserve: 3Art. 1Vet and 3 Rec British At any British Naval Base
- Every turn 3 Rec Spanish.
Number of players:
- 4: two per side: one Imperial with II, VII and X Corps, the other with III and VIII Corps and Armee D'Espagne HQ. The Allied forces divided as follows: one control the armies of the Centre, Andalusia and Catalonia, the other controls Aragón, Galicia and Valencia. One of them –they must agree- must control the British as well.
- 5: Same as above but the fifth player controls the British forces.
- 6: Allied same as above. Imperial will be three players: one with VII Corps and l'Armee D'Espagne, one with X and II Corps and the other with VIII and III.
Special Rules: a) The ALLIED SIDE has the Strategic Initiative. b) The maximum number of depots that can be in play is: (Imperial: 8; Spanish: 4; British: 5). c) Swiss SP in the IMPERIAL SIDE are eliminated if their CU loses any kind of combat. They were Swiss troops on Spanish pay that were forced into French service to suppress the Spanish revolt. They were not reliable as they were unwilling to fight their former comrades. They deserted after the battle of Bailen. d) CD Grouchy, set up at Madrid, contained the only two cuirassiers units that were to take the field in the Peninsula (some time after they were banded into the 13º Regiment). This Unit gives an additional modifier of +1 to its side in any combat –except Cavalry Combat- in which it participates. This benefit will be forfeited if CD Grouchy is destroyed. e) In any turn, if you activate An allied HQ you may, only once per game play, make an amphibious movement with ID Spencer, set up at Gibraltar. f) At the end of the Scenario every HQ/CU/SP or Straggler that is inside a Fortress and under BLOCKADE is treated in the following manner –for Victory purposes only: One half SP/Stragglers gives one VP each to the blockading side; one half SP/Stragglers counts as definitive losses for its own side.
Victory: This Campaign was a total fiasco for the Imperial arms. The first Imperial army was a ragged one, with a third of veterans, a third of recruits and a third more of foreigners of various qualities. The French forces were caught off guard by the Spanish resistance. Check Victory normally at the end of the last turn. Only count Spanish and Imperial VP, not British. British VP are not counted. The Anglo-Portuguese get a Total Victory if they occupy Lisboa at the end of the Scenario and/or the Cintra Convention has been signed. Otherwise they will get a Partial Defeat.
| Result | Imperial VP | Spanish VP |
|---|---|---|
| Total Victory | -- | 40+ |
| Partial Victory | 31+ | 39-25 |
| Partial Defeat | 30-26 | 24-21 |
| Total Defeat | 25- | 20- |
10. 1808 second Campaign. Napoleon in Spain
After the summer defeats, Napoleon came to Spain in person with major reinforcements from Germany. The presence of a British army on the Peninsula offered a good opportunity to punish perfidious Albion, and Joseph was to be put on the Spanish Royal Throne again. "Place our eagles on the forts of Lisboa" gives a clear idea of Napoleon's intentions during this campaign. This scenario is similar to the previous ones: three turns, and lots of space and counters.
Duration: 3 turns, November 1808 to January 1808 (sic; as printed)
Set up:
IMPERIAL SIDE
- At zone between San Sebastián and Bilbao: IV Corps D'Armée (Lefebvre):
- ID Villatte: 7Vet
- ID Sebastiani: 8Vet
- ID Ge Leval: 3Hol/3Ge
- CB Maupetit: 1HolCav
- Art IV: 2 Art.
- At San Sebastián: 2Ln
- 1 Level 3 depot.
- At Miranda: I Corps D'Armée (Víctor):
- ID Ruffin: 6Vet
- ID Lapisse: 8Vet
- CB Beaumont: 1Cav
- Art I: 2Art.
- II Corps D'Armée (Bessieres):
- ID Moutón: 10Ln/1Rec
- ID Merlé: 2Vet/6Rec
- ID Bonnet: 2Vet/4Rec
- CD Lasalle: 2Cav.
- Art II: 2Art.
- At Vitoria: Armee D'Espagne (Joseph):
- Guardia Real: 3RG/1GC
- ID Dessolles: 6Vet
- Garde Imperiale (Dorsenne): 3Gd/3Glc/1PolCav.
- CD Milhaud: 3Cav.
- 1 Level 3 depot.
- At zone adjacent to Vitoria, South of Pamplona: III Corps D'Armée (Moncey):
ALLIED SIDE
- At Bilbao: Ejército de Galicia (Blake):
- ID Mendizábal: 3Vet
- ID Figueroa: 3Vet/1Rec
- ID Martinengo: 3Vet/1Ln/1Rec
- ID Riquelme: 4Vet/1Ln
- ID Carbajal: 2Vet/1Ln
- Div. Norte (San Román): 5Vet.
- ID Acevedo: 1Vet/7Rec
- ID Mahy: 1Vet/1Ln/1Rec.
- At Astorga: 3Vet and 3Ln
- At Monterrey: 3Vet.
- Between Pamplona and Calahorra: ID O'Neille: 2Vet/7Rec (Asig. Ejército de Aragón).
- At Calahorra: Ejército de Andalucía (Castaños):
- ID Villariezo: 7Vet/1Ln/2Rec
- ID Grimarest: 2Vet/2Ln/4Rec
- ID Rengel: 2Vet/5Ln/3Rec
- ID La Peña: 5Vet/1Ln/4Rec
- ID Roca: 4Vet/1Ln/5Rec
- CB Osorno: 2Cav.
- CB O'Donojú: 2Cav.
- Clear zone North of Tudela: ID Saint-March: 2Vet/1Ln/5Rec/1Cav (Asig. Ejército de Aragón)
- At Tudela: 1 Level 3 Spanish depot.
- At Zaragoza: Ejército de Aragón (Palafox):
- *ID Lazán: 5Rec
- 2Ln and 8Rec.
- 1 Level 3 Spanish depot.
Game Map: Every zone inside Castilla la Nueva, Extremadura, Castilla la Vieja, León, Galicia, Asturias, Aragón, Basque Country, Navarre, France and Portugal. The rest of the map does not exist. If any CU or HQ is forced to retreat out of the area of play it surrenders instead.
Reinforcements:
- November: IMPERIAL: At Bayonne.
- VI Corps D'Armée (Ney): ID Bisson: 8Vet; ID Marchan: 8Vet; ID Mermet: 8Vet; Art VI: 2Art
- V Corps D'Armée (Mortier): ID Suchet: 10Vet; ID Gazan: 11Vet; CB Delaage: 1Cav; Art V: 2Art
- Grand Quartier Général (Napoleón Bonaparte) and HQ (XXXX) (Lannes): Remove Garde Imperial counter and place it at Bayonne with the addition of: 4Gd/2Ghc
- Artillerie Reserve: 4Art.
- CD LaHoussaye: 2Cav
- CD Lorge: 3Cav.
- CD Latour-Mabourg: 5Cav.
- ID Leg Valence: 8Leg
- Replace Bessieres by Soult
- CB Lorcet: 1Cav.
- December: ALLIED: At Lisboa. ID Craddock: 7Vet
- January: IMPERIAL: 9 Rec and 1Cav. Withdraw Napoleon and Lannes (with their respective HQ), Artillerie Reserve and Garde Imperiale with any SP they contained.
- Each turn: Spanish receive 3 Rec
Number of players:
- 4: Two per side: ALLIED SIDE: one runs the British Army and the Spanish armies of Aragón and Andalusía; the other Allied player will run the Spanish armies of Galicia and Extremadura. IMPERIAL SIDE: one player with I, II, III and IV Corps D'Armée and the other with the rest of the Imperial HQ.
- 5: Imperial same as above. ALLIED SIDE with three players, two Spanish, as above, and one British.
- 6: ALLIED SIDE same as above. Imperial with three players: one will run HQ Grand Quartier Général, Lannes and Armée D'Espagne, another I, II and III Corps D'Armée and the third IV, V and VI Corps D'Armée.
Special Rules: a) The ALLIED SIDE has the Strategic Initiative. b) The Spanish can have up to 3 depots on the map, British up to 5 and Imperial 6. c) The British cannot move their naval base from the initial set-up. d) Spanish ID Lazán (marked with an asterisk * in the initial set-up): the first time this division is activated it is permanently removed from play as it was sent to Catalonia to reinforce the Spanish army there. e) Any British HQ and/or CU that begins its activation at La Coruña can be withdrawn from the map by naval evacuation. They can not re-enter the map board. They do not count as destroyed for Victory purposes. f) Up to 2 SP from the Light Division can use Exclusive Rule 3.3. If Crawford is a casualty this rule is forfeited. Every time the British lose a Cavalry Screen Combat you must roll 1d10. 9-10 indicates Crawford is a casualty, in addition to the usual ways a leader becomes a casualty. g) The Spanish "Junta Central" is in effect. h) At the end of the Scenario every HQ/CU/SP or Straggler that is inside a Defensible City or Fortress and under BLOCKADE is treated in the following manner –for Victory purposes only: One half SP/Stragglers gives one VP each to the blockading side; one half SP/Stragglers counts as definitive losses for its own side.
Victory: This campaign was a Total Imperial Victory except for the escape of the British army, mauled but undestroyed. Napoleon was required to return to France very early as there were signs of Austria renewing preparations for war. He therefore left the Peninsula and never returned to it. The Imperial players have a tremendous task ahead, but they also have significant and excellent troops to accomplish it.
The IMPERIAL SIDE attains an Automatic Victory if they occupy Zaragoza, Madrid and Lisboa at the end of any turn or occupy Madrid and force the British to retreat from the Peninsula (as stated in Exclusive Rule 3.3. British commitment on the Peninsula). If they do not attain an Automatic Victory, check Victory at the end of the last turn:
| Result | Imperial VP | Spanish VP | Anglo-Portuguese VP |
|---|---|---|---|
| Total Victory | 81+ | 6+ | 31+ |
| Partial Victory | 80-50 | 5-1 | 30-10 |
| Partial Defeat | 49-1 | 0-(-20) | 9-5 |
| Total Defeat | 0- | (-21)- | 4- |
11. Massena's invasion of Portugal, 1810-11
Napoleon wanted to return to the Iberian Peninsula after his Danube campaign. As months passed by he decided to form an army to invade Portugal. The task was entrusted to André Massená, an expert in mountain warfare. Notwithstanding, things were very different in June 1810 to what they were in January 1809 on the Iberian Peninsula. The French were fully engaged against the Spanish insurgency and Wellington was prepared and aware of what was to come. The Portuguese rose against the invading French and every lone detachment was soon overrun by Portuguese militia and regular troops that operated in the French rear in complete freedom. After the fruitless battle of Bussaco, Massená's invasion was halted in front of the Lines of Torres Vedras, built by Wellington to block the access to Lisboa. Massená was compelled to disperse his army to feed themselves and was finally forced to abandon Portugal, pursued by the British, as food was impossible to find and the army began to starve. After the French left Portugal at the beginning of 1811 they never posed a threat for the security of this country again.
Duration: 12 turns, June 1810 to May 1811.
Set up:
IMPERIAL SIDE
- At Salamanca: Armée du Portugal HQ (Massená)
- VIII Corps D'Armée (Junot):
- ID Clausel: 2Vet/2Ln/5Rec
- ID Langrange: 2Vet/1Ln/5Rec
- ID Solignac: 4Vet/1Ln/2Rec
- CD St.Croix: 2Cav
- CD Montbrun: 3Cav
- Art VIII: 2Art.
- 1 Level 3 depot. (printed "Art VIII: 2Art.I / Level 3 depot.")
- 1Rec French.
- Zone between Salamanca and Ciudad Rodrigo: VI Corps D'Armée (Ney):
- ID Marchand: 7Vet
- ID Mermet: 7Vet
- ID Loison: 5Vet/1Ln/2Rec
- CB Lamotte: 1Cav.
- Rough zone between Coria and Plasencia: II Corps D'Armée (Reynier):
- ID Merle: 6Vet
- ID Heudelet: 7Vet
- CD Lahoussaye: 1Cav
- CD Pierre Soult: 1Cav.
ALLIED SIDE
- At Ciudad Rodrigo: 2Ln and 3Rec Spanish
- At Almeida: 4VetPt.
- 1 Level 3 British depot.
- Div. Lig. Craufurd: 3Vet/1VetPt. (Asig British Army).
- Rough Zone adjacent to Coimbra: British Army (Wellington):
- ID Spencer: 7Vet
- ID Picton: 4Vet/1VetPt
- ID Cole: 4Vet/2VetPt/1RecPt
- IB Pack: 2VetPt/1RecPt.
- IB Campbell: 2VetPt/1RecPt.
- Art: 3Art
- At Abrantes: CB Pt Otway: 2Cav. (Asig. British Army)
- ID Leith: 2Vet/3VetPt (Asig. British Army)
- 2VetPt and 2RecPt.
- At Coimbra: 1 Level 3 British depot.
- CD Cotton: 3Cav. (Asig. British Army)
- At Santarem: 1 Level 3 British depot
- At Lisboa: 1 Level 3 British depot
- 3VetPt and 10RecPt.
- 1 British Naval Base
- Rough zone in Portugal adjacent to Coria: Right Wing (Hill):
- ID (Hill): 6Vet
- Div. Pt. Hamilton: 3VetPt/2RecPt
Game Map: Every zone inside León and Extremadura between the Tajo and Duero Rivers, also Portuguese territory between those rivers. The rest of the map does not exist. If any CU or HQ is forced to retreat out of the area of play it surrenders instead.
Reinforcements:
- September 1810: ALLIED: At any British ID 1Vet Brit
- October 1810: ALLIED: At Lisboa. ID Campbell: 7Vet
- November 1810: ALLIED: At Lisboa. Ejército de Extremadura (La Romana): ID La Carrera: 1Ln/2Rec; ID O'Donnell: 2Ln/3Rec
- December 1810:
- IMPERIAL: At Salamanca. IX Corps D'Armée (D'Erlon): ID Claparede: 1Vet/2Ln/5Rec; ID Conroux: 1Vet/2Ln/5Rec; CB Fournier: 1Cav.
- ALLIED: Withdraw British ID Hill and Right Wing HQ, Pt ID Hamilton and Pt CB with any SP they contain.
- February 1811:
- IMPERIAL: At Salamanca 2 Rec.
- ALLIED: Withdraw all Spanish troops from map board.
- March 1811: ALLIED: At Lisboa ID Houston: 7Vet. 1CavPt.
- May 1811: IMPERIAL: At Salamanca. CB Wathier: 1Cav/1Glc. Every turn the Portuguese receive 1VetPt and 1RecPt as reinforcements
Number of players: 2, one per side
Special Rules: a) The IMPERIAL SIDE has the Strategic Initiative. b) The IMPERIAL SIDE can have up to 2 depots on the map. British up to 5. c) The British may not have a siege train on the map. The IMPERIAL SIDE can have 1. d) Imperial II Corps D'Armée may not be activated until Almeida is occupied by the French. Until II Corps makes its first activation the British Right Wing may not be activated. e) The first Imperial HQ to enter Coimbra loses 1 AP (acquiring a –1 AP marker if it has none left). In its next activation this HQ will use the Depot line for supply. This reflects the enormous quantity of goods the French got when they reached Coimbra –Portugal's second city-, as well as the time that was needed to restore order among the pillaging troops f) Marshal Ney was a troublesome subordinate. He was relieved from command by Massena during the winter of 1810-11. As long as the IMPERIAL SIDE do not win a battle against the British army take into account the following: every time a French unit belonging to VI Corps makes a march away from Lisboa you must roll 1d10 and compare it with the Initiative of Ney. If the result is more than Ney's Initiative Ney is relieved from command. This roll will be modified by +1 for every SP that VI has lost since the beginning of the scenario. If Ney is relieved from command Loison takes command of VI Corps and ID Loison is substituted by ID Ferey. g) In the first turn of 1811 in which there are no Imperial SP inside Portugal, Wellington will take a brief tour on the southern front near Badajoz. Accordingly, during this turn only, every time the British Army activates roll 1d10 and add +2. If the value obtained is more than Wellington's Initiative subtract –3 AP from the amount left. Make this operation in secret so as not to allow the IMPERIAL SIDE to know the result of these rolls.
Victory: This invasion was marked with failure from the beginning. Wellington's strategy worked very well as he sought to burn out the invaders by attrition, delaying actions and want of food and fodder. The winter was decisive in Massena's decision to come back to Spain. Two battles were fought – Bussaco and Fuentes de Oñoro- but neither were decisive. The campaign was fought in a typical eighteenth century manner of manoeuvre, attrition and minor combats. The British got the upper hand.
The IMPERIAL SIDE gets an Automatic Victory if at the end of any turn they occupy Lisboa. If no Automatic Victory occurs check Victory at the end of the last turn:
| Result | Imperial VP | Anglo-Portuguese VP |
|---|---|---|
| Total Victory | 31+ | 45+ |
| Partial Victory | 30-12 | 44-30 |
| Partial Defeat | 11-5 | 29-15 |
| Total Defeat | 4- | 14- |
12. The war in Andalusia, 1810-1812
King Joseph's invasion of Andalusia in January 1810 began as the promise of the end of Spanish resistance. The French army occupied most of Andalusian territory with ease and King Joseph was received as master and king by multitudes in every major Andalusian city. Only Cádiz remained as a rebel bastion. Notwithstanding, two and a half years lay ahead of Soult and the French troops that never fully pacified Andalusia. This is a long scenario full of possibilities.
Duration: 32 turns, January 1810 to August 1812.
Set up:
IMPERIAL SIDE
- At Ciudad Real: I Corps D'Armée (Víctor):
- ID Ruffin: 5Vet.
- ID Darricau: 6Vet.
- ID Villatte: 6Vet.
- CB Beaumont: 1Cav
- CD Latour-Maubourg: 3Cav
- Art I: 2Art.
- 1 Level 3 depot
- At Madrilejos: Armée D'Espagne (Joseph):
- ID Dessolles: 9Vet
- Guardia Real: 3RG/1GC
- V Corps D'Armée (Mortier):
- ID Girard: 7Vet
- ID Gazan: 6Vet
- CB Marisy: 2Cav.
- Art V: 2Art.
- 1 Level 3 depot.
- Zone adjacent to Tajo River between Madrilejos and the frontier with Murcia: IV Corps D'Armée (Sebastiani):
- ID Ligier-Belair: 2Vet.
- ID Leg Werlé: 6Leg.
- CD Perreymond: 1PolCav.
- CD Milhaud: 2Cav.
- Art IV: 2Art.
- At Valdepeñas: 1 Level 3 depot
ALLIED SIDE
- Zone between Ciudad Real and mountain pass North of Córdoba:
- ID Zerain: 1Ln/1Rec (Asig. Ejército Andalucía)
- ID Copons: 1Ln/3Rec (Asig. Ejército Andalucía)
- Mountain pass North of Andújar: Ejército de Andalucía (Areizaga):
- ID Zayas: 1Vet/2Rec/1Art.
- ID Lacy: 2Ln/1Rec.
- ID Girón: 1Vet/1Ln/1Rec
- Rough zone West of Andújar and adjacent to the frontier with Castilla la Nueva:
- ID Vigodet: 1Ln/2Rec (Asig. Ejército Andalucía)
- ID Jacomé: 2Rec (Asig. Ejército Andalucía)
- At Andújar: ID Castejón: 1Vet/1Ln/2Rec (Asig. Ejército Andalucía).
- 1 Level 3 Spanish depot.
- At Écija: CD Osorio: 2Cav. (Asig. Ejército Andalucía).
- Zone adjacent to Badajoz South of Tajo River: Ejército de Extremadura (Alburquerque):
- ID Contreras: 1Ln/1Rec.
- ID Menacho: 2Rec
- ID Mahy: 1Vet/1Ln/2Rec/1Cav.
- ID Mendizábal: 1Vet/1Ln/2Rec
- 1 Level 3 Spanish depot.
- At Gibraltar: 6Vet British.
- At Cádiz: 3Rec
- Spanish Naval Base
Game Map: Every zone inside Andalusia, Extremadura (up to the Tajo River) and Castilla la Nueva between the Guadiana and Guadalquivir Rivers. Applying special rule d) of this scenario you can also use some zones inside Murcia, those that are between Cartagena, Murcia and Alicante (5 zones in total). You can also use zones inside Southern Portugal or the Guadiana river –except Elvas, which cannot be used until the first Allied reinforcements arrive there. The rest of the map does not exist. If any CU or HQ is forced to retreat out of the area of play it surrenders instead. Imperial HQ and CU that begin the scenario north of the Guadiana River must cross the river in their first activation and cannot recross again. Regardless, the Imperial depot that is set up at Madrilejos can be used normally.
Reinforcements:
Every turn the Spanish receive 1 Rec to place at any garrison or CU on the map.
1810:
- February: IMPERIAL: at any garrison or CU on map: 3Rec and 1Cav.
- March:
- ALLIED: At Badajoz: Ejército de Galicia (La Romana): ID Losada: 3Vet/1Rec; ID Ballesteros: 2Ln/1Rec; ID O'Donnell: 1Vet/1Ln/2Rec/1Cav
- IMPERIAL: at any garrison or CU on map: 3Rec / ID Ge Leval: 4Ge
- April:
- IMPERIAL: at any garrison or CU on map: 3Rec and 1Cav.
- When every HQ on map has 2 or less AP, at Alcántara: II Corps D'Armée (Reynier): ID Merle: 6Vet; ID Heudelet: 4Vet; CD Lahoussaye: 1Cav; Art II: 2Art. It appears with 2 AP and cannot leave any SP as garrison nor transfer any CU or SP to other HQ or CU.
- May: IMPERIAL: at any garrison or CU on map: 8Rec and 1Cav.
- June: IMPERIAL: Withdraw II (Reynier) and every CU that enters the game in April.
- November:
- ALLIED: at Badajoz ID La Carrera: 2Ln/2Rec/1Art. Withdraw Ejército de Galicia (La Romana): ID La Carrera and ID O'Donnell with a minimum of 8 SP.
- The first Reinforcement Phase that Imperials control Seville, Córdoba, Granada and Málaga: withdraw Armée D'Espagne (Joseph I) and Guardia Real with any SP it contains. Place with any CU: Armée du Midi (Soult).
- At the same time Imperials place Cádiz under blockade: At Cádiz, British Naval Division (Graham) con 2Vet and 2VetPt. During the following four turns 1 Vet (British) to this Division.
1811:
- January: IMPERIAL: at any garrison or CU on map: 3Vet, 2Rec and 1Cav.
- February:
- SPANISH: At Elvas Ejército de Galicia (Mendizábal), replace Mendizábal division –if it is on map- with ID García. ID España and ID Virues with the same SP that were withdrawn in November 1810.
- PORTUGUESE: At Elvas BC Otway: 1Cav.
- April:
- ANGLO-PORTUGUESE: At Elvas, regardless of enemy presence. Right Wing (Beresford): Div Pt. Hamilton: 3VetPt/2RecPt; ID Stewart: 5Vet; ID Cole: 3Vet/2VetPt/1RecPt; BI Collins: 1VetPt; CB Lumley: 1Cav.
- SPANISH: Replace commander of Ejército de Galicia with (Castaños).
- May:
- BRITISH: At any British ID: 1Vet. At Elvas: British Army (Wellington): ID Picton: 4Vet/2VetPt; ID Houston: 2Vet/2VetPt. These forces will arrive when every HQ on map has 2 or less AP. The British Army HQ arrives with 2 AP and cannot leave any SP as garrison nor transfer any CU or SP to other HQ or CU.
- June:
- IMPERIAL: At Valdepeñas IX Corps D'Armée (D'Erlon): ID Claparede: 1Vet/1Ln/5Rec; ID Conroux: 1Vet/2Ln/5Rec. At Trujillo, when every HQ on map has 5 or less AP. Armée du Portugal HQ arrives with 5 AP: Armée du Portugal (Marmont): ID Foy: 4Vet/2Rec; ID Clausel: 3Vet/1Ln/2Rec; ID Ferey: 3Vet/2Rec; ID Sarrut: 3Vet/2Rec; ID Maucune: 2Vet/1Rec; ID Brennier: 3Vet/2Rec; CB Fournier: 1Cav; CD Montbrun: 2Cav; Art. II: 2Art. During the turns this force is on the map it cannot leave any SP as garrison nor transfer any CU or SP to other HQ/CU.
- ANGLO-PORTUGUESE: At Elvas: Lig. Div. Crawford: 3Vet/1VetPt; ID Spencer: 8Vet; ID Leith: 3Vet/1VetPt/1RecPt; ID Campbell: 3Vet/1VetPt/1RecPt. During the turns this force is on map it cannot leave any SP as garrison nor transfer any CU or SP to other HQ/CU.
- August:
- IMPERIAL: Withdraw Armée du Portugal HQ and every CU and SP that remains of those that arrived with it. Place 1 Ge and 1 Rec (French) in Almaraz
1812:
- February:
- IMPERIAL: Withdraw all CU and SP Leges –except CavLeg-, also 3Vet, 3Cav and one CB, HQ I, IV and V Corps D'Armée and Art V.
- ALLIED: At Elvas: British Army (Wellington) and every CU and SP that was withdrawn in August 1811. British siege train. These reinforcements will be withdrawn in the first Reinforcement Phase in which the Allies occupy Badajoz.
Number of players: In this scenario the initial set-up will vary a lot during the course of the game. Accordingly, the distribution of HQ among the players is stated for the initial set-up. During the course of the game, at the beginning of every turn, the players distribute the HQ present between them following these criteria: A) As far as possible every player must control only one HQ, except the player that controls HQ Armée D'Espagne and Armée du Midi, which must also control an Army Corps HQ. B) If a player must control more than one HQ –except both mentioned above- those HQ may not be in the same sector of the map board, i.e. one player can control an HQ in one part of the map and another HQ that must be the farthest from the first HQ. Initial set-up distribution among players:
- 3: Two Allies one Imperial: one of the Allies with Ejército de Andalucía and the other with Ejército de Extremadura.
- 4: Allied same as above. Imperial: one with Armée D'Espagne –and then with Armée du Midi- and V Corps and the other with I and IV Corps.
- 5: Allied same as above. Imperial: one with each Corps D'Armée (and one of them with Armée D'Espagne and then Armée du Midi).
- 6: Imperial same as above. Allied will be three players: two of them will run the Spanish forces as stated above and the third will control the Anglo-Portuguese forces.
Special Rules: a) The Imperials start with the Strategic Initiative. In July 1812, the Strategic Initiative passes to the Allies if it has not already done so. b) The Imperials can have up to 3 depots on the map, Spanish 2 and British 1 at Gibraltar and another at Elvas. c) Some reinforcements arrive in the middle of a turn, not during the Reinforcement Phase. They enter when every HQ on the map has a certain number of AP. The owner player/s knows the amount his own HQ have. He can ask the other sides' player/s in those turns if their HQ fulfill the conditions for reinforcement entry after every activation of any HQ. The other players must answer YES or NO only. When the answer is YES and every own HQ has the required amount of AP the reinforcements arrive. d) The five clear zones that connect Cartagena with Murcia and Alicante can be brought into play the moment any Spanish HQ or CU enters any of them. These zones cannot be used from October 1811 onward. Any HQ, CU or SP that happens to be placed in any of these zones on the turn of October 1811 will be destroyed –but is not counted for Victory purposes. e) Portuguese CB Otway can only be used in a Pitched Battle if a British HQ is present. If not it must remain in the Reserve and can do nothing during the battle –not even exploitation. f) The Anglo-Portuguese can create Siege Trains at Elvas. They found old pieces from Elvas' arsenals which were very unreliable. A British siege train would arrive from the fleet by mid-summer. Anglo-Portuguese siege trains in this scenario have a negative modifier to open a breach of –2. g) The French invasion of Andalusia took place in the middle of January. Accordingly, in the first turn of this Scenario, after calculating the total AP amount for every HQ, divide them by half. h) Remember Exclusive Rules 1.11 Allied Naval Bases. / 4.1. King Joseph I and Madrid / 4.2. The Juramentados i) At the start the Spanish "Junta Central" is in effect. Consider Madrid as occupied by Imperial forces for the duration of the scenario to follow Exclusive rule 2.5. "Spanish political situation and the rule of war". j) The British cannot use Portuguese Militia and the Portuguese Army reform was finished by this time. k) The IMPERIAL SIDE cannot have more than 1 siege train on the map. l) If at the end of May 1812 the Almaraz Bridge over the Tajo River is destroyed the Allied forces get 5 VP.
Victory: This is a long scenario. Events outside Andalusia had a major influence on the progress of the war in that region: accordingly there are some reinforcements and withdrawals. The French faced a difficult task as they had to fight the Spanish, British and Portuguese troops that operated from Badajoz, Huelva, Cádiz, Gibraltar and Cartagena with a mere 70,000 men –and maintain internal security against guerrillas and revolts. In the end the campaign was a defeat for the French as Soult ought to have evacuated the Region definitively after Marmont's defeat at Arapiles. The French never returned to Andalusia.
The Imperials attain an Automatic Victory if at the end of any turn they occupy every fortress and defensible city on the map except Gibraltar. If no Automatic Victory is gained, check Victory at the end of the last turn:
| Result | Imperial VP | Allied VP |
|---|---|---|
| Total Victory | 70+ | 50+ |
| Partial Victory | 69-55 | 49-30 |
| Partial Defeat | 54-40 | 29-11 |
| Total Defeat | 39- | 10- |
13. The War on Spain's East Coast, 1809-1813
Spain's East Coast was a separate theatre of war throughout the conflict. Aragón, Catalonia and Valencia were scenarios for a separate war. Spanish resistance was never fully destroyed and time after time they faced the invaders with greater ferocity. Suchet also established his reputation and earned his Marshal's baton in these Spanish provinces. This scenario is very long and takes time to be played.
Duration: 53 turns, May 1809 to September 1813.
Set up:
IMPERIAL SIDE
- At Zaragoza: III Corps D'Armée (Suchet):
- ID Haber: 2Vet/3Leg
- ID Musnier: 3Rec/2Leg
- ID Morlot: 2Vet/1Rec
- CB Wathier: 1Cav.
- Art III: 2Art.
- 1 Level 3 depot.
- At Perpignan: 4Rec.
- At Rosas: 2Rec.
- At Figueras: 2Vet.
- At Gerona: ID Reille: 1Vet/1Ln/2Rec/6Ge (Asig VII).
- Siege train.
- At Vich: VII Corps D'Armée (St.Cyr):
- ID Souham: 4Vet/1Ln/1Rec
- ID Nap Chabot: 2Nap
- ID It Lecchi: 4It/2ItCav
- ID It Pino: 8It.
- At Barcelona:
- ID Chabran: 1Ln/3Rec/2Cav (Asig VII Corps)
- 1 Level 3 depot (printed "Ejercito Level 3 depot")
ALLIED SIDE
- Clear zone between Zaragoza and Belchite: Ejército de Aragón (Blake):
- ID Creagh: 1Vet/2Rec
- ID Lazán: 3Vet/1Art.
- ID Areizaga: 1Ln/3Rec.
- At Caspe: 1 Level 3 Spanish depot.
- At Gerona: 2Vet and 3Rec.
- Rough zone adjacent to Gerona and Figueras: ID Milans: 4Rec. (Asig Ejército de Cataluña)
- At Tarragona: Ejército de Cataluña (Coupigny):
- ID Laguna: 3Vet/1Rec
- ID La Serna: 3Vet/1Rec.
- 1Ln and 1Rec
- Spanish Naval Base
- At Lérida: 1Ln and 1Rec
- At Hostalrich: 2Vet.
- At Requena: ID Roca: 7Vet/6Rec/1Cav (Asig Ejército de Aragón).
Game Map: Every zone inside Aragón, Catalonia, Valencia and Murcia, also the zone of Tudela (in Navarre) and Perpignan (in this zone only Imperial forces can enter Imperial CU and HQ). The rest of the map does not exist. If any CU or HQ is forced to retreat out of the area of play it surrenders instead.
Reinforcements:
1809:
- June: IMPERIAL: Replace ID Reille with ID Verdier. Add 1Ln and 2Rec to any CU or garrison Imperial in Aragón.
- July: IMPERIAL: Replace ID Morlot with ID Habert
- August: ALLIED: Replace Blake with Caro, J. Blake replaces Coupigny as commander of Ejército de Cataluña.
- October: IMPERIAL: Replace St.Cyr with Augereau.
- December: ALLIED: Replace Blake with Portago.
- Every turn the Spaniards get 2 Rec as reinforcements, to be placed at any city, fortress or defensible city not occupied by the IMPERIAL SIDE, even creating new garrisons.
1810:
- January: IMPERIAL: 1Ln, 3Rec and 1Cav to any CU or garrison in Aragón. 4Rec at Perpignan. ALLIED: O'Donnell replaces Portago as commander of Ejército de Cataluña.
- March: IMPERIAL: at Perpignan: ID Ge Rouyer: 6Ge, 2Nap and 6Rec.
- June: IMPERIAL: Replace Augereau with MacDonald and ID Souham with ID Frere. 6Rec at Perpignan.
- August: IMPERIAL: Replace ID Nap Chabot with ID Nap Pignatelli and ID Verdier with ID D'Hilliers
- September: IMPERIAL: Replace ID Laval with ID Harispe
- Every turn the Spaniards get 1 Rec as reinforcements, to be placed at any city, fortress or defensible city not occupied by the Imperial Side, even creating a new garrison.
- Also, from July 1810 to the end of the scenario, if any Imperial HQ moves to Castellón and/or Oropesa automatically put this force at Valencia with 1 AP: Ejército de Andalucía (Blake): ID Zayas: 1Vet/1Ln/1Rec; ID Lardizábal: 2Vet/1Ln; CD Loy: 1Cav. AND at Murcia: ID Montijo: 2Ln/4Rec and CD San Juan: 2Cav (Assigned to Ejército de Andalucía).
1811:
- January: ALLIED: Replace O'Donnell with Campoverde. O'Donnell replaces Caro, J as commander of Ejército de Aragón. IMPERIAL: 6Rec at Perpignan.
- March: IMPERIAL: Withdraw II and VII Corps HQ. Place HQ Armée D'Aragón in the zone occupied by III Corps HQ with Suchet as Commander. Place HQ of Armée du Cataluña in the zone occupied by VII Corps with McDonald as commander. Replace CB Wathier with CD Boussard.
- April: IMPERIAL: Replace ID Nap Pignatelli with ID Nap Compere
- July: IMPERIAL: 8Rec at Perpignan. Replace ID It Lecchi with ID It Peyri.
- September: IMPERIAL: Replace ID It Peyri with ID It Palombini.
- October: IMPERIAL: ID It Severoly: 7It.
- November: IMPERIAL: ID Reille: 8Vet at Tudela.
- Every turn the Spaniards get 1 Rec as reinforcements, to be placed at any city, fortress or defensible city not occupied by the IMPERIAL SIDE, even creating a new garrison. As from January 1811, if the Allied forces retake an Imperial held fortress or defensible city in CATALONIA, place at Perpignan: ID Plauzonne: 2Ln/8Rec in the next Reinforcement Phase.
1812:
- February: IMPERIAL: Withdraw every Polish SP, 5It (French Vet if there is no Italian left), 3 French Vet and one ID It.
- March: ALLIED: ID Roche: 2Ln at Alicante.
- July: ALLIED: At any coastal zone not occupied by Imperial troops inside Valencia, Murcia or Catalonia: Army of Levante (Maitland): ID Adam: 1Nap/1Cav; ID Clinton: 4Vet/1Nap; ID Mackenzie: 4Vet/1Nap; (Spanish) ID Wittingham: 2Vet/2Ln
- December: IMPERIAL: Withdraw 4Vet French.
- Every turn the Spaniards get 1 Rec as reinforcement, to be placed at any city, fortress or defensible city not occupied by the Imperial Side, even creating a new garrison.
1813:
- June: ALLIED: If the Imperials occupy Valencia place at Cartagena: Ejército de Valencia (Del Parque): ID Anglona: 2Vet/2Ln/1Rec; ID Cuevas: 1Vet/1Ln/1Rec; ID Cruz Murgeon: 1Vet/2Ln/1Rec/1Cav. (The source prints "Vet/1Ln/1Rec" and "Vet/2Ln/1Rec/1Cav" for the last two, with no number before "Vet".)
Number of players: In this scenario the initial set-up will vary a lot during the course of game. The distribution of HQ among the players is therefore stated for the initial set-up. During the course of the game, at the beginning of every turn, the players should distribute the HQ present among themselves following these criteria: A) As far as possible every player must control only one HQ, except the player that controls HQ Armée D'Espagne and Armée du Midi, which must also control an Army Corps HQ. B) If a player must control more than one HQ –except those mentioned above- those HQ may not be in the same sector of the map board, i.e. one player can control a HQ in one part of the map and another HQ that must be the farthest from the first HQ.
Initial set-up distribution among players:
- 3: two Allied, each player with one HQ and one player as Imperial.
This scenario is not recommended for more than 3 players, as there are so few HQ and the front is very narrow and quiet most of the time.
Special Rules: a) The Imperials begin with the Strategic Initiative. At the end of July 1812, the Strategic Initiative passes to the ALLIED SIDE if it has not already done so. b) The Imperial Side can have up to 2 depots on the map. Spanish 1. British none. c) CB Wathier contained the only cuirassiers regiment to serve on the Peninsula (13th). This unit gives an additional +1 to every combat – except Cavalry Screen Combat- in which it takes part. When that CB is converted to CD Boussard, that unit gains the benefit. d) The Imperials may have 1 siege train on the map. The siege train is created when an Imperial Force carries out a "Depot creation" action in one of the following zones: Zaragoza, Tudela, Perpignan or Figueras. e) At the start the Spanish "Junta Central" is in effect. From February 1810 onward "Regencia y Cortes", with Wellington as "Generalíssimo" from August 1812. Do not accrue VP for the Spanish for the Junta Central effect. f) After Joseph I was defeated at Vitoria in June 1813, Suchet was forced to abandon most of his conquest. Any Imperial HQ, CU or SP that finishes south of the Ebro River in July 1813 is destroyed, and counts for VP purposes. g) Every time a leader is a casualty do not replace him normally. His place is taken by an unknown leader 11/0(4)0. If any leader to be replaced is not on the map his replacement takes his place anyway.
Victory: Check Victory at the end of the last turn of play:
| Result | Imperial VP | Allied VP |
|---|---|---|
| Total Victory | 120+ | 100+ |
| Partial Victory | 119-105 | 99-75 |
| Partial Defeat | 104-95 | 74-50 |
| Total Defeat | 94- | 49- |
14. The War of Independence. Peninsula 1808-1814
This scenario reflects the complete war in Spain, Portugal and the South of France from summer 1808 to April 1814. It is a long and complex scenario better suited for team play, as there are lots of troops, HQ and turns.
Duration: 70 turns, July 1808 to April 1814.
Set up: The same as Scenario nº 9. "The First Campaign of 1808".
Game Map: All.
Reinforcements:
IMPERIAL REINFORCEMENTS: There are two categories: fixed reinforcements and variable reinforcements. Fixed are received in the turn and placed as stated in the following pages.
The variable reinforcements depend on setbacks suffered by Imperial forces early in the Campaign. The European situation also determines their availability.
You must therefore take account of the turns in which one of following happen:
- The IMPERIAL SIDE loses its first pitched battle, OR
- an Imperial HQ surrenders to Allied forces, OR
- Permanent Imperial losses are up to 30 SP and the Allied forces control Madrid and Lisboa.
Count on this turn to receive the variable reinforcements.
Fixed Reinforcements (unless stated they are placed at Bayonne)
1808:
- August: 10 Rec, ID Dessolles: 6Vet.
1809:
- January: 9 Rec, 1Cav, Withdraw Napoleón and Lannes with their HQ. All SP and CU of Garde Imperiale and Artillerie Reserve
- February: Withdraw 4Vet.
- March: At Perpignan 6 Ge
- June: Withdraw 1CD with 1 Cav SP
- July: 9Rec, 1Cav.
1810:
- January: 10 Rec.
- March: At Perpignan, 2Nap. DI Ge Rouyer: 6Ge. 2Cav.
- May: (If Napoleon is not on map) Armée du Portugal (Massená), at the nearest zone to Salamanca, Región de León, with an Imperial HQ.
- July: 9Rec, 1Cav.
- In any Reinforcement Phase from January 1810 onward with Imperial troops occupying Seville, Córdoba, Granada and Málaga, in Andalusía: place Armée du Midi HQ (Soult) with any Imperial HQ in Andalusía (you ought to replace Soult as Commander of the French II Corps D'Armée).
1811:
- January: Armée du Nord (choose a Commander) with any CU in any zone inside Navarre, Basque Country, León, Castilla la Vieja, if there is no CU there forfeit this reinforcement.
- February: 10 Rec.
- March: Replace III and VII Corps HQ with Armée D'Aragón (Suchet) and Armée du Cataluña (McDonald) respectively.
- June: Withdraw HQ (and their commanders) of II, VI and VIII Corps, and Art CU VI and VIII.
- July: 10 Rec.
1812:
- January: 6 Rec.
- February: Withdraw HQ (and their commanders) of I, IV and V Corps. 1CD with 2Cav SP, 5 DI, 15 Vet, Art CU IV and V, all Polish SP and CU –except PolCav.
- May: Withdraw Young Guard ID, 10 Vet.
- July: 6 Rec.
- December: Replace Every HQ of xxxx size by their equivalent of xxx size. Withdraw 3Cav, 12 Vet, 8It (or French Vet), 1 DI It, 2 DI French, leader Soult. Place Armée du Centre (xxx size) in the zone with Armée d'Espagne, choose a leader for this new HQ.
1813:
- January: 5 Rec. Withdraw CavLeg.
- July: 5 Rec. Withdraw 5 CD, 6 Cav. SP, every Art CU except one.
- November: Withdraw 4 DI, 18 Vet, every SP and CU It.
- December: Withdraw every non-French SP and CU.
1814:
- January: Withdraw 2 CD, 3 DI, 4Cav SP and 10 Vet SP.
Variable Reinforcements:
- If Imperial setbacks occur in July or August 1808:
- A) 3 turns after:
- IV Corps D'Armée (Lefebvre): ID Sebastiani: 8Vet; ID Ge Leval: 3Hol/3Ge; CB Maupetit: 1CavHol; Art IV: 2Art.
- I Corps D'Armée (Víctor): ID Villatte: 7Vet; ID Ruffin: 6Vet; ID Lapisse: 8Vet; CB Beaumont: 1Cav; Art I: 2Art.
- CD Milhaud: 3Cav.
- B) 4 turns after:
- VI Corps D'Armée (Ney): ID Bisson: 8Vet; ID Marchan: 8Vet; ID Mermet: 8Vet; CB Colbert: 1Cav; Art VI: 2Art.
- V Corps D'Armée (Mortier): ID Suchet: 10Vet; ID Gazan: 11Vet; CB Delaage: 1Cav; Art V: 2Art.
- Grand Quartier Général (Napoleón Bonaparte) and HQ (XXXX) (Lannes): Remove Garde Imperial counter and place it at Bayonne with the addition of: 4Gd/2Ghc. Move any Garde SP to Garde Imperiale counter.
- Artillerie Reserve: 4Art.
- CD LaHoussaye: 2Cav
- CD Lorge: 3Cav.
- CD Latour-Maubourg: 5Cav.
- ID Leg Valence: 8Leg
- Replace Bessieres with Soult
- Withdraw HQ VII Corps D'Armée and put it at Perpignan, commanded by Saint-Cyr; also at Perpignan: ID It Pino: 7It/1CavIt; ID Nap Chabot: 2Nap; ID Souham: 7Vet.
- C) In the Reinforcement Phase of January, March, July, October of 1809 and 1810: 15 Rec and 1Cav.
- D) In 1810:
- January: ID Young Guard Roguet: 7YG/1Glc; ID Young Guard Dumoustier: 8YG/1Glc
- March: 5Vet; CD Montbrun: 4Cav.
- July: ID Clausel: 7Vet; ID Solignac: 6Vet
- October: ID Lagrange: 7Vet
- If Imperial setbacks occur between September 1808 and October 1809:
- Three turns after the setbacks group A) of reinforcements arrives.
- Six turns after the setbacks group B) of reinforcements arrives. (Napoleon is withdrawn from map on October 1811. Lannes does not arrive as the HQ he commanded).
- Groups C), D) and E) arrive on their dates.
- If Imperial setbacks occur between November 1809 and December 1810: Three turns after reinforcement groups A) and B) arrive. (Napoleon is withdrawn from map on October 1811. Lannes does not arrive as the HQ he commanded).
- Groups C) and D) arrive in the same months of 1811.
- If Imperial setbacks occur between January 1811 and August 1812:
- Three turns after I, IV, V, VI and IX Corps D'Armée arrive with their subordinated CU's. Napoleón and Lannes do not arrive as their respective HQ's.
- If Imperial setbacks occur after August 1812 there are no variable reinforcements.
ALLIED REINFORCEMENTS: Every Allied nationality (British, Portuguese and Spanish) gets reinforcements separately. The Spanish and Portuguese follow the normal Series Rules for reinforcement placement on the map, unless stated.
Each year 1808 to 1813 includes the following standing entries (printed in full under every year in the source):
- Every turn the Spanish receive 3Rec. Also in April, August and October, 1Cav.
- The turn after the signing of the Cintra Convention the Spanish receive 3Vet and 1Cav.
- Every turn after the Portuguese army reform is finished, the Portuguese receive 1Vet and 1Rec reinforcement. In the same turn receive CB Otway with 1CavPt.
- The first turn after the Allies occupy Lisboa place a Loyal Lusitanian Legion (with 3LLL and 1CavPt) at any Portuguese city, fortress or defensible city not occupied by the IMPERIAL SIDE.
1808:
- August: 6Vet Spanish at any of the following zones: Barcelona, Rosas, Tarragona or Tortosa. At any coastal zone inside Portugal not occupied by Imperial forces: British Army (Wellesley): ID Ferguson: 7Vet; ID Ansthursther: 7Vet/2VetPt.
- September: British CD Paget: 3Cav. 1Vet, 2Ln and 1Rec. Artillery Reserve: 3Art at any British Naval Base.
- October: Spanish Div Norte (La Romana): 9Vet. At any Spanish Naval Base. British ID Baird: 11Vet. At any Allied Naval Base.
- December: ID Craddock: 7Vet. At any British Naval Base.
1809:
- May: British CD Cotton: 3Cav. 2Ln. At any British Naval Base.
- July: British Light Div (Crawford): 4Vet. At any British Naval Base. British can use Right Wing HQ on map.
1810:
- January: British 2Ln, 1Rec and 2Cav. At any British Naval Base.
- February: British Naval Div. (Graham): 4Vet. At any British Naval Base.
- March: British 1Vet, 1Ln and 1Rec. At any British Naval Base. British can use Left Wing HQ.
- October: British ID Campbell: 7Vet. At any British Naval Base.
1811:
- January: British 1Vet, 1Ln, 1Rec and 1Cav. At any British Naval Base
- March: British ID Houston: 7Vet. CB Anson: 2Cav. At any British Naval Base.
- July: British CB Fane: 1Cav. 2Ln and 1Rec. At any British Naval Base. British siege trains lose their penalties.
1812:
- January: British 2Vet, 2Ln and 1Cav. At any British Naval Base.
- May: British 1Vet, 1Ln and 1Rec. At any British Naval Base.
- July: At any coastal zone not occupied by the IMPERIAL SIDE inside Valencia, Murcia or Catalonia: Army of Levante (Maitland): ID Adam: 1Nap/1Cav; ID Clinton: 1Nap/4Vet; ID Mackenzie: 1Nap/4Vet; Spanish ID Wittingham: 2Vet/2Ln.
Number of players: This scenario is the full campaign game and is the most complex one. The initial set-up will vary a lot during the course of the game. The distribution of HQ among the players is stated for the initial set-up. During the course of the game, at the beginning of every turn, the players should distribute the HQ present among themselves following these criteria: A) As far as possible every player must control the same amount of HQ, except if there are more than 4 players; in this case three players will be Allied: two Spanish and one Anglo-Portuguese. B) If a player must control more than one HQ –except those mentioned above- those HQ cannot be in the same sector of the map board, i.e. one player can control an HQ in one part of the map and another HQ that must be the farthest from the first HQ.
Initial set-up distribution among players:
- 4: Two players per side: IMPERIAL SIDE: one player controls II, VII and X Corps D'Armée and the other with Armée D'Espagne and III and VIII Corps D'Armée. ALLIED SIDE: one with Ejércitos Extremadura, Andalucía and Cataluña, the other with Aragón, Galicia and Valencia.
- 5: Same as above except the fifth player controls the Anglo-Portuguese forces only.
- 6: Same as above except the sixth player will be Imperial: one Imperial player will run Armée D'Espagne and VII Corps, another X and II Corps, and the third VIII and III Corps. This is the largest scenario and is best played by teams. As many as 6 players is the best way to make the game run smoothly.
Special Rules: a) The ALLIED SIDE begins with the Strategic Initiative. b) Limit the number of depots per nationality: Imperial: 8; Spanish: 4; British: 5. c) Swiss troops in the X Corps in the initial set-up are eliminated if their parent CU loses a combat (they were Spanish paid Swiss that were unwilling to fight their former masters) or the first time an Allied CU enters Madrid. d) CD Grouchy contained the only cuirassiers regiment to serve on the Peninsula (13th). This unit adds an additional +1 to every combat – except Cavalry Screen Combat- in which it takes part. When that CD is removed from the map this special property is transferred to the nearest Cav CU. This benefit is lost if the CU is eliminated. e) The Imperials can have up to 3 siege trains on the map. The British can have 1; before July 1811 the Anglo-Portuguese can use siege trains by creating them in a Lusitanian fortress; they will have a negative modifier to open a breach of -2. Spanish have none. f) The Spanish can have up to 22 ID, 4 CB and 4 CD on the map. This is the limit, not the amount given in the initial set-up plus reinforcements, as per normal
Victory: This is a long, long scenario full of tasks and problems for both sides. The Spanish must drive the invaders from their home country without being destroyed in the process. The Anglo-Portuguese must keep their main army intact and defend Portugal to achieve any level of Victory, and so they have the easiest task. The Imperials must win quickly or attrition will toll against them. The more they remain on the Peninsula the more they will lose. They must suppress the Spanish revolt and drive the British army from Portugal as fast as they can, or they will have to face defeat. European events will make a Victory difficult to achieve from 1812 onward.
- The IMPERIAL SIDE attains an Automatic Victory if at the end on any turns, before January 1813, it occupies every fortress and defensible city on the map – except Gibraltar- and forces the British to evacuate the Peninsula.
If no Automatic Victory is achieved, check Victory at the end of the last turn:
| Result | Imperial VP | Spanish VP | Anglo-Portuguese VP |
|---|---|---|---|
| Total Victory | 500+ | 301+ | 250+ |
| Partial Victory | 499-451 | 300-211 | 249-201 |
| Partial Defeat | 450-411 | 210-150 | 200-2 |
| Total Defeat | 410- | 149- | 1- |
15. The War of Independence. The Peninsula 1809-1814
This scenario as well as the following three set-ups offers a different starting point for the Grand Campaign. You can play the war beginning at different dates. Everything is the same as in Scenario 14, except for the initial set-up, the situation of variable reinforcements and the accumulated VP for each side.
Duration: 60 turns, May 1809 to April 1814
(The set-up lists of Scenarios 15-18 are printed in the source in two interleaved text columns; the groupings below follow the page layout as closely as it can be determined.)
Set up:
IMPERIAL SIDE
- At Vigo: 1Vet Fr
- At Santiago: 1Vet Fr. 1 Level 3 depot
- At Astorga: 1Vet Fr.
- At Villafranca: CD Kellerman: 2Cav (Assign V Corps); ID Girard: 8Vet (Assign V Corps)
- At Lugo: with a Requisition 2 marker; ID Mathieu: 7Vet/1Cav (Assign VI Corps); 1 Level 3 depot.
- At La Coruña: VI Corps D'Armée (Ney) with a requisition 2 marker; CB Lorcet: 1Cav; ID Marchand: 5Vet; Art VI: 2Art.
- At Santander: ID Bonnet: 4Ln (Asig V Corps)
- At Valladolid: V Corps D'Armée (Mortier); ID Gazan: 9Vet; 1 Level 3 depot; CB Delaage: 1Cav; Art V: 2Art
- At Zamora: 1Vet
- At Salamanca: 1Vet
- At Chaves: 1Vet
- At Braga: CD Lorge: 1Cav; ID Merle: 4Vet; Art III: 2Art. (as printed)
- At Oporto: II Corps D'Armée (Soult): with a requisition 2 marker; 1 Level 3 depot; Art II: 2Art; ID Delaborde: 5Vet
- Zone South of Oporto: CD Franceschi: 1Cav; ID Mermet: 4Vet
- Mountain pass two zones away from Braga and Chaves: ID Heudelet: 5Vet; CD Lahoussaye: 1Cav
- At Perpignan: 4Rec.
- At Rosas: 2Rec.
- At Figueras: 2Vet.
- At Gerona: ID Reille: 1Vet/1Ln/2Rec/6Ge (Asig VII). Siege train.
- At Vich: VII Corps D'Armée (St.Cyr): ID Souham: 4Vet/1Ln/1Rec; ID Nap Chabot: 2Nap; ID It Lecchi: 4It/2ItCav; ID It Pino: 8It.
- At Barcelona: ID Chabran: 1Ln/3Rec/2Cav (Asig VII Corps); 1 Level 3 depot
- At Ávila: 1Rec
ALLIED SIDE (Spanish unless stated)
- At Requena: ID Roca: 7Vet/6Rec/1Cav (Asig Ejército de Aragón)
- At Valencia: 3Rec
- At Tarragona: Ejército de Cataluña (Coupigny): ID Laguna: 3Vet/1Rec; ID La Serna: 3Vet/1Rec; 1Ln and 1Rec; Spanish Naval Base
- At Lérida: 1Ln and 1Rec
- At Hostalrich: 2Vet
- Rough zone adjacent to Gerona and Figueras: ID Milans: 4Rec. (Asig Ejército de Cataluña)
- At Gerona: 2Vet and 3Rec.
- At Caspe: 1 Level 3 depot.
- Clear zone between Zaragoza and Belchite: Ejército de Aragón (Blake): ID Creagh: 1Vet/2Rec; ID Lazán: 3Vet/1Art; ID Areizaga: 1Ln/3Rec.
- At Cádiz: 2Rec
- At Gibraltar: 8Vet (British)
- At Seville: CB Osorno: 2Cav; 4Rec
- At Andújar: 1 Level 3 depot
- At Mountain pass north of Andújar: Ejército de Andalucía (Venegas): ID Bassecourt: 6Ln/1Cav; ID Lacy: 6Rec/1Cav; ID Vigodet: 6Rec/1Cav; ID Girón: 4Vet/1Cav
- At Zafra: ID Manglano: 7Rec / 1 Level 3 depot
- Zone East of Badajoz and South of Guadiana River: Ejército de Extremadura (Cuesta): ID Portago: 5Rec; ID Zayas: 3Vet; ID DeZayas: 5Ln; CD Henestrosa: 2Cav; CD Alburquerque: 2Cav
- At Badajoz: 3Rec
- At Ciudad Rodrigo: 3Rec
- South of Mountain pass two zones away from Braga and Chaves (adjacent to Almeida): ID Pt Silveria: 3VetPt; LLL Wilson: 3VetPt/1CavPt
- At Lisboa: (all British) 1Vet / 1 Naval Base / 1 Level 3 depot
- At Abrantes: 3RecPt; ID Mackenzie: 3Vet/3VetPt/1Cav; IB Pt Collins: 3RecPt; CB Otway: 1CavPt
Reinforcements: For the Imperial variable reinforcements, Imperial setbacks took place in July 1808. The rest as per scenario 14. The Spanish Army of Valencia is out of play but can be put into play as per Exclusive Rule 1.3.d.
Number of players: This scenario is the full campaign game and is the most complex one. The initial set-up will vary a lot during the course of the game. The distribution of HQ among the players is stated for the initial set-up. During the course of the game, at the beginning of every turn, the players should distribute the HQ present following these criteria: A) As far as possible every player must control the same amount of HQ, except if there are more than 4 players; in this case three players will be Allied: two Spanish and one Anglo-Portuguese. B) If a player must control more than one HQ –except those mentioned above- those HQ cannot be in the same sector of the mapboard, i.e. one player can control an HQ in one part of the map and another HQ that must be the farthest from the first HQ.
Initial set-up distribution among players:
- 4: Two players per side: IMPERIAL SIDE: one player controls III, VI, IV, V Corps D'Armée and the other with Armée D'Espagne, VII, I and II Corps D'Armée. ALLIED SIDE: one with Armies of Extremadura, Andalucía and Cataluña, the other with Aragón, Galicia and British Army.
- 5: Same as above except the fifth player will control the Anglo-Portuguese forces only.
- 6: Same as above except the sixth player will be Imperial: one Imperial player will run Armée D'Espagne, II and VII Corps, another VI, I and III Corps, and the third V and IV Corps. This is the largest scenario and is best played by teams. As many as 6 players is the best way to make the game run smoothly.
Special Rules: Same as Scenario 14. Exceptions:
- Special rule a), The IMPERIAL SIDE has the Strategic Initiative.
- Special rule d), the 13eme Cuirassiers Regiment is in CB Wathier.
Victory: Same as Scenario 14. Each side has accumulated VP.
- Imperial: 20 VP
- Spanish: 68 VP
- Anglo-Portuguese: 30 VP
16. The War of Independence. The Peninsula 1810-1814
This scenario set-up offers a different starting point for the Grand Campaign, so you can play the war beginning at a different date. Everything is the same as in Scenario 14, except for the initial set-up, the situation of variable reinforcements and the accumulated VP for each side.
Duration: 52 turns, January 1810 to April 1814
Set up:
IMPERIAL SIDE
- At Bayonne: 6Rec
- At San Sebastián: 5Rec
- At Pamplona: 8Rec
- At Vitoria: 5Rec
- At Bilbao: 10Rec
- At Santander: ID Bonnet: 7Ln (Assign VI Corps)
- At Burgos: 1Rec
- At Tudela: 2Rec
- At Zaragoza: 2Rec; III Corps D'Armée (Suchet): CD Boussard: 1Cav; Art II: 2Art (as printed)
- At Teruel: ID Harispe: 4Vet/2Leg (Assign. III Corps)
- At Caspe: ID Musnier: 4Rec/2Leg (Assign. III Corps)
- Clear zone North of river Ebro and adjacent to Caspe y Mequinenza: ID Habert: 6Ln (Assign. III Corps)
- At Perpignan: 2Rec
- At Rosas: 1Vet
- At Figueras: 1Vet
- At Gerona: VII Corps D'Armée (Augereau): ID Verdier: 4Ln/4Ge; ID Souham: 4Vet/1Cav; ID Nap Chabot: 2Nap; ID It Pino: 6It/1ItCav
- At Hostalrich: ID It Lecchi: 4It. With a blockade marker. (Asig VII Corps)
- At Barcelona: ID Chabran: 5Rec/1Cav (Asig. VII Corps)
- At Aranda: 1Rec
- At Palencia: 2Rec
- At Valladolid: CD Kellerman: 3Cav (Asig. VI Corps)
- At Avila: 1Rec
- At Segovia: 1Rec / ID Ge Laval: 4Ge (Asig IV Corps)
- At Salamanca: VI Corps D'Armée (Ney): ID Marchand: 7Vet; ID Mermet: 7Vet; CD Lorge: 1Cav; Art VI: 2Art
ALLIED SIDE
- Zone between Ciudad Real and mountain pass North of Córdoba: ID Zerain: 1Ln/1Rec (Asig. Ejército Andalucía); ID Copons: 1Ln/3Rec (Asig. Ejército Andalucía)
- Mountain pass North of Andújar: Ejército de Andalucía (Areizaga): ID Zayas: 1Vet/2Rec/1Art; ID Lacy: 2Ln/1Rec; ID Girón: 1Vet/1Ln/1Rec
- Rough zone West of Andújar and adjacent to the frontier with Castilla la Nueva: ID Vigodet: 1Ln/2Rec (Asig. Ejército Andalucía); ID Jacomé: 2Rec (Asig. Ejército Andalucía)
- At Andújar: ID Castejón: 1Vet/1Ln/2Rec (Asig. Ejército Andalucía); 1 Level 3 Spanish depot.
- At Écija: CD Osorio: 2Cav. (Asig. Ejército Andalucía).
- Zone adjacent to Badajoz South of Tajo River: Ejército de Extremadura (Alburquerque): ID Contreras: 1Ln/1Rec; ID Menacho: 2Rec; ID Mahy: 1Vet/1Ln/2Rec/1Cav; ID Mendizábal: 1Vet/1Ln/2Rec; 1 Level 3 Spanish depot.
- At Gibraltar: 6Vet British.
- At Cádiz: 3Rec; Spanish Naval Base.
- At Elvas: 8Rec Pt
- Rough zone North of Elvas and South of Tajo River: Right Wing (Hill): ID Hill: 5Vet; ID Pt Hamilton: 5VetPt
- At Lisboa: (all British) 1Vet. 1 Naval Base. 1 Level 3 depot.
- At Abrantes: 2Rec Pt.
- At Santarem: 1 British Level 3 depot
- At Coimbra: 1 British Level 3 depot
- At Almeida: 5Rec Pt
- Zone West of Almeida: British Army (Wellington): Light Div. Crawford: 3Vet/1VetPt; ID Leith: 2Vet/3VetPt; ID Picton: 3Vet/2VetPt; ID Spencer: 7Vet; ID Cole: 4Vet/3VetPt; IB Pt Pack: 2Rec Pt; IB Pt Bradford: 1RecPt; CD Payne: 3Cav
- At Ciudad Rodrigo: 2Rec / Ejército de Galicia (La Romana): ID La Carrera: 5Rec; ID O'Donnell C: 4Ln/1Cav; ID Losada: 4Vet; ID Ballesteros: 4Rec
- At Chaves: 1RecPt
Reinforcements: For the Imperial variable reinforcements, Imperial setbacks took place in July 1808. The rest as per scenario 14. The Spanish Army of Aragon is out of play but can be put into play as per Exclusive Rule 1.3.d.
Number of players: This scenario is the full campaign game and is the most complex one. The initial set-up will vary a lot during the course of the game. The distribution of HQ among the players is stated for the initial set-up. During the course of the game, at the beginning of every turn, the players should distribute the HQ present following these criteria: A) As far as possible every player must control the same amount of HQ, except if there are more than 4 players; in this case three players will be Allied: two Spanish and one Anglo-Portuguese. B) If a player must control more than one HQ –except those mentioned above- those HQ cannot be in the same sector of the map board, i.e. one player can control an HQ in one part of the map and another HQ that must be the farthest from the first HQ.
Initial set-up distribution among players:
- 4: Two players per side: IMPERIAL SIDE: one player controls I, II, V and VII Corps D'Armée and the other with Armée D'Espagne, III, IV and VI Corps D'Armée. ALLIED SIDE: one with Armies of Galicia, Andalucía and Cataluña, the other with, Valencia, Extremadura and British Army.
- 5: Same as above except the fifth player controls the Anglo-Portuguese forces only.
- 6: Same as above except the sixth player will be Imperial: one Imperial player will run Armée D'Espagne, II and III Corps, another V, I and VII Corps, and the third VI and IV Corps. This is the largest scenario and is best played by teams. As many as 6 players is the best way to make the game run smoothly.
Special Rules: Same as Scenario 14. Exceptions:
- Special rule a), the IMPERIAL SIDE has Strategic Initiative.
- Special rule d), the 13eme Cuirassiers Regiment is in CD Boussard.
Victory: Same as Scenario 14. Every side has accumulated VP. Imperial: 110 VP; Spanish: 73 VP; Anglo-Portuguese: 50 VP
17. The War of Independence. The Peninsula 1811-1814
This scenario set up offers a different starting point for the Grand Campaign, so you can play the war beginning at a different date. Everything is the same as in Scenario 14, except for the initial set-up, the situation of variable reinforcements and accumulated VP for each side.
Duration: 39 turns, February 1811 to April 1814
Set up:
IMPERIAL SIDE
- At Cádiz: I Corps D'Armée (Victor): ID Villatte: 6Vet; ID Darricau: 5Vet; ID Ruffin: 5Vet; Art I: 2Art; With a blockade marker
- At Seville: Armée du Midi (Soult): CD Latour-Maubourg: 4Cav.; V Corps D'Armée (Mortier): ID Girard: 7Vet; ID Gazan: 6Vet; CB Briché: 1Cav; Art V: 2Art; Siege Train; 3Sp and 2 Fr Ln; 1 Level 3 Depot
- At Córdoba: ID Godinot: 4Vet (Asig IV Corps)
- At Andújar: 1Vet
- At Granada: IV Corps D'Armée (Sebastiani): ID Pol Werlé: 6Leg; ID Ligier-Belair: 4Vet; CD Milhaud: 3Cav; Art IV: 2Art
- At Málaga: 2Vet
- At Ciudad Real: 1Rec
- At Toledo: 1Rec
- At Madrid: Armée D'Espagne (Joseph I): Guardia Real: 3RG/1GC; ID 1 Hugo: 5Sp; ID Dessolles: 3Vet; ID Ge Laval: 4Ge; CD Lahoussaye: 3Cav; 1 Level 3 depot.
- At Guadalajara: 1Rec
- At Avila: 1Rec
- At Segovia: 1Rec
- At Zamora: 1Rec
- At Salamanca: 2Rec
- At Ciudad Rodrigo: 4Vet
- At Almeida: 2Vet / CB Founier: 2Cav (Asig IX Corps)
- Zone West of Almeida: ID Claparede: 7Rec (Asig IX Corps)
- Coastal zone North of Santarem: IX Corps D'Armée (D'Erlon): ID Conroux: 8Rec
- At Santarem: Armée du Portugal (Massena): CD Montbrun: 3Cav; II Corps D'Armée (Reynier): ID Merlé: 4Vet; ID Heudelet: 6Vet; CD Soult, P: 1Cav; Art: 1Art; VIII Corps D'Armée (Junot): ID Solignac: 4Vet; ID Clausel: 2Vet/2Ln; CD St Croix: 1Cav; Art VIII: 1Art
- At Abrantes: VI Corps D'Armée (Ney): ID Marchand: 5Vet; ID Mermet: 6Vet; ID Loison: 4Rec; CB Lamotte: 1Cav; Art VI: 1Art
ALLIED SIDE (Spanish unless stated)
- At Tarragona: 7Rec / 1º Ejército (Campoverde): ID Sarsfield: 3Vet/1Cav; ID Courten: 5Rec; ID Eroles: 3Ln
- At Valencia: 2Rec / 2º Ejército (O'Donnell): ID Miranda: 10Rec
- At Alicante: 1Rec
- At Cartagena: 2Rec / 3º Ejército (Freire): ID Creagh: 7Rec/1Cav; ID Cuadra: 3Ln
- At Gibraltar: 8Vet (British)
- At Cádiz: Spanish Naval Base; 4º Ejército (La Peña): ID Lardizábal: 3Vet; ID Zayas: 2Vet; ID Anglona: 4Ln; ID Copons: 5Rec; CB Wittingham: 1Cav; British Naval Div (Graham): 6VetBr
- At Badajoz: 1Vet, 2Ln and 2Rec.
- At Olivenza: 1Ln
- At Zafra: CB Butrón: 2Cav (Asig 5º Ejército)
- Zone East of Badajoz: ID Mendizábal: 3Ln/4Rec (Asig 5º Ejército)
- Zone South of Olivenza and into Portugal: ID Ballesteros: 2Ln/3Rec (Asig 5º Ejército)
- At Huelva: 2Ln
- At Elvas: 8VetPt/2RecPt
- At Lisboa: 1Vet / British Army (Wellington): Light Div (Crawford): 3Vet; ID Spencer: 7Vet; ID Picton: 3Vet/2VetPt; ID Cole: 5Vet/3VetPt; ID Leith: 3Vet/1Rec/2VetPt; ID Campbell: 2Vet/1Ln/2VetPt; IB Pt Pack: 2VetPt; Reserve Artillery: 3Art; 7RecPt
- At Setúbal: 5º Ejército (La Romana): ID España: 3Rec; ID Virues: 5Ln; With a trench marker.
- South of Tajo river and adjacent to Setúbal: British Right Wing (Beresford): ID Hill: 5Vet; ID Pt Hamilton: 3VetPt/2RecPt; CD Cotton: 3Cav; CB Otway: 1CavPt; With a trench Marker
- At Lugo: 6º Ejército (Santocildes): ID España: 3Ln/1Cav; ID Bárcena: 7Rec; ID Longa: 5Rec; ID Losada: 5Rec
Reinforcements: For the Imperial variable reinforcements, Imperial setbacks took place in July 1808. The rest as per scenario 14.
Number of players: This scenario is the full campaign game and is the most complex one. The initial set-up will vary a lot during the course of the game. The distribution of HQ among the players is stated for the initial set-up. During the course of the game, at the beginning of every turn, the players should distribute the HQ present among themselves following these criteria: A) As far as possible every player must control the same amount of HQ, except if there are more than 4 players; in this case three players will be Allied: two Spanish and one Anglo-Portuguese. B) If a player must control more than one HQ –except those mentioned above- those HQ cannot be in the same sector of the map board, i.e. one player can control an HQ in one part of the map and another HQ that must be the farthest from the first HQ.
Initial set-up distribution among players:
- 4: Two players per side: IMPERIAL SIDE: one player controls I, II, V, VII and VIII Corps D'Armée and Armée du Portugal; the other with Armée D'Espagne, III, IV, VI and IX Corps D'Armée, Armée du Nord and Armée du Midi. ALLIED SIDE: one with Armies nº 6º, 4º and 3º, the other with, 1º, 3º, 5º and British Army and British Wings.
- 5: Same as above except the fifth player controls the Anglo-Portuguese forces only.
- 6: Same as above except the sixth player will be Imperial: one Imperial player will run Armée D'Espagne, Armée du Nord, I, II and III Corps, another Armée du Portugal, V, VI and VII Corps, and the third, Armée du Midi IV, VIII and IX Corps.
This is the largest scenario and is best played by teams. As many as 6 players is the best way to make the game run smoothly.
Special Rules: Same as Scenario 14. Exceptions:
- Special rule a), the IMPERIAL SIDE has the Strategic Initiative.
- Special rule d), the 13eme Cuirassiers Regiment is in CD Boussard.
Victory: Same as Scenario 14. Every side has accumulated VP. Imperial: 220 VP; Spanish: 66 VP; Anglo-Portuguese: 73 VP
18. The War of Independence. The Peninsula 1812-1814
This scenario set-up offers a different starting point for the Grand Campaign so you can play the war beginning at a different date. Everything is the same as in Scenario 14, except for the initial set-up, the situation of variable reinforcements and the accumulated VP for each side.
Duration: 28 turns, January 1812 to April 1814
Set up:
IMPERIAL SIDE
- At Bayonne: 3Rec
- At Rosas: 2Rec
- At Figueras: 3Rec
- At Gerona: 2Ln
- At Hostalrich: 1Ln
- At Lérida: 2Rec
- At Barcelona: Armée du Cataluña (Decaen): ID Mathieu: 4Vet/2Ln
- At Tarragona: ID Lamarque: 2Vet/3Ln (Asig Armée du Cataluña)
- At Tortosa: 2Rec
- At Mequinenza: 1Rec
- At Zaragoza: ID Caffarelli: 8Vet/1Cav (Asig Armée du Nord)
- At Castellón: 1Nap / 1 Level 3 Depot
- At Sagunto: 1Vet
- At Valencia: Armée du Aragon (Suchet): ID Musnier: 2Vet/2Leg; ID Harispe: 4Vet/1Leg; ID Habert: 3Vet; ID Reille: 9Vet; ID It Palombini: 4It; ID Nap Compere: 1Nap; ID It Severoli: 6It; CD Boussard: 2Cav; Art III: 2Art; With a siege marker with +2 bonus
- At Tudela: 2Vet
- At Pamplona: 6Rec
- At San Sebastián: 3Rec
- At Bayonne: 2Rec
- At Bilbao: 2Ln
- At Vitoria: 2Rec
- At Miranda: 1Rec
- At Logroño: 1Rec
- At Burgos: 3Rec
- At Santander: 3Rec
- At Aranda: 1Rec
- At Palencia: 1Rec
ALLIED SIDE (Spanish unless stated)
- At Vich: 1º Ejército (Lacy): ID Sarsfield: 1Vet/4Ln; ID Eroles: 2Ln/6Rec
- At Valencia: 4º Ejército (Blake): ID Zayas: 2Vet; ID Lardizábal: 3Vet; ID Miranda: 5Rec; ID Velasco: 3Ln; CD Loy: 1Cav
- Under siege At Alicante: 3º Ejército (Mahy): ID Villacampa: 3Rec/1Cav; ID Obispo: 1Vet/1Ln/1Rec
- At Requena: 2º Ejército (Freire): ID La Carrera: 1Cav; ID Creagh: 2Rec; ID Bassecourt: 2Rec
- At Gibraltar: 8Vet (British); ID Ballesteros: 2Ln/8Rec (Asig 5º Ejército)
- At Tarifa: 2Vet (British) and 1Rec
- At Cádiz: 6Ln/4Rec
- At Cáceres: 5º Ejército (Castaños): ID Morillo: 3Rec; CD Villemur: 1Cav
- At Elvas: Right Wing (Hill): ID Hill: 6Vet; ID Pt Hamilton: 5VetPt; 8Rec Pt
- At Abrantes: 1RecPt
- At Lisboa: 1RecPt / British Naval Base / British Level 1 depot
- At Santarem: 1 British level 1 depot
- At Coimbra: 1RecPt / 1 British level 3 depot
- At Oporto: 1RecPt
- At Chaves: 1RecPt
- At Almeida: 3RecPt; British Army (Wellington): ID Campbell: 6Vet; ID Pakenham: 3Vet/3VetPt; ID Cole: 3Vet/2VetPt; ID Leith: 5Vet/2VetPt; ID Clinton: 3Vet/3VetPt; ID Hope: 3Vet/2VetPt; Light Div Alten: 2Vet/1VetPt; BI Pt Pack: 2VetPt/1RecPt; BI Pt Bradford: 1VetPr/1RecPt; CD Cotton: 3Cav; CB Pt D'Urban: 1CavPt; Siege Train; 1 Level 3 Depot
- At Lugo: 6º Ejército (Santocildes): ID Cabrera: 1Vet/1Ln/2Rec; ID Belvedere: 2Ln/5Rec/1Cav; ID EEspaña: 3Rec
- Zone West of Oviedo: ID Losada: 1Vet/4Rec (Asig 6º Ejército)
Reinforcements: For the Imperial variable reinforcements, Imperial setbacks took place in July 1808. The rest as per scenario 14.
Number of players: This scenario is the full campaign game and is the most complex one. The initial set-up will vary a lot during the course of the game. The distribution of HQ among the players is stated for the initial set-up. During the course of the game, at the beginning of every turn, the players should distribute the HQ present among themselves following these criteria: A) As far as possible every player must control the same amount of HQ, except if there are more than 4 players; in this case three players will be Allied: two Spanish and one Anglo-Portuguese. B) If a player must control more than one HQ –except those mentioned above- those HQ cannot be in the same sector of the map board, i.e. one player can control an HQ in one part of the map and another HQ that must be the farthest from the first HQ.
Initial set-up distribution among players:
- 4: Two players per side: IMPERIAL SIDE: one player controls I, V, VII, Armée du Nord and Armée D'Espagne; the other with III and IV Corps D'Armée, Armée du Midi and Armée du Portugal. ALLIED SIDE: one with Armies nº 5º, 4º, 3º and British, the other with 1º, 2º and 6º.
- 5: Same as above except the fifth player controls the Anglo-Portuguese forces only.
- 6: Same as above except the sixth player will be Imperial: one Imperial player will run Armée D'Espagne, Armée du Midi and III Corps D'Armée, the second will run Armée du Nord, I and VII Corps, another Armée du Portugal, V, and IV Corps.
This is the largest scenario and is best played by teams. As many as 6 players is the best way to make the game run smoothly.
Special Rules: Same as Scenario 14. Exceptions:
- Special rule a), The IMPERIAL SIDE has the Strategic Initiative.
- Special rule d), the 13eme Cuirassiers Regiment is on CD Boussard.
Victory: Same as Scenario 14. Each side has accumulated VP.
- Imperial: 300 VP
- Spanish: 70 VP
- Anglo-Portuguese: 115 VP
Players' Notes
Imperial
You have the best army, the best generals and the most carefully planned objectives. Conquering the whole Peninsula is nearly impossible against good Allied play. Your main weapons are: cavalry, superior command, lots of veteran infantry and numbers. Play to keep hold of the Initiative. Most of the time you will have the Strategic Initiative, so seek and win battles – especially against the Spaniards. Create forces with numerous cavalry so you can manoeuvre freely and harry the enemy. Seek battle and use the cavalry to batter the enemy cavalry –especially against the Spaniards- and always keep a reserve to exploit the victory. Your superior command combined with the Strategic Initiative allows you to do more things than most of the Allied commanders. Use your quality infantry to march a lot and put the enemy at odds to react to your moves: a battle lost and a retreat without supplies followed by a vigorous pursuit can destroy any Allied force. Take care to establish garrisons needed but do not disperse your force too much, concentrating and striking the enemy is your best way of winning campaigns. You can obtain local superiority –at least after Bonaparte brings reinforcements to Spain- with ease in any given theatre in the Peninsula, so use numbers to add another weapon to your arsenal.
Campaign game: In summer 1808 things go bad for the French as quality, numbers and position go to the Spanish armies. Try to save Moncey as fast as you can and try to save as many men as you can from Dupont –he will be crushed anyway. Catalonia is out of reach without reinforcements and Zaragoza will not fall without help. Use Soult to halt Galicia's Army and maintain a link between Madrid and France. Wait until reinforcements arrive to mount a counter-offensive. Remain with your troops as far to the South as you can. The more terrain you control the more you don't have to conquer when Bonaparte arrives. Use Bonaparte against the British if you can. Send him against Portugal as quickly as you can. If he leaves before reaching Portugal, be quiet. Take the historical course: let a powerful force deal with Aragón-Catalonia-Valencia and concentrate on taking Andalusia –to take Victory Points from the Spanish with the fall of the Junta Central and Extremadura. Then concentrate two powerful armies: one in Ciudad Rodrigo and one in Badajoz; and invade Portugal, driving out the British and winning the war. This is easier said than done. As soon as you enter Spain you need to keep strong garrisons in the rear to allow reinforcements and replacements to reach the front or they will be destroyed by the guerrillas. Garrison a corridor from France to your main concentration areas with regions with Guerrilla level 0 at all times. This will tie down a lot of numbers but will allow you to receive reinforcements, a task which is otherwise impossible. Be careful with the British in battle, especially if they are on the defensive. Try to destroy them by manoeuvring and concentrate numbers against them. Portugal is a dangerous place, especially after 1810. Deal with each enemy threat one by one, concentrate your forces to obtain local superiority and victory will be within your reach.
Spanish
You have a good army at the beginning and lots of recruits. Bad generals and changing political directions – unexpected changes of command due to Event die rolls- plague your cause. You therefore have a hard time avoiding historical debacle. Cavalry is your worst arm and you must avoid battle in clear zones. Try to fight defensively and use terrain accordingly. Spain is very big and you can trade space for time, but you need to co-ordinate with the British to truly reconquer your soil and obtain victory. Numbers are your best weapon as you have a lot of infantry and you can use them accordingly to attack isolated enemy forces. Proper play can do a lot of damage on the French as they cannot be strong at all times in all places. If you have poorly rated leaders use them to do few things in a given turn but do it when you need it: bid some Activity Points for a single Action to secure its performance. If you bid one by one you will lose a lot of them for no good. Supplies will be a problem most of the time.
Campaign game: If you manage your army properly from the beginning of operations you can avoid historical debacle as you will be capable of retaining a core of Veterans to train the recruits. Do not waste time in the first turns of the war: destroy Dupont and Moncey and march towards Madrid with all your forces –namely the armies of Andalusia, Galicia and Valencia. Catalonia is capable of defending itself. Pursue the French to the French frontier and destroy as many as you can in the first campaign. As French reinforcements arrive –and Bonaparte with them- things turn from bad to worse. Do not let them take you by surprise. Leave a number of Veteran infantry SP (4 is a good number) in Cádiz or another Atlantic port to serve as a depot and use them to train Recruit SP into Veterans –a full year is needed. Retreat slowly from the North and try not to be destroyed in the process. Once Bonaparte is gone things get better for the rest of the war. If you suffer too many losses you will be unable to replace them in terms of numbers and quality so be prudent. Garrison every castle –with 2 SP-, defensible cities and fortresses, 8 SP, make one of them a hard nut to crack. Try to survive until the British army grows in numbers and begins counter-offensives. Concentrate your numbers against weak enemies and run before stronger ones. Battles usually count against you unless you obtain a marked superiority.
British –and Portuguese
Your leaders are good, your army is strong, especially on the defensive, but is weak in numbers. You can fight the French on equal terms but if they come with numbers you will be overwhelmed. The mission of the British Army is to survive throughout the war. Your infantry is intended for the defensive and Wellington knows very well how to use the terrain. Fight battles on the defensive and over non-clear zones, British cavalry is unreliable as they are more dangerous in victory than in defeat. You have very few artillery so fight in rough terrain with a lot of hill terrain for battles. Your leaders are good enough to manoeuvre properly but remember you are the only army of your country so do not take so many risks.
Your objectives are usually easy to obtain, so take your time.
Campaign Game: The first thing to do in the game is reconquer Portugal. Attack and defeat Junot's army –or blockade it in Lisboa-. Thereafter remember: the British government would withdraw its troops from Spain/Portugal if they suffered a great defeat so you must be quiet and patient. The first years (1808-1810) you can only act as an auxiliary force of the Spanish armies. Maintain due relations and do not let them involve you in a campaign that can cost you your precious army. You must, at all costs, keep Portugal secure for your forces and drive out any French force that happens to enter the same. Torres Vedras is your safety zone in extreme necessity from 1810 onwards. The French will target your troops for destruction as soon and as hard as they can so be aware to avoid traps and strong enemy forces. If they enter Portugal in great numbers (100 or more SP) ask the Spanish for help to create crises in other places so as to force the French to disperse again. If they try the invasion stated above in the Imperial Player Notes try to defeat the Southern pincer first as they will be nearer Lisboa and accordingly more dangerous. Send Spanish troops to retake Elvas, Badajoz, Olivenza and the whole of Extremadura and cut them off from Seville. They will have a big problem with reinforcements and supplies and will be ripe for a counterattack. If you defend Portugal successfully until 1812 then you will be very near to victory –as far as Victory Points is concerned. Then, with the Imperial withdrawals for the Russian Campaign, it is your time for Counter-offensive. If the Spanish have played well and have survived in good shape you can both give great problems to the French by acting together. Try to attack North of Madrid to cut the French off from France. Take Burgos as soon as you can and then the Basque Country and Navarre. If they do not evacuate Madrid, attack the capital concentrically and destroy the French there. Catalonia-Valencia-Aragón are good objectives, but your force there –the Army of Levante- is not a good one and is too far away. If you can go for every VP on the map, this will create friction with the Spaniards, but you can't have everything…
(The Historical Background (pp. 40-42), Further Reading bibliography and table of contents of the Exclusive Rules and Scenarios booklet are not transcribed.)