Austerlitz 1805: Napoleon's Greatest Victory
Austerlitz 1805: Napoleon's Greatest Victory Rulebook
Table of Contents
Table of Contents
- 1.0 Introduction
- 2.0 Components
- 3.0 The Turn
- 4.0 The Command System
- 5.0 Movement
- 6.0 Facing and Formation
- 7.0 Stacking
- 8.0 Combat
- 9.0 Morale
- 10.0 Retreats
- 11.0 Breakpoint
- 12.0 Morale Recovery
- 13.0 Fatigue
- 14.0 Reinforcements
- Playbook (Libro de Juego): Scenarios and Special Rules
- A1.0 Introduction
- A2.0 Components
- A5.0 Movement
- A6.0 Formations
- A8.0 Combat
- A10.0 Retreats
- A15.0 Scenarios
- A15.1 The Northern Flank: Learning Scenario
- A15.2 Le Beau Soleil d'Austerlitz: The Complete Historical Battle
- A15.3 The Langeron Plan: A More Balanced Complete Battle
- A15.4 The Battle of Bagration: A One-Map Scenario
- A15.5 The Fight on the Goldbach: A Two-Map Scenario
- A15.6 The Battle for Pratzen: The Central Battlefield
- Errata and Clarifications (as printed)
- Tables
- Command Change Table [4.2]
- Command Breakdown Table [4.7]
- Activation Range Table [A4.2]
- Independent Activation Table [A4.3.2]
- Fatigue Effects Table [13.0]
- Activation Procedure (summary as printed)
- Sequence of Play [3.0]
- Stacking Chart [7.1]
- Morale Test Table [9.1]
- Pre-Melee Morale Test Table [8.2, 8.3, 8.4]
- Pursuit Table [8.4.2 #8]
1.0 Introduction
(See the Table of Contents above for the historical introduction.)
AUSTERLITZ is the first game of the Grandes Batallas de las Guerras Napoleónicas series. The series reflects the battles of the era at a detailed tactical level. The rules contain a variety of systems that operate to show the most important elements of Napoleonic tactics. Questions of Command are reflected by a mechanism of drawing activation markers, which reflects the chaotic nature of unit operations on the battlefield. The combat system reflects the interaction of infantry, cavalry and artillery, placing special emphasis on the different combat formations: column for rapid movement, line for maximum combat power, skirmish order to disorganise the enemy, and infantry square as protection against cavalry charges. Fatigue or exhaustion of troops also plays an important role, simulating the decline in troop efficiency caused by tiredness and contact with the enemy, which encourages players to keep reserves available with which to replace broken units or to exploit a weakness in the enemy line. Austerlitz is our starting point, since it shows Napoleon's tactical system at its best. Future games in the series will reflect the decline of the French army and the improvements of Napoleon's enemies as they adapted to his tactical model, often by copying it.
2.0 Components
A complete AUSTERLITZ 1805 game contains:
- 4 maps (sheets of 85 x 55 cm)
- 3 and a half sheets of counters
- 1 Rules book
- 1 Playbook (Libro de Juego)
- 1 four-page play aid
- 1 Command Card (Hoja de Mandos)
- 1 ten-sided die (the 0 is treated as 0, not as 10)
The nationality colour of units is shown by the colour of the counter:
- Blue: French
- White: Austrian
- Green: Russian
The counter diagrams in the printed rules are illustrations with labels. Their labels are listed below.
2.1 Scale of the Game
Each hex represents 135 metres from side to side. Contour lines indicate changes in height of 6 metres. The units represent infantry battalions, cavalry regiments and artillery batteries. The unit scales are:
- 1 Strength Point of infantry = 100 men
- 1 Strength Point of cavalry = 50 men
- 1 Strength Point of artillery = 2 guns
2.2 Definitions and Abbreviations
- MIJ/LIM — Leader Initiative Marker. These markers are used to activate the various combat formations. They mark the sequence of the game.
- PM/MP — Movement Point. The cost of moving, changing formation and changing facing is expressed in movement points. A unit's movement capacity is the number of movement points it may spend in a given activation.
- PF/SP — Strength Point. The size of the unit in melee. The loss of PF determines the moment at which each unit reaches its Break Point.
2.3 Game Counters
Infantry battalion (front) — the printed information on a battalion counter is: unit name (battalion/regiment); Corps (colour band); Division; Strength Points; Morale; Fire Power; Movement Points.
Infantry battalion (reverse) — Disordered.
Cavalry regiment (front) — the printed information is: unit name (battalion/regiment); cavalry type; Strength Points; Corps (colour band); Division; Morale; Movement Points.
Cavalry regiment (reverse, Cossacks — one side only) — unit name (battalion/regiment); Corps (colour band); Division; Disordered; Morale; cavalry type; Strength Points.
Artillery battery (deployed) — unit name (battery/Corps); Corps (colour band); Division; Strength Points; Morale; calibre of guns; horse artillery reaction; Fire Power; Movement Points; "cannot fire"; Multi-Hex counter.
Artillery battery (limbered) — unit name (battery/Corps); Corps (colour band); Division; "cannot fire"; horse artillery reaction; Movement Points.
Multi-Hex counter — a counter occupying more than one hex.
Others — Division Commanders. Many commanders are included in the category of Division Commanders so that they can perform certain functions of the game (basically because they rank just below Corps Commanders), although historically they were brigade commanders. Historically, many countries lacked a real difference between divisions and brigades. One of the advantages of the French command was the use of two levels of command between corps and regimental level. This is reflected in the game by the existence of special rules for "Brigade Commanders" in some scenarios. The most important difference players must remember is the number of stars on each commander's counter, and what each rank (rank in the game, not the historical nominal rank) allows those commanders to do for game purposes.
Commander types shown on counters — Corps Commander (with the Cavalry Reserve shown as a Corps variant); Rank (number of stars); Overall Commander (General en Jefe).
2.4 Status Markers
- Numbered markers (for Strength Points or Fatigue)
- Morale Level marker
- Cavalry Blown & Recovery marker
- Others
3.0 The Turn
Each turn consists of a sequence of play that must be followed in the order given below. When all the phases of the Sequence of Play have been completed, the turn ends.
A. Placement in the Pool Phase (Fase de Colocación en el Fondo)
- Command Change Segment. Players who wish to attempt Command Changes must roll the die and check the Command Change Table to find out the result [4.2].
- Initiative Determination Segment. The players determine who has the Initiative in the turn [4.4].
- Initiative Choice Segment. The player who has the Initiative in that turn chooses a MIJ/LIM with which the turn will begin.
- Placement in the Pool Segment. All remaining available LIM are placed in an opaque container such as a cup, from which they will be drawn without looking. This container is called the Command Pool (Fondo de Mando).
B. LIM Activation Phase (Fase de Activación de LIM)
- Initiative Activation Segment. The LIM that was chosen by the player with the Initiative is revealed at this moment; that command may now attempt to activate [4.5].
- LIM Selection Segment. Either player draws a LIM from the Command Pool without looking. The command corresponding to that LIM may then attempt to activate. The activation of a command allows its individual units to move, fire and fight in melee [see rules 5.0–10.0]. Step B.2 is repeated until all LIM have been drawn from the Command Pool. At that moment the game moves to the Non-LIM Phase.
C. Non-LIM Phase (Fase No-LIM)
- Non-LIM Initiative Activation Segment. The player with the Initiative may choose a Division whose LIM is not in the Command Pool, or any unit that is Out of Command, and carry out with it a Limited Activation. During this segment only divisions or individual units may be activated, not corps.
- Non-LIM Non-Initiative Activation Segment. The player without the Initiative carries out the same activities that the player with the Initiative may carry out in C.1. Steps C.1 and C.2 are repeated, once for each player, until all eligible divisions have had an opportunity to activate. If one player runs out of eligible divisions while the other still has some, the latter continues making activations until all of his commands have had the opportunity to be activated. At that point the game moves to the LIM Elimination Segment.
- LIM Elimination Segment. Both players may eliminate any of their own LIM from the Command Pool. These eliminations are voluntary and are carried out mainly to avoid the accumulation of fatigue by commands. However, the LIM of Divisions at their Break Point must be eliminated compulsorily [11.0].
D. Reorganisation Phase (Fase de Reorganización)
- Reorganisation Segment. All units with a Morale Level worse than Good may attempt to Reorganise [12.0].
- Rout Losses Segment. Units that are still Routed are withdrawn one hex and lose 1 PF/SP.
- Cavalry Regrouping Segment. All cavalry under a Blown marker that has a Recovery marker may reduce its Blown level by one, removing the Blown marker if necessary.
- Fatigue Segment. All Finished Commanders are turned over to show their front side again. Fatigue levels are raised and lowered as explained in the Fatigue rules [13.0].
4.0 The Command System
The capacity of units to move and fight is regulated by the activation of their commanders, which is in turn controlled by the random drawing of Leader Initiative Markers (MIJ/LIM). At the start of the game, the scenario rules tell the players which LIM they will use to begin the game. Any player may add new LIM to the Command Pool when he achieves a Command Change; LIM may also be voluntarily removed from the Command Pool in the LIM Elimination Segment of each turn. The LIM of divisions that have reached their Break Point must be eliminated in the LIM Elimination Segment. On every turn, LIM are drawn at random from an opaque container called the Command Pool. The commander corresponding to each LIM drawn may then achieve a Full Activation if he obtains a roll equal to or lower than his activation number. If the attempt succeeds, the units of that commander may move and fight normally that turn. If the attempt fails, the Command Breakdown Table is consulted to determine the effects of the failed activation. Commanders also have the option of not attempting a Full Activation and being content with a Limited Activation (this is automatic and requires no roll). Finally, commanders whose LIM have not been placed in the Command Pool may carry out Limited Activations in the Non-LIM Phase.
4.1 Command Markers
4.1.1 Initial LIM. The initial LIM of both players are detailed in the special rules of each scenario. These LIM begin the scenario in the Command Pool. LIM may always be voluntarily removed from the Command Pool during the LIM Elimination Segment. However, LIM may only be returned to the Pool if a player succeeds in a Command Change during the Command Change Segment. The LIM of reinforcements also enter the Pool through Command Change. Until their specific LIM have been placed in the Pool, they activate only when the Reinforcement LIM (or, in some cases, the Independent LIM) is drawn.
4.1.2 Commanders. There are four types of commander on the map: Overall Commanders (Generales en Jefe), Corps Commanders (Jefes de Cuerpo), Division Commanders (Jefes de División) and Special Commanders (Jefes Especiales).
- Overall Commanders. Overall Commanders have only one printed value on their counters: command range (Alcance de Mando). The command range of an Overall Commander is the maximum distance in hexes at which a Corps Commander may be from his Overall Commander in order for the corps LIM to be placed in the Command Pool. Depending on the scenario played, the Overall Commander may also have an Initiative Modifier (which is not printed on his counter but is given in the scenario rules).
- Corps Commanders. Corps Commanders have two values: the command range and the modifier to division activation. The modifier to division activation is used to modify the activation attempts made by divisions subordinate to Corps Commanders, provided they are within the command range of their Corps Commander during a Corps Activation. When a corps LIM is added, the LIM of that corps' divisions that are in the Pool are removed from the Pool at that moment. While the corps LIM remains in the Pool, LIM of divisions of that corps may not be added to the Command Pool.
- Division Commanders. Division Commanders have three values: an activation value, a personality value and a command range value. The activation value is the maximum number a Division Commander may roll in order to make a Full Activation. The personality value indicates the column to be used on the Command Breakdown Table in the event that the Division Commander does not obtain a roll sufficient for a Full Activation. The command range value indicates the maximum distance that may exist between the Division Commander and his units if those units are to be In Command.
- Special Commanders. Special Commanders have capacities different from those of normal division and corps commanders. The rules for Special Commanders are detailed in the Playbook (Libro de Juego).
4.2 Command Change
After the first turn of the game, players may add LIM counters to the Command Pool only if they succeed in an attempt at Command Change. During the Command Change Segment, players may announce that they are attempting a Command Change. Each player may attempt only one Command Change per turn. Generally, Command Changes are made by the Overall Commander, but other commanders may also have this capacity, depending on the scenario rules. The commander attempting the change rolls on the Command Change Table, and the result is applied immediately. The result may allow the player to add corps or division LIM, or it may not.
4.2.1 Adding Corps LIM. A corps LIM may only be added to the Command Pool if that corps' commander is within the command range of the Overall Commander.
4.2.2 Adding Division LIM. A division LIM may only be added to the Pool if the division commander is within the command range of his corps commander.
4.2.3 Adding the Reinforcement LIM. The scenario rules will indicate whether a player is going to receive reinforcements or not, and on which turn they may enter the game. On that turn the player may add the Reinforcement LIM to the Command Pool during the Command Change Segment (he will not need to make a Command Change roll). The LIM of reinforcement divisions may only be added to the Pool through normal Command Change attempts (unless the scenario rules state otherwise). See 14.0 for the rules on the activation of reinforcements.
4.3 Under Command / Out of Command
4.3.1 Command Range. The Command Range (Alcance de Mando) of a commander is the maximum distance in hexes at which a subordinate commander or unit may be from its immediate superior commander in order to operate effectively. The Command Ranges of the players' commanders appear in the Playbook and on the play aid.
4.3.2 Commanders. Commanders must be Under Command in order to place their LIM in the Command Pool. Corps Commanders are considered Under Command if they are within the command range of the Overall Commander. Division Commanders are considered Under Command if they are within the command range of their Corps Commander. The status of a commander (Under Command / Out of Command) is determined at the moment that his player succeeds in a Command Change attempt during the Command Change Segment.
4.3.3 Combat Units. Units must be Under Command in order to move and fight when their division is activated. Whether a unit is Under Command or not is determined at the moment its division is activated; all units within the command range of their Division's commander are considered Under Command. Units that are outside that range are considered Out of Command and must be marked with an appropriate marker (Out of Command). Out of Command units may not move or fight when their division is activated. They must move and/or fight during the Non-LIM Phase.
4.4 Determination of Initiative
Each player rolls a die, modified by the Initiative Modifier of his Overall Commander (see the scenario rules). The winner may then choose any LIM to begin the turn: the Initiative LIM. In case of a tie the rolls are repeated. The other LIM counters are placed in an opaque container, and the turn begins with the activation attempt of the Initiative LIM.
4.4.1 LIM Selection. Once the Initiative LIM has been dealt with, it is set aside and the player who won the Initiative draws another LIM from the Command Pool. If the LIM drawn is one of his own, he may attempt to activate it. This process continues until the player with the Initiative draws a LIM belonging to his opponent. His opponent may then attempt to activate that LIM. That player then draws the next LIM. The players continue drawing LIM counters, attempting to activate them and placing the LIM already played in the Activated box on the Command Card, until all LIM have been drawn and the game moves to the Non-LIM Phase.
4.5 Activation of Commanders
There are three types of Activation: Division, Corps and Special.
4.5.1 Division Activations. Division activations are the most frequently used, and represent the execution of the orders of a Division Commander during the turn. When a division's LIM is drawn, the player places it in the appropriate box on the Command Card and may attempt to activate the Division Commander corresponding to that LIM. The player checks the activation value of the Division Commander and rolls the die: if the result is equal to or lower than the activation value, the commander may carry out a Full Activation. The division's activation roll may be modified by the Activation Modifier of the Corps Commander to which it belongs, but only if the Division Commander is attempting to activate as part of a Corps Activation. If the roll is higher than the activation value, the commander has failed in his attempt, and his player must roll again on the Command Breakdown Table to find out the result of that failure [4.7]. A Division Commander may voluntarily choose to carry out a Limited Activation instead of rolling the die to attempt a Full Activation; Limited Activations are obtained automatically.
4.5.2 Corps Activations. A Corps LIM represents a Corps Commander attempting to coordinate the activations of his subordinate divisions. When a Corps LIM is drawn, the player places the LIM in the appropriate box on the Command Card and attempts a simultaneous Full Activation of each of the Division Commanders subordinate to that corps who are within the command range of the Corps Commander. Division Commanders who are outside the command range of the Corps Commander when the Corps LIM is drawn may attempt to activate, but may not use the activation modifier of the Corps Commander. Divisions that were activated earlier, before the Independent LIM was drawn, may not be activated again.
Corps movement. During a Corps Activation, the player chooses a division and attempts to activate it, using the activation modifier that the Corps Commander has in the case that the Division Commander is within the range of the Corps Commander. If he succeeds, all units belonging to that division that are Under Command may move. Once the division has completed its movement, the player may choose another division of that corps and attempt to activate it, continuing in this way until all divisions of the corps have attempted to activate. A player may not move some units of one division, then move units of another division, and then move the remaining units of the first division. The fact that one division fails in its activation attempt is no obstacle for the others that attempt to activate afterwards.
Corps combat. When all the movement of a Corps Activation has been completed, each of the corps' divisions fights separately. The player chooses a division that is activated and may fight with all of its Under Command units. When that division has concluded its combats, the player may choose another division of the corps to fight with all its units; this process continues until all activated divisions of the corps have fought. Players may not fight with the units of one division, then fight with those of a second division, and then fight with the remaining units of the first division.
4.5.3 Special Activations. Specific rules (see the Playbook) may allow different types of Special LIM; examples are the Great Battery LIM and the Independent Commander LIM. Details are given in the Playbook.
4.6 Activations
There are two types of activation: Full and Limited. Full Activations represent a division operating at maximum efficiency, moving aggressively and attacking the enemy. All units of a division under a Full Activation that are within the command range of the division commander may carry out all the movement and combat functions permitted by the rules. Units that are outside the command range of their division commander may only carry out a Limited Activation during the Non-LIM Phase. These units must be marked with appropriate markers (Out of Command).
4.6.1 Full Activations. A Full Activation is carried out in this order:
- Movement. All Under Command units may move up to the limit of their movement capacity following the movement rules. Units may move in any order desired. However, once a unit has finished moving it may not move again in that turn: a player may not move one unit, then move a different unit, and then move the first unit again to finish spending its movement capacity.
- Combat. Once a player has completed all the movement he wishes to make in an activation, the player may carry out Combat with all Under Command units of that division. Once a unit of a division has entered combat, no further movement is permitted during that activation. Units are free to carry out Fire, Bayonet, Assault and Charge combat following the Combat rules. All Offensive Fire combat is carried out before melee combat. Otherwise, units fight in the order desired by their player.
- Commander Finished. When all units of a division under a Full Activation have finished combat, the activation is considered ended. The commander is turned to his Finished side to remind the player that he has already been used in that turn. If it is a Division Activation, the player who carried out the activation may draw another LIM. If it is a Corps Activation, the activation ends when all units of all divisions activated by it have finished combat, and the player who carried out the activation may draw another LIM.
4.6.2 Limited Activation. The Limited Activation represents division commanders who have not received specific orders (those whose LIM has not been drawn from the Command Pool), or units that have become separated from their commanders. Players may not move units of one division and fight with units of another. Limited Activations are carried out as follows:
-
Movement. Units with a Limited Activation may not be placed adjacent to enemy units. Choose one activity: a) All Under Command units of a division carrying out a Limited Activation may move up to half their movement capacity (rounding down). When all units of the division have moved (or not), they may fight. Or: b) Any Out of Command unit may move up to one third of its movement capacity (rounding down). When the unit has moved, it may carry out combat.
-
Combat. Under a Limited Activation, players may not move with one unit that is outside the command range of its division commander and then fight with another. Depending on the type of movement made in point 1) above, one of the following possibilities must be chosen: a) Once all units of the division carrying out a Limited Activation have moved, they may carry out Fire Combat; or b) Any Out of Command unit that has just moved may carry out Fire Combat. The unit may not carry out Melee Combat.
4.7 Command Breakdown Table Results
When a Division Commander fails his activation roll, the player rolls again on the Command Breakdown Table, using the column matching the Division Commander's personality value. The possible results are:
- STOP. The Division Commander is Finished for the rest of the turn. No Under Command unit of that division may be activated in this turn.
- RETREAT. If any unit of the division is three hexes or less from an enemy combat unit, the Under Command units of the division must attempt to retreat half their movement capacities (rounding up) away from the enemy (this includes deployed artillery units, which must hitch their pieces/limber and move away). When retreating, they may not approach any other enemy unit. Even if no actual retreat movement takes place, the Division Commander is considered Finished for the rest of the turn.
- LIMITED. The division may carry out a Limited Activation.
- FULL. The division may carry out a Full Activation.
- CHARGE. If any unit of the division is four hexes or less from an enemy combat unit, the whole division must Charge (if cavalry) or advance and enter melee with the nearest enemy combat units. If there is no enemy unit four hexes or less away, this result is treated as a FULL result.
- REACTIVATE. A Full Activation is carried out with the division that has just rolled on the Breakdown Table. The same player may then attempt to activate the NEAREST friendly division (distance is measured in number of hexes from the position occupied by the original division's commander to a friendly Division Commander). If there is more than one equidistant division, the player may choose whichever he prefers, even if the one chosen has already been activated that turn (however, no division may be reactivated more than once in the same turn). This result cannot occur twice in a row. If the second division's commander also obtains the REACTIVATE result on the Breakdown Table, it is treated as if it had obtained a FULL result.
- ENEMY. The Division Commander who rolled the die treats this result as if he had obtained STOP. The enemy player may then attempt to activate his NEAREST division (distance is measured in number of hexes from the position occupied by the original division's commander to an enemy Division Commander). If there is more than one equidistant enemy division, the enemy player may choose whichever of them he prefers, even if the one chosen has already been activated earlier in that turn (however, no division may be reactivated more than once in a turn). This result cannot occur more than once per turn. If the second division's commander also obtains an ENEMY result on the Breakdown Table, it is treated as if it had obtained a STOP result.
4.8 Use of the Command Card
All LIM not in the Command Pool should be placed in the appropriate place on the Command Card. The Command Card has three main sections: Activated, Removed and At Breakpoint. Each main section is subdivided by dotted lines, basically to serve as a record of which divisions are subject to changes in Fatigue Level during the Fatigue Segment.
- Initiative LIM Chosen. The player who wins the Initiative for the turn places his chosen LIM here by virtue of the Initiative. Meanwhile the players fill the Command Pool cup with all LIM in the "Activated" section of the Command Card, and the turn sequence continues beginning with the activation attempt of the LIM chosen by the Initiative.
ACTIVATED
- Activated and Fatigued. Whenever a LIM is drawn and activated, it is placed here to remind players that its Fatigue Level must be increased during the Fatigue Segment of the turn.
- Activated for Strategic Movement. LIM that have been drawn but used only to carry out Strategic Movement are placed here. These commanders do NOT increase their Fatigue during the Fatigue Segment.
- Independent LIM Activation. Whenever the "Independent" LIM is drawn, it is placed in the box corresponding to the commander or commanders activated with it. This serves to remind players that the Fatigue Level of those commanders must be increased during the Fatigue Segment.
REMOVED
- Counterpart LIMs. Whenever a corps LIM is added to the pool, the LIM of its divisions are placed here. Whenever a division LIM is added to the pool, the corresponding corps LIM is placed here. No corps may simultaneously have its corps LIM and its division LIMs in the Command Pool.
- LIMs Not Available. All LIM of commanders that have not yet entered the map are placed here.
- Reinforcements. On its arrival turn, the LIM of all commanders arriving as Reinforcements are placed here. When those commanders lose their Reinforcement Strategic Movement status, their LIM are placed in the Removed & Available box.
- Removed & Fatigued by Combat. Any commander that does not have its LIM in the Command Pool but is involved in combat during the turn (apart from medium- or long-range artillery fire) must place its LIM here. This serves to remind players that its Fatigue Level must be increased during the Fatigue Segment.
- Removed & Available. Here are placed the commanders that do not have their LIM in the Pool, that are not activated in the Non-LIM Phase and that are not involved in combat (except medium- and long-range artillery fire). These divisions may recover one Fatigue Level during the Fatigue Segment if their units are more than two hexes from enemy units.
AT BREAKPOINT
- At Breakpoint. Divisions that have reached their Break Point may no longer have their division LIM in the Command Pool. Their LIM are moved to this box.
- At Breakpoint & Fatigued by Combat. Place here the divisions at their Break Point that are involved in combat (except medium- and long-range artillery fire). These divisions increase their Fatigue Level during the Fatigue Segment.
5.0 Movement
The movement capacity of Commanders is 12. All units that are not commanders have their movement capacity printed on their counter. The Movement Capacity (MA) is the number of movement points available to a unit in a normal movement activation. NOTE: units are governed by the Movement Capacity they have at the start of the activation (for example, if a unit changes formation while disordered, it does not thereby gain an extra Movement Point). Units move from one hex to an adjacent hex (it is not permitted to "skip" hexes), paying varied costs that depend on the terrain of the hex being entered. The complete list of movement costs for the different types of units and formations is in the Terrain Effects Chart. Normally, units may only move through their front hexsides (see the Facing rules). Movement points may not be saved from one turn to the next, nor may they be passed from one unit to another.
There are two types of movement: Normal and Strategic. All units of the same division must use the same type of movement.
Normal Movement is completely voluntary; units are not obliged to move when activated. Units that move are not obliged to spend all their movement points before stopping. The movement of each individual unit or stack must be completed before the movement of the next unit begins. Strategic Movement is semi-voluntary [5.2].
5.1 Normal Movement
In normal movement, a unit may move up to its printed movement capacity, spending Movement Points to enter hexes and cross hexsides, as shown on the Terrain Effects Chart. No unit may ever enter a hex when it does not have enough movement points to enter it, or when it is prohibited from entering that hex or crossing the corresponding hexside. It should be stressed that a unit's movement capacity is half or one third of the normal capacity (rounding down) when the unit carries out a Limited Activation [4.6.2].
5.1.1 Disorder Test. Movement into certain types of terrain may require disorder tests, as indicated on the Terrain Effects Chart. When this happens, the affected unit immediately takes a disorder test by rolling the die and comparing the result with its morale value. If the unmodified roll is greater than the unit's morale value, the unit fails the test and is immediately Disordered.
5.1.2 May Charge. Any unit that has moved no more than its printed movement capacity (rounding down) is marked with a "May Charge" marker. Such cavalry may make charges during combat, once all movement and Offensive Fire has been concluded.
5.1.3 Enemy Contact. When a friendly unit moves into a hex in front of an enemy unit [see 6.0], the friendly unit must end its movement for that activation. A friendly unit that begins the activation in a hex in front of an enemy unit may move (being subject to Reaction Fire or Reaction Charge), but may not move adjacent to that same enemy unit. It may move adjacent to another enemy unit.
5.1.4 Passing Through. Friendly units may pass through hexes containing other friendly units, following the stacking rules [7.0]. If at any point in this process the hex has too many units, then all units are Disordered. A moving unit may not end its movement in a hex that causes a stacking excess (so units that do not have enough Movement Points to leave that hex afterwards are prohibited from entering that type of hex).
5.2 Strategic Movement
Units of divisions using strategic movement may move at double their full movement capacity. A division may use strategic movement if it is a reinforcement entering the map, or if its LIM has been drawn and it achieves a Full Activation, or if the division's commander already has a Strategic Movement marker and each unit of the division begins at a distance of at least three hexes from the nearest enemy combat unit. To indicate that a unit is using strategic movement, a "Strategic Movement" marker is placed on its division commander. While a division's commander has a Strategic Movement marker on him, that division may use strategic movement whether or not its LIM has been placed in the Command Pool. Strategic Movement markers may be voluntarily removed at any time during the activation of a division, but this immediately ends that activation. The Strategic Movement marker may not then be placed again until the next time the division obtains a Full Activation.
5.2.1 Effects of Strategic Movement. Units whose division commander is under a Strategic Movement marker:
- Never increase their Fatigue by activating. They CAN increase it by being attacked [13.0].
- Never use strategic and normal movement in the same activation.
- May not remain in Line formation.
- Must move as far as possible when their LIM is drawn. If not all units of the division move their full movement capacity, the division's Strategic Movement marker is removed from the units and the division's LIM is removed from the Command Pool.
- Units of the division must use Road Movement [5.3] to enter village, swamp, woods or orchard hexes, or to cross a river, stream, hedge, wall or ditch hexside.
- May never move to a hex that is three hexes or less from an enemy combat unit.
- Lose the Strategic Movement status if an enemy combat unit moves to within three hexes or less of any unit of the division. However, the marker is not removed until the enemy units have finished their activation (including combat).
- May never initiate combat or Return Fire, nor carry out Reaction Fire, Counter-Charge or form a Reaction Square. If attacked, they suffer the following penalties:
- 1 is added to their morale rolls.
- 2 is added to their enemies' melee rolls.
- The Strategic Movement marker is removed when all combats have been concluded.
5.3 Road Movement
Units using Road Movement to enter a hex pay the cost of the road movement, not the cost of the rest of the terrain in the hex. For a unit to use Road Movement, it may not be in Line formation and must move directly along contiguous road hexes.
Bridges. A unit must use Road Movement to be able to use the Bridges. If it is not in Road Movement, it must pay the normal cost to cross a stream.
Villages. Every village hex is considered connected to adjacent village hexes by a Secondary Road, whether or not one is drawn on the map.
5.4 Movement of Commanders
The movement capacity of commanders is 12 Movement Points. Division Commanders may move when their division is activated, whether in the LIM Phase or in the Non-LIM Phase. Division Commanders may move a second time in a turn if their division is reactivated. Corps Commanders may move once per turn with one of their divisions when that division is activated. Overall Commanders may move once per turn during any friendly activation.
6.0 Facing and Formation
All combat units have a variety of possible formations they may adopt, each with its advantages and disadvantages. A unit's facing depends on its formation.
6.1 Facing
Depending on the formation they are in, combat units will generally have different front, flank and rear hexsides (see the diagrams of the different formations). Units may only initiate combat through their front hexsides. Units that are attacked through their Flank or Rear hexsides do not defend themselves properly. In general, units only move through their front hexsides, but in some cases they may also make use of Reverse Movement towards the rear or Sliding Movement towards the flank. A unit may change its facing at any moment of its movement, paying the cost in Movement Points that this involves, as detailed on the Terrain Effects Chart. To change facing, the unit changes its front hexside or hexsides by rotating the counter in the direction it is turning, rotating one hexside at a time and paying the Movement Point cost of each rotation. A unit may rotate an indefinite number of hexsides as long as it has Movement Points left for each rotation, and provided it complies with any restrictions arising from its formation. In certain circumstances a unit may also About Face (see the Terrain Effects Chart). Skirmishers (guerrilla troops in open order) have no facing (all their hexsides are front hexsides for them).
6.2 Reaction Zones
Every combat unit that is not Routed has a Reaction Zone adjacent to its front hexsides, whose size depends on the formation the unit is in (see the diagrams in point 6.3). The Reaction Zone allows units to respond to enemy movement within it, depending on the type of unit.
6.2.1 Infantry Reaction. Infantry units that are not Routed may carry out Reaction Fire when an enemy unit spends movement points (to change formation or facing, or to move) or carries out charge movement within their Reaction Zone. It should be stressed that the initial movement into a unit's Reaction Zone does NOT provoke opportunity fire. If an infantry unit is the target of a cavalry charge (or of a Reaction Charge while the infantry is moving), that unit may attempt to form a Reaction Square [8.4.2 #4]. Skirmishers, instead of carrying out Reaction Fire during Bayonet or Assault combat, may make Reaction Movement to an adjacent hex that is not the front hex of any enemy unit.
6.2.2 Skirmisher Reaction. Skirmisher units [6.3.3] have a Reaction Zone around them in all directions. Whenever an enemy unit enters or spends movement points within the zone, the Skirmisher unit may carry out Reaction Fire or Reaction Movement. It may make Reaction Movement to any adjacent hex where it does not violate the stacking rules, but never adjacent to an enemy unit. Skirmisher units surrounded by enemy units may not make Reaction Movement; they may only carry out Reaction Fire. Each Skirmisher unit may carry out Reaction Fire only once per enemy activation; after that it may only make Reaction Movement. Skirmisher units may not carry out Reaction Fire and Return Fire from the same hexside.
6.2.3 Cavalry Reaction. Cavalry has a special Reaction Zone called the Flank Zone, which extends from its flank hexsides as specified in the formation rules [6.3]. Whenever an enemy combat unit of any type enters a Flank Zone, the cavalry unit may immediately change its facing by one hexside. For each Flank Zone hex that the enemy unit enters, the cavalry unit may turn one additional hexside. This change of facing costs no Movement Points; it is a free movement. It should be stressed that this change of facing may be subject to a Disorder Test depending on the formation of the cavalry unit and the terrain it occupies (see the Terrain Effects Chart and 5.1.1).
Cavalry units that are not Routed may attempt to Counter-Charge enemy cavalry units that enter their Reaction Zone (whatever the original target of the charge). If the unit making the Counter-Charge passes a morale test before the morale check, the enemy cavalry is stopped and the Counter-Charging unit is moved next to it. The unit making the original charge may then change facing so that the Counter-Charging unit is in its front hexsides. If an enemy infantry or artillery unit enters the Reaction Zone of a cavalry unit, that cavalry unit may choose to do nothing, or to take one of the following actions:
- Rearward Movement: one hex backwards through its rear hexsides. For each additional movement action (movement, change of facing or of formation) by any enemy infantry or artillery unit in the Reaction Zone of the cavalry unit, the cavalry may Move Back one additional hex [6.2.5].
- Reaction Charge (see the charge combat rules). If the cavalry unit fails its pre-morale test to undertake a Reaction Charge, it is immediately Disordered and does not charge. A Reaction Charge may NOT be Counter-Charged. Charge combat is resolved immediately during the movement of the stack being charged, although the charging cavalry is considered the attacker (that is, the active stack functions here as the defender, not the attacker) [8.4]. The cavalry may be placed adjacent to an enemy unit. In addition, it may make Reaction Movement an unlimited number of times in each enemy activation.
Translator's note: the printed sentence in the last paragraph above is itself worded ambiguously in the Spanish ("el apilamiento activo es funciona aquí como defensor"); it is rendered here as printed.
6.2.4 Foot Artillery Reaction. Deployed foot artillery may carry out Reaction Fire whenever an enemy unit enters its Reaction Zone. An artillery unit may only fire once per enemy activation, regardless of the number of movement actions that take place in its Reaction Zone. This means that if any enemy division moves within the Reaction Zone, the artillery unit could carry out Reaction Fire against only ONE enemy unit. During the rest of that activation it may not carry out Reaction Fire or Return Fire (see the combat rules). If another enemy division is activated and moves within the Reaction Zone of the artillery unit, it may fire Reaction Fire against an enemy unit of that division. Limbered foot artillery has no Reaction Zone.
6.2.5 Horse Artillery Reaction. Deployed/unlimbered horse artillery may carry out Reaction Fire or change formation once when an enemy infantry or artillery unit enters its Reaction Zone. If an enemy cavalry unit enters the Reaction Zone, the horse artillery unit may only carry out Reaction Fire. The artillery unit may only carry out Reaction Fire or change formation once per enemy activation, regardless of the number of enemy movement actions that may take place within its Reaction Zone. This means that if an enemy division moves within the Reaction Zone, the artillery unit could only carry out Reaction Fire against ONE enemy unit or change formation once. It may then not carry out Reaction Fire or change formation again in that activation (nor carry out Return Fire during combat if it has carried out Reaction Fire). If another enemy division is activated and moves within the Reaction Zone of the artillery unit, it may carry out Reaction Fire against an enemy unit of that division or change formation.
Limbered horse artillery may Move Back one hex through its rear hexside whenever an enemy unit enters its Reaction Zone, and may make one additional Move Back hex for each enemy movement action that takes place [6.2.6]. It must immediately take a Disorder Test each time it moves backwards; failure of such a test does not disorder the artillery unit (artillery is never Disordered), but it may not make any further Move Back during that enemy activation. This means that a deployed/unlimbered horse artillery unit may limber when an enemy unit enters its Reaction Zone, and may then withdraw one hex for each enemy movement action that takes place, taking a disorder test each time it withdraws.
6.2.6 Reaction Move Back. Cavalry and horse artillery may Move Back as a reaction to the entry of an enemy unit into their Reaction Zone. When moving back, the unit moves one hex backwards, through one of its rear hexsides, keeping its original facing. A unit that moves back may not enter forbidden terrain, and must also pass all Disorder Tests [5.1.1] indicated on the Terrain Effects Chart.
6.2.7 Commander Reaction. Commanders who are alone in a hex have Reaction Zones in all directions. Whenever an enemy unit enters the zone of a Commander or spends movement points in it, the Commander may make Reaction Movement. He may make Reaction Movement to any adjacent hex, but may not be placed adjacent to an enemy unit. In addition, he may make Reaction Movement an unlimited number of times in each enemy activation.
6.3 Formations
All combat units must be in some formation at all times. Formations may change voluntarily or involuntarily, depending on the circumstances. Each formation is characterised by the number of hexes it occupies, the number of Strength Points it contains, its facing, and how it moves and fights.
6.3.1 Infantry in Line. The Line formation represents a line of infantry, generally three or four ranks deep, deployed to make maximum use of its firepower. It is a very unwieldy formation, difficult to move and which easily falls into disorder. Infantry in line suffers penalties during morale tests, but increases its firepower.
When an infantry unit moves into Line formation, its counter is turned so that it faces a vertex, as shown in illustration A above. All infantry units that face a vertex are considered to be in Line formation, without the need to place a marker to indicate it.
Infantry in Line:
- May not use Strategic Movement or Road Movement.
- If it changes facing by more than one vertex per activation, it must immediately pass a Disorder Test (for each vertex turned beyond 1).
- May Slide through any of its flank hexes at a cost of double the normal hex cost, but only if no other combat unit occupies the flank hex.
- May Move Back (to either of its two rear hexes) at a cost of its full movement capacity, but not into a hex occupied by another combat unit.
- May About Face (its rear hexsides become its front hexsides) at a cost of half its movement capacity.
6.3.2 Infantry in Column. The Column represents infantry in its best formation for manoeuvre, a solid block some 60–80 men wide and 9–18 deep. Columns are the best formation for manoeuvre, they are good for morale, and they are very useful when entering melee with enemy units. However, columns have a relatively weak firepower and are a dense, easy target for enemy fire. Column is the "normal" or default formation of infantry and cavalry units. The combat, morale and movement values printed on infantry and cavalry counters represent the unit in Column formation.
Units in Column must face a hexside, as shown in Illustration B above, not a hex vertex. Any unit facing a hexside is considered to be in Column, so no markers are needed.
Infantry in Column:
- May use Strategic Movement and Road Movement.
- May change facing any number of hexsides per activation, paying the appropriate movement costs without any penalty.
- May Move Back (move to its rear hex) at a movement cost equal to double the normal terrain cost, provided the hex is not occupied by another unit.
- May not Slide (through its flank hexes).
- May About Face (its rear hexsides become its front hexsides) at a cost of 2 Movement Points.
6.3.3 Skirmishers. Guerrilla or Skirmish order represents a special type of dispersed formation used to harass enemy units, taking maximum advantage of the protection of terrain. Skirmisher units were generally specialised elite troops with extra training and often equipped with special weapons (for example, British Rifles). In return, the firepower of units in Guerrilla or Skirmish order is less than that of units in Line, and in melee combat they are at a serious disadvantage against other formations (and they suffer an important penalty when attempting to form a Reaction Square against an enemy cavalry charge).
Only units that are specified as able to do so may enter Skirmish formation (see the corresponding symbol on the counter). At that moment a Skirmish marker is placed on them. Facing does not affect skirmishers (see Illustration C). Units in Skirmish may fire through any of their hexsides. Units in Skirmish that have more than 5 Strength Points may occupy two hexes; to do so, the Skirmish marker is placed on the adjacent hex with its arrow pointing towards the "parent" unit (see Illustration D). The unit is understood to be occupying both hexes. Occupying that extra hex is not mandatory; the player may prefer that the unit remain in a single hex.
Units in Skirmish:
- May not stack with any combat unit other than a single artillery battery.
- May use Strategic Movement and Road Movement.
- As they have facing in all directions, skirmishers do not need to change facing. Units in Skirmish are placed "facing" a hexside for convenience, since they may change facing at any moment of their movement at no cost.
- Unlike the other formations, units in Skirmish may move through other units or be passed through by other units without any penalty (by overstacking).
- Units in Skirmish are not involuntarily Disordered, except when they Rout, at which point they leave Skirmish.
6.3.4 Infantry Square. The Square was the preferred formation of infantry when charged by cavalry, and in emergencies when surrounded by several enemy units. The Square gives the maximum morale bonus and is almost invulnerable in melee combat. However, squares have no movement and offer an excellent target for enemy fire.
Units that form a Square receive a Square marker. Squares have facing in all directions. They may fire from any side of their hex. They may only fire at one target at a time. Note that forming a Reaction Square (a reaction to an enemy cavalry charge) is the only voluntary change of infantry formation that is permitted to you during your opponent's activations.
Units in Square:
- May not move.
- Pay 2 Movement Points to change formation.
6.3.5 Cavalry in Line. Cavalry uses the Line formation to cover the maximum ground. Line was the preferred formation for charging, since it allowed the possible envelopment of the defender's flanks [8.4.3]. Cavalry in Line suffers a penalty in morale tests, but may use all its Strength Points when calculating force ratios in combat, and gains its full Charge Bonus.
When charging in Line formation, the cavalry unit is turned so that it faces a vertex of the hex, as shown in Illustration F above. Any unit facing a vertex is considered to be in Line formation, without the need for a marker to indicate it.
Cavalry in Line:
- May not use Strategic Movement or Road Movement.
- If it changes facing by more than one vertex, it must immediately pass a Disorder Test for each vertex turned beyond the first.
- May Slide through any of its flank hexes at a cost equal to double the normal movement cost of the hex, but only if no other combat unit occupies the flank hex.
- May Move Back (to either of its two rear hexes) at a movement cost equal to its full movement capacity, but not into a hex occupied by another combat unit.
- May About Face (its rear hexsides become its front hexsides) at a cost of half its movement capacity.
6.3.6 Cavalry in Column. Cavalry in Column has the maximum morale and mobility. Cavalry that charges in Column uses only one third of its Strength Points when calculating the force ratio in melee, gains only half its Charge Bonus, and may be enveloped on the flanks if it is counter-charged by enemy cavalry in Line.
When in Column formation, the cavalry unit faces a hexside, as shown in Illustration G above. Any cavalry unit facing a hexside is considered to be in Column without the need for a marker to indicate it.
Cavalry in Column:
- May use Strategic Movement and Road Movement.
- May change facing any number of hexsides, paying the appropriate movement points.
- May Move Back (move to one of its rear hexes) at a movement cost equal to double the normal terrain cost, provided the hex is not occupied by another combat unit.
- May not Slide (through its flank hexsides).
- May About Face (its rear hexsides become its front hexsides) at a cost of 3 Movement Points.
6.3.7 Limbered Artillery. Limbered artillery is attached to horses, ready to move. Because of its weight and bulk, artillery does not move very well unless it is on a road or on completely flat ground. Horse artillery guns were somewhat lighter than their foot equivalents, which allowed them to be moved from one place to another more easily.
When an artillery unit is Limbered, its counter is turned over to show its Limbered side.
Limbered artillery:
- May not fire.
- May change facing any number of hexsides, paying the appropriate number of movement points.
- May never be placed adjacent to an enemy infantry or cavalry unit that is not Routed.
6.3.8 Deployed/Unlimbered Artillery. (The Spanish heading reads "Artillería Desplegada/Limbered"; the body text and the counter refer to the Unlimbered side, so the heading is given here in its corrected form.) Unlimbered artillery is detached from its horses, has its ammunition wagons open and is ready to fire.
When an artillery unit is deployed, its counter is turned over to its Unlimbered side. Deployed artillery must face a hexside, as shown in Illustration J above. Horse artillery may carry out Offensive Fire in the same activation in which it deploys. Foot artillery may NOT carry out Offensive Fire in the same activation in which it deploys (but it may carry out Reaction Fire).
Deployed artillery:
- May not move to another hex.
- May change its facing at a vertex, and may carry out Offensive Fire after turning that vertex.
6.4 Involuntary Formations
Involuntary Formations are those that units adopt by necessity, because of terrain, enemy units, morale failures, etc. The term "involuntary" is not entirely accurate, since units may Disorder or Rout voluntarily at any moment they wish, but usually they are forced by circumstances.
6.4.1 Disorder. Disorder represents a formation in good morale, but which has broken down and become disorganised for many possible reasons. Disordered units have their morale and fire power reduced, and may not voluntarily enter melee.
Units may pass into Disorder status in several ways. A player may voluntarily disorder any of his units at any moment during its movement by carrying out a change of formation. They may also fail a Disorder Test [5.1.1] during their movement, or may become disordered automatically upon entering certain types of terrain or when friendly units retreat through their hex. To indicate that a unit is Disordered, its counter is turned over to show its Disorder side. Artillery units and infantry units in Skirmish are never Disordered.
Disordered units:
- Have no flanks (cavalry has no flank Reaction Zone).
- May fire, but may not initiate a melee combat.
- May change facing any number of times during each activation, with the only limit being the Movement Points available.
- May change formation at any moment of their movement (always subject to terrain restrictions).
- May Move Back (moving through their rear hexsides), paying a cost of double the normal movement cost, and provided it is not to hexes occupied by other combat units.
- May not Slide (because they have no flank hexes).
- May About Face (turning their rear into their front) at a cost of 3 Movement Points.
6.4.2 Rout. Rout represents the total loss of a unit's morale. Routed units move away from the enemy and, unless they rally, lose 1 Strength Point per turn until they are eliminated. When a unit is Routed it is very vulnerable and will easily be destroyed if the enemy attacks it.
When a unit routs, it is turned over to show its Disordered side (unless it already is) and a Rout marker is placed on it. Players may cause any of their units to Rout voluntarily during their combat or movement phases, or during the combat phase of the opponent. Artillery units never Rout. The effects of Rout on units are detailed in 9.2.4.
6.5 Multi-Hex Counters
Both armies have several units whose counters occupy more than one hex. This represents combat units that, because of their large size, occupied more space than the 150-metre hexes of the map allow. Multi-Hex counters operate in the same way as single-hex counters, with the exceptions and clarifications below.
6.5.1 Facing. Multi-Hex counters in Line face hex vertices. Multi-Hex counters in Column or in Disorder face hexsides. To indicate that a Multi-Hex counter is in Column, "In Column" markers are used. These units have several front, flank and rear hexsides.
6.5.2 Turning. Changing facing with Multi-Hex counters can be somewhat complicated. When Multi-Hex counters change facing, they must "pivot" through the intermediate hexes. Multi-Hex counters may not pivot through hexes occupied by combat units.
6.5.3 Movement. Multi-Hex units pay the same terrain costs as single-hex units. Whenever a Multi-Hex counter with several front hexsides enters more than one type of terrain simultaneously, it pays a number of movement points equal to the cost of the most expensive terrain. If it enters terrain that requires a Disorder Test, the whole unit is Disordered, even if part of the counter is on open ground.
6.5.4 Road Movement. Because of the implications of using a map with a hexagonal grid, players will find that Multi-Hex counters will not always follow the exact course of roads. When moving along a road, the hex occupied by the "upper" part of a Multi-Hex counter is considered the head of the column, while the rest of the counter follows it along the road. Players must play, for all purposes, as if the counter followed the shape of the road, ignoring the physical space the counter occupies. The part of the counter that falls outside the road must be ignored: it does not count for friendly stacking, does not block enemy movement, and cannot be attacked.
6.5.5 Stacking. A Multi-Hex counter may only stack with one friendly artillery counter. It may not stack with any other combat unit, nor may it stack with more than one artillery counter (whatever the number of hexes the Multi-Hex counter covers).
6.5.6 Combat. A Multi-Hex infantry unit may fire at only one target stack, using its full firepower. A Multi-Hex infantry unit may only enter melee with one enemy stack (using its full strength in doing so). A Multi-Hex cavalry unit that charges must enter melee with all enemy stacks adjacent to its front hexsides (the force ratio with which to resolve the combat on the Melee Results Table is calculated as if they were a single stack).
7.0 Stacking
Stacking is the act of placing more than one combat unit in a hex at a given moment. Commanders may stack freely with any other friendly unit without restriction. Players must consult the Stacking Chart to see how the terrain and the formation of the units limit the number of Strength Points that may be placed in a single hex.
7.1 Stacking Restrictions
Cavalry and infantry may NEVER stack together; a single artillery battery (no more) may stack with any other type of unit. Units of the same type MAY stack together, but they must all have the same formation and belong to the same division. The Strength Point limits that appear on the Stacking Chart may not be violated at the end of movement or retreats. Stacking restrictions must be respected at all times, including during movement. If they are violated during movement (when a unit passes through the hex occupied by another), all units involved (except Skirmishers) are Disordered immediately. For the purposes of stacking restrictions and of passing through units during retreats, see point 10.2.
7.2 Stacking Order
The order in which units forming each stack are placed has consequences:
- Infantry — only the uppermost unit of the stack may fire, but all units may take part in melee.
- Cavalry — all units of the stack may take part in melee, but the uppermost unit suffers the effects of the melee result first [8.4].
- Artillery — one artillery battery, if stacked with other types of units, may fire, and its fire is in addition to that which the other units of its hex may deliver. A maximum of two batteries may fire from a hex. Artillery Strength Points do not take part in melee.
7.3 Stacking and Combat
The combat rules [8.0] detail the effects of the different types of combat on stacked units. In general, the uppermost unit of a stack receives fire and suffers melee results before the others [8.5].
7.3.1 Massed Targets. Stacking more than one infantry battalion or cavalry regiment in a hex represents a Massed Target for artillery fire. Artillery firing at a Massed Target receives a favourable fire column shift: one column to the right.
8.0 Combat
There are two distinct types of combat: Fire (shooting) and Melee. Melee combat is in turn divided into Bayonet, Assault and Charge combat. Only units of the active command may initiate combat. However, the inactive player may Return Fire and initiate Counter-Charges as a reaction to the actions of the active units. The basic combat procedure is as follows:
- Active infantry and artillery may carry out Offensive Fire. Inactive infantry and artillery may Return Fire against the units that fired on them.
- Active units may attempt to enter melee. Active infantry may carry out Bayonet or Assault combat, and cavalry may carry out Charges. Inactive infantry and artillery may Return Fire against units that attack them in melee (if they have not already done so when receiving Offensive Fire). Inactive cavalry may Counter-Charge. All active units must complete their Offensive Fire before attempting melee. Once a melee has been declared, the active player may not carry out additional Offensive Fire. Units that have carried out Offensive Fire may enter melee only with the same units they fired at (translator's note: the Spanish here reads "no sólo pueden entrar en melée con las mismas unidades", which is grammatically garbled; the rendering follows the evident sense of the sentence). A unit may not carry out Offensive Fire against one stack and then enter melee with another one on its front.
8.1 Fire Combat
Fire combat may take place at several moments in the turn. Only infantry and artillery units may carry out Fire Combat. Firing is always voluntary. The ability to do so is restricted by Facing, Range and Line of Sight (LoS).
8.1.1 Offensive Fire. All units of the active command may carry out Offensive Fire after movement has been completed. A unit may carry out Offensive Fire only once per turn. Each unit fires individually (the fire of several units may not be combined), and may fire at ONE enemy unit within its front hexsides and within range, subject to the restrictions given below. Infantry in Skirmish or in Square may fire in any direction. A commander does not need to be carrying out a Full Activation in order to carry out Offensive Fire: units under a Limited Activation may carry out Offensive Fire. All activated units must finish their Offensive Fire before any active unit may undertake melee combat.
Each unit carrying out Offensive Fire may fire at any enemy unit within range. If there are several possible targets, one must be chosen following this hierarchy:
- An enemy unit adjacent to a front hexside.
- An enemy unit within its Reaction Zone.
- An enemy unit within range.
This hierarchy must be strictly obeyed. An enemy unit may not be the target of Offensive Fire if another enemy unit in a higher position in the hierarchy is present. For example, you may not carry out Offensive Fire against an enemy unit two hexes away if another enemy unit is adjacent to your front hexside.
8.1.2 Return Fire. Every unit that is fired upon with Offensive Fire may Return Fire at the unit that fired on it, provided that unit is in a front hexside and within range. Return Fire is considered simultaneous with Offensive Fire, so the unit that "returns" fire does not suffer the results of the Offensive Fire until it has Returned Fire. A unit may Return Fire only once per enemy activation; if it is to be fired on by two enemy units in front hexsides, it may only Return Fire at one of them. Return Fire does not allow enemy units to Return Fire in turn. Units that are not the target of Offensive Fire may not Return Fire.
8.1.3 Reaction Fire. Some units may carry out Reaction Fire in response to the expenditure of movement points by enemy units within their Reaction Zone [6.0]. The active player may NOT carry out Reaction Fire against a Reaction Charge. As with Return Fire, Reaction Fire may only be carried out once per enemy activation. A unit that carries out Reaction Fire during enemy movement may then Return Fire during the enemy combat that follows.
8.1.4 Artillery Limits. Artillery may carry out Reaction Fire or Return Fire once per activation. It may not carry out both types of fire in the same activation.
8.1.5 Facing. A unit may only fire from one front hexside. Units that have facing in all directions (infantry in Skirmish and in Square) may only carry out Offensive Fire once. However, they may carry out Reaction Fire or Return Fire in different directions, as their player wishes.
8.1.6 Range. Range is the distance from the firing unit to the unit receiving the fire. Infantry may only fire at a distance of one hex (the attacked unit must always be adjacent). For artillery, the number of hexes to the defender is counted (the hex occupied by the defender is always counted, but not the hex occupied by the firing unit). On the Artillery Range Table, locate the type of artillery that is firing and the distance to the attacked unit: the result is the adjustment that must be made to the basic Fire Value of the artillery unit.
8.1.7 Line of Sight. Every unit that fires must have a Line of Sight (LoS) to the attacked unit. The LoS is traced from the firing unit, through a front hexside, until it reaches the hex of the target. Imagine a line drawn from the centre of the firing unit's hex to the centre of the target hex, and note the hexes and hexsides that line crosses. If the line divides two hexes, passing along the hexside that separates them, the LoS is cut if there is terrain that blocks it in one or other of the two hexes. The situations in which LoS is blocked are described below.
Adjacency:
- Every unit always has LoS to adjacent hexes.
Same height:
- If any hex between the firing unit and the target contains another combat unit, then the firing unit may not fire at that target. Enemy and friendly units both block LoS.
- If any hex contains the following terrain that blocks LoS, then the LoS may be traced to that hex but not through it: Buildings (Castle, Village), Woods.
- If any hexside contains the following terrain that blocks LoS, then the LoS may be traced to the hexes adjacent to that hexside, but no further: Wall.
Different heights:
- If the height of the terrain between the firing unit and its target is greater than that occupied by these, the LoS is blocked.
- When units and/or terrain that block LoS are at a lower height than both the firing unit and the target unit, the LoS is valid.
- Minor slopes (desniveles menores) marked on the map indicate very gradual changes of height, and the tops of hills are rounded crests, not plateaus. Therefore, being behind a minor slope hexside has no effect on LoS.
- Steep slope hexsides have a greater incline, and sharp slope hexsides are cliffs. Any unit adjacent to a sharp or steep slope hexside and at the lower height has no LoS to any unit at a greater height if the hexside in question lies between them.
- When target and firing unit are at different heights, and the heights are adjacent to a steep or sharp slope hexside, that hexside blocks LoS unless the slope hexside is closer to the unit at the higher level. If, on the other hand, it is the unit at the higher level that is closer to that hexside, then the LoS is valid.
- If the units or terrain blocking the view between target and firing unit (as defined in the paragraph "Same height" above) are at a greater height than the lower of the two units, then there is no LoS.
- If the units or terrain blocking the view between target and firing unit (as defined in "Same height" above) are at the same height as the lower unit, then there is no LoS if the hex in which the obstacle lies is closer to the lower unit.
8.1.8 Fire Combat Procedure. Fire combat is carried out as follows:
- The Defence Value of the target unit is determined.
- The Fire Value of the firing unit is determined. The Fire Value of each unit is printed on its counter, but may be modified by the formation of the unit and its morale level, and in the case of artillery, by the distance to the target unit.
- The modified Fire Value is cross-referenced with the Defence Value on the Fire Table to arrive at a Fire Column, which will be used to resolve the fire. The column is shifted according to the facing of the target and the terrain it occupies. If a Multi-Hex target occupies several terrain types, the one closest to the firing unit to which LoS can be traced is applied. If there are several terrain types that may be chosen, the one most beneficial to the defender is used. Massed Targets are more vulnerable to artillery fire [7.3.1].
- A die is rolled. The result is checked on the Fire Table and its effects (if any) on the attacked unit are applied. A Fired marker is placed on all units that fired, which may not fire again in that same activation.
- Steps 1 to 4 are repeated if the target unit Returns Fire.
- The results of the Offensive Fire and of the Return Fire are applied simultaneously.
8.2 Bayonet Combat
Only infantry units with a Full Activation may attempt Bayonet Combat. Only defending units that are not in Defensive Terrain (see the Terrain Effects Chart) may be attacked with the bayonet. The attacking unit must be adjacent to the defender, and the defender must be in the attacking unit's front hexside. Only one attacking unit may attempt a bayonet attack against a defending unit; if there are more potential attackers adjacent to the defending unit, they may support the attacking unit, but may not themselves attack it with the bayonet.
8.2.1 Bayonet Attack Procedure.
- Declaration. The active player chooses an attacking stack and a target stack that is in its front hexsides. The choice is entirely voluntary, and the attacking unit is not obliged to attack with the bayonet every enemy unit that it has in its front hexsides. A defending stack may be attacked with the bayonet only once per activation. A defending stack in Defensive Terrain (see the Terrain Effects Chart) may NOT be attacked with the bayonet; it may only be Assaulted [8.3]. A defender that is not in Defensive Terrain may NOT be attacked by assault; it must be attacked with the bayonet. Any Routed defending unit attacked with the bayonet is eliminated immediately.
- Attacker's Test. The attacking unit takes a Pre-Melee Morale Test, modified as indicated on the Pre-Melee Morale Test table. If the attacker fails the Pre-Melee Morale Test, it suffers the results indicated on the table and the attack ends. Active stacks adjacent to the defending unit that are not attacking it with the bayonet give a –1 modifier to the attacker's Pre-Melee Morale Test in return for the support they provide to the attack. A stack may only support one bayonet attack per activation, and only if it does not itself attack with the bayonet or assault. If the attacker passes the test, proceed to the next step.
- Return Fire. The defending stack may Return Fire against the attacking stack. Skirmishers may instead make Reaction Movement in place of Returning Fire (if they leave the hex, the attacker advances and the melee sequence ends). The defender may not Return Fire against attackers that are only providing support. Units in Strategic Movement may not Return Fire. If the attacker survives the Return Fire without becoming Unsteady or Routed, proceed to the next step.
- Defender's Test. Every unit in the defending hex that is not artillery takes a separate Pre-Melee Morale Test and the result is applied immediately. If the defender is artillery alone in the hex, it is eliminated. In other cases, each defending unit takes a Pre-Melee Morale Test, modified as shown in the table. If the defender fails, the result indicated in the table is applied. The defender receives a bonus on its Pre-Melee Morale Test if it has Flank Support. Flank Support consists of having a friendly non-Routed combat unit adjacent to one of its hexsides. If the defender passes the test, the combat ends. If the defender withdraws, the defending deployed (unlimbered) artillery is eliminated, while limbered artillery withdraws.
Author's note (as printed in the Spanish rules): melee combat in open ground was very uncommon; invariably one unit or the other lost its nerve and withdrew before contact was reached.
8.3 Assault Combat
Only units with a Full Activation may undertake Assault Combat. Defending units in Defensive Terrain (see the Terrain Effects Chart) may only be assaulted; they may not be attacked with the bayonet.
8.3.1 Assault Procedure.
- Declaration. The active player declares which defending stack will be the object of the Assault. The active player chooses as attacker an active stack adjacent to the defender that has that defender in its front hexsides. A stack may only be declared attacker in an Assault once per activation. Any Routed defending unit that is Assaulted is eliminated automatically.
- Attacker's Test. The attacking stack takes a Pre-Melee Morale Test. If it fails, it suffers the results indicated on the Pre-Melee Morale Test table and the Assault ends. Active stacks adjacent to the defending unit that are not Assaulting provide a –1 modifier to the attacker's morale test if they support the attack. A unit may only support one Assault per activation, and only if it does not itself Assault or attack with the bayonet at anyone. If the attacking stack passes the test, proceed to the next step.
- Return Fire. The defending stack may Return Fire against the attacking stack. Skirmishers may instead make Reaction Movement (if they leave the hex, the attacker advances and the melee sequence ends). The defender may not Return Fire against attackers that are supporting. Units in Strategic Movement may not Return Fire. If the attacker survives the Return Fire without becoming Unsteady or Routed, proceed to the next step.
- Defender's Test. Every unit in the defending hex that is not artillery takes a separate Pre-Melee Morale Test and the result is applied immediately. If the defender is artillery alone in the hex, it is eliminated. In other cases, each defending unit takes a Pre-Melee Morale Test, modified as indicated in the table. If the defender fails, the result indicated in the table is applied. If the defender withdraws, the defending deployed artillery is eliminated, while limbered artillery withdraws.
- Melee. Artillery defending alone is eliminated automatically. If there remains any defending unit in the hex that is not artillery, the total Strength Points attacking the hex are calculated, then the total Strength Points that are not artillery defending the hex. The attacker's strength is divided by the defender's, rounding down fractions; the result is a ratio that serves as a modifier to the melee die roll. A die is rolled, the result is modified as indicated on the Melee Results Table, and the modified result is applied immediately. If all defending infantry or cavalry is eliminated or withdraws, the defending deployed artillery is eliminated, while limbered artillery may withdraw.
8.4 Charge Combat
Only cavalry that is not Blown and that has a Full Activation and a "May Charge" marker may carry out Charge Combat during the turn of the active player. Inactive cavalry that is not Blown may carry out Counter-Charges or Reaction Charges. Charges are always voluntary.
8.4.1 Charge Distance. Cavalry may only charge an enemy stack that it has in its Line of Sight and that is within its Charge Distance. Active cavalry has a Charge Distance that varies according to the type of cavalry [the Charge Distances are specified in the Playbook, A.13]. The Charge Distance of inactive cavalry is its Reaction Zone. Cavalry may not charge to or through certain types of terrain (see the Terrain Effects Chart). If an enemy unit is within the LoS and Charge Distance of a cavalry unit, but that unit cannot reach it because of terrain, that enemy unit may not be charged.
8.4.2 Charge Procedure.
-
Declaration. The active player declares a cavalry stack as the attacking stack, and a defending stack within the Charge Distance of the former as the target of the Charge. The attacker must have a valid LoS to the defender at the moment the Charge is declared. A defending stack may only be charged once per activation.
-
Charge Movement. No Pre-Melee Morale Test need be passed. The attacking stack moves until it is adjacent to the defending stack. The attacker moves hex by hex (it neither spends nor counts movement points, but may only enter terrain that is not forbidden). The attacking unit must always enter through front hexsides during its entire Charge, but it may change facing by one hexside for each hex it enters during the same Charge.
-
Counter-Charge. If the defending stack is not Blown cavalry and the attacker has entered its Reaction Zone, the defender may attempt a Counter-Charge at any moment before the attacker is placed adjacent to it. Each unit of the stack takes a Pre-Melee Morale Test. All units that pass the test must Counter-Charge the attacker. Units that fail may not Counter-Charge during this activation, but they also suffer no effect from failing this test. Units that counter-charge move one hex forward and meet the attacker in that place; the melee is carried out normally, but in it the defender gains the Charge Bonus.
-
Formation Test. An infantry stack that is the target of a Charge may either Stand, or attempt to Form Square. Exceptions:
- When it is alone in the hex, artillery must Stand.
- Units in Strategic Movement may NOT Form Square.
- Any Routed defending unit is eliminated immediately.
Stand: the infantry in the defending stack takes a Pre-Melee Morale Test and the results are applied immediately.
Form Square: the infantry unit on top of the defending stack takes a test to Form a Reaction Square (roll the die and apply the modifiers in that table). The results of the test are applied immediately. The charging cavalry is moved until it is adjacent to the infantry (whether or not the infantry has managed to form a square).
8.4.3 Overlap. Overlap exists when a multi-hex cavalry counter (in Line) has charged and occupies more hexes than the enemy stacks it charges. If Line cavalry charging has overlap on the defender, it gains a +1 melee modifier for each hex of advantage it has.
8.4.4 Blown Cavalry. Cavalry under a Blown-2 marker may only move half its movement capacity (rounding up), may not charge, and is always Disordered.
Cavalry under a Blown-1 marker may only move half its movement capacity (rounding up) and may not charge. However, they may change formation.
8.4.5 Recovery of Blown Units. Cavalry that does not move or defend itself in any type of combat during a turn may Recover. Such units are marked with a Recovery marker after their division has finished its activation (assuming the Blown cavalry units have not moved during the activation). The Recovery marker remains on the Blown units for the rest of the turn, but must be removed from a Blown unit if it makes Reaction Movement or defends itself in any type of combat other than Fire from artillery at Medium or Long Range. During the Reorganisation Phase, all Recovery markers are removed, and the Blown marker of cavalry units is lowered by one level. When a "Blown" marker is removed, the cavalry unit that carried it may again move and fight normally.
8.5 Combat Results
The great majority of combat results consist of losses of Strength Points (SP/PF) and/or morale tests.
8.5.1 Strength Point Losses. In a stack that suffers Strength Point losses, such losses are always applied to the uppermost unit of the stack. A Strength Point marker equal to the number of Strength Points lost is placed under the unit. If the unit had already lost Strength Points earlier, the marker it carries is adjusted by adding the number of Strength Points just lost at that moment. The unit must also immediately take a Morale Test, in which the number of Strength Points it has lost in the combat, minus one, serves as a positive (adverse) modifier to the roll. Thus a unit that loses one strength point takes a normal Morale Test, and a unit that loses two strength points applies a +1 to the roll, and so on according to the losses suffered. Note that any change in the Morale Level caused by the loss of Strength Points is applied before the Morale Test.
Breakpoint. When a unit suffers accumulated Strength Point losses greater than half its strength, it may reach its Breakpoint [11.0].
Elimination. A unit that suffers accumulated Strength Point losses equal to or greater than its strength is eliminated. The unit is removed from the map. ALL units stacked under an eliminated unit must immediately take a Morale Test. If the uppermost unit of a stack is eliminated but not all of the Strength Point losses suffered have yet been applied, the remaining losses are applied to the next unit in the stack before the results of the cited Morale Test are applied (units that rout because the uppermost unit was eliminated do not avoid suffering the remaining losses still to be applied).
8.5.2 Morale Test. The defending unit immediately checks its morale, modifying the roll, if applicable, with the result of the combat. Thus an M+2 would be a morale test with a +2 modifier added to the roll, plus any other possible modifiers that apply. The effects of the Morale Test are applied immediately. Only the uppermost unit of a stack takes the Morale Test. However, if that unit Routs, then all other units of the stack must immediately take a Morale Test.
8.5.3 Melee Continues. This is a melee result in which each side loses 1 Strength Point (in total, not one per unit) and checks the morale of the unit to which the loss is applied. If after this there are still units of both players in their hexes, the melee continues. The force ratio is recalculated and the die is rolled again. Cavalry units do not receive Charge Bonuses when the melee continues.
It should be noted that, because of this possibility, a melee may continue indefinitely while units of both sides remain. If, because of Morale Tests, all the remaining units of both sides are Routed or Unsteady, see 8.5.4 Double Retreats. A player may cause his own units to Rout at the end of each round of melee if he wishes it to end.
8.5.4 Double Retreats. When the results of Fire or Combat result in morale tests for both sides, and consequently both stacks Rout and/or Retreat Unsteady, the following applies (where there are several alternatives, the highest in the list applies):
- If both stacks Retreat Unsteady, the players roll a die: the player who obtains the lower result must withdraw his stack, while the other remains Unsteady but does not withdraw.
- If one stack Routs and the other Retreats Unsteady, the first routs, but the other remains Unsteady and does not withdraw.
- If both stacks Rout, both players roll a die: the stack of the player who obtains the lower result must rout, while the other remains Unsteady but does not withdraw.
8.5.5 Commanders in Combat. At any moment when a combat unit loses a Strength Point and there is a commander stacked in its hex, a die is rolled. If there is more than one commander stacked in the hex, a die is rolled for each of them. If a commander obtains a result of 0, he has been killed. A new anonymous commander counter is drawn at random from among the replacement commanders included in the game. The replacement commander drawn becomes the new commander of that division or corps, and his values are used for all command purposes.
Commanders may freely decide whether or not to join the units of their stack that withdraw. Commanders left alone in their hex are immediately placed in the nearest hex containing a unit under their command (if there are several equidistant, the player chooses). If all the units of a commander have been destroyed, the commander must also be eliminated.
9.0 Morale
All infantry and cavalry units operate at all times with a Morale Level that falls from Good to Shaken, then to Unsteady and finally to Routed. As a unit's morale declines, its effectiveness in combat is also reduced, until it Routs and runs away. Artillery units are affected by Morale somewhat differently from infantry and cavalry, as we will see later.
It must not be forgotten that Disorder is not a Morale Level; it represents a unit whose formation has broken down and become open, due to terrain and other factors.
9.1 Morale Tests
During combat, a stack may have to take a Morale Test. Consult the Morale Check Table, roll a die and apply all the necessary modifiers. If the modified roll is equal to or lower than a unit's morale value, the unit has passed the test and suffers no effect. If it is greater than the unit's morale value, the unit will lose one or more Morale Levels, as indicated in the Morale Table.
9.1.1 Morale Levels. The four possible Morale Levels are, in descending order, the following:
- Good (Buena)
- Shaken (Conmocionada)
- Unsteady (Inestable)
- Routed (Huida)
Whenever a unit fails a Morale Test, its morale is lowered by the number of levels indicated on the Morale Table, and the marker corresponding to its new state is placed on it. It is entirely possible for a unit to drop its morale from Good to Routed if it fails a Morale Test by a sufficiently high margin. All units in a stack must have the same Morale Level, and this must equal the worst Morale Level of the stack. Thus, if a Shaken unit is stacked with a Good unit, both become Shaken. Routed units may not voluntarily stack with other units.
Exceptions:
- When the uppermost unit of a stack withdraws as a result of its morale reaching Routed or Unsteady, the entire stack does not Rout or withdraw Unsteady. Instead, all other units of the stack must take a Morale Test.
- Leaders have no morale, and may voluntarily join the withdrawal of a unit with which they are stacked, or remain with the other units of the stack.
9.2 Effects of Morale
9.2.1 Good Morale. Any unit without a Morale Level marker is considered to be in Good morale. Units in Good morale move and fight normally.
9.2.2 Shaken Morale. Units whose morale is Shaken receive a "Shaken" marker and suffer a +1 penalty on all Morale Tests and on all Pre-Melee Morale Tests.
9.2.3 Unsteady Morale. Units with Unsteady morale receive an "Unsteady" marker and must immediately retreat one hex if they are infantry, or two if they are cavalry [10.0]. If the unit that retreats is the uppermost unit of a stack, all other units of the stack must immediately take a Morale Test. All friendly units that are adjacent at the moment of the retreat must also pass a Morale Test. It is possible that the retreat of one unit, through a chain reaction, will produce Unsteady results along an entire line, causing it to retreat.
An Unsteady unit:
- Suffers a +2 penalty on all Morale Tests and Pre-Melee Morale Tests.
- May not initiate melee combat of any kind, including Counter-Charge and Reaction Charge. It may, however, defend itself against melee.
9.2.4 Rout. A unit whose morale is Routed immediately becomes Disordered; if it already was, it remains Disordered. A Rout marker is placed on the unit, and it must make a Rout Retreat. If the Routed unit is stacked with others, all of them must pass a Morale Test. In addition, every friendly unit adjacent to the Routed unit at the moment of the rout must immediately pass a Morale Test. It is entirely possible that the rout of one unit, by causing a chain reaction of Rout or Unsteady results, will cause the retreat or rout of an entire line of units.
Routed units:
- May not move voluntarily and have no facing.
- May not carry out any type of combat, and are automatically destroyed if they suffer any result other than "No effect" in fire combat, or if they are the subject of a melee declaration (unless saved by a Counter-Charge from other friendly units).
9.3 Artillery Morale. The morale of artillery works somewhat differently from that of infantry and cavalry. Artillery is always in Good morale. Artillery that must take a Morale Test, whether because of a combat result of Strength Point loss or because of a Morale Test result, checks its morale normally using the Morale Check Table. However, for each Morale Level that artillery loses, instead of losing morale levels it loses 1 Strength Point. For example, if the result of the Morale Test has been "–2 Morale Levels", the artillery would lose 2 Strength Points. Artillery losses resulting from failed Morale Tests do not cause additional Morale Tests.
10.0 Retreats
Units that are left Unsteady or Routed must retreat immediately. Unsteady units retreat one hex if they are infantry and two hexes if they are cavalry. Routed units always retreat a number of hexes equal to half their movement capacity (rounding up). Retreats are calculated in hexes, not in movement points.
10.1 Retreat Procedure
Move the retreating unit a number of hexes equal to the appropriate retreat length. Unsteady units keep their original facing after retreating: think of them as retreating in front of the enemy, without turning their back on him. Routed units, on the other hand, turn to face the direction of retreat. The retreat path must follow the retreat priorities as far as possible, the lower-numbered priorities being satisfied first. The retreat path must obey the restrictions of retreat.
10.1.1 Retreat Restrictions. A stack that retreats:
- May not end its retreat stacked with units that are not retreating. It will continue to retreat until it enters an empty hex.
- Must remain together: its counters may not be separated while retreating.
- May not enter or move through forbidden terrain, nor a hex occupied by the enemy.
- May not enter a hex more than once in the same retreat.
- Is subject to possible enemy Reactions (though not from the units that caused the retreat) if it moves through the Reaction Zone of enemy units (excepting the hex in which the retreat begins).
- May not retreat off the map; instead it stops at the edge of the map and loses a number of Strength Points equal to the number of retreat hexes it was unable to move.
- If it cannot retreat its full retreat distance because of the presence of enemy units or forbidden terrain, it loses 1 Strength Point for each hex it was unable to retreat.
10.1.2 Retreat Priorities. Units that retreat must follow the following priorities and move:
- Away from the enemy units that caused the retreat.
- As far as possible from enemy units.
- Through unoccupied hexes.
- Through hexes occupied by friendly units, if entering them allows them to move away from the enemy. Retreats through enemy units cause the stack that is passed through by the retreating units to take a Morale Test.
- Towards the Retreat Direction of its army (specified in the Playbook).
- In as straight a line as possible, using the easiest path that costs the least movement points.
11.0 Breakpoint
There are three types of Breakpoint: unit, division and corps.
11.1 Unit Breakpoint. An infantry or cavalry unit that suffers accumulated Strength Point losses greater than half its original strength will have reached its Breakpoint. At the end of the combat in which it reaches its Breakpoint, if the unit is in Good morale it immediately becomes Shaken. If the unit is at any other Morale Level, nothing happens.
Exceptions:
- Certain elite units, specified in the Playbook, may not be subject to the unit Breakpoint rule.
- Artillery units are never subject to this rule.
11.1.1 Effects of Unit Breakpoint. A unit that reaches its Breakpoint:
- Suffers a +1 modifier on all Morale Tests.
- May never initiate melee combat, but may defend itself in melees initiated by the enemy.
- May never recover Good morale (the best Morale Level it can reach is Shaken). Shaken-R and Unsteady-R markers are used to indicate this.
11.2 Division Breakpoint. A division that has a number of combat units at their Breakpoint equal to its Division Breakpoint Level will have reached its Division Breakpoint. The Division Breakpoint Level of each division is shown on the Command Card. When a division reaches its Division Breakpoint, its commander is marked with a "Division at Breakpoint" marker.
Exception: certain divisions, indicated in the Playbook, may not be subject to this rule.
11.2.1 Effects of Division Breakpoint. When a division has reached its Breakpoint:
- It may no longer carry out Full Activations. If its LIM is in the Command Pool, it is removed from the Pool in the next LIM Elimination Segment, and may not be added later under any circumstances.
- It may not be activated as part of a Corps Activation, nor when the Independent LIM is drawn.
11.3 Corps Breakpoint. A corps reaches its Breakpoint when all its divisions have reached their respective Breakpoints. When a corps is at its Breakpoint, it may no longer attempt Corps Activations. There are no other effects from this, although the situation may be a victory condition for the enemy.
12.0 Morale Recovery
During the Morale Recovery Phase, at the end of each turn, units whose morale is worse than Good may attempt to Recover Morale (whether or not they are stacked with a commander, and whether or not they are Under Command or Out of Command). Each unit's Morale Recovery is entirely voluntary. Exception: units that are adjacent to enemy units may NOT recover morale.
12.1 Morale Recovery Procedure. For each stack attempting to Reorganise, a Morale Test is made. All pertinent modifiers are used. If the test is passed, the Morale Level of the unit or units improves by one level. If the test is failed, the unit keeps its current morale. If a stack is Shaken or Unsteady, only its uppermost unit attempts to Recover morale. If it recovers, the whole stack improves its Morale Level. In a stack of Routed units, on the other hand, each individual unit must attempt to Recover separately. It is possible that at the end of the Morale Recovery Phase the stack contains both Routed and non-Routed units; this situation will not last long, however, since the Routed units will then retreat one hex [12.4].
12.2 Routed Units that Recover Morale. When a Routed unit recovers morale, it immediately changes facing freely, but remains Disordered. Furthermore, units that rout and then recover can never return to Good morale: the most they may aspire to from then on is Shaken morale. These units are marked with Unsteady-R or Shaken-R markers to remember that they cannot reach Good morale.
Routed units that recover (printed as a sidebar beside 9.2.4):
- May not voluntarily stack with other units, but if units of the same stack Rout, they must rout together.
- Suffer a +2 penalty on all Morale Recovery Tests.
- Lose one additional Strength Point during the Morale Recovery Phase if they fail to recover morale [12.4].
- If they recover morale, they may never return to Good morale. The highest Morale Level they can reach is Shaken. To indicate this, the Shaken-R and Unsteady-R markers are used.
12.3 Cavalry Recovery. After a charge, cavalry receives a Blown-2 marker. During the Morale Recovery Phase, each Blown cavalry unit that has a Recovery marker may lower its Blown level by one level: from Blown-2 to Blown-1, or from Blown-1 to normal status. This is automatic and requires no Morale Test.
12.4 Rout Losses. In the Rout Losses Segment, each Routed unit on the map loses 1 Strength Point and retreats one hex. If there are no adjacent empty hexes, the unit continues retreating until it enters an empty hex.
13.0 Fatigue
All combat units except artillery have a Fatigue Level from 0 to 9. Fatigue is calculated by division; all units of a division always have the same Fatigue Level. To indicate the Fatigue Level of a division, a numbered counter equal to the Fatigue Level is placed under the division commander. In general, divisions begin the scenarios at Fatigue Level 0. As Fatigue increases through activity during the game, the capacities of divisions are reduced (see the Fatigue Effects Table).
Changes in Fatigue Level and their effects are not implemented until the Fatigue Segment. To keep a record of which commanders are subject to changes in their Fatigue Level, the boxes of the Command Card are used. As Finished commanders are turned over to their front sides, the necessary Fatigue adjustments must be made to the Brigade Commanders (consult the Playbook).
13.1 Increase of Fatigue
The Fatigue of a division increases if its LIM is drawn from the Command Pool, or if it has taken part in combat. The Fatigue of a division may increase by only one level each turn.
13.1.1 Command Pool. Each time a division's LIM is drawn from the Command Pool, the division's Fatigue Level increases by one during the Fatigue Segment. The level increases whether or not the division carries out a Full Activation. This includes Corps activations; all divisions of a corps acquire Fatigue when the Corps LIM is drawn, whether or not they are within the command range of their corps commander. The drawing of the Independent LIM increases the Fatigue of a commander only if that commander is activated with the Independent LIM.
Exception: if the only action of a division when its LIM is drawn from the Command Pool is to carry out Strategic Movement, its Fatigue Level does not increase.
13.1.2 Combat. A division that has not placed its LIM in the Command Pool will still have its Fatigue increased if it has carried out or been the victim of any combat (other than medium- or long-range artillery fire). Its Fatigue may only rise one level per turn, whatever the number of times it has attacked or been attacked.
13.2 Decrease of Fatigue
A division may reduce its Fatigue Level by one during the Fatigue Segment of the Morale Recovery Phase if all three of the following conditions apply:
- Its LIM was not in the Command Pool, and
- It has not carried out nor been the victim of any combat (apart from medium- and long-range artillery fire), and
- It is three hexes or more from the nearest enemy combat unit.
13.3 Effects of Fatigue
At Fatigue Levels 4 or higher, the units of the division suffer the effects indicated in the Fatigue Effects Table. Immediate effects are applied when Fatigue reaches the indicated level during the Fatigue Segment (when Fatigue decreases, lost morale levels are NOT recovered). Effects of limited duration apply only while the division remains at that Fatigue Level. Fatigue levels are not cumulative (for example, a unit with Fatigue Level 5 that increases to 6 still has a +1 modifier on Morale Tests, not 1 + 1 = 2).
14.0 Reinforcements
The reinforcements that will enter the game are indicated in the specific scenarios in the Playbook. Each scenario details the specific units that will enter as reinforcements, their arrival turn, the place of entry (generally the number of an Entry Area), any special conditions for the entry of certain reinforcements, and the movement objectives of the reinforcements.
14.1 Entry of Reinforcements
Unless the scenario specifies otherwise, reinforcements enter the map with Strategic Movement. During the Command Pool Segment of a turn in which reinforcements arrive, the player receiving them places the Reinforcement LIM in the Pool at no cost. When it is drawn, its player may bring onto the map all the reinforcements he is to receive that turn, into their hex or Entry Area, division by division, using Full Activations (no activation roll is needed). This is the only moment in the turn at which reinforcements may enter. If a player prefers to hold back his reinforcements, he must wait until the following turn, when the Reinforcement LIM is drawn again.
14.1.1 Entry Area. The numbered flag symbols on certain hexes along the edge of the map are Entry Areas for reinforcements. The rules of each scenario specify which entry areas are used and at what time.
14.1.2 Entry Chain of Units. Players must treat the entry of reinforcements as if they were forming a chain from the edge of the map, so that each additional stack of reinforcements that enters the map must pay the terrain cost of the first hex multiplied by the number of reinforcement stacks that have entered ahead of it through that same entry hex. Thus the first unit pays normal movement costs, the second pays double the normal terrain cost, the third pays triple, and so on. Because of the length of the chain of units entering as reinforcements in one turn, some of them may not manage to enter the map during the turn in which they are due to arrive.
14.1.3 Objective. The scenario rules may sometimes detail a target hex or hexes for reinforcements. In this case, when one of these reinforcements is activated with Strategic Movement, it must take the fastest route towards its target hex. Units must try to reach the objective by the shortest route (in movement points), while avoiding coming within three or fewer hexes of the enemy. The Strategic Movement marker is removed from the unit's commander at the end of the activation in which one of its units reaches one of its objectives. If the Strategic Movement marker is removed involuntarily (because of enemy units), it is not necessary to continue moving towards the objective, although there may be other movement restrictions in the scenario linked to the capture of the objective or objectives.
14.2 Delay of Reinforcements
Reinforcements, whether voluntarily or not (through lack of movement points or because of the presence of enemy units), may be unable to enter the map in the turn in which their arrival is due. A player may place the Reinforcement LIM back in the Command Pool in each turn in which he has reinforcements that have not yet managed to enter the map. Such units may also delay their entry for as long as their player wishes, with no negative effect. Some scenarios may allow a player to delay his reinforcements and bring them onto the map through another entry hex; see the details in the scenario rules in the Playbook.
14.3 Enemy Presence
Reinforcements, while they are off the map, cannot be attacked by enemy units in any way. Reinforcements may not enter the map where there are enemy units or their Reaction Zones. If the presence of enemy units or of their Reaction Zones prevents the entry of reinforcements, those reinforcements are delayed one turn and may then enter through the nearest available hex (calculated from the original entry hex) that is not blocked by enemy units or their Reaction Zones. Reinforcements that cannot enter the map with Strategic Movement (because there are enemy units three or fewer hexes away) may enter using Normal Movement.
14.4 Subsequent Activation
While the commander of a reinforcement still has a Strategic Movement marker on him, his command will continue to have Full Activations without needing to roll the die, and may use Strategic Movement each time the Reinforcement LIM is drawn from the Command Pool. Once the Strategic Movement marker is removed from that commander for the first time (whether voluntarily or not), his command is from then on subject to the normal LIM drawing and activation procedure. From then on, it will obtain Non-LIM Limited Activations until its LIM is added to the Command Pool by means of a Command Change. Until that moment, the LIM of the command must be kept in the appropriate place on the Command Card, to remember that the command is a reinforcement that may have Full Activations while it remains in Strategic Movement.
Playbook (Libro de Juego): Scenarios and Special Rules
The sections of this book are not numbered consecutively; they are arranged to reflect their importance to the rules system in the Rules book. The prefix (A) before each paragraph indicates that the rule applies to Austerlitz (to distinguish it from the rules in the Playbooks of the later games in this series).
A1.0 Introduction
Austerlitz, Napoleon's greatest victory, was an exhibition of the advantages of the Napoleonic system over the outdated ideas of the Allies. The French troops were better trained, better equipped and had outstanding commanders, in addition to total confidence in the capacity of the Emperor. The Allied army, on the other hand, was made up of the remnants of the Austrian army (still in flight after the disaster of Ulm), together with the disorganised Russian army of Kutuzov. The Allied soldiers had had normal training, were equipped with inferior weapons and used a tactical model that had remained unchanged since the time of Frederick the Great. Their commanders were a group of generals of limited ability. It is not entirely accurate to claim that the Allies had no chance of winning, but their chances were certainly few.
This Playbook contains additional rules specific to this battle. It also includes six scenarios: one introductory, two complete (with the four maps), and three smaller ones that illustrate the three main sections of the battlefield (A15.0). The orders of battle of both sides are given at the end.
A2.0 Components
The counters include numerous abbreviations of the names of persons and places (the full names may be consulted in the orders-of-battle list [A16.0]). The most generic and common abbreviations are explained below.
A2.1 Counter Abbreviations
| Abbreviation | Meaning |
|---|---|
| B | Bagration's Corps |
| Coss | Cossacks |
| CR | Cavalry Reserve |
| Cu or Cui | Cuirassiers |
| Dgn | Dragoons |
| G or Gren | Grenadiers |
| Brdr Grz | Border Grenzers |
| Jgr | Jaeger |
| Hus | Hussars |
| I | Infantry, Vanguard |
| IG | Imperial Guard |
| Leib | Leibgarde |
A2.2 Elite Units
The following units are considered elite (their strength is printed in white within a red box). They gain a bonus when taking part in melee combat, and are not affected by the unit Breakpoint rule.
- French:
- Imperial Guard: Grenadiers à Pied; Chasseurs à Pied; Grenadiers à Cheval; Chasseurs à Cheval; Mamelukes.
- IV Corps: Tirailleurs du Po; Tirailleurs Corses.
- Allied:
- Vanguard: Chevau-légers O'Reilly.
A2.1.1 French Counters
- 1H: 1st Division, Heavy Cavalry
- 2H: 2nd Division, Heavy Cavalry
- CaC: Cazadores a Caballo (Light Horse Chasseurs)
- Carab: Carabiniers
- CG: Grenadiers Réunis
- Chas: Chasseurs
- Chss P: Chasseurs à Pied
- CR: Cavalry Reserve
- Cu or Cui: Cuirassiers
- Dgn: Dragoons
- Gren P: Grenadiers à Pied
- Hus: Hussars
- IG: Imperial Guard
- It RG: Royal Italian Guard
- K: Kellerman's Division
- Leg: Légère
- Ln: Ligne
- M (CR): Milhaud's Light Cavalry Division
- M (IV): Margaron's Light Cavalry Division
- O: Oudinot's Grenadiers
- T: Treilhard's Light Cavalry Division
- Tir Po: Tirailleurs du Po
- Tir Cors: Tirailleurs Corses
A2.1.2 Allied Counters
- A4C: Austrian Corps, 4th Column
- AG: Vanguard Corps
A2.3 Cossacks
Author's note: the Russian Cossacks were a permanent feature of the Russian army. They were its best troops for raids, incursions, plundering and pursuits of defeated enemies (as the Austrians discovered when the Russian armies of their allies ravaged Moravia on the march to Austerlitz). However, they were of little use on the battlefield. Their inclusion in the game gives the Allied player an exotic type of unit, although of doubtful usefulness.
Cossacks are always Disordered, and pay the movement costs corresponding to that state. Cossacks may never voluntarily change formation. Note that the front of Cossack counters represents them already disordered.
Unlike the rest of disordered cavalry, Cossacks may Charge, but they may only Charge against Disordered or Routed units.
Reaction of Cossacks. Cossacks may never Counter-Charge, and may only make a Reaction Charge against Disordered or Routed units. However, unlike other disordered cavalry, Cossacks may retreat as a Reaction whenever an enemy unit (even cavalry) enters, or spends movement points, or makes Charge movement, in their Reaction Zone. This retreat is made by the Reaction Move Back explained in the Reaction rules [6.2.6]. Cossacks may retreat in this way an unlimited number of times during an enemy activation, without penalty. Cossacks may also retreat as a Reaction against enemy infantry or artillery.
A2.4 French Tirailleurs
The Corsican and Po Tirailleurs of the French player are units with the special ability to divide into companies. When these battalion-type units are activated, the French player may divide them into companies of Tirailleurs. To do so, he carries out a change of formation, removes the battalion counter, and replaces it with a number of Tirailleur companies equal to the number of Strength Points the battalion has remaining. A Tirailleur battalion may either be fully divided into companies, or be fully reunited in its battalion counter. It may NOT be partially divided while keeping its battalion counter on the map.
These companies may only be in one formation: Skirmishers (also called guerrilla). When a company Routs (assuming it has not been eliminated), it remains in Skirmish formation in one hex (it is not Disordered). Except in that case, each of these companies may operate as an infantry unit in all respects.
To reform the battalion, all its Tirailleur companies are stacked in the same hex, a change of formation is carried out, and they are replaced with the battalion counter. All companies must belong to the same battalion. The battalion may not have a combat strength greater than the number of companies that have survived: a Strength Point loss marker is placed to reflect any losses it may have suffered. The reformed battalion then operates as a normal infantry unit in all respects. The French player may divide and reconstitute these battalions as many times as he wishes during the game.
Tirailleur companies are not affected by being outside the command range of their division commander: they may always carry out a Full Activation when their divisional LIM is drawn, whether or not the division is activated and whether or not they are outside the command range. If the division's LIM is not in the Command Pool, they may be activated with the French Independent LIM. If none of the aforementioned LIM is in the Command Pool, they must use a Limited Activation in the Non-LIM Phase.
When not broken down into Tirailleur companies, Tirailleur battalions are considered normal infantry battalions in all respects.
A4.0 Command
A4.1 Command Structure
A4.1.1 French. The French Overall Commander is, obviously, Napoleon Bonaparte. In addition to the normal capacities of Overall Commanders, Napoleon may also serve as the Commander in a Great Battery Activation [A4.5.1].
A4.1.2 Allied. The Allied Overall Commander is Tsar Alexander I. Buxhowden serves as Overall Commander for the Allied Left Wing; however, he is subordinate to the Tsar.
Although they are called "brigades", all Allied brigades function as divisions for the purposes of the rules system.
A4.2 Command Ranges
Overall Commanders:
- Napoleon: 12 hexes
- Tsar Alexander: 10 hexes
- Buxhowden: 8 hexes
Corps Commanders:
- French: 8 hexes
- Allied: 6 hexes
Division Commanders:
- French: 5 hexes
- Allied: 4 hexes
A4.3 Independent Divisions
Both players have Independent "divisions" whose commanders may attempt to activate, either with the Independent LIM or as part of a Corps Activation. This gives greater flexibility to these divisions. However they are activated, Independent commanders may only be activated once per turn.
A4.3.1 Independent Commanders. The Independent Commanders are:
- French: Margaron (Light Cavalry / IV Corps); Treilhard (Light Cavalry / Cavalry Reserve Corps); all Brigade Commanders on the map [A4.5].
- Russian: Wittgenstein (Cossacks / Bagration's Corps).
A4.3.2 Independent LIM. In all scenarios in which a player has Independent commanders, he places his Independent LIM in the Command Pool at the start of the game. Players are advised not to remove their Independent LIM from the Pool, since leaving them there carries no cost. If one must be removed at some point, it may only be placed back in the Command Pool after a successful Command Change roll. In that case the Independent LIM counts as a division LIM. Independent divisions, including French Brigade Commanders, may be activated with the Independent LIM. To determine how many of these commanders may be activated when one side's Independent LIM is drawn, a die is rolled on the Independent Activation Table. The result is the total number of commanders that may attempt to activate. All commanders above that total must use a Limited Activation in the Non-LIM Phase, or be activated during a Corps Activation.
A4.4 Special Commanders
A4.4.1 Napoleon Bonaparte. Napoleon may carry out Great Battery Activations [A4.5.1]. When Napoleon is operating as commander of a Great Battery, the French player may not add his modifier to initiative in his initiative rolls.
If Napoleon is eliminated in the battle, the game ends and the French automatically lose.
Author's note: although if Napoleon had died or been incapacitated in the battle the French might still have won the battle, the Grande Armée would doubtless have disintegrated later (and with it the French Empire). This rule is made to shame the French player who lets a cannonball kill Napoleon.
A4.4.2 Murat. Despite his weaknesses as a general in the field, Marshal Murat was a cavalry commander of exceptional ability. Cavalry units stacked with Murat or next to him may Counter-Charge or make Reaction Charges automatically, without needing to pass a Pre-Melee Morale Test. In addition, all cavalry units stacked with Murat receive a bonus in melee.
A4.4.3 Bessières. Marshal Bessières was commander of the Imperial Guard at Austerlitz, and the one who led the Guard cavalry in the charge that destroyed the Russian Imperial Guard cavalry. All combat units stacked with Bessières may Counter-Charge and make Reaction Charges automatically, without having to pass a Pre-Melee Morale Test beforehand.
A4.4.4 French Staff Officers. The French player has three Staff Officers: Rapp, Mouton and Songis. All three are considered stacked with Napoleon at all times, until the French player decides to move them away from him following the normal movement rules. Songis may carry out a Great Battery Activation [A4.5.1]. Rapp and Mouton may carry out Detachment Activations [A4.5.2].
A4.4.5 French Brigade Commanders. The French player may use one generic Brigade Commander for each corps (except Murat's Cavalry Reserve and the Imperial Guard) to direct a detachment of combat units of that corps. Brigade Commanders are detached at the end of an activation, and act as Independent Commanders in all respects. The eligible corps are I (Bernadotte), III (Davout), IV (Soult), V (Lannes) and Oudinot's division. The limit of Brigade Commander counters is an intentional limitation of the game; no corps may have more than one Brigade Commander detached at any moment.
A. Detaching Brigade Commanders. Brigade Commanders may be detached by a division commander if he achieves a Full Activation, or by a Corps Commander as part of a Corps Activation. When a Brigade Commander is detached, his counter is placed on the map, anywhere within the command range of the division or corps commander that detached him. The French player must note from which command he detached the Brigade Commander at that moment. Note: in some scenarios, Brigade Commanders may begin the game already detached and on the map. The French player does not need to obtain a Full Activation to detach Brigade Commanders that begin the game in this way.
B. Activation of Brigades. Brigade Commanders may always attempt to activate when their side's Independent LIM is drawn. If they have been detached from a division, they may activate with that division's LIM; if they have been detached from a corps, they may activate as part of that corps' activation. A Brigade Commander may only attempt to activate once per turn. When activated, a Brigade Commander may direct a number of battalions and/or batteries (of the command from which he was detached) equal to his activation value, provided those units are within his command range and have not already been activated by a superior commander. Units activated by a Brigade Commander may not then be activated by his superior commander or commanders.
C. Brigade Fatigue. While under the command of a Brigade Commander, units are NOT affected by the Fatigue, Combat, Command Breakdown or Breakpoint results that may affect the division from which they come. Instead, the units under a Brigade Commander accumulate Fatigue normally, as if they were separate divisions (their Fatigue is recorded under their Brigade Commander). Once the Brigade Commander has been removed, his units become subject to the state of the division to which they belong. If the Fatigue Level of the Brigade Commander is greater than that of the division commander, the division commander's Fatigue Level is made equal to the level the Brigade Commander had at the moment he was eliminated.
D. Brigade Limit and Attached Commanders. Each corps may have only one Brigade Commander on the map at any one time, no more. Brigade Commanders may be removed voluntarily from the map at any moment, after which they become available to be detached again in the following turn. Units that were under the command of a Brigade Commander that has been eliminated, and that are not within the command range of their division commander, are automatically Out of Command.
A4.5 Special Activations
In addition to the Independent division commanders and the Brigade Commanders, the French have two additional special activations. The Great Battery and Detachment activations differ mainly in that the former involves units of different commands.
A4.5.1 Great Battery Activations. Historical note: the first historical use of a Great Battery of artillery would in fact refer us to Gustavus Adolphus of Sweden, who employed a group of guns in that role to literally shatter the Imperials facing him at the battle of the Lech. Napoleon perfected its use, gathering a great battery to pound a previously chosen part of the enemy front line. As with many of his innovations, the Great Battery would sooner or later be copied by his enemies and used against him. At Austerlitz, however, only the French had the capacity to employ this tactic.
Great Battery activations are a type of special LIM. Only the French player may carry out Great Battery activations.
A. Adding the Great Battery LIM. The French have two Great Battery commanders, Napoleon Bonaparte and Songis. The French player has a Great Battery LIM that he may add to the Command Pool in the same way as normal LIM (that is, by succeeding in the Command Change Table). For this purpose, the Great Battery LIM counts as a division LIM.
B. Restrictions of the Great Battery Commander. Only one Great Battery commander may be assigned to the Great Battery. Once a commander has been assigned to the Great Battery, that commander directs it for as long as the Great Battery LIM remains in the Command Pool. If the Great Battery LIM is eliminated at any time from the Command Pool, the French player is free to reassign the Great Battery commander to the next Great Battery he wishes to form.
C. Activation of the Great Battery. When the Great Battery LIM is drawn from the Pool, the Great Battery commander may attempt to activate (either a Full or a Limited Activation) with friendly artillery units within the Great Battery Command Range. If the Great Battery commander attempts a Full Activation and does not achieve it, the result is treated as a STOP result, without any roll on the Command Breakdown Table. A Great Battery activation may not be part of a Corps Activation.
The commander may take command of as many artillery units (whatever commands they belong to) as his Great Battery Command Span allows. When Napoleon is in command of the Great Battery, the values printed on the reverse of his counter are used. For example, Songis may include in his Great Battery up to five batteries that are within his two-hex command range. This is the only activation those artillery units may have during the turn. Artillery units may NOT first be activated in a Great Battery activation and then in an activation of their normal commander: once assigned to the Great Battery, the artillery units must remain with the Great Battery until the Great Battery LIM is eliminated, voluntarily or involuntarily. Units assigned to the Great Battery are marked with Great Battery markers.
D. Elimination of the Great Battery LIM. If any unit of the Great Battery fires during the Great Battery Activation, the Great Battery LIM is immediately eliminated from the Command Pool. To use the Great Battery LIM again, it must be placed back into the Command Pool (see A, above). Otherwise the Great Battery LIM remains in the Pool. The French player may voluntarily eliminate the Great Battery LIM from the Pool during the LIM Elimination Segment, even if the Great Battery has not fired, and may add and eliminate the Great Battery LIM as many times as he wishes during the game. If the Great Battery LIM is eliminated from the Command Pool, the artillery units that formed the Great Battery may only move as part of an activation of their normal commander.
Historical note: the combined fire of all the batteries forming a Great Battery consumed an enormous quantity of ammunition (enough to exhaust all the ammunition in the wagons the batteries had to hand). The elimination of the Great Battery LIM after its fire reflects the time needed to obtain more ammunition.
A4.5.2 Detachment Activations. Detachment activations are a type of special LIM activation. Only the French player may carry out Detachment activations.
A. Detachment Commanders. The French have two commanders who may carry out Detachment activations: Rapp and Mouton. At the start of each game turn, the French player may choose Rapp and/or Mouton and attempt to add their LIM to the Command Pool if he succeeds in a Command Change. Each of these Detachment LIM counts as a division for the purposes of the number of division LIM that may be added to the Pool. The French player may have both Detachment commanders in the Command Pool simultaneously.
B. Detachment Activation. When the LIM of a Detachment commander is drawn, the French player may attempt a Detachment Activation. The Detachment commander may carry out a Full or Limited Activation with a number of infantry battalions and/or cavalry regiments equal to or less than its activation value. These units must be within the command range of the Detachment commander, but they may come from ANY friendly command. This is the only activation those units may have during the turn. A unit may NOT be activated with a Detachment Activation and also in the activation of its usual commander. A Detachment Activation may NOT be part of a Corps Activation. The units activated in a Detachment Activation treat the Detachment commander as if he were their division commander in all respects.
C. Assignment of Units to a Detachment. Combat units assigned to a Detachment commander may only be activated by him for as long as his LIM remains in the Pool. A Detachment commander may "take" units to form his command at the start of his activation: any infantry battalion or cavalry regiment within his command range that has not already been activated that turn may form part of the Detachment. However, the total number of units may not exceed the command value of the Detachment commander. For example, Rapp may have up to three units in his Detachment within his three-hex command range. Once "chosen" to be part of a Detachment, the units remain part of it until the commander's LIM is eliminated from the Command Pool. If they leave the command range of the Detachment commander while the Detachment LIM is in the Command Pool, they become Out of Command, even though they are within the command range of their division commander.
D. Stacking of Units in a Detachment. Units activated by a Detachment commander may stack together even if they belong to different divisions or corps. This is the only occasion on which such units may legally stack together.
E. Fatigue of Detachments. Units under the command of a Detachment commander acquire Fatigue in the normal way. If units of different commands join a Detachment, all the units of that Detachment will have a Fatigue Level equal to the highest level among those units. Example: if two units with Fatigue 1 and 2 have joined a Detachment, the Fatigue Level of the Detachment will be 2. If another unit with Fatigue 4 later joins, the Fatigue Level of the Detachment becomes 4. While they are part of a Detachment, the units are not affected by the Fatigue, Combat or Command Breakdown results, nor by the eventual arrival at the Breakpoint, that might affect the division to which they belong. Once the Detachment commander's LIM has been eliminated, the units that formed part of the Detachment again become subject to the status of their original division.
F. Elimination of the Detachment LIM. The LIM of a Detachment commander may remain in the Command Pool for as long as the French player wishes. He may voluntarily eliminate it from the Pool (and the Detachment commander from the map) during any LIM Elimination Segment: the units may then only be activated in an activation of their normal division commander. The eliminated Detachment commander is considered to be in the hex occupied by Napoleon until the French player decides to use him again.
A4.6 Artillery Command
Both sides have artillery assigned at division and corps level. Division-level artillery has the name or number of its division printed on its counter, while corps-level artillery has the number or name of its corps printed on it.
Divisional artillery must be activated at the same time as its division commander. Corps artillery may be activated simultaneously with its division commander. Corps artillery may be activated with any division of its corps. The division with which it is activated may change each turn. Corps artillery, however, may only be activated once per turn. Artillery that is not within the command range of its specific division commander (if it is divisional artillery), or of any division commander of its corps (if it is corps artillery), must be activated in the Non-LIM Phase using the same procedure as Out of Command units.
A5.0 Movement
A5.1 Fog
A5.1.1 Fog and Movement. Units that move into Fog hexes have their movement capacity halved (rounding up). It is important to note that this is not cumulative with the effects of a Limited Activation: a unit that moves in a Limited Activation in Fog still has half of its movement points, not a quarter. Units that move from a hex without Fog into a hex with Fog halve the movement points they have not yet spent.
Units in Fog hexes may use Strategic Movement, although they may only move half their Strategic Movement capacity (which would equal their printed capacity), unless they move entirely over Road or Village hexes, which would allow them to move their full Strategic Movement capacity (double their printed movement capacity).
A5.1.2 Fog and Line of Sight. Line of sight is shortened so that a LoS may not enter more than two Fog hexes. Cavalry units may not charge a unit in a Fog hex that is more than two hexes away.
A5.2 The Pratzen Heights
The Pratzen Heights are an elongated plateau that dominates the battlefield of Austerlitz and was the key to the battle plans of both the French and the Allies. Whenever the rules of a scenario refer to the Pratzen Heights, they are defined as all terrain of Level 4 or higher north of the Littawa river, east of the Goldbach and the Bosenitzer, and south of the row of hexes xx35 on map A and of the row xx35 on map B.
A6.0 Formations
A6.1 Skirmishers
Only the French player has units that may enter Skirmish formation. These units are distinguished by the skirmish symbol, and are the following:
- 27 Leg Regt (1 Div/I)
- 15 Leg Regt (2 Div/III)
- 10 Leg Regt (1 Div/IV)
- 24 Leg Regt (2 Div/IV)
- 26 Leg Regt (3 Div/IV)
- Tir Cors (3 Div/IV)
- Tir Po (3 Div/IV)
- 13 Leg Regt (1 Div/V)
- 17 Leg Regt (3 Div/V)
Author's note: although the Allies have a lot of units labelled as jaegers (hunters, in German) or grenzers (German-Austrian border troops), these high-quality troops were trained in the school of Frederick the Great. In other words, they were auxiliary troops trained to fight in difficult terrain, unsuitable for line troops, but not for the open, mobile style of combat with which the French screened the movement of their infantry columns and mercilessly harassed enemy gunners and officers. If the Allied units had been deployed in that way, the discipline that kept the peasants of the Allied armies in the ranks would have broken. It was a philosophy very dear to Frederick the Great, but in this period it led to predictably disastrous results (special thanks to Bill Gray for this explanation).
A8.0 Combat
A8.1 Classes of Cavalry
At Austerlitz there are six types of cavalry: Light, Medium, Lancers, Heavy, Cuirassiers and Cossacks. Cossacks have already been dealt with in A2.3.
A8.1.1 Charge Distance. All cavalry units have a maximum Charge Distance of four hexes. Cavalry may not charge a unit that is more than four hexes away.
Cavalry may NOT charge a unit that is adjacent. All cavalry units, except Cuirassiers and Heavy cavalry, have a minimum Charge Distance of two hexes.
Cuirassiers and Heavy cavalry have a minimum Charge Distance of three hexes: they may charge a unit two hexes away, but then they may not use their Charge Bonus in melee.
Author's note: Cuirassiers were much heavier than their unarmoured equivalents, and needed more time for their horses to reach charging speed.
A8.1.2 Charge Bonus. Cavalry units have the following Charge Bonus values:
- Cossacks: 0
- Light: 1
- Medium: 1
- Lancers: 2
- Heavy: 3
- Cuirassiers: 4
Author's note: Medium cavalry in this game comprises the Russian dragoons, who were the worst part of the Russian cavalry arm and were miserably mounted. They were too heavy to be considered Light cavalry, but their mounts were too poor for them to be included in Heavy cavalry. The exception to the rule is the Dragoons of Tver, a good unit that behaved correctly in the battle.
The Allied player will also note that his Russian cuirassier regiments are rated as Heavy cavalry, not Cuirassiers. The Russian cuirassiers had left their cuirasses behind before leaving Russia.
A10.0 Retreats
A10.1 Retreat Direction
The retreat direction of the French army is west. The retreat direction of the Allied army is east. Within the normal restrictions of retreats, units must try to retreat in the direction indicated for their army.
A15.0 Scenarios
This section includes six scenarios. The first is a learning scenario [A15.1] with few units, in order to teach the basic mechanics, above all of combat and formations. The next two [A15.2 and A15.3] cover the whole historical battle and use all the maps and counters, and require considerable time and space. For players who are short of time and/or space, the final three scenarios [A15.4–15.6] are smaller scenarios that cover sections of the great battle and use only a portion of the game map.
Unless otherwise specified, the Overall Commander and the commanders may be placed initially stacked with any unit under their command. The Tirailleurs of the Po and the Corsicans may be placed initially combined or divided into companies, at the choice of the French player.
Victory: the first player to achieve his victory conditions wins. If no player manages to win before the scenario ends, the result is a draw (and at least one of the players should be more aggressive in future).
A15.1 The Northern Flank: Learning Scenario
Historical introduction: at the northern end of the battle there took place a fierce struggle between Suchet's infantry division of Lannes' V Corps and the infantry of Bagration's Corps, provoked by Lannes' advance eastwards along the Olmütz road. The Russian infantry, supported by a battery of horse artillery, behaved quite well in the early moments. However, Lannes soon brought his artillery to the front line, silenced the Russian battery, and then outflanked the Russian infantry with Caffarelli's infantry division, south of the road. Bagration was forced to withdraw eastwards, harassed by charges of French cavalry that broke one of his squares.
This is a learning scenario, created so that players have a quick introduction to the combat system of the game. For that reason, we have taken certain liberties with the historical situation, adding cavalry that was not present so that players can test the mechanisms of cavalry Charge and Counter-Charge.
Maps used: this scenario uses only Map B (in reality, only the upper half of Map B).
Duration: from the 11:40 a.m. turn until the 4:40 p.m. turn, unless one player achieves victory earlier.
Initial LIM: the players begin with the following LIM in the Command Pool:
- French: Suchet; Independent.
- Allied (Russian): Markov; Vorpaizki.
Initiative: initiative is rolled normally.
Victory: the first player to achieve his victory conditions wins. If no player manages to win before the scenario ends, the result is a draw (and at least one of the players should be more aggressive in future).
Special rules:
- Command: all division commanders begin this scenario with their LIM in the Command Pool. Milhaud and Treilhard activate with the Independent LIM.
- Initial placement: see page 8 of the original scenario book.
- Both players may add or remove LIM from the Command Pool voluntarily during the Command Phase of each turn.
- Artillery units of both sides may be under the command of any division commander of their corps. This includes the French 1/V foot battery, which may be under the command of Suchet. Neither Milhaud nor Treilhard may have artillery under their command.
Victory conditions:
- The French win if, at any moment, seven Russian battalions/cavalry regiments/artillery batteries are destroyed, Routed or Unsteady.
- The Russians win if, at any moment, ten French battalions/cavalry regiments/artillery batteries are destroyed, Routed or Unsteady.
A15.2 Le Beau Soleil d'Austerlitz: The Complete Historical Battle
Introduction: the scenario is a history lesson that allows players to fight the battle with the same limitations and advantages that affected the real commanders. For this reason, a number of special rules force the Allied player to follow the same plan as his historical counterparts. Although these restrictions are very frustrating, they are essential to understand why the Allies were so decisively defeated. An Allied player who manages to win playing under these conditions will have demonstrated notable skill.
This complete battle also works well as a four-player game: the Allies are easily divided between the commands of Buxhowden and Alexander, while the French are divided between Soult and Davout on one side and Lannes and Murat on the other. Nevertheless, for greater realism, the player taking the role of Buxhowden should drink one or two bottles of wine before starting to play.
Maps: all maps are used in this scenario.
Duration: this scenario begins at 7:20 a.m. and continues until the 4:40 p.m. turn, unless one side wins earlier.
Initial LIM: the players begin with the following LIM in the Command Pool:
- French: Independent; IV Corps.
- Russian: Independent; Advance Guard Corps; 1st Column Corps.
Initiative: the Allies begin the first turn with the Initiative (the first turn's initiative phase is skipped). Napoleon has a +2 modifier on all Initiative rolls.
Initial placement: units may face in any direction in the formation they wish, unless otherwise stated.
Initial placement tables: the hexes, formations and units are listed below, in the order given in the printed Playbook. (Note: the printed deployment tables are multi-column; the entries are transcribed here from the text layer of the source, row by row, and the exact cell alignment should be checked against the printed page.)
French deployment
- IV Corps, 3rd Division/IV Corps: C2134 — Disordered — 1/3 Ln. C2333 — Disordered — 2/3 Ln. C2333 — Brigade Commander/IV. C2532 — Disordered — 3/3 Ln. Anywhere in Pheasantry — Tir Po (in companies). Within two hexes or fewer of Kobelnitz — rest of 3 Div/IV. One hex from C2414 — all of M/IV. Within two hexes or fewer of A4631 — all of 2 Div/IV. Within two hexes or fewer of Puntowitz — all of 1 Div/IV. One hex or fewer from A3535 — all of 3 Dgn/IV. Stacked with any of its units: Soult.
- I Corps: one hex or fewer from A3919 — all of 1 Div/I. One hex or fewer from A3922 — all of 2 Div/I. Stacked with any of its units: Berthier.
- V Corps: within two hexes of B1414 — all of 3 Div/V. Within two hexes of B1416 — all of 1 Div/V. Within two hexes of A2409 — all of 2 Dgn/V. Stacked with any of its units: Lannes.
- Cavalry Reserve: one hex or fewer from A4112 — all of M/CR. One hex or fewer from A4213 — all of T/CR. One hex or fewer from A4314 — all of K/CR. Within two hexes of A3912 — all of 2/CR. Within two hexes of A3915 — all of 1/CR. Stacked with any of its units: Murat.
- Oudinot's Division: within two hexes of A3313 — all of Oudinot's Division.
- Imperial Guard: in or next to any level 6 hex of Zurlan Hill — all of IG. Stacked with any Imperial Guard unit: Napoleon.
Allied deployment
- Advance Guard Corps: within two hexes of Aujest Markt — all of the Vanguard.
- 1st Column: D2026 — Buxhowden — within two hexes of D2124: all of 1 Bde/1 Col; foot artillery a/1 Col. Within two hexes of D2425: all of 2 Bde/1 Col; foot artillery b/1 Col. Stacked with any of its units: Dokhturov.
- 2nd Column: within two hexes of D1806 — Column/Strategic Movement — all of 1 Bde/2 Col. Within two hexes of B2150 — Column/Strategic Movement — all of 2 Bde/2 Col. Stacked with any of its units: Langeron.
- 3rd Column: within two hexes of D2611 — Column/Strategic Movement — all of 1 Bde/3 Col. Within two hexes of D2713 — Column/Strategic Movement — all of 2 Bde/3 Col. Stacked with any of its units: Przybyczewski.
- 4th Austrian Column: within two hexes of B3348 — all of 1 Bde/A4 Col; foot artillery A/A4C. Within two hexes of B3547 — all of 2 Bde/4 A Col; foot artillery b/A4C. Stacked with any of its units: Kollowrath.
- 4th Russian Column: Alexander (Tsar) at B2650; within two hexes of B2648 — all of R 4 Col.
- Reserve Cavalry: B2845 — J. Liechtenstein. Within one hex of B2846 — all of 2 Bde/CR; horse artillery c/CR. Within one hex of B2950 — all of 3 Bde/CR; horse artillery d/CR. Within one hex of D3405 — all of 1 Bde/CR.
- Bagration's Corps: within one hex of B4112 — all of W/Bagration. Within one hex of B4210 — all of 1 Bde/B. Within two hexes of B4313 — all of 2 Bde/B. Within one hex of B4411 — all of 4 Bde/B. Within one hex of B4511 — all of 3 Bde/B. Stacked with any of its units: Bagration.
Reinforcements (printed in the scenario)
- French, 8:40 a.m. (2 Div/III): 1/108 Ln, 1/108 Ln, and Brigade Commander/III, at Area 1, objective Tellnitz.
- French, 9:20 a.m. (2 Div/III): 1/48 Ln, 2/48 Ln, 1/111 Ln, 2/111 Ln, Friant, Davout, at Area 2, objective Sokolnitz.
- French, 9:40 a.m. (2 Div/III): 1/15 Leg, 2/15 Leg, 1/33 Ln, 2/33 Ln, foot artillery a/2, horse artillery b/2, horse artillery c/4D, at Area 2, objective Sokolnitz.
- French, 10:00 a.m.: rest of 4 D/III, at Area 2, objective Sokolnitz.
- Allied, 8:20 a.m.: all of the Imperial Guard, at Area 3, objective B3746.
- Allied, 2:00 p.m. (Reserve Cavalry): horse artillery a/CR and horse artillery b/CR, at Area 4, objective B4612.
Special rules (A15.2):
- French command: Napoleon is (obviously) the French Overall Commander. All corps commanders must be within his command range in order to place their Corps LIM in the Command Pool. Exception: Davout may place his Corps LIM in the Pool if a successful Command Change roll allows it, without having to be within the command range of Napoleon.
- Allied command: Tsar Alexander is the Allied Overall Commander. Buxhowden is the commander of the Allied Left Wing, formed by the Vanguard (Kienmayer), the 1st Column (Dokhturov), the 2nd Column (Langeron) and the 3rd Column (Przybyszewski). The commanders of the Left Wing must be within the command range of Buxhowden or of Alexander in order to place their Corps LIM in the Command Pool. All other corps commanders, except Bagration, must be within the command range of Alexander in order to place their corps LIM in the Command Pool.
Historical note: technically, Kutuzov was the Allied Overall Commander, but he had no doubt about the security of the Allied victory and spent the whole day in a depressive state. This left the direction of the battle in the incapable hands of the Tsar.
Buxhowden: if the Allied player wishes to place one of the Left Wing corps LIM in the Command Pool using Buxhowden, he must announce his intention before making the Command Change roll. If he uses Buxhowden he has a +1 modifier on the roll.
Bagration: the LIM of Bagration's Corps may be placed in the Command Pool when a Command Change roll allows it, without it being necessary for Bagration to be within the command range of Alexander or of Buxhowden.
Allied 4th Column: this was under the joint command of Miloradovich (Russian R4C) and Kollowrath (Austrian A4C). The result was the division of the column into two distinct corps, as we have done here. However, wherever the rules refer to the 4th Column, both corps are understood to be treated as a single unit.
Fog: the Fog rules apply from the start of the scenario.
Historical note: Buxhowden was the commander of the Allied Left Wing and was responsible for the enveloping manoeuvre with which the French right flank was to be crushed. Unfortunately for the Allies, Buxhowden, a serious alcoholic, was a walking disaster as a general, and spent the whole battle in a tremendous state of drunkenness. By preventing Kienmayer and Dokhturov from exploiting the success of taking the village of Tellnitz, Buxhowden ended the slim chances of success the Allies had.
Author's note: we know there is no way to force the Allied player to repeat completely the actions of his historical counterparts (and there are many gaps that players who enjoy stretching the rules may exploit). Our suggestion is that players realise that, in order to better understand the problems faced by the Allied generals, they should try to obey the spirit, rather than the letter, of the following rules.
The Buxhowden Rule. The Allied battle plan foresaw a gigantic flanking manoeuvre carried out by half of the Allied army, which would take the villages along the Goldbach stream, cross it, and push the French towards the Olmütz road. To reflect this plan, the following movement restrictions and objectives apply at the start of the scenario.
Release of restrictions: the Allies have four objectives to take: Tellnitz, Sokolnitz, the Pheasantry and Kobelnitz. Once they have captured two of these objectives, the Allied player may begin to roll the die once at the start of each game turn to be released from the restrictions. Taking one of these objectives consists of the occupation of all the hexes of that objective by Allied units, or by having been the last side to pass through all the hexes of it with its units. A result of 9 releases an Allied corps (the one chosen by the Allied player) from all movement restrictions. The Allied player adds +1 to the roll for each turn in which he rolls after the first turn. This means that the modifier is cumulative, so that in the third turn in which a roll is made for the release of units from restrictions, a +2 modifier applies. If the French retake objectives so that the Allies no longer hold two of them, the Allied player may no longer make rolls to release units. The Allied player may roll again if he regains possession of at least two objectives (starting again with a modifier of 0). The Allied player continues rolling until all corps have been released from their restrictions.
Allied corps may also be released if a French combat unit enters any hex of the Pratzen Heights [A5.2]. For each turn in which a French unit occupies a hex of the Pratzen Heights, a result of 9 on the die releases one Allied corps (the one chosen by the Allied player) from the restrictions of movement to the north. However, that corps will not be released from any movement restriction relating to the Goldbach. No modifier applies to this roll, but the Allied player may roll once per turn until all his corps are released or until there are no more French units in any hex of the Pratzen Heights.
- Vanguard Corps: this corps must move as fast as possible by the shortest route towards its objective, Tellnitz, to take all the hexes of that village. Vanguard units may NOT cross west of the Goldbach or north of the row of hexes xx22 of Map C until they are "released".
- 1st Column: this corps must move as fast as possible and by the shortest route towards its objective, Tellnitz, to take all the hexes of that village. Units of the 1st Column may only cross west of the Goldbach if they remain within two hexes of any hex of Tellnitz. They may NOT move outside that radius if they cross the Goldbach, nor pass north of the row of hexes xx19 of Map C, until they are "released".
- 2nd Column: this corps must move as fast as possible and by the shortest route towards its objective, Sokolnitz, to take all the hexes of that village and of Sokolnitz Castle. Units of the 2nd Column may only cross west of the Goldbach if they remain within two hexes or fewer of any hex of the village or castle of Sokolnitz. They may NOT move outside that radius if they are on the other side of the Goldbach, nor may they pass north of the row of hexes xx12 of Map C, until they are "released".
- 3rd Column: this corps must move as fast as possible and by the shortest route towards its objective, the Pheasantry, to capture all the hexes of the Pheasantry. Units of the 3rd Column may only cross west of the Goldbach if they remain within two hexes or fewer of any hex of the Pheasantry. They may NOT move outside that radius if they are west of the Goldbach, nor move north of the row of hexes xx02 of Map C, until they are "released".
- 4th Column: the Russian corps and the Austrian corps of this unit must move as fast as they can and by the most direct route towards their objective, Kobelnitz, to take all the hexes of that village. Units of the 4th Column may not cross west of the Goldbach nor move north of the row of hexes xx45 of Map A until they are "released".
- Allied Reserve Cavalry: the Allied Reserve Cavalry must move as fast as possible and by the most direct route towards its objective, Blasowitz. When one of the brigades of the Reserve Cavalry moves to within three hexes or fewer of Blasowitz, or begins an activation within four hexes or fewer of a French combat unit, that brigade may from then on move freely.
Historical note: on the morning of 2 December, Prince Liechtenstein discovered that his Reserve Cavalry had been placed some 2–3 miles further south than it should have been. He quickly moved his men towards Blasowitz, hindering with his march the march of the 4th Column, which threw overboard the vital temporal coordination of the Allied movements.
French movement restrictions: these restrictions are largely artificial, but we have included them so that the French player does not gain an anti-historical advantage from knowing the Allied restrictions.
- V Corps and Reserve Cavalry: no unit of V Corps or of the Cavalry Reserve may use Strategic Movement until the Fog has dissipated.
- Goldbach garrison: the units of the French "Goldbach Garrison" (the 3rd Line, the Tirailleurs du Po and Margaron's cavalry division) may not move until they have a Line of Sight to an Allied unit or are attacked. For the purposes of this rule, any form of combat carried out against a unit is considered an attack. Once any unit of the garrison has a LoS to any Allied combat unit, or has been attacked, all units of the garrison are released from this restriction.
- Map C: the only French units, apart from the Goldbach garrison, that may move south of the row of hexes xx05 of Map C are the 26th Light Regiment (3rd Division, IV Corps) and its division commander, Legrand. This restriction is lifted when the same conditions that lift the movement restriction affecting the Goldbach garrison apply.
Historical note: the 26th Light hurried to occupy Sokolnitz, arriving just before the first units of the Allied 1st Column.
Victory (A15.2):
- The French win if at any moment they have brought seven Allied corps to their Corps Breakpoint AND also control the following hexes:
- the following hexes of the Pratzen Heights: B2650, B2750, B2544, B2545, B2646, D1609 and D1708;
- the Olmütz road: B2509, B1910 and B3209; and
- all hexes of Blasowitz, Kobelnitz and Pratzen.
- The Allies win the game if they manage to bring five French corps to their Corps Breakpoint (Oudinot's division counts as a corps for the purposes of this rule).
- The Allies also win if at any moment they control all hexes of six of the following objectives: Tellnitz; Sokolnitz; La Pheasantry; Kobelnitz; Pratzen; Puntowitz; Blasowitz.
- If neither side manages to win, the game is declared a draw.
Author's note: from our historical perspective, a draw would have been a victory for the Allies.
A15.3 The Langeron Plan: A More Balanced Complete Battle
Historical note: when Weyrother, the Allied Chief of Staff, explained the details of the Allied plan on the night before the battle, Langeron, commander of the 2nd Column, was the only officer present to openly raise objections to it. However, his position was not supported by the others (although Kutuzov and Buxhowden were delighted to make him the scapegoat for the subsequent disaster). This scenario supposes that his arguments against a flanking movement convinced the others.
Undoubtedly the Allied player will be deeply frustrated by the restrictions that cramp him in the Historical Battle scenario [A15.2], so we include this scenario to allow the Allies to move and fight freely, although the French still enjoy a considerable advantage. The same initial deployment, the same special command rules and victory rules as in Scenario A15.2 are used, but no movement restrictions apply to either side.
Maps used: all.
Duration: this scenario begins at the 7:20 a.m. turn and continues until the 4:40 p.m. turn, unless one player wins the game earlier.
Initial LIM: the players may freely choose which LIM will begin in the Command Pool, within the following restrictions:
- French: the Independent LIM plus either two corps, or five divisions.
- Allied: the Independent LIM plus either two corps, or four divisions.
Initiative: Napoleon has a +2 modifier on all Initiative rolls.
Initial placement: the same as in Scenario A15.2.
Reinforcements: the same as in Scenario A15.2.
Special rules: the same as in Scenario A15.2, except the movement restrictions.
Victory: the same as in Scenario A15.2.
A15.4 The Battle of Bagration: A One-Map Scenario
Historical introduction: while the main battle was being fought on the Goldbach and the Pratzen Heights, the Russian general Bagration fought a private battle against the French corps under Lannes and Murat. Lannes' mission was to take the Olmütz road and cut off any possible Allied retreat along that road. After a hard fight, Bagration, supported by Liechtenstein's Allied Reserve Cavalry, prevented Lannes from achieving his objectives. It was the only Allied success of the battle.
This scenario works well as a reduced, one-map version of the game, since it comprises the three elements of Napoleonic tactics: bayonets, horses and cannon.
Maps used: Map B only.
Duration: this scenario begins at 10:00 a.m. and continues until 4:40 p.m., unless one side wins earlier.
Initial LIM: the players begin with the following LIM in the Command Pool:
- French: Independent; V Corps; K (Cavalry Reserve).
Initiative: no player has Initiative modifiers in this scenario.
Initial placement: commanders and artillery are placed initially stacked with, or next to, any unit of their commands.
Initial placement — French
Table notes for A15.4 (as printed): facings are given as the printed compass letters (E, SE, NO, O); "Formation" is the printed formation; "Unit" is the printed unit designation; "Stacked with any of its units" gives the commander who begins stacked with that group.
French — V Corps, 3rd Division (stacked with any of its units: Suchet)
| Hex(es) | Facing | Formation | Unit |
|---|---|---|---|
| B2610 | E | Line | 1/40 Ln |
| B2611 | E | Line | 2/40 Ln |
| B2613 | E | Line | 1/34 Ln |
| B2614 | E | Line | 2/34 Ln |
| B2410 | E | Line | 1/88 Ln |
| B2411 | E | Line | 2/88 Ln |
| B2413 | E |
French — V Corps, 1st Division (stacked with any of its units: Caffarelli)
| Hex(es) | Facing | Formation | Unit |
|---|---|---|---|
| B2616 | E | Line | 1/30 Ln |
| B2617 | E | Line | 2/30 Ln |
| B2619 | E | Line | 1/17 Ln |
| B2620 | E | Line | 2/17 Ln |
| B2417 | E | Line | 1/61 Ln |
| B2418 | E | Line | 2/61 Ln |
| B2028 | E |
French — V Corps, 2nd Dragoon Division (stacked with any of its units: Lannes)
| Hex(es) | Facing | Formation | Unit |
|---|---|---|---|
| B1716 | SE | Column | 3 Dgn |
| B1717 | SE | Column | 6 Dgn |
| B1616 | SE | Column | 10 Dgn |
| B1617 | SE | Column | 11 Dgn |
| B1515 | SE | Column | 13 Dgn |
| B1516 | SE | Column | 22 Dgn |
| within one hex of 2D/V | — |
French — Cavalry Reserve
- Light Cavalry Division of Treilhard (stacked with any of its units: Treilhard): B2805 E Line 9 Hus; B2806 E Line 10 Hus; B2807 E Line 21 CaC; B2606 E Line 13 CaC.
- Light Cavalry Division of Milhaud (stacked with any of its units: Milhaud): B2706/7 E Line 16 CaC; B2708 E Line 22 CaC.
- Light Cavalry Division of Kellerman: B2216 E Line 5 CaC; B2217/8 E Line 2 Hus; B2219 E Line 4 Hus; B2220/1 E Line 5 Hus; within one hex of K/CR: Horse Artillery c/CR (stacked with any of its units: Kellerman).
- 1st Heavy Cavalry Division (stacked with any of its units: Nansouty): B2222 SE Column 1 Carab; B2223 SE Column 2 Carab; B2121 SE Column 2 Cuir; B2022/2122 SE Column 3 Cuir; B2021 SE Column 9 Cuir; B2022 SE Column 12 Cuir; within one hex of 1H/CR: Horse Artillery a/CR.
- 2nd Heavy Cavalry Division (stacked with any of its units: d'Hautpoul): B1910/2011 SE Column 1 Cuir; B1911/2012 SE Column 5 Cuir; B2013 SE Column 10 Cuir; B1913/2014 SE Column 11 Cuir.
- Stacked with any of its units: Murat.
Allied
- Imperial Guard infantry: B2529 NO — Disordered — Gd Jgr.
- Reserve Cavalry, 1st Brigade (stacked with any of its units: Hohenlohe): B4528/4629 NO Column Kaiser Cuir; B4529 NO Column Nassau Cuir; B4430 NO Column Lothringen Cuir.
- Reserve Cavalry, 2nd Brigade (stacked with any of its units: Essen II): B3529/3630 NO Column Ulanen des Grossfürsten Konstantin; B4028 NO Disordered Don Cossacks; B4127 NO Disordered Isyum Cossacks; B4227 NO Disordered Grodno Cossacks.
- Reserve Cavalry, 3rd Brigade (stacked with any of its units: Uvarov): B3528/3729 NO Column Elisabethgrad Hussars; B3628/3728 NO Column Chernigov Dragoons; B3727/3828 NO Column Kharkov Dragoons.
- Reserve Cavalry artillery: within one hex of the Reserve Cavalry: Horse Artillery c/CR and Horse Artillery d/CR (stacked with any of its units: J. Liechtenstein).
- Bagration's Corps, 1st Brigade (stacked with any of its units: Dolgoruki): within one hex of B4215 — O — Line — 1/5 Jgr, 2/5 Jgr, 3/5 Jgr; within one hex of B4007 — O — Line — 1/6 Jgr, 2/6 Jgr, 3/6 Jgr.
- Bagration's Corps, 2nd Brigade (stacked with any of its units: Markov): B4016 O Line G/O. Ing; B4015 O Line 2/O. Ing; B4014 O Line 3/O. Ing; B4013 O Line G/Pskv; B4012 O Line 2/Pskv; B4011 O Line 3/Pskv; B4214 O Line G/Arkh; B4213 O Line 2/Arkh; B4212 O Line 3/Arkh.
Victory (A15.4):
- The French player wins if at any moment he simultaneously controls all hexes of the following six objectives: Bosenitz; Santon Hill; Blasowitz; Krug; Holobutz; The Post House.
- The Allied player wins if he simultaneously controls all hexes of the following three objectives: Blasowitz; Bosenitz; Santon Hill.
- If neither player achieves his victory conditions, the game is a draw. Historical result: the French took all their objectives except The Post House.
A15.5 The Fight on the Goldbach: A Two-Map Scenario
Historical note: the tenacious French resistance on the Goldbach line (where 7,000 Frenchmen held off 25,000 Allied soldiers) was the key to the great French victory.
This scenario contains dramatic elements, in which the last remnants of Legrand's exhausted battalions try to hold on long enough for Davout to reach the map and rescue them, while the Allied player struggles to impose some coordination on his advance.
Once again, the Allied player is bound by important restrictions on his movement (here we have Buxhowden again); without them, the scenario quickly becomes a walkover for the Allies.
Maps used: only Maps C and D.
Duration: this scenario begins at the 7:20 a.m. turn and continues until the 4:40 p.m. turn, unless one player wins earlier.
Initial LIM: each player begins with the following LIM in the Command Pool:
- French: Independent LIM. All other LIM are available in the same turn in which their corresponding commander enters the map.
- Allied: Advance Guard Corps; 1st Column Corps.
Initiative: the Allied player has a +1 modifier on all his Initiative rolls.
Command: neither side has an Overall Commander in this scenario. However, both players must roll normally for the Command Changes they wish to make, with the following modifications to the Command Change Table:
- French: result 0 = add one Corps LIM or two Division LIM.
- French: result 2 = add one Division LIM.
- Allied: result 1 = add one Division LIM.
- Both players may place Corps LIM in the Command Pool if a Command Change roll allows it, even though no Overall Commander is present.
Allied command: Buxhowden is the Allied Overall Commander in this scenario. In order to place a Corps LIM in the Command Pool, the corps commander must be within the command range of Buxhowden. Remember to apply a +1 modifier to all Allied Command Change rolls.
French command: there is no French Overall Commander. The French player may add or remove LIM from the Command Pool with complete freedom, without having to roll on the Command Change Table.
Author's note: this reflects the greater initiative shown by Legrand in his tenacious defence of the Goldbach line, and the notable command ability of Davout. Whenever someone was needed for a task requiring initiative and independence, Napoleon usually chose Davout.
Legrand: Legrand commands the 26th Line, the 3rd Line and the Tirailleurs du Po: his LIM may only activate those units. It should be noted that the 3rd Line begins the scenario under the command of the IV Corps Brigade Commander, and remains under his command unless the French player decides to transfer it to Legrand's control.
Fog: the Fog applies from the start of the scenario.
Allied movement limit: no Allied unit may move to within three hexes or fewer of hex C3104.
Initial placement — French (IV Corps, 3rd Division):
| Hex(es) | Facing | Formation | Unit |
|---|---|---|---|
| C2133 | — | Disordered | 1/3 Ln |
| C2334 | — | Disordered | 2/3 Ln |
| C2334 | — | — | Brigade Commander/IV |
| C2532 | — | Disordered | 3/3 Ln |
| anywhere in the Pheasantry | — | — | Tirailleurs du Po |
| within one hex of C2414 | — | — | all of M/IV |
Stacked with any of its units: Milhaud.
Initial placement — Allied:
- Advance Guard Corps: within two hexes of Aujest Markt — all of the Vanguard.
- 1st Column: D2026, Buxhowden. Within two hexes of D2124 — all of 1 Bde/1 Col; foot artillery a/1 Col. Within two hexes of D2425 — all of 2 Bde/1 Col; foot artillery b/1 Col. Stacked with any of its units: Dokhturov.
- 2nd Column: within two hexes of D1806 — Column/Strategic Movement — all of 1 Bde/2 Col. Within two hexes of B2150 — Column/Strategic Movement — all of 2 Bde/2 Col. Stacked with any of its units: Langeron.
- 3rd Column: within two hexes of D2611 — Column/Strategic Movement — all of 1 Bde/3 Col. Within two hexes of D2713 — Column/Strategic Movement — all of 2 Bde/3 Col. Stacked with any of its units: Przybyczewski.
Reinforcements — French:
- 7:20 a.m. (3 Div/III): 1/26 Leg, 2/26 Leg and Legrand, at C2901 (Sokolnitz).
- 8:40 a.m. (2 Div/III): 1/108 Ln, 2/108 Ln and the Brigade Commander/III, at Area 1, objective Tellnitz.
- 9:20 a.m. (2 Div/III): 1/48 Ln, 2/48 Ln, 1/111 Ln, 2/111 Ln, Friant and Davout, at Area 2, objective Sokolnitz.
- 9:40 a.m. (2 Div/III): 1/15 Leg, 2/15 Leg, 1/33 Ln, 2/33 Ln, foot artillery a/2, horse artillery b/2, horse artillery c/4D, at Area 2, objective Sokolnitz.
- 10:00 a.m.: all of 4 D/III, at Area 2, objective Sokolnitz.
Reinforcements — Allied:
- 2:00 p.m. (Cavalry Reserve): horse artillery a/CR and horse artillery b/CR, at Area 4, objective B4612.
Special rules (A15.5), continued:
- Restrictions on the Allied player: the Buxhowden Rule applies as in Scenario A15.2 (see the "Buxhowden Rule" above), except that the Allies have three objectives to take: Tellnitz, Sokolnitz and the Pheasantry. Once they have captured two of these objectives, the Allied player may begin to roll the die once at the start of each game turn to be released from the restrictions. Taking one of these objectives consists of the occupation of all its hexes by Allied units, or by having been the last side to pass through all its hexes with its units. A result of 9 releases an Allied corps (the one chosen by the Allied player) from all movement restrictions. The Allied player adds +1 to the roll for each turn in which he rolls after the first turn, so that in the third turn in which a roll is made for release, a +2 modifier applies. If the French retake objectives so that the Allies no longer hold two of them, the Allied player may no longer make rolls to release units. The Allied player may roll again if he regains possession of at least two objectives (starting again with a modifier of 0). He continues rolling until all corps have been released from their restrictions.
- Vanguard Corps: must move as fast as possible by the shortest route towards Tellnitz to take all its hexes. Vanguard units may NOT cross west of the Goldbach or north of the row of hexes xx22 of Map C until "released".
- 1st Column: must move as fast as possible by the shortest route towards Tellnitz. Units may only cross west of the Goldbach if they remain within two hexes of any hex of Tellnitz. They may NOT move outside that radius if they cross the Goldbach, nor pass north of the row of hexes xx19 of Map C, until "released".
- 2nd Column: must move as fast as possible by the shortest route towards Sokolnitz, to take all hexes of that village and of Sokolnitz Castle. Units may only cross west of the Goldbach if they remain within two hexes or fewer of any hex of the village or castle of Sokolnitz. They may NOT move outside that radius if they are on the other side of the Goldbach, nor pass north of the row of hexes xx12 of Map C, until "released".
- 3rd Column: must move as fast as possible by the shortest route towards the Pheasantry, to capture all its hexes. Units may only cross west of the Goldbach if they remain within two hexes or fewer of any hex of the Pheasantry. They may NOT move outside that radius if they are west of the Goldbach, nor move north of the row of hexes xx02 of Map C, until "released".
- Restrictions on the French movement: these restrictions are largely artificial, but have been included so that the French player does not gain an anti-historical advantage from knowing the Allied restrictions.
Author's note: Oudinot's grenadier division remained in reserve throughout the battle. However, Napoleon realised the importance of defending the lower Goldbach line, and would have sent reinforcements had Legrand or Davout asked for them. In the battle, Legrand never needed them, so if the Allied player forces the French player to use them, he will have won a moral victory.
Victory (A15.5):
- The French win if, at the end of the scenario, they control three of the Allied objectives. If the French player asks for help, he must control all the Allied objectives to win.
- Any other result is declared a draw.
- The Allies win if at any moment they control all hexes of the following objectives: Tellnitz; Sokolnitz; Sokolnitz Castle.
A15.6 The Battle for Pratzen: The Central Battlefield
Historical note: the battle for the Pratzen Heights, where Soult's IV Corps put the 4th Allied Column to flight and resisted the counter-attack of the Russian Imperial Guard, was the decisive point of the battle. The outcome was also very close. The fresh Russian guards at one moment threatened to retake the vital heights, until Napoleon quickly sent a division of I Corps and the French Imperial Guard to seal the victory.
Maps used: all four maps are used in this scenario. However, the upper quarters of Maps A and B are not used, and neither are the lower quarters of Maps C and D (players short of space may fold those sections of the maps). No unit may move north of the row of hexes xx18 of Maps A and B, nor south of the row xx31 of Maps C and D.
Author's note: our intention is not to recreate the Grand Canyon of the Colorado with this layout, and we will not write rules on the elimination of units that leave the play area. Players must understand that these restrictions are intended to limit the scenario to the area close to the battle. It should be played in this spirit, and units should not be moved off the play area.
Duration: this scenario begins at the 9:00 a.m. turn and continues until the 4:40 p.m. turn, unless one player wins earlier.
Initial LIM: the Allied player begins with no LIM in the Command Pool, while the French player begins with the following LIM:
- Independent.
- 1st Division (IV Corps).
- 2nd Division (IV Corps).
Author's note: according to the idea of the Allied battle plan, the Pratzen Heights were supposed to be a quiet zone. When Soult's corps advanced onto the plateau at 9:00 a.m., the only Allied units present in the area (the 4th Column) were slowly heading towards the Goldbach. For game purposes, they were operating without their LIM in the Command Pool.
Initiative: the French player has the Initiative automatically at the start of the 9:00 a.m. turn (the Initiative Determination Segment is ignored). In subsequent turns, both players roll for initiative without modifiers, until Napoleon becomes the French Overall Commander. From that moment, the French player enjoys a +2 modifier on his rolls.
Initial placement — French:
- IV Corps: within three hexes or fewer of Puntowitz; within three hexes or fewer of Juirzikowitz; within three hexes or fewer of Puntowitz. Stacked with any of its units: Soult.
- All of 1 Div/IV, all of 2 Div/IV, all of 3 Dgn/IV.
Initial placement — Allied:
- 4th Russian Column: within three hexes or fewer of D3403 — all of R 4 Col.
- 4th Austrian Column: within four hexes or fewer of D2909 — all of A 4 Col.
- Russian Imperial Guard: within two hexes or fewer of Krzenowitz — all of the Imperial Guard. Stacked with any of its units: Alexander.
Reinforcements — French:
- 10:00 a.m.: all of 2 Div/I, arriving at hex A4530; objective: none.
- 10:40 a.m.: all of the Imperial Guard, arriving at hex A4530; objective: none.
- Napoleon, arriving at hex A4530; objective: none.
Reinforcements — Allied:
- 10:40 a.m.: all of 2 Bde/2 Col, arriving at hex D1126.
Restrictions on the Russian Imperial Guard: the French player may NOT add any LIM of the Russian Imperial Guard to the Command Pool until one of the following three things happens:
- The French occupy a Level 7 hex with a combat unit, or
- the 4th Russian Column and the 4th Austrian Column reach their Corps Breakpoint, or
- the Russian Imperial Guard is attacked by French units in any way other than medium- or long-range artillery fire.
Restrictions on the French Imperial Guard: the French player may NOT add any LIM of his Imperial Guard to the Command Pool until one of the following three circumstances occurs:
- The Allied player adds a Russian Imperial Guard LIM to the Command Pool, or
- either Vandamme's or St. Hilaire's division reaches its Breakpoint, or
- the French Imperial Guard is attacked in any way other than medium- or long-range artillery fire.
Victory: none (see the special rules below).
Special rules (A15.6):
- Allied command: Alexander is the Allied Overall Commander in this scenario. In order to place a Corps LIM in the Command Pool, the corps commander must be within the command range of Alexander.
- French command: at the start of the scenario there is no French Overall Commander. For this reason, the IV Corps LIM may not be placed in the Command Pool until the 11:00 a.m. turn. At 10:40 a.m., when Napoleon enters the map, he automatically becomes the French Overall Commander. From the 11:00 a.m. turn onwards, the French player has a +2 modifier on his Initiative rolls, and may attempt to add Corps LIM to the Command Pool.
Historical note: although accounts of the battle differ on this point, it seems that Soult, commander of IV Corps, did not play a very active role in directing his corps in the battle. For this reason, the French division commanders Vandamme and St. Hilaire fought two practically uncoordinated battles, while the dragoon division of Beaumont never came into combat. Once Napoleon came onto the scene, he immediately took control of the situation and brought up the nearby reserves to save the situation at the moment of crisis.
Victory (A15.6):
- The French player wins immediately if he brings to their Breakpoint both corps of the 4th Allied Column, the division of Kamenski and the Russian Imperial Guard. Otherwise, the French player also wins the game if, at the end of the 2:00 p.m. turn, he occupies both all Level 8 hexes on the Pratzen Heights and the five Level 7 hexes of Stare Vinohardy.
- If the French player does not control those hexes at the 2:00 p.m. turn, the Allied player is declared the winner.
Author's note: again, the concept of "Allied victory" is relative. By controlling the cited hexes, the French would have managed to split the Allied army in two. If the Allies avoid this situation, although they very possibly would have lost the battle anyway, they would have frustrated Napoleon's plan and forced him to commit more troops than he historically needed to win the battle.
Fog: there is no Fog in this scenario: it has already dissipated by the time the fun begins.
Allied LIM: the Allied player begins the scenario without any LIM in the Command Pool. He must roll on the Command Change Table to place his LIM in the Command Pool. However, once a French unit enters a Level 5 hex, the Allied player may automatically place one division LIM of the Austrian corps and another of the Russian corps of the 4th Column in the Command Pool on the following turn, unless all the divisions of these corps already have all their divisions in the Pool.
The LIM of Kamenski: when the division of Kamenski (2 Bde/2 Col) enters as a reinforcement, its LIM is automatically added to the Command Pool in the 10:40 a.m. turn.
Author's note: Kamenski was a division commander of rare aggressiveness among the Allies.
Errata and Clarifications (as printed)
Component errata
- The commanders of the 2nd Allied Column (the Corps Commander Langeron; the Division Commanders Olsuviev and Kamenski) have the colour band at the top of their counters wrong. The colour of all of them should be light grey, the same as the units of their corps.
- Several horse artillery batteries lack the horse symbol that should be printed on their counters: the horse battery of the 1st Heavy Cavalry (French Cavalry Reserve); the horse battery of the 2nd Heavy Cavalry (French Cavalry Reserve); both horse batteries of Bagration's Corps; and the horse battery of the Allied Cavalry Reserve.
- In the 1st Division of the French IV Corps there are two battalions identified as "1/61 Ligne". One of them should be "2/61 Ligne".
- The Austrian "Kaiser Cuirassier" regiment of the Allied Cavalry Reserve should have a Movement Capacity of 9.
Map errata
- Clarification: the Olmütz road running from A1016 to B4613 is the only Main Road on the map.
Order of battle errata
The Order of Battle was not checked with the rigour it should have been, so several units and commanders appear in the Order of Battle but are not in the game. This is not a matter of their counters being missing: the designers decided deliberately not to include them in the game.
- Units: Horse Artillery Company, Margaron's Cavalry Division, French IV Corps; Erzherzog Johann Dragoons, Monakhtin's Division, Allied 4th Column.
- Commanders: Ordener, French Imperial Guard Cavalry. Bessières is the commander of the French Imperial Guard cavalry. There is no Imperial Guard corps commander; although on paper Bessières was in command of the Guard, the Guard's cavalry and infantry in fact acted as two independent divisions under the direct command of Napoleon.
- d'Erlon, 2nd Division, French I Corps. The counter of this general calls him Drouet. They are the same person: General Jean Drouet would later become the Comte d'Erlon, as he is known for his action at Waterloo. At the time of Austerlitz, however, he was still only Drouet, so the counter is correct.
- Russian infantry battalions "G": Russian infantry regiments were organised into one battalion of Grenadiers and two of Musketeers, so the battalions with the letter G are the Grenadier battalions.
- The Emperor Francis and the Allied Overall Commander Kutuzov. Both characters were present at the battle but took no part in it. If you want to know where they were, consider that they are in the same hex as Tsar Alexander.
Rules errata and clarifications
-
3.0 C.3 (LIM Elimination): additional rule: the players secretly choose which LIM they will eliminate from the Pool (if they wish to eliminate any).
-
3.0 C.3 (LIM Elimination), clarification: when a player eliminates a Corps LIM from the Command Pool, some or all of its subordinate division LIM may remain in the Pool. This decision must be taken at the instant the Corps LIM is eliminated. The Corps LIM and the division LIM that are eliminated may only be added back into the Pool by means of a Command Change.
-
4.2 (Command Change), clarification: a Corps LIM may only be placed in the Pool if the corps commander is within the command range of its Overall Commander. A Division LIM may only be added to the Pool if the division commander is within the command range of his corps commander. However, to add a Division LIM to the Pool it is not necessary for the corps commander to be within the command range of the Overall Commander.
-
4.2 (Command Change), additional rule: players are not obliged to reveal which LIM they will add to the Pool, nor to examine the Pool to see which LIM their opponent has available. Note that the Allied player must continue adding +1 to all his Command Change attempts made with Buxhowden as Overall Commander, although that +1 must be kept secret.
-
4.2 (Command Change), clarification: Command Changes may not be attempted in the first turn of any scenario.
-
4.3 (clarification): the command range of a commander is traced in hexes, not in movement points. Command range may not pass through enemy units, but may pass through enemy Control Zones or Reaction Zones.
-
4.7 (Command Breakdown), clarification: the ENEMY and REACTIVATE results are not mandatory. A player is not obliged to activate a commander because these results have been obtained. These results should be understood as a local tactical opportunity which you may or may not have the desire or the ability to take advantage of.
-
5.2 (Strategic Movement), clarification: divisions that have a Strategic Movement marker do not need to roll the die to attempt activation. They use Strategic Movement automatically when their LIM is drawn from the Pool.
Tables
Command Change Table [4.2]
Columns: French roll | Effect | Allied roll (the Allied roll is listed against the row of its effect, as printed).
| French roll | Allied roll | Effect |
|---|---|---|
| 0* | — | Add 1 Corps LIM or 3 Division LIM |
| 1 | 0 | Add 1 Corps LIM or 2 Division LIM |
| 2* | 1* | Add 1 Corps LIM or 2 Division LIM |
| 3 | 2 | Add 1 Division LIM |
| 4 | 3 | Add 1 Division LIM |
| 5 | 4 | No change |
| 6 | 5 | No change |
| 7 | 6 | No change |
| 8 |
Notes (as printed): † = add one to the die when Buxhowden makes the Command Change roll. * = in scenario A18.4, this is treated as the next higher number (that is, a French 0 is treated as 1; an Allied 1 is treated as a 2, and so on).
Command Breakdown Table [4.7]
Columns: die roll | Personality: Aggressive | Normal | Cautious.
| Roll | Aggressive | Normal | Cautious |
|---|---|---|---|
| 0 | Stop | Retreat | Enemy |
| 1 | Limited | Stop | Retreat |
| 2 | Limited | Stop | Retreat |
| 3 | Limited | Limited | Stop |
| 4 | Full | Limited | Stop |
| 5 | Full | Limited | Limited |
| 6 | Full |
Key (as printed):
- Enemy = Stop, and the enemy player may attempt to activate or reactivate his own division nearest to the division that failed to activate.
- Retreat = the division immediately moves half its Movement Capacity (rounding up) away from the enemy.
- Stop = the Commander is Finished for the rest of the turn.
- Limited = the division may carry out a Limited activation.
- Full = the division may carry out a Full activation.
- Charge = all units of the division must charge (those that are cavalry) or advance and enter melee with the enemy, if possible.
- Reactivate = a Full activation is carried out with the commander whose roll produced it, and then an attempt is made to activate the nearest friendly division, even if that division has already been activated this turn.
- Nearest division = the one whose division commander was nearest to the division commander of the division involved in the roll, at the moment the activation is attempted (if there are several equidistant divisions, its player chooses one of them).
Activation Range Table [A4.2]
Overall Commanders: Napoleon 12 hexes; Tsar Alexander 10 hexes; Buxhowden 8 hexes. Corps Commanders: French 8 hexes; Allied 6 hexes. Division Commanders: French 5 hexes; Allied 4 hexes.
Independent Activation Table [A4.3.2]
Roll the die once, and the result gives the number of commanders that may attempt to activate with the Independent LIM.
| Die roll (French) | Number of commanders that may activate | Die roll (Allied) |
|---|---|---|
| 0–2 | 2 | 0–4 |
| 3–5 | 3 | — |
| 6–8 | 4 | — |
| 9 | 5 | 5–9 |
Note: the French and Allied columns are read as printed; the number of commanders is the same for both sides where the table gives it.
Fatigue Effects Table [13.0]
| Fatigue Level | Immediate effects | Durational effects: Morale Tests | Durational effects: melee modifier |
|---|---|---|---|
| 3 or less | none | — | — |
| 4–5 | none | +1 | — |
| 6 | none | +1 | –1 |
| 7 | lose 1 Morale Level | +1 | –1 |
| 8 | Disordered | +1 | –2 |
| 9 | lose 1 Morale Level and Disordered | +1 | –2 |
Note (as printed): levels are not cumulative. The immediate effects are applied once, when the level is reached (see the correction to 13.3 in the Errata above).
Activation Procedure (summary as printed)
a) Choose a Full or a Limited Activation. b) If you have chosen Full, make an activation roll:
- If you fail, roll on the Command Breakdown Table.
- If you succeed, the division is Fully activated. c) Move the units of the activated division [5.0–7.0]. d) Carry out Offensive Fire with the activated division [8.1]. e) Carry out melee combat with the activated division [8.2–8.5]. f) If it is a Corps Activation, repeat steps a) to e) with the next division.
Sequence of Play [3.0]
A. Command Pool Phase
- Command Change Segment [4.2]
- Initiative Determination Segment [4.4]
- Initiative Choice Segment
- Command Pool Placement Segment B. LIM Activation Phase
- Initiative Activation Segment [4.5]
- LIM Selection Segment C. Non-LIM Phase
- Non-LIM Activation Segment with Initiative
- Non-LIM Activation Segment without Initiative
- LIM Elimination Segment D. Rally Phase
- Morale Recovery Segment [12.0]
- Rout Losses Segment
- Cavalry Recovery Segment
- Fatigue Segment
Stacking Chart [7.1]
Stacking limits per hex, in Strength Points (PF), for the terrain type and formation shown. NP = not permitted.
| Unit and formation | Open ground | Woods / marsh | Village / castle |
|---|---|---|---|
| Infantry — Line | 8 | NP | NP |
| Infantry — Column | 10 | NP | 8 |
| Infantry — Disordered | 10 | 8 | 8 |
| Infantry — Square | 10 | NP | NP |
| Infantry — Skirmish | 12 | 10 | 10 |
| Cavalry — Line | 6 | NP | NP |
| Cavalry — Column |
Notes (as printed):
- If alone in a hex, the stacking limit of artillery is two batteries, whatever the number of guns. If stacked in a hex with infantry or cavalry, the stacking limit of artillery is one battery, whatever the number of strength points in the hex. These rules apply whatever the terrain of the hex.
- Strategic Movement: up to 8 Strength Points of infantry or 7 of cavalry may stack in Column.
- More than one unit may stack in a hex, but only if they are of the same type (or one of the types is artillery), are in the same formation and belong to the same division. Such stacking (not counting batteries) presents a Massed Target to enemy artillery. If the Strength Point limit indicated is exceeded (which is allowed without problems during movement), both units become Disordered. Commanders stack for free. Multi-hex counters may not stack.
Morale Test Table [9.1]
Modifiers to the roll: Unit in Square –1; Unit in Line +1; Unit at its Breakpoint +1; Commander in the hex –1; Shaken +1; Unsteady or Routed +2; Strategic Movement +1; Fatigue Level (+ according to the Fatigue Level; see the Fatigue Effects Table).
| Result of the roll | Effect |
|---|---|
| Equal to or less than the Morale Value | The unit passes the test |
| 1 to 3 above the Morale Value | Loses 1 Morale Level |
| 4 to 6 above the Morale Value | Loses 2 Morale Levels |
| 7 or more above the Morale Value | Loses 3 Morale Levels |
Pre-Melee Morale Test Table [8.2, 8.3, 8.4]
Attacker modifiers (as printed): –3 attacking from the rear; –2 attacking from the flank; –1 defenders are Skirmishers; –1 for each supporting stack; –1 if there is a commander in the hex; –1 Elite; +1 In Line; +1 Shaken; +1 Disordered.
Defender modifiers (as printed): +3 attacked from the rear; +1 attacked from the flank; +3 in Skirmish; –1 for each Flank Support (except against Assaults); –1 if there is a commander in the hex; –1 Elite; +1 In Line; +1 Shaken; +1 Disordered; +2 Unsteady; +2 in Strategic Movement; –1 in Defensive Terrain.
Attacker's result:
| Result of the roll | Effect |
|---|---|
| Equal to or less than the Morale Value | May fight in melee |
| 1–3 above the Morale Value | Does NOT fight in melee |
| 4 or more above the Morale Value | Does NOT fight in melee; becomes Disordered and loses 1 Morale Level |
Defender's result:
| Result of the roll | Effect |
|---|---|
| Equal to or less than the Morale Value | Stands |
| 1–2 above the Morale Value | Loses 1 Strength Point, becomes Disordered, retreats and loses 1 Morale Level |
| 3–5 above the Morale Value | Loses 2 Strength Points, becomes Disordered, retreats and loses 2 Morale Levels |
| 6 or more above the Morale Value | Loses 2 Strength Points, Routs and retreats |
Pursuit Table [8.4.2 #8]
Modifiers (as printed): Light Cavalry or Lancers +1; Cossacks +3; stacked with Murat +2; Commander in the hex (not Murat) –2.
| Result of the roll | Effect |
|---|---|
| Equal to or less than the Morale Value | No pursuit |
| 1–2 above the Morale Value | Pursues 1 hex |
| 3–4 above the Morale Value | Pursues 2 hexes |
| 5 or more above the Morale Value | Pursues 3 hexes |
Melee Combat Steps Table [8.2–8.4]
| Melee step | Infantry Bayonet | Infantry Assault | Cavalry Charge |
|---|---|---|---|
| Declaration | 1 | 1 | 1 |
| Attacker's Pre-Melee Morale Test | 2 | 2 | — |
| Charge movement | — | — | 2 |
| Counter-Charge (Pre-Melee Morale Test) | — | — | 3 |
| Formation Test (Reaction Square) | — | — | 4a |
| Stand (Pre-Melee Morale Test) | — | — | 4b |
| Return Fire (or Skirmisher movement) |
Melee Results Table [8.5]
| Modified result | Loser | Strength Points lost | Morale | Other effects |
|---|---|---|---|---|
| 0 or less | Attacker | –2 | Routs | Rout Retreat |
| 1 | Attacker | –2 | –2 Levels | Retreat |
| 2 | Attacker | –1 | –1 Level | Retreat |
| 3 | Attacker | –1 | –1 Level | Retreat |
| 4 | Both | –1 | Test | Melee continues |
Modifiers to the melee roll (as printed):
- +/–2: in favour of the French when Napoleon is in the hex.
- Fatigue effects [see the Fatigue Effects Table].
- +/– Terrain [see the melee column of the Terrain Effects Table].
- +2: defender in Strategic Movement.
- +2: attacking the rear of a unit.
- +1: attacking the flank of a unit.
- +1: the defender is Blown cavalry.
- –1: infantry against Square.
- –3: cavalry against Square.
- +: the Charge Bonus of cavalry, which is halved against squares, and halved if it is in Column.
- +1: Charge Bonus to cavalry charging with Murat.
- +1 for each hex of overlap that the charging cavalry has.
- +/–: force ratio between attacker and defender (Attacker : Defender): 1:3 or less –2; 1:2 –1; 2:1 +1; 3:1 +2; 4:1 or more +3.
Note (as printed): cavalry in Column uses only one third of its Strength Points to calculate the force ratio with the defender.
Reaction Square Formation Table [8.4.2 #4]
Modifiers (as printed): +1 the cavalry begins the charge at a distance of 2 hexes; –2 commander in the hex; –1 unit in Column; +1 unit in Line; +4 unit in Skirmish.
| Result of the roll | Effect |
|---|---|
| Equal to or less than the Morale Value | The Square is formed |
| 1–2 above the Morale Value | The Square is not formed; the unit becomes Disordered |
| 3 or more above the Morale Value | The Square is not formed; the unit becomes Disordered and loses 1 Morale Level |
Charge Bonus Table [8.2]
| Cavalry type | Charge Bonus |
|---|---|
| Cossacks | 0 |
| Light | +1 |
| Medium | +1 |
| Lancers | +2 |
| Heavy | +3 |
| Cuirassiers | +4 |
Artillery Distance Table [8.1.6]
Bands printed above the table: Grapeshot (Metralla); Medium (Media); Long (Larga); Out of Range (Fuera de Alcance). The entries give, for each range in hexes, the shift to the basic Fire Value of the battery ("Sube" = raise, "Baja" = lower, "Base" = use the printed Fire Value). See the note on the Fire Value shifts in the Fire procedure (8.1.8).
| Battery type (side) | 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|---|
| 3 and 4 pounders (French) | Up 2 | Up 2 | Base | Base | Base | Down 1 | Down 1 | Down 1 | — | — | — | — | — |
Fire Table [8.1.8]
Structure of the table (as printed): each row is a Defence Value class of the target (a to g). Each cell gives the Fire Value letter(s) of the firing unit that produce the Fire Column printed at the head of that column (columns 1 to 8). The grid is read as follows:
| Defence class | Target | Column 1 | Column 2 | Column 3 | Column 4 | Column 5 | Column 6 | Column 7 | Column 8 |
|---|---|---|---|---|---|---|---|---|---|
| a | Skirmishers | — | — | — | — | A | B | C–E | F |
| b | Artillery | — | — | — | A | B | C–D | E | F |
| c |
Fire Table grid (die roll versus Fire Column):
| Die roll | Col 1 | Col 2 | Col 3 | Col 4 | Col 5 | Col 6 | Col 7 | Col 8 |
|---|---|---|---|---|---|---|---|---|
| 0 | M+1 | M | M–1 | M–1 | NE | NE | NE | NE |
| 1 | M+1 | M | M | M–1 | M–1 | NE | NE | NE |
| 2 | 1 | M+1 | M | M |
Adjustments to the Fire Value (as printed):
- Unit firing in Line: raise the letter one step (for example, from C to B).
- Unit firing at its Breakpoint: lower the letter one step (for example, from C to D).
- Unit firing in Square: lower the letter two steps (for example, from C to E).
- Artillery range: see the Artillery Distance Table, and the example on the same page: a French 6-pounder battery with a basic Fire Value of D firing at a range of 10 hexes fires at Long Range, so its Fire Value is reduced to E.
Fire Procedure [8.1.8] (as printed):
- Choose a target and determine its Fire Value defence class.
- Cross-reference with the Fire Value of the firing unit. Adjust that letter according to the adjustments above (and/or the artillery range adjustments).
- Go down the table until you find the Fire Column corresponding to the modified Fire Value.
- Adjust the Fire Column according to the column modifiers below.
- Roll one die and apply the effects.
Column modifiers (as printed):
- Firing at a rear hexside of the target: 2 columns to the left.
- Firing at a flank hexside of the target: 1 column to the left.
- Massed target: 1 column to the left.
- Terrain (see the Terrain Effects Table): "?" columns to the right. Note: the number of columns depends on the terrain; the Terrain Effects Table is referred to by the printed rules but is not reproduced in the text layer of this source copy, so these values are not transcribed here.
Effects of combat (as printed):
- M+#: morale test, with the positive or negative modifier to the roll (for example, M+1 is a morale test with +1 to the roll; M–1 with –1; M alone with no modifier).
- #: Strength Points lost, and a morale test modified by –1 for each Strength Point lost.
- NE: no effect.
Division Breakpoint Levels [11.2, Command Card]
The Division Breakpoint Level is the number of combat units that must be at their Breakpoint for the division to reach its Division Breakpoint (see 11.2). Printed on the Command Card.
French
| Formation | Commander | Breakpoint level |
|---|---|---|
| Imperial Guard | Inf/ImpGd — Hulin | NA |
| Imperial Guard | Cav/ImpGd — Bessières | NA |
| I Corps (Bernadotte) | 1 Div/I — Raffinière | 6 |
| I Corps (Bernadotte) | 2 Div/I — Drouet | 6 |
| III Corps (Davout) | 2 Div/III — Friant | 7 |
| III Corps (Davout) | 4 Dragoons/III — Bourcier | 4 |
| IV Corps (Soult) | 1 Div/IV — St. Hilaire | 8 |
| IV Corps (Soult) | 2 Div/IV — Vandamme | 8 |
Allied
| Formation | Commander | Breakpoint level |
|---|---|---|
| Vanguard (Kienmayer) | 1 Bde/AG — Carneville | 3 |
| Vanguard (Kienmayer) | 2 Bde/AG — Stutterheim | 3 |
| Vanguard (Kienmayer) | 4 Bde/AG — M. Lichtenstein | 1 |
| 1st Column (Dokhturov) | 1 Bde/1C — Lewis | 3 |
| 1st Column (Dokhturov) | 2 Bde/1C — Urusov | 8 |
| 2nd Column (Langeron) | 1 Bde/2C — Olsuviev | 6 |
| 2nd Column (Langeron) | 2 Bde/2C — Kamenski | 3 |
| 3rd Column (Przybyszewski) | 3 Bde/3C — Muller | 4 |
Note: the Command Card boxes are described in 4.8 above. The name spellings are as printed on the Command Card; the Command Card's "Division at Breakpoint" boxes are the places in which these levels are used.
Note on the Terrain Effects Chart
The printed rules refer throughout to the Terrain Effects Chart (Tabla de Efectos del Terreno) for movement costs, disorder tests, facing costs, and the terrain modifiers of the Fire and Melee tables. That chart is not reproduced in the text layer of this source copy; the tables on the printed pages 41 to 45 are the Command Change and Command Breakdown tables, the Stacking, Morale, Pursuit and Pre-Melee tables, the Melee, Reaction Square, Charge Bonus and Artillery Distance tables, the Fire Table, and the Command Card. Terrain-dependent values are therefore given in the rules text as printed, and the Terrain Effects Chart should be checked against the printed play aid.