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Austerlitz

Austerlitz Rulebook

Table of Contents

Table of Contents

  • Part One: Napoleonic Brigade Series Rules, version 2.1
    • 1.0 Game Components
      • 1.1 The Game Map
      • 1.2 The Rules
      • 1.3 The Counters
      • 1.4 Set Up Notes
    • 2.0 Beginner's Note
    • 3.0 Notes on Play
      • 3.1 Use of Loss Charts
      • 3.2 Playing Solitaire
    • 4.0 Scale
    • 5.0 General Game Concepts
      • 5.1 The Word "Unit"
      • 5.2 Retreat Rule
      • 5.3 11..66 Dice Rolls
    • 6.0 Units
      • 6.1 Troop Units
      • 6.2 Leaders
      • 6.3 Markers
      • 6.4 Extension and Detached Artillery Markers
      • 6.5 Fire Levels
      • 6.6 Loss Charts and Fire Level Markers
      • 6.7 Morale Markers
      • 6.8 Gun Point Markers
    • 7.0 General Course of Play
    • 8.0 Turn Sequence
      • 8.1 Outline Sequence of Play
      • 8.2 Narrative Sequence of Play
      • 8.3 Close Combat Subsequence
      • 8.4 Cavalry Charge Subsequence
      • 8.5 Square Check Subsequence
    • 9.0 Fog of War
    • 10.0 Command and Control
      • 10.1 Orders
      • 10.2 Initiative
      • 10.3 Corps Attack Stoppage
      • 10.4 Emergency Retreat
      • 10.5 Below Corps Command and Control
    • 11.0 Formations
      • 11.1 Available Formations
      • 11.2 Effects on Movement & Facing
      • 11.3 Effects on Fire Combat
      • 11.4 Effects on Morale
      • 11.5 Skirmishers
      • 11.6 Squares
    • 12.0 Stacking
      • 12.1 Restrictions on Stacking
      • 12.2 Effects on Movement
      • 12.3 Effects on Combat
      • 12.4 Effects on Morale
      • 12.5 Effects of Over-Stacking
    • 13.0 Facing
      • 13.1 Changing Facing
      • 13.2 Effects on Movement and Combat
    • 14.0 Zones of Control
    • 15.0 Opportunity Fire & Reaction Charges
      • 15.1 Opportunity Fire
      • 15.2 Reaction Charges
    • 16.0 Movement
      • 16.1 How to Move Units
      • 16.2 Terrain Effects on Movement
      • 16.3 Restrictions on Movement
      • 16.4 Reinforcements
    • 17.0 Extensions
      • 17.1 Restrictions on Extensions
      • 17.2 Effects of Extensions
    • 18.0 Forced March
    • 19.0 Line of Sight (LOS)
      • 19.1 General Rule
      • 19.2 Determining LOS—Three Cases
      • 19.3 Effects and Restrictions
      • 19.4 Visibility
    • 20.0 Fire Combat
      • 20.1 Fire Points
      • 20.2 Restrictions on Fire Combat
      • 20.3 Terrain Effects on Fire Combat
      • 20.4 Combat Results
      • 20.5 Step Losses
      • 20.6 Marking Losses and Stragglers
    • 21.0 Stragglers
      • 21.1 The Straggler Table
      • 21.2 Straggler Recovery
    • 22.0 Wrecked Brigades and Divisions
    • 23.0 Close Combat
      • 23.1 Restrictions
    • 24.0 Cavalry
      • 24.1 Cavalry Charges
      • 24.2 Blown Cavalry
    • 25.0 Morale
      • 25.1 Morale States
      • 25.2 Morale Checks
      • 25.3 Retreats and Morale State Combination
      • 25.4 Additive Effects
      • 25.5 Rally
      • 25.6 Elite Divisions
    • 26.0 Leaders
      • 26.1 Effect on Stacking
      • 26.2 Effect on Movement
      • 26.3 Effect on Fire Combat and Morale
      • 26.4 Leader Losses and Replacement
    • 27.0 Artillery
      • 27.1 Gun Points
      • 27.2 Losses
      • 27.3 Fire Combat and Artillery
      • 27.4 Morale and Artillery
    • 28.0 Night
    • 2nd Edition Designer's Notes
      • Orders System
      • Movement, Facing and Formations
      • Fire Combat & LOS
      • Cavalry
      • Conclusion
  • Part Two: Austerlitz Game Rules (1993)
    • Introduction
    • 1.0 The Santon Redoubt and Sokolnitz Castle
    • 2.0 French Special Rules
      • 2.1 Attachments and Detachments
      • 2.2 Independent Brigades
      • 2.3 The Imperial Guard
      • 2.4 Acting Army Commanders
      • 2.5 Anti-Initiatives
    • 3.0 Allied Special Rules
      • 3.1 The Tsar and the Kaiser
      • 3.2 Katusov, Command, and the Royalty
  • Part Three: Series Charts and Tables (NBS v2.1)
    • Command Point Table
    • Order Costs Chart
    • Order Log
    • Order Delivery
    • Initiative Table
    • Acceptance Table
    • Corps Attack Stoppage Table
    • Movement Chart
    • Fire Point Tables
    • Cavalry Attack Table
    • Fire Table Modifiers—Regular Fires
    • Fire Table Modifiers—Exclusively Cavalry Fires
  • Part Four: Errata, Addenda and Optional Suggestions
    • NBS Series v2.1 Errata
    • Austerlitz Errata (Addenda)

Part One: Napoleonic Brigade Series Rules, version 2.1

The Napoleonic Brigade Series games are playable tactical portrayals of Napoleonic battles. The series' intent is to show how command operates on the Napoleonic battlefield using the weapons systems of the period. These rules occasionally rely on common sense and honesty. Some functions occur outside the enemy's observation and require some trust and expect that each player will apply the spirit of the rules.

v2.1 Rules: These rules are almost the same as those presented with Marengo. Known errata has been corrected and changes have been made to 15.1b, 17.0, 24.1 (see step H), and 25.3c.

1.0 Game Components

1.1 The Game Map

The map depicts the area in which the battle or campaign was fought.

1.1a The Hex Numbering System. Every hex on the game map is identified by a hex number (e.g. 29.17). The digits before the decimal point (29.xx) indicate the vertical hex column, reading along the map from left to right. The digits after the decimal point (xx.17) identify the exact hex in the column, reading from bottom to top. To reduce map clutter, hex numbers are printed only on every fifth row of hexes (xx.05, xx.10, xx.15). To find hex 29.17, for example, follow the xx.15 row until you find the 29.xx column, then count up two hexes to 29.17. If the game uses more than one map, any reference to a hex number will include the appropriate map letter, as in B29.17.

1.1b Map Edge Hexes. Edge hexes with at least half of the hex showing are playable. Tiny hex slivers are not.

1.1c Off Map Movement. Units cannot exit the game map. Destroy units forced off the map.

1.1d Turn Record Track. This track indicates the passage of time. The first and last daylight turns have one number in the time box to indicate the visibility (in hexes) for that turn. The shading on the Turn Record Track indicates night turns. Advance the Turn Record Marker one box during the Turn End Phase; advance the Day Marker at the end of the midnight turn.

1.1e Entry Hexes. These hexes show where reinforcements arrive. If enemy units block a reinforcement's entry hex, then that unit is free to enter at any hex free of enemy units at or within 10 hexes of the scheduled entry hex along any map edge.

1.1f Casualty Tracks. These use three markers each to record casualties (not stragglers or artillery losses). The markers (x100, x10, x1) record the current losses in each army. Revise this track each time an infantry or cavalry strength point is lost.

1.2 The Rules

Every Gamers' Brand game contains separate Series and Game rulebooks. The Series rulebook contains the rules generally applicable to all the games in the series. The Game rulebook gives the details needed for a specific game, including any special rules, scenarios, and set up information.

1.2a Organization. Section and Case numbers outline the rules. Each major rules grouping is a section; a paragraph within a rules section is a case. The number 4.2 would, for example, refer to section 4, case 2. A specific case can contain a number of related statements. Statements within a case are numbered as in 4.2a, 4.2b, etc.

1.2b Repetition. Once stated, a rule is repeated only if needed for clarification.

1.3 The Counters

The playing pieces, called "counters," represent both the units that actually fought in the battle and "markers" which display information.

Counter legend (from the illustration, "Napoleonic Brigade Series Counters and Markers"):

  • Brigade (infantry) counters show, on the front (Line) and back (Column): unit, division and corps ID; fire level size (e.g. BAAB); and morale.
  • Artillery: Heavy Foot Artillery (unlimbered front, limbered back) shows Heavy Gun Points (black) and corps attachment; Light Foot Artillery (unlimbered) and Light Horse Artillery (unlimbered) show Light Gun Points (white) and corps attachment.
  • Cavalry: Heavy Cavalry (with Heavy Indicator, unit name, fire level size, morale) and Light Cavalry; the back of a cavalry counter is Blown Cavalry.
  • Detached Artillery markers.
  • Leaders: name, rating, rank and command (Army Commander, Corps Commander); the back shows the leader as a casualty (RIP, with date). Leader Replacement (Repl) counters.
  • Markers: Turn Marker, Day Marker, Headquarters, Gun Point Marker, Fire Level Marker (used for marking B and C strength units only), Casualty Track Marker (x100 marker if any required), Shaken (Sh), Disorganized (DG), Routed (R) and Blood Lust (BL) markers, Skirmisher (Full Strength and Reduced Strength), Extension, and Square.

1.4 Set Up Notes

Aside from any special notes in the game rules concerning set up, the following are always true:

  1. "w/i X" means to set up a given unit at or within X hexes of the hex listed.
  2. Unless explicitly stated otherwise, leaders set up with any subordinate unit.
  3. Units set up in any desired formation and facing.
  4. Units may never start over-stacked.
  5. Units generally start at full strength.
  6. Except when explicitly stated otherwise, the French Player Turn is always first.
  7. A unit ID notation followed by a "b"—as in RWb—means an artillery battery of that ID. Furthermore, artillery is further classified by type—either heavy or light—and class—foot or horse. The type and class are given in parentheses following the notation. Thus, a RWb (Lh) would be a Right Wing light horse battery, while a RWb (Hf) would be a Right Wing heavy foot battery. In all instances, the type code (weight) precedes the class code (mobility). Each of the above refers to a 5 gun point artillery unit. Should a battery of lesser strength be called for, its notation would read: RWb (3Hh), being a Right Wing heavy horse 3 gun point battery.
  8. A hex notation of (hex 1) ex (hex 2) means the unit is in hex 1 and has an Extension in hex 2. Likewise, (hex 1) ex (hex 2), (hex 3) means that the unit in hex 1 has Extensions in both hexes 2 and 3.

2.0 Beginner's Note

If you are new to wargames, WELCOME! This is an exciting and intellectually satisfying hobby. Each wargame, while being an enjoyable competitive activity, will also allow you a glimpse of history not possible through other formats.

To learn to play, browse through the rules and components. Try to develop a good idea of what exists in the game and where it is located. Then read the rules lightly. Do not try to memorize them! Set up a few units at random and run through the procedures and examples of different play actions. As questions arise, look up the answers in the rules. Try to imagine why a rule is the way it is by applying common sense and your historical knowledge. All rules have at least some reason to exist—even if it is only to avoid conflict with other rules. Allow the game to teach itself to you. If something seems unreasonable, please call or write for clarification.

After these tentative steps, play shorter game scenarios with a friend, again looking up uncertainties. Before long you will have the game system mastered. Avoid the Command Rules as you learn this system, using only "command radius" to keep things in order. Once you understand the basic structure, include the rest of the command system in your next session. All games in this series can be played without the command rules, so, if you do not find them to your taste, feel free to play without them. However, by imposing significant constraints on a player's freedom of action with his forces, they do add a degree of realism.

By the time you have mastered this game, you will be able to play any game in this series with little or no additional rules learning. Good Luck and Good Fighting!

3.0 Notes on Play

3.1 Use of Loss Charts

I recommend the encasing of Loss Charts in clear plastic report covers. Write on them with overhead projection markers.

3.2 Playing Solitaire

The Command System lends itself readily to solitaire play. In fact, its use generates a more interesting and enjoyable solitaire game. The following section gives a few guidelines for playing this system solitaire.

Players who are reluctant to try the command rules in a solitaire situation can play the game completely without them. But, these players will not know what fun they are missing!

3.2a Gaming by Remote Control. Playing this system solitaire has the feeling of setting the armies into action by remote control and then letting the game play out for you—in other words, you set them into motion and enjoy the show. Since the player has little idea of when orders will take effect, for how long, or in what future context they will be set against, the interaction between the orders issued in the game will be impossible to predict and can lead to numerous interesting situations—such as when your attack is almost ready to take an objective and it fails its Corps Attack Stoppage check.

3.2b Commanding Both Sides and the Orders You Send. Send the orders to each side separately and do the best you can with each. There is no requirement to try to forget what you did with the other side—the goal of the command system isn't limited intelligence; it is limited flexibility. The only thing you should do (for each order) is to ask yourself one question: "Did I write this order because of, or to take advantage of, an order I wrote for the other side?" If the answer is yes, do not send the order. If the answer is no, send it. An example of this is: During side A's turn, the player orders a major flank movement. The incorrect action would be, during side B's turn, to issue orders to counteract that flank move.

It is much more fun to use only the knowledge you would expect your forces to have at any given time and issue orders accordingly. Once you master this skill, solitaire game play can be much like watching a movie or book plot unfold before you—except that you direct the action.

3.2c Order Interpretation. As a solitaire player, you have a big advantage over players who must suffer a live opponent (who has the gall to want to win!)—you know exactly what you intended to do with each order you wrote and know for sure that both sides are playing that way. Always follow your orders exactly the way they were intended.

3.2d Comments on the Workload and Number of Orders per Turn. Some players react to every change on the battlefield by issuing new orders (which indicates an inability to make comprehensive plans or a desire to retain the god-like ability given players in other games). These players end up with a huge mess of conflicting orders and writer's cramp. There are also those who seem to think they need to record the functions of every unit in the game. Both groups are quite wrong. In most cases, one order, per side, per turn, should be more than enough. In fact, one-every-other-turn might be more like it. Your plans should be designed to last more than a few turns and to withstand a degree of situational change. In other words, make plans that are operational in level, not in the realm of minor tactics!

3.2e Minor Decisions. The handling of things like rally, fire combat, straggler recovery and the actions of units within their orders and command radii should be done in a manner that is "equivalently effective." This means that you should play each side without bias and according to the best tactics you know. Do not endeavor to 'set up mistakes' to take advantage of, or play a side with less than effective play. At the lower levels, play occurs in the same manner as in most board wargames when playing solitaire—let the command system set up the 'odd' circumstances; handle units in a straight-forward manner.

4.0 Scale

Each hex equals 200 yards. Each daytime turn represents 30 minutes, each night turn one hour. The vertical scale between contours is 30 feet.

Infantry and cavalry units are brigades or regiments. Regiments will be used as much as possible to give infantry units of around 2,000 men each. Artillery units are usually 16 gun battalions. A strength point of infantry is 150 men. A cavalry point is 100 men. A gun point of artillery is roughly 3 cannons.

This game system makes some simplifications in terms of artillery. Cannons are differentiated by only two factors, size and speed. The "battalion" represents the maximum number of cannon which can deploy and fire from one hex—even if during the battle portrayed such artillery organizations did not exist.

Note: Throughout these rules, the terms "Brigade" and "Regiment" can be used interchangeably. The design uses both regimental and brigade sized units depending on the raw numbers of men available in each battle simulated.

5.0 General Game Concepts

5.1 The Word "Unit"

For simplicity, the word "unit" in these rules refers to any leader, infantry, cavalry, or artillery combat unit, including Extensions and detached batteries. A "unit" represents anything which is real on the battlefield—as opposed to game informational markers which are not.

5.2 Retreat Rule

Any time a combat result calls for a retreat, the owning player must execute the retreat in a relatively straight line in a locally "to the rear" direction. Doubling back and other "game tricks" are not allowed.

5.3 11..66 Dice Rolls

These rules use "sequential" dice rolls frequently. These require two differently colored dice. Roll them and read the result as follows: The red die is the first digit, the white one the second (a red six and a white four would be 64).

6.0 Units

6.1 Troop Units

These units are combat formations of infantry, cavalry, and artillery. They have a facing and one or more formations available. They are subject to the stacking and morale rules.

6.2 Leaders

These units represent individual leaders (named on the counter) and a small staff escort. Leaders fulfill important command and morale functions. They have no facing or formation and do not count for stacking in any way. They do not add to fire combat in any way, but might become casualties if their hex receives certain fire results.

6.3 Markers

Note that markers do not have facing, formation, or stacking restriction. Markers only indicate specific unit conditions and do not suffer fire combat or morale results themselves.

6.4 Extension and Detached Artillery Markers

These represent the expansion of troop units to take up more ground space. They suffer fire combat and morale results in the same way as their parent units.

Detached artillery markers allow players to divide their artillery units up into smaller gun units for specialized tasks.

6.5 Fire Levels

Infantry and cavalry units measure strength in fire levels. Use fire level markers to mark fire levels under the unit counter only when the unit is below an A fire level—any unit without a fire level marker is assumed to be at least an A fire level. The fire level markers, marked B and C, serve a function similar to numeric step markers used in other games.

Artillery units use the different "gun point" system described later.

6.5a Fire levels range in order (from smallest to largest) C, B, A, AB, AA, AAB, and AAA. A unit's starting full strength appears on its counter. In some games, specific scenarios may call for units to start with reduced strengths. In those cases, find the unit's starting strength on the loss charts after marking off its casualties.

6.5b When deploying into Extensions, remember that one A=2Bs, one B=2Cs and one A=4Cs. Therefore, an AB that extends line into two different hexes would have a B in each of the three occupied hexes.

6.5c The lack of a marker represents the A or larger fire level. Since this is the maximum fire level which can effectively fire out of a hex, that is all the information needed for most play purposes. Check the loss charts to get exact strengths when Fire Levels are a concern (such as for stacking, and Close Combat Odds calculation, etc.).

6.6 Loss Charts and Fire Level Markers

Each player uses his Loss Charts to keep track of losses. To the left of each set of squares is the unit's current fire level. Keep the markers (if any) under the unit current as the Loss Chart requires changes. To indicate the Fire Levels applied to Extensions, place the appropriate B or C Marker under the Extension marker, unless the parent is capable of supporting A-sized (or larger) extensions (in which case, no marker is needed).

6.7 Morale Markers

These represent a stack's current morale state (not to be confused with the unit's permanent morale, as printed on the counter). Place the Morale Marker atop all the units in a hex. All of the stack's units have that marker's morale state. A hex can have only one morale marker.

6.8 Gun Point Markers

These are numeric markers that represent the number of gun points in artillery units. Place these markers under the appropriate unit.

7.0 General Course of Play

A "game turn" is a sequence of steps outlined in "the sequence of play" (See 8.1). Each step can involve one player or the other according to the terminology "phasing" and "non-phasing." The "phasing" player is the one whose player turn it is; the "non-phasing" player is the other. Each player has his own distinct portion of a turn, and the roles of phasing and non-phasing player switch according to the present player turn. At the sequence of play's end, advance the turn marker. All actions must take place according to the sequence of play.

In the roughest sense, play proceeds as follows: The first (phasing) player—generally the French—conducts his Command Phase. There he issues any new orders, checks orders for acceptance, and makes any initiative attempts. Next, the phasing player moves his units and can engage in "Close Combat" (infantry charges) or Cavalry Charges. After the Movement Phase ends, the Fire Phase occurs. This is divided into a Non-Phasing Player Fire Segment and a Phasing Player Fire Segment. First the non-phasing player conducts his fire combats; then the phasing player does the same. Upon the completion of the fire combats for both players, the phasing player checks his units for rally and cavalry recovery. The second player then becomes the phasing player and repeats the above. At the end of this process, the turn ends and another begins.

8.0 Turn Sequence

8.1 Outline Sequence of Play

First Player Turn

  • Command Phase
    • Order Issue
    • Corps Attack Stoppage Checks
    • Initiative Order Determination
    • Delay Reduction
    • New Order Acceptance
  • Movement Phase
  • Fire Phase
    • Cavalry Withdrawal Segment (Non-phasing player only)
    • Non-Phasing Player Fire Combat
    • Phasing Player Fire Combat
  • Rally Phase
    • Straggler Recovery
    • Rally
    • Cavalry Recovery

Second Player Turn: The Second Player Repeats the above for his units.

Game Turn End Phase: Game Turn Marker Advance

8.2 Narrative Sequence of Play

First Player Turn

Command Phase

  • Order Issue. The phasing player generates orders, paying for each with his available Command Points. He then logs these orders on the Order Log Sheet and notes their arrival times. See 10.1.
  • Corps Attack Stoppage Checks. Any of the phasing player's corps that received small arms fire or artillery fire from a range of two hexes or less or were charged by cavalry in the previous turn, while carrying out an attack order, must check to see if the attack continues. See 10.3.
  • Initiative Order Determination, if desired. The phasing player can roll for any of his leaders to obtain initiative. Leaders who successfully obtain initiative accept orders as desired. See 10.2.
  • Delay Reduction. Check any orders in delay status to see if their delay ends. See 10.1f.
  • New Order Acceptance. Roll to see if orders delivered this turn are accepted, delayed or distorted.

Movement Phase

  • Movement. The phasing player checks his units for correct command radius. Phasing units can now move and conduct Close Combats based on their movement abilities, formations, and order restrictions. Skirmishers can be released and reattached. Cavalry Charges are resolved. See 11.0, 16.0, 23.0, and 24.0.

Fire Phase See 20.0.

  • Cavalry Withdrawal Segment (Non-phasing player only). Non-phasing, non-Blown, cavalry adjacent to enemy units can withdraw. Withdraw the cavalry 6 hexes. The cavalry is not Blown because it performs this action. To do this, the Cavalry must be adjacent to enemy units. Design Note: The purpose of this phase is so that cavalry can retreat away from enemy infantry formations prior to being destroyed by fire.
  • Non-Phasing Player Fire Combat (Defensive Fire Phase). The non-phasing player can fire all of his eligible units.
  • Phasing Player Fire Combat (Offensive Fire Phase). The phasing player repeats the above for his units.

Rally Phase

  • Straggler Recovery. Units can attempt to recover stragglers as per 21.2. Erase recovered stragglers from the Loss Chart.
  • Rally. The phasing player converts all Shaken (Sh) units to normal, Disorganized (DG) units to Shaken, and checks to see if Routed (R) units recover to DG or if Blood Lusted (BL) units revert to normal. The player can choose to not rally routed units if he desires. See 25.5.
  • Cavalry Recovery Segment. The Phasing player can attempt to recover cavalry which has become "blown." "Blown" Cavalry has charged in an earlier phase and must take time to recover both its formations and horses. See 24.2c.

Second Player Turn. The Second Player repeats the above for his units.

Game Turn End Phase. Game Turn Marker Advance.

8.3 Close Combat Subsequence

A) Attacker enters the enemy occupied hex at the cost of movement into the hex plus an additional 2 MP cost. B) Defender Fires, apply losses and stragglers to the attacking units. C) Attacker Fires, apply losses and stragglers to the defending units. D) Attacker Checks Morale, if required to retreat combat ends. E) Defender checks morale, if required to retreat combat ends. F) Use the Odds Table if the above does not end the combat. The loser from this table must retreat one hex.

8.4 Cavalry Charge Subsequence

A) Attacker announces charging stack and target hex. B) Square formation attempts. C) Recall Attempt (if desired) D) Move the charging cavalry toward and into the combat hex (execute a Reaction Charge if it triggers one along the way) E) First the defender rolls for fire combat or cavalry attack. Apply losses. Then the Attacker does the same against the defender. F) The Defending hex checks morale, if forced to retreat, execute the retreat and the charge continues with step H. Otherwise, go to step G. G) The Attacking stack checks morale, if forced to retreat, the charge ends. Go to step I. H) Follow-on Attack, if any. (See 24.1, step H) I) Cavalry units involved in a Cavalry Charge (as attacker (in any case) or defender (if a DG or worse morale result occurs)) must become blown and withdraw 6 to 12 hexes (owning player's choice of distance).

8.5 Square Check Subsequence

The hex's top infantry unit makes a morale check applying all appropriate morale modifiers. If the unit passes the check (i.e. the result is normal or Blood Lust), all the eligible units in the hex enter square formation. If the check fails, execute the Morale Table result. If the Morale Table result is Blood Lust, the stack forms square and is also Blood Lusted.

9.0 Fog of War

To increase the simulation's reality, keep the following secret:

a. Casualties, stragglers and wrecked conditions. b. Orders, order delivery, or plans.

Players can examine enemy stacks. OR, Optional: Players can only examine enemy stacks at or within 12 hexes of a friendly leader and within that leader's LOS.

10.0 Command and Control

These rules strive to be realistic but not overpowering. They embody simple concepts and make the game play in a way that simulates reality. Players can play these games without the command rules (Exception: always use Command Radius, see 10.5a).

10.0a HQ Units and Leader Positioning. Corps HQ units are corps' administrative hubs. More specific HQ rules follow, but a few points must be given first. Divisional leaders must be stacked with a unit of their division at the end of every friendly Movement Phase. Corps leaders have no such requirement. To implement a newly accepted order (even those from initiative), the corps leader must at least momentarily enter his corps HQ's hex. The instant the leader "touches base," implement the order—in other words a leader with a new order could "touch base" as the first thing in movement and this would allow the corps to function on its new orders in that turn. Note: Upon accepting an order, the leader must make his way to his HQ to implement it. Army commanders send orders from themselves to the Corps HQ unit, not to the leader, except when the sender and receiver are in the same hex. The receiver can accept such "In-Person Verbal" orders (using the Acceptance Table) right away, but that leader's units cannot begin acting on the order until the leader enters the hex of his own HQ. The army commander is, of course, completely free to do what he wants (he is in charge, after all!). The army HQ has no real function other than to mark its location.

Example: Council of War. To illustrate the above rule, let's say that the player moves all of his corps commanders to the hex containing the army commander. This action does not require any orders. Once his subordinates are there (i.e. in the player's next Command Phase), the army commander begins belting out orders as fast as his Command Points allow. These orders are all "in-person, verbal" in nature and subject to the best chance at acceptance (given the order type). The orders are delivered at the instant they are written. In the subsequent New Order Acceptance Phase, the corps commanders attempt to accept their orders. For the sake of argument, assume all of them but one do so. The commanders who have accepted their orders then ride back to their commands. Even though the orders have been accepted, each corps will not function until the corps commander enters his HQ's hex. Note that he need not stay longer than move through the HQ's hex. What about the guy who got a delay? As he rides back to his corps HQ, assuming it takes a turn or more to make the trip, he can attempt to reduce the delay. Even if he reduces it while en route, the orders still do not take effect until he enters the HQ's hex.

10.0b Command Methods. In general, the command system works as follows: The army commander uses his Command Points to generate orders. The player writes these on scratch paper and records them on the Order Log. The orders take time to arrive at the receiving corps HQ. Upon arrival, the player checks for their acceptance. The orders could be delayed, distorted, or accepted. Once accepted they must be acted on in good faith, even if game conditions change. At the corps and divisional levels, leaders can cancel or self-issue orders using Initiative. Over-use of initiative invites the "loose cannon" rule which could cause a disaster, so use initiative sparingly, and never as a substitute for the regular order system.

10.0c HQ Units. HQ units share characteristics of markers and combat units. They have the same movement characteristics as leaders, do not count for stacking, have no combat ability (they are not capable of being fired upon or in taking step losses), and remain unaffected by morale results (HQs in a stack which retreats can do so with it at the owning player's discretion). They never check morale on their own. HQs which are overrun (have enemy units enter their hex) are not destroyed, but displace to the nearest friendly stack. In the following turn, the displaced HQ's entire command must execute an Emergency Corps Retreat and do a Straggler Check. (Emergency Corps Retreat does not apply to Army HQ units.) HQ movement is dependent on their corps' orders. HQs cannot move without orders to move. If a corps has orders, the HQ can move freely within them—orders covering the HQ itself are not necessary. Army HQs are not constrained by orders.

10.1 Orders

Orders are the command system's heart. Players prepare orders as instructions to the corps as to what they are to do. An order is not a hex by hex movement record. Its wording is the same as that of historical orders.

Example: Order Writing. The following are acceptable orders. Each was written with the minimum required detail:

  • "Take your corps and move down the Battery Road to the Walled Farm. Then set up a defensive line facing north." (Non-Attack)
  • "Move via the Chateau on the Green Road to attack the enemy in the vicinity of the Big Hill. Attack to capture the Big Hill." (Attack)
  • "Move across the ford to the area south of the Big Hill, report to 2nd Corps HQ and await further orders." (Non-Attack)
  • "Attack along the Red Road toward the Big Hill. Assist 3rd Corps in capturing the Big Hill." (Attack)
  • "Move into position alongside 3rd Corps, advance with them to cover their flank." (Attack)
  • "When 2nd Corps attacks, attack to capture the Blue House and cut the Big Road from enemy use. When you get there, set up a defense straddling the Big Road facing north." (Attack)

The general sequence of events is as follows: The player has a number of Command Points available based upon his Army Commander's Leader Rating. The player uses these points to pay for orders he produces. Orders cost points depending on their structure and delivery method. Write the order on scratch paper (the order sheet) and record it on the order log (a sheet of lined notebook paper). The player calculates the arrival turn, according to the distance from the army commander to the receiving corps HQ, and records it on the order log. On the arrival turn, he checks the order for acceptance. Once accepted, the order is implemented the instant the corps commander re-enters his HQ's hex. Leaders without HQs (such as divisional leaders) implement orders instantly upon acceptance.

10.1a Order Structure—Type and Method. Each order must be classified as either Attack or Non-Attack. An Attack order is one requiring movement to, into, or around areas of enemy control or tacit control (e.g. a gap) EVEN IF it will NOT require combat. An Attack order allows offensive combat. A Non-Attack order is one that does not fit the conditions of an Attack order and does not allow for offensive combat. Be sure to remember 10.1h: Actions which do not require orders. Method refers to the order's physical structure, i.e. either written or oral and to be delivered either by an aide or in person. All game orders are written on paper, but the player can choose to issue "oral" orders so as to expend fewer Command Points. Players can assemble their orders as desired, as long as they assign each of the above elements. In person orders are always oral. Aides can deliver oral or written orders. In addition to affecting the order's cost, these factors also influence the speed of acceptance.

10.1b Order Costs. Players write orders using Command Points. Each army commander possess a certain number of Command Points based on his leader rating which are given on the Command Point Table. Order costs appear on the Order Costs Chart. Determine an order's cost by the point total of its selections from the two categories (Method and Type). Each category must have only one selection. The full allocation of Command Points is available each turn. Command Points cannot be saved from turn to turn and are wasted if unused. Order costs must be payable with the player's remaining Command Points. A player can write any number of orders in a turn provided he has sufficient Command Points available.

10.1c Order Format and Writing. Write your orders in any manner with which you are comfortable and understand. The order's written content can be as detailed, or as brief, as desired provided the player can interpret his own orders. On the order log, all orders must have an order number (their line on the order log) and information giving the sender, receiver, order type and time sent. Attack orders also require a start time or signal, a general movement direction or path, and a reasonable limit to the operation. The player can skip writing the start time or signal for such orders—if no such specific detail exists in the order, the order must begin immediately upon acceptance and implementation. "Open-ended orders" (Attack west!) are not allowed: they are too vague.

10.1d Order Records. Record orders on the Order Log (lined notebook paper). The Order Log's function is to remind the player when to check for acceptance and to give a concise listing of that order's acceptance variables. The order log should be a well-organized and efficient order record which can tell at a glance what orders are accepted, delayed, canceled, or are on the way.

10.1e Order Delivery. Orders can be delivered by an aide or in person. In-person delivery can only occur if the sender and receiver are in the same hex. In-person orders are received the same turn they are sent. For orders to be delivered by an aide, do the following. Calculate the number of movement points a leader would expend traveling between the sender and the receiver's corps HQ. Divide this number by 10 and round up any fractions. The result is the number of turns the order will take in transit. Add this number of turns to the current turn to determine the time the order will arrive and record it on the order log.

10.1f Order Acceptance. Acceptance is a measure of how quickly the receiving leader reacts to the new orders. Upon receipt, orders may be accepted, delayed for a period, or distorted.

The Acceptance process is as follows: Using the Acceptance Table, calculate the Acceptance Number according to the line above the table. Use this Acceptance Number to determine the table column used. Roll two dice as an 11..66 roll. The result is the order's acceptance state; record this on the order log. Note that even if the order is instantly accepted, it does not become implemented and usable until the receiving corps commander touches base in his HQ's hex.

Do not make the Acceptance Table dice roll for an order until the order is delivered.

Delay. A delayed order is subject to some foot-dragging or preparation before action. Once delayed, an order becomes accepted by rolling one die per turn. The phasing player makes this "Delay Reduction Roll" during subsequent Command Phases starting on the turn after the Acceptance Table produces the delay result. Alternatively, initiative or the receipt of another, different order can cancel a delayed order. The receipt of any new order (accepted or delayed) automatically cancels any pending orders (D4, D5, D6), but leaves a previously accepted order in place until the new one is accepted. Three types of delay are possible: D4, D5, and D6. Each requires a successful roll on one die to remove. Remove the delay on a roll equal to or greater than the number of the delay. Once the delay is lifted, the order is accepted.

Distortion. Distorted orders are completely misunderstood and are eliminated.

10.1g Following Orders. It cannot be overstated that orders must be followed as originally intended, even though game circumstances may change. These represent wartime orders in a society influenced by notions of glory and honor which seem quaint today. Players should never rethink their orders to find loopholes which allow them to "get away with" something. Orders can be followed with a modified degree of enthusiasm (so as to avoid disaster), but their intention, scope, or original purpose should not be altered. Players unable to cope with the responsibility and honesty this rule requires should play without these command rules.

10.1h Actions which do not require orders. Many game functions do not require, or need be mentioned in, orders. These are:

  1. Officer movement and functions
  2. Fire, Close Combat, Straggler Recovery, and Rally
  3. Artillery functions
  4. Movement, facing and formation functions not requiring the movement of a corps HQ
  5. Cavalry Charges (regular or Reaction)
  6. Skirmisher release, movement, and reattachment.

Note: Once a corps HQ is in position, it is literally "bolted to the ground" and cannot be moved without new orders, initiative, or an emergency retreat. HQs can move along freely during the execution of an attack order or other orders which require movement—but are again bolted to the ground when those orders are fulfilled.

10.1i Pre-Set Orders. These orders represent the commander's initial plan of action for the battle. They are not required, but an excellent player could win the battle with these orders alone. The player writes and logs these orders before the game begins and can make any number of them without regard to Command Points. These orders are accepted before the game begins. Most scenarios give historical pre-set orders players can use to recreate the actual battle—these can be used as is or modified before play as players desire.

Example: Order Logging and Acceptance. The player made the following entry into his Order Log:

Order NumberArrival TimeReceiverSenderTypeMethodStatus
110:00DavoutGrouchyAttackAW

This order will arrive at Davout's HQ at 10:00, from Grouchy, and is an aide-written Attack order. Such an order costs 10 Command Points to write.

In the New Order Acceptance Segment of the 10:00 turn, the player notes that order number one arrives and can be checked for acceptance. Davout is rated a 4 and Grouchy is a 1. The dice roll on the Acceptance Table will be made on the 3 column. Two dice are rolled. The roll of 25 gives a result of D5. The player marks "D5" under the status column for order number 1.

In the next turn's Delay Reduction Phase, the player rolls one die for this order. He rolls a 6 which means the delay has been reduced and the order is accepted. The "D5" under status is erased and an "A" for accepted is written in. As the first thing during movement, Davout makes a quick trip to move through his HQ's hex and implements the newly accepted order. Davout's command can now execute this order.

10.2 Initiative

Unless specifically prohibited, leaders can use initiative to cancel existing orders and/or acquire new orders. The player handles initiative orders like any other, except that they do not cost Command Points to create, do not need to be delivered, and are automatically accepted. Corps leaders must make a trip to their HQ to implement these orders as well. In the case of loose cannon, the enemy player moves the corps leader into the HQ's hex, so that no foot dragging occurs.

10.2a A leader's successful initiative roll simultaneously cancels old orders and issues new ones.

10.2b Initiative orders must be followed like any other order.

10.2c Only Wing, Corps, and Divisional leaders can use initiative. The Army Commander can only issue formal orders. Furthermore, in one turn, only one leader can attempt to get initiative for a given formation. Therefore, if a divisional leader rolls for initiative, the corps commander can roll only for his other divisions. If the Corps Commander rolls first, divisional commanders under him cannot roll at all.

10.2d Getting Initiative. First, determine the number of Initiative Points a leader has available. IPs equal the Leader's Rating + any Anti-Initiative Ratings which affect that leader. Use this total to determine which column to use on the Initiative Table. Roll two dice as an 11..66 roll. The table result will classify the roll as No Effect, Initiative or Loose Cannon. If a leader becomes a "loose cannon," see 10.2g below.

10.2e Anti-initiative. Corps and army leaders can be given anti-initiative ratings in the game rules to limit initiative use. If none are given, the assumed value for all leaders is 0. A leader's anti-initiatives remain in effect even if he becomes a casualty (his replacement "inheriets" [sic] it) or is off map.

10.2f Initiative-Based Orders. Initiative only bypasses the normal acceptance procedure. Players must still record and faithfully follow initiative-based orders. Leaders can assign themselves Divisional Goals in this way. Initiative cannot be used to issue orders which have not yet arrived or which are in a delay status—only for different orders. An "iron-clad" rule to cover all potential variations on this theme would be impossible to write, and players are advised to look into the rule's "spirit" as opposed to its literal interpretation. A player must sometimes look into himself to determine the purpose of the order he desires.

10.2g Loose Cannon. The "Loose Cannon" concept recreates the historical tendency to avoid excessive initiative. Whenever a leader rolls for initiative and the result falls into the Loose Cannon range, he becomes a Loose Cannon. Upon the leader's becoming a loose cannon, the owning player must notify his opponent of the fact. The opposing player now issues an order to the affected force for them to move for one turn in the direction of his choosing. The owning player conducts the actual movement, but must follow the order issued by the enemy. This order cancels any orders the force might have had. The movement can be an attack, retreat, or any other type of activity. The owning player must follow this order with a reasonable amount of gusto. This does not mean the command must wreck itself in futile Close Combats, etc., only that a reasonable amount of force be applied in execution. The opposing player cannot order the unit to attack other friendly units.

Example: Getting Initiative. Let's say Ney wants to get initiative. He has a rating of 2 which gives him 2 initiative points. Napoleon has an anti-initiative of -1 which reduces the initiative points to a 1. To get initiative, Ney must roll an 65 or 66 on two dice. If he manages to roll a 21 or less, he becomes a loose cannon.

In another situation, assume Ney blows his roll (he rolls a 63). St. Hilaire, one of his division commanders, now wants to get initiative for his division. However, according to 10.2c, St. Hilaire is unable to try this turn (since Ney tried for the entire corps) and must wait until next turn. If we assume the player tries St. Hilaire on that turn, and he blows it, the player would be unable to use Ney to get initiative for St. Hilaire's division.

10.3 Corps Attack Stoppage

Corps Attack Stoppage represents an attack's failure in the attacking commander's mind. He is, much more than the player, reluctant to push the attack to the last man.

10.3a For any command executing an Attack order, beginning with the Command Phase following the first turn in which any attacking units were fired on by infantry or artillery from two hexes or less, or charged by cavalry; the command must make a Corps Attack Stoppage check. A player can never voluntarily fail a Corps Attack Stoppage roll.

Procedure: Make this check on the Corps Attack Stoppage Table. Cross index the number of wrecked divisions in the corps against the total number of divisions currently in it (i.e., count attached divisions). The original corps commander, if killed, wounded, or reassigned to a higher command during the game, counts as an additional wrecked division. This number indicates the next table column. Cross index this number with the current corps leader's rating. The number then found is the minimum roll on two dice needed to pass the check.

Example: Corps Attack Stoppage Procedure. After its first turn in combat with infantry or artillery at two hexes, an attacking corps must check for stoppage. The corps has 3 divisions and none of them are wrecked. The corps commander is fine. He is rated as a 3.

Checking the Corps Attack Stoppage Table, the player determines that he must roll on the 1 column of the second table by cross-indexing 3 divisions in corps with 0 wrecked divisions. Since the leader is a 3, the second table tells him that he must roll a 3 or more to pass. He does this handily.

Several turns of blood bath later, we find the same corps with all three of its divisions wrecked and the corps commander on his way to discover the miracles of Napoleonic medicine. This time the first table generates a column 4 for the corps (3 wrecked divisions, plus 1 for the commander, cross-indexed with 3 divisions in the corps). The second table generates a required dice roll of 11 or more (Column 4, the new corps commander is a 1), which the player fails. Had this roll been required at night, he would have had to roll no less than a 14 on two dice—in other words, he wouldn't stand a chance.

10.3b Results of Corps Attack Stoppage Checks. If its commander passes the check, the corps continues to attack. If he fails, the corps must stop the attack and await new orders. The owning player must retreat the corps HQ a minimum of 6 hexes from its current location. After this retreat, the corps HQ cannot move again until it receives new orders or executes an emergency retreat. Regardless of whether the corps HQ retreats, all the corps' units must move to at least three hexes from all enemy units at the end of the turn during which the Attack Stoppage occurs. The Corps units begin to function normally after these initial conditions are met.

10.3c If wing formations exist in the game, check the game rules for any special conditions which apply Corps Attack Stoppage to these command structures.

10.3d Divisions of a corps operating on the map before the arrival of their corps HQ make Corps Attack Stoppage checks normally except that corps size is determined using only those divisions actually on the map.

10.3e Divisions acting on Divisional Goals or which do not have corps affiliation must roll as outlined in 10.3d, as a corps consisting of one wrecked or not wrecked division. Any Corps Attack Stoppage by the parent corps has no effect on divisions acting on Divisional Goals—they continue their attack and roll separately.

10.4 Emergency Retreat

Without orders or initiative, a corps or wing can execute an "emergency retreat." The formation must be under a threat of being surrounded or destroyed, or a command might have an emergency retreat forced on it by having its HQ overrun. The judgment of when this is appropriate is in the owning player's hands (except in the latter case). Units doing so immediately accept orders to retreat one turn's movement to the rear—that is, the corps HQ must retreat from 6 to 14 MPs, with other units following as they are able. The exact number of MPs retreated by the HQ is in the owning player's hands; other units need only move so as to remain within command radius—which might mean little or no retreat for some units. The player can use (or not use) roads, etc. as he wishes. Remember, this retreat is a controlled command event, not a rout. Upon completion of this one turn's movement, the formation is without orders: any it had (accepted or in delay) when the retreat was called are lost. Further Emergency Retreats can be conducted if the formation's safety is again threatened. The same emergency corps retreat rules and conditions also apply to independent units or those under Divisional Goals.

All infantry units within the retreating formation must roll on the Straggler Table at the conclusion of the move. Cavalry units are exempt from this requirement. The direction of an emergency corps retreat is not affected by the standard retreat rule (5.2) since it is a voluntary movement. Army HQs are exempt from Emergency Retreat.

10.5 Below Corps Command and Control

Two methods exist for controlling units below the corps level. First, units must generally remain within the command radius of their division commander and/or corps HQ, in which case they can move and fight as desired as long as they do not violate the spirit of the current corps orders. The second is the use of Divisional Goals which frees units from command radius.

Command Radii diagram (the correct way to interpret the relationships between the parts): Orders go from the Army Commander to the Corps HQ (orders are not issued from corps HQ; once orders are accepted by the corps, units within radii may begin to function). The Corps Commander may be anywhere on the map, but he must enter his HQ's hex before any newly accepted orders (incl. initiative) can be implemented. Corps artillery and division commanders are at or within 8 MPs of the Corps HQ. Brigades are at or within 4 MPs of their Division Commander (who is stacked with one of his brigades). Note that a given brigade may be up to 12 MPs away from the corps HQ.

10.5a Command Radius. Check command radius at the beginning of the Movement Phase. No unit can move intentionally (with the exceptions noted below) outside this range. Calculate command radius distances in leader movement points. In counting movement points, use only those hexes a friendly leader could move through. The points involved depend on the echelon of command involved. Units that are expected to be within command radius, but are not, must expend all their available movement points to reenter radius each turn until they do so.

A. Brigade to Division Radius. Brigades must always be at or within 4 MPs of their division commander. For a brigade with Extensions, only one hex of the brigade line need be within range.

B. Division Leaders, Artillery Units to Corps HQ Radius. At a range of 8 MPs or less from their corps HQ, these units and their subordinates function normally. The command radius can extend a maximum distance of 8 MPs between a corps HQ to a divisional leader and then a further 4 MPs to a brigade from that division leader—this also applies to artillery units of the same corps as the division commander. Units need not be within any required range from the army HQ.

Important: Artillery units in a corps are in the proper command radius if they can trace 8 MPs back to the Corps HQ OR if they can trace the 4 MPs back to one of the division commanders of their corps—even if on a Divisional Goal. If the artillery meets one or both of these requirements, it is within command radius and functions normally.

C. Command Radius and Order Acceptance. When a corps implements orders, divisions and other corps units within the HQ's radius must immediately act upon the orders which the corps received. If a division is out on a Divisional Goal or is coming on as a reinforcement, it must maintain its current orders until it is within the Command Radius of its Corps HQ—unless the orders are changed using initiative or an order is accepted from the Army Commander.

10.5b Divisional Goals. A Divisional Goal is an order to conduct a task or mission given a division (or cavalry brigade) which allows it to function beyond normal command radius.

A unit following a Divisional Goal is exempt from normal command radius (distance to corps HQ for divisions, distance to division commander for cavalry brigades).

Division, corps, wing, and army commanders can assign Divisional Goals. Commanders can assign goals to their cavalry brigades or artillery units. You can assign goals when the appropriate leader (i.e. one that is in the unit's chain of command) stacks with the division commander (or actual unit, in the case of a cavalry brigade or artillery unit). Divisional Goals are usually assigned using initiative. The army commander, however, can send them directly to a division commander like any other order. A division's own commander can "self-assign" a Divisional Goal using initiative. Lastly, Divisional Goals can be assigned as a part of orders accepted by the corps from the army commander.

Divisional Goals created by initiative are automatically accepted when given and can be acted on immediately. Those sent as orders from the army commander must undergo normal order acceptance. Goals sent as orders to individual cavalry brigades or artillery units use a receiver rating of 2.

Jot down Divisional Goals so they can be properly followed.

A Divisional Goal must be followed until:

A) the division reenters command radius and the player wishes to remove the Divisional Goal and revert back to normal corps orders, B) the Divisional Goal is changed by initiative, C) the division is issued another Divisional Goal by an appropriate source, OR D) the division fails an attack stoppage check.

Units attacking under Divisional Goals must always check for Corps Attack Stoppage as "corps of one division" with the divisional commander counting as a corps commander would if he becomes a casualty.

Artillery units can be given independent Divisional Goals OR they can "tag along" with any division of their corps which has Divisional Goals of its own.

10.5c Independent and Detached Units. Certain units in the game are listed as "independent." Independent units are never bound by radius restrictions, and never need orders. Detached units, on the other hand, have their status determined by the player. A player can detach divisions to the control of other corps. The army commander must issue an order to the owning corps commander to detach a division (with instructions about which corps the division will become assigned to). Once detached, these units function normally as part of the new corps to which they are assigned. Generally, only divisions can be detached and they must be detached as a whole. Cavalry brigades can be detached from their parent divisions and reassigned.

10.5d Cavalry Charges and Command Radii. Cavalry Charges are exempt from command radius restrictions. Note that this is a difference from infantry Close Combat, where attacking units are required to remain within radius restrictions at all times. Cavalry units can exit command radius during their movement to a charge.

11.0 Formations

Combat units can adopt one of several formations, each with its own unique advantages and drawbacks. Infantry has three different formations of its own and can also detach Skirmishers. Artillery has two. Cavalry has one voluntary formation, but is also subject to an involuntary formation—Blown. Leaders and HQs have no particular formation. No unit can ever have more than one formation at a time. Voluntary formation change occurs only during the Movement Phase.

11.0a Formation change costs, movement allowances, and terrain movement costs are different for various formations. The Movement Chart gives the specifics. When units have different movement allowances in different formations, count expended points proportionally.

Example: Proportional Movement Costs. An infantry unit moves along in column formation (which has an MA of 8) expending five MPs as it does so. It then changes to Line (which costs another MP). This unit has expended 6 MPs of its 8 (leaving 2 or 25%). In its new formation, it has a MA of 5. 25% of 5 is 1.25 which rounds to 1, so the unit has one MP remaining in its new formation.

11.0b Most formations are shown by the side of the unit counter facing up (Column vs. Line, Limbered vs. Unlimbered, Cavalry Combat Formation vs. Blown, etc.). Some formations require an additional marker to designate them. All units under such a marker (such as Square) are in that formation.

11.0c National Effects. There are a number of "National effects" listed among the various Charts & Tables. Specifically, these are the French and Non-French versions of Skirmisher and Column formations. These are meant to bring out the superiority of French tactical doctrine. A further increase in this detail is listed in 17.0b, regarding the mixing of formations between a parent and its Extensions, and in 11.5h, where French Skirmisher doctrine gives some advantages.

11.1 Available Formations

Infantry units can adopt Line, Column, and Square formations. Infantry can detach Skirmishers. Skirmish units are always in "Skirmish" formation. Cavalry has one voluntary formation, their "Combat" formation. Cavalry also has an involuntary Blown status. Artillery can be limbered or unlimbered. Routed units have no formation at all.

Columns: Note that French Infantry always uses Mixed Column Formation as its column and other nations always use regular column. This difference affects Firepower and target mods only, both types of column move the same.

11.2 Effects on Movement & Facing

Each formation type has its own Movement Allowance on the Movement Chart. Line formations cannot use bridges, but can use fords. Units in Column, Skirmish, or Limbered formations and all cavalry can use bridges at no additional cost. Unlimbered batteries and units in Square cannot move, and can expend MPs only to change formation or facing.

When a unit changes formation, it must do so with the same facing (Exceptions, Limbering and Unlimbering Artillery can freely rotate facing 180 degrees at no additional MP cost, also see 11.6e).

11.3 Effects on Fire Combat

Certain formations cannot conduct fire combat and others are limited in their abilities to do so. These restrictions are given on the Formation Effects Chart.

11.4 Effects on Morale

As recorded on the Morale Table, certain formations receive morale modifiers.

11.5 Skirmishers

Infantry units in any formation can release skirmishers. Routed and DG'd units cannot release Skirmishers. Except when routed, Skirmishers are always in 'Skirmish' formation. Skirmisher morales are given on the Generic Morale Values Chart (French Skirmishers are Bs, all others are Cs). Skirmishers have a full-strength and reduced-strength side.

11.5a Releasing Skirmishers. Units with unmarked boxes on their loss charts under "Skirmisher" can release Skirmishers. Release Skirmishers during the Movement Phase. Some units have more than one Skirmish box. To create a Skirmisher, place a Skirmish unit in the same hex as the releasing unit (at the bottom of the stack), and "X" off one Skirmisher Box. Once placed, the Skirmish unit can move freely with its remaining MA. Skirmisher release does not cost MPs.

Design Note. The strength of a unit devoted to skirmishers has already been taken out of it. Essentially, the skirmisher box itself represents these men. That way, release of a units skirmishers does not move a unit closer to becoming wrecked simply because it exercised its training.

11.5b Skirmisher Restrictions. Skirmish units can never move further than 2 hexes away from a friendly unit (which need not be the Skirmisher's original parent). Should a Skirmisher end up outside this range (through morale results), it must move back within range during the next friendly Movement Phase. Skirmishers are unhindered by Command Radius limits. Skirmishers can never conduct a Close Combat attack unless stacked with a non-Skirmish infantry unit. (See also 11.5h for Specialized Skirmisher restrictions.)

Important: Skirmisher fires cannot generate the flank/rear fire and morale modifiers themselves. In other words, to acquire the benefits of a "flank shot," a non-Skirmish unit must provide the actual flank fires.

11.5c Skirmisher Losses. Skirmishers take only casualty losses from the Fire Table. They never suffer stragglers. If a Skirmisher takes a step loss, flip the counter over to its reduced strength side. If already reduced, eliminate it.

11.5d Recovering Skirmishers. At the end of any friendly Movement Phase, a unit can recover any Full-Strength Skirmisher stacked with it, provided the recovering unit has at least one marked Skirmisher box. Reduced Strength Skirmishers cannot be recovered directly—they must combine with another Reduced Strength Skirmisher first (so as to become Full Strength).

On recovery, remove the Skirmish unit and erase the mark in the unit's Skirmisher box.

11.5e Retreat Before Close Combat or Cavalry Charge. Skirmish units which are not stacked with other unit types can retreat before Close Combat. Retreat is not required. When the Phasing player moves adjacent to a Skirmisher, he announces his intention to Close Combat and enters the Skirmisher's hex normally, paying the +2 MP cost. The Skirmisher can then retreat 1 hex. The Skirmisher can retreat into any adjacent hex which is neither enemy occupied, nor the one from which the enemy unit entered. A Skirmisher can make any number of these retreats in a phase.

Skirmishers can also retreat one hex to escape from a Cavalry Charge (regular or Reaction: see 15.2g for Reaction Charges)—the charging cavalry must then change its target hex to that hex (it dose not matter if this hex is further than the normal charge limits (three hexes) but it does matter if the terrain precludes cavalry charges—in that case, the charging player can select any hex adjacent to the original target hex as the target of the charge). Such a retreat ends the Skirmish unit's movement if it occurs during the players Movement Phase.

Design Note: The ability of Skirmishers to retreat one hex in an attempt to "out run" a cavalry charge allows them the chance to dive into a hex protected by terrain or units capable of forming square. They need this ability if safety is close—otherwise it is too easy to dice them up.

If a Skirmisher is not alone in the hex, but is stacked with other unit types, all defending units must accept the Close Combat or Cavalry Charge normally.

11.5f Skirmishers on top of a stack of non-Skirmish units. If a player places any Skirmishers atop a stack of other units, the following apply:

A hex containing Skirmishers never receive the Fire Table column shift modifier for Skirmishers unless the hex contains only Skirmishers.

The top non-Skirmisher, non-artillery unit in the hex takes any required straggler losses and makes the hex's morale check. The owning player distributes the required casualties between the units present in the hex. (See also 11.5h for Specialized Skirmisher stacking rules.)

11.5g Combining Skirmisher Units. Skirmishers can freely combine and break down at any time during the Movement Phase, with no movement point penalty. Two reduced Skirmishers combine into a full strength unit, and one full strength Skirmisher breaks down into two reduced strength Skirmishers. In all cases, the affected units must be in the same hex.

11.5h Special Skirmisher Restrictions. The following special restrictions control the use of Skirmishers with respect to stacking:

A) Stack Positioning. A Skirmisher can only be at the very top of its stack OR the very bottom. When released, Skirmishers begin stacked at the bottom of their stack. While moving, Skirmishers always enter each new hex as the bottom unit and can only restack if rule B allows them. (The concepts of top and bottom apply only in hexes that contain other, non-skirmisher units.) Optional: Players can refine the "always go to the bottom" movement requirement to be "bottom when advancing" or "top when retreating" if they desire and feel comfortable with the definitions.

B) Changing Stack Position. Skirmishers can freely change their stacking position from the top to the bottom of their stack during the friendly Movement Phase, but are restricted in their ability to move from the bottom to the top. A Skirmisher cannot change from the bottom of its stack to the top when adjacent to one or more enemy units.

C) Effect of Position on Fires. Only Skirmishers at the top of their stack can use their Fire Points. Skirmishers at the bottom of a hex can only fire if there is no non-Skirmisher infantry units in their hex OR the infantry which is there has only a C Fire Level to use. While occupying the top position of their stack, the Skirmishers can be the only infantry to fire from their stack. EXCEPTIONS: French infantry in Column can fire in addition to any Skirmishers in their hex. Also, Skirmishers can fire in addition to other infantry units in their hex if they occupy a walled farm, town, or Redoubt hex.

D) Position and Close Combats or Cavalry Charges. At the instant a Close Combat's or Cavalry Charge's target hex combat is to be resolved, move any Skirmishers in either the attacking or defending stacks to the bottom of their respective stacks. While Skirmishers might not be able to fire (according to rule C), they do count for Odds Table strength determination regardless of their position in their stack.

11.6 Squares

Infantry units form squares to protect themselves against cavalry.

11.6a Units which may form Square. Only infantry units in Line, Column, or Extension can form Square. DG and Routed units cannot form Square. Cavalry may neither form square nor shelter in another unit's square. Artillery and Skirmishers cannot form square, but can shelter inside a square in their hex. Extensions form square independently of their parent. When the stack's top unit successfully forms square, all infantry units in the stack enter square.

11.6b How to form Square. Units can form Square when either targeted by an announced Cavalry Charge (regular or Reaction), whenever enemy cavalry moves at or within 3 hexes (given a clear LOS) even if a charge is not declared AND/OR during regular movement as a normal formation change. In the case of Square formation changes not during regular movement, each hex makes a Square Check independently—the top "Square capable" unit makes a check according to 8.5. Square formation changes occurring as part of a unit's regular movement do not require a Square Check, but are instead handled like any other normal formation change.

11.6c Squares and Morale Results. Squares ignore any one-hex retreat result applied to them. Squares must execute two-hex retreats normally, and must change from Square to Column formation when they do so. If an Extension is forced to retreat, it "drags" its parent normally (or vice-versa.) Any unit so "dragged" leaves Square, enters Column, and becomes DG.

11.6d Units protected in Squares. When a hex forms square, all Skirmisher and artillery units in the hex are protected by that square. Skirmishers drop to the bottom of the hex's stack. Protected artillery fires normally, but is considered to be in the Square. Skirmishers fire as per the restrictions in 11.5h.

11.6e Changing Back from Square. When a unit returns to Line or Column formation from Square, it can be placed in any facing position after the formation change cost is paid—with no additional facing change MP costs to do so.

12.0 Stacking

Stacking is placing more than one unit in a hex. Stacking limits are enforced at the end of any phase containing movement or retreats and at the instant of a Close Combat or Cavalry Charge resolution. Units may temporarily over-stack during their movement. Stacking is enforced for each side independently during the conduct of Close Combat and Cavalry Charges, i.e. each side can stack up to the stacking limits in the hex.

12.1 Restrictions on Stacking

No more than three A fire levels and 10 gun points, plus one full strength Skirmisher can be in a hex at one time. (See also 11.5h for Specialized Skirmisher handling rules.)

12.2 Effects on Movement

Units may move as a stack as long as each unit's movement allowance and points spent remain independent of others in the stack. Stacking and unstacking have no effect on movement or MP costs. Stacks can be rearranged at any time during a player's Movement Phase.

12.3 Effects on Combat

One A fire level OR one full strength (or two reduced strength) Skirmish unit AND 5 Gun Points can fire out of one hex (given the additional rules about Skirmishers in 11.5h part C). Also, the maximum number of Fire Points that can be generated by infantry from a single hex is the value given for an A fire level (in otherwords, B+C cannot be greater than A due to unit frontage). This total includes all hexsides through which fire takes place. The same limit applies to Close Combats. Only the hex's top unit is the target of fire combat (Exception: artillery units can engage enemy artillery selectively regardless of the target's position in a stack.) The top target unit provides any applicable modifiers to the fire combat for the target stack.

Cavalry can affect combat with up to an AB strength.

12.4 Effects on Morale

The top non-artillery, non-Skirmisher unit (if any) in a stack provides the morale for that stack's Morale Checks. If no such unit occupies the hex, use the actual top unit. The top unit is also the basis for the assorted morale modifiers affecting the stack. Stacks can have but one morale state marked with a morale marker atop it. When units in different morale states stack at the end of movement, or anytime during a retreat, they adopt the worst morale state of the new stack—this rule does not apply to momentary stacks created during movement.

12.5 Effects of Over-Stacking

When discovered, an over-stacked hex is treated as follows: The stack automatically becomes DG'd. If already DG'd, it is routed. Overstacked hexes must be broken up in the next available friendly Movement Phase. Routed units may move one hex to accomplish this. Repeat as needed.

13.0 Facing

All units must be aligned so as to "face" a hexside or hex corner. All units in a hex must face the same hexside. Facing defines the stack's front and Flank/Rear.

13.0a Formation affects facing in the following ways:

  • The following have the standard facing: Line, Column, Skirmishers (when stacked with other unit types), Cavalry (Combat Formation and Blown), and Unlimbered artillery.
  • The following have all around frontal facing (facing of counter still shows center hexside for movement purposes): Skirmishers (when not stacked with other unit types), Any units (not routed) in a walled farm, town, or Redoubt hex, and Squares.
  • The following have all around flank/rear facing (facing of counter still shows center hexside for movement purposes): Limbered artillery, and Routed units.
  • The following have no facing and do not pay the facing change MP costs: Leaders (including HQs), and All Markers.

Facing diagrams (printed on the page): A shot is determined to be either Frontal or Flank/Rear depending on the hexside crossed to enter the hex, according to the diagrams "Facing, Frontal and Flank Hexes for three hex facing units when facing a hexside" and "...when facing a hexcorner." The Frontal Fire Arc of a unit faces the three hexes (hexside facing) toward which the counter faces; the rest are Flank/Rear hexes. Note that fires along the boundary between the front and the Flank/Rear hexes are considered to be Flank/Rear shots.

13.0b Apply the flank fire modifiers to the Fire and Morale Tables if at least one non-Skirmisher attacking unit has its fire entering via a flank or rear hex or along the hexside dividing front from the flank/rear hexes.

13.1 Changing Facing

13.1a General. All units (even Skirmishers) must pay 1 MP per hexside of facing change (see exceptions in 13.1b and 13.1d). Facing can be altered at will at the end of any required retreat with no MP cost. Otherwise, facing can only be changed by expending the necessary number of MPs (EXCEPTION: See the Road Movement rule in 13.2c) during the friendly Movement Phase. Given the needed MPs, a stack can re-face any number of hexsides in one hex. EXCEPTION: Units of both players executing a Close Combat or a Cavalry Charge can readjust facing freely at the end of that action.

13.1b Artillery Special Rules. At the moment of formation change, Artillery can freely change facing 180 degrees without additional MP costs. Furthermore, unlimbered artillery can expend MPs to change facing.

13.1c Hexside vs. Hex Corner. A unit can change from a hexside to a hex corner facing at no Movement Point cost (provided the hex corner is at one of the two ends of the hexside the unit is currently facing). It costs 1 MP to switch from a hex corner facing to either hexside facing attached to that hex corner.

13.1d About Face. A unit (any type or formation) can rotate 180 degrees at the cost of 1 MP. See also 13.1b which allows artillery, at the instant of formation change, to do this for free.

13.2 Effects on Movement and Combat

13.2a Units can normally move only into hexes through their center-front hexside (i.e. the hex directly above the counter's top side when it faces a hexside). A unit facing a hex corner can move into either frontal hex as desired. A stack could move into a non-center-front hexside (no facing change is allowed when doing this) but the hex's MP cost is doubled (e.g. a hex normally costing 1 MP would cost 2 MPs to enter). Retreats are not affected by the facing of the stack and a stack can freely reface at the end of a retreat.

13.2b A unit or stack cannot move into a hex in which it does not have the MPs needed to reface the same direction as the rest of the units there. Either the player must reface the final stack so as to make sure all units face the same way, or he cannot finish building the stack in one phase—he will have to wait until he has enough MPs to move into the hex and reface properly.

13.2c When moving along a road, ignore facing change costs. When the unit finishes moving along a road (either because it is finished moving or it is to beginning off-road movement), automatically face the unit directly forward along the road down which it was moving with its center frontal hexside being the next road hex it would be able to move into while moving along the road. In the case of road junctions, this may mean the player has his choice of facings. This automatic facing change occurs without cost and the unit can then expend MPs to change facing further or to continue to move as the player desires. When a stack first enters a road hex, it must spend MPs to reface along the road in the direction it wants to move to take advantage of the above, if not already facing along the road.

Units can never start or end road movement when facing a hex corner, such units must face a hexside.

13.2d Except in the case where combat is occurring within a hex (as in Close Combat or Cavalry Charge resolution), units can only fire through their frontal hexsides.

14.0 Zones of Control

No unit in this series has a Zone of Control. There are no effects, special fires, or restrictions of any type for being adjacent to enemy units. See also Opportunity Fire, 15.0.

15.0 Opportunity Fire & Reaction Charges

15.1 Opportunity Fire

15.1a Each artillery unit has a "Close Fire Zone" that consists of those hexes in the unit's fire arc which are at or within 3 hexes. Naturally, the establishment of a Close Fire Zone hex requires that facing, formation and Line of Sight allow fires.

15.1b Whenever a moving or charging unit attempts to exit a "Close Fire Zone" OR attempts to change formation within a Close Fire Zone, the artillery units making up that Zone can fire at the violating unit or stack.

Important: These fires occur when a unit attempts to move (or charge) out of a Close Fire Zone—NOT movement from one hex to another within a given Close Fire Zone. Formation change attempts within a Close Fire Zone incur Opportunity Fire. Involuntary retreats are exempt from these fires entirely. Movement out of LOS within a Close Fire Zone is also counted as "exiting" the zone for this purpose. Resolve these fires as they happen. Resolve the fires before the stack is allowed to leave the Close Fire Zone or before the formation change is completed. Fires are generated normally even if the moving units are trying to enter a Close Combat or a Cavalry Charge target hex. The movement or formation change activities of a unit and its Extensions generate Opportunity fire separately.

15.1c Units are fired upon with the facing and formation they have at the instant the fire is generated—before OR after formation change whichever the firer prefers. Furthermore, a withdrawing unit can avoid presenting its rear as a target when pulling back out of a zone by applying the "double the MPs" cost to move via a non-center front hexside (see 13.2a). Otherwise, the exit attempt will cause a flank-shot as well!

15.1d Only those guns whose Close Fire Zone is being violated can fire—but a gun can fire any number of times based on what zone violations occur. Resolve the fire normally—to include Morale Checks. Moving stacks which become DG'd or Routed execute their required retreat and must cease movement for the phase—even if they had MPs remaining. If these units were attempting to change formation, the formation change still occurs.

15.1e Opportunity Fire has no effect on a unit's ability to fire in a later Fire Phase.

15.1f Units executing required retreats never trigger opportunity fire. Only voluntary movement out of a Close Fire Zone (etc.) generates these fires.

15.1g Square formation during a Cavalry Charge or Reaction Charge sequence will generate Opportunity fires. If this occurs, momentarily interrupt the charge sequence, execute the Opportunity fire, then follow through with the charge's completion.

Design Note: If you set all this up so that it works right, the poor slobs trying to form Square will get sliced by artillery fires (with the Square target modifiers...) and then be shattered by the coming cavalry—welcome to the world of Napoleonic combined arms!

15.1h Facing change, alone, never generates Opportunity fires.

15.2 Reaction Charges

15.2a Reaction Charges occur when units (including moving units, charging cavalry, retreating units, etc.) attempt to leave the "Reaction Charge Zone" of un-Blown enemy Cavalry. The Reaction Charge Zone of a cavalry unit includes all hexes 1 to 3 hexes from the unit which are in any direction AND in the LOS of the cavalry's hex. A reaction charge can occur (at the charging player's discretion) whenever an enemy unit attempts to exit any of these hexes (whether to leave the zone OR to move from hex to hex within it). Execute the Reaction Charge in the hex the unit is attempting to leave—not in its destination. However, regardless of the number of applicable hexes triggering Reaction Charges exited during a Cavalry Charge execution, only one hex of the charge which fulfills the above can trigger a Reaction Charge. (In other words, a Cavalry Charge can only have one Reaction Charge made against it during its run in.) A Reaction Charge cannot be launched against an enemy Reaction Charge.

Reaction Charge Zone diagram: In the shaded hexes (the cavalry's frontal arc), no Morale Check is required to launch a Reaction Charge. In the white hexes, a Morale Check must be passed before a Reaction Charge can occur.

15.2b Units and leaders which wish to conduct a Reaction Charge together must be stacked together when the trigger occurs. The Reaction Charging stack must pass a Morale Check (normal result or better, using the top Reaction Charging unit's morale) if it is to conduct a Reaction Charge outside its frontal arc. No such Morale Check is required if the Reaction Charge is in the stack's frontal arc.

15.2c All other regular Cavalry Charge rules apply to Reaction Charges as well—including the full Cavalry Charge Procedure (24.1) (with the exception of Recall attempts—Reaction charges cannot be recalled). The facing restrictions for charges are loosened up so that every hex in the Normal Charge Zone can have a Reaction Charge applied against it.

15.2d Opportunity Fires (15.1) can be applied against a Reaction Charge.

15.2e After resolving a Reaction Charge, the originally moving unit can continue to move or charge (if able to do so) with any remaining MPs it might have. The resolution of the charge does not expend any of the moving unit's MA—except that points might need to be expended to change formation back from Square...

Important: While the execution of a Reaction Charge uses the full Cavalry Charge Procedure (as per 15.2c), the following is true: The Reaction Charging Cavalry must become blown at the end of the procedure, but if the target is regularly charging cavalry, the target becomes blown only if it has a morale result of DG (or worse) applied to it because of the Reaction Charge—otherwise, the original charge continues. Note that even during the resolution of a Reaction Charge against a charging cavalry target, the Reaction Cavalry is the "attacker." The original charging cavalry becomes the "attacker" once more after the conclusion of the Reaction Charge—provided the charge did not end.

15.2f Facing change, alone, never generates a Reaction Charge.

15.2g Cavalry which conducts a Reaction Charge vs. a Skirmisher unit which retreats as per 11.5e is placed back into its original hex and is not blown. A cavalry unit can execute any number of Reaction Charges of this sort in a single phase and never become blown because of them.

16.0 Movement

During each Movement Phase, the phasing player can move his units. Each unit can move as many or as few hexes as desired within the unit's movement allowance and other restrictions.

Procedure: Move each unit individually or as part of a stack maintaining its running movement point allowance as it expends movement points. Movement must follow a contiguous path through the hex grid. Units may move in any direction or set of directions, but must always be in only one hex at a time.

16.1 How to Move Units

16.1a During his Movement Phase, a player can move all, some, or none of his units as desired.

16.1b Use Movement Points to calculate movement. Each unit expends movement points for each hex entered or hexside crossed according to the Movement Chart. Keep a running total of movement points a unit expends while moving. If a unit's movement allowance changes according to formation, calculate movement point expenditures proportionally and round fractions of .5 or more up, round fractions of .49 or less down.

16.1c Each unit has a Movement Allowance (MA), based on unit type and formation, given on the Movement Chart. This is the number of movement points available to the unit in one phase. EXCEPTION: Cavalry units can expend their entire MA and still complete a three hex Cavalry Charge.

16.1d Movement allowances are completely independent of each other and expenditures of one unit do not affect others. Movement points and allowances cannot be transferred from unit to unit or saved for future use.

16.1e A unit starting the movement phase with movement points but having insufficient MPs to enter any adjacent hex can always move one hex. This move must not be into or through prohibitive terrain, or into a Close Combat.

16.2 Terrain Effects on Movement

As per the Movement Chart, each hex and hexside feature in the game costs a varying number of movement points. A moving unit must pay the total cost unless using the "one hex movement" exception in 16.1e.

16.2a A moving unit can use roads only when following the road's path. The unit pays the road movement cost and ignores other features in the hex or hexside crossed.

16.2b A hexside feature that must be crossed adds its cost to that of the hex being entered.

16.2c Units cannot enter or cross prohibited hexes or hexsides. Units forced to do so are destroyed.

16.2d Forest hexes affect movement if they contain forest symbols any part of the hex.

16.2e A unit crossing a hexside which is both an elevation change and a slope or extreme slope pays the movement point cost of the most expensive of these features. They are not cumulative.

16.2f Tree Borders have no effect on movement costs. They exist only for LOS purposes.

16.3 Restrictions on Movement

16.3a Units may not enter enemy-occupied hexes except to resolve Close Combats or Cavalry Charges.

16.3b Only friendly units may move during the friendly Movement Phase. Enemy units could be forced to retreat as a combat result or might conduct a Reaction Charge; this is not movement per se and is resolved immediately.

16.3c See 13.2 for the effects of Facing on Movement.

16.4 Reinforcements

Reinforcements arrive at the time and entry area listed in the arrival schedule during the player's Movement Phase. Players cannot delay, ignore, or redirect reinforcements in any way. They can arrive in any formation.

Move reinforcements onto the map as if they were in a long column extending off the map from the entry hex out.

Should an entry hex be blocked by enemy units, reinforcements enter according to 1.1e.

17.0 Extensions

"Extension" enables large infantry units to bring more firepower to bear by deploying battalions into adjacent hexes. Extension markers literally move out from their parent unit (or back again). Extensions behave exactly as any other combat unit except that at the end of every phase they must be adjacent to their parent with their arrow identifying the parent.

17.0a Extensions have the same facing, formation, movement, morale, rally, combat ability and target characteristics of any other unit. An Extension has the same Morale Rating and Wrecked status as its parent. As long as both players understand which Extension belongs to which parent, the "arrow restriction" does not affect the facing of an Extension in any way.

17.0b Extensions must have the same formation as the parent (exception: each part of a multiple hex unit can indpendently be in Square). Extensions are created with the same facing and remaining MA as the parent, but thereafter keep track of these items independently.

17.0c Generate Extensions at any time during the Movement Phase and do so within the parent's hex—it is up to the Extension to have enough MPs remaining to be able to move out from that hex.

(Illustration: "A few extended line possibilities—all of these are legal. These are not all the possible ones, only some food for thought.")

17.1 Restrictions on Extensions

Only infantry units with at least a B fire level can generate Extensions. Skirmish, Cavalry, and Artillery units cannot do so. Large units can generate two Extensions. No unit can ever have more than two. Extension markers can never extend or stack with other Extensions. Fire levels must be evenly divided between the parent and any Extensions—with any excess in the parent's hex. No Extension marker may ever exist without at least a C fire level. With the exception of Squares, Extensions must have the same formation as the parent.

17.2 Effects of Extensions

17.2a Morale results affect only the unit or Extension actually checking morale. If any part of an extended unit is routed, the entire unit must collapse into the parent's hex and the entire stack is routed. When Extensions are reabsorbed, follow the usual rules regarding stacking of units with different morale states (see 12.4).

17.2b When two-hex retreat results separate an Extension from its parent, the unit's non-retreating portion (to include all units in that stack) must also displace far enough (usually one hex) to maintain contact with the retreating part. The displaced unit has its morale state worsened by one level. The Extension cannot "circle" the parent to avoid causing displacement. Artillery under the unit forced to displace has no effect on this requirement. Artillery in the displacing unit's original hex must Limber and displace with the rest of the stack.

17.2c After subtracting losses, apply any required reduction in fire levels to the unit as a whole, and divide remaining fire levels evenly among the parent and its Extensions. If the unit no longer has enough strength to support the Extensions it has, eliminate one or more Extensions until the unit can support the remainder.

18.0 Forced March

Forced March is a method of increasing unit speeds; the cost is in additional stragglers.

18.0a Only infantry in column and not DG'd or Routed can Force March. Units must follow roads for the entire Movement Phase in which they use this rule.

18.0b For one set of three (3) extra movement points, make one roll on the Straggler Table. After taking any straggler losses, the brigade can use the extra MPs.

18.0c To gain a second set of three MPs, roll on the Straggler Table again. No unit may gain more than this total of six MPs by Forced Marching.

19.0 Line of Sight (LOS)

Line of Sight (LOS) determines whether two units can see one another. In response to player feedback, the LOS rules presented here are both very simple and very abstract. For that reason, if you prefer a more detailed LOS rule, feel free to embellish these rules as desired.

19.1 General Rule

The map's hexes are color coded by elevation level. A hex's level represents the hex's center elevation. Determine LOS from one hex's center to that of another. Features under this line could block LOS; features not under it will not. The elevation of a hexside is midway between that of the hexes it connects, if they are different.

19.2 Determining LOS—Three Cases

19.2a Case 1: Always UnBlocked. If all terrain between the firer and target hexes is at the same or lower elevations than the higher of the two—and the qualifications for Shadows (19.2c) are not met—then the LOS is UnBlocked.

19.2b Case 2: Always Blocked. If any terrain between the firer and target hexes is at a higher elevation than the higher of the two, then the LOS is Blocked.

19.2c Case 3: LOS Shadows. This case only exists when the conditions in the diagram on page 16 are met. It is the case which occurs when a high endpoint attempts to pear over an intervening obstacle in order to see a lower hex (or the inverse). Note that the elevation level must drop to a lower level (than the obstacle, that is) between the obstacle and the high end point for these conditions to exist. If these conditions exist, use the effects listed in 19.2d. Otherwise the LOS is UnBlocked.

19.2d Effects of Shadows. Each obstacle gives a LOS Shadow of three hexes. If the lower end point hex is at or within three hexes of the obstacle (count hexes begining with the first hex after the obstacle which would be the first hex of elevation drop connected to the obstacle—as per the Shadows Diagram, below), then that hex is within the Shadow and the LOS is Blocked (regardless of the direction of the LOS).

Diagram "Line of Sight—When Shadows are in effect and how to apply them" (graphic of cross-sections; its printed caption reads): Shadow in effect (if any) as indicated in these cross-sections. Each stack represents one hex. Each Verticle Box represents one level. Cross-hatched Lines represent hexes in Shadow from an observer in the far left hex. "X" indicates actual obstacle hexes. Where no Shadow is indicated, there is none. Remember, these are represenative examples of the concept, not the only examples which work. The three hex Shadow distance may only have a portion of its length shown here. Note the effect of ridges rising out of Shadows.

Design Note: This is an admitted simplification. Players can make use of the two endpoint elevations, the obstacle elevation, and the distances involved to generate a more accurate Shadow distance. The above is an easy-to-use approximation, but given different elevation differences and assorted distances it might be too small or large for a specific circumstance.

19.3 Effects and Restrictions

19.3a LOS is always either blocked or not. Blocked LOSs do not allow fire combat to occur between the endpoint hexes. Unblocked LOSs allow fire combat in both directions. LOS has no other effects.

19.3b Units are always considered to be at the unmodified "ground" level. Modifications (as per 19.3c) only affect potential LOS blockages.

19.3c Certain terrain features add 1/2 to the hex's level. These are Forest, Vineyard, Orchard, Walled Farm, and Town/Village hexes. In the case of forest or orchard, the symbol itself must lie under the LOS trace. Town/Village and Walled Farm hexes add if the LOS crosses any part of the hex (including its hexsides). These do not add to the unit elevations in a hex. Individual buildings and other minor features of historical interest never affect LOS.

19.3d Units can always fire into or out of—but not through—Forest, Orchard, and Town/Village/Walled Farm hexes.

19.3e Units themselves add 1/2 to the level of their hex and hexsides.

19.3f Units always have an unblocked LOS into adjacent hexes.

19.4 Visibility

Visibility is given on the Turn Record Track. It is in effect for that turn only and is the maximum range in hexes any LOS can extend. If no number is given, visibility is unlimited. Visibility numbers are inclusive: a five hex visibility allows ranges up to and including five hexes.

20.0 Fire Combat

Fire combat recreates battle between opposing units. Fire occurs during the Fire Phases and can be initiated during movement by Close Combats, Cavalry Charges, or Opportunity Fires. In your Fire Phase, you can fire any of your units, individually or in groups, as permitted by the fire combat, range, formation, unit type, morale, and LOS rules.

Procedure: For each target hex, identify all firing units. On the Fire Point Tables (above the Fire Table), cross reference each firing unit's current fire level or gun points with the range to the target using the table applicable to the unit's formation to find the fire points each firing unit generates individually. Total the fire points for all units firing onto the same target. Locate this fire point total along the Fire Table's top and modify it based on the Combat Table Modifiers list (total all modifiers before applying them). The net modifier adjusts the Fire Table column used, not the dice roll. The table is restricted to the columns shown—fires shifted beyond the table are resolved on the last available column. Resolve the fire combat on the resulting column. Roll two dice. The cross-index between this column and the dice roll is the combat result. Execute this result and make any required Morale checks.

Detailed Procedure Steps:

  1. Total the Fire Points applied to the target using the Small Arms and/or Artillery range tables.
  2. Find the Fire Table's column containing the resulting fire point total. Modify this column according to any applicable Fire Table modifiers.
  3. Roll two dice as an 11..66 roll.
  4. Determine the result by cross-indexing the dice roll with the final column.
  5. Mark the unit's Loss Chart for losses or stragglers incurred.
  6. On a roll of 55 or 66, one leader in the target stack must be killed. No leader is killed if there are none in the hex; randomly determine the casualty if there is more than one leader present in the hex.
  7. Make any required Morale Check on the Morale Table. Execute the result.
  8. Change the target's fire level, if necessary, based on casualties and stragglers incurred.

20.1 Fire Points

Fire points represent the volume of fire generated. Determine a unit's fire points using the Small Arms and Artillery Fire Point Tables located with the Fire Table. Total the points for all units firing at a given target.

Disorganized units fire at half strength. Halve the total fire points of all disorganized firers and round them down.

20.2 Restrictions on Fire Combat

20.2a You can split fire from a hex into as many targets as desired provided no more than one A level (Or one full-strength Skirmisher), and 5 gun points fire out of each hex.

20.2b Each of a unit's fire levels can fire only once per Fire Phase. Any number of eligible units can fire in one phase. There is no limit on the number of units or fire levels that can engage one hex, given 20.2a above. Units which fire in the resolution of Close Combats or Cavalry Charges can fire normally in the regular Fire Phases as well.

20.2c Units can fire freely out to their maximum range, given LOS and visibility. The max range is 1 hex for small arms and 8 hexes for artillery. [Printed as such in the v2.1 rules; see the errata section.]

20.2d A given hex can be targeted up to twice in one fire phase—once against its artillery (if any) and once against the top non-artillery unit (if any).

20.2e Units can split their fires into more than one combat, but splitting must occur along fire level and gun point lines. For instance, an A could split fire as two B's.

20.2f Resolve fractional fire point values on the "Less than 1" column even if they would technically round to zero. Fires of zero fire points (before rounding) have no effect.

20.2g Artillery units can selectively target artillery units regardless of the target's position in its stack.

Important: Artillery which selectively fires upon enemy artillery (which is not on the top of its stack) has its fire points halved.

20.3 Terrain Effects on Fire Combat

20.3a Those terrain types affecting combat are shown on the Combat Table Modifiers list.

20.3b A single line of the Combat Table Modifiers list can apply only once per combat.

20.3c A slope affects a combat if all fires in that combat cross slope hexsides. If any fire comes into the target hex via a non-slope hexside, do not apply the slope benefit. This rule also applies to extreme slopes, sunken road hexsides, and redoubts.

20.4 Combat Results

After determining the fire points and applying modifiers, roll two dice (11..66 roll) to determine the combat result.

20.4a Morale Checks. Certain results call for a Morale Check only (no casualties or stragglers). Roll on the Morale Table for the top unit. "Up One" or "Up Two" specifies additional Morale Table shifts required.

20.4b Straggler Losses. Some combat results give step losses due to stragglers. Apply these only to units which can incur stragglers (namely infantry units). Record these on the Loss Charts.

20.4c Step Losses. Some combat results give hard casualty step losses. These losses are permanent and (except for artillery losses) must be recorded on the Loss Charts.

20.4d Leader Losses. On a roll of 55 or 66, one leader in the target hex (if any) must become a casualty. If more than one leader is present in the target hex, select the unlucky one at random.

Example: Use of Fire Points and the Fire Table. In this first example, two Infantry brigades in line are firing from two separate hexes at the same target at range 1. All infantry brigades have a strength greater than the A fire level, so the fire can be calculated as two As firing at range 1. The Small Arms Chart tells us that an A at range 1 provides 2 fire points, or a total of 4 for the two firers. Identify the 4 fire point column on the Fire Table. Read down the list of Fire Table Modifiers—Regular Firers and determine if any apply. None of the modifiers apply. On the 4 column, the firing player rolls two dice and gets a 46 which gives a "1, (1)" result. He records one casualty and one straggler on his Loss Chart, and makes a Morale Check. That ends this fire combat.

In the second example, a French player is firing the following: From hex #1, an A in line formation at range one; from hex #2, an A in column and 4 gun points (any type) at range 1; from hex #3, a battery of 5 heavy gun points at range 6; and from hex #4 a battery of 5 light gun points at range 8. The player gets the following fire points for each of these: 2, 6, 1, and 1/2 respectively for a total of 9 1/2 or 10 (after rounding). This places the initial Fire Table column at the 10 column.

In this case, however, one of the firers has a flank shot. This adds +3 to the fire combat. The combat is resolved on the 13 column.

The player rolls 2 dice getting an 65. The result is a "3, (2)", giving three casualties and 2 stragglers. The player then moves on to conduct the Morale Check against the stack, ending this fire combat.

20.5 Step Losses

Record infantry and cavalry step losses on the Loss Charts. Mark off these losses as they occur and adjust fire levels accordingly. Artillery units have no loss charts, but instead use gun point markers under the unit counter. For artillery, a given casualty loss is the number of gun points destroyed.

20.6 Marking Losses and Stragglers

Each brigade has a row on the Loss Chart. Mark casualties with X's and stragglers with /'s. Keep casualties to the left of stragglers. Remember, only infantry units lose steps to stragglers—other unit types ignore these losses.

20.6a When all the squares to the left of the "wrecked mark" are filled with casualties and stragglers, the unit is wrecked. Mark a line through the unit's identification on the Loss Chart and mark one of the Division's squares.

20.6b When all the squares to the left of a division's wrecked line are marked, the division is wrecked. Circle the division's identification on the chart.

Example: Use of Loss Charts. The following example shows the use of Loss charts. Below is an example brigade and division set of Loss Chart boxes. (On the printed chart a box is marked with a cross for a casualty and a bar for a straggler; here "[X]" is a casualty, "[/]" a straggler, "[ ]" an empty box.) At full strength, the brigade is an A fire level unit:

  • Brigade: A [ ] B [ ][ ][ ][ ] C [ ][ ][ ] (the printed row also contains a wrecked mark); Division: [ ][ ][ ]

After a turn of combat, the brigade takes one casualty and one straggler. Note that the casualty (the cross) is placed to the left, the straggler (the bar) is placed to the right. The brigade is now a B fire level unit and should be marked as such on the game map. In the following turn, the brigade suffers another casualty. Note that the casualty forces the straggler to shift to the right. The combination of casualties and stragglers touches the brigade's wrecked mark. The brigade is now wrecked and a box is to be marked off the division's set, which causes the division to become wrecked as well. The additional marks are made to alert the player as to the wrecked condition of this unit. (On the printed chart the brigade's identification and, in the last step, the division's identification are struck through.)

21.0 Stragglers

Stragglers are troops temporarily lost from their units through combat stress and exertion. Unlike permanent battle casualties, stragglers can be recovered to rebuild a unit's strength.

21.0a IMPORTANT: Only Infantry units suffer straggler losses. Artillery, Cavalry, and Skirmisher units never suffer loss due to stragglers. When a stack uses a top unit which is not susceptible to stragglers to absorb casualties in a fire combat result, the topmost infantry unit in the stack (if any) must take the straggler losses called for in the result.

21.0b Stragglers incurred during a Cavalry Charge resolution are recorded as permanent casualties.

21.1 The Straggler Table

The Straggler Table is only used for Forced March attempts and Emergency Corps Retreats—the Fire and Morale Tables inflict their own straggler losses directly and do not require a roll on this table. To use the table, make one modified roll on one die for each unit according to its morale. Mark any straggler losses.

21.2 Straggler Recovery

Units can attempt to recover stragglers on any turn. Units that fulfill the following conditions can attempt to do so:

a. The unit is at least 4 hexes away from all enemy units. At night, two hexes is sufficient. b. The unit must have a morale state of normal or Blood Lust. c. The unit must be within command radius. Divisional Goals do not negate this requirement. d. The unit must both be capable of losing stragglers and have lost one or more of them. e. The unit has not expended any MPs in the current turn. f. The unit has not fired or been fired upon.

Eliminated units can re-enter play through straggler recovery. Roll for recovery and if the unit returns to play, place it in any hex which fulfills the above.

Procedure: Roll on the Straggler Recovery Table using the row applicable to the unit's morale rating. Erase recovered stragglers from the loss chart.

Brigades may only recover stragglers they themselves have lost. Stragglers cannot be combined between brigades.

22.0 Wrecked Brigades and Divisions

Losses (casualty and straggler) can cause a unit to reach or surpass its Loss Chart's wrecked limit. A unit can become un-wrecked by the recovery of stragglers. Divisions become wrecked because of wrecked units in them. Recovery of brigades can eventually un-wreck their division.

A wrecked brigade differs from other units in that additional modifiers apply to it. Wrecked brigades cannot make Cavalry Charge Attacks (Reaction or regular). Wrecked divisions affect Corps Attack Stoppage.

23.0 Close Combat

Close Combat is combined fire and movement. Units desiring to conduct Close Combat move adjacent to their target, expend two MPs plus the target hex's cost, enter that hex, and then resolve the combat as follows.

Procedure:

A) Attacker enters the enemy occupied hex at the cost of movement into the hex plus an additional 2 MP cost. B) Defender Fires, apply losses and stragglers to the attacking units. Make no Morale Checks now and ignore morale modifiers from the Fire Table result. C) Attacker Fires, apply losses and stragglers to the defending units. Make no Morale Checks now and ignore morale modifiers from the Fire Table result. D) Attacker Checks Morale, if required to retreat combat ends. E) Defender checks morale, if required to retreat combat ends. F) Use the Odds Table if the above does not end the combat. The loser from this table must retreat one hex.

One side or the other will always end up alone in the hex. Regardless of any remaining MPs, the Attacking unit must cease movement after conducting a Close Combat. Retreats caused by Close Combat do not expend movement points.

23.1 Restrictions

A unit can only conduct one Close Combat in a given phase given the conditions below.

23.1a Attacking units must be either in BL or Normal Morale. They must enter their target hex via the attacking stack's center frontal hexside.

23.1b Attackers cannot violate command radius (including the target hex). Close Combats cannot be conducted into hexes which have a terrain MP cost of "all" (but see 23.1n regarding the use of bridges).

23.1c Close Combat attackers cannot be Cavalry, Artillery, or consist entirely of Skirmish units. Wrecked infantry units can conduct Close Combat.

23.1d Any number of Close Combats can be inflicted upon a defending hex or unit during a phase. The defender must accept Close Combat attacks (Exception: see 11.5e).

23.1e Resolve each Close Combat before conducting other movement. Units wishing to conduct a Close Combat together must start the phase stacked together (except for leaders, who can come from anywhere).

23.1f No unit can participate in a Close Combat unless it is actually in the combat's hex.

23.1g Calculate stacking and fire limits for each side separately.

23.1h Calculate fire points in Close Combats using the "Close Combat" range on the Firepower Tables.

23.1i When the attacker enters Close Combat through a unit's rear or flank hexsides, the defender fires with an additional modifier.

23.1j Unit size greater than "AA" has no additional effect on the Close Combat Odds Table.

23.1k If the attacker must retreat, the first retreat hex must be the one from which the attack began. The defender's first retreat hex must be opposite the attacker's entry point, or as close as possible given any enemy units or prohibited terrain.

23.1L If fire combat in the Close Combat procedure eliminates the defending units, the attacker must still conduct his Morale Check (with the Close Combat modifiers).

23.1m BL units are not required to make Close Combat attacks.

23.1n Units in column can conduct Close Combat into an enemy hex by attack across a bridge. Resolve the combat normally, except that the attacking column cannot fire and will automatically lose the combat should the Odds Table be used. Even though the attacker doesn't fire during the combat resolution, the defender's morale check occurs normally.

23.1o Both the attacker and defender can freely adjust the facing of units involved in a Close Combat after the completion of the combat.

Example: Close Combat Sequence. This example narrates a Close Combat to show the procedure. The details of fire combat and morale checks have been omitted.

The attacker announces the Close Combat, pays the defender's hex movement point cost plus two, and enters the defender's hex. Any Skirmishers in either stack drop to the bottom of their respective stacks. The Defender fires first, then the Attacker. While the attacker is unable to bring any artillery along, the defender can use his (assuming it is unlimbered). The losses and stragglers are marked on both side's Loss Charts as each side fires. The attacker then checks his morale. If he is forced to retreat, the combat ends and there are no other effects—the defender even manages to avoid the Morale Table.

Assuming the attacker survives his morale check, the defender must check morale. If he is forced to retreat, the combat ends and the attacking units can continue to move. While that attacking unit can no longer Close Combat (this or any other defender), other units of that side are free to Close Combat this hex as well.

Now let's assume the defender also survives. The combat is completed using the Odds Table. Convert the unit strength for each side using the Point Value Chart, keeping in mind that strength over the AA fire level is irrelevant, and determine the odds. Roll one die on the table making any applicable die roll modifiers. The Odds Table result will generate a winner and a loser. Execute the result. The loser from the Odds Table result must retreat one hex.

24.0 Cavalry

Unlike its cousin 50 years later in the American Civil War, Napoleonic cavalry was a potent combat arm, albeit one that was fragile and easy to misuse.

Cavalry does not "fire" in the normal sense. Cavalry attacks using Cavalry Charges: the mounted equivalent of Close Combat. When using cavalry defenders in addition to regular firers, use the Regular Fire Modifiers for the Fire Table.

Unless negated by a road, certain terrain features (listed on the Movement Chart) cause cavalry to automatically become DG. If a unit is already DG, there is no additional effect.

24.0a Heavy vs. Light Cavalry. Cavalry is differentiated into Light and Heavy classes. The class of a cavalry unit is shown on the counter. These are indicated on the counter with the same symbology as Light vs. Heavy artillery (one or two triangles respectively) and have assorted movement, combat, and morale modifiers and effects. For owners of the game Austerlitz, here are the Heavy Cavalry units for that game (all others are considered Light):

  • French: 1-1HC-C, 2-1HC-C, 3-1HC-C, 1-2HC-C, 2-2HC-C, 1c-IG
  • Allied: 2b-Gd, 3-Rgt, 1,2-1-Cv

24.1 Cavalry Charges

Cavalry Charges occur during the Movement Phase and can be integrated into the Movement Phase at any time the player chooses. Specialized Cavalry Charges (Reaction Charges) can also occur during the enemy's Movement Phase.

In the following rules, the term "Cavalry Charge" refers to both regular Cavalry Charges as well as Reaction Charges.

Remember, Cavalry units do not suffer Straggler losses.

Cavalry Charge Procedure:

A) Attacker announces charging stack and target hex. B) Units in or adjacent to the target hex can attempt to form Square as desired. If the target hex's stack must retreat because of a failed Morale Check, shift the Target hex of the charge automatically to the new hex (ignore distance issues). C) Recall Attempt: If the charging player decides to attempt to call off the charge, he can attempt to do so at this point using the Recall Attempt Table. If successful, end the charge and go to step I, otherwise the charge continues with step D. D) Move the charging cavalry one hex at a time until it enters the target's hex. Execute any Reaction Charge that occurs on the way before moving on—go to step E when and if the Charging Cavalry makes it to the original target hex. E) First the defender rolls for fire combat or cavalry attack. Apply losses. Then the Attacker does the same against the defender. F) The Defending hex checks morale, if forced to retreat, execute the retreat and the charge continues with step H. Otherwise, go to step G. G) The Attacking stack checks morale, if forced to retreat, the charge ends. Go to step I. H) Follow-on Attack: If any enemy occupied hex is at or within 2 hexes of the Charging Cavalry's current hex (whose terrain allows Cavalry charges), the attacker can decide to attack that hex as well (even if it contains the original target unit). Place the Charging Cavalry into that hex. The whole attacking stack must "Follow-on Attack" together—they cannot split up. The attacking stack can have its stacking order altered before making the Follow-on Attack. Repeat the steps from E through G again against the desired hex, if step F is again successful, repeat the Follow-on Attack process, which can be done up to three times. If the charging player chooses not to continue the attack, go to step I automatically. I) Cavalry units involved in a Cavalry Charge (as attacker (in any case) or defender (if a DG or worse morale result occurs)) must become blown and withdraw 6 to 12 hexes (owning player's choice of distance).

24.1a Blown, Wrecked, or Cavalry in a morale state other than Blood Lust or Normal cannot initiate Cavalry Charges.

24.1b All charges must be one, two, or three hexes long—inclusive of the target hex—at the time the charge is announced (the charge's length can increase due to retreats made by the target and these extra lengths are allowed) and be in one of the permissible charge forms as shown in the diagram on this page. The charge's route and target hex must contain only hexes which cost 1 MP to enter. During the actual charge movement, the Cavalry cannot use roads or bridges. The hexes of a Cavalry Charge need not be within the cavalry unit's MA—a cavalry unit can move its full MA and then announce a charge. Cavalry units cannot move further after the charge's completion (after the required withdrawal of 6 to 12 hexes) regardless of the number of MPs they have remaining (with the exception of any Follow-On Attack, see the Procedure above, step H).

Permissible Charge Forms diagram: these are the only patterns of Cavalry Charges which are possible. The mirror image of these as well as any orientation of the form on the hex grid are all OK. The forms are straight lines of one, two or three hexes toward the target, plus "Cross-Grain" forms (bent paths) in which the charging player chooses the desired path from the two available. Facing is allowed to either the hex corner (as shown) or the appropriate hexside.

24.1c There are two LOS conditions which must both be fulfilled to conduct a Cavalry Charge (only requirement B applies to Reaction Charges):

A) The Charging stack must either have an unblocked LOS to its target at the beginning of the Movement Phase OR it must be able to move through a hex 4 hexes from the intended target which does have an unblocked LOS into the target hex.

B) An unblocked LOS must also exist between the charging stack and the target hex when the charge itself is announced.

24.1d The hexes between the charging stack and the combat hex must be empty of all units—friendly and enemy.

24.1e To charge as a stack, cavalry units must begin the phase stacked together.

24.1f Wrecked Cavalry units cannot Charge.

24.1g Cavalry units can ignore command radius restrictions after announcing a charge.

24.1h A hex or unit can be charged any number of times in a phase.

24.1i No unit may add its fires to a Cavalry Charge combat resolution unless it is actually in the resolution hex. Combat in Cavalry Charges occurs at Close Combat range.

24.1j Record any straggler losses inflicted by a Cavalry Charge's resolution as casualties instead. These include all stragglers from both the Morale and Fire Tables, including those resulting from Square Check attempts.

24.1k Leaders can accompany a charge. Unlike Close Combat, leaders must start the phase with the charging units to be able to participate.

24.1L When cavalry must execute a Morale Table result during a cavalry charge resolution, execute that result first and then conduct the 6 to 12 hex and become Blown withdrawal.

24.1m Note that unless the attacking cavalry falls out of the charge due to a Morale Table result requiring a retreat, one follow-on attack is allowed. That is even if the attacking cavalry has become Shaken or wrecked.

Example: Cavalry Charge Sequence. This example narrates a Cavalry Charge to demonstrate the procedure involved. The details of the fire combats, straggler checks and morale checks have been omitted except where helpful to illustrate the effects of the charge.

A stack of cavalry is moving along. At a point four hexes from an potential target, the moving player announces his ability to spot a particular hex (which allows him to think about charging that hex, but does not commit him to that action). He continues to move the cavalry until he is in a possible charge location 3 hexes or less away from the target.

The moving player then announces a charge against the hex. The units in that hex (and those adjacent to it) can attempt to form square—he chooses not to bother. The charging player announces that he is not going to attempt to recall the charge.

The charging cavalry is moved one hex at a time toward the target (to give the defending player a chance to do his one Reaction Charge, if he can). In this case, if a reaction charge does occur, execute that charge immediately at this point.

If no Reaction Charge occurs or the one that does fails to give the charging cavalry a DG or worse morale result, place the attacking cavalry into the target hex and exchange fires as one would in a close combat. Have the defending hex check morale followed by the attacking cavalry morale check.

If the attacker succeeds, he can conduct up to three Follow-On attacks against any hex at or within 2 of the original target. After the Follow-on attack (if any), the attacking cavalry must withdraw and become Blown.

24.2 Blown Cavalry

Once committed, cavalry units need time to regain their composure (one does need to be properly composed to bring dignity to what would otherwise be an unsightly brawl...) and organization. Cavalry completing a Charge as the attacker (regular or Reaction) or as the defender (when a DG or worse Morale result is inflicted on them) automatically becomes Blown. Cavalry which successfully recalls from a charge ALSO becomes Blown.

24.2a Converting to Blown Status. When a unit becomes Blown, flip the unit (so the Blown side is face-up), and retreat the unit 6 to 12 hexes (not movement points). This retreat cannot pass through or cross impassable hexes or hexsides. Bridges are usable.

24.2b Restrictions on Blown Units. Blown Cavalry cannot Charge, and has a different movement allowance. Blown Cavalry cannot execute a Cavalry Withdrawal.

24.2c Recovery from Blown Status. Blown cavalry units with a normal or better Morale State can attempt to recover during the Rally Phase's Cavalry Recovery Segment. Even Cavalry which became Blown in the same turn as the Rally Phase can attempt to recover. Only Phasing cavalry units may attempt recovery. Individually roll one die for each Blown unit on the Blown Recovery Table. If the unit recovers, flip it back to its non-Blown side. Otherwise, there is no effect and the unit remains Blown.

25.0 Morale

Morale determines how well a unit withstands the shock of combat. Each unit has a morale rating printed on it. This rating is permanent and does not change during the game. Units are rated A through E, from best to worst.

25.1 Morale States

Unlike morale ratings, morale states represent temporary conditions of confusion, fear, or anger. A stack can have only one morale state at a time. A morale state inflicted on a stack affects all units in it. Place a Morale Marker atop a stack to show its morale state (normal has no marker). Morale states are, in order of increasingly poor performance:

  • Blood Lust (BL)—A temporary state of high excitement.
  • Normal—The unit's usual state.
  • Shaken (Sh)—A mild increase in confusion and increased caution.
  • Disorganized (DG)—A partial command breakdown.
  • Routed (R)—A collapse of command.

25.1a Each morale state has its own effects, as given on the Morale Effects Table.

25.1b Routed units cannot move voluntarily during the Movement Phase. They must retreat, however, if they fail to rally (or if the player chooses not to try to Rally them) during the friendly Rally Phase and are less than 6 hexes from an enemy unit. Retreat the unit immediately until it is 6 or more hexes away from all enemy units. If a routed unit is unable to do so because of impassable terrain or enemy units, mark off all remaining strength as casualties (not stragglers) and eliminate the unit. This "rout movement" is not inhibited by command radius restrictions.

25.2 Morale Checks

Make morale checks when called for by the Fire Table, during the Close Combat sequence, and during a Square Check. Follow this procedure for making the check (see 25.2c for Blood Lust units):

A. Find the unit's morale level on the Morale Table's left side. B. Total all applicable modifiers. C. Modify the row by the total modifier, with "+" being up and "-" being down. D. Roll two dice as an 11..66 roll. Find the column along the modified row which contains the dice roll and read up to the result. E. Apply the column heading result.

25.2a The top non-Skirmisher, non-artillery unit in a stack (if any) gives the stack's morale rating. Also if artillery units are selectively fired upon in the hex, the top non-Skirmisher, non-artillery unit still makes the morale check.

25.2b Artillery and Skirmisher units are given morale ratings on the Generic Morale Values Chart. (Use these ratings only when such units are alone in their hex.)

25.2c Units that are in Blood Lust do not make morale checks like other units. Instead, roll two dice on the Blood Lust Morale Check Table. The only possible results are no effect and removal of blood lust. No modifiers apply to this roll.

25.2d Remove units destroyed due to the Morale Table result from play before executing any retreat.

25.2e All losses from the Morale Table come in the form of stragglers, which are applicable only to infantry units (record these as casualties during Cavalry Charges).

Example: Complete Fire Combat Procedure. What follows is a complete fire combat. An A-stength non-French column firer takes a shot at our brigade in square formation from range one. This is resolved on the 4 Fire Table column because of the applicable +3 modifier. An 12 is rolled which generates an Morale Check result, requiring a morale check. Our brigade is a C morale unit and gets a +1 modifier for being in Square. The B row is used (C row shifted up one) and a 56 is rolled. Our brigade is now shaken. The Shaken is removed in the owning player's subsequent Rally Phase.

In the next fire phase, the enemies of our brigade have become more numerous. A total of 7 fire points are applied against the brigade, now in line formation, which includes a flank shot. The fire is resolved on the 10 column of the Fire Table. The firing player rolls a 44 which generates a 2, (1) result. This generates two casualties and one straggler and is marked on the Loss Chart. Note that the brigade and the division are now wrecked and that the brigade has a fire level strength of B. The owning player moves to the Morale Table. This time he begins at the C morale row and makes the following adjustments: -3 for being a flank target and -3 for being a wrecked brigade of a wrecked division. Dropping 6 rows from the C row gives the table's bottom row. To top off what has already been a very bad day, the player rolls a 66 for his morale roll which gives a result of Routed, retreat 2, lose 4 SPs to stragglers. This is marked on the Loss Chart, destroying the unit.

25.3 Retreats and Morale State Combination

25.3a The Morale Table gives retreats in hexes, not movement points. If a unit cannot retreat the required hexes, due to the enemy or terrain, the unit is automatically Routed. (For units unable to execute required Rout Movement, see 25.1b.)

25.3b All units in a stack suffering a retreat must retreat the same number of hexes. The owning player can retreat the stack as a whole or split it up as desired.

25.3c At the end of its movement or retreat (including momentary stacks generated while units move or retreat), a stack adopts the worst morale state in it. If such a stack then splits up, each portion of the stack carries the new morale state with it. Stacks cannot "sidestep" or displace out of the way of retreating units, they must share the morale state of any units which retreat and end up stacked with them (however momentarily).

25.3d If a stack formed by a retreat exceeds the stacking limit, automatically rout all units in the stack. The stack must be broken up in the first Movement Phase after it rallies to DG.

25.4 Additive Effects

Whenever a stack receives another morale result, the effects accumulate as follows:

A. DG + DG = R B. DG + BL = Normal C. R + BL = SH D. SH + BL = BL E. On all other results, the stack is the worse of the two if the morale states are different (such as DG + SH = DG), OR there is no additional effect if both morale states are the same (as in SH + SH = SH).

Additive effects never cause additional retreat or straggler loss.

25.5 Rally

During the player's Rally Phase, his units must attempt to rally if in any morale state other than normal. Use this sequence:

A. Remove BL from all units not adjacent to the enemy. B. Roll for remaining BLs on the Blood Lust Morale Check Table and remove any BLs which fail the check. C. Remove all Shaken markers. D. Convert all Disorganized stacks to Shaken. E. Roll for Routed units, if desired. Roll one die for each stack; add the rating of any one leader in the hex to this roll. On a five or more, the stack becomes DG. Otherwise there is no effect. If any remaining Routed stacks are within 6 hexes of the enemy, retreat as in 25.1b.

Rally Diagram (rally occurs along the arrows as indicated during a player's Rally Phase): Blood Lust to Normal—automatic if not adjacent to enemy; otherwise, make BL Morale Check. Shaken to Normal—automatic. Disorganized to Shaken—automatic. Routed to Disorganized—roll 5 or more on one die; add Leader rating (if stacked) to die.

25.6 Elite Divisions

Certain divisions (marked on the Loss Charts) are Elite divisions. Elite Divisions receive a number of Morale Table benefits. The player can use elite divisions as desired, but they are subject to the following should they become wrecked.

Each elite division has a morale value assigned to it in the Game rules. If the division is wrecked, all Morale Checks made by any friendly unit (including the elite division's units) have this morale value used as a Morale Table Modifier. The morale values of all wrecked elite divisions in an army are cumulative.

26.0 Leaders

Leaders represent divisional commanders and above. Leaders provide centers for command and a morale benefit for their stacks. Leaders move as any other unit, but have no fire combat ability. Leaders, while not the target of fire combat, can become casualties when their hex receives fire. A player could fire upon a hex containing only leaders in an attempt to generate leader casualties.

Leader units have a leader rating. Use it for command, initiative, morale, and rally.

26.1 Effect on Stacking

Leaders do not count for stacking and any number can occupy a hex.

26.2 Effect on Movement

Leaders move as any unit. They have no facing or formation.

26.3 Effect on Fire Combat and Morale

Leaders have no effect on friendly fire combat and do not have a fire combat ability. Leaders do not suffer from morale effects or make morale checks.

26.3a Morale Table Effect. Use the leader rating in the checking hex as follows. Only the most senior leader in the hex (by rank, not rating) affects morale checks (owning player's choice when tied). No more than one leader ever affects one hex. Modify the Morale Check by adding (going up) rows equal to the leader's rating minus one. A zero leader gives a one row down modifier.

26.4 Leader Losses and Replacement

When a hex containing one or more leaders receives enemy fire and a 55 or 66 is rolled, one leader in the hex becomes a casualty. If more than one leader is in the hex, select the casualty at random. Remove leaders who become casualties from play permanently.

26.4a Replace all leader losses immediately. Replace Army and Corps commanders with their senior subordinate (owning player's choice in ties).

26.4b The backs of division commanders are printed with their generic replacements. Corps leaders have generic backs. If you promote a division commander to fill a vacancy, use the generic repl back of the corps leader to fill the divisional position.

26.4c When a division commander becomes a casualty, the divisional repl must appear in another stack of the division (i.e. not in the same hex). If no such hex is available, the repl appears where the leader was lost.

26.4d If a leader's stack is destroyed, but he escapes unharmed, place him in the nearest stack of his command. If no such stack exists, remove the leader from play.

26.4e If enemy units enter a hex containing only leaders, those leaders automatically displace to the nearest stack of their commands. Enemy units never eliminate leaders by entering their hexes.

27.0 Artillery

There are two criteria to distinguish artillery: Light vs. Heavy firepower Types, and Foot vs. Horse mobility Classes.

Type: Light vs. Heavy. This designation only determines which Artillery Fire Point Table to use. Heavy guns are in the 12 Lbr (or more) category. Light guns are smaller. Light guns are shown with one white triangle with a red outline and a grey box around the Gun Point number. Heavy guns have a yellow triangle in addition to the white triangle and also have their Gun Points encased in a black box.

Class: Foot vs. Horse. This designation determines the unit's movement characteristics. Horse artillery has enough mounts for the entire crew to ride, foot artillery does not. Horse artillery is marked on their counter with the horsehead, foot artillery is not.

Beyond this level of detail, cannon are abstracted. Exact weapon and ammo concerns have been factored into the conversion from guns to fire points.

27.1 Gun Points

Artillery units have a number of "gun points" printed on them. Gun points are completely interchangeable within their Type and Class.

The owning player can form detached batteries of up to 5 gun points by using detached markers and numeric gun point markers (placed below the detached battery marker). Detachment and reattachment of gun points does not cost MPs. These player-made artillery units function as any other and can reattach with any artillery unit of the same type and class, as long as the resulting battery contains no more than 5 gun points. Detached Unit counters are not designated by type and class; players should make some kind of note of the kinds they make to avoid confusion.

Suggestion: Face the numeric Gun Point marker toward the front of the unit top to show Light, back 180 degrees to show Heavy (Heavy Points "lie down"). Also, left can be used for Light-Horse and right for Heavy-Horse.

27.2 Losses

When the Fire Table calls for losses, artillery units lose gun points as steps given on the Fire Table. Place under the artillery unit a gun point marker equal to the number of gun points remaining in the unit. Artillery never loses strength to stragglers.

27.3 Fire Combat and Artillery

Calculate gun points firing at a hex by totaling the number of points firing from each stack by type and applying the Artillery Fire Point Table. Total the results from all firing stacks to determine the final Fire Point total.

Example: If three batteries of 3 Heavy gun points each fire at a target 3 hexes away, the resulting fire point total is 6. Two batteries of 4 Heavy gun points firing at range 3 would be 4. Three Heavy gun points firing at range 4 and three Light gun points at range 5 would total only 1 point.

27.4 Morale and Artillery

Artillery must limber to retreat even one hex. Limbering during a Close Combat or Cavalry Charge requires a roll on the Gun Loss Table. The Gun Loss Table only affects artillery.

28.0 Night

Night actions, while rare, did occur. This series allows night actions but restricts them.

28.0a Turns at night represent one hour, instead of thirty minutes, giving away half the night to sleep behind the player's back.

28.0b Visibility at night is always one hex.

28.0c Cavalry cannot charge at night.

28.0d Several tables have night modifiers.

2nd Edition Designer's Notes

These second edition revisions were made based upon player feedback after Austerlitz came out in 1993. Players expressed several common themes—generally the earlier (and very involved) cavalry charge and countercharge procedures were taken to task for being too cumbersome in use; others suggested that they would prefer more detail in the cavalry units themselves (specifically to differentiate between light and heavy cavalry). Personally, I wanted to streamline many of the systems in the first edition. I could see that the fire combat system could be tightened up, that the length of the rules suffered from some wordiness, and numerous minor procedures could be eliminated or streamlined. I shall try to address many of the items where work was done, but certainly be unable to address them all.

Orders System

Generally the Command system is as you have seen in v1.0 and in the CWB series. The changes here are more cosmetic than anything else (making Complex and Simple orders Attack and Non-Attack, for instance). I deleted the Force Level of orders (everyone I knew used max Force all the time and I could no longer see the point of worrying about it). The new Initiative Table came about to give more variability between leaders of different caliber—as well as to allow weaker leaders an even greater chance to become Loose Cannon.

The largest change to the Command system isn't really a change at all—the optional Defensive Orders rules are gone. I have seen too many players get into too many wasteful arguments with their opponents concerning what they could or could not do with a "defensive" order for me to think that the rules were adding all that much to the game. The system was originally designed to work with the "if you are within radius, do what you want" rule, and that is the way I think it plays best. Remember that a defensive order consists of something like "move to Hill X and function within radius" and that will work fine. I'd rather see players spend their time playing than arguing over whether a "defensive force" is allowed to counterattack to retake the hill they were defending, etc.

Movement, Facing and Formations

The Movement system itself is unchanged, but things like facing change costs and hex-corner facing have been added. Road column no longer exists as a formation (Napoleonic roads were none too good—relative to the flat ground around them—units moving along a road are freed from some facing change costs, and units rarely entered actual road column on the field of battle where the games occur. Extensions replace Extended Lines (to eliminate the implied Line formation of the title). Non-French units can only adopt one formation for a unit and its Extensions, whereas French units can mix and match—this brings out a bit of the superior French tactical doctrine. Infantry can change formation at any time during movement (not just before expending MPs), but might incur the wrath of Opportunity Fire in the process. A hex can be hit any number of times during a phase with Close Combat (as before), but a given attacking stack can only engage in one Close Combat per turn.

Skirmisher and stack handling rules (courtesy of John Lynch) show some of the tactical issues involved in Skirmisher use. Skirmisher strength is "taken off the top" of infantry units (so that they are no longer punished for exercising their doctrine by moving closer to wrecked status when Skirmishers are sent out). Skirmishers recover only if full strength to eliminate some manpower handling problems.

Stacks no longer automatically share Morale effects when one stack retreats through another (they share only when the retreating stack ends its retreat) so as to clean up the Retreat rules. Because of this change, the rules for rout through displacement were no longer needed.

Fire Combat & LOS

The most major change to the Fire Combat system is the elimination of the Straggler Table and check from the combat routine. These have been integrated into the new Fire Combat and Morale Tables. Likewise the new Leader loss method eliminates another potential die roll from the combat process. Fire point values for the different formations have been revised to take into account frontages and some nationality effects. Some will note the lack of a British Two-Rank line table. The two-rank line will be dealt with separately in games which need that formation.

Opportunity Fire and Reaction Charges have been added to allow units to attack enemy units attempting to waltz across their field of fire. Reaction Charges also allowed the old Countercharge system to be dropped (as it did the same job).

All LOS formulas and algorithms have been dumped in favor of a much simplified abstract Shadow mechanic of three cases. If you want more accurate LOS calculations, be my guest—but remember, LOS is generally unblocked (in all games) more often than it should be.

Straggler recovery is every turn and is handled in a way that eliminates the need for Straggler Recover Markers. The 2 SP minimum is gone—a unit with one straggler to recover can come back from the dead pile (although I can't say as to why anyone would bother...)

The simultaneous fire system in Close Combat and Cavalry Combat resolution has been eliminated in favor of a defender fires first system. Generally, this makes little actual difference, but it does keep players from wasting time deciding who will do their shots first and the fight to remember that so-and-so still fires as an AB. The "additional" morale checks for the defender in Close Combat are gone. Wrecked units can do Close Combats (these are better trained units than those in the CWB, remember) and Odds Table retreats are always one hex.

Lastly, supply is no longer a concern for either small arms or artillery. We have yet to uncover a Napoleonic battle where ammunition supply was a concern of anything more than a strictly local level. While armies had to continuously forage for food off the land, they habitually brought the ammunition with them needed for the entire campaign. Making players keep track of ammunition during the single day or so of battle did not seem worth it.

Cavalry

Aside from the differentiation of cavalry into Heavy and Light, the significant change to the game's cavalry is in where in the Turn Sequence charges occur. Instead of being in their own phase, they now occur during movement. This allows a more fluid look a Napoleonic combined arms. It is now possible to assault enemy infantry with infantry Close Combat and force them to break so that cavalry can storm down on the disrupted troops. Also cavalry can be used to force the enemy into square so that infantry and artillery can shred them.

One last point, for those looking for Lancer effects, these will be added on a battle by battle basis as Lancer units large enough to have an effect on the game are found.

Conclusion

I hope you enjoy this game as much as we did in playtesting. May many excellent Napoleonic grand tactical engagements await you in the future! Enjoy!

Part Two: Austerlitz Game Rules (1993)

Napoleonic Brigade Series: Austerlitz. Game Design: David A. Powell; Series Design: David A. Powell, Dean N. Essig.

Introduction

Austerlitz is the premiere game in the Napoleonic Brigade Series. Fought on December 2nd, 1805, it remains one of Napoleon's finest battles. Through daring maneuver and timing, the French Emperor defeated the superior combined forces of the Russians and Austrians.

1.0 The Santon Redoubt and Sokolnitz Castle

The fortification on Santon Hill (A36.32) and the Sokolnitz Castle (B17.30) are subject to the following:

1.0a Only one infantry and up to two gun points can occupy each of these hexes.

1.0b Units in these hexes have an all-around frontal facing regardless of formation.

1.0c A unit in one of these hexes which is fired on receives the benefits for being in a trench for combat and morale purposes.

2.0 French Special Rules

2.1 Attachments and Detachments

Up to one division from each corps may be detached from its parent and attached to another corps. This restriction does not limit the number of divisions which may be given divisional goals. Any French brigade may be given divisional goals.

Exception: All cavalry units may be detached and assigned to the Cavalry Corps.

2.2 Independent Brigades

Ind-C-4 and Ind-C-5 have no divisional affiliation. Both of these brigades trace all command radii directly to their parent corps HQ. If wrecked, these units suffer the -6 (wrecked of wrecked division) penalty, not just the -4 (wrecked brigade) one. These units do not count when determining Corps Attack Stoppage.

2.3 The Imperial Guard

The French Imperial Guard is an independent unit commanded by Marshal Bessieres as a single independent division. All orders, initiative, and command radii apply as if it were a single formation.

For wrecked and Corps Attack Stoppage purposes, it is treated as if it had two divisions—one of the infantry and one of the cavalry. These are marked by the notation "i" or "c" in the unit code.

2.4 Acting Army Commanders

Napoleon never clearly specified an order of precedence among his Marshals, mostly because of family (the Bonaparte clan was both large and greedy) and political problems. Hence, if Bonaparte is wounded, the player may replace him with any Marshal of France. Within the confines of the game, we will avoid the ugly scene which would surely follow.

Should the Emperor get killed, the French player is banished from wargaming forever and is held solely responsible for the collapse of the French empire and the shattering of the history of the entire modern era.

2.5 Anti-Initiatives

There are none.

3.0 Allied Special Rules

3.1 The Tsar and the Kaiser

Tsar Alexander and Kaiser Francis I are the respective heads of the Russian and Austrian Empires. They must stack with either the Army HQ or with any unit of the same nationality (Russian for Alexander, Austrian for Francis) but may never stack with a unit of the other nation—with the exception of the other leader and the common Army HQ, as applicable.

Each Emperor's command and initiative rating is 0, but their morale rating is 4. Each must use initiative to issue orders, see 3.2a below. See the victory conditions should either man be killed or wounded.

3.2 Katusov, Command, and the Royalty

Prince Katusov is nominally in command of the Allied army and only he may issue regular orders (as army commander) to the Allied Forces. The two Emperors may only issue orders to units of the same nationality using initiative.

3.2a Royal Initiative. An initiative roll for either Emperor does not count against normal chain of command restrictions—each Emperor, in effect, gets a "free" roll for initiative each turn. Successful initiative only grants them the ability to issue one order (with a 0 army leader's command points) to a subordinate commander. That order must be accepted through the normal procedures. Note that each Emperor may only issue such orders to leaders of the same nationality as himself.

3.2b Command of the Allied Army. Since the Allied Army does not contain a corps structure, all orders are sent to the various divisions in the form of divisional goals. These goals should be made quite specific as to geographical limits since these units will not have a HQ tying them down. For examples of such orders, note the historical orders given in the scenarios. Note that since there are no Corps HQs, Allied commanders need not 'touch base' to implement an accepted order.

Below is a list of the commands of the army requiring orders to be sent to it separately from the others.

CodeCommand
AG-LAdvanced Guard, Left Wing, Keinmeyer
1-L1st Column, Left Wing, Doctorov
2-L2nd Column, Left Wing, Langaron
3-L3rd Column, Left Wing, Przybyczewsky
1-C1st Division, Center, Miloradovitch
2-C2nd Division, Center, Kollowrath
CvCavalry, Liechtenstein
RightThe Right Wing, Bagration
GdThe Russian Imperial Guard, Constantine

3.2c Allied "Corps" Commanders.

Buxhowden: Buxhowden nominally commands the Left Wing. In the game, he automatically commands the portion of the Left Wing with which he currently stacks and his 'command' changes each Command Phase automatically based on which column he is stacked with at that time. He can only 'command' one of the columns at any one time, but he must command the one he is stacked with and he must stack with one of them every turn. When in command of one of his columns (1-L, 2-L, 3-L), he supersedes the actual commander for order reception, initiative, attack stoppage, and command radius purposes. Both commanders may still rally troops and use their other morale functions.

Buxhowden may make a 'free' initiative roll each turn (one which does not negate the ability of the other commanders in the Left Wing to also check, with the exception of whomever Buxhowden has supplanted as division commander who cannot roll at all). A Loose Cannon result for Buxhowden affects only the division he is currently stacked with.

If Buxhowden becomes a casualty, he is not replaced.

Kollowrath: Kollowrath nominally commands the Center and, specifically, the 2nd Division of the Center. For game purposes, he commands only 2-C. 1-C has no command radius requirement to be within with respect to Kollowrath.

Bagration: Bagration commands the Right Wing. In the game, the only remaining part of the Right Wing under Bagration's command is the Advanced Guard of the Right Wing (Right or Rgt) since the rest of his force was sent with the Left Wing to reinforce Buxhowden's attack. For all orders and command radius purposes, Bagration commands the Right Wing as a single division.

For wrecked formation, and Corps Attack Stoppage purposes, treat the infantry and cavalry brigades of the Right Wing as separate divisions. For instance, if two of the three infantry brigades are wrecked, but only one of the four cavalry brigades is wrecked, then the infantry 'division' is wrecked, but the cavalry one is not. For stoppage rolls, the Right would then be a force of two divisions, one of which is wrecked.

3.3 Acting Army Commanders

The following is a list of the seniority of the Allied leaders. Should Katusov become a casualty, his replacement is the highest ranked surviving leader.

  1. Prince Katusov
  2. Tsar Alexander I
  3. Kaiser Francis I
  4. Liechtenstein
  5. Bagration
  6. Buxhowden
  7. Kollowrath

3.4 Attack Stoppage

Given the confused nature of the Allied command structure, all Corps Attack Stoppage checks are made by each of the command organizations outlined in 3.2b above. For example, 2-L would check separately from the other divisions of the Center. The only exception is the Right Wing which checks as a corps of two divisions, one of infantry and one of cavalry.

3.5 Anti-Initiatives

There are none. Exception: Should Kaiser Francis I take army command (God forbid!) all order acceptance calculations have a -2 applied and all Allied initiative rolls suffer a -2.

3.6 Attachments and Detachments

In the historical game, no attachment from one group to another is possible. Any Allied brigade may be given divisional goals.

3.7 The Cavalry

Liechtenstein commands all of the elements of his Cavalry "Corps" (Cv) as one division for all game purposes.

4.0 Minor Variants

4.1 French Options

4.1a One or both Allied Emperors must roll for initiative every turn—in the hopes of producing a suitably large number of loose cannon rolls—each of which allows the French player to issue one order to an Allied force of the same nationality as the Emperor in question. Each Emperor suffers a loose cannon on a roll of 2 or 3. One or both Emperors may be selected for this option. Each selected Emperor must make the above roll every turn. Each Emperor selected gives the Allied player 2 VPs.

This maximizes the dangerously interfering role that each Emperor (Alexander, especially) was capable of. It can be used as a balancing factor between players of different skill levels.

4.1b In both scenarios 3, 4 & 5, the French player may start the game with some of his forces concealed using hidden deployment. Any French unit which sets up on level 7 or lower may be removed from the map and have its set up hex written down secretly. These units are not placed on the map until an Allied unit can trace an LOS to a unit's set up hex (don't forget to limit the LOS due to the fog) or when an Allied unit comes to or within 5 hexes of a hidden unit. Hidden units must deploy immediately should they move or fire. This option gives the Allied player 8 VPs.

4.1c In scenarios 3, 4 & 5, the French player may set up his troops anywhere he chooses, as long as they remain west of the Goldbach. Troops which historically set up east of the Goldbach may set up in their historical positions or anywhere west of the stream, as the player desires. In scenarios 3 & 4, the freely deployed French forces set up last, after all other troops of both sides are set up. In scenario 5, the freely deployed French are set up after the Allied player has written all his orders and scheduled all of his arrivals. This option gives the Allied player 5 VPs.

4.2 Allied Options

4.2a Allow Katusov to be deployed and play on his inverted side, with a leader rating of 3. This option gives the French player 5 VPs.

Historically, Katusov did not want to fight at Austerlitz. The dangerously cumbersome plans crafted by the Allies on the evening of December 1st were done over his protests. Disagreeing with his Emperor and much less sanguine of success than most of his subordinates, Katusov seemed uninvolved as the battle unfolded. Here, it is assumed the Prince took a more active hand in the events.

4.2b Allow Buxhowden to command the Left Wing as a complete corps. The Left Wing (1-L, 2-L, and 3-L) acts as a normal corps except that Buxhowden acts as the corps HQ for order receipt and command radius calculations. This option gives the French player 8 VPs.

Here we assume that Buxhowden had the time to assimilate his forces, the staff with which to exert proper command, and the skill to handle such a large force. All of these are big assumptions which place a powerful unified command in the hands of the Allies.

4.2c Return one or two of the numbered columns of the Left Wing to Bagration's command. They now are part of the Right Wing again and the Right Wing acts as a regular corps under Bagration (as did the Left Wing in 4.2b above). Take the chosen units out of the initial set up and these units arrive with the Right Wing. Treat the units of the original Right Wing (those marked Rgt) as before (two divisions with one commander), but replace Bagration with a Replacement Leader when he takes command of the corps. Use this only for scenarios beginning before 7:00am December 2nd. For each column reattached, give the French player 2 VPs.

The Allies mixed and matched their forces so badly the night before that they were working under a severe command handicap. Many of the troops assigned to reinforce Buxhowden's attack were taken from Bagration's command. This option assumes that many of these troops remained under Bagration. For simplicity's sake, these assignments are approximate.

5.0 General Special Rules

5.1 Fog

The daylight turns from 6:00am to 9:30am are affected by fog limiting visibility. Each such turn has a visibility number printed on the Turn Record Track—no unit can see or shoot further than the distance given on the track. For the sake of simplicity, no restriction is made on cavalry charges or countercharges because of fog—as an option, allow only such cavalry charges and countercharges against targets the cavalry can see before the action begins.

The fog visibility of the 9:00am and 9:30am turns only affects LOS traces with one or both end points at or below level 5. Visibility is unlimited at level 6 or higher. These turns have their visibility number in parenthesis to remind the players of this.

5.2 The First Player

In all scenarios, the Allied Player always moves first.

5.3 Orders

In this game (as in all others of the NBS or CWB for that matter), the historical orders given in the scenarios are for reference. Players may use them if they desire, or may rewrite all or some of them before beginning play, as players desire. Any of these orders, historical or player devised, are accepted before the game begins.

This is especially important for players to note here in Austerlitz because the historical Allied plan generally leads to the historical disaster!

6.0 Victory Conditions

The ultimate objective of Napoleonic combat was to achieve the decisive battle and crush one's opponent—thus ending the war in a single fight. Hence, victory points in Austerlitz are awarded for enemy losses and crippled enemy commands.

These conditions are used for scenarios 3, 4, and 5. Scenarios 1 and 2 have their own victory conditions.

6.1 Points for Losses

Add up each sides total losses (casualties only, not stragglers) and compare the total to the following:

VPs Awarded to OpponentFrench LossesAllied Losses
00-840-89
585-10990-119
10110-139120-149
15140-164150-179
20165-194180-209
25195-219210-239
30220-274240-299
35275 +300 +

6.2 Points for Wrecked Formations

The following points are awarded for damaging specific formations: corps for the French, columns for the Allies. The points are awarded if 50% or more of a given formation's brigades are wrecked counting casualties alone. Ignore the status of wrecked divisions and count only the total number of wrecked brigades vs. the total number of brigades in the formation. Ignore all detachments and attachments, count every formation with its original printed affiliations.

French formation (points for the Allied Player)VPs
1 Corps4
3 Corps4
4 Corps8
5 Corps8
Cavalry6
Imperial Guard8
Allied formation (points for the French Player)VPs
AG-L2
1-L6
2-L4
3-L3
Center6
Right6
Cavalry5
Russian Imp. Gd6

6.3 Leader Losses

If Napoleon or Alexander is killed, the opposing player immediately wins a Massive Victory.

If Napoleon or Alexander is wounded or if Francis becomes either killed or wounded, the opposing player is awarded 20 VPs.

6.4 Balance of Victory

After totalling each side's VPs, subtract the French total from the Allied one and compare the result (positive or negative) to the below.

Allied minus French VPsResult
-25 or LessFrench Massive Victory
-18 to -24French Major Victory
-10 to -17French Minor Victory
9 to -9Draw
17 to 10Allied Minor Victory
24 to 18Allied Major Victory
25 or MoreAllied Massive Victory

7.0 Scenarios

7.1 Scenario 1: Battle for the Goldbach Stream

The Battle of Austerlitz opened with a massive Allied attack against one lone French Division assigned to defend the French right flank. LeGrand's three infantry brigades faced Buxhowden's entire Left Wing—almost half the Allied army. Buxhowden's mission was to cross the Goldbach in preparation for the main attack northwards against Napoleon's army.

First Turn: 6:00am, December 2nd Last Turn: 10:00am, December 2nd Turn Length: 9 turns Map Area: Use Map B only

French Information:

Artillery Ammunition: Unlimited

Set Up:

  • Ind C-4, 1-3-4: w/i 1 of any hex of Telnitz
  • 2-3-4: w/i 1 of any hex of Sokolnitz
  • 3-3-4: any hex of the Pheasant Garden
  • 4b (h-f): with or adjacent to any of the 3-4 Brigades

Reinforcements: 8:00am, Entry Area F: 3 Corps

Orders:

  • 3-4 Division has a divisional goal creating a defensive zone within which it is free to fight and maneuver to defend the line of the Goldbach Stream. This zone extends within 5 hexes of any hex of Sokolnitz, Telnitz, or the Pheasant Garden. Movement outside this zone would require new orders or an emergency corps retreat.
  • 3 Corps has the same orders as 3-4. When it arrives, 3-4 ceases to be under its divisional goal and becomes attached to 3 Corps.

Allied Information:

Artillery Ammunition: 30

Set Up:

  • AG-L: w/3 B30.20
  • Left Supply, Buxhowden, 1-L: w/i 3 B40.25
  • 2-L: w/i 3 B35.35

Reinforcements: 7:30am, on the north edge of Map B, between B25.35 and B29.35: 3-L

Orders:

  • AG-L, 1-L: Advance and capture Telnitz.
  • 2-L: Begin at 7:00am to advance and capture Sokolnitz.
  • 3-L: Advance and capture the Pheasant Garden.

Victory Determination:

  • Allied Major Victory: Capture all hexes of Telnitz, Sokolnitz, and the Pheasant Garden and wreck at least two of the three French divisions. (Count stragglers for this purpose.)
  • Allied Minor Victory: Fulfill either all the geographic conditions OR the wrecked unit conditions listed above, but not both.
  • French Major Victory: The Allied player fulfills neither of his conditions.

7.2 Scenario 2: The Olmutz Road

This scenario examines the advance—and subsequent retreat—of the Allied Right Wing. It is distinctive since it covers the bulk of the cavalry fighting of the battle.

It is also a good example of why it is difficult to single out portions of the battle. For both sides, major forces had only fleeting roles on that portion of the map in play here. The Jaegers of the Russian Imperial Guard actually defended the town of Blaswitz at the start and were attacked by Lannes' 5th Corps. The Russians withdrew, however, in response to the capture of the Pratzen Heights—an event completely beyond the scope of the scenario. I have elected to include only those forces actually involved in significant fighting along the Olmutz Road.

First Turn: 9:00am, December 2nd Last Turn: 12:30pm, December 2nd Turn Length: 8 Turns Map Area in Play: All hexes north of Axx.15 and east of the Ricka Brook, Map A only.

French Information:

Artillery Ammunition: 30

Set Up:

  • 5 Corps (less G-5): w/i 5 A40.30
  • Cavalry Corps (plus 3D-4 and C-1): w/i 5 A32.25

Reinforcements: None

Orders:

  • 5 Corps is to defend the Olmutz Road to the vicinity of the Ricka Brook.
  • Cavalry Corps is to support the 5th Corps and protect its right flank.

Allied Information:

Artillery Ammunition: 30

Set Up:

  • Right: w/i 3 A58.29
  • Cv: w/i 3 A44.25

Reinforcements: None

Orders:

  • Right is to attack along the Olmutz Road to capture the Santon Redoubt and drive the French back across the Ricka Brook.
  • Cv is to defend between Right's left flank and the play area edge.

Victory Determination: Each player is awarded 2 VPs for every enemy brigade which is permanently wrecked (ignore stragglers) and 1 VP for each brigade not counted earlier but was wrecked if stragglers counted. Total the VPs for each side. The side with more VPs has won a Minor Victory.

7.3 Scenario 3: The Sun of Austerlitz

At 6:00am, December 2nd, 1805, the combined Russo-Austrian army descended from its lofty positions along the Pratzen Heights to attack Napoleon's Grande Armee along the Goldbach Stream. By the end of the day, the Allies had lost 15,000 casualties and would lose another 12,000 in the subsequent pursuit—with the survivors badly scattered and completely demoralized. In one stroke, two of Europe's great powers were humbled. Another 10 years of warfare would be required before the French Emperor was finally defeated and the balance of power restored to the continent.

First Turn: 6:00am, December 2nd Last Turn: 5:00pm, December 2nd Turn Length: 23 turns

French Information:

Artillery Ammunition: 125

Set Up:

  • Ind C-4, 1-3-4: w/i 1 any hex of Telnitz
  • 2-3-4: w/i 1 any hex of Sokolnitz
  • 3-3-4: in any hex of the Pheasant Garden
  • 4b (h-f): with or adjacent to any 3-4 Brigade
  • Rest of 4 Corps: w/i 3 of any hex of Puntowitz, west of the Goldbach Stream
  • 1 Corps (less C-1): w/i 3 A15.30
  • IG: w/i 2 A18.27
  • G-5: w/i 2 A25.25
  • Rest of 5 Corps: w/i 6 A41.30
  • C Corps (plus 3D-4 and C-1): w/i 3 A13.25
  • Napoleon, Army HQ, Army Supply: A28.28

Reinforcements: 8:00am, Entry Area F: 3 Corps

Orders:

  • 3-4 Division has a divisional goal creating a defensive zone within which it is free to fight and maneuver to defend the line of the Goldbach Stream. This zone extends within 5 hexes of any hex of Sokolnitz, Telnitz, or the Pheasant Garden. Movement outside this zone would require new orders or an emergency corps retreat.
  • 3 Corps has the same orders as 3-4. When it arrives, 3-4 ceases to be under its divisional goal and becomes attached to 3 Corps.
  • G-5 has been detached from 5 Corps and is awaiting orders.
  • 3D-4 and C-1 are attached to the Cavalry Corps.
  • No other unit has orders.

Allied Information:

Artillery Ammunition: 150

Set Up:

  • AG-L: w/3 B30.20
  • Left Supply, Buxhowden, 1-L: w/i 3 B40.25
  • 2-L: w/i 3 B35.35
  • 3-L: w/i 4 A42.07
  • Cv: w/i 3 B34.25
  • 1-C, 2-C, Center Supply: w/i 5 A50.07
  • Alexander, Francis, Katusov, Army HQ, Army Supply: A53.08
  • Gd, RIG Supply: w/i 3 A60.05

Reinforcements: 8:30am, Entry Area A: Rgt (all), Right Supply

Orders:

  • AG-L and 1-L are to advance and capture Telnitz,
  • 2-L is to allow the Cavalry to pass north of its current position, then advance southwest to capture Sokolnitz. The Cavalry has "passed" when all of its units are north of Axx.05.
  • 3-L is to advance and capture the Pheasant Garden.
  • Cv is to move north across the Pratzen Heights to defend between Blaswitz and the Olmutz Road, east of the A45.xx hexrow.
  • 1-C and 2-C take up a position south of Kobelnitz, north of the Pheasant Garden, east of the Goldbach Stream, and west of hexrow 27.xx. These orders are not attack orders, only orders to move into the above positions.
  • Rgt is to attack along the Olmutz Road to capture the Santon Hill & Redoubt.
  • Gd has no orders, it is in army reserve.

As it stands, these are only the preliminary orders for the larger Allied plan of turning Napoleon's flank west of the Goldbach. Once all the units of the Left and Center have fulfilled the above, further orders will be needed which direct both commands to attack due north, astride the Goldbach, with Center advancing along the stream's east bank.

These further orders (like any other in the game system) are here for historical interest and the players are free to pursue other options.

Victory Determination: Use the standard game victory conditions, 6.0

7.4 Scenario 4: Katusov in Command!

All the conditions in this scenario are the same, except that all the Allied orders are thrown out and the Allied player generates all the orders he wants before the French units are set up. These orders are all accepted prior to play.

7.5 Scenario 5: The Advance to Battle

On the 26th of November, Napoleon ordered Soult (commanding the 4th Corps) to abandon Austerlitz and retire behind the Pratzen Heights while feigning disorder. At the same time, he brought forward the bulk of the Grande Armee to join with Soult and prepared to receive the combined armies of the Tsar and the Kaiser. On December 1st, the Allies arrived on the scene...

First Turn: 10:00am, December 1st Last Turn: 5:00pm, December 2nd Turn Length: 50 turns

French Information:

Artillery Ammunition: 125

Set Up:

  • 1 Corps: w/i 5 A15.30, on elevation 5 or lower
  • 5 Corps (less G-5): w/i 6 Santon Hill
  • IG, G-5: w/i 3 A29.25, on elevation 5 or lower
  • 4 Corps (less 3-4, 4b (h-f)): w/i 5 of any hex of Puntowitz, in the town or west of the stream
  • 3-4, 4b (h-f): one brigade each in the towns of Kobelnitz, Sokolnitz, and Telnitz. The artillery may deploy with any of these brigades.
  • C Corps: w/i 3 A14.25, elevation 5 or lower
  • Napoleon, Army HQ, Army Supply: A28.28

Reinforcements: 8:00am, December 2nd, anywhere along the west edge of Map B: 3 Corps

Orders:

  • 3-4 has the same orders as in scenario 1, with the modification that it can also be at or within 5 hexes of Kobelnitz as well.
  • No other French units have orders.

Allied Information:

Artillery Ammunition: 150

Set Up: No units start the game set up.

Reinforcements: Before the game, the Allied player jots down the entry area and time of arrival for each of his columns (see definition below), subject to the following restrictions:

  1. All Allied columns must enter through entry hexes A, B, C, D, or E.
  2. No more than one Allied column can be plotted to arrive at a given entry hex on a given turn.
  3. Each column must enter on a hour turn. [sic, as printed]

Beginning when the first scheduled arrival is to occur, the Allied player rolls to see if those reinforcements arrive. If the roll is successful, the reinforcements arrive that turn. If not, they are delayed until the next hour turn (when the player again rolls for arrival). Roll for each force attempting to enter on a given hour turn separately.

The base roll for success here is a 9 or more on two dice. Modify this roll by the following:

  • -1 if Entry Area A is used
  • -2 for Entry Area E

No reinforcement may enter through a given entry hex until all previously scheduled reinforcements have successfully made it onto the map. Roll for all forces awaiting entry separately. If an arriving column further back in the queue rolls successfully, it retains that successful roll until it can use it, but can't use it until all earlier members of the queue make it onto the map. Columns hanging on to successful rolls awaiting the entry of a 'blocking' force arrive one per turn starting the turn after the blocking force makes it onto the map. Units behind such a block may always roll for entry, they just may not enter the map until the road ahead of them is clear.

Alexander, Francis, Katusov, and the Army HQ and Supply may be assigned to any arriving column and arrive when it does.

The Left Supply may be assigned to any column of the Left Wing and arrive when it does.

The various columns composing the Allied army are the distinct command elements listed in 3.2b above. These columns may not be broken up for arrival purposes.

Orders: Any orders the Allied player wishes to write out.

Victory Determination: Use the standard game victory conditions, 6.0

Designer's Notes

While Napoleon had more than 70,000 men on the field, only about 45,000 were needed to defeat the Allies. The French 1st Corps, the Grenadier Division, and most of the Imperial Guard either didn't see action or barely got involved. Except for one critical moment atop the Pratzen, the Guard and the Grenadiers remained in reserve all day. The Allies, despite a significant superiority in men, put up a miserable front.

Why then, did the Allies perform so poorly? Command differences are at the heart of the answer. The French had the advantage of Napoleon—a leader they trusted implicitly—and whose battle-plan was as flexible as it was cunning. The Allies, by way of contrast, had no such unity of command. While the troops were perfectly willing to die for the Tsar or Kaiser (as appropriate), the senior command was split. Katusov was nominally in charge, but the Allied plan was conceived and executed in the face of his demonstrated disapproval—by way of the supremely overconfident, inexperienced, young staff of the Tsar. The major flaw in the Allied plan was simple: it was based on the misconception that the French were in a panicked retreat and would do nothing more than remain motionless while they were destroyed.

Unquestionably, the mid-level organization of the Allied army contributed to the disaster as well. The Russian army lacked the standardization that characterized the French Corps System. This lack of familiarity within the major sub-units of the Allied army greatly aggravated the natural delays in responding to the changing circumstances of the battlefield. Napoleon used this crippling lethargy to his advantage. While the decisive battle raged on the Pratzen Heights, almost 30,000 Allied troops remained inactive around Telnitz and Sokolnitz. Only after he crushed the Allied center did Napoleon turn to deal with this potentially decisive concentration to the south. The game reflects this—overtly—in the lousy ratings of Allied commanders as well as more subtly in the various wreck level discrepancies between the two armies.

The Allied army is at once both fragile and durable. Many specific brigades (especially the Russians) are very strong and can suffer a lot of punishment before they become wrecked. Most of the larger commands, however, are more fragile than the French—with wrecked levels often set at less than half of the component brigades. The net effect is that as the Allies get seriously engaged, they suffer a greater chance of stoppage, and generally spend more time contemplating their navels than do the French.

Researching this battle proved to be quite interesting. My map source ultimately came from David Chandler, who responded to my letter of inquiry by sending a xerox of a British Army topo map. Since low-level (1:25,000) topo maps of Communist and formerly Communist countries are still difficult to find, this was a great help. My other major map source was an Austrian Imperial map prepared in the 1870's and 1880's done at a scale of one mile to the inch. While not a contour map, it was useful in locating most other features, including villages and vegetation.

My most difficult choices were made in the OB. The Allied OB can be described as vague at best. Not that the various formations aren't listed or are of unknown strength—detail on the various infantry and cavalry regiments was quite good. The mid-level organization, however, is spotty. Brigade and divisional affiliations were haphazard and were often casual arrangements made on the spur of the moment. In the end, I used the most accepted version of this organization.

The French (at least) had a set table of organization, though my most readily available sources were either sketchy about brigade attachment (Duffy) or omitted it altogether (Chandler). I contacted George Nafziger who provided a much more substantial OB taken from a massive French source which has been long out of print.

While I used the brigade level for the basic French unit; I couldn't do the same for the Allies. Most Allied brigades were the size of divisions (4-6,000 men) and too unwieldy for a single counter. Hence, in many cases, I used the regiment as the basic unit and in some instances I divided the larger brigades into halves. At one point, I studied the idea of using French regiments as well—since each French brigade had a regimental breakdown. I found that this created too many counters and converted a fairly fluid game into rigid, linear combat. It seemed to take a step away from Napoleonic action, so I returned to brigades. While I admit that counter space limitations forced me to use some rather cryptic abbreviations, I hope the more detailed OB in the body of the rules will clear up any questions a player might have about exactly who it is he's maneuvering around the map.

One hidden strength of the Russians are all the light cannon brought along by the Tsar's men. Both forces are relatively equal in heavy guns, but the Russians have all those regimental pieces trailing along. While they tend to be slow, they do pack an added wallop once it comes down to simple slugging. Historically, most of these guns accompanied the attack along the Goldbach and never got into a position where they could be useful. A more clever Allied commander will use them to great effect and they can turn the tide against a sloppy French player.

Some comments about the terrain are in order. In playtesting, the question of frozen ponds, swamps, and streams arose. Yes, the weather was cold enough to freeze these features, but it didn't form ice thick enough to render them insignificant. All of these features were regarded as impassable by the combatants for normal purposes. Even the famous story of the Allies fleeing over the ice of the Satchen Pond has been greatly exaggerated. Only a handful of troops attempted to escape directly over the ice and they quickly perished.

Overall, both armies are fairly well matched—with an edge going to the French in staying power and speed of response which offsets the great individual strengths of the various Allied brigades and the overall Allied superiority in men and cannon.

(The printed rulebook also contains a historical "Battle Notes" essay on the campaign and battle and an annotated bibliography; these narrative and credit sections are not transcribed here.)

Organization of the Armies

The Grande Armee (Emperor Napoleon Bonoparte)

1st Corps (Marshal Bernadotte)

  • 1st Division (Raffiniere)
    • 1st Brigade (8th, 45th Line Rgts) (Dumoulin)
    • 2nd Brigade (54th Line Rgts) (Pacthod)
  • 2nd Division (Drouet)
    • 1st Brigade (27th Light Rgt) (Werle)
    • 2nd Brigade (94th, 95th Line Rgts) (Frere)
  • Light Cavalry Division (Kellermann)
    • 1st Brigade (2nd, 4th Hussar Rgts) (Picard)
    • 2nd Brigade (16th, 22th Chasseurs au Cheval Rgts) (Milhaud)
    • 3rd Brigade (5th Chasseurs au Cheval Rgt, 5th Hussar Rgt) (unknown)

3rd Corps (Marshal Davout)

  • 2nd Division (Friant)
    • 1st Brigade (15th Light Rgt, 33rd Line Rgt) (Kister)
    • 2nd Brigade (48th, 111th Line Rgts) (Lochet)
    • 3rd Brigade (108th Line Rgt) (Heudelet)
  • 4th Dragoon Division (Bourcier)
    • 1st Brigade (15th, 17th, 18th Dragoon Rgts) (Laplanche)
    • 2nd Brigade (19th, 25th, 28th Dragoon Rgts) (Sahuc)

4th Corps (Marshal Soult)

  • 1st Division (St. Hilaire)
    • 1st Brigade (10th Light Rgt, 14th Line Rgt) (Morand)
    • 2nd Brigade (36th, 43rd Line Rgts) (Thiebault)
    • 3rd Brigade (55th Line Rgt) (Ware)
  • 2nd Division (Vandamme)
    • 1st Brigade (24th Light Rgt, 4th Line Rgt) (Schiner)
    • 2nd Brigade (28th, 46th Line Rgts) (Fery)
    • 3rd Brigade (57th Line Rgt) (Candres)
  • 3rd Division (LeGrand)
    • 1st Brigade (26th Light Rgt, Corse Chasseur Rgt) (Merle)
    • 2nd Brigade (Tir. du Po, 3rd Line Rgt) (Ferey)
    • 3rd Brigade (18th, 75th Line Rgts) (Levasseur)
  • 3rd Dragoon Division (Beaumont)
    • 1st Brigade (5th, 8th, 9th Dragoon Rgts) (Bayer)
    • 2nd Brigade (12th, 16th Dragoon Rgts) (Scalfort)
  • Cavalry Brigade (11th, 26th Chasseurs au Cheval Rgts, 8 Hussar Rgt) (Margaron)

5th Corps (Marshal Lannes)

  • 1st Division (Cafarelli)
    • 1st Brigade (17th, 30th, 51st Line Rgts) (Demont)
    • 2nd Brigade (13th Light Rgt, 61st Line Rgt) (Eppler)
  • 3rd Division (Suchet)
    • 1st Brigade (17th Light Rgt, 34th Line Rgt) (Becker)
    • 2nd Brigade (40th, 64th Line Rgts) (Valhubert)
    • 3rd Brigade (88th Line Rgt) (Claparede)
  • Grenadier Division (Oudinot)
    • 1st Brigade (1st, 2nd Converged Grenadier Rgts) (Laplanche-Mortiers)
    • 2nd Brigade (3rd, 4th Converged Grenadier Rgts) (Dupas)
    • 3rd Brigade (5th Converged Grenadier Rgt) (Ruffin)
  • Cavalry Brigade (9th, 10th Hussar Rgts) (Treilhard)

Cavalry Corps (Marshal Murat)

  • 2nd Dragoon Division (Wathier)
    • 1st Brigade (3rd, 6th, 10th Dragoon Rgts) (Royer)
    • 2nd Brigade (11th, 13th, 22nd Dragoon Rgts) (Boussard)
  • 1st Heavy Cavalry Division (Nansoulty)
    • 1st Brigade (1st, 2nd Carabinier Rgts) (Piston)
    • 2nd Brigade (2nd, 9th Cuirassier Rgts) (l'Houssaye)
    • 3rd Brigade (3rd, 12th Cuirassier Rgts) (St. Germaine)
  • 2nd Heavy Cavalry Division (d'Hautpoul)
    • 1st Brigade (1st, 5th Cuirassier Rgts) (St. Sulspice)
    • 2nd Brigade (10th, 11th Cuirassier Rgts) (unknown)

Imperial Guard (Marshal Bessieres)

  • Infantry of the Guard
    • 1st Brigade (1st, 2nd Grenadier Rgts) (Hulin)
    • 2nd Brigade (1st, 2nd Chasseur Rgts) (Soules)
    • 3rd Brigade (Italian Royal Guard) (Lecchi)
  • Cavalry of the Guard
    • 1st Brigade (Grenadiers a Cheval) (Ordener)
    • 2nd Brigade (Chasseurs au Cheval, Mamelukes) (Morland)
    • 3rd Brigade (Gendarmes d'Elite) (Savary)

The Combined Russian and Austrian Armies (Prince Katusov, Tsar Alexander I, Kaiser Francis I)

Left Wing (General of Infantry Buxhowden)

  • Advanced Guard (Keinmeyer)
    • 1st Brigade (Carneville) (Vienna Jaegers, Broder Grenz Rgt, 1st, 2nd Szekler Grenz Rgts)
    • 2nd Brigade (Stutterheim) (O'Reilly Chevauleger Rgt, Merveldt Uhlan Rgt)
    • 3rd Brigade (Nostitz) (Schwartzenberg Uhlam Rgt, Hesse-Homberg Hussar Rgt)
    • 4th Brigade (Liechtenstein) (Szekler Hussar Rgt)
  • 1st Column (Doctorov)
    • 1st Brigade (Lewis) (5th, 7th Jaeger Rgts, New Ingremanland Musketeer Rgt)
    • 2nd Brigade (Urasov)
      • Y2-1-L (Yaroslav Musketeer Rgt)
      • V2-1-L (Vladimir Musketeer Rgt)
      • B2-1-L (Briansk Musketeer Rgt)
    • 3rd Brigade (Lieders)
      • V3-1-L (Viatka Musketeer Rgt)
      • G3-1-L (Moscow, Kiev Grenadier Rgts)
  • 2nd Column (Langeron)
    • 1st Brigade (Olsusiev) (8th Jaeger Rgt, Vyborg Musketeer Rgt)
    • 2nd Brigade (Kamenskoi)
      • K2-2-L (Kursk Musketeer Rgt)
      • P2-2-L (Perm Musketeer Rgt)
    • 3rd Brigade (Kamenski)
      • R3-2-L (Riazan Musketeer Rgt)
      • F3-2-L (Fangoria Musketeer Rgt)

Center Wing (Field Marshal Count Kollowrath)

  • 1st Division (Miloradovich)
    • 1st Brigade (Wodniansky): This formation consisted of only the Archduke John Dragoons (125 men). It has been incorporated into the Cavalry.
    • 2nd Brigade (Berg) (Maloslavitz, Smolensk Musketeer Rgts)
    • 3rd Brigade (Repnin) (Apcheron, Novogorod Musketeer Rgts)
  • 2nd Division (Kollowrath)
    • 1st Brigade (Rottermund): This brigade consists of six Bns of the Salzberg Landwehr Rgt, one Bn of the Kaunitz Inf. Rgt and one of the Auersperg Inf. Rgt. These 8 Bns are divided equally between 1a-2-C and 1b-2-C.
    • 2nd Brigade (Jurschek): The following have been evenly divided between 2a-2-C and 2b-2-C: 1 Co of 6th Bn Kaiser Inf Rgt #1; 2nd Bn, Czartorysky Inf Rgt #9; one Bn, Reuss-Greitz Inf Rgt #55; one Bn, Wurttemberg Inf Rgt #38; 3rd Bn, Beaulieu Rgt #58; 6th Bn, Kerpen Rgt #49; 4th Bn, Lindenau Inf Rgt #29; 6th Bn, Mittrowsky Inf Rgt #40

Right Wing (Generalmajor Prince Bagration)

  • Advanced Guard
    • 1st Brigade (Dolgoruki)
      • J1-Rgt (5th, 6th Jaeger Rgt)
      • A1-Rgt (Archangel Musketeer Rgt)
      • P1-Rgt (Pskov Musketeer Rgt)
    • 2nd Brigade (Engelhardt) (Ingremanland Dragoon Rgt)
    • 3rd Brigade (unknown) (Leib Kurassier Rgt, Tver, St. Petersburg Dragoon Rgts)
    • 4th Brigade (Wittgenstein) (Pavlovgrad, Mariopol Hussar Rgts)
    • 5th Brigade (Czaplitz) (Isejew, Kusilev, Charusmkov Cossack Rgts)

Cavalry (Field Marshal Prince Liechtenstein)

  • 1st Division (Hohenlohe)
    • 1st Brigade (Carmelly)
    • 2nd Brigade (Weber) (Nassau #5, Lorraine #7, Kasier #1 Cuirassier Rgts)
    • Note that 1st and 2nd Brigades have been consolidated into one unit, 1,2-1-Cv.
  • 2nd Division (Essen)
    • 1st Brigade (Tchepelev) (Grand Duke Constantine Uhlan Rgt)
  • 3rd Division (Uvarov)
    • 1st Brigade (Penitzky)
      • D1-3-Cv (Kharkov, Chernikov Dragoon Rgts)
      • H1-3-Cv (Elizabethgrad Hussar Rgt)

Russian Imperial Guard (Grand Duke Constantine)

  • 1st (Infantry) Brigade (Kollowrizov): The following have been divided between 1a-Gd and 1b-Gd: Guard Jaeger Bn; Semonovsky Guard Rgt; Preobragensky Guard Rgt; Ismailovsky Guard Rgt; Leib Grenadier Rgt
  • 2nd (Cavalry) Brigade (Jancowitz)
    • 2a-Gd (Guard Hussar Rgt, Chevalier Guard Rgt)
    • 2b-Gd (Horse Guard Rgt)

Part Three: Series Charts and Tables (NBS v2.1)

The tables below are transcribed from the official "Napoleonic Brigade Series v.2.1 Charts & Tables" sheets (four pages, The Gamers). Where the 2001 NBS v2.1 errata and the Austerlitz addenda change a chart, the printed values are shown here and the changes are listed in Part Four. Table cells that are blank on the printed chart are shown blank. Dice results written "11..66" style are sequential two-dice rolls (5.3), "xx..yy" meaning any roll from xx through yy.

Command Point Table

Leader Rating4, 32, 10
Command Points Available15107

Order Costs Chart

Order cost = Method + Type (one selection from each).

MethodCost
Oral2
Written5
TypeCost
Attack5
Non-Attack1

Order Log

On any blank sheet of paper, preferably lined, make the following column headings: Order Number, Arrival Time, Receiver, Sender, Type & Method, Acceptance Status. Allow one line per order and enough room per column to record the required information (about one inch will do).

Order Delivery

(# of Leader Movement Points / 10) = # of Turns (round up, always). Check for acceptance on the turn the above number of turns from now.

Initiative Table

Initiative Points0 or less1234 or more
Loose Cannon11..2511..2111..1411..1211
No Effect26..6522..6415..6313..5312..43
Initiative6665..6664..6654..6644..66

Acceptance Table

Acceptance Number = Sender's Leader Rating + Receiver's Leader Rating + Method modifier + Type modifier.

MethodModifier
AO (aide, oral)-1
AW (aide, written)0
IPO (in person, oral)+1
TypeModifier
Attack-2
Non-Attack0
Result-3 or less-2-1012345678910 or more
Dt11..2611..2211..1611..1411..1311..1211..1211..121111
D6

Notes: A—Order is Accepted. D4—Die roll each turn for acceptance: 4 or more on one die to accept. D5—Die roll each turn for acceptance: 5 or more on one die to accept. D6—Die roll each turn for acceptance: 6 on one die to accept. Dt—Order is distorted and thrown away. (New table ideas compliments of Matthias Stobbe, Germany.)

Corps Attack Stoppage Table

Table 1: find the column number. Cross-index the number of wrecked divisions (+1 if the Corps Commander is lost; rows) with the number of divisions in the corps (columns). Blank where not applicable.

Wrecked divisions \ Divisions in corps10987654321
01111111111
1111111222

Table 2: minimum two-dice total needed to pass. Cross-index the column number from Table 1 with the leader rating.

Leader Rating \ Column1234
4, 335810
2, 136911
0471012

Notes: -3 from dice for rolls made at night. Roll # or greater to pass check, otherwise corps attack stoppage occurs.

Movement Chart

MA = Movement Allowance; Form chg = formation change cost; P = prohibited; NA = not allowed. A dash means no additional cost.

UnitMAForm chgClearPri RdSec RdForestElevation(1)SlopeFord, StreamCreek, River, LakeTributaryExt SlopeWalled Farm or TownSwampOrchard/Vineyard
Infantry, Line511NANA3+1+2+1PallAll2

* — Automatic DG if cavalry enters such a hex and the hex is not negated by moving along a road. (1) Elevation and Slope costs are regardless of the direction of the movement—up or down hill. (2) Charging is not possible FROM such a hex.

Fire Point Tables

Fire Levels A, B, C.

FormationRangeABC
LineClose Combat663
Line1 Hex221
French "Mixed" ColumnClose Combat542
French "Mixed" Column1 Hex211
Non-French ColumnClose Combat422
SkirmishersRangeFullReduced
FrenchClose Combat32
French1 Hex21
Non-FrenchClose Combat21
Non-French1 Hex11/2

Heavy Artillery (fire points by range in hexes):

Gun PointsClose Combat12345-67-8
510543211/2
48432211/2
3633211/21/2

Light Artillery (fire points by range in hexes):

Gun PointsClose Combat12345-67-8
510542111/2
4843111/20
363211/200

Light or Heavy Artillery selective fire at enemy artillery (which is not on the top of its stack) is x1/2.

Cavalry Attack Table

All are at Close Combat Range.

Target TypeAB+ABC
Square3211/2
Cavalry6421
Inf Column9642
Inf Line12863
Other17171410

Other includes: DG, Routed, Flank Targets, Artillery & Skirmishers not protected by squares. Blown or Stationary Cavalry are x 1/2. Routed Cavalry has no attack value.

Fire Table Modifiers—Regular Fires

(Terrain modifiers are applicable to only the Defender in Close Combats.)

ModifierCondition
-1Up Slope or Extreme Slope
-2Target is Skirmisher (only) or in Protected Terrain(1)
-3Target is Skirmisher (only) and in Protected Terrain(1) or Target is Skirmisher (only) in Forest
-2Sunken Road or Trench for Line or Skirmisher
-3Night
-4Target is Infantry, Skirmishers, and/or Artillery in a Redoubt
-5Defender's Fire in Close Combat or Cavalry Charge when struck in the flank
+3Target is Limbered, Flank Target, Routed or Disorganized
+3Target is Cavalry, in Column, Massed (AA or more in hex), or in Square

(1) Protected Terrain refers to: Town, City, or Walled Farm.

Fire Table Modifiers—Exclusively Cavalry Fires

ModifierCondition
-5Defender's Fire when struck in the flank
-3Target is excusively Heavy Cavalry
+1Firer is Heavy Cavalry or a mix of Heavy and Light Cavalry

Fire Combat Table

Cross-index the total fire points (columns, after modification) with the two-dice roll.

Result1 or less234567891011121314151617+
No Effect11..3311..2411

Bold numbers (on the printed chart) indicate casualties inflicted; the parenthetical number is stragglers inflicted. All numerical results also require a Morale Check. Any dice roll of 55 or 66 requires a leader in the target hex to be killed.

Generic Morale Values Chart

Unit & TypeMorale
Horse ArtilleryB
Guard Artillery (Foot or Horse)A
Other ArtilleryC
French SkirmishersB
Non-French SkirmishersC

Apply these only when other units are not present in the hex to conduct the Morale Check for these units.

Blood Lust Morale Check

DiceResult
11..43No Effect
44..66Remove Blood Lust

There are no modifiers to this roll.

Rally Diagram

Rally occurs along the arrows during a player's Rally Phase: Routed to Disorganized (roll 5 or more on one die; add Leader rating (if stacked) to die); Disorganized to Shaken (automatic); Shaken to Normal (automatic); Blood Lust to Normal (automatic if not adjacent to enemy; otherwise, make BL Morale Check).

Morale State Effects

StateFireMovementClose Combat
Blood LustNENEYes
NormalNENEYes
ShakenNENENo
Disorganized1/2 (round down)1/2 (round up)No
RoutedNoSpecial, see 25.1bNo

(NE = no effect.)

Morale Table

Find the unit's morale row (rows labelled "-" on the printed chart are the unlabelled intermediate rows), modify by the total of the Morale Modifiers, and read the result from the column that contains the dice roll.

Morale rowBLNEShShShShDGDGDGRR
Retreat hexes----1112222
Stragglers---1122

Morale Modifiers—Standard

ModifierCondition
+(rating-1)Leaders
+2Checking unit is a Skirmisher in Protective Terrain
+1Checking unit is an Elite Division Unit
+1Checking unit is in Square Formation
+1Checking unit is in Protective Terrain but is not a Skirmisher
-1Checking unit is Shaken
-2Checking unit is Disorganized
-2Night
-2Checking unit is Blown Cavalry
-2Checking unit is a Wrecked Brigade
-3Checking unit is a Wrecked Brigade of a Wrecked Division (used in place of the -2)

Morale Modifiers—Close Combat

ModifierCondition
+2Checking unit is an Elite Division Unit
+2Checking unit is a Skirmisher in Protective Terrain
+1Checking unit is a French Column in the attack
+1Checking unit is in Protective Terrain but is not a Skirmisher
+(rating-1)Leaders
-1Checking unit is Shaken
-1Checking unit is in Line Formation
-1Checking unit is an attacker in Close Combat (not applied to attackers in Column)
-2Checking unit is Disorganized
-2Night
-2Checking unit is Blown Cavalry

Morale Modifiers—Charge Resolution (Attacker or Defender)

ModifierCondition
+2Checking unit is an Elite Division Unit
+2Defender in Square
+2Attacking Heavy Cavalry
+(rating-1)Leaders
-1Checking unit is Shaken
-1Checking unit is in Line Formation
-2Checking unit is Disorganized
-2Checking unit is Blown Cavalry
-2Checking unit is a Wrecked Brigade
-2Defender (except Square)
-3Checking unit is a Wrecked Brigade of a Wrecked Division (used in place of the -2)

Morale Modifiers—Square Check

ModifierCondition
+(rating-1)Leaders
+1Checking unit is an Elite Division Unit
+1Square check is being made because of a Cavalry Charge declared at 3 or more hexes away from checking unit
-1Checking unit is Shaken
-1Checking unit is in Line Formation
-2Checking unit is attempting Square formation due to a REACTION CHARGE
-2Checking unit is a Wrecked Brigade
-3Checking unit is a Wrecked Brigade of a Wrecked Division (used in place of the -2)
-Elite ValueFor each Wrecked Elite Division in the checking unit's Army

Straggler Recovery Table

Cross-index the unit's morale row with the dice roll to find the strength points of stragglers recovered (0, 1 or 2). The three rows above A are unlabelled on the printed chart.

Unit Morale012
(unlabelled row 1)11..1415..4651..66
(unlabelled row 2)11..2223..5253..66
(unlabelled row 3)11..3334..5661..66
A11..4344..6465..66
B11..5354..66
C11..6364..66
D or E

Shifts: +(rating - 1) for Leaders; -1 row if NOT stacked with a leader; +2 rows if attempted at NIGHT.

Gun Loss Table

Roll for any artillery unit that must limber in Close Combat or during a Cavalry Charge Resolution. Note that whenever unlimbered guns must retreat, they must limber to do so.

DieGun Points Lost
1-30
41
52
63

Straggler Table

Only for use for Emergency Corps Retreat and Forced Marching. Roll one die and add the modifiers; cross index the result with the unit's morale.

Unit Morale0 stragglers123
A5 or less6-9
B3 or less4-78-9
C2 or less3-67-9
D5 or less6-89
E3 or less4-67-9

Modifiers: +1 if DG; +2 if Routed, Wrecked, or at Night.

Odds Table Strength Determination

Unit StrengthAA or MoreABABC
Line65421
Column1210842
Square43211

Skirmishers: Full = 2, Reduced = 1. Artillery: Unlimbered = 1/4, Limbered = 1/8. Defender is x2 in Sunken Road, Redoubt, Walled Farm, Town, or Trench. Strength over AA is of no additional effect.

Odds Table

Die1:21:12:13:14:1 +
1-----1/2
2---1/2A
3--1/2AA
4-1/2AAA
51/2

1/2—Roll one die: 4-6 Attacker wins, 1-3 Defender wins. A—Attacker wins. "-"—Defender wins.

Die Roll Modifiers: +1 Defender is wrecked Bde; +2 Defender is wrecked Bde of a wrecked Div; -2 Attacker is a wrecked Bde.

Recall Attempt Table

Roll # or greater on one die to be successful. -1 to the die roll if the Cavalry attempting to recall is British and not the King's German Legion.

Unit Morale \ Best Leader in Stack0 or None1-234
A3322
B4332
C5443
D6554

Blown Cavalry Recovery Table

Roll one die and add the following modifiers (if applicable). Cross index the result with the unit's morale.

Unit MoraleNoYes
A1 or less2 or more
B2 or less3 or more
C3 or less4 or more
D4 or less5 or more
E5 or less6 or more

Modifiers: +1 if stacked with a 2-3-rated Leader; +2 if stacked with a 4-rated Leader; -1 if Wrecked.

Outline Sequence of Play, Close Combat and Cavalry Charge Subsequences

The chart sheet repeats the Outline Sequence of Play (8.1), the Close Combat Subsequence (8.3) and the Cavalry Charge Subsequence (8.4) exactly as given above. (In its Movement Phase entry the sheet lists "Movement, Close Combat, and Cavalry Charges".) In the Cavalry Charge Subsequence printed on the chart, step F reads "...Otherwise, go to step I."; see erratum 19 in Part Four.

Part Four: Errata, Addenda and Optional Suggestions

The following are applied as separate disclosed notes; the rulebook text above is transcribed as printed. Sources: "NBS Series (ver 2.1) (01 Feb 01)" errata items 1-23, and the 1990s "Austerlitz ERRATA / RULES UPDATE" addenda sheet (the same Austerlitz items are repeated in the series errata under "6-01 Austerlitz (Before 6 Dec 94)"). Errata for the later NBS v3.0 rules and for other games in the series are not reproduced.

NBS Series v2.1 Errata

Counters

  1. The description of Heavy vs Light artillery in 27.0 refers to the old counter design. On the new counter design Heavy artillery is designated with a Black Gun Point number. Light artillery is designated with the White Gun Point number.
  2. As is the case above, the cavalry heavy vs light description in 24.0a refers to the old graphic format. On the new counter design Heavy cavalry is cavalry with a Star in the center of its symbol.

Rules, General

  1. 16.1e: Delete "or into a close combat." and insert "but may be into a Close Combat provided the unit does not need to change facing to do so. Units entering Close Combat this way are Shaken even before the Close Combat Subsequence begins."
  2. In order to use road movement rates units may not move stacked with units other than skirmishers, nor may they pass through, or be passed through by, any other unit using road movement rates. Leaders and HQ's are excepted from this.
  3. 11.0c should not mention mixing formations between extensions and parents (extensions and parents must have the same formation). Also, the reference to 17.0b serves no purpose.
  4. The reference to "Target Mods" in the blocked off text of 11.1 should be to "Morale Mods."
  5. The reference to a "Formation Effects Chart" in 11.3 should be to the Fire Point Tables.
  6. Skirmishers can violate the requirements of 11.5b when executing 11.5e.
  7. At the moment infantry declares a Close Combat on a Cavalry unit, the cavalry unit can retreat and become Blown to avoid it.
  8. For 11.5b, the "unit" the skirmisher must stay at or within two hexes of must be a friendly non-skirmisher.

LOS Issues

  1. The player can never fire over friendly units, this includes skirmishers, regardless of LOS considerations.
  2. Skirmishers don't block LOS, but artillery units cannot fire through an enemy Skirmisher adjacent to them, despite being able to "see" through them.

Cavalry Handling

  1. Cavalry cannot charge through friendly skirmishers (regular or reaction).
  2. In part A) of 24.1c, change "be able to move through a hex 4 hexes from..." to "move through a hex 4 hexes from..." (The cav must actually move through this hex, not just "have one available".)
  3. 24.1 Cavalry Charge Procedure part H (Follow On Attack) implies that multiple follow-on attacks are allowed. 24.1m states that only one is allowed. 24.1m is incorrect and up to three follow-on attacks are allowed.
  4. No Follow-on Attacks is allowed when the original target was a cavalry unit or during a reaction charge.
  5. Cavalry can Reaction charge through enemy skirmishers (any number) to their real (triggered) target. This is an exception to the normal rules stating that a Reaction charge can have only one target. Skirmishers still have the ability to "run away" if the player so desires. Reduce each skirmisher overrun this way by one level (destroy if reduced), automatically.

Charts & Tables

  1. Add * and "2" note entries to the MP cost for Swamp for Light and Heavy Cavalry.
  2. Change the "I" to a "G" in step "F" of the Cavalry Charge sub-sequence.
  3. Eliminate the Square vs Cav Fire Point Table and use the other Square Fire Point Table for all Square Fires. The +1 fire mod for firing against Cavalry (see below) applies here as well.
  4. Change the Fire Table Modifier for Cavalry targets to +1 instead of +3. Leave the +3 modifier for the other target types mentioned (column, et al).
  5. Movement Chart Addenda - Change the following movement costs: I) Infantry Column: slope +1 and extreme slope +3; II) skirmishers: slope +1; III) Foot and Horse Artillery: secondary road 1.

Designers Notes

  1. The Designers Notes contradicts rule 25.3c. The rule is correct.

Austerlitz Errata (Addenda)

  1. Entry Hex C should be the road entering at A63.07.
  2. In scenario 7.3, Napoleon, the HQ, and the French Army supply set up in hex A28.29, not A28.28.
  3. In section 1.0, the Santon Redoubt is in A34.32, not A36.32 and the Sokolnitz Castle is in A17.29, not A17.30.
  4. In 1.0a, the sentence should begin "Only one infantry unit..."
  5. In scenario 7.5, the units told to be at "elevation 5 or lower" should be at "elevation 6 or lower."
  6. The Allied player is limited to no more than 5 full strength Skirmisher units at any one time. Note that two reduced strength skirmishers can replace one full strength one. This total is for the combined Russian-Austrian armies, not for each one separately.
  7. The Pheasant Garden consists of hexes B19.28, B19.29, and B19.30 only.

Rules Update. The following units are Heavy Cavalry: French: 1-1HC-C, 2-1HC-C, 3-1HC-C, 1-2HC-C, 2-2HC-C, 1C-IG; Allied: 2b-Gd, 3-Rgt, 1,2-1-Cv. Remove the Ammunition Wagons from both sides. Do not use the Artillery Ammunition Tracks.

Historical Notes. Buxhovden's counter should be green. He was Russian, after all. Fanatics may draw a wall around the Pheasant Garden (that has no effect in the game) as well a three or four vineyards scattered on the North and East side of Stare Vinohrady. One of Lichtenstein's charges got entangled in these.

General Suggestions & Comments (optional, not official rules).

  • One may ignore errata #6 above and instead let 1-AG-L deploy two skirmishers and 1-1-L, 1a-Gd, 2a-2-C and J1-Rgt one skirmisher each.
  • Some people feel that the 2.1 rules are too generous with loose cannon results and that this gives the Allies a severe disadvantage. People so inclined may want to lower all chances of loose cannon results to 11-12.
  • There was a number of immobile guns in the Stanton Redoubt. Entusiasts may place a couple of French Gun-points there. These guns may not move.
  • To thicken the fog, let 3-4, Ind C-4 and 4b (hf) set up hidden within the Division's "defense zone" with the units locations noted on a paper. The hidden units may not move before they are spotted by an Allied unit and placed on the map.
  • 3.3 Acting Army Commanders
  • 3.4 Attack Stoppage
  • 3.5 Anti-Initiatives
  • 3.6 Attachments and Detachments
  • 3.7 The Cavalry
  • 4.0 Minor Variants
    • 4.1 French Options
    • 4.2 Allied Options
  • 5.0 General Special Rules
    • 5.1 Fog
    • 5.2 The First Player
    • 5.3 Orders
  • 6.0 Victory Conditions
    • 6.1 Points for Losses
    • 6.2 Points for Wrecked Formations
    • 6.3 Leader Losses
    • 6.4 Balance of Victory
  • 7.0 Scenarios
    • 7.1 Scenario 1: Battle for the Goldbach Stream
    • 7.2 Scenario 2: The Olmutz Road
    • 7.3 Scenario 3: The Sun of Austerlitz
    • 7.4 Scenario 4: Katusov in Command!
    • 7.5 Scenario 5: The Advance to Battle
  • Designer's Notes
  • Organization of the Armies
    • The Grande Armee (Emperor Napoleon Bonoparte)
    • The Combined Russian and Austrian Armies (Prince Katusov, Tsar Alexander I, Kaiser Francis I)
  • Fire Combat Table
  • Generic Morale Values Chart
  • Blood Lust Morale Check
  • Rally Diagram
  • Morale State Effects
  • Morale Table
  • Morale Modifiers—Standard
  • Morale Modifiers—Close Combat
  • Morale Modifiers—Charge Resolution (Attacker or Defender)
  • Morale Modifiers—Square Check
  • Straggler Recovery Table
  • Gun Loss Table
  • Straggler Table
  • Odds Table Strength Determination
  • Odds Table
  • Recall Attempt Table
  • Blown Cavalry Recovery Table
  • Outline Sequence of Play, Close Combat and Cavalry Charge Subsequences
  • 3rd Column (Przybyczewsky)
    • 1st Brigade (Muller)
      • G1-3-L (a Bn of 7th Jaeger Rgt, Galitz Musketeer Rgt)
      • B1-3-L (a Bn of 7th Jaeger Rgt, Butrsk Musketeer Rgt)
    • 2nd Brigade (Stryk) (Narva, Azov (1 Bn), Podolsk (1Bn) Musketeer Rgt)
  • 31..51
    23..42
    21..34
    15..31
    14..25
    13..23
    13..22
    13..22
    12..16
    12..16
    11..14
    11..12
    11..12
    11
    D552..6443..6335..6132..5626..5224..4423..4223..3621..3421..3115..2513..2213..2212..15
    D465..6664..6662..6561..6553..6445..6343..6141..5635..5432..5226..4623..4423..4216..31
    A666665..6664..6662..6661..6655..6653..6651..6645..6643..6632..66
    3
    21122222234
    3222222234
    422222334
    52222334
    6222334
    723334
    83334
    9334
    1034
    114
    P
    2
    Infantry, Column811112--+1Pall+4242
    Infantry, Square51May only expend MPs to change formation or facing
    Skirmishers8-1111---Pall+2131
    Artillery, Foot, Limbered6311/21/24+1+2+1PP+42P3
    Arty, Horse, Limbered10311/21/26-+1+1PP+83P3
    Arty, Foot, Unlimbered63May only expend MPs to change formation or facing
    Arty, Horse, Unlimbered103May only expend MPs to change formation or facing
    Light Cavalry1411114*(2)-+1+1PallP3*(2)62
    Heavy Cavalry1211114*(2)-+2+1PallP3*(2)62
    Blown Cavalry (all)611114*-+1+1PPP3*42
    Leaders & HQs14-11/21/22---Pall+21/221
    Non-French Column1 Hex11/21/2
    Square vs Inf/ArtyClose Combat211/2
    Square vs Inf/Arty1 Hex11/20
    Square vs CavClose Combat742
    Square vs Cav1 Hex11/21/4
    242211/21/20
    12111/21/200
    24211/21/200
    12111/2000
    Morale Check Up 134..4325..3312..1611
    Morale Check44..6134..5321..3412..2211..1411..1211..1211
    Morale Check, (1)62..6354..5535..4123..2615..2113..1413..1412..1311..1211111111
    164..6556..6342..5431..4522..4215..3415..3414..2613..2412..2212..1512..1312111111
    1, (1)6664..6655..6546..6243..5635..5335..4631..4425..4323..4216..3614..3513..3412..3312..2612..2511..24
    26663..6461..6254..5651..5345..5144..464341
    2, (1)65..6663..6661..6654..6552..6551..6444..6442..6436..6435..6334..5631..5326..4625..43
    2, (2)61..6254..6251..6144..56
    3, (2)666665..6665..6665..6665..6664..6663..6663..6662..6661..65
    4, (3)66
    2
    3
    3
    4
    - (row 1)11..2425..6162..6566
    A11..2122..5556..6364..6566
    B11..1621..5556..6364..6566
    C11..1415..4651..545556..6263..646566
    - (row 5)11..1213..4142..4445..5152..5455..6162..6364..6566
    D1112..3132..3334..3536..4243..5455..5661..6263..6465..66
    - (row 7)11..232425..3233..4651..5253..6162..6364..6566
    E11..121314..1621..3641..4344..5152..6263..6465..66
    - (row 9)1112..1314..2631..3435..4344..5556..6263..66
    - (row 10)1112..2223..2631..3641..5253..6263..66
    -3Checking unit is Routed, Limbered or a Flank Target
    -Elite ValueFor each Wrecked Elite Division in the checking unit's Army
    -2Checking unit is a Wrecked Brigade
    -2Checking unit is a Defender in a Close Combat
    -3Checking unit is a Wrecked Brigade of a Wrecked Division (used in place of the -2)
    -3Checking unit is Routed, Limbered or a Flank Target
    -Elite ValueFor each Wrecked Elite Division in the checking unit's Army
    -3Checking unit is Routed, Limbered or a Flank Target
    -Elite ValueFor each Wrecked Elite Division in the checking unit's Army
    11..65
    66
    A
    A
    A
    A
    6+AAAAA