Bailén 1808
Bailén 1808 Rulebook
Table of Contents
Table of Contents
- 0. Introduction
- 1. Game Equipment
- 2. Sequence of Play
- 3. Command
- 4. Orders
- 5. Formations
- 6. Stacking
- 7. Movement
- 8. Line of Sight and Line of Fire
- 9. Fire Fights
- 10. Melee Combat
- 11. Cavalry Charge
- 11.1 Cavalry Charge and Evasion
- 11.2 Cavalry Charges and Terrain
- 11.3 Cavalry Charge and Disorder
- 11.4 Cavalry Charge and Combat
- 11.5 Cavalry Charge and Fatigue
- 11.6 Cavalry Charge and Morale Test
- 11.7 Unsuccessful Cavalry Charge
- 11.8 Cavalry Counter-Charge
- 11.9 Controlling Cavalry in Combat
- 11.10 Cavalry Retreat
- 12. Retreat After Combat
- 13. Advance After Combat
- 14. Morale Tests
- 15. Reorganization
- 16. Commanders and Commanders-in-Chief
- 17. Division Demoralization
- 18. Victory Conditions
- 19. Deployment
- Scenarios
- Notes from the Designer
0. Introduction
The Shadow of the Eagle series is a generic rules system for simulating the Napoleonic period at the grand tactical level. Through various scenarios it represents a series of battles in the war against the Napoleonic Empire in the Iberian Peninsula from 1808 to 1814.
1. Game Equipment
The game consists of one or more maps, tables and counters, together with these rules. A six-sided die (1d6 from here on) is also needed.
1.1 The Maps
The maps depict the terrain where the action took place, at a scale of 250 metres per hex. A hexagonal grid is overprinted on the map to regulate movement and determine the position of the counters.
Note. The triangle-shaped marks on the hills have no effect on play. Hexes with isolated trees that do not fill the whole hex do not count as forest for terrain purposes.
1.2 Tables and Aids
The rules are accompanied by the tables needed to play. The tables are: Formation Change, Movement Factors, Terrain Effects, Fire, Melee, Cavalry Control, Morale Test and Division Morale Table. The use of each table is explained in the corresponding sections of the rules.
1.3 Counters and Markers
Counters represent the military units and commanders that took part in the battles or scenarios portrayed. Each counter generally equals a real force of 1 infantry battalion, 1 cavalry regiment or 1 artillery battery.
Markers illustrate the states and situations in which the units find themselves during the game.
1.3.1 Definition of Counter Values
Each counter bears a series of figures and symbols, explained as follows:
- Historical identification: the name of the unit and the battalion or regiment number where applicable (for example, "2ª Leg. Reserva 1º" means the 2nd Reserve Legion, first battalion).
- Type: a schematic drawing that simulates the unit's uniform.
- Superior unit: the division or brigade to which the counter belongs. Also the Commander on whom it depends.
- Strength points: the combat capacity of the counter. In general terms, each point equals 100 infantry, 100 cavalry or one artillery piece.
- Will to fight: a combined value of the elements that determine the efficiency of the counter (training, equipment, degree of veterancy, resistance to the rigours of combat, or cohesion).
- Command factor: only on Commander and Commander-in-Chief counters. The capacity to influence the units under their command, which are those carrying the same superior unit identification. Commanders-in-Chief can influence any Commander of their side.
- Unit class: white circles on the right edge of the counter, for artillery and cavalry (one: light; two: medium; three: heavy). White diamonds with the artillery symbol and a bugle, for light infantry. See Figures 1 and 2 of the printed rules.
Note. Exceptionally, and for scenarios 1, 3 and 4, the Spanish units of Colonel Juncar's Brigade are identified on the counter sheet by a white square on the left side of the counter, just below their historical identification.
2. Sequence of Play
The game is structured in turns. Each turn consists of the phases set out below.
A) Orders
Each player places order markers on the Commanders who are within command distance of the Commander-in-Chief. These orders stay in place until they are changed.
From the second turn onward, each player may attempt to change the orders held by their subordinate Commanders.
From the second turn onward, the Defended Sector (SD) markers may be repositioned.
If a Commander or a counter is out of command distance, it receives a No Orders (SO) marker.
B) Reorganization
Both players attempt to recover their disordered counters.
Both players attempt to recover the artillery batteries that carry No Fire (NF) markers.
Both players remove the Artillery Fired (AD) markers from their artillery counters.
Both players carry out divisional morale tests on the divisions under a Recovery Order (RC).
C) Initiative
Each player rolls 1d6 and adds:
- the command factor of the Commander-in-Chief of their army;
- +1 to the result for each attack order given to the divisions under their command.
The player with the highest result gains the initiative. If the result is a tie, the dice are rolled again until one side obtains the higher die.
D) First player's phase
- Movement. The player in phase moves their counters in this order:
- the counters that neither assault nor charge;
- the cavalry counters that charge. The evasion movements and countercharge movements are resolved, together with the countercharge combat;
- the counters that assault;
- the Commanders and Commanders-in-Chief.
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Defensive fire. The player not in phase resolves the effects of defensive fire.
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Offensive fire. The player in phase resolves the effects of offensive fire.
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Resolution of melee and charges. The player in phase resolves, in this order, any evasion movements, the charge and melee combats, the movements after combat, and any additional combats.
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The Charge Objective (OC) markers are removed.
E) Second player's phase
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Movement by the player in phase.
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Defensive fire by the player not in phase.
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Offensive fire by the player in phase.
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Resolution of melee and charges by the player in phase.
F) Demoralization check
Both players check whether the number of counters eliminated or in a defeated state during the turn has caused any division to reach its Break Point. If it has, a divisional morale test must be made. The results of the divisional morale test are applied immediately.
G) Cavalry fatigue
Both sides reduce by one level the Fatigue markers (CF) of their cavalry counters that have neither moved nor fought during the turn.
H) End of turn
All Assault (AS) markers are removed. The turn marker is advanced one space on the turn record track.
These eight phases repeat each turn until the end of the game. The player who is in phase is called the attacker; the other is the defender.
3. Command
There are two types of commander: the Commander-in-Chief and the Commander.
The Commander-in-Chief is a counter that commands all the combat forces of one side. Commanders have under their command only the counters belonging to their divisions.
A counter is in command (within the command radius of its Commander) when, before it begins its movement, it is separated from its Commander by a number of hexes equal to or less than the command radius of that Commander.
A Commander is in command when, before it begins its movement, it is separated from its Commander-in-Chief by a number of hexes equal to or less than the command radius of that Commander-in-Chief.
For this calculation, the hexes occupied by the commander or by the counter are not counted.
Commanders-in-Chief only put Commanders in command. Commanders only put combat counters in command.
The command radius of the Commanders is specified in the Special Rules of each scenario.
3.1 Restrictions on Tracing the Line of Command
The line of command can never be traced between or through:
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A hex occupied by the enemy.
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A hex controlled by the enemy that is not occupied by friendly combat counters. (Item 2 is not in the English file. It is translated here from the Spanish rules, printed page 5.) (See the graphic in Example 1 of the printed rules.)
Example 1. Changing orders. The French Commander-in-Chief wishes to change the orders of 2 subordinate commanders. The presence of the Spanish cavalry unit forces tracing the line of command to the leader Chabert through the hex occupied by the French cavalry unit. The command distance to this commander is 4. The line of command to the leader Schramm is not hindered by the enemy ZOC, and the command distance to this commander is 2.
Calculate to see if he can carry out the change of orders according to the proposed parameters in scenario 3: Dupont divides by 2 his command factor of 4. The quotient 0.5 is rounded to 1. A 1d6 is rolled and obtains a 2. A 2 is higher than 1, and therefore Dupont can give a new order to Schramm.
Note. The example divides Dupont's command factor by 2, while scenario 3 gives Dupont a divisor of 4 for changing orders. Both figures are as printed in the source.
3.2 Effects of Command on ZOCs
Only counters in command can enter or leave ZOCs. Remember that the Commander and Commander-in-Chief counters are the last to move.
3.3 Effects of Command on Divisions
A division that is not in command cannot receive orders. It will apply the order No Orders (SO).
4. Orders
All players must assign orders for each division that will affect all counters in that division, both for movement and combat.
Orders given will not be known to the enemy. Each order marker has on its front side the abbreviation OR and the specific order on the back.
To give orders, a division commander will have an order marker placed with the order you want him to execute. The abbreviation (OR) is positioned on top, in such a way that it is not possible to know which specific order it is (see Figure 2 of the printed rules).
4.1 Change of Orders
New orders are always generated from the Commander-in-Chief.
Procedure:
The player wishing to change orders to his divisions will calculate the distance in number of hexes between his Commander-in-Chief and the subordinate Commander to be given new orders. This calculation does not include the hex occupied by him or the subordinate commander.
Divide the number by a factor specified in the Specific Rules for each scenario. The quotient obtained is rounded to the next higher whole number. Thus 0.33 is rounded up to 1. Then roll 1d6, and if the result obtained is higher than the result of the quotient, the Commander-in-Chief may effect a change of orders on his subordinate commander. Otherwise, the units will continue with the orders they already have. (See Example 1, change of orders.)
The number of change of orders available to each Commander-in-Chief is limited in accordance with the Specific Rules of each scenario.
Example: If a Commander-in-Chief has 3 changes of orders per turn, that means he will be able to roll 1d6 three times to change 3 orders, but cannot throw 3 times to try to change 1 order when not getting the roll necessary.
If any attempt is made to change orders, the Commander-in-Chief cannot move in that turn. If an attempt fails to change orders, it cannot be attempted again to give the same order to the same division until the next turn.
4.2 Types of Orders
No Orders (SO): The affected counters can only move to be closer to their commander, and cannot finish their movement less than 3 hexagons from enemy counters. They cannot initiate combat. They can fight in melee combat and do defensive fire normally if they are attacked. The fleeing counters continue with their own rules of movement.
Maneuver (M): All component counters of the division with this order can move freely as long as they are not placed within 5 hexes or less of the line of sight of any enemy combat counter. If they move within 5 hexes of an enemy unit in line of sight (LdV), they stop. They have a bonus of +2 MP to their movement factors. This bonus rises to +3 MP if they move following the layout of a road or path. If counters belonging to a unit with this type of order are attacked, their combat factors are divided in half. The fleeing counters continue with their own rules of movement.
Harassment (H): All component counters of the division with this order must move until they are within 3 or fewer hexagons of enemy counters. A maximum of 30% of the counters that make up the unit can attack enemy counters in any type of combat. If they are attacked, they defend themselves normally. The fleeing counters follow their own rules of movement.
Attack (A): All component counters of the division with this order must move until they are placed 3 or fewer hexagons away from enemy counters. At least 50% of the counters that make up the division must attack enemy counters in any type of combat. If they are attacked, they defend themselves normally. The fleeing counters continue with their particular rules of movement.
Defense (D): All component counters of the division with this order must defend an area that is defined by the player who directs his side at the moment of giving the order. This defensive area measures 9 hexagons of front by 5 hexagons of depth, determined from the hexagon where the player places the Defended Sector (SD) marker. An SD marker must be placed in a hexagon from which no counter is out of their defensive area. The division counters with this order cannot leave their defensive area, with the exception of the counters in flight. Inside the defensive area the counters defend and attack normally. The fleeing counters follow their own rules of movement.
Retreat (RT): All component counters of a division with this order that are adjacent to enemy counters must compulsorily move all or part of their movement factor to abandon the enemy ZOC. The counters that are not in enemy ZOC can move freely, but without coming within 5 hexes of enemy counters. The fleeing counters continue their particular rules of movement.
Recovery (RC): All component counters of the division with this order move according to the movement mode retreat or flight until at least 5 hexes from any enemy combat hexagon. The counters in flight may be forced to move further away from enemy counters. The only action allowed to the counters in recovery is to perform morale tests to disordered or fleeing counters. If divisional counters in recovery are attacked by the enemy, apply the effects of retreat or flight in combat.
5. Formations
Infantry and artillery counters can adopt different formations that affect movement and combat during the course of the game.
It is allowed to change formation more than once per turn, if there are enough movement points. (This allows you to move to some hexes, or move and fire horse artillery, limbering and unlimbering.) The cost expressed in movement points of the changes is shown in the Cost of Formation Changes Table.
5.1 Infantry
Regular formation: Does not use any special marker. The counters move and fight normally.
Square: Counters with any will to fight can adopt this type of formation. This situation is determined by placing a Square Marker (CU) on top of the counter. Squares can be formed in two ways: as a formation change during movement, or as a reaction to an enemy cavalry attack.
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Squares as a change of formation: A square can only be formed in clear terrain. Forming a square costs 2 MP. A counter or stack formed in square with Combat Will A, B, C or D may move while in square. Counters with Combat Will E and F may not move while in square.
A counter in square with the ability to move while in that formation can only do so through clear terrain hexes. A counter in square cannot move across town, forest, bridge, village, stream, river, scrub, moderate slope, steep slope, impassable slope or ravine hexes. Roads and paths do not override other types of terrain in the hex for the purposes of moving counters in square. A counter or square stack can only move at a cost of 2 MP per hex. The counter in square has a facing in all directions and can move in all directions.
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Squares as a reaction to a cavalry attack: The attempt to form takes place when an enemy cavalry counter or enemy cavalry stack has been placed within 2 hexes of an infantry counter. All infantry counters in the hexagon perform a morale test based on the combat will of the counter at the top of the stack, to determine whether it is able to form up in square.
A result of D or R will be treated as a disorder and will mean that the square could not be formed and that the counter has become disordered in the attempt. A "-" result will indicate that the counter can form a square if desired, and a CU marker will be placed on the counter or infantry stack. This change of formation consumes all the counter's movement points.
The combat between attacking cavalry and defending infantry is resolved in the melee phase.
Guerrilla (GR): The light infantry counters are able to deploy as guerrillas. To identify this situation they receive a Guerrilla Marker (GR). Light infantry in guerrilla warfare can do two things.
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Shielding the line: Counters that deploy in guerrilla while stacked with other counters must be placed on top of the stack. The rest of the counters in the stack can be in other types of formation. If the stack with the guerrilla infantry receives 1 casualty from fire, the casualty is applied to the guerrilla infantry. If it receives 2 or more casualties, the first casualty is applied to the guerrilla infantry, but the remaining casualties are applied to the next counter in the stack.
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Cover front: A light infantry counter with a guerrilla marker that is alone in a hex projects a ZOC of 2 hexes, and all hexes are considered facing the front.
5.2 Artillery
Deployed: It is represented by the counter of the unit, either on foot or on horseback. It cannot move but can fire.
Limbered: Place the Artillery Limbered (AE) marker on top of the counter. It can move freely but not fire.
5.3 Cavalry
Regular formation: Does not use any special markers. The counters move and fight normally.
Guerrilla: The light cavalry counters are able to deploy in guerrilla. To identify this situation they receive a Guerrilla Marker (GR). A counter in guerrilla projects a ZOC of 2 hexagons, and all hexes are considered as facing. (See the graphic in Example 2.)
Example 2. Cavalry guerrilla deployment. If infantry unit 1 moves into hex A it must pay 2 MP: 1 MP for the normal movement cost to enter a hex, and an additional MP to enter a guerrilla cavalry ZOC hex. If it would like to continue its movement and move into hex B, it would pay 1 MP to exit hex A and pass a morale test. If it passes the test, it pays 1 + 1 MP to enter hex B.
Note. Cavalry deployed using guerrilla warfare tactics is an effective measure to delay enemy movement, covering retreats and gaps in the line of battle. It blocks infantry and limits enemy cavalry.
6. Stacking
Several counters, even from different divisions and brigades, can occupy the same hexagon as long as they belong to the same side. Stacking is limited. In addition, the more counters in a hex, the more effective the enemy artillery fire can be.
Stacking limits:
- Infantry in regular formation: up to 24 strength points per hex.
- Artillery with counters of other weapons: 1 counter per hex.
- Artillery in regular formation: up to 3 artillery counters per hex, if there is only artillery in the hex.
- Cavalry in regular formation (deployed): up to 16 force points per hex.
- Infantry in square: maximum limit is 18 combat points or 3 counters, with the possibility of adding another 2 artillery counters. This limit only counts at the end of the movement.
- Units with maneuver orders in movement by road: maximum limit of 1 infantry, cavalry or artillery counter per hex. They cannot finish their move stacked with counters with other types of orders.
- In forests and buildings: maximum limit 18 points.
- Allied units: Spanish and British cannot be stacked in the same hexagon.
Except for calculating combat ratios, enemy counter stacks cannot be examined under any circumstances.
7. Movement
Each counter type has a movement factor detailed on the Movement Factors Table, expressed in Movement Points (MP). The movement of each of the counters may be used in whole or in part in each turn, and cannot be accumulated for successive turns or transferred to other counters. The movement is carried out by moving counters from one hexagon to another, tracing a continuous line, without jumps, and consuming the number of points marked on the Terrain Effects Table.
Can be affected by: ZOC, the stack and the type of orders (see the relevant sections). You can spend up to the total of the movement factor of each counter if you wish, but never exceed it. The terrain points cost is accumulative.
Movement is always voluntary, and the player in phase may move all, some or none of his counters, in the same direction or in any combination of directions. Normally the counters may only move through hexes whose facing is defined as "front". Exceptions are disordered counters, counters in defeat, counters in square, and Commanders and Commanders-in-Chief, who have no facing.
It is not possible to move from a "rearguard" hexagon to a counter's "front" hex, or vice versa (passing through the hexagon where the counter is located), if there are already 8 or more points in the hex to be crossed. But it is allowed to make this movement through the "flanks" (see Example 3).
The order in which the counters move is irrelevant, except in the case of Commanders and Commanders-in-Chief, who move after the units assigned to their command.
Example 3. Movement. Unit A moves 2 hexes but pays 3 MP because the 2nd hex of its movement is in the ZOC of enemy unit 1. Unit E cannot perform the intended movement through a rear hex and into a front hex of unit G because it has more than 8 combat points. The movement path of unit F cannot pass through the hexes of B and C because they have 8 or more combat points. Instead it passes through their rear hexes. When it enters unit 3's front hex, it must stop its movement. Up until that point, it has spent 4 movement points. Unit D can move as it does, because being disorganized it has neither front nor flank. But it must move towards its front.
7.1 Ground Movement Costs
The different terrain features depicted on the maps have different costs, which are summarized in the Terrain Effects Table.
7.2 Facing
At the end of their move, all the counters must be facing an angle of the hexagon they are in (see Example 4, which defines the concepts of front, flank and rear).
The counters of Commanders and Commanders-in-Chief, the disorganized in defeat, and those formed in square have no facing.
The facing of a counter is fixed at the end of the movement. During the movement, each change of facing has no MP cost. When a counter moves forward or backward due to a combat, it adjusts its facing at no cost at the end of the movement. Counters in the same stack must have the same facing.
Example 4. Facing and ZOC. Counter A is incorrectly facing one hex side. Counter B is facing correctly, because it is facing the hex angle.
7.3 Zones of Control (ZOC) and Movement
A counter only exercises control over the front and flank hexes, although the effects are not the same (see Example 3).
Hexagons containing buildings and forests are never controllable from hexes located outside. However, a counter located in a building or forest does exert a ZOC to the outside and in all the adjacent hexes, except other forest or building hexes.
The entry of a counter or stack into an enemy ZOC can only be performed by a counter or stack in command, and has an additional cost of 1 MP.
To exit from a ZOC there is an additional cost of 1 MP. To exit an enemy counter's hex in front of an enemy counter, you need to take a morale test, at the risk of being disorganized. The direct passage from a hex in an enemy ZOC to another hex in an enemy ZOC is allowed if the necessary MPs can be paid and the morale test to leave the first ZOC is passed.
During a retreat after combat, no additional MPs are paid and no morale test needs to be passed. The counters move the required hexes and apply the required combat results. However, the counters cannot move from one enemy ZOC to another enemy ZOC.
7.4 Movement in Marching Order on the Road
The counters that move along the route of a road or path during their entire movement must maintain their order of march and cannot enter enemy ZOCs. The counters move consecutively and remain adjacent to each other, without being able to overtake each other, even if it means not being able to use all their movement points. The counters must keep this order of march until they abandon road movement.
8. Line of Sight and Line of Fire
Hexes with buildings, forests, or friendly and enemy pieces all obstruct the line of sight. If the line of sight passes exactly between two hexagons, one obstructing and the other not, the line of sight is considered clear.
The line of sight will be obstructed in the case of an uphill slope followed by a downhill slope. There would be an elevation of the terrain between the counters that prevents them from seeing each other. If a level of slope (or several levels, all in the same direction) is involved, the line of sight is not obstructed.
The line of sight will be obstructed between 2 units when there is a difference in height between the two, if the lower unit is closer to a side of the hexagon than the higher unit (see Example 5). [The following sentence is not in the English file and is taken from the Spanish text:] The line of sight is obstructed only if the counter on the lower terrain is closer to the nearest slope level than the counter on the higher terrain is to that same slope level (see Example 5).
An obstacle is disregarded if it is located between a downhill slope and an uphill slope.
Example 5. Line of sight and firing. Red lines indicate blocked firing lines. Green line indicates possible firing line.
9. Fire Fights
There are two phases: Defensive (performed by the defender) and Offensive (performed by the attacker). The procedure is the same in both cases.
9.1 Infantry
Infantry can fire at counters adjacent to the enemy, with the following limitations:
- Maximum of 6 points per hex in regular formation.
- Maximum of 4 points per hex in guerrilla formation.
- Maximum of 3 points per hex from stacks that have or had an Assault Marker (AS).
- Can only fire at the front hexes.
- In a stack, the counter that fires is the one located at the top of the stack.
9.2 Counter Fire in Square
Infantry and artillery counters with a Square Marker (CU) fire with a 25% fire factor. It is possible to fire over various hexes.
9.3 Cavalry
Cavalry can fire at adjacent enemy pieces, with the following limitations:
- Maximum of 1/3 of the strength factors in any formation of the counter at the top of the stack.
- You can only shoot at the front hexagons.
9.4 Effect of Infantry and Cavalry Fire
The fire is made on a target hex, and its effects are suffered in principle only by the infantry or cavalry counter that is on top of the others, in the case there is a stack in the hex. If there is an artillery counter at the top of a stack, this counter is ignored when applying fire effects, and these instead affect the first infantry or cavalry counter.
If the counter to which the fire is applied is eliminated without having completed the losses determined by the Fire Table, the remaining ones are lost.
Fire can be combined from several hexagons onto a single hexagon, or distributed from one hexagon onto several.
If you shoot at a hex where only artillery counters are stacked, the effects of the fire are applied to the top counter.
9.5 Artillery
Artillery pieces that fire must be placed on top if they are stacked with other counters. If there are only artillery pieces in the hex (3 at the most, see 6. Stacking), all of them can fire.
The artillery pieces can fire in three phases:
- During enemy movement, they can shoot at any moving enemy counter or stack that is moving 2 or more hexes and that is within range.
- During the Defensive Fire Phase, they can only fire on the adjacent hexagon.
- During the Offensive Fire Phase, they can fire on enemy counters or stacks 2 or more hexes away that are within range.
Range of fire by calibre of artillery:
- Heavy artillery: range 5 hexes.
- Medium artillery: range 4 hexes.
- Light artillery: range 3 hexes.
The fire factor applied to each shot depends on the distance:
- 1 hex away (adjacent): the strength points printed on the counter.
- 1 hexagon, in square: 25% of the strength factor printed on the counter. (See Example 6.)
- At 2 and 3 hexagons: 50% more than the strength factor printed on the counter.
- At 4 or more hexagons: 50% less than the strength factor printed on the counter.
The firing range of an artillery counter is calculated by counting the attacked hex, but not that of the attacking counter.
It is possible to combine the fire of several artillery pieces on a target, but the factor of each counter is unitary and cannot be divided over various targets.
When combining fire from several artillery counters with different modifiers, the most unfavorable modifier for the attacker will be applied.
In order for a counter to be able to fire offensively on an enemy counter or stack, it must have an unobstructed clear line of sight to the geometric center of the hex reached.
If the artillery fire is made on an adjacent hexagon, its effects are suffered only by the counter on top if there is a stack in that hexagon. If there is an artillery counter at the top of the stack, this counter is ignored when fire effects are applied, and these affect the first infantry or cavalry counter. If the counter that receives the effect of the artillery fire is eliminated without having completed the losses determined by the Fire Table, the remaining losses will be applied to the next counter in the stack.
If the artillery fires at a distance of more than 2 hexagons on a stack, an attack will be resolved against each of the counters of the stack, following an order from top to bottom and applying the appropriate modifiers.
Once an artillery counter fires, an Artillery Fired Marker (AD) is placed on it. A counter with an AD marker cannot fire or move again in that turn. This marker is removed in the Reorganization Phase.
Example 6. Shooting from squares. Unit in square formation A has 8 fire points and has 3 adjacent enemy units. It can only fire with 2 fire points, so it decides to fire with the 2 fire points against enemy unit 3. It could also have fired at enemy units 3 and 2 with 1 fire point at each one.
9.6 Infantry, Cavalry and Artillery Firing from the Same Hex
In offensive fire it is not possible to combine artillery fire with infantry and cavalry fire. The artillery counter at the top of the stack and the infantry and cavalry counter immediately below them in the stack can fire individually, each firing a separate shot.
In defensive fire, artillery fire can be added to infantry and cavalry fire in a single attack. The artillery counter located at the top of the stack and the infantry and cavalry counter immediately below it in the stack can fire together, making a shot that accumulates their fire factors.
9.7 Resolution of Firefights
Procedure:
- Add up all the fire points involved in a single attack.
- Determine the appropriate die modifiers.
- Choose the appropriate column on the Fire Table.
- Roll 1d6 and apply the relevant modifiers.
- The result is applied immediately.
10. Melee Combat
Melee combat occurs when counters of two sides are placed facing each other on adjacent hexes. Melee combat is not mandatory. See the Melee Table in the chart companion.
To be able to make a melee attack, the player who decides to attack must have placed an Assault Marker (AS) during the movement, on the hex with the enemy counter or stack he wants to attack. The attacking counters must have been placed adjacent to the attacked counter or stack, and have it in one of their front hexes. The attacking counters must spend at least 1 MP, and pay +1 MP to enter the enemy ZOC (see Example 7).
A counter or stack cannot be attacked in melee more than once per turn. If a melee occurs in a hex in which there are counters deployed in regular formation and guerrilla formation, the guerrilla counters are placed underneath the stack and do not participate in the combat.
Counters that have fired in a phase prior to the melee phase cannot attack in melee. Pieces that lose their Assault Marker (AS) cannot attack in melee. You can only melee attack counters that are in the front hexes of the attacking counter.
It is only permitted to melee attack or defend with a maximum of 24 points from a single hex.
Pieces stacked in the same hexagon can perform melee attacks on more than one target hex.
Example 7. Melee. Stack A has 16 combat points. It can use all of them in the melee. It chooses to attack with 8 points counter 1 and with the other 8 the enemy counter 2. Both enemy pieces are in hexes in front of the attacking stack. Stack B decides to attack enemy counter 3 with 8 points.
It is not allowed to split the melee factors of the counters.
Artillery pieces cannot attack in melee; they can only defend themselves from a melee attack. In defense they have 1 strength point. Artillery pieces without other infantry or cavalry units resting on a hexagon cannot retreat. Any result D1, D2 or DB is considered as destroyed.
Counters formed in square cannot melee attack.
Counters deployed in guerrilla formation may not start a melee in that formation.
10.1 Avoiding Melee
When a melee attack is declared by the attacker, the defender may decide that the defending pieces need to evade the combat. This evasion movement is performed during the Melee and Charge resolution sub-phase.
The defender can only avoid the combat in the following cases:
- Not disordered infantry deployed in guerrilla can evade non-guerrilla formed infantry.
- All types of not disordered cavalry can evade infantry.
- Light cavalry can evade heavy cavalry.
- Limbered artillery can evade infantry.
If the counter or stack that evades the combat is infantry, it retreats 1 hex without incurring any kind of penalty. If the evading counter or stack is cavalry or limbered artillery, it can move up to the totality of its movement points without incurring any penalties.
The evasion movement must lead the counter away from the enemy, and this movement is made towards the commander of its division, but without being able to pass through any enemy ZOC.
The evading counters may not have fired in the previous fire phase. The attacking counters cannot participate in any other combat than the one they initially declared.
10.2 Resolution of Melee Combat
Procedure:
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Add up the melee points of all the pieces participating in a single attack, and compare it with the sum of the melee points of all the defending counters involved, applying cumulatively the terrain, charge, disorder or defeat effect modifiers, until a ratio is established.
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Locate on the Melee Table the ratio in which the combat will take place. Rounding is always done in favor of the defender (e.g. 11 vs. 4, rounded to 2:1). Force ratios higher than 5:1 will be resolved as 5:1, and force ratios lower than 1:4 are not allowed in attack.
-
Roll 1d6, taking into account the specific modifiers of the Melee Table.
-
The effects of the Melee Table are immediate, becoming effective before resolving any other combat.
11. Cavalry Charge
If only cavalry counters are involved as attackers in a clash, the player may "declare" a charge and double the combat factor of the attacking cavalry counters. 2 MPs are spent to declare the cavalry charge.
The target counter of the charge must be 2 or more hexes away from the attacking cavalry.
The cavalry counters designate an enemy counter as the target of the charge, before initiating its movement, by placing a Charge Objective Marker (OC) on top of it.
The target of a cavalry charge can be determined in:
- the Activation Phase of the enemy, as a reaction charge to enemy units in phase that have been placed 2 hexagons away and in line of sight of a unit of cavalry not in phase; or
- the Activation Phase itself, as an attack action.
When counters making a cavalry charge move more than 2 hexes, the last 2 hexes of the cavalry movement must be in a straight line towards its target.
Example 8.1. Charge and uncontrolled cavalry. Cavalry units 1 and 2 decide to charge infantry units A and B. Once they are adjacent to the infantry, they take a morale test. Unit 1 passes it, but unit 2 fails (it gets a D result), so it must retreat 2 hexes back towards its base, becoming disorganized. Unit 1 wins the combat (it obtains a D2 result), which forces unit A to retreat 2 hexes towards its base, and it becomes disorganized. Unit 1 occupies the hex vacated by the defender and performs a control test, which it fails. Being disorganized and having to attack unit C, since it is the only enemy unit located within 3 hexes or less to its front, this new attack obtains a BM result. Failing to dislodge the enemy, the cavalry must retreat back to its base, spending 6 MP and being enough to return to its initial placement.
Example 8.2. Charge and controlled cavalry. Unit 1 charges unit A. It successfully passes the morale test and achieves a D2 result. Unit 1 advances and performs a change of facing. As it passes the control test, it can now choose to stay in that hex or move to its original position. It remains in the hex, because its intention is to collaborate in a future attack against that Spanish infantry unit to its right.
11.1 Cavalry Charge and Evasion
When a charge is declared by the attacker, the defender may choose to have the defending counters avoid combat. The defender can only evade a charge if it is a cavalry counter and has a higher movement factor than the attacking cavalry. If the evading counter is cavalry, it can retreat up to the totality of its movement points according to the rules in 10.1. The attacking cavalry counters must move and occupy the hex that was occupied by the target counter of the charge.
11.2 Cavalry Charges and Terrain
Charges can only be made against targets in clear terrain hexes. Charges may not be made across hexside of a river, stream, town, village, forest, moderate slope or impassable slope.
11.3 Cavalry Charge and Disorder
Disordered cavalry counters may not participate in a charge.
11.4 Cavalry Charge and Combat
If a cavalry charge moves 1 hex to be placed adjacent to its target, the charging cavalry counters increase their combat factor by +50% (see Examples 8.1 and 8.2).
If a cavalry charge moves 2 or more hexes until it is adjacent to its target, the charging cavalry counters multiply their combat factor by 2.
11.5 Cavalry Charge and Fatigue
Cavalry counters participating in a charge receive a Fatigue Marker (FA) 1 after resolving the combat. Each time they participate in an additional charge, they increase their fatigue by one additional level.
Fatigue levels are reduced by one level in the Reorganization Phase if the affected counter has remained uninvolved and has not participated in any kind of combat or movement during the turn.
Each level of fatigue subtracts 2 MP and applies a -1 modifier to the die in any combat. The effects of fatigue are cumulative. Thus, a cavalry counter with fatigue 2 subtracts 4 MP and applies -2 to the die in its attacks.
11.6 Cavalry Charge and Morale Test
When, during the charge movement, the charging pieces are adjacent to their target, both sides must take a morale test. The morale test must be passed by the counters at the top of the stack of the attacking and defending sides, and the result is applied to all the pieces in their stack.
Procedure:
- Infantry and artillery counters take a morale test to determine their perceived superiority to the cavalry. A result of D or R for the infantry counters will be treated as disordered, and will mean that it has not been possible to form square and that the counters have lost some of their cohesion in the attempt, and must be turned over to mark disorder. A result of D or R for the artillery counters means that the cannons have been abandoned and are eliminated.
A result of "-" for infantry and artillery will indicate that the infantry and artillery counters can successfully form square, if so desired by the owning player, and a square marker will be placed on the stack. A player whose counters have passed the morale test may decide that he prefers not to form a square.
-
The cavalry counters perform a morale test. An R or D result means that the cavalry counter cannot complete the charge, and it immediately retreats 2 hexes back to its base and must be flipped over to indicate disorder. A "-" result will indicate that the cavalry counters have passed the test and must charge.
-
The combat between attacking cavalry and defending infantry is then resolved normally (see Example 8.1).
11.7 Unsuccessful Cavalry Charge
Once the combat is resolved, if the phasing cavalry fails to drive back or destroy the counters in the attacked hex, it must conduct a cavalry retreat (see 11.10).
11.8 Cavalry Counter-Charge
The player's cavalry counter(s) not in phase may attempt a counter-charge against enemy cavalry counters that make a charge attack. Disordered cavalry may not counter-charge. Cavalry units in enemy ZOC cannot participate in a counter-charge.
Any time the phasing cavalry counter(s) is within 2 hexes of, and in line of sight of, a non-phasing cavalry counter(s), the non-phasing cavalry counter(s) may declare a counter-charge (see Examples 9.1 and 9.2).
The phased cavalry counter momentarily suspends its movement. The cavalry counter not in phase moves until it is placed adjacent to the enemy cavalry counter, without being able to pass through terrain forbidden for cavalry.
When the counter-charging counter is placed adjacent to the enemy cavalry, it must pass a morale test. If it is a stack which must make the morale test, the morale of the counter on top of the stack is used. A result of R or D (their effects do not apply) prevents a collision, and the non-phasing cavalry counter immediately retreats 1 hex back to its base. The cavalry counter not in phase that passes the morale test must attack the phasing cavalry.
If the non-phased cavalry fails the morale test, the phased cavalry resumes its movement and carries out its planned attack, in which it multiplies its combat factor by 2 and the defender uses its combat factor without multiplying.
If combat takes place, it is considered as a normal melee combat, in which the non-phasing cavalry is the attacker and the phasing cavalry is the defender. Both cavalry counters double their combat factor.
Once the combat is resolved, if the non-phasing cavalry manages to push back the counter which is the object of the counter-charge of the attacked hex, it must perform a cavalry control test and apply its effects.
On the other hand, if the non-phasing cavalry fails to push back the counter which is the object of the counter-charge, it must make a cavalry retreat (see 11.10).
If the non-phased cavalry is eliminated, the phased cavalry performs a control test and applies its effects.
Example 9.1. Counter-charge by cavalry. Cavalry unit 1 initiates a charge against infantry unit A. When it reaches hex 2 it is in sight of unit B and 2 hexes away. Unit B decides to make a counter-charge. Unit 1 stops its movement in that hex and unit B moves until it is adjacent to unit 1. Unit B passes the morale test and attacks unit 1 in melee combat. The result of the combat is adverse to unit B, which must retreat (red dashed line). Unit 1 now moves to hex 3 and resolves the charge normally.
Example 9.2. Counter-charge by cavalry. Cavalry unit B cannot attempt the counter-charge, because unit 1 during its entire movement is more than 2 hexes away.
11.9 Controlling Cavalry in Combat
Each time a cavalry attack destroys the target counter, or succeeds in dislodging the hex where the target counter was located (including the case of evasion of the charge), the attacking cavalry counters perform a control test and roll 1d6 on the Cavalry Control Table.
A "C" result means that the cavalry has been controlled.
An "NC" result means that the cavalry counter could not be controlled.
Uncontrolled cavalry: Place the cavalry counter in disorder by turning it upside down, and it must move to perform a melee attack against the nearest enemy counter located at a maximum of 3 hexes to its front and in line of sight. The attack will be melee and not charge, with its associated modifiers, because the cavalry unit will be disordered, and disordered units cannot perform charges (rule 11.3). If there are no enemy counters that meet these requirements, you must move to your front without making facing changes, until you spend all your movement factor. The cavalry counter will have a Fatigue Marker (FA) of at least level 1, so it will see its movement reduced according to the level of fatigue.
If the direction of movement that the cavalry counter should have to take means it passes through a hex or hexside of impassable terrain for cavalry, or by buildings, it will end its movement in the hexagon before the forbidden terrain. If the movement leads the player to leave the board, these counters are removed from the game (see Example 8.1).
Controlled cavalry: The cavalry counter can stay where it is, occupy the hexagon from which it evicted the enemy, or move to its original position.
The interaction of cavalry attacks and control rolls allows the cavalry to attack an unlimited number of times enemy counters, but it can also cause the cavalry to disappear from the battlefield (see Example 8.2), or be unable to move or attack until it recovers from fatigue.
11.10 Cavalry Retreat
Whenever a cavalry attack fails to dislodge the enemy from the hex it attacked, in melee or in a charge, all participating cavalry counters must retreat. The counter is placed in disorder by turning it upside down, and it must perform a retreat movement in the direction of its base. In this movement of retreat, it can use all or part of its normal MPs.
12. Retreat After Combat
Retreat movements due to results of A1, A2, D1 or D2 in a fire or melee combat must happen immediately. In the retreat after combat, the units retreat giving up their hexes facing the enemy.
Counters stacked in the same hex can retreat to different hexes. A stack of counters can retreat through enemy ZOC, but it must remove 1 point from each counter, and all the counters in the stack are automatically disorganized. [The words "and all the counters in the stack are automatically disorganized" are missing from the English file; they are taken from the Spanish text.]
With a D2 or A2 result, the final hex of the retreat cannot be adjacent to the initial one.
The withdrawal through friendly counters is allowed, but all the counters through which it is traversed must pass a morale test.
Retreat to a hex with friendly troops is allowed. Retreat off the board is forbidden.
Retreat moves after a melee will be executed by the owner of the affected counter.
If a counter or stack cannot be withdrawn in accordance with the above rules, it will be eliminated.
13. Advance After Combat
It is possible that after each melee combat the attacked hex is left empty. The winning counters (attackers or defenders) can immediately occupy this free hex. The advance after the melee is limited to the first vacated hex, regardless of the result obtained in the Melee Table, whether voluntarily or not.
The forward movements after the combat will be carried out by the owner of the attacking piece.
The counter or stack that advances can perform another melee attack against any counter or stack located in its front hexes.
14. Morale Tests
At various times during the game, a counter must take a morale test:
- Charge and counter-charge actions require morale tests.
- Infantry resisting cavalry charges must take a morale test.
- D1, D2, A1 and A2 melee combat results require a morale test.
- Many fire combat results require morale tests.
- When a counter accumulates a number of lost strength points equal to or greater than half of its initial strength points, it must make a morale test.
The results of this may lead to the counter being disordered (indicated by putting the counter face down), or in defeat (placing the counter face down and placing the Defeat Marker (DE) on top of the counter).
Each time a counter has to make a morale test, roll 1d6 and consult the Morale Table. The results apply immediately.
14.1 Disorder and Its Effects
Movement: No effects on movement. Movement is allowed through friendly counters, but all counters through which it passes must pass a morale test.
Formations: Cannot form Square or Guerrilla.
Stacking: You cannot stack with any counter that is not in disorder. If you end your movement in a hex with counters that are not in disorder, it moves one more hex towards its base.
In the ZOCs: It cannot enter an enemy ZOC. It can leave enemy ZOCs without passing a morale test.
Combat: You will have your combat factor reduced by half for fire and melee.
14.2 Defeat and Its Effects
Movement: Move back immediately 2 hexagons. In each subsequent movement phase, it is forced to move its entire movement factor in the direction of its base (see Special Rules for each scenario).
Formations: Cannot form Square or Guerrilla.
In the ZOCs: It cannot enter an enemy ZOC. It can leave enemy ZOCs without the risk of suffering a new disorganization.
Combat: If it is attacked in melee, it is considered a rearguard attack, and the attacker multiplies its strength points by 2 if it is infantry and by 3 if it is cavalry. The attacker will not suffer any adverse result.
15. Reorganization
In the Reorganization Phase of each game turn you can try to recover the disordered or defeated counters, and artillery batteries with a No Fire (NF) marker.
An artillery battery with an NF marker is considered Disordered when it makes a Morale Test for reorganization.
The procedure is a morale test. Roll 1d6 and consult the Morale Table.
The morale factor will be reduced by 1 level if the counter which is the object of the reorganization is in an enemy ZOC.
16. Commanders and Commanders-in-Chief
The counters of Commanders and Commanders-in-Chief are not considered as combatants, do not affect the stack, and do not have ZOC, nor are they affected by them.
Movement: They move at a rate of 1 MP per hex, without considering the effects of terrain. Commanders without orders cannot move. Commanders-in-Chief may always move.
Protective move: If enemy counters move adjacent to a Commander or Commander-in-Chief, he moves to the nearest stack of its own counters. If the Commander or Commander-in-Chief cannot perform this move because he is surrounded by enemy pieces, he is eliminated.
If the Commander or Commander-in-Chief is a stack that is removed and cannot perform the protective move, it is also eliminated.
Morale and melee: Commanders and Commanders-in-Chief have two command factors at their disposal: one dedicated to influencing the morale of their troops, and the other dedicated to influencing the combat capabilities of their troops.
The morale command factor of a Commander or Commander-in-Chief (and only one) can be added to the die roll for all morale tests for all the counters he is stacked with. Excepting the Commanders-in-Chief, a Commander can only influence forces under his command.
The morale command factor can be 0 or even a negative figure. These values simulate leaders with such limited leadership that they did not impress their troops, or were even so poor that they inspired nothing but mistrust in their men.
The combat factor of a Commander or Commander-in-Chief modifies the die roll of the counters that will fight in combat and of those with which he is stacked. If the counters with which he is stacked are the attackers, his command combat factor is added to his die roll. If the counters he is stacked with are the defending counters, their combat command factor is subtracted from the attacker's die roll.
16.1 Elimination of Commanders' and Commanders-in-Chief's Counters
If the stack in which a Commander or Commander-in-Chief is located has used its combat factor and got a result of AB, BM or DB in melee, the Commander may have been hit by a shot. If the stack is eliminated, the Commander is also eliminated.
The player owning the Commander or Commander-in-Chief will roll 1d6, and a result of 6 will indicate that the Commander in question has been hit and must be replaced in the next turn by another of one rank lower, which is represented by turning the counter over.
To reflect this fact, the game includes the counters of the Commanders and Commanders-in-Chief printed on two sides: the first with their original value, and the second without a name, but with their command factor reduced and representing the new commander in charge of the unit. The replacement is placed on any stack of the commanding division in the Reorganization Phase of the following turn.
17. Division Demoralization
A division can be demoralized when:
-
The number of infantry battalions or cavalry regiments affected by elimination or defeat is equal to or exceeds the Break Point set in the Division Morale Table (right side of the game map) and detailed in the Special Rules of each scenario.
-
The commander in command is eliminated.
In the Phase F Demoralization Check, the divisions that are in one of these two situations must perform a morale test each turn. The demoralization is permanent, and the Division Morale Table is performed to determine whether the unit remains, withdraws or flees.
17.1 Morale Test by Divisions
When a division reaches its Break Point or suffers the elimination of its Commander, it must perform a Divisional Morale Test.
Division morale is calculated by multiplying the number of infantry battalions and cavalry regiments by the combat will of each unit, and dividing the result by the number of units.
Will to fight values:
- F = 1
- E = 2
- D = 3
- C = 4
- B = 5
- A = 6
Example: a division composed of 3 battalions with D, 1 battalion with C, 1 battalion with B and 1 cavalry regiment with E. 3 x 3 + 1 x 4 + 1 x 5 + 1 x 2 = 20. 20 divided by 6 units = 3.3. Rounded to 3. The division has a morale of 3.
Procedure:
-
Choose the column with the division's morale.
-
Roll 1d6 and apply the specific modifiers for divisions.
-
There are three possible results: No Effect, Retreat, and Flight.
No Effect: The division manages to maintain its will to fight. No effect.
Retreat and its effects:
- On movement: All the counters of the affected division must retreat 2 hexagons towards their base. The counters that have already moved in defeat do not move again.
- In the ZOCs: You may not enter an enemy ZOC. You can leave enemy ZOCs without risk of suffering a new disorganization.
- In combat: You will have your morale factor reduced one level for any fire or melee combat. Example: if you had C, you will be considered D.
Flight and its effects:
All the division's counters receive a Defeat Marker (DE).
- On movement: All the counters of the affected division must retreat their entire movement factor back to their base. They must make the movement that keeps them the farthest away from enemy counters.
- In the ZOCs: You may not enter an enemy ZOC. You can leave enemy ZOCs without risk of suffering a new disorganization.
- In combat: You will have your morale factor reduced by one level for any fire or melee combat. If it is attacked in melee, it is considered an attack from the rear, and the attacker will multiply its strength points by 2 if it is infantry and by 3 if it is cavalry. The attacker suffers no adverse result.
17.2 Demoralization and Orders
A division in Retreat or Flight automatically receives the Recovery Order (RC) marker and maintains that order until it gets an NE result in the division Morale Test. A No Orders (SO) marker is then placed, and in the next turn's Orders phase it can receive any order.
17.3 Demoralization and Recovery
A demoralized division returns to its normal morale state when it recovers units in a defeated state and the number of infantry battalions or cavalry regiments affected by elimination or defeat is less than the Break Point. If it fails, the demoralization status remains, and you must perform Division Morale Tests each turn in the Demoralization Check Phase.
A division can be demoralized and recover several times during the course of the game, depending on the number of counters in a fleeing state that are recovered during the Reorganization Phase.
Example: A demoralized division that is in Retreat or Flight can improve to NE status.
18. Victory Conditions
The Victory Points that each side gets are established in each scenario.
Victory conditions are established in relation to the number of demoralized brigades or divisions, the achievement of geographical objectives and the fulfillment of possible special scenario rules.
Each demoralized brigade or division is worth 1 VP.
If both players accumulate the same number of VPs, the result is a draw.
A player achieves a marginal victory if the number of his VPs exceeds his opponent's by 1.
A player achieves a tactical victory if the number of his VPs exceeds his opponent's by 2.
A player achieves a decisive victory if the number of his VPs exceeds his opponent's by 3.
The scale of points that awards a draw or victory is determined in each scenario.
19. Deployment
It is established in the Particular Rules of each scenario. The system contemplates (if the historical scenario allows it) the inclusion of variants to the historical developments, in order to provide a wider range of possibilities for the game.
Scenarios
Scenario 1: "Vedel est arrivé!"
0. Historical Introduction
At 5:00 p.m. on July 19, when Dupont was negotiating with the Spanish commanders for an honorable cessation of hostilities, and the battle of Bailén could be considered as effectively finished, the Vedel Division appeared in the rear of the Spanish army, blocking their line of advance along the road from La Carolina to Bailén. Vedel encountered two groups of Spanish troops who had been stationed on the outskirts of Bailén in anticipation of his coming to the battlefield. A Spanish member of parliament approached the French formations to inform them that the battle was over.
Vedel did not believe the news, but agreed with the Spaniards to allow him to send one of his officers to request orders from Dupont. Watching the minutes pass impatiently, and in view of the delay in the return of his messenger, Vedel decided to wait no longer and launched an attack against the Spanish rearguard. This combat was an unnecessary epilogue to the battle of Bailén, as it came too late to be decisive. Nevertheless, it is a good introductory situation to test the rules of the game in a simple scenario, and it allows both players to carry out a tactical exercise of defense and attack, whose lessons can be very useful if Vedel can be more opportune in his arrival to the battlefield during the main scenario.
1. Duration
The scenario has a duration of 3 turns. It starts in the French phase at 17:00 and ends at 18:00.
2. Orders
Initial orders:
- Spanish: Brigade C. Juncar: Defense (D).
- French: Poinsot and Boussart Brigades: Defense (D). Cassagne Brigade: No Orders (SO).
Change of orders: according to the general rules.
- Spanish: Colonel Juncar (C. Juncar) must divide by 3 to try to change orders. He may make 1 attempt to change orders per turn.
- French: Vedel must divide by 2. He can make 2 attempts to change orders per turn.
3. Reorganization
- Spanish: the base is any hex in Bailén.
- French: the base is hex 3501, road to La Carolina.
4. Commanders
- Spanish: the command radius is 3 hexes.
- French: the command radius is 3 hexes.
5. Demoralization
The breaking point and morale test of rule 17 are done by brigades instead of by divisions.
- Spanish:
- Colonel Juncar: 2 battalions.
- French:
- Cassagne: 1 battalion.
- Poinsot: 2 battalions.
- Boussart: exempt from demoralization.
6. Victory Conditions
According to the general rules. The Boussart Brigade does not count for VPs.
7. Deployment
French:
- Generals Poinsot, Cassagne and Boussart will deploy in any hex occupied by one of their subordinate units. Vedel will deploy within 2 hexes of hex 3106.
- Units of the Poinsot Brigade:
- 5th Leg. Res. 1st and 3rd Suisse 1st: in 3107.
- 5th Leg. Res. 2nd and 3rd: in 3106.
- Units of the Cassagne Brigade:
- 1st Leg. Res. 1st, 2nd and 3rd: in 3206.
- Units of the Boussart Brigade:
- 6th Pr. Dragon and 1st Pr. Chass (value 1): in 3208.
- Vedel division artillery: Light Horse Art. factor 6: in 3106.
Spanish:
- Colonel Juncar will deploy stacked in a hex with one of the units under his command.
- Featured units of the Reding and Grimarest Divisions under the command of Col. Juncar:
- Ireland 3rd: in 3011.
- MP. Jaén: in 3010.
- V. Granada 3rd: in 2411.
- MP. Granada: in 2509.
- V. Granada 6th: in 2811.
- Corona 1st: in 2510.
- Montesa (cav.): in 3210.
- Dr. Reina (cavalry): in 2908.
- Light artillery of factor 2, C. Juncar brigade: in any hex occupied by Spanish infantry.
Scenario 2: Surprise in Bailén
0. Historical Introduction
The Spanish battle plan designed by Castaños worked admirably well, due to the mistakes accumulated by Vedel and Dupont between July 16 and 18.
Dupont decided to retreat towards Bailén too late, and Vedel devoted himself to chase ghosts in the direction of Despeñaperros. The result was that at 9:00 a.m. on the 18th of July, the divisions of Reding and Coupigny entered a deserted Bailén without firing a single shot. The occupation of this locality cut the line of retreat of Dupont and imprisoned him in a pincer. The Spanish forces in Andújar or those in Bailén could act indistinctly as anvil or hammer in the trap in which Dupont had been ensnared.
However, the adventurous and ambitious Spanish plan could have failed or been totally disrupted if Vedel had remained in Bailén. This hypothetical scenario posits a battle of Bailén on July 18th.
The Spanish forces advancing from Mengíbar against Bailén did not find the town empty, but defended by the Vedel Division, and must fight for it. The outcome of this battle would have totally altered subsequent events.
1. Duration
The scenario has a variable and indeterminate duration. It starts in the Spanish phase of the 7:00 turn and ends in one of the following ways:
-
If at the end of a turn the Spanish occupy all the hexagons of Bailén, the Spanish player can declare unilaterally that this ends the scenario, and the victory is Spanish.
-
If at the end of a turn the Spanish have 3 demoralized brigades, the French player can declare unilaterally that this ends the scenario, and the victory is French.
2. Orders
Initial orders:
- Spanish: Maneuver (M) all.
- French: Defense (D) all.
Spanish chain of command: Reding is the Commander-in-Chief, and the brigades under his command are Coupigny, Grimarest, Venegas and Reding.
French chain of command: Vedel is the Commander-in-Chief, and the brigades under his command are Cassagne, Poinsot, Boussart, Dufour and Lefranc. (The Spanish sentence that repeats this line in the English file has been omitted as a duplicate.)
Change of orders:
- Spanish: Reding must divide by 3 to try to change orders, and can make 3 attempts to change orders per turn. You can change orders of the brigades Coupigny, Grimarest, Venegas and Reding.
- French: Vedel must divide by 2 to try to change orders, and can make 2 attempts to change orders per turn. You can change orders of the brigades Cassagne, Poinsot, Boussart, Dufour and Lefranc.
3. Commanders
- Spaniards: the command radius is 3 hexes.
- French: the command radius is 3 hexes.
4. Reorganization
- Spanish: the base is hex 2122 (road to Mengíbar).
- French: the base is any hexagon in Bailén. If Bailén is fully occupied by the Spanish, the French player chooses the hex as his new base hex: 3501 (road to La Carolina) or 1113 (road to Andújar).
5. Demoralization
The breaking point and the morale test of rule 17 are done by brigades instead of by divisions.
- Spanish:
- Coupigny: 3 battalions.
- Grimarest: 2 battalions.
- Reding: 2 battalions.
- Venegas: 2 battalions.
- French:
- Cassagne: 1 battalion.
- Poinsot: 2 battalions.
- Lefranc: 2 battalions.
- Dufour: 1 battalion.
- Boussart: exempt from demoralization.
6. Victory Conditions
According to the general rules. If the Spanish in Bailén hexes 2313, 2414, 2513 and 2613 gain 1 additional VP to those obtained by demoralized French brigades.
7. Deployment
French:
- Commanders Lefranc, Poinsot, Cassagne and Boussart will deploy at any hex occupied by one of their subordinate units. Vedel will deploy within 2 hexes from Bailén.
- Lefranc and Cassagne Brigades: within 4 hexes from Bailén.
- Lefranc: 6º Inf. Prov. 1st, 2nd, 3rd and 4th.
- Cassagne: 1st Leg. Res. 1st, 2nd and 3rd.
- Poinsot and Boussart Brigades: within 4 hexes from Bailén.
- Poinsot Brigade: 5th Leg. Res. 1st, 2nd and 3rd, 3rd Swiss 1st.
- Boussart Brigade: 6th Pr. Dragon, 1st Pr. Chass. (value 1).
- Vedel Division: Light horse Art. factor 6: within 4 hexes from Bailén.
French reinforcements:
- Dufour Brigade: Commander Dufour, 7th Inf. Prov. 1st, 2nd, 3rd and 4th battalions, and light horse Art. factor 6: variable entrance by hexagon 3501 according to the special rule 8.1.
Spanish reinforcements:
- The commanders Reding, Venegas, Coupigny and Grimarest will enter the board stacked with some of their brigade or division counters.
- The Reding and Venegas brigades enter through hexagon 2022 (Mengíbar road) in the 7:00 turn.
- Reding Brigade: Ireland 2nd and 3rd, F. Ceuta 1st, V. Granada 2nd, MP. Jaén, Corona 1st, V. Granada 6th, Dr. Reina (Cav.), Montesa (Cav.), Farnesio (Cav.), L. Utrera (Cav.), a heavy foot Art. of value 4.
- Venegas Brigade: Reina 1st and 2nd, V. Granada 1st, RRGGVV 3rd, 2nd Barbastro, Ter. Tejas, Vol. Catal. 2nd, Gerona, O. Militares 1st and 2nd, Dr. Numancia (Cav.), light horse Art. value 4.
- The Coupigny and Grimarest brigades enter through hex 2022 (road to Mengíbar) in the 8:00 turn.
- Coupigny Brigade: 3rd Military O., 3rd Reding 1st and 2nd, MP. Trujillo, MP. Bujalance, MP. Cuenca, Borbón (Cav.), light horse Art. value 6.
- Grimarest Brigade: Jaén 1st and 2nd, MP. Grenade, MP. C. Real, V. Granada 3rd, Spain (Cav.), L. Jerez (Cav.).
8. Special Rules
8.1 Marching towards the Thunder of the Cannons
In the Reorganization Phase of the 1st turn in which fighting occurs between French and Spanish, French Commander Dufour makes a die roll with 1d6. If you get a result of 3 or more, nothing happens, and you can try again in the next turn. If you get a 3 or less, he sets off towards Bailén. Dufour and the counters under his command will enter the board during the French phase through hex 3501 (road to La Carolina) with Maneuver Orders (M) [printed as "(O)"], 3 turns after having started.
8.2 Sun, Thirst and Fatigue
The high temperatures of the Andalusian summer converted water, necessary to alleviate the relentless thirst, into a precious commodity and caused extremely high fatigue among the French troops.
Starting with the 10:00 turn (inclusive), all French counters or stacks that get into combat of any kind (by fire or melee) must carry out a morale test as soon as it is finished.
If the counter does not pass the morale test, it applies whatever the result determines. If no Spanish unit occupies hex 2013, with the symbol of a Ferris Wheel (a water well) on the outskirts of Bailén, the French can drink water from the well and nullify the effects of rule 8.2.
8.3 French Artillery
The range of the French artillery during the battle of Bailén was significantly inferior to that of the Spanish artillery. For this reason, the ranges for the various types of French artillery are modified with respect to those listed in the regulations, according to the following table:
- Light artillery: 3 hexes.
- Medium artillery: 3 hexes.
8.4 French Division Artillery
Vedel's Division's artillery battery must always be within command range of Vedel's command, and if not, it will be considered out of command and without orders.
Scenario 3: The Battle of Bailén
0. Historical Introduction
This scenario reproduces the battle of Bailén as it developed historically.
1. Duration
The scenario has a maximum duration of 14 turns. It starts in the French phase of the 6:30 turn and ends at the 1:00 p.m. turn if victory conditions are not met before. See special rule 8.6 (surrender and end of the battle).
2. Orders
Initial orders:
- Spaniards: all, Without Orders (SO).
- French: all enter with Maneuver orders (M).
Spanish command chain: Reding is the Commander-in-Chief, and the brigades under his command are Coupigny, Grimarest, Venegas, C. Juncar and Reding.
French command chain: Dupont is the Commander-in-Chief, and the brigades under his command are Chabert, Dupré, Privé, Schramm, Pannetier and the Marins Gd. (Marines of the Guard). Vedel is an autonomous command, and Dupont can't change his orders. He has under his command the brigades of Cassagne, Poinsot, Boussart, Dufour and Lefranc.
Change of orders: according to the general rules.
- Spaniards: Reding must divide by 3 to try to change orders, and can make 3 attempts to change orders per turn. The units you can change orders on are the brigades Coupigny, Grimarest, Venegas and Reding.
- French: Dupont must divide by 4 to try to change orders, and can make 4 attempts to change orders per turn. The units you can change orders on are the brigades Chabert, Dupré, Privé, Schramm, Pannetier and the Marins Gd. (Marines of the Guard).
The Barbou Division is made up of the brigades of Chabert, Pannetier and Schramm. The Fresia Division is made up of the Dupré and Privé brigades.
Generals Barbou and Fresia: When Dupont calculates the hexagons that separate him from a brigadier general who wants to change orders, he must count the distance to the Division general (Barbou or Fresia) to which the brigade pertains, and then count from the Division general to the brigadier general.
Vedel enters the board with Maneuver Orders (M). Vedel must divide by 3 to try to change orders, and can make 2 attempts to change orders per turn. The units for which you can change orders are the brigades Cassagne, Poinsot, Boussart, Dufour and Lefranc.
3. Commanders
- Spaniards: the command radius is 3 hexes.
- French: the command radius is 3 hexes.
4. Reorganization
- Spanish: units under the command of Reding have their base in hex 2022 (road to Mengíbar).
- French: units under Dupont's command have their base in hex 1113 (highway of Andújar). If this hex is occupied by Spanish forces, the base becomes the hex occupied by Dupont. Units under Vedel's command have their base in hex 3301 (road to La Carolina).
5. Demoralization
The break point and the morale test in rule 17 are done by brigades instead of by divisions.
- Spanish:
- Coupigny: 3 battalions.
- Grimarest: 2 battalions.
- Reding: 2 battalions.
- Venegas: 2 battalions.
- Col. Juncar: 1 battalion.
- French:
- Cassagne: 1 battalion.
- Poinsot: 2 battalions.
- Lefranc: 1 battalion.
- Dufour: 1 battalion.
- Boussart: exempt from demoralization.
- Pannetier: 1 battalion.
- Schramm: 1 battalion.
- Privé: 1 regiment.
- Dupré: 1 regiment.
6. Victory Conditions
According to the general rules. For each complete brigade that the French get out along the La Carolina road (hexagon 3501), they will gain 1 additional VP to those obtained by demoralized Spanish brigades.
7. Deployment
French:
- Commanders Chabert, Dupré, Privé, Pannetier and Schramm are placed on the board stacked with one or more of the counters from their brigades. Dupont will be stacked with any counters under his command. Barbou and Fresia will be stacked with any unit under their command.
- Chabert Brigade:
- 4th Leg. Res. 3rd, Div. Barbou Medium foot Art. factor 4: in 1814.
- 4th Leg. Res. 1st and 2nd, 4th Suisse 2nd: in 1813.
- Commander Chabert, stacked with a counter of his brigade, enters with Maneuver Orders (M).
- Dupré Brigade:
- 1st Pr. Chass. (factor 4): in 1810.
- 2nd Pr. Chass. and Div. Fresia Horse Art. factor 6: in 1811.
- Commander Dupré, stacked with a counter of his brigade, enters with Maneuver Orders (M).
- Privé Brigade:
- 1st and 2nd Pr. Dragoons: in 1615.
- 2nd Pr. Cuirassiers: in 1515.
- Commander Privé, stacked with a counter of his brigade, enters with Maneuver Orders (M).
French reinforcements:
- Schramm Brigade enters at the 8:00 a.m. turn at 1014.
- 2nd Reding 1st and 2nd (Swiss Spanish Regt. in the service of France).
- Preux 1st and 2nd (Swiss Spanish Regiment in the service of France).
- Commander Schramm, stacked with a counter of his brigade, enters with Maneuver Orders (M).
- Pannetier Brigade: enters at the 8:30 a.m. turn at 1014.
- 1st Gd. Paris 2nd and 2nd Gd. Paris 2nd.
- 3rd Leg. Res. 1st and 2nd.
- Commander Pannetier, stacked with a counter of his brigade, enters with Maneuver Orders (M).
- Marins Gd.: enters the 9:30 a.m. turn on 1014 with Maneuver Orders (M).
Spanish:
The Spanish Commanders deploy in any hex with counters under their command.
- Counters under the command of Venegas:
- Cz. Olivenza (Cav.): in 2008.
- O. Military 1st and 2nd: in 2209.
- RRGGVV 3rd and 2nd Barbastro: in 2109.
- Vol. Catal. 2nd, Venegas Brigade Medium Horse Art. factor 6: in 2110.
- Gerona: in 2110.
- Queen 1st: in 2111.
- Queen 2nd: in 2112.
- Ter. Tejas, V. Granada 1st, Dr. Numancia (Cav.): in 2210.
- Counters under Reding's command:
- Ceuta 1st and 2nd, Heavy Divisional Art. factor 4: in 2213.
- Ireland 2nd and 3rd: in 2114.
- V. Granada 2nd: in 2214.
- Farnesio (Cav.), L. Utrera (Cav.): in 2311.
- Counters under Coupigny's command:
- MP. Bujalance, MP. Trujillo, MP. Cuenca: in 2216.
- 3rd Reding 1st and 2nd, Div. Coupigny Light Horse Art. factor 6: in 2114.
- O. Military 3rd: in 2115.
- Bourbon (Cav.): in 2215.
- Counters under Grimarest's command:
- Jaén 1st and 2nd: in 1916.
- MP. C. Real: in 2018.
- Spain (Cav.), L. Jerez (Cav.): in 2019.
8. Special Rules
8.1 Swiss Regiments
The Swiss regiments were prohibited, according to their recruitment and service ordinances, from fighting against regiments of the same nationality. During the battle of Bailén the Swiss regiments in the service of Spain and France who met face to face on the battlefield fought with less intensity than against other units.
Swiss units participating in a fire or melee combat against other Swiss units, either as defenders or attackers, apply a modifier to the combat resolution die of -2.
8.2 Encounter Battle
All French units entering the board must maintain Maneuver Orders (M) until their movement places them 5 hexes in line of sight away from a Spanish counter.
8.3 French Artillery
The range of the French artillery during the battle of Bailén was significantly inferior to that of the Spanish artillery. For this reason, the range for the various types of French artillery is modified with respect to those listed in the regulations, according to the following table:
- Light artillery: 3 hexes.
- Medium artillery: 3 hexes.
8.4 French Divisional Artillery
The artillery batteries of the Divisions Barbou, Fresia and Vedel must always be within command range of the commander of the division, and if not, they will be considered out of command and without orders.
8.5 Sun, Thirst, and Fatigue
The high temperatures of the Andalusian summer converted water, necessary to alleviate the relentless thirst, into a precious commodity and caused extremely high fatigue among the French troops.
Starting with the 10:00 turn (inclusive), all French counters or stacks that get into combat of any kind (by fire or melee) must carry out a morale test as soon as it is finished.
If the counter does not pass the morale test, it applies whatever the result determines. If no Spanish unit occupies hex 2013, with the symbol of a Ferris Wheel (a water well) on the outskirts of Bailén, the French can drink water from the well and nullify the effects of rule 8.2.
8.6 Surrender and End of the Battle
The Spanish player can force the French player to surrender. If the Spanish player gets the French player to surrender, the battle ends with a decisive Spanish victory.
To achieve the French surrender, they must fulfill BOTH of the following conditions:
- That there are Spanish troops in hexes 1014, 1113, 1214, 1314 and 1415.
- That all French brigades under Dupont's command are demoralized.
8.7 Vedel Marches towards the Thunder of the Cannons
In the Reorganization Phase of the 11:00 turn, General Vedel makes a dice roll with 1d6. If you get a result of 3 or more, nothing happens, and you can try again in the next turn. If you get a 3 or less, the Division of Vedel enters the board during the French phase of that turn, in the hexagon, with all its brigades (Cassagne, Poinsot, Lefranc and Dufour) with Maneuver Orders (M).
8.8 Marins Gd. (Marines of the Guard)
The Marines of the Guard are the reserve of Dupont's Army Corps. This counter must be within command radius of Dupont to be able to change orders, and only Dupont can change them. If this counter is not within command range of Dupont, it will be considered Without Orders (SO).
Scenario 4: Death to the Gabacho!
0. Introduction
The La Peña Division arrives nearby the Bailén battlefield around 1:00 p.m. on July 19, finding the battle suspended. A French emissary informs him that they have requested to negotiate an honorable capitulation. Spanish officials confirm the news, and La Peña stops his men, without crossing the Herrumblar River. La Peña immediately sends a messenger to Andújar to inform Castaños of the new course of events and request instructions. Castaños agrees, although without too much enthusiasm, to accept the truce, but only on the basis of an unconditional French surrender.
La Peña receives orders from his superior during the night of July 19. These orders confirm that his operations can be independent of those of Reding, and they authorize him to pressure Dupont to make a decision as soon as possible. La Peña reports this to Dupont and also adds the threat that he will not hesitate to execute the French with knives. So far this is what really happened historically.
This is a hypothetical scenario that recreates a final situation for the battle of Bailén, in which the Spanish spirit is weighed down heavily, in an obsessive way, by the recent memory of May 2, from the Alcolea bridge, or by the sacking of Córdoba. This results in a feeling of revenge, without mercy, typical of the relentless nature of the War of Independence.
La Peña does not accept the truce granted by Reding to the French, and decides to comply with the orders he received in Andújar in the early hours of the 19th, and begins chasing and attacking the French. La Peña and Cruz Mourgeon attack the French rear shortly after 2:00 p.m., and the battle resumes. Reding will follow the example of his aggressive colleagues. While he prepares for his attack, La Peña sends a messenger to the headquarters of Castaños to inform him of the situation and his decision to fight.
This messenger will arrive in Andújar shortly after 6:00 p.m., when Castaños has begun to parley with the delegates of Dupont that Reding's officers have escorted to his command post. It is now impossible to stop the battle. The shadows of the night will do it before the emissaries sent with new orders get to Bailén.
1. Duration
The scenario has a maximum duration of 8 turns. It begins in the Spanish phase of the 4:00 p.m. turn and ends at 7:30 p.m.
2. Orders
Initial orders:
- Spanish: Brigades Reding, Venegas, Coupigny, Grimarest and Juncar: Defender (D). The brigades of La Peña and Menacho enter with Maneuver Orders (M).
- French: All brigades of the Barbou Divisions and Fresia, as well as the Dabadie Brigade, have Defend orders (D). The Vedel Division enters with Maneuver Orders (M).
Vedel enters the board with Maneuver Orders (M). Vedel must divide by 3 to try to change orders, and can make 2 attempts to change orders per turn. The units he can change orders for are the Cassagne, Poinsot, Boussart, Doufour and Lefranc brigades.
3. Commanders
- Spaniards: the command radius is 3 hexes.
- French: the command radius is 3 hexes.
The Spanish chain of command: Reding is the Commander-in-Chief, and the brigades under his command are Coupigny, Grimarest, Venegas, Juncar and Reding. La Peña is an independent command, and Reding cannot change his orders. He is Commander of his brigade, La Peña, and of the Menacho brigade.
French command chain: Dupont is the Commander-in-Chief and has under his command the brigades of Chabert, Dupré, Privé, Schramm, Pannetier and Marins Gd. (Marines of the Guard). Vedel is an independent command, and Dupont cannot change his orders; he has the brigades Cassagne, Poinsot, Boussart, Dufour and Lefranc under his command.
Order changes:
- Spanish: Reding must divide by 3 to try to change orders, and can make 3 attempts to change orders per turn. The units he can change orders for are the brigades of Coupigny, Grimarest, Venegas and Reding. La Peña must divide by 2 to try to change orders, and can have 2 attempts to change orders per turn. The units he can change orders for are the La Peña and Menacho brigades. La Peña enters the board with Maneuver Orders (M).
- French: Dupont must divide by 4 to try to change orders, and can make 4 attempts to change orders per turn. The units he can change orders for are the brigades Chabert, Dupré, Privé, Schramm, Pannetier and Marins Gd. (Marines of the Guard).
Generals Barbou and Fresia: When Dupont calculates the hexagons that separate him from a brigadier general who wants to change orders, he must count the distance to the Division general (Barbou or Fresia) to which the brigade pertains, and then count from the Division general to the brigadier general. Barbou and Fresia cannot make attempts to change orders. But as commanders they can participate in reorganizations, support combats, etc.
4. Reorganization
- Spanish: units under Reding's command have their base in hex 2022 (road to Mengíbar). Units under the command of La Peña have their base in hex 1113 (highway to Andújar).
- French: units under the command of Dupont have their base in the hex where Dupont is. For the forces under the command of Vedel, the base is hex 3501 (road to La Carolina).
5. Demoralization
The break point and the morale test of rule 17 are done by brigades instead of by divisions.
- Spanish:
- La Peña: 4 battalions.
- Coupigny, Venegas: 3 battalions.
- Reding, Grimarest: 2 battalions.
- Menacho, Col. Juncar: 1 battalion.
- French:
- Chabert: 3 battalions.
- Poinsot: 2 battalions.
- Cassagne, Lefranc, Dufour, Pannetier, Schramm, Dabadie: 1 battalion.
- Privé, Dupré: 1 regiment.
- Boussart: exempt from demoralization.
6. Victory Conditions
According to the general rules.
7. Deployment
French:
- Commanders Chabert, Dupré, Privé, Pannetier, Schramm, Diridié (rearguard) and Dupont are placed on the board stacked with some of the counters under his command.
- 1st Gd. Paris 2nd and 2nd Gd. Paris 2nd (1 casualty each battalion): in 1809.
- 3rd Leg. Res. 1st and 2nd (2 casualties each battalion): in 1916.
- Marins Gd. (2 casualties), 1st Pr. Chass. (1 casualty) and 2nd Pr. Chass. (2 casualties): in 1815.
- 1st Pr. Dragon (1 casualty): in 1810.
- 2nd Pr. Dragon (2 casualties): in 1811.
- 4th Leg. Res. 1st and 2nd (3 casualties each battalion), Div. Barbou Medium foot Art. factor 4: in 1813.
- 4th Leg. 3rd Res. (2 casualties), 2nd Pr. Cuirass., Div. Fresia light horse Art. factor 6: in 1814.
- 3º Suisse 1st and 4th Suisse 2nd: in 1812.
- 6th Preux 1st (Swiss Hispanic) (1 casualty) and 3rd Reding 1st (Swiss Hispanic): in 1711.
- Dabadie: in 1415.
French reinforcements:
- Vedel Division: the Vedel Commanders, Poinsot, Cassagne and Boussart will enter stacked with any counter under their command.
- Poinsot and Cassagne Brigades (entire).
- Poinsot: 5th Leg. Res. 1st, 2nd and 3rd battalions, 3rd Swiss 1st.
- Cassagne: 1st Leg. Res. 1st, 2nd and 3rd battalions.
- Div. Vedel Light Art. factor 6.
- Boussart Brigade: 6th Pr. Dragon, 1st Pr. Chass. (value 1).
- Poinsot and Cassagne Brigades (entire).
- Everyone comes on at the 16:00 p.m. turn at 3501 (road to La Carolina) with Maneuver Orders (M).
Spanish:
- Counters under Reding's command:
- F. Ceuta 1st, Div. Reding Heavy Art. factor 4: in hex 2109.
- Ireland 2nd (2 casualties) and Ireland 3rd: in hex 2110.
- V. Granada 2nd: in hex 2214.
- Farnesio (Cav.) (1 casualty) and L. Jerez (Cav.): in hex 2311.
- Counters under the command of Venegas:
- Cz. Olivenza (Cav.): in hex 2008.
- O. Military 1st and 2nd: in hex 2209.
- RRGGVV 3rd, 2nd Barbastro: in hex 2109.
- Vol. Cat. 2nd (1 casualty), Div. Venegas Light horse Art. factor 4: in hex 2018.
- Gerona: in hex 2110.
- Queen 1st: in hex 2111.
- Queen 2nd: in hex 2112.
- Ter. Tejas, V. Granada 1st, Dr. Numancia (Cav.): in hex 2210.
- Counters under Coupigny's command:
- MP. Bujalance (1 casualty), MP. Trujillo and MP. Basin: in hex 2216.
- 3rd Reding 1st and 2nd (2 casualties each), D. Coupigny Light Horse Art. factor 6: in hex 2114.
- O. Military 3rd (3 casualties), Borbón (Cav.): in hex 2115.
- Counters under Grimarest's command:
- Jaén 1st and 2nd (1 casualty each): in hex 2215.
- MP. C. Real: in hex 2018.
- L. Utrera (Cav.), Spain (Cav.) (1 casualty): in hex 2019.
8. Special Rules
Special rules 8.1 are in force, and also 8.3, 8.4, 8.5 and 8.8 of scenario 3.
Notes from the Designer
Bailén 1808, The Shadow of the Eagle
With the number of existing Napoleonic systems it may seem strange that it was decided to propose a new one to Napoleonic fans. Strictly speaking it is not new; it is a relaunch of a system developed for ALEA 30 years ago: The Shadow of the Eagle (LSA).
It was a system designed to be simple and fit into a magazine format. Its objective was to be able to manage the small and medium-sized battles characteristic of the war in the Iberian Peninsula against the French Empire between 1808 and 1814. LSA was originally incomplete because it handled the cavalry very poorly and did not incorporate command and control well, but it had some interesting simplicity and combat action model.
We have evolved the system from that simplest germ to creating a more complete system, trying to maintain a low level of complexity. The objective is to represent on a large tactical scale what a Napoleonic battle was like, showing the processes that occurred on the battlefield, trying not to get bogged down in them or be excessively granular.
A crucial aspect of Napoleonic battles was the plan the night before. The Commanders in Chief gathered their generals, explained the battle plan and prepared the relevant orders. The generals would receive them in writing, and that would be the role they should play. Players will have to do that by assigning order markers to their divisions or brigades. These orders will be executed throughout the current turn.
Getting the plan right, and the outcome of the battle being favorable to the plan, did not always happen. A very important capability was being able to vary the plan and change orders. In this regulation, commanders in chief are limited in the number of orders that they can change per turn based on their competence. The speed of execution by their subordinate generals will depend on the distance that the couriers that transmit those orders have to travel, and on his own command ability.
The flow of Napoleonic battles was a choreography of harassment, maneuver, attack, defense or apathy. Each division of one side received orders for a period of time, and both sides developed their plan simultaneously, modifying it according to circumstances. In a world without radio, reactions were tactical. For this reason it was decided that if orders had already been assigned, an "I go-you go" system was adequate, and alternating or random activations by groups of selected forces were not necessary. It is something that may surprise Napoleonic board players, especially those more dedicated to innovation, but not Napoleonic figure players.
Napoleonic battles at a tactical level are marked by the use of maneuvers established in the tactical regulations of each nation. The system abstractly represents formations and evolutions from line to attack column or marching columns. Notoriously, the formations of line, attack column or march. The decision on these formations corresponded to the regiment or brigade leaders, and that level of command is not the one assumed by the player. Formation management is fascinating, consumes a lot of time and requires a volume of rules that we do not want to assume in this regulation. For this reason, all these formations have disappeared in terms of their mechanics and have been replaced by their effects. Line pieces fire with more firepower and stack fewer factors than column pieces. There are only 2 formations that have been maintained, the guerrilla for light infantry and cavalry and the infantry squares, because they were very specific deployments; and, even so, everything has been simplified to a marker and some effects.
Light infantry, especially the French and British, were used in formations deployed in open order that either screened their battle line or attack formations, or guarded lightly garrisoned sectors of the battlefield. On the battlefield its effect in defense was to slow down the enemy advance and harass their advance with fire that could cause disorder. On the offensive, its usefulness was to protect the attack formation so that it could threaten a clash and, in the French case, to give it a limited capacity for harassing fire, since the French columns were not designed to fire and lined up few. muskets on his forehead. [The source text is garbled at this point; the words "muskets on his forehead" appear to be a stray fragment and are transcribed as printed.] In many cases, they were used as regular infantry. The rules allow you to use its special characteristics, focusing once again on the effect: creating a protective screen for your main units or their deployment, perhaps disorganizing the enemy and retreating in case of an assault.
The cavalry usually carried out screen missions for the army or its flanks in very open deployments and in 2 echelons, to delay the enemy, cover more front and be able to raise the alarm in case of enemy approach. A 2-hexagon ZdC (zone of control) simply simulates this effect. It forces you to pay 1 additional MP for each hex entered, effectively stopping any infantry advance. Additionally, guerrilla cavalry could evade infantry. Therefore, crossing an area defended by a cavalry screen will require the use of cavalry forces to separate it. In LSA the cavalry can shoot because historically they did, although mostly with very limited effectiveness. The same thing will happen to them in the game. They shoot poorly and little, and using cavalry as a line of fire will only deprive us of using it in more useful functions.
Infantry fire was relatively ineffective at generating casualties, but was a dangerous phenomenon if units were continually exposed to it, especially at close range, where muskets were reasonably effective. An infantry token in LSA can aim to generate 0 to 1 casualties per round of fire. That damage is easily bearable by most units. Let's keep in mind that each turn represents 30 minutes of time. During that period there would be many volleys of muskets, and that was how long an attack usually lasted. Mortality can occur if constant attacks are maintained or if fire exchanges occur between enemy units at close range. This is the most exposed and exhausting situation, which in the game would be represented by adjacent enemy units firing twice each turn and increasing the possibilities of casualties, disorder or retreat. The accumulation of dead and wounded at the foot of the opposing lines in Albuera comes to mind.
The decisive action was the assault. Although literal hand-to-hand combat was rarely achieved, the infantry advancing determinedly on a sector of the enemy line, and without being stopped, would achieve its tactical or geographical objective. In LSA the assaulting forces can stack up to 24 force points in a hexagon, to represent the most closed and compact assault formations and their greatest shock momentum. The key is to stop the enemy assault and have their battalions pass a combat will test and fail it, then losing the decision to carry the assault to the end and remaining stopped adjacent to the enemy, threatened with a volley of rifle fire or an enemy counterattack. Does it sound like the discharge to the whites of the eyes followed by the bayonet advance of the British in Busaco? If it comes to as-
[The English source file ends at this point, mid-sentence. The rest of the designer's notes is not in the file, and the Spanish reference has no designer's notes to complete it.]