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The Battle for Dresden 1813

The Battle for Dresden 1813 Rulebook

Table of Contents

Table of Contents

  • Introduction
  • How the Game Is Played
    • Setting Up the Game
    • How to Win the Game
  • Game Equipment
    • Games Rules Folder
    • The Game Map
    • The Playing Pieces
    • Game Scale
  • How to Read the Units
    • Unit Nationality Colors
    • Glossary
  • The Course of Play
    • The Game Turn
    • Basic Rules Sequence of Play
  • Movement
    • General Rule
    • Movement Limitations
      • Effects of Terrain on Movement
    • Explanation of Terrain Effects
    • Grand Tactical Movement (GTM)
    • Stacking Friendly Units
    • Zone of Control Effect on Movement
      • Exiting Zones of Control
  • Combat
    • General Rule
    • Procedure
    • ZOC Effects
    • Units in Combat
    • Multi-Unit/Hex Combat
    • Terrain Effects
    • Morale Effects
    • Explanation of Combat Results
    • Advance as a Result of Combat
    • Retreating as a Result of Combat
      • CSP Losses During Retreats
  • Artillery
    • General Rule
    • Bombardment Procedure
    • Line of Sight (LOS)
    • Engagements
  • Disruption and Rallying
    • General Rule
    • Disruption
    • Cause of Disruption
    • Effect of Disruption
    • Rallying
  • Reinforcements
    • General Rule
    • Procedure
    • Entering the Map
    • Corps Klenau
    • Effects of Reinforcements on Morale Factors
  • Supply
    • General Rule
    • Procedure
    • Supply Sources
  • Army Morale and Demoralization
    • General Rule
    • Procedure
    • Army Demoralization Levels
    • Effects of Demoralization
    • Unit Reorganization
    • Army Disintegration
    • Effects of Disintegration
  • Special Rules
    • Reserve Units
      • Movement of Reserve Units
      • How Reserve Units Become Activated
    • Weather Rules
      • The Effects of Rain on Combat Units
      • The Effects of Rain on Terrain
      • Heavy Rain Effects on Game-Turns
    • Night Game-Turns
    • Dresden Fortress Artillery
      • Fortress Artillery Three-Hex Range
  • Victory Conditions
    • General Rule
    • Procedure
    • Occupation
    • Exit Areas
    • Ending the Game
    • Level of Victory
    • Sudden Death Victory
  • Introductory Scenario: The Battle for Dresden
    • Introduction
    • Scenario Length
    • Victory Point Schedule
    • The Set-Up
    • Initial Losses
    • Starting Morale Levels
    • Special Rules
      • Reserve Units
      • French Reduced Morale
    • Reinforcements
  • Advanced Game Rules
    • Introduction
    • Additional Counters for Advanced Game
    • Advanced Game Rules Glossary
    • Addition to Sequence of Play
      • Advanced Game Sequence of Play
  • Leaders
    • General Rule
    • Commanders
    • Subordinate Commanders
    • Officers
    • Leaders Operations
      • Leaders and Movement
      • Leaders and Combat
      • Leaders and Stacking
      • Effects of Enemy Combat Units on Leaders
      • Leaders Entering the Game
  • Command
    • General Rule
    • Procedure
    • Allied Commander Capacity
    • Subordinate Command Units
      • Special Attributes of Subordinate Commanders
    • Tracing Command
    • Officer Command Bonus
    • Austrian Command
    • Allied Reserve Artillery
    • Command Effects
    • Command Effects on Rallying
    • Surrender
  • Corps Morale and Demoralization
    • General Rule
    • Procedure
    • Effects of Demoralization
    • Corps Demoralization Levels
    • Imperial Guard Morale Level
    • Recovery From Demoralization
    • Corps Disintegration
    • Effects of Corps Disintegration
  • Reorganization
    • General Rule
    • Procedure
    • Reorganization Die Roll Modifiers
    • Proximity of Enemy Units
    • Command Effects
    • Stacking
    • On-map Reorganization
  • Optional Rules
    • Advance & Retreat Advantages
      • Leader Advance
      • Divisional Integrity Advance
      • Cavalry Retreat Before Combat
    • Cavalry Charge
      • Cavalry Charge Effects on Combat
      • Terrain Effect for Cavalry Charges
    • Leader Initiative
    • Variable Weather
      • Daily Conditions
      • Hourly Conditions
  • Scenario I: The Relief of St. Cyr
    • Scenario Length
    • Victory Point Schedule
    • Special Rules
      • French Imperial Guard Reinforcements
      • Allied Movement Restrictions
      • Allied Reserve
      • Allied Morale Bonus
      • Napoleon's Arrival in Dresden
    • Starting Morale Levels
    • Reinforcements
  • Scenario II: Battle for the Suburbs
    • Scenario Length
    • Victory Point Schedule
    • Special Rules
      • Reserve Units
      • French Reduced Morale
    • The Set-Up
    • Initial Losses
    • Starting Morale Levels
    • Leader Set-up Positions
    • Second Day Morale Levels
    • Reinforcements
  • Scenario III: Battle for Dresden
    • Scenario Length
    • Victory Point Schedule
    • Special Rules
    • The Set-Up
    • Morale Levels
    • Reinforcements
  • Optional Pirna/Konigstein (applies to all scenarios)
    • Starting Morale Levels
  • Terrain Effects Chart
  • Pirna/Konigstein Combat Results Table (Optional)
    • Explanation of Combat Results

Introduction

The Battle for Dresden, 1813 is a brigade level, two-player simulation depicting the two days of battle in and around the city of Dresden during Napoleon's 1813 campaign in Germany. One player controls the French forces, while the other player controls the combined Austrian, Russian and Prussian forces. The playing pieces denote the actual military formations available during the battle. The game map is a representation of the area in which those formations fought. Each player, through a structured sequence of play, maneuvers his units on the map and engages adjacent enemy units in combat.

How the Game Is Played

Setting Up the Game

The game is designed as a two-player game, one controlling the French units and the other controlling the Allied units. Players are provided with an introductory scenario at the end of the basic rules section, as well as three scenarios listed at the end of the advanced rules. These scenarios vary in length and victory conditions and have special rules of which players should take particular note. After choosing a scenario, the players should determine which side each will control. Players should then carefully punch out the cardboard playing pieces and position them on the game map according to the set-up positions for the chosen scenario.

In the Introductory Scenario and Scenario II, the set-up positions for all units, except optional units and those that enter as reinforcements, are printed on the reverse side of the units. Players should take care to place the units in the exact hex designated and with their front side up. The set-up positions for both Scenarios I and III are in the rules for those scenarios.

Units not given a hex number either are optional units, arrive as reinforcements or have been already eliminated. Please refer to the scenario set-up to determine the proper status of such units.

How to Win the Game

The game is won by determining the level of victory of the player who has accumulated the greater amount of victory points. Both players add and subtract victory points according to the victory conditions listed in each scenario. At the end of the game the players compare victory point totals. The player with the greater amount of victory points is the winner at one of four levels of victory: draw, marginal, substantive or decisive. (See Victory Conditions.)

Game Equipment

Games Rules Folder

The game rules to The Battle for Dresden, 1813 are presented in a single rules booklet. This booklet contains all the basic rules of play, advanced rules, optional rules, scenarios and some charts and tables. If you are new to the hobby of historical gaming or wish to play an easier version of the game, you should begin with the introductory scenario at the end of the basic rules section. However, players wishing a greater historical perspective of the battle of Dresden should use the advanced rules and any or all the optional rules. Players should note that the rules are divided into major sections and arranged in approximately the same order as they are used in the sequence of play. Each major section begins with a general rule and procedure followed by a more detailed explanation. We advise that new players, particularly those unfamiliar with historical games, should examine the map, the playing pieces and the charts and tables before reading the rules.

The Game Map

The 22" x 34" game map portrays the area in which the battle was fought. It contains all the major terrain features of the battlefield, a Terrain Key, Combat Results Table (CRT), Turn Record Track and other charts and displays needed for play. Superimposed over the printed terrain features is a hexagonal grid used to regularize positioning and movement of the playing pieces.

The Playing Pieces

Players playing only the basic game should take special care to set aside those pieces that are used in the advanced game such as the leader units. In addition, there are special pieces marked on their reverse sides as optional (opt). These units and leaders are used only in an optional scenario in the advanced game.

Game Scale

Each hexagon on the map represents 400 yards of actual terrain from hexside to hexside. Each strength point represents approximately 450 to 650 men or one artillery battery. Each game-turn is one to four hours as indicated on the Turn Record Track.

How to Read the Units

The sample units show: combat unit front and back (reduced strength side); division/corps color stripe; unit designation; army color; combat strength; movement allowance; morale rating; reduced combat strength; unit types (infantry, cavalry, artillery, horse artillery); the Army Morale Level marker; and the "Disrupted" marker.

Unit Nationality Colors

The following colors identify the different nationalities within the French and Allied Armies.

French Army

  • French Army base color: Light Blue
  • French Army nationalities: Medium Blue - French; White - Saxon; Dark Green - Westphalian; Dark Blue - Wurttenberg; Red - Polish; Grey - German

Allied Armies

  • Austrian Army of Bohemia base color: White
  • Russian-Prussian Army base color: Grey
  • Russian Reserve Army base color: Pale Green
  • Allied Army nationalities: White - Austrian; Dark Green - Russian; Black - Prussian

Glossary

Basic Game Rules Glossary

  • Combat Strength is a unit's basic attacking and defending value relative to other combat units in the game. Combat strength is measured in Combat Strength Points (CSPs). Each unit begins the game with a printed maximum combat strength. As the unit incurs losses through combat, this printed total will decrease. Players keep track of the current combat strength of the unit by placing one of the numbered chits under the unit. The chit should equal that unit's current combat strength.
  • Reduced strength is the strength of a unit reflecting permanent losses; it is shown on its reverse side. This value may become the unit's new maximum combat strength after reorganization.
  • Movement Allowance is a unit's basic movement capability for a single movement phase.
  • Unit Designation is the name of the brigade or division commander in command of the unit.
  • Morale Rating is the quantified measure of a unit's spirit and effectiveness. It may be used to modify attacks, determine whether a unit disrupts when leaving a zone of control and determine if disrupted units rally.
  • Formation is the designation of the higher level organization to which the unit belongs. This is a corps for the French and the Russian/Prussian forces and a division for the Austrian Army. All of the units of a given formation are marked with a distinctive stripe to facilitate their identification.
  • Armies represent the larger forces present on the battlefield. There are four armies represented in the game, Dresden 1813: the French Army, the Austrian Army, the Russian/Prussian Army and the Russian Reserve Army.
  • Zone of Control (ZOC) is the hex occupied by an attacking undisrupted unit and the six hexes surrounding that hex. The hexes surrounding a unit which form the outer ring of the ZOC are called controlled hexes. These controlled hexes have an effect on movement, combat and tracing paths between units or hexes. The presence of undisrupted units, enemy or friendly, never negates zones except for tracing command or supply. Disrupted units do not possess a ZOC for any purpose.

The Course of Play

The Game Turn

The Battle of Dresden is played in successive alternating turns called player-turns. The Allied player takes his turn first, then the French player. In the basic game, one game-turn consists of two player-turns; each consists of two phases, the movement phase and the combat phase. In the advanced game, a game-turn consists of three phases. Players wishing to use leaders, command and reorganization rules should use the advanced sequence of play. (See the advanced game rules section.) During his player-turn, the phasing player must conduct all the action in the game specifically as outlined in the sequence below. Players may not take any action out of proper sequence. The game-turns continue one after another until the players meet the victory conditions or play goes to the end of the Turn Record Track.

Basic Rules Sequence of Play

1. Allied Player Turn

A. Movement Phase

  1. Rally Segment. The phasing player (Allied) attempts to rally his disrupted units.
  2. Movement Segment. The phasing player may move any or all of his units in any sequence he desires within the restrictions and limits of the rules of movement. Players bring reinforcements into play according to the reinforcement rules and the Turn Record Track. None of the non-phasing player's (French) units may move during this phase.

B. Combat Phase Combat between all adjacent opposing units occurs according to the rules of combat and artillery. The units of the phasing player (attacking) engage the units of the non-phasing player (defending). Compare the total attacking strength to the total defending strength for each combat situation. Resolve the combat according to simplified odds located on the Combat Results Table. Roll the die and apply the combat result to the units immediately.

2. French Player-Turn

The French player is now the phasing player. He conducts rally, movement and combat in the same manner and sequence as the Allied player.

3. Game-Turn Record Interphase

At the end of each game-turn, each player notes any victory point gains made during the turn. He then advances the game-turn marker one space to mark the end of one game-turn and the beginning of another.

Movement

General Rule

During his movement phase, the player may move as many or as few of his units as he desires. The player may move units in any direction or combination of directions.

Movement Limitations

During a single movement phase, a unit may never expend more movement points than its movement allowance.

Movement must take place in sequence. A player may not move friendly units during the enemy movement phase, nor during either combat phase, except when advancing or retreating as a result of combat.

The movement phase is complete once the phasing player has begun to resolve combat and has thrown the die.

A unit may expend any portion of its movement allowance, but it may neither accumulate nor transfer unused movement points to another unit.

Move units one at a time, or as a stack, from hex to hex consecutively; units may not skip hexes. Once he has begun moving a new unit or stack, a player may not return to a previously moved unit without requesting the consent of his opponent. Note: A gaming gentleman of quality would never make such a request.

Effects of Terrain on Movement

The basic cost to enter a hex is one movement point. The actual cost to enter a given hex may increase or decrease, depending upon the terrain in the hex, on the hexside being crossed, and the unit type.

  • A unit that moves from one hex to an adjacent hex through a road hexside pays only the road cost, regardless of other terrain in the hex.
  • A bridged hexside is a river or stream hexside crossed by a minor or major road. Major river bridges are explicitly displayed on the map.
  • Some units may cross stream and minor river hexsides without bridges at the cost of additional movement points. Disrupt any unit that moves across a non-bridge minor river hexside. (See Terrain Effects Chart.) Some units may not cross them at all. (See Terrain Effects Chart.)
  • Units may only cross major rivers at bridges.

Explanation of Terrain Effects

Terrain effects are cumulative for movement. Example: During movement, a unit must expend three movement points to move through a stream hexside into a wooded hex. This is two movement points for the woods hex plus an additional point for the stream hexside.

Grand Tactical Movement (GTM)

Units using grand tactical movement pay 1/3 movement point for a major road hex and 1/2 movement point for a minor road hex if they observe the following conditions:

  • Units may not begin in nor enter a non-road hex and may move only through road hexsides, city and town/suburb hexes.
  • Units may not move within nor start within six hexes of an enemy combat unit during its movement. City and town/suburb hexes count as two hexes for computing this range. The six hex distance is blocked by major rivers.
  • Only one unit that used GTM may occupy a road hex at the end of the movement phase. These units may stack with others that did not use GTM.
  • Reinforcements may use GTM on their turn of entry provided the first hex entered contains a road.

Stacking Friendly Units

A maximum of two friendly units with a total current strength of 12 or less may end any movement phase or combat phase stacked in the same hex. Units may freely move through friendly-occupied hexes. Exception: French Dresden artillery units do not count against stacking limits.

Zone of Control Effect on Movement

A friendly unit must always cease its movement upon entering an enemy-controlled hex. Once a unit moves into an enemy-controlled hex, it may exit the hex on that turn only if it retreats as a result of combat, or if the enemy unit exerting the zone is removed as a result of combat. If a unit begins the movement phase in an enemy-controlled hex, it may exit that hex at an additional movement point cost.

Adjacent enemy units are equally and mutually affected by the presence of each other's zone. It is quite possible for a single hex to be in the ZOC of two opposing units. There is no additional effect if more than one unit exerts a ZOC into a single hex except for units attempting to exit the hex.

Exiting Zones of Control

The cost to exit an enemy ZOC is one movement point for each enemy hex exerting a ZOC. Units pay the cumulative cost when exiting enemy ZOCs. Units in a town, suburb or city hex pay only one movement point additional when leaving an enemy ZOC. Units must have enough movement points to enter the next hex or they may not move; there is never a free move.

During a daylight turn, a unit may not move directly from one enemy ZOC into another. However, during a night turn, a unit in an enemy ZOC may leave its first hex without penalty if the hex it enters is not in the ZOC of the same enemy unit as the hex it left.

A unit that exits an enemy ZOC during movement must immediately check for possible disruption. Roll one die for each unit. Units exiting a town, suburb or city hex subtract one from the die roll. If the number rolled is equal to or greater than the unit's morale rating, the unit disrupts in the hex it entered. A die roll number less than the morale rating has no effect. When a stack moves out of a ZOC, roll once for the stack and apply the die roll to each unit.

Combat

General Rule

During the friendly combat phase all friendly units in the ZOC of enemy units must engage in combat. Artillery units may attack units that are not adjacent using bombardment. (See artillery rules.) The attacker is always the phasing player, the defender the non-phasing player, regardless of the overall situation.

Procedure

Total the combat strengths of all units attacking a hex. Compare this number to the total defending combat strength in the hex under attack. Express the comparison as a ratio — attacker's to defender's strength (divide the attacker's strength by the defender's strength). Simplify this attacker-defender ratio to a specific combat ratio column on the Combat Results Table. Make any column shifts on the CRT after the basic combat ratio has been determined. If the final combat ratio is greater than 6-1, resolve the combat at 6-1. Similarly, if it is lower than 1-5, resolve the combat on the 1-5 column. The attacking player may deliberately reduce the combat ratio prior to rolling the die. After determining the correct column, the attacker rolls a die. Cross-reference this die roll to the appropriate column, thus showing the combat result.

Except for artillery bombardments and attacks involving cavalry charges (optional rule), the phasing player may resolve attacks in any order that he wishes. However, the results of each attack must be applied immediately before proceeding to the next attack. Combat resolution continues until the phasing player has resolved all of his required attacks and any non-mandatory attacks he is eligible to conduct.

ZOC Effects

Friendly units in a non-town hex are compelled to attack when in an enemy ZOC at the beginning of their combat phase. Friendly units in a town, city or suburb hex need not attack adjacent enemy units during the friendly combat phase. However, if they do attack, all adjacent enemy units must be attacked. A unit may advance or retreat out of an enemy ZOC during the combat phase.

Units in Combat

Units may not attack or defend more than once in any given combat phase. The phasing player determines which units attack the defending hexes. However, all phasing units adjacent to non-disrupted enemy units must engage in combat during the phase. A disrupted unit has no ZOC, and need not be attacked unless it is stacked with an undisrupted unit.

An enemy-occupied hex may be attacked by as many units as can legally engage in combat with that hex. Artillery units may attack up to a distance of two hexes. (See artillery rules.) The strength of adjacent units may combine with that of bombarding artillery.

Multi-Unit/Hex Combat

All units in a hex must attack or defend with a single, total combat strength. A friendly unit must attack all adjacent non-disrupted enemy units not being attacked by other friendly forces during that phase. Attacking units must be adjacent to all defending units for a multiple hex attack to be resolved as a single combat.

Terrain Effects

Units may have their combat strengths increased, decreased, or be given a combat shift benefit due to geographical features. Terrain may double or triple a unit's combat strength on defense. On the attack, terrain may halve a unit's attack strength (rounding fractions up). (See the Terrain Effects Chart (TEC) for the specific conditions.) Units in a town, city or suburb hex do not have to attack adjacent enemy units even though enemy ZOCs still exist.

Units occupying a fortress hex are not required to attack adjacent enemy units through fortress hexsides. (See the special terrain rules and the Terrain Effects Chart.)

During combat, a unit in a town attacked through a stream hexside is tripled, not doubled and then doubled again. (See the Terrain Effects Chart.)

Morale Effects

The morale rating of a participating unit may modify the combat ratio for attacks. First the attacker then the defender states which unit involved in the attack will modify the combat ratio. Subtract the morale rating of the defending unit from that of the attacking unit. If the result is a positive number then the attacker receives a one column shift to the right. If the number is negative or zero, there is no shift. If losses will be satisfied in CSPs, at least half of the CSPs must be from the unit whose morale rating was used to modify the combat ratio.

Explanation of Combat Results

Combat results are expressed (on the CRT) as hexes retreated or combat strength points (CSPs) lost. Results with an "A" apply to the attacker; results with a "D" apply to the defender.

  • Ar, Dr: Attacker, Defender Retreat: attacking or defending unit(s) retreat one hex; attacking units which retreat also become disrupted.
  • A1, D1: Attacker, Defender One: attacking or defending unit(s) lose one CSP per enemy unit engaged. This loss is for the stack, not for each unit of the stack. Example: If three enemy units attacked a friendly stack of two units, the loss to the friendly stack would be three CSPs (to be separated in any manner the owning player chooses).
  • D2: Defender Retreat Two: defending unit(s) retreat two hexes and disrupt; or the defender may retreat one hex and apply a D1 result to avoid disruption.
  • Ex: Exchange: eliminate all defending units; the attacking unit(s) must lose the same amount in CSPs as the defender. The defending player rolls a die; if the number rolled is less than the highest morale rating of the defending unit(s), the loss to the attacker is an additional 50%. (The morale rating number of the defending unit is the current modified rating.)
  • Ae, De: Attacker, Defender Eliminated: eliminate all attacking or defending units and remove them from play. Eliminated units may be eligible for reorganization.

Depending on the situation, units may be obligated, or may choose to satisfy the combat result as CSP losses instead of retreating. For each hex not retreated, the affected unit(s) must lose a number of CSPs equal to one half (rounded up) of the opposing unit's total combat strength (calculated at current value). Apportion these losses among the units in any manner the owning player wishes. Place a numbered chit under the unit(s) to reflect its reduced combat strength. Eliminate any unit that has lost its last CSP.

Advance as a Result of Combat

Any one unit of the non-retreating side may advance into a hex that is vacated as a result of a retreat or elimination of units from that hex. This advance can be made regardless of the presence of any ZOCs. The player must exercise the option to advance immediately. Units may not attack or be attacked after advancing in the same phase. Disrupted units and non-horse artillery units may not advance after combat.

Retreating as a Result of Combat

The owning player retreats units one or two hexes away from enemy units and into hexes not enemy-occupied or controlled. Units may only retreat into hexes into which they could normally move. If possible, the retreating unit must end its retreat farther away from enemy units than when it began the retreat. Retreating units may not reenter any hex of its retreat route, nor enter a hex formerly occupied by an enemy unit during the current combat phase. Units must avoid enemy ZOCs whenever possible; however, if the retreating unit must retreat into an enemy-controlled hex, it may do so at a loss of CSPs. A unit (or stack) must retreat into an unoccupied hex when available.

Units may freely retreat through or into friendly-occupied hexes only if those hexes are not enemy-controlled and they do not exceed stacking restrictions. If the retreating unit retreats into a friendly-occupied hex, in violation of stacking restrictions, then displace all the units of that hex one hex. Friendly units adjacent to an undisrupted enemy unit may not displace. If a retreating unit cannot retreat through an enemy-controlled friendly-occupied hex, the retreating unit must satisfy the loss in CSPs.

CSP Losses During Retreats

Units retreating into an enemy ZOC must lose a number of CSPs equal to one half (rounded up) of the opposing unit's total combat strength. Only count those enemy units that exert a ZOC into the hex being entered for the opposing total combat strength; modify the strength as if the units were attacking into the hex. Friendly units do not negate enemy ZOC for retreats. At the end of a retreat, disrupt units that retreated into an enemy ZOC.

Artillery

General Rule

Artillery units may attack normally, add their strength to an attack, or attack by themselves by bombarding enemy units within a two-hex range. Artillery units adjacent to enemy units (see exception for major river terrain) must attack those enemy units according to the normal rules for combat. Artillery not adjacent to enemy units may use the rules for bombardment to add to the attacks of other friendly units or conduct separate bombardment attacks according to the rules for bombardment combat. Resolve artillery separate bombardment attacks prior to normal attacks.

Bombardment Procedure

In attacks involving other friendly units, bombarding artillery merely adds its combat strength to the friendly unit(s) attacking. Compute the attack and resolve as in regular combat. However, in attacks not involving other friendly units, resolve bombarding artillery attacks using the artillery bombardment section of the CRT. The phasing player totals the strengths of the bombarding artillery units and determines the correct column. After checking the terrain modifiers, which may affect the eligibility of the attack, the attacker rolls a die.

Cross-reference this die roll to the appropriate column showing the bombardment result. Apply the result affecting the defender as in regular combat. Ignore any result affecting the attacker. The following rules apply to artillery attacks:

  • The bombarding unit must be able to achieve minimum odds (after any shifts) to be eligible to bombard.
  • Bombardment attacks on more than one hex are not allowed; that is, an artillery unit may not split its fire. However, two artillery units in the same hex may fire at different targets.
  • Artillery units adjacent to an enemy unit may not bombard; they must attack normally and always suffer from adverse combat results.
  • Bombarding artillery may never modify the combat odds ratio with their morale rating.
  • Artillery units may not bombard over enemy units regardless of the type of terrain the artillery unit occupies.
  • Combat involving only bombarding artillery must be resolved first. Note: Before conducting any separate bombardments, the phasing player must determine that at least some of his forces must attack adjacent enemy units. Artillery may not conduct separate bombardments in a hex if that hex is the only one adjacent to friendly forces that must attack in the current combat phase. The artillery may still add its strength to an attack by adjacent units into such a hex.

Line of Sight (LOS)

Hex or hexside terrain features may block the LOS between the bombarding unit and the target hex. Terrain features in the hex occupied by the bombarding or defending unit will not block a LOS. Blocking terrain consists of woods, city, town/suburb, elevated and Gross Garten hexes. LOS is not blocked if a straight line between the centers of the bombarding and target hexes is congruent to blocking terrain hexside. However, if both hexes adjacent to the straight line are blocking terrain, the line of sight is blocked. (See example/illustration.) No bombardment is possible unless a LOS can be traced between the artillery unit and its intended target.

The combat strength of bombarding artillery is not modified when bombarding across a stream/Landgraben, major or minor river hexside. The strength of the defender is not modified if only attacked by bombarding artillery.

Since bombardment attacks are conducted only during the friendly combat phase, artillery cannot use bombardment by non-adjacent artillery to assist defending units nor attack enemy units during the opposing player's combat phase.

NOTE: Artillery units are prohibited from bombarding adjacent units. Resolve this as a regular attack so that terrain restrictions apply. Exception: Artillery units may only bombard adjacent units across a major river hexside.

Engagements

To speed up combat resolution, players should use the concept of engagements to segment the battlefield. An engagement is a section of the battlefield where all combat will be resolved separately from another section. The attacking player can designate what engagement he wants to resolve first. Once he has defined the hexes to be used, he conducts all bombardment attacks that will affect those units. He then conducts his remaining adjacent attacks. Once the selected engagement combats are resolved, the attacking player defines the next engagement area. This continues until all required and desired attacks have been resolved.

Disruption and Rallying

General Rule

Combat units become disrupted as a result of retreating during combat, crossing certain terrain and exiting from enemy ZOCs during movement. Disrupted units remain disrupted until they successfully rally during the rally phase. When a unit successfully rallies, remove the "Disrupted" marker from the unit and the unit may function normally again.

Disruption

Disruption occurs during combat as a result of an unfavorable die roll. It also occurs as a result of certain types of movement. Disrupted units that suffer an additional disruption lose one CSP each time they disrupt again. Disrupted units have no ZOC; they may not advance after combat. The instant a unit or units disrupt, place a "Disrupted" marker on top of the unit(s) until rallied.

Cause of Disruption

A combat unit becomes disrupted if any of the following occurs:

  • A unit was an attacking unit and it retreats.
  • A unit was a defending unit and it retreats two hexes.
  • A unit retreats into an enemy ZOC.
  • A unit leaves an enemy ZOC during movement and fails a morale rating check.
  • A unit moves, advances after combat or retreats across a non-bridge minor river hexside.
  • A unit in a fortress hex chooses not to retreat on a Dr result.

Effect of Disruption

Disrupted units lose their ZOC the instant they disrupt. If a unit begins the combat phase disrupted, it does not need to be attacked but must attack if in an enemy ZOC.

Disrupted units that become disrupted again lose one CSP for each additional disruption. This loss is per stack, not per unit. Note: Attacking units that are forced to retreat across a minor river hexside suffer separate disruptions for the two events. All retreating attackers are disrupted before the retreat movement is resolved. If one unit in a stack retreated across a minor river while one did not, the one that retreated across the minor river would take an additional CSP loss.

Reduce a disrupted unit's morale rating by one during the combat phase. The unit may not use its morale rating to modify the combat odds when attacking if an undisrupted non-bombarding unit is available.

Rallying

All friendly disrupted units must attempt to rally during the phasing player's rally segment. Roll a die once for each hex containing disrupted units. Apply the die roll simultaneously to all disrupted units of that hex; modify it for each unit's circumstance. If the modified die roll is equal to or less than a unit's morale rating, remove the "Disrupted" marker; the unit rallies and may function as an undisrupted unit. If the modified die roll number exceeds the unit's morale rating, the unit must remain disrupted until the player makes a new rally attempt in the next turn.

Rally Attempt Die Roll Modifiers:

  • -1: The unit is an infantry unit in a town, suburb, city, Gross Garten or woods hex
  • -1: The unit is stacked with or adjacent to a friendly leader
  • +1: The unit is adjacent to any undisrupted enemy units
  • +2: The unit's nationality has suffered demoralization

All die roll modifications to a given unit are cumulative.

Reinforcements

General Rule

Both the Allied and French players receive reinforcements as listed in each scenario. The Turn Record/Reinforcement Track indicates the reinforcements available to each player for each turn. The scenario section of the rules lists the units available as reinforcements. At the start of the game, players should place the units depicted next to their turn of entry. Remove reinforcements from the track and place them on the map in the hex or hexes listed in the scenario. They arrive paying the normal terrain cost for the entry hex (including road and grand tactical movement bonus) during the player's movement phase of the turn indicated. The owning player determines the exact order of arrival.

Procedure

The first stack of reinforcement units brought into a single hex in a turn expends one movement point to enter the entry hex, the second stack expends two, the third three, etc. (Reduce these costs for units entering into major road hexes by one-half or one-third for units in grand tactical movement.)

Entering the Map

Reinforcements not in reserve status may move and attack freely on their turn of entry and they may arrive stacked. If enemy units or their ZOC blocks the entry hex listed for a unit, the unit may enter the nearest unblocked map edge hex.

Corps Klenau

In order for Corps Klenau (all units marked Hohnlh and Mayer; Schaffr and deBest are among the counters pictured) to enter the game on August 27, the Allied player must roll a die at the end of each friendly rally segment starting on game-turn 18 and ending on turn 23. On a die roll of one, Corps Klenau enters that turn; any other die result has no effect. If Corps Klenau does not arrive through the die roll attempts, it will automatically arrive on turn 34.

Effects of Reinforcements on Morale Factors

Reduce the morale factor of each French combat unit that enters the game as a reinforcement by one for the remainder of that day.

Supply

General Rule

Supply and communications were of paramount importance throughout the battle. Check supply once per day during the Game Turn Record Interphase of the 1:00-4:00 AM game-turn. Units that are not in supply automatically surrender (are eliminated from play); reduce army morale levels for the eliminated CSPs. Supply does not affect leaders (Advanced Game Rules only).

Procedure

A line of supply is a series of contiguous hexes of any length. The first six hexes from the unit may be any passable terrain, and the remainder must be connecting road and/or trail hexes leading to a supply source. The physical presence of enemy units or the presence of enemy zones of control block supply. Friendly units negate enemy zones of control. Both players simultaneously determine the supply status of all units before applying the effects of supply.

Supply Sources

  • Trace all French supply to hex 2708.
  • Trace all Austrian supply to hexes 1029 or 2632.
  • Trace all Russian and Prussian supply to hex 4731.

Army Morale and Demoralization

General Rule

All the units of an army (bearing the same nationality) become demoralized when the morale level of that army reaches 0 on the Army Morale Level Track. Each of the four armies has a starting morale level for each scenario. During the game, an army's morale level will increase as reinforcements come into play. An army's morale level will decrease due to strength point losses and disruption of friendly units. An army's morale level will increase as disrupted units rally. When an army's morale level marker reaches zero on the Army Morale Level Track, it instantly becomes demoralized. A demoralized army affects individual unit movement and morale factors. Note: Corps Morale and Demoralization supersedes this rule in the Advanced Game Rules.

Procedure

Each army begins the game with an initial army morale level listed in the scenario. Players keep track of their strength point losses on the Army Morale Level Track. When units of an army lose combat strength points, subtract that combat strength loss from its army's morale level - one morale point for each CSP eliminated. In addition, whenever a unit disrupts, subtract two morale points from its army's morale level. During the rally segment, add one point per rallied unit to its army's morale level as units rally. Demoralization takes effect the instant an army's morale level reaches zero. The loss or disruption of French fortress artillery (Dresden Artillery) units is not counted against French Army morale.

Army Demoralization Levels

The Introductory Scenario lists the starting demoralization level for each army. However, as reinforcements arrive, they will increase the demoralization level of their army. The scenario lists the increases to the morale levels caused by the reinforcements. Activating reserve units will also increase an army's morale level. Add two to an army's morale level for each combat unit activated from reserve.

At the start of the next day, after reorganization (the first daylight game-turn), all army demoralization levels reset to new start levels. Players must subtract the following morale points from these new levels:

  • The combat strength point losses from both permanently eliminated and reduced units.
  • Two points for each unit in reserve.

Second Day Morale Levels

  • French Army: 176
  • Austrian Army: 118
  • Prussian Army: 38
  • Russian Army: 82

Effects of Demoralization

The effects of demoralization are as follows:

  • Units of a demoralized army shift the combat odds ratio one column to the left when attacking.
  • Demoralized combat units subtract one from their movement allowance.
  • Units of a demoralized army add one to the die roll number for rally attempts.
  • Units of a demoralized army may not advance after combat.
  • Foreign units of the French Army may become adversely affected upon demoralization of their army. At the start of the next French player-turn after the combat that causes his army to demoralize, the French player must roll a die.
    • On a roll of one or two, the units remain in place and suffer the normal effects of demoralization.
    • On a roll of three or four, all non-French units must immediately retreat twice their movement allowance in hexes away from Allied units and in the general direction of Altstadt (units stop upon reaching an Altstadt city hex). These units may leave, but may not enter enemy ZOCs. Eliminate units that cannot retreat because of enemy ZOCs. At the end of this movement, each unit becomes disrupted.
    • On a die roll of five or six, remove all non-French units from the map; they are permanently eliminated.

Unit Reorganization

Place units that have been destroyed and have a reduced side to them in the Units Available box; they are eligible for reorganization. Units without a reduced side or those which have already been reorganized are not eligible for reorganization; place them in the Units Permanently Eliminated box. Reorganization occurs for both players, at the end of the second night (1:00 - 4:00 AM) turn, during the game-turn record interphase. To reorganize an eligible eliminated unit a player simply returns the unit to the map with its reduced side up. Place the reorganized unit on, or adjacent to, a friendly unit of the same nationality. A reorganized unit must be at least six hexes from any enemy unit when returned to the map.

During night turns, units on the map that have combat strength points missing from them may reorganize "on map". If the current strength of the unit is less than its reduced side value, then flip the unit to its reduced side. If the current strength of the unit is equal to or greater than its reduced side value, return the unit to its full strength; remove the current strength marker. Units that attempt to reorganize on map must be at least six hexes away from any enemy unit or have a major river between them. Suburb, town and city hexes count as two hexes for tracing this range. The range may not be traced through un-bridged river hexsides.

Army Disintegration

Army disintegration differs from demoralization in that it is a measure of strength point loss only. An army suffers the effects of disintegration the turn its strength point losses reach its disintegration level. Note: Players need to keep track of their losses separately from those losses for demoralization.

Army Disintegration Levels

  • French Army: 92 (before turn 14), 148 (turn 14 and after)
  • Austrian Army: 102 (118 if Corps Klenau arrives)
  • Prussian Army: 38
  • Russian Army: 64

Effects of Disintegration

The following are the effects of army disintegration. They are in addition to the effects of demoralization:

  • Units may not rally by die roll attempt.
  • Reduce all morale factors of the units of that army to two.

Special Rules

Reserve Units

Depending on the scenario, both players have a portion of their force in reserve; some reserve units begin on-map, while others enter as reinforcements. During the game a combat unit will either be active or in reserve. Some units are in reserve by themselves while others are part of a formation that is in reserve. Active units may move and engage in combat normally. Units in reserve have their movement restricted until activated (taken out of reserve). Once activated, a unit remains activated for the remainder of the game and may not return to reserve status. French, Prussian (except those assigned to the Russian Reserve Army), Austrian Reserve Artillery and Russian Reserve Artillery units are in reserve individually; all other Austrian and Russian units are in reserve whenever their division or corps are in reserve. Place a reserve marker on top of individual reserve units to distinguish reserve units from non-reserve (active) units. Players should use the divisional and corps morale markers of those formations to mark the formations in reserve.

Types of reserve markers: Single Unit Reserve Marker; Austrian Divisional Morale Marker; Corps Morale Marker.

Movement of Reserve Units

Units in reserve have limited movement capability. They may move using the rules for grand tactical movement (GTM) or they may move a maximum of one hex in the movement phase. When using grand tactical movement, a reserve unit may not enter a non-road hex. Units in reserve may move a maximum of one hex not using GTM, regardless of terrain cost. The unit in reserve may only move into a hex to which it could retreat.

A unit in reserve may never move to within six hexes of an enemy unit. Units in reserve need not move away from advancing enemy units to maintain a six-hex distance.

How Reserve Units Become Activated

Units in reserve may be activated voluntarily by the owning player or involuntarily if attacked by enemy units. If an enemy unit comes to within four hexes of a friendly unit in reserve, the owning player may activate that unit, or in the case of the Austrian or Russian reserves, the formation of that unit. If a unit in reserve is attacked, the formation to which that unit belongs is immediately activated.

The French player activates a unit in reserve voluntarily by simply announcing his intent to do so and removes the marker(s) from the unit(s). The French player loses 1 victory point for each artillery strength point activated and 2 victory points for each strength point of Old Guard infantry activated.

On any turn on or after the August 26, 2:00 PM, game-turn, the Allied player may roll a die to voluntarily activate his units and formations. The result of the die roll is the number of formations and/or individual units that may be released from reserve. Note: Prussian reserves and Austrian artillery reserve units are released individually not as a group.

Roll a die separately for the Austrian forces and the Russian/Prussian forces. The player must declare which force he is attempting to activate before he rolls the die. For each die rolled, the Allied player loses 5 victory points. Failure to announce the force to be activated results in a zero die roll and the loss of the victory points for rolling the die.

Weather Rules

The effect of weather is simulated by applying effects of rain to movement and combat. The intensity of rain affects both combat and movement. There are two types of rain conditions — heavy rain and light rain; all other game-turns are clear.

  • Clear represents little or no precipitation and has no effect on units or terrain.
  • Light rain represents enough precipitation to reduce movement and affect the operation of flintlock weapons.
  • Heavy rain represents significant rainfall that will limit the performance of flintlocks and artillery, restrict visibility, and significantly alter ground conditions.

The Turn Record Track indicates the historical weather on the battlefield.

Note: The players may either use this historical weather, or they may use variable weather provided by the Variable Weather rule from the advanced game to provide some variety.

The Effects of Rain on Combat Units

The following rules detail the effects of rain on units and terrain.

  • Reduce the movement allowance of all combat units by one during any rain turn.
  • During light rain turns, infantry units have their combat strengths halved (rounded up) for all purposes (losses to all Morale Tracks are full CSP value for the unit).
  • During heavy rain game-turns, infantry and artillery units have their combat strengths halved (rounded up) for all purposes. Reduce the morale rating of infantry units by one. Artillery may not bombard in heavy rain.

Note: Calculate stacking based on the current unadjusted strength of the unit.

The Effects of Rain on Terrain

During a heavy rain turn, treat minor rivers as major rivers and treat streams and the Landgraben as minor rivers. This effect continues for the turn after the first clear turn. (Place a marker on the Turn Record Track as a reminder.) Whenever heavy rain occurs in more than one consecutive turn, advance the marker one space on the Turn Record Track.

Heavy Rain Effects on Game-Turns

Note: The heavy rain conditions during the battle had some effect on combat and movement. At times, the rain came down "in torrents" that caused the activity to slow down or stop altogether.

At the start of each heavy rain turn the Allied player rolls a die to determine if the turn is skipped and play moves to the next turn. On a die roll of 1 or 2 the players skip the current game-turn and resume play on the next turn. Do not roll the die again on the new game-turn. Any other die roll has no effect and play continues with the current game-turn sequence.

Night Game-Turns

A combat unit may not end its movement phase within two hexes of an enemy unit during the night game-turns. Units in an enemy ZOC, including in suburbs, must retreat; they suffer no losses for the retreat. French forces occupying fortress hexes are exempt from this retreat requirement.

There is no Rally Segment during night game-turns. All disrupted units automatically rally during the night game-turn record interphase. Adjust the army morale value for each rallied unit.

Artillery may not bombard at night.

All night game-turns are also Light Rain turns except when using the optional weather rule.

Dresden Fortress Artillery

The Dresden fortress artillery units of the French Army (those marked Dresden with a 0 movement allowance) were larger guns with little or no mobility. These artillery units have a range of three hexes but may not move. If forced to retreat as a result of combat, eliminate them instead.

Whenever combat involves an undisrupted fortress artillery unit, either attacking, defending or bombarding, shift the combat one column to the left when defending or to the right when attacking. Apply a maximum of one shift per combat, regardless of how many fortress artillery units are involved.

Fortress Artillery Three-Hex Range

The following table provides a list of all the three-hex-range target hexes into which fortress hex artillery may fire.

Fortress HexTargetable Hexes
36033905, 3805, 3706, 3606, 3506, 3405, 3305
31093307, 3407, 3410
31123411, 3412
37153015, 3016, 2917, 2817, 2718, 2617, 2517, 2416, 2415, 2414
24142715, 2716, 2616, 2517, 2717, 2114, 2113, 2212
22122414, 2315, 2215, 2115, 2014, 1914, 1911, 2010, 2110

Defeat of the French Imperial Guard

Each time any of the French Old Guard units listed below suffers a retreat as a result of combat, reduce the morale level of the French Army immediately and permanently by five points. The following French Old Guard units only cause this morale reduction: Curial, Michal and Old Guard Artillery.

Special Terrain Features

Fortress Hex and Hexsides

Defending units in a fortress hex shifts the odds one to the left on the CRT when attacked exclusively through the fortress hexsides. During combat, units attacked exclusively across a fortress hexside may disrupt instead of retreating on a Dr result. Units in a suburb/fortress hex add the effect of the suburb for combat. French units in a fortress hex need not attack enemy units that are exclusively across fortress hexsides.

Gross Garten Hex

When any units defending in a Gross Garten hex are infantry, shift the final combat odds one column to the left. Halve cavalry or artillery defending in or attacking into a Gross Garten hex. (See Terrain Effects Chart.)

Town/Suburb Hex

A defending infantry unit in a suburb hex has its combat strength doubled when being attacked. Units in town/suburb hexes do not need to attack during the combat phase; however, if they do attack, all undisrupted enemy units must be attacked as in the normal combat rules. Cavalry units attacking into or defending in the hex do so at half strength. (See Terrain Effects Chart.)

Victory Conditions

General Rule

Victory may depend upon the fulfillment of specific conditions or the acquisition of victory points. Points are awarded according to the scenario Victory Point Schedule. Victory is awarded to the player with the greatest total of victory points at the end of the scenario, or to the player who has fulfilled a specific victory condition.

Procedure

Each player keeps track of his scored victory points on a separate piece of paper. At the end of the scenario, compare each player's victory point total; the higher total determines the victor.

Occupation

Occupation of a hex means a friendly unit is physically in the hex in question, or was the last to move through the hex. For unoccupied hexes, the Allied player should record the suburb hex number to indicate occupation, if necessary.

Exit Areas

There are three exit areas marked A, B and C. When exiting units for victory conditions, the French player receives victory points for exiting units from any two of the three. If the Pirna/Konigstein optional rule is used, Exit Area A may not be used. Units exited may not return to the map.

Ending the Game

The game will end on the last game-turn of each scenario. However, the game also ends on the turn when either player achieves an automatic decisive victory through sudden death.

Level of Victory

At the end of the scenario, both players total their victory points. The player with the greater total subtracts the opposing player's total from his own. The result is a positive number indicating the level of victory.

PointsLevel
0-20Draw
21-40Marginal
41-60Substantive
61+Decisive

Sudden Death Victory

Both players have an opportunity to end the game and achieve a decisive victory through sudden death. The Allied player achieves automatic victory at the moment all Elbe River bridges hexes (south bank only) are in Allied zones of control (hexes may be French occupied).

The French player achieves automatic victory if any two Allied armies have reached their disintegration level and the French Army is not demoralized. The Allied armies are the Austrian Army, Russian/Prussian Army, and the Prussian II Corps.

STOP! You now know enough rules to play the Introductory Scenario: The Battle for Dresden. For experienced players or for those wishing to play with additional rules, continue on to the Advanced Game Rules.

Introductory Scenario: The Battle for Dresden

Introduction

This scenario is designed for players who may not be familiar with historical games or those who simply do not wish to use the Advanced Game Rules that bring in the aspects of leaders, command and reorganization.

Scenario Length

The scenario begins on game-turn 11 and ends at the conclusion of game-turn 32. At the end of the scenario, the players total their victory points and determine the winner and the level of victory.

Victory Point Schedule

One or both players receive victory points by fulfilling any or all of the following conditions:

  • The Allied player receives 10 points if the French Army demoralizes on the first day or demoralizes before any Allied nationality demoralizes.
  • The Allied player receives one victory point per turn for each suburb or city hex currently or last occupied by an Allied unit at the end of each game-turn.
  • The Allied player receives 10 victory points for each fortress hex occupied by an Allied combat unit at the end of the game-turn of capture (once per fortress per game).
  • The Allied player loses 5 victory points for every reserve activation die roll attempt.
  • The French player receives 5 victory points for each Reserve Allied formation that activates before the end of turn 18. The Austrian Reserve artillery and Russian/Prussian ArtR units are not considered formations for this rule.
  • The French player receives 1 victory point for each friendly strength point that exits off any two exit areas (these units must be able to trace supply from the exit hex).
  • The French player loses 1 victory point for each CSP of Old Guard or Young Guard units released from reserve.
  • Each player receives one victory point for each enemy combat strength point eliminated.

The Set-Up

Use only the basic game units in this scenario; do not use advanced game and optional counters. The set-up hex identification for each French and Austrian unit is on the reverse side of each unit. Place all units face up for the start of the game. Unmarked units enter the game as reinforcements. Units marked with an "elim" begin eliminated.

Initial Losses

Due to the early morning fighting on the outskirts of the city both sides begin the scenario with some CSPs, or whole units, already eliminated. Both players must reduce their morale levels for these losses; count these CSPs for victory points.

  • The following French units begin the scenario eliminated: 44/XIV:Letellr, 43/XIV:2/Butrnd, 45/XIV:2/d'Esclvyn. Place these units in the "Units Available for Reorganization" box.
  • The Allied player determines his initial losses by rolling a die four times, once for each of the following formations: the Russian I Corps; the Prussian II Corps; the Austrian division of Civillart (Civlart); and the Austrian division of Lichtenstein (Lichtstn). The number rolled is the CSP loss for that formation. Take losses only from infantry units. Note: Do not take Prussian losses from v.Klux.

Starting Morale Levels

  • French Morale Level: 86
  • Austrian Morale Level: 72
  • Russian Morale Level: 32
  • Prussian Morale Level: 26

Special Rules

Reserve Units

Mark all of the following units in reserve status.

  • All units of the following Austrian divisions begin the scenario in reserve status: Schnellr, Lederer, Chastlr, Nostitz, Weisnwf, Bianchi and the two artillery units marked Reserve (the 9-4-3 and 3-3-6 units).
  • All units of the following Russian corps begin the scenario in reserve status: III Corps, V Corps and the two artillery units marked ArtR. Note: Prussian units in Russian corps assume the status of that corps.
  • The following Prussian units begin in reserve: 9/II; v.Klux, Cav/II; v.Mutius, Cav/II; v.Wrangl, Cav/II; (Horse Art) and II (Artillery).
  • All French units marked Old/Gd and Art/Gd begin the scenario in reserve.

French Reduced Morale

Reduce the morale factor of each unit of the Imperial Guard (marked Gd) and each unit of the I Cavalry Corps (marked ICv) by one for the remainder of the first day. At the start of the second day all morale factors return to their normal value. In addition, reduce the morale values of all French reinforcements by one for the day that they enter.

Reinforcements

French Reinforcements (all French units enter at hex 5002)

  • Turn 14: Enter all units of VI Corps. Add 26 to the French morale level.
  • Turn 15: Enter all units of II Corps. Add 24 to the French morale level. Enter all units of Guard Cavalry (Gd Cav). Add 12 to the French morale level.

Allied Reinforcements

  • Turn 12: All units of Russian Cavalry Reserve (CvR) enter between hexes 4731 and 2632 inclusive. Add 6 to the Russian morale level. CvR enters in reserve status.
  • Turn 18: All units of Corps Klenau (Hohnlh and Mayer) may enter on a successful die roll. (See Reinforcements in the Basic Rules.) Add 22 to the Austrian morale level if Klenau enters. These units enter between hex 0418 and 1029 inclusive. Corps Klenau enters activated.

Advanced Game Rules

Introduction

The rules for the advanced game of Dresden, 1813 allow the players to add the additional effects of leaders, command, corps demoralization and reorganization of destroyed units onto the basic game system. Players should note that Scenarios I and III must be played using the advanced rules. Scenario II may be played with either the advanced game rules or the basic game rules; however, players need to take particular note of the special rules. All basic game rules apply in the advanced game except the sequence of play and the rules for army morale and demoralization.

Additional Counters for Advanced Game

Command Units. The Officer unit shows the Corps Command Designation, Name, Officer Command Bonus (a number; the back denotes Replacement Officer status), and a movement allowance. Note: All Officers have a movement allowance of six. The Army Commander unit (for example Barclay de Tolly) shows a Movement Allowance of 10 and a Command Capacity.

Advanced Game Markers. Austrian Divisional Marker (e.g. Nostitz); Corps Morale Level Marker (front and back); Austrian Corps Officer Morale Level Marker (e.g. Gyulai); Out of Command markers; Out of Control markers; Imperial Guard Reinforcement Chits.

Advanced Game Rules Glossary

The following terms supplement those provided for the basic game rules.

  • Commanders are the leaders of armies (groups of corps or divisions) and are used to place individual units and the officers of formations in command.
  • Officers are leaders of the various formations (divisions or corps) who transmit command to individual units within their command radius. All officers have a command rating which represents the number of formations the officer may command. All officers have a movement allowance of six.
  • Command Radius is the maximum distance (in hexes) that a leader unit (commander or officer) may transmit command to their formations and individual units. The command radius for commanders is five; it is three hexes for officers.
  • Corps Command Designation is the parent command designation of the officer of a formation and of all units belonging to that particular formation.
  • Formation is the hierarchical organization to which a unit belongs. In the case of the French and the Russian/Prussian Army it is a corps. In the case of the Austrians, it is a group of divisions under the command of an officer. The Allied formations are identified on a separate player aid.

Addition to Sequence of Play

The Sequence of Play in the Advanced Game differs from the Basic Game with the addition of a Command and Reorganization Phase prior to the Movement and Combat Phases. To play the Advanced Game, players must use the Advanced Game Sequence of Play.

Advanced Game Sequence of Play

1. Allied Player Turn

A. Command and Reorganization Phase

  1. Command Segment: The phasing player ascertains which combat units are in command through the proper officers, and which combat units are in command directly through the army commanders.
  2. Reorganization Segment: The phasing player determines the demoralization status of the corps of his army due to combat losses, and attempts reorganization of eligible combat units currently in the reorganization box.

B. Movement Phase

  1. Rally Segment: Conduct the rally segment the same as in the basic game.
  2. Movement Segment: Conduct the movement segment the same as in the basic game.

C. Combat Phase Conduct the combat phase the same as in the basic game.

2. French Player-Turn

The French player is now the phasing player. He accomplishes command, movement and combat in the same sequence described above.

3. Game-Turn Record Interphase

At the end of each game-turn, each player notes any victory point gains made during the turn. He then advances the game-turn marker one space.

Leaders

General Rule

Leader units in Dresden, 1813 represent a general officer and his staff. Even though some headquarters retained a sizable retinue (particularly in the Allied armies), leader units have no effect on enemy combat units or on friendly stacking in the game. Leaders are only to facilitate command and reorganization and only affect combat units subordinate to them. There are two categories of leaders: commanders and officers. The effects peculiar to each are outlined below.

Commanders

Commanders are the prime movers in each army. In the French Army it was Napoleon, with some help from his subordinate commanders Ney and Murat. In the Army of Bohemia it was Prince Schwarzenberg commanding the Austrian forces with Barclay de Tolly and Grand Duke Constantine commanding the Russian-Prussian forces. In addition, the Allied Army had two subordinate commanders, Miloradovitch and Wittgenstein, who may transmit command to officers and units if they are within the radius of their parent army commander. Each commander has a printed command value that refers to the number of officers and individual combat units that a commander may place in command for that movement phase. (See Command.)

Subordinate Commanders

The subordinate commanders act like army commanders only when they are within the radius of the army commander to which they belong. However, these subordinate commanders have special restrictions and rules governing their capabilities outside their commander's command radius. (See Command.) Example: If Miloradovitch is within four hexes of Constantine, then Miloradovitch acts as a commander for any officer and unit of the Russian Reserve Army.

Officers

Officers serve to complete the chain of command from the commander to the units within their formation (or corps). Each officer is marked with the command designation of the units of his force and may only give command to those units with the same designation (exception: see Austrian Command). Each officer receiving command from an army commander will expend a point of that commander's command capacity for that turn. An officer may only transmit commands given by commanders; he may never initiate commands. In most cases, officers are generals of corps level formations, and may only command units that have the same designation. All the units that bear that officer's command designation "belong to" the same formation (or corps). (See Command.)

Leaders Operations

The following rules detail how leader units operate. Unless specifically mentioned in the following rules, leaders follow all basic game rules.

Leaders and Movement

Leaders move during the friendly movement phase, paying infantry movement point costs shown on the Terrain Effects Chart. Leader counters may freely enter and exit enemy zones of control that are friendly-occupied. Leaders may never voluntarily enter an enemy-controlled, unoccupied hex, nor may they enter hexes occupied by enemy units.

Leaders and Combat

Leaders have no intrinsic combat strength, nor do they have a zone of control. Thus, by themselves, leaders never participate in combat, and they do not hinder the movement of enemy combat units.

Leaders may advance or retreat with combat units after combat.

Leaders and Stacking

Leaders are not combat units, and there is no limit to the number of friendly leaders that may occupy a hex. Thus, a hex could contain up to two friendly units and all the friendly leaders.

Effects of Enemy Combat Units on Leaders

If, at any time, a leader is not stacked with a friendly unit while in an enemy hex or ZOC or if a leader advances or retreats as a result of combat, roll a die for that leader to determine if it becomes eliminated. On a die roll of 6, temporarily remove the leader from play (the leader is considered killed or captured). Turn the eliminated officer over to its replacement side and return it to play one game-turn later at the end of the friendly reorganization segment. Place the replacement leader with any unit with the same command designation. On any other die roll, remove the leader counter in question and place it with the nearest friendly unit of his command, preferably one not in an enemy zone of control. The combat results on the CRT have no effect on leaders.

Add the number equal to the difference between the original officer's command bonus and the reduced officer's command bonus to that corps' demoralization level. If Napoleon or Schwarzenberg is eliminated, the game ends and the opposing player is the victor. If any other army commanders, including reduced leaders, are eliminated, the opposing player receives victory points equal to the commander's command rating times 10.

Leaders Entering the Game

Some leaders begin the campaign game set-up on the map; others enter the game as reinforcements. Place all reinforcement leaders aside until their turn of entry. On the appropriate turn they may enter either with units of their same formation or units subordinate to them.

Command

General Rule

Command originates only from army commanders who have a command capacity shown as their command capacity rating. This command capacity rating is a relative measure of a commander's ability to transmit command to his subordinate officers. Officers are "in command" through the commanders to whom they are subordinate (or by themselves through the use of "initiative" optional rule). The purpose of an officer is to pass command down to the individual combat units in his formation. Officers have no command capacity, but they do have a command radius for the units subordinate to them. The command capacity rating of an army commander is the number of formations (corps) that may be in command through officers. It also represents the number of individual combat units that may be commanded directly by that commander. Combat units that are within the owning officer's radius, who is "in command," are in command for the entire player-turn. Example: Barclay de Tolly has a command capacity of two. He may place two corps officers plus two individual units that are within his command radius "in command".

Procedure

During each command segment, the phasing player must determine the command status of all his combat units, and note which of those are out of command or out of control. Combat units will be in one of three states of command, which endures throughout the phasing player turn only: in command, out of command or out of control. A unit is in command if it is within the command radius of a commander who has not exceeded his command capacity. A unit is in command if it is within the command radius (three hexes) of its officer, whose commander expended a command point to put the officer in command. Units of a corps, which are not in command from an army commander but are within that officer's command radius, are out of command. At the beginning of the command phase, a unit that is not within the command radius of its officer, is out of control unless placed in command directly by a commander.

An officer is in command if he is within the command radius of a friendly commander who has not exceeded his command capacity. To put an officer in command the owning player simply allocates a command point to a receiving officer. He allocates command until the commander reaches his command capacity. When counting the radius for both officers and commanders, count clear, town/suburb, and city hexes as one-half point. Count major and minor road hexes as one-half hex, if the command path is traced along the roads. Add one if the command path is traced across a non-bridge minor river/stream hexside or across a steep slope hexside (up or down). All other hexes count as one hex regardless of terrain type. A player may not trace a command path across a major river hexside except at bridges.

Allied Commander Capacity

At the start of each scenario the Allied Army commanders are placed on the map at their highest command capacity. The commander's command capacity is reduced by one whenever an attempt is made to release units from reserve. At the beginning of the Command Segment the commander is turned to his reduced side. (See Reserve rules.) A reduced Allied Army commander may not attempt a reserves release die roll until he is returned to full capacity. Allied commanders may also become reduced as a result of Napoleon's arrival in Dresden. (See special rule on Napoleon's arrival in Dresden.)

The reserve release die number rolled is the number of game-turns the army commander must remain reduced. (This number is doubled for Grand Duke Constantine.) An army commander is returned to his higher command rating at the end of the Allied Command and Reorganization Phase.

Subordinate Command Units

All subordinate commanders act exactly like army commanders as long as they are within the command radius of their parent army commander. French subordinate commanders may act as "independent" commanders when beyond the command radius of Napoleon only if they have been given a command point from Napoleon. Russian subordinate commanders have no command capacity if outside the command radius of their parent army commander.

The French Army has two subordinate commanders, Ney and Murat. They begin each scenario with a 0 command rating. Napoleon must reduce his command capacity by 1 to give both Ney and Murat a command capacity of 1, even if they are within his radius. When their command capacity is 1, they have no special attributes; they only act as an army commander. When their command capacity is 0, they do not act as army commanders but have special attributes peculiar to each of them.

The Russian/Prussian Army has two subordinate commanders, Wittgenstein and Miloradovitch. Barclay de Tolly is the parent commander to Wittgenstein and Grand Duke Constantine is the parent commander to Miloradovitch. In addition, Wittgenstein may only give command to Russian corps and units within the Russian/Prussian Army (blue-grey base color); Miloradovitch and Constantine may give command only to the corps and units of the Russian Reserve Army (green base color). Also, only Constantine can put the Cavalry Reserve corps in command (CvR corps). Note: Barclay de Tolly can transmit command to both Russian armies, which includes the Prussian II Corps. Constantine transmits command only within the Russian Reserve Army.

Special Attributes of Subordinate Commanders

  • Ney [0]: Any Guard infantry unit within two hexes of Ney is automatically in command. If Ney stacks with an attacking infantry unit, shift the combat odds 1 column to the right.
  • Murat [0]: Any cavalry or horse artillery unit within two hexes of Murat is automatically in command. If Murat stacks with an attacking cavalry unit, shift the combat odds 1 column to the right.
  • Miloradovitch: Any reserve army Russian infantry unit is automatically in command if it is within two hexes of Miloradovitch (regardless of his command status).

Tracing Command

Trace the path described for command through the map hex by hex, exclusive of the commander's hex into the hex occupied by the officer or combat unit being commanded. Command paths may never trace into or through the following terrain:

  1. Terrain prohibited to movement
  2. Enemy-occupied hexes or
  3. An enemy-controlled hex which is unoccupied by friendly combat units.

The command radius of army commanders is 5. The command radius of officers is 3.

Officer Command Bonus

Some officers in the game have an ability to receive command from their army commanders at a farther distance than do others. The officer command bonus number reflects this increased capability. Add this number to the commander's radius for that particular officer.

Example: St. Cyr has an officer command bonus of 1. So for St. Cyr only, increase the command radius from Napoleon to 6 instead of the normal 5. Remember to count some terrain as one-half point when tracing command.

Austrian Command

The Austrian Army had, at the time of the battle of Dresden, abandoned the corps system. In its place, Austria had substituted a loose, division-based structure. Ad hoc "commands" were formed for the battle under divisional commanders or former corps commanders. The various divisions were placed under these commands. During the battle, divisions were assigned to these officers and could be shifted between commands. Instead of providing greater flexibility, the result was confusion among officers and uncoordinated operations. It was most certainly a factor in the Austrian's poor showing during the battle. Shortly after Dresden, the Austrian army went back to the corps command structure being used by everyone else. The following rules are an attempt to reflect this unique command structure and some of the problems that ensue from it.

Austrian officers receive and transmit command normally. However, unlike the other armies in the game, the players must assign divisions that make up their formations to Austrian officers. There are five officers in the Austrian army, each having a corresponding box on the Austrian Army Organization Display. When a division is assigned to an officer, the divisional marker is placed in that officer's box. Increase the morale level for that command by that division's current morale value. The assigned division's morale levels combine to form the total morale level for that officer's command. Example: Bianchi has three divisions assigned to his command; Crenville, Liechtenstein and Mesko. None of these have any losses so Bianchi's formation has a total morale level of 23.

An Austrian officer's command factor is the maximum number of divisions that may be assigned to him. When a player releases a division from reserve, he must assign it to an officer. Once activated, an Austrian division must always be assigned to an officer. Note: A division is in command on the turn it activates from reserve regardless of other command conditions.

Players will need to track individual losses for each Austrian division. Do this on a separate piece of paper or by placing numbered chits equal to the total divisional CSP losses under the divisional marker on the Austrian Army Organization Display. When the number recorded equals the division's initial morale level, flip the divisional marker to its demoralized side. It is possible for some units of an Austrian corps to be demoralized while others are not. Units of a corps are not demoralized until the total corps morale level reaches 0.

Austrian divisions may transfer from one officer to another during the Allied command phase. Schwarzenberg must spend one CP for each division transferred. A demoralized Austrian division may only transfer between officers during night turns.

Allied Reserve Artillery

The three Austrian and two Russian reserve artillery units can be assigned to an officer of their same nationality. During the Allied command phase, the Allied player can assign a reserve artillery unit to any eligible officer who has the unit within his command range. For each unreduced artillery reserve unit that the player assigns to an officer, add 2 morale points to that officer's morale total. A reduced artillery unit adds 1 to an officer's morale point total. The Allied player must record this attachment on a separate piece of paper. The artillery is a part of that command for all purposes, including morale point loss and reorganization, until reassigned or eliminated.

When a reserve artillery unit is unassigned or transferred to another corps, reduce corps morale by 2 for an unreduced unit and 1 for a reduced unit.

The Allied player may withdraw reserve artillery units from a corps without reassigning them directly to another corps. Then, the Allied player must assign command points directly from a commander to these units.

Command Effects

The effects of command last through the entire player-turn currently in progress. Command only affects phasing units.

  • In Command: A unit must be in command to enter an enemy ZOC. Units and officers that are in command may enter enemy ZOCs at the phasing player's discretion. If a corps is in command, all or any units of the corps within the command radius of their officer may enter enemy ZOCs. Units and officers that are not in command must be out of command or out of control.
  • Out of Command: Units out of command may not enter an enemy zone of control. They may move, attack and defend normally.
  • Out of Control: In addition to the same effects as out of command, a unit out of control may not move to within two hexes of an enemy unit. A friendly unit within two hexes of an enemy unit may stay in place or move away at the owning player's option. If the unit moves it must end its movement at least three hexes from an enemy unit. Exceptions: A unit that has insufficient movement points to get three hexes from an enemy unit must merely attempt to get as far away from enemy units as its movement allowance permits. A unit out of control has a movement allowance of one hex if it is not on a road hex. If on a road hex, an out of control unit may move normally as long as it does not leave the road.

All units in enemy ZOCs at the beginning of any friendly combat phase must attack normally. Units do not have to be in command to attack. Each unit or stack in an enemy zone of control at the beginning of the combat phase must attack an adjacent enemy-occupied hex during the combat phase, with one exception. (See Effects of Terrain on Combat.) Artillery units may always bombard, if within range, regardless of command status. Note: Artillery adjacent to an enemy unit may not bombard (see Artillery Rules).

Place units in command during the command phase. A unit in command at that time is in command until the end of the combat phase, even if it moves beyond the radius of the commander. Determine command at the beginning of the rally phase for rally purposes.

Command Effects on Rallying

Advanced game modifiers:

  • +1: The unit is part of a demoralized corps
  • +1: The unit is beyond the command radius of its officer of the same formation, and not otherwise in command, i.e., is out of control

Surrender

During the rally segment, a disrupted unit may be subject to surrender if the modified die roll for rally is 6 or more and if both of the following conditions are met:

  • The unit(s) is adjacent to an undisrupted enemy unit with at least 1 strength point (not across an unbridged major river hexside).
  • The unit cannot trace a path of six hexes or less to its formation officer (using normal command tracing cost).

A unit that meets the above conditions surrenders on a rally die roll of 6. Eliminate the unit that surrenders; it is not available for reorganization.

How Command Affects Reserve Units

Units in reserve may not move or activate unless an army commander uses a command point to do so. Once a command point is used on the reserve, any and all reserve units attached to that army may move normally that turn.

An army commander must expend a command point for each die roll attempt to voluntarily activate a unit or formation in reserve. Units are in command the turn in which they activate. When a corps becomes activated, take the corps status marker from the map and place it on the Morale Level Track at its appropriate morale level. (See starting morale levels.) When the French player activates units of the Guard, he just expends a command point from Napoleon and releases as many units in reserve as he wishes. Note: Consider the Allied Army two armies for command purposes; the Austrian and the Russian/Prussian.

Subordinate commanders may not activate or move reserve units.

French Dresden Garrison/O'Meara's Brigade

Units marked Dresden are attached to the XIV Corps and are under the command of the XIV Corps officer (St. Cyr). Dresden units must trace command to St. Cyr to be in command and only St. Cyr may reorganize them. In a Dresden city or suburb hex a garrison unit is always in command and not subject to surrender. Strength point losses of Dresden units do not count against the XIV Corps morale level.

First Day French Command

For the first day only, units bearing a XIV Corps designation are always in command. Non-XIV Corps units attached to that corps (units marked Dresden and O'Meara's brigade) must trace command to St. Cyr normally.

Corps Morale and Demoralization

Note: These rules are to be used in place of the ARMY MORALE AND DEMORALIZATION rules used in the basic game.

General Rule

All the units of a particular formation will demoralize when the morale level of that formation reaches 0 on that corps' Corps Morale Level Track. Each corps (or formation) has a starting morale level for each scenario; however, during the game, some corps' morale levels may increase as reinforcements come into play. A formation's morale level will decrease due to strength point losses of friendly units only. A formation's morale level will return to its starting level, minus any losses, on the first AM turn of each day. When a formation's morale level marker reaches 0 on the Army Morale Level Track, it instantly demoralizes. A demoralized condition affects the movement and morale of the units of its formation.

Procedure

Each formation begins the game with an initial corps morale level found listed in each scenario. Place the Corps Morale Level Marker of each non reserve corps on the Morale Level Track. When units of a formation lose combat strength points, the owning player subtracts their combat strength from the formation's morale level, one morale point for each CSP eliminated. Demoralization takes effect the instant a formation's morale level reaches zero. Flip the officer marker to its reverse side displaying the "D" to indicate that the formation is demoralized. Special Note: The loss of Dresden garrison units does not count against any French corps morale.

Effects of Demoralization

The effects of demoralization are as follows:

  • Units of a demoralized formation shift the combat odds ratio 1 column to the left when attacking.
  • Demoralized combat units subtract one from their movement factors.
  • Units of a formation that is demoralized add 1 to the die roll number for rally attempts.
  • Demoralized units must reorganize by die roll attempt.
  • Demoralized units may not advance after combat.
  • Foreign units of the French Army may become adversely affected upon demoralization of their formation. The French player must roll a die after the first combat when each corps demoralizes. Only units attached to that corps are affected.
    • On a roll of one or two, the units remain in place and suffer the normal effects of demoralization.
    • On a roll of three or four, all non-French units must immediately retreat twice their movement allowance in hexes away from Allied units and in the general direction of Altstadt (units stop upon reaching an Altstadt city hex). These units may leave, but may not enter enemy ZOCs. Eliminate units that cannot retreat because of enemy ZOCs. At the end of this movement, each unit becomes disrupted.
    • On a die roll of five or six, remove all non-French units from the map; they are permanently eliminated.

Corps Demoralization Levels

The starting demoralization levels are listed in each scenario. However, as they arrive, reinforcements will increase the morale level of some corps. Activating reserve units will also increase formations' morale level.

Listed below are the total demoralization levels for each formation. These are total values. Listed in the scenarios and on the Morale Charts are the starting levels. A formation demoralizes when the morale level of that formation reaches 0.

  • French Corps Morale: Imperial Guard - 38; XIV Corps - 28; II Corps - 20; VI Corps - 28; ICv Corps - 12. (Pirna/Konigstein Option: I Corps - 34.)
  • Austrian Corps Morale: Add each division's morale value, printed on the divisional status markers, to an officer's morale level when assigned. Modify this value by any losses incurred by the division. Note: Units of a division are not demoralized until the officer's total morale level reaches 0.
  • Russian/Prussian Corps Morale: I Corps - 14*; III Corps - 12; V Corps - 16*; Reserve Cav Corps - 13; Prussian II Corps - 34. (Pirna/Konigstein Option: II Corps - 10; Cav Corps - 8*.)

Note: 3 Units of I Cav that start on the map are attached to I Corps with 4 morale points added to I Corps morale from Cav Corps morale. The remainder of the Cav Corps are the optional units assigned to Pirna/Konigstein. If the Cav Corps enters the map, the command for the I Cav units which start on the map reverts to this corps. The player must transfer any remaining morale points for the I Cav to Cav Corps. The Allied player is free to use the units of I Cav to reinforce Pirna/Konigstein according to the Pirna/Konigstein rules if he wishes.

* These figures include the morale points of the units attached to the Russian force in the Pirna/Konigstein option. Scenario morale levels are different.

Imperial Guard Morale Level

The Imperial Guard morale level never exceeds 38. Additional morale points due to reserve activation of Old Guard units are not counted after 38 (just live with it).

Recovery From Demoralization

Once a formation demoralizes, it remains demoralized for the remainder of that day. The assignment or arrival of reinforcements will increase the morale points of a formation (possibly delaying disintegration) but will not remove the effects of demoralization on that formation. Formations recover from demoralization only at the start of each day (1:00 - 4:00 AM game-turn), by resetting corps morale levels to their start levels. Subtract from this start level three points for each permanently destroyed unit and one point for each reduced unit (both on and off map). Example: At the start of the second day, place the French ICv Corps morale marker at 12 on the morale track. Two units of that corps are permanently eliminated; two units are reduced (one is on the map and one is in the units available for reorganization box). Move the marker down the track six points for a new starting total of six.

Corps Disintegration

A corps is destroyed if its total losses reach -50% its total corps morale level. When the morale level marker reaches 0, flip its marker to its demoralized side ("D") and then it moves up the track as units incur losses. When the marker reaches half of its starting morale level, the formation undergoes disintegration. Note: The players may have to devise a scheme to account for the addition or loss of morale points after demoralization has occurred and before recovery in the night turn is completed. We suggest that players use the "belly" of the "D" on the demoralized side of the morale marker to indicate the direction to move the marker as the formation incurs losses. Example: An Austrian formation begins a turn with 1 morale point. A unit suffers a loss of 2 CSPs, therefore reducing the morale level by 2. As the formation morale marker moves through zero, flip it to the side displaying the "D" and place it in the "1" space, heading toward disintegration. On the next turn the Austrian player removes a division and replaces it with a fresh division for a net gain of 4 morale points. Now, move the morale marker to the "0" space and then invert it and place it in the "3" space. The "D" should be pointing to the left, indicating that losses will be recorded by moving the marker in that direction. If the marker passes through zero again, invert it ("D" pointing right) and continue moving it up the track toward disintegration.

Effects of Corps Disintegration

A formation that has suffered corps disintegration may never recover from demoralization and may not reorganize eliminated units.

Reorganization

General Rule

Players may return eliminated combat units to the game at a reduced strength. They do this through the process of reorganization that represents an army's ability to pull itself together by returning "destroyed" units to the field. All combat units have two sides with identical information except for the combat strengths. The front of the counter shows the unit's higher or full strength, and the back of the counter shows the unit's weaker or reduced strength. During the game, eliminated full strength units may reorganize at their reduced strength. Under specified circumstances, officers may conduct this reorganization for units of their corps or formation.

Procedure

A box, marked "Units Available for Reorganization," is on the map for the destroyed units of each army. When a full strength unit with a reduced strength side is eliminated by combat, place it in this box. Set aside already reduced units or a unit with no reduced strength when they are eliminated; they never return to play. Reorganization occurs during any friendly reorganization segment. The owning player simply places the reduced unit(s) in the same hex as the officer with the same command designation. No unit may reorganize on the game turn in which it was eliminated. Units may not move in the game turn in which they reorganize. Note: Reorganized units do not add their strength to the corps morale.

Roll a die for each unit of a demoralized corps attempting to reorganize. If the modified die-roll number is less than or equal to the unit's morale rating, the unit successfully reorganizes at its reduced strength. If the modified die roll number is greater than the unit's morale rating, the unit does not successfully reorganize and remains in the holding box. If the modified die roll number is 6 or greater, permanently eliminate the unit; it is no longer available for reorganization.

Reorganization Die Roll Modifiers

Apply the following die roll modifiers to reorganization attempts whenever a die roll is required.

  • +1 if the unit belongs to a demoralized corps
  • +1 if it is the same day of elimination
  • +1 if the leader is reduced
  • +1 if the current game-turn is heavy rain

Proximity of Enemy Units

Players may attempt to reorganize a unit if the officer bearing that unit's command designation is beyond eight hexes of an enemy combat unit. Officers within eight hexes of an enemy combat unit may not attempt reorganization. City, town and suburb hexes count as two hexes for reorganization. Non-bridged major river hexsides block the path to enemy units for friendly reorganization.

Command Effects

Units may only be reorganized by the officer to whom they are assigned or by an army commander if unassigned. An officer does not need to be in command to reorganize units. An officer or commander attempting reorganization may not transmit command to the units of his formation. The officer in question loses all ability to transmit command for that player-turn; the units of his formation may attack normally.

Stacking

No more than 2 units of a given command designation may ever reorganize in a single reorganization segment. However, if there are units already in the hex with the officer conducting the reorganization, these units displace to an adjacent hex. The adjacent hex must be one into which the displacing units could retreat.

On-map Reorganization

During the game-turn interphase of the second night turn, any unit that has lost strength points may automatically reorganize. If a unit has not been reorganized and its current strength is below its reduced strength value, the owning player may remove its current strength chit. Replace the unit in its current hex at its reduced strength value. If a unit's current strength is equal to or greater than its reduced strength value, the owning player removes the current strength chit from beneath the unit. Replace the unit in its current hex at its full strength value. The unit must be in control. Note: An already reduced unit does not reorganize and overstacked units must displace. Do not increase formation morale levels for CSPs gained by this process.

Optional Rules

The following rules expand the players' options during the game and increase the historical flavor of the simulation. Their value to one player or the other is very subjective; however, we believe that most of them will favor the French. Players may use any or all as they choose.

Advance & Retreat Advantages

Leader Advance

Under the standard rules, only one participating unit per retreated hex may advance after combat. However, if a leader is stacked in a hex with two units, then count that stack as one unit and it may advance as one unit. The leader must advance as well if both units do so.

Divisional Integrity Advance

If two friendly combat units of the same division are stacked together, count the stack as one unit and it may advance as one unit. No leader is required.

Cavalry Retreat Before Combat

At the start of any combat phase, a defending player may retreat any of his cavalry units that are adjacent to enemy units by one or two hexes. The retreat takes place per the standard combat retreat rules (except that the retreating unit may not enter an enemy ZOC). Non-cavalry enemy units, which would have attacked, may not advance after the retreat; they may participate in attacks into other adjacent hexes containing enemy units. Enemy cavalry units may advance in the path of retreat (no combat occurs after advance).

Cavalry Charge

This optional rule allows for a separate cavalry attack (charge) before the regular combat phase. Resolve a cavalry charge as follows:

A cavalry unit may move into an enemy-occupied hex for the purposes of this rule. The unit must have enough movement factors to enter the hex and must be able to enter it under normal movement restrictions. The unit may ignore one hex of enemy ZOCs for this purpose. Ignore normal stacking limits.

After all movement has taken place and before resolving any combat, determine the results (success or failure) of the charge(s). Subtract the combat strength of the defender from that of the charging unit. The difference remaining is the column heading on the cavalry charge CRT. Roll a die for the result.

The results on the charge CRT are defender disrupted (D) or cavalry disrupted (e).

  • A "D" result disrupts the enemy stack. Leave the charging unit in the enemy hex. It exercises full zone of control into the adjacent six hexes.
  • An "e" result is the loss of one strength point from the cavalry unit(s) which remain in the enemy hex disrupted.
  • Resolve charge odds of greater than "0" differential on the "-1, 0" column.

Cavalry Charge Effects on Combat

  • A charging cavalry unit adds half (rounded up) its combat strength to the subsequent attack.
  • If one or more friendly artillery unit attacks (and/or bombards) the charged hex, shift the combat odds one column to the right on the Combat Results Table.
  • Double an undisrupted charging cavalry unit's ZOC strength during the current combat phase. If the subsequent regular combat requires the enemy forces to retreat, then they will lose steps due to the ZOC. If the enemy units do not vacate the hex after combat, then the charging units must retreat in an adjacent hex (after the defender has taken his combat result). The charging unit is not eligible to advance after combat; however, one of the other units attacking may advance into the hex per the regular advanced rules if so desired, subject to normal stacking limits. Opposing units may never end the combat phase stacked in the same hex.

Cavalry may not charge other cavalry. Demoralized or disrupted cavalry may not charge at all.

Terrain Effect for Cavalry Charges

Cavalry may not charge units occupying a town/suburb or city hex. Cavalry may not charge in the same turn that they cross any river hexside, even if crossing at a bridge.

Leader Initiative

Corps officers who are not within the command radius of a friendly army commander may be placed in command by their own initiative. During the friendly command phase, the phasing player rolls a die for each officer he wishes to place in command. A die roll less than or equal to two places the officer in command, exactly as if he received command from an army commander. If the attempt to use the leader initiative fails, that is, the die roll is greater than two, then all units of the officer's formation are out of control for that turn.

  • Leader initiative is voluntary and is only used for officers outside the army commander's radius. If no attempt is made for an officer, the formation is merely out of command according to the normal rules of command.
  • Modify the die roll attempt by subtracting that officer's command bonus number.

Variable Weather

Variable weather determination is a two-step process. The first step determines the day's weather condition for the entire day. The daily conditions may be either fair, overcast or rainy. Each of these conditions has an impact on the specific hourly weather that will be used during the game turns. The players make this determination before each day's turns.

The second step determines the hourly weather intensity for the current game-turn. Make this determination at the beginning of each game-turn.

Daily Conditions

At the start of each scenario and the start of each day the Allied player rolls one die. The result of this die roll determines the weather in effect for the remainder of the day.

  • On a die roll of 1 or 2, the weather is fair.
  • On a die roll of 3 or 4, the weather is overcast.
  • On a die roll of 5 or 6, the weather is rainy.

Use the Current Weather marker to record the current day's weather on the Variable Weather Table. On the first turn of the scenario, place the Current Weather marker in the "3" box of the table. Place the marker with its top edge exposing the row that represents the daily condition. Now, determine the hourly conditions for the turn, including the first turn of the scenario. The players are encouraged to share the burden or blame for foul weather by alternating the responsibility for rolling the die for the daily conditions.

Hourly Conditions

At the start of the turn one player rolls a die. The result of the die roll determines whether the Current Weather marker moves left, moves right or remains in place.

  • On a die roll less than the current marker position, move the marker to the left.
  • On a die roll greater than the current marker position, move the marker to the right.
  • On a die roll equal to the current marker position, the marker remains in place.

These die rolls occur on every turn, even the first turn of the scenario. Adjust the Current Weather marker to reflect the shift caused by the hourly condition die roll. The indicated weather will apply to all units during the game-turn. The players are encouraged to share the burden or blame for foul weather by alternating the responsibility for rolling the die for the hourly conditions.

Third Day of Battle

Real battles do not end by counting VPs. They also do not end at a pre-set time. For players who wish to put a more historical touch to their play use the following rule. Players should decide before they begin Scenario II or III if they will play into a third day if they reach no conclusion by turn 32.

If neither player has achieved better than a marginal victory by the end of turn 32, play will continue into the third day.

Conduct corps morale level recalculation, supply and reorganization using the same rules as for the second day. Beginning with turn 33, players will calculate victory at the end of each turn. If a player has a sufficient VP lead for a decisive victory, play ends in that turn. If play continues to the end of turn 48 without a decisive victory, then the battle is a draw, regardless of the final VP standing.

Artillery

Double Teamed Artillery

Historically, in anticipation of poor weather, Napoleon ordered that his regular artillery be provided with a second team of horses for the second day. If both players agree to use this rule, do not reduce French artillery one movement point during rain conditions. This rule does not apply to French horse or fortress artillery. However, because horses were at a premium at this time, all losses to double-teamed artillery count double for VP calculations only. If the French do take advantage of this rule for day two, and play continues into day three, then the Allied player may also invoke the rule for day three with the same movement advantages and VP penalty.

Additional Artillery Range

All artillery may add 1 hex to their range reducing their combat strength to 1/2 (rounded down). Each artillery unit is calculated individually. Artillery units at less than 1 strength may not fire at 3 hexes.

Austrian Divisional Coordination

On any attack involving Austrian units that are from different divisions, the final combat odds are shifted one column to the left. An Austrian leader stacked with or adjacent to any combat unit that is adjacent to the defending unit (and involved in the attack), negates the shift penalty for that attack.

The Pirna/Konigstein Reinforcements

Vandamme's I Corps was sent on a grand flanking maneuver east of Dresden at Pirna and Konigstein. This force was intended to fall on the Allied right flank late on the 26th. The Russians, however, left a small covering force on the south bank of the Elbe near Pirna to check such a move by the French. After a successful crossing, resistance became surprisingly stiff and Vandamme became surprisingly unenthusiastic about pressing on to Dresden. Had Vandamme been more successful or had more troops been assigned to this flanking attack, it may have altered the conduct of the battle at Dresden considerably.

The following rules, along with the optional units, provide an interesting "what if" to see if the French can push through the Allied defense and enter the battle from the east edge of the map.

Set-Up

The Pirna/Konigstein force boxes as well as the Pirna/Konigstein Combat Results Table are on a separate card. The Pirna/Konigstein Track appears on the map. Both players place all of their units (marked opt) in their respective Pirna/Konigstein force boxes. The leaders for these forces are not used until they enter the map and should be used to mark the force's progress on the Pirna/Konigstein Track. Place the force markers in their starting positions on the Pirna/Konigstein Track. Place the French leader in box 1 and place the Allied leader in box 2. Players then total the combat strengths of all units in their force boxes using the Army Morale Level Track to keep a record of the size of their forces.

Movement

At the end of a player's even game-turn movement phase, the player may move the force marker one box up or down the track or not move it at all. If a marker is in box 5, the owning player may move the units from the force box onto the east map edge (south of the Elbe River) as reinforcements during that turn.

An Allied combat unit may not end any movement phase in the first two hexrows on the east edge of the map after entering the map from the Pirna/Konigstein Track.

French units may move onto the east map edge from box 5 at any hex used by the Allied forces on the very next movement phase.

Combat

If, at the end of each even turn combat phase, the phasing player's marker is in the same box as the non-phasing player's marker then combat may occur. Players total the combat strength of all the units in their Pirna/Konigstein force box and compare them to get a combat ratio (rounding down in the defender's favor). After determining the correct column on the Pirna/Konigstein Combat Results Table, the phasing player rolls a die. Cross-reference the die roll number to the appropriate column showing the result.

Combat Results

Combat results are whole units eliminated. The number to the left is the loss to the attacking (phasing player's) force and the number to the right is the loss to the defending (non-phasing player's) force. The first loss may be taken as a retreat. The remaining losses must be taken as unit losses. The defender always applies his result first. The owning player may remove any unit he wishes to satisfy the result. However, the attacking force must lose at least as much in strength points as the largest single unit eliminated from the defender's loss.

If the French force retreats, move the marker to a lower numbered box on the Pirna/Konigstein Track. The French force may never retreat out of box 1. If the Allied force retreats, move the marker to a higher numbered box on the track. Allied units may retreat onto the east map edge from box 5 at any of the hexes leading off of the east map edge south of the Elbe. Retreat the Allied units to the 4800 hex row using a minimum number of movement points.

A marker of a demoralized force may not move into a box containing the opposing force marker.

Special French Supply

Once the Allied forces committed to Pirna/Konigstein have moved onto the map, the French forces may follow. The French player designates one road hex on the map edge as a special supply source for those units. This supply source functions as a normal supply source for all purposes. It can support the tracing of supply for any French formation.

Additional Pirna/Konigstein Forces

Both players may divert units to the Pirna/Konigstein Force display. The player may only use those units that arrive as reinforcements and he may only divert whole formations. A player simply announces his intent to send units to Pirna/Konigstein and places those reinforcements into the Pirna/Konigstein Force display on the turn in which they are scheduled to arrive. The French player may send as many corps he wishes. The Allied player may only divert two corps. Prior to the start of the game both players should secretly write down which corps will be diverted. Once diverted to Pirna/Konigstein, units may only enter the map through box 5 on the track as part of the Pirna/Konigstein force moving or retreating onto the map.

Scenario I: The Relief of St. Cyr

Scenario Length

This scenario begins on game-turn 1 and ends at the conclusion of game-turn 15. At the end of the scenario, the players total their victory points according to the Victory Point Schedule and determine the winner and level of victory.

Victory Point Schedule

One or both players receive victory points by fulfilling any or all the following conditions:

  • The Allied player receives one victory point per turn for each suburb hex he occupied (or was the last to pass through) at the end of each game-turn.
  • The Allied player loses 5 victory points for every reserve activation die roll attempt.
  • The French player receives 5 victory points for each reserve Allied formation that activates (through a die roll attempt) before the end of turn 15. (Do not count Austrian or Russian/Prussian individual units for this rule.)
  • The French player loses 1 victory point for each CSP of Old Guard infantry he activates.
  • Each player receives one victory point for each enemy combat strength point eliminated.

Special Rules

French Imperial Guard Reinforcements

Beginning at game-turn 1 and ending on game-turn 10, the French player receives, randomly as reinforcements, units of the Imperial Guard. At the beginning of the game put all the Imperial Guard Reinforcement Chits (9 in all) and the Napoleon counter into a wide-mouth container. At the start of each French player-turn the French player pulls one chit out of the container. The force(s) indicated on the chit are the units the French player receives that turn. If the Napoleon counter is pulled, then the French player must draw an additional chit. All units of the Guard, except for the units of the Guard Cavalry (GdCv), enter play in this manner. The Ney leader unit arrives with the first Young Guard division received. All of these reinforcements arrive at hex 5002. Increase the morale level of the Imperial Guard by the morale value indicated on the reinforcement counter.

Allied Movement Restrictions

No Russian combat unit may move voluntarily during turn one.

Allied Reserve

The following Allied divisions and units begin the scenario in reserve. (Players should place the divisional marker on one of the units of the division and a reserve marker on individual units in reserve.)

  • Austrian divisions and units: Bianchi, Lederer, Chastler, Collorado, Nostitz, Crenville, Weisnwolf, Schneller, Reserve artillery (9-4-3) and Reserve artillery (3-3-6).
  • Prussian units: 9/II, v.Klux; II, Sil Ldw; II, Hus/Drg; II (art); II (horse artillery).
  • The Allied player may not voluntarily roll for the release of reserves formations and units until game-turn 9.

Allied Morale Bonus

Beginning with turn 1, all Allied combat units have their morale factors increased by one. Use this one-factor increase for all purposes; it remains in effect until the instant Napoleon enters any Dresden Altstadt hex. Upon the arrival of Napoleon in Dresden, all Allied units revert to their original morale face value.

Napoleon's Arrival in Dresden

Besides the loss of their morale bonus, the arrival of Napoleon in Dresden may have some effect on the Allied combat units and/or their commanders. At the beginning of the Allied player-turn immediately following the French player-turn in which Napoleon occupies or passes through any Altstadt hex, the Allied player must roll a die to determine his effect on his forces. The Allied player consults the list of results below and applies them before continuing with his turn.

DieResult to the Allied Player
1Remove all Allied Army commanders from the map and return them to play two game-turns later (at their higher command rating). All Allied units within three hexes of a French unit must retreat four hexes away from all enemy units and may move no further this turn. All Allied units are considered "Out of Control" this player-turn.
2All Allied Army commanders are reduced to their lower command rating; roll for number of turns reduced (1 die for all). All Allied units are considered "Out of Control" this player-turn.
3-4All Allied Army commanders are reduced to their lower command rating; roll for number of turns reduced (1 die for all). Two Austrian reserve divisions must immediately activate (no victory point loss for this activation).
5One Russian reserve formation plus a number of Austrian divisions equal to the roll of one die (no victory point loss for this activation) may immediately activate.
6No effect

Note: Allied commanders return to the map before the command phase; the owning player may place them in any hex he wishes.

Starting Morale Levels

French Initial Corps Morale Levels: XIV Corps: 28, I Cavalry Corps (ICv): 12, VI Corps: 18, II Corps: 20, Imperial Guard: 0

Initial Austrian Divisional Assignments: Place the following Austrian divisional status markers in the correct officer's box within the Austrian Army Organization Display:

  • Bianchi: Mesko (7), Lichtstn (10)
  • Collorado: M.Licht (5)
  • Chastler: Civlart (8)

Place the remainder of the Austrian divisional status markers on a unit of the same division showing that that division is in reserve.

Initial Russian/Prussian Corps Morale Levels: Russian I Corps: 16; Russian III Corps: 12; Russian V Corps: 10; Russian CvR Corps: 13; Prussian II Corps: 24. (Add 2 points for each reserve II Corps unit as it becomes activated.)

Reinforcements

French Reinforcements

  • Turn 1: Begin random draw for units of the Imperial Guard with Napoleon [4] and Ney [0]
  • Turn 10: All units of ICv Corps with Murat [0]
  • Turn 14: All units of VI Corps
  • Turn 15: All units of II Corps

Note: All French units enter at hex 5002.

Allied Reinforcements

  • Turn 3: All units of Russian III Corps enter between 2632 and 3232
  • Turn 5: Both units of Russian Reserve Artillery enter between 2632 and 3232
  • Turn 9: All units of Russian V Corps with Miloradovitch enter at 2632 or 4731
  • Turn 12: All units of Russian CvR with Grand Duke Constantine enter at 2632 or 4731

Note: All Allied reinforcements arrive in reserve status.

Scenario II: Battle for the Suburbs

Scenario Length

The scenario begins on game-turn 11 and ends at the conclusion of game-turn 32. At the end of the scenario, the players total their victory points and determine the winner and the level of victory.

Victory Point Schedule

One or both players receive victory points by fulfilling any or all the following conditions:

  • The Allied player receives one victory point per turn for each suburb hex currently or last occupied by an Allied unit at the end of each game-turn.
  • The Allied player receives 10 victory points for each fortress hex occupied by an Allied combat unit at the end of the game-turn of capture (once per fortress per game).
  • The Allied player loses 5 victory points for every reserve activation die roll attempt.
  • The French player receives 5 victory points for each reserve Allied formation that activates before the end of turn 18.
  • The French player receives 1 victory point for each friendly strength point that exits off the south map edge. (These units must be able to trace supply from the exit hex.)
  • The French player loses 1 victory point for each CSP of Old Guard infantry he activates.
  • Each player receives 1 victory point for each enemy combat strength point eliminated.

Special Rules

Reserve Units

  • All units of the following Austrian divisions begin the scenario in reserve status: Schnellr, Lederer, Chastlr, Nostitz, Weisnwf, Bianchi and the two artillery units marked Reserve (the 9-4-3 and 3-3-6 units).
  • All units of the following Russian corps begin the scenario in reserve status: III Corps, V Corps and the two artillery units marked ArtR. Note: Prussian units in Russian corps assume the status of that corps.
  • The following Prussian units begin in reserve: 9/II; v.Klux, Cav/II; v.Mutius, Cav/II; v.Wrangl, Cav/II; (Horse Art) and II (Artillery)
  • All Allied reinforcements enter in reserve status.
  • All French units marked Old/Gd and Art/Gd begin the scenario in reserve.

French Reduced Morale

Reduce the morale factors of all units of the Imperial Guard (marked Gd) and all units of the I Cavalry Corps (marked ICv) by one for the remainder of the first day. (Units of XIV Corps are unaffected.) At the start of the second day, return all morale factors to their normal value. In addition, reduce the morale values of all French reinforcements by one for the remainder of the day in which they enter.

The Set-Up

The set-up hexes for both French and Allied units are marked on the reverse side of each unit. Place all units face up for the start of the game. Units not marked with a hex number either enter the game as reinforcements or they were eliminated before the start of the scenario. French and Allied leader set-up positions are listed at the end of this section.

Initial Losses

Due to the early morning fighting on the outskirts of the city both sides begin the scenario with some CSPs, or whole units, already eliminated. Both players must reduce their morale levels for these losses; they count for victory points.

  • The following French units begin the scenario eliminated: 44/XIV:Letellr, 43/XIV:2/Butrnd, 45/XIV:2/d'Esclvn. Place these units in the Units Available for Reorganization box.
  • The Allied player determines his initial losses by rolling a die four times, once for each of the following formations: Russian I Corps, Prussian II Corps and the Austrian divisions Civillart (Civlart) and Lichtenstein (Lichtstn). The number rolled is the CSP loss for that formation. Losses may be taken only from infantry type units. Do not take Prussian losses from v.Klux.

Starting Morale Levels

French Initial Corps Morale Levels: XIV Corps: 28 (minus strength points of eliminated units), I Cavalry Corps (ICv): 12, VI Corps: 18, II Corps: 20, Imperial Guard: 28 (add 2 points for each reserve Guard unit as it becomes activated)

Initial Austrian Divisional Assignments: Place the following Austrian divisional status markers in the correct officer's box within the Austrian Army Organization Display:

  • Bianchi: Mesko (7), Lichtstn (10), Crenvlle (6)
  • Collorado: M.Licht (5), Collrdo (12)
  • Chastler: Civlart (8)

Place the remainder of the Austrian divisional status markers on a unit of the same division showing that that division is in reserve.

Initial Russian/Prussian Corps Morale Levels: Russian I Corps: 16; Russian III Corps: 12; Russian V Corps: 10; Russian CvR Corps: 13; Prussian II Corps: 24 (add 2 points for each reserve II Corps unit as it becomes activated)

Leader Set-up Positions

Allied Leaders

  • Prince Schwarzenberg: 2119
  • Barclay de Tolly: 4015
  • Wittgenstein: 4111
  • Russian Corps officers: with any unit of their command.
  • Miloradovitch: 3427
  • v.Kleist: 3213
  • Bianchi: 1714
  • Chastler: 2317
  • Collorado: 2718
  • Gyulai: 0921
  • Hess-Homberg: 2626

French Leaders

  • Napoleon: in any Dresden city or suburb hex (4 Command Rating).
  • Ney: with any Young Guard infantry unit (0 Command Rating).
  • Murat: with any unit of I Cavalry Corps (0 Command Rating).
  • St. Cyr: in any Dresden city or suburb hex.
  • French Corps officer: with any unit of their command.

Second Day Morale Levels

At the start of the second day (August 27), return all corps morale levels to their initial levels, adding points for activated units from reserve and reinforcements and subtracting points for eliminated units. Subtract 3 points for each permanently eliminated unit and one point for each unit that has been or can be reorganized. (Remember: An Austrian officer's morale level is the total of his assigned divisions minus any losses.)

Reinforcements

French Reinforcements

  • Turn 14: All units of VI Corps.
  • Turn 15: All units of II Corps.
  • Turn 16: All units of Guard Cavalry (Gd Cav). Add 10 to the Imperial Guard morale level.

Note: All French units enter at hex 5002.

Allied Reinforcements

  • Turn 12: All units of Russian Cavalry Reserve (CvR) and Grand Duke Constantine enter between hexes 4731 and 2632 inclusive.
  • Turn 19: All units of Corps Klenau may enter between hexes 0418 and 1029 inclusive. Corps Klenau morale level: 14.

Note: Mesko may transfer to Corps Klenau three turns after Klenau arrives. Add Mesko's remaining morale points to Klenau's total.

Scenario III: Battle for Dresden

Scenario Length

The Battle of Dresden scenario begins on game-turn 1 and ends at the conclusion of game-turn 32. This scenario allows players to combine Scenarios I and II for an unbroken look at the battle. At the end of the scenario, the players total their victory points and determine the winner and the level of victory. Players may wish to go on to the optional third day.

Victory Point Schedule

Award victory points the same as Scenario II plus:

  • The Allied player receives ten victory points for each French Corps that would not be capable of recovering from demoralization on a third day.

Special Rules

The special rules are the same as Scenario I.

The Set-Up

The set-up is the same as Scenario I.

Morale Levels

Starting morale levels are the same as in Scenario I.

Reinforcements

The reinforcement schedule is the same as that of Scenarios I and II.

Optional Pirna/Konigstein (applies to all scenarios)

Starting Morale Levels

French Force: 34. The French force consists of: I Corps - 34 (Vandamme). Note: If the French force enters the map, XIV Corps units attached to I Corps stay with I Corps.

Russian Force: 22.

If the Russian force enters the map, the Allied player may choose to maintain it as a single corps under II Corps command or reinstate non II Corps units to their parent formation. If the Russian force is kept as a single corps Count Pahlen is removed from play. II Corps morale level will be 22 minus losses as per normal Corps Morale and Demoralization rules.

If the Russian force is not remaining as a single corps, return all non II Corps units to their parent formations adding the following morale points to their respective corps morale levels: Cav Corps - 4; V Corps - 6; I Corps - 2. Subtract losses as per normal Corps Morale and Demoralization rules. Note: This may result in a negative morale number for reinstating units.

Terrain Effects Chart

TerrainMovement Points (MPs) to Enter or CrossCost to Trace Command (Rain)Effects on Combat
Clear1 Movement Point1/2 (1)None
WoodsCavalry & Horse Art.: 4 MPs; Inf. & Artillery: 2 MPs1Cavalry: Half strength attacking into or defending in hex. All others: No effect.
Major Road Hex (3)1/2 if entered through a Road hexside; 1/3 for GTM1/2Depends on other terrain.
Minor Road Hex (3)Negates other terrain when entered through a Minor Road hexside1/2 (1)Depends on other terrain.
Steep Slope Hexside2 additional MP to cross from lower terrain; 1 from higher+1Attacker is halved (rounded up) attacking up-slope. Note: May block LOS for artillery bombardment.
  1. Defender not doubled from only bombarding artillery.
  2. Units that cannot move out of an enemy ZOC must suffer an Ar at the end of the Combat Phase.
  3. Negates other terrain when traced from a connecting road hex.

Pirna/Konigstein Combat Results Table (Optional)

Combat Ratio (Attacker to Defender). Apply results to the defender first.

Die1-21-12-13-14-1
14/13/12/12/11/1
23/12/12/11/11/2
33/12/11/11/21/3
42/11/11/21/21/3
5

Explanation of Combat Results

Combat results are expressed as whole units eliminated. The number to the left is the loss to the attacking force (phasing player's) and the number to the right is the loss to the defending force (non-phasing player's). The first loss may be taken as a retreat; the remainder must be taken as unit losses. The defender always applies his result first. The owning player may remove any unit he wishes to satisfy the result; however, the attacking force must lose at least as many strength points as the largest single unit eliminated from the defender's loss. If the French force retreats, the marker is moved to a lower numbered box on the Pirna/Konigstein Advance Track. If the Allied force retreats, the marker is moved to a higher numbered box on the track. Allied units may retreat onto the east map edge from box 5.

Defeat of the French Imperial Guard
  • Special Terrain Features
    • Fortress Hex and Hexsides
    • Gross Garten Hex
    • Town/Suburb Hex
  • How Command Affects Reserve Units
  • French Dresden Garrison/O'Meara's Brigade
  • First Day French Command
  • Third Day of Battle
  • Artillery
    • Double Teamed Artillery
    • Additional Artillery Range
  • Austrian Divisional Coordination
  • The Pirna/Konigstein Reinforcements
    • Set-Up
    • Movement
    • Combat
    • Combat Results
    • Special French Supply
    • Additional Pirna/Konigstein Forces
  • Disruption is an adverse effect applied to some units as a result of combat and some movement. It represents the degradation of combat effectiveness caused by taking casualties.
  • Elevated Slope Hexside
    1 additional MP from higher terrain; treat hexes as clear
    1/2 (1)
    Shift one column to the left if all attacking units occupy lower terrain. Note: May block LOS for artillery bombardment.
    Town/Suburb Hex1 Movement Point: Treat as a minor road1/2Infantry doubled when defending. Cavalry: Half strength attacking into or defending in hex. All others: no effect. Infantry in hex need not attack adjacent enemy units.
    City Hex1/2 Movement Point: Treat as a major road1/2Same as Town/Suburb plus Infantry doubled in hex.
    Major River Hexside (Elbe)May only cross at bridgesPUnits may attack only across bridges; attacking strength is halved (round up). Artillery may bombard adjacent enemy units (artillery not halved).
    Minor River HexsideInf.: 2 additional MPs to cross; Cav.: 4 additional MPs to cross; Art. and Horse Art. may cross only at bridges+1 (P)Attacker halved if attacking through a Minor River Hexside. Cavalry units have no ZOC and may not attack through a non-bridge hexside (2). Units are Disrupted moving or advancing across a non-bridge hexside (1).
    Stream/Landgraben Hexside1 additional MP to cross+1Defender doubled if attacked exclusively through a hexside (1).
    Fortification HexsideOther terrain costnoneDefender shifts the combat odds one to the left if attacked exclusively through a fortification hexside (plus Suburb hex effect). Defender in hex may treat Dr as a Disruption only. Units in hex need not attack adjacent enemy units.
    Gross Garten HexCavalry & Horse Art.: 4 MPs; Inf. & Artillery: 2 MPs1Cavalry and artillery: Half strength attacking into or defending in hex. Any infantry defender shifts the odds one to the left. All others: no effect.
    1/1
    1/2
    1/2
    1/3
    1/4
    61/21/31/31/41/4