The Battle of Fontenoy: 11 May, 1745
The Battle of Fontenoy: 11 May, 1745 Rulebook
Table of Contents
Table of Contents
-
- 1.0 Components
- 2.0 Scale
- 3.0 Overview of a Game Turn
- 4.0 Game Turn Sequence
- 5.0 Armies, Divisions, and Commanders
- 6.0 Initiative and Activation
- 7.0 Command Control
- 8.0 Formations
- 9.0 Facing
- 10.0 Stacking
- 10.1 Basic Stacking Restrictions
- 10.2 Cavalry Stacking
- 10.3 Infantry Stacking
- 10.4 Artillery Stacking
- 10.5 Commander Stacking
- 10.6 Order of Units within a Group
- 10.7 Passage of Lines
- 10.8 Splitting Up Groups
- 10.9 Different Divisions
- 10.10 Morale/Organization
- 10.11 Road Column Stacking
- 10.12 Changing a Group's Facing/Formation
- 10.13 Illegitimate Groups
- 11.0 Movement
- 12.0 Fire Combat
- 13.0 Close Combat
- 13.1 Designating the Attacker
- 13.2 Attacker's Morale Checks
- 13.3 Cavalry Charge Movement
- 13.4 Defender's Reaction
- 13.5 Countercharge Movement
- 13.6 Designating Specific Close Combats
- 13.7 Defender's Morale Check
- 13.8 Committing the Defending Cavalry
- 13.9 Retreat Before Close Combat
- 13.10 Defensive Fire
- 13.11 Procedure for Conducting Close Combat
- 14.0 Close Combat Results
- 15.0 Advance After Combat
- 16.0 Cavalry Pursuit
- 17.0 Cavalry Reaction
- 18.0 Organizational States
- 19.0 Morale States
- 20.0 Retreats
- 21.0 Commanders
- 22.0 Reinforcements
- 23.0 Army Morale
- 24.0 Detachments
- Fontenoy Special Rules, Scenarios, and Historical Commentary
- 1. About the Game
- 2. Basic Special Rules
- 2.1. Flexible Divisions
- 2.2. Army Retreat
- 2.3. Modified Turn Sequence
- 2.4. Tactical Doctrine in the 1740s
- 2.5. Commander Loss
- 2.6. Commanders and Divisions
- 2.7. Cavalry Commanders
- 2.8. Cavalry in Difficult Terrain
- 2.9. General Order
- 2.10. Sunken Roads
- 2.11. Artillery's Ability to Move By Hand
- 2.12. An Initiative Roll of "00" — Army Morale
- 3. Special Rules for the French Army
- 4. Special Rules for the Allies
1.0 Components
1.5a Two ten-sided dice. If any check in the game calls for a result from 00 to 99, one of these dice counts as the tens digit and the other as the units digit. "0" always counts as zero, not as ten.
1.5b The following methods are used to round off fractions in the game. Whichever method applies is stated in each specific case.
- "Round": add 0.5 to the fraction and round down.
- "Round down": round down without adding anything to the fraction.
- "Keep the fraction": the fraction is retained.
Example: Round: 2.5 rounds to 3; 2.7 rounds to 3 (3.2); 2.2 rounds to 2 (2.7). Round down: 12.9 becomes 12. Keep the fraction: 6.5 remains 6.5.
2.0 Scale
Each hex represents 100 yards of actual terrain from one hexside to the opposite hexside. Each Game Turn represents 20 minutes. Each strength point of an infantry unit represents 100 men; each strength point of a cavalry unit represents 50 riders. Each strength point of artillery represents 2 guns of the same (or nearly the same) caliber and type.
3.0 Overview of a Game Turn
Each Game Turn consists of a series of steps, called the Game Turn Sequence, which determines what is done and when during the Game Turn. Sometimes both players carry out actions simultaneously, and sometimes only one player acts — he is called the active player and his units the active units. His opponent is called the passive player and his units the passive units. Unlike many other games, the order in which the players maneuver and attack is not fixed but is controlled by whichever player holds the Initiative. Also unlike other games, it is not necessary for every unit on one side to move and fight before any unit on the other side can do so; in most cases the Game Turn will be interactive, with the players alternating as they activate their Divisions and carry out movement and attacks.
Each Game Turn begins with both players rolling a die to determine Initiative, modifying the results by the Command Ratings of their Commanders-in-Chief. The highest modified result wins the Initiative, and that player may either activate one of his own Divisions that has not yet been activated this turn, or force his opponent to activate one of his Divisions. A Division may be activated only once per Game Turn. Independent units (specified in the Scenario Rules) may be activated once per Game Turn during the activation of one of the friendly Divisions. Activated units carry out their activation in the following order: Command Control, Fire Combat, Movement, and Close Combat. Actions by the active player's units may trigger Fire or Cavalry Reaction by the passive player's units. Once a Division's activation is complete, the players again roll dice to determine Initiative and Division activation. Once all Divisions have been activated, all Routed and Shaken units attempt to Rally. This ends the Game Turn.
4.0 Game Turn Sequence
A. Army Morale Check Phase (23.0)
Carried out only on the first Game Turn (the ":00" turn) of each hour. Each player determines his Current Loss Level by totaling his destroyed Strength Points, points for destroyed Commanders, and currently Routed Strength Points. The resulting total is cross-referenced on the Army Morale Table, after which, if necessary, a die is rolled to determine whether the Army Morale modifier changes.
B. Initiative Determination Phase (6.1)
-
Both players each roll one ten-sided die: a) If exactly one (not both) of the results rolled is a "0," consult the Special Initiative Results Table and follow its instructions. b) If neither result is a "0," each player adds his Commander-in-Chief's Command Rating to his roll — the Command Rating may be reduced if the Commander-in-Chief used it to influence his Army Morale (23.2b) or if he moved this turn (see 6.1).
- If the sum of the unmodified die rolls is greater than the End-of-Turn Number (found on the game's Turn Record Track), move the Hour Marker down one box (i.e., closer to the "END" box) on the track adjacent to that hour. When the Hour Marker reaches the box marked "END," the End-of-Turn rules (see 6.7) take effect for the rest of this Game Turn. Otherwise, carry out a normal Game Turn.
- If both die rolls are "0," or are equal after adding the Commanders-in-Chief's Command Ratings, both players re-roll.
-
The player with the higher modified roll (from 1.b) wins the Initiative and may either:
- Activate one of his own Divisions that has not yet been activated this Game Turn, OR:
- Require that his opponent activate one of his own not-yet-activated Divisions this Game Turn.
If the winning unmodified die roll is at least twice the losing unmodified die roll, and the winning player's unmodified die roll equals or exceeds his Commander-in-Chief's Wing Activation Number, the Initiative player may instead carry out a Wing Activation (6.5).
Note: If one player has no Divisions left to activate, the other player automatically activates one of his own unactivated Divisions. It is still important that both players roll dice, however, since the results can trigger Restricted Activations at the End of Turn (6.7 and 6.8) or Special Initiative Results (6.9).
C. Division Activation Phase (6.3)
The active player chooses one of his unactivated Divisions. If a Commander returning to play or replacing one who was killed is available for the Division being activated, he is placed on the map at this time; any or all Non-Divisional Commanders returning to play or replacing casualties may also be placed on the map at this time (see 21.5).
-
Command Control Segment (7.0): The active player designates which not-yet-activated Independent units and Non-Divisional Commanders (6.6) will be activated together with the Division being activated. He also designates which not-yet-activated combat units from another Division will be activated together with the activating Division by means of the Attachment procedure (6.4). The active player traces a Line of Command (LOC) from his Commander-in-Chief to the Division Commander just activated. This LOC may be extended through a Wing Commander serving as an intermediate link in the "Commander-in-Chief to Division Commander" chain. If an LOC exists between the Commander-in-Chief and the Division Commander, the Division Commander is "In Command." If no LOC exists, the active player rolls a die for that Division Commander using his Initiative Rating. If the Division Commander passes the check, he is "In Command"; if he fails it, he is marked with an "OUT OF COMMAND" marker. Combat units of the activated Division that are outside their Division Commander's Command Radius and not grouped with a Non-Divisional Commander are marked "OUT OF COMMAND." Activated Independent units that are outside the LOC of the activated Division Commander, or the LOC of any "In Command" Non-Divisional Commander, and that fail their Initiative check, are marked "OUT OF COMMAND."
-
Rallying of Disordered Units (18.6): Remove "DISORDER" markers from activated units grouped with any friendly Commander. An active Disordered unit not grouped with a Commander takes a Disorder Check (G). If it passes, remove the "DISORDER" marker. If it fails, it remains Disordered. A unit marked "DISORDER/SHAKEN" may attempt to remove Disorder but remains Shaken even if it successfully removes Disorder.
-
Fire Combat Segment (12.0): Activated combat units capable of Fire Combat that have an enemy within range and in their Line of Sight may conduct Fire Combat.
- Take a Morale Check (I) for each Shaken unit or group. If a unit fails the check, it remains Shaken. If it passes, it is restored to Good Order. A unit that is Shaken/Disordered and passes its Morale Check remains Disordered but is restored to Good Order.
- Take a Morale Check (I) for each Routed unit. If a unit fails the check, it retreats and may lose Strength Points. If it passes, it becomes Shaken/Disordered.
E. Technical Phase
- Remove all "FINISHED" markers from the map and flip activated Commanders back to their front sides.
- Return the Hour Marker to the current Hour box, i.e. the box named for the current hour, such as "11:00 AM" or "Noon." Advance the Minute Marker to the next 20-minute increment. If the Minute Marker is on ":00," advance the Hour Marker to the next hour box.
Note: at the start of a Game Turn, the Hour Marker is in the current hour's box (not in box "1" of the current hour's track). The Hour Marker may only be moved into box "1" in accordance with rule 6.1c.
- Movement Segment (11.0):
Note: the Restricted Activation rules (6.8) apply to any movement if an End of Turn occurs (6.7).
Before units begin to move, the player must designate units using Voluntary Rout (19.10). Splitting a unit apart and rejoining it must be done before it, or the units making it up, carry out movement.
Activated units carry out reformations, changes of facing, and movement. The movement potential of units that are "Out of Command Control" or Disordered is halved (round). If movement-related actions (such as reformations and changes of facing) are carried out within range of enemy units, they may trigger Fire or Cavalry Reactions.
- Close Combat Segment (13.0):
Activated infantry units that are adjacent to enemy units may declare attacks against those enemy units. Activated cavalry units that are within cavalry-charge distance of enemy units may declare attacks against those units. A player must declare all attacks before resolving the results of any of them. Units that are "Out of Command," Shaken, or Routed may not initiate Close Combat.
The Close Combat Segment is carried out in the following sequence:
a) Selection of attacking units (13.1) b) Morale Check of the attackers (13.2) c) Cavalry Charge Movement (13.3), Defender's Reaction (13.4), and Cavalry Countercharge Movement (13.5) d) Designation of specific combats (13.6)
During each Attack, before proceeding to the next, carry out the following actions in segment d:
I. Morale Check of the Defender (13.7) and Retreat Before Close Combat (13.9) II. Defensive Fire (13.10) III. Resolution of Close Combat Results (13.11) IV. Advance After Combat (15.0) and Pursuit (16.0)
- Completing the Activation:
Flip the counters of all Commanders activated with this Division back to their reverse sides and place "FINISHED" markers on all Independent units and attached units activated together with this Division. Remove all "OUT OF COMMAND" markers from the map. If either player still has unactivated Divisions, return to the Initiative Determination Phase (B). If all Divisions have been activated, proceed to the Rally Phase (D).
D. Rally Phase (19.5):
Each player rolls one ten-sided die. The player rolling the higher result carries out the following actions to Rally Shaken and Routed units in the order given below. Once this player finishes making his checks, the other player conducts Rallying.
5.0 Armies, Divisions, and Commanders
The basic element of every army is a unit, which may be either a combat unit or a commander unit. Every combat unit either belongs to a Division or is Independent. A commander unit may be a Commander-in-Chief (Army Commander), a Wing Commander, a Division Commander, or a Special Commander. Initially, every Division consists of one or more combat units and one Division Commander. All combat units belonging to a Division are subordinate to its Division Commander. Combat units belonging to another Division may be temporarily attached to a foreign Division. An Army has one Commander-in-Chief (also the Army Commander) and at least two or more Divisions. Depending on its organizational structure, an Army may be divided into two or more Wings. A Wing consists of a Wing Commander and two or more Divisions belonging to it. An Army may well have both Divisions that belong to a Wing and Divisions subordinate directly to the Commander-in-Chief. One or more Special Commanders may also be present in an Army. Independent units do not belong to any Division but may only be activated together with some Division.
Army Commanders, Wing Commanders, and Special Commanders are together designated by the term "Non-Divisional Commanders." The organizational and command structure of each army is shown on that army's Order of Battle sheet, found in the Scenario Rules.
6.0 Initiative and Activation
An Army moves and fights by activating its Divisions. The player who wins the Initiative (the Initiative player) decides which side must activate a Division. As a rule, Divisions are activated one at a time, but sometimes the Initiative player has the opportunity to activate a Wing.
6.1 Determining Initiative
6.1a Both players each roll one ten-sided die and add their Commanders-in-Chief's Command Ratings to the rolled results. The player who rolls the higher modified result wins the Initiative and may either: a) Activate one of his own Divisions, or b) Force his opponent to activate one of his own Divisions. In either case, the player who is activating troops chooses which of his own Divisions to activate.
6.1b A Commander-in-Chief's Command Rating is reduced by 2 if he has already moved earlier this Game Turn (i.e., the Commander-in-Chief's counter is flipped to its reverse side), and is also reduced by however many points of Command Rating were spent to influence his Army Morale roll at the start of the Hour (see 23.2b). A modified Command Rating can never be less than zero.
6.1c If the sum of both sides' unmodified rolls exceeds the End-of-Turn Number (given in the Scenario Rules), move the Hour Marker down one box along that hour's track. If it reaches the "END" box before all Divisions have been activated, an End of Turn occurs (see 6.7). Equal die rolls (after applying the Commanders-in-Chief's Command Rating modifiers) are re-rolled. All Initiative rolls — even those that are re-rolled or that produce a Special Initiative Result — that exceed the End-of-Turn Number move the Hour Marker down one box on the End-of-Turn Track.
6.1d If only one player's Initiative roll is a "0," then instead of following the normal Division Activation procedure, consult the Special Initiative Results Table found in the Scenario Rules. The Special Result will indicate whether one side should activate a Division after the Special Result is resolved, or whether another Initiative roll must be made.
6.1e Since a Division can be activated only once per Game Turn, a situation can arise where only one player has Divisions left to activate. In this case both players still roll for Initiative, so that an End of Turn (which affects the remaining unactivated Divisions) can occur, or so that Special Initiative Results can be obtained.
Example: Player "A's" Commander-in-Chief has a Command Rating of +2, and Player "B's" Commander-in-Chief has a Rating of +1. Player "A" rolls a "4," adds "2," for a result of "6." "B" rolls a "4," adds "1," for a result of "5." Player "A" wins the Initiative. The sum of the unmodified rolls is "8," and since the End-of-Turn Number is "7" or less, the Hour Marker moves down one box on the End-of-Turn Track.
6.2 Regimental Integrity
6.2a Most infantry and cavalry regiments consist of two or more units, which carry the corresponding regimental designation on their counters.
Note: the units making up an infantry regiment are battalions, while in a cavalry regiment the units represent groups of 2-3 squadrons.
6.2b For purposes of Attachment (6.4), measuring Command Distance (7.1), and Automatic "In Command" status (7.5), adjacent units of the same regiment are considered to be a single unit regardless of their facing/formation or whether they are Disordered and Shaken or not. A Routed unit of a regiment cannot provide Regimental Integrity.
6.2c A unit cannot provide Regimental Integrity if it is grouped with a unit from another regiment. When units of different regiments are grouped with one another, neither can provide Regimental Integrity. An Independent unit does not prevent Regimental Integrity for any unit or units with which it is grouped.
Example: A Division Commander is grouped with two units, one from Regiment A and one from Regiment B. A second unit from Regiment A is adjacent to the commander/group. Regiment A cannot use Regimental Integrity, because the unit grouped with the Commander is also grouped with a unit from another regiment. If there were no unit from Regiment B in the hex, and an Independent unit were there instead, then both units of Regiment A could use Regimental Integrity.
6.3 Division Activation
6.3a Activating a Division allows its combat units and commander to move and fight. Independent units and Non-Divisional Commanders may be activated together with a Division, even though they do not belong to that Division. Divisions may be activated only once per Game Turn. Only Divisions, Non-Divisional Commanders, and Independent units not previously activated may be activated.
6.3b Once activated, units move and fight in the sequence described in the Game Turn Sequence, under the Division Activation Phase (C). All steps of this phase must be completed before another Division may be activated (exception: Wing Activation, 6.5). Activated units are not required to move and fight; they may do nothing at all, but are still considered activated for the rest of the Game Turn.
6.3c Activating a Division activates all units of that Division except those already activated by Attachment (see 6.4) to another Division. A unit belonging to the activated Division may not be held back unactivated in reserve in order to be attached to another Division later.
6.3d When the Division Activation Phase is complete, flip the counter of its Division Commander and all activated Non-Divisional Commanders to their reverse side. Place "FINISHED" markers on Independent units and attached combat units that were activated, as a reminder that they may not be activated again this Game Turn.
6.3e Routed units cannot be Activated.
Example: Player A won the Initiative and decided to activate one of his Divisions. On his Army's Organization Table he sees that he has 6 Divisions, a Commander-in-Chief, 2 Wing Commanders, and 4 Independent units. Of these, 4 Divisions, 3 Independent units, and 1 Wing Commander have already been activated this Game Turn. He chooses to activate one of the remaining two Divisions together with the remaining unactivated Independent unit and the Wing Commander. This Wing Commander is grouped with two combat units of another unactivated Division, and the player decides to attach them to the activating Division. The next time Player A activates a Division, he will be able to activate only the single remaining unactivated Division, minus the two combat units he activated by Attachment.
6.4 Attachment
6.4a An unactivated combat unit of one Division may be activated as a subunit of another Division if the unit is grouped with a commander who is also activated. The combat unit is considered "attached" to the activated Division. The commander may be either the Division Commander of the activated Division, or a Non-Divisional Commander who is activated together with that Division.
6.4b Attachment may be carried out either during the activation of an individual Division or of a Wing (6.5). In the latter case, the unit being attached must belong to an unactivated Division that is not part of the Wing being activated.
6.4c When all subunits of a regiment are grouped together and/or in adjacent hexes, the whole regiment may be attached if an activated commander is grouped with at least one of its units, and all units meet the criteria of the Regimental Integrity rule (6.2).
Example: Infantry Regiment A consists of 3 units (Battalions A-1, A-2, and A-3), which belong to Division X. When Division Y is activated, the Wing Commander grouped with A-1 is also activated, and A-1 may be attached to Division Y. A-2 is adjacent to A-1, and A-3 is adjacent to A-2. If A-2 and A-3 meet the Regimental Integrity criteria, then both of these units, or just one of them, may be attached to Division Y's activation.
6.4d Attachment applies only for the duration of one Activation Phase, and a unit may not be activated again, even if its parent Division is activated later in the same Game Turn. When the activation is complete, place a "FINISHED" marker on the attached units.
6.5 Wing Activation
A Wing Activation allows the Initiative player to use a Wing Commander to activate all still-unactivated Divisions belonging to the Wing, or just one of them.
6.5a A Wing Activation is permitted if the Initiative player rolled a result on his winning die that meets the following criteria:
- His unmodified Initiative roll must equal or exceed his Commander-in-Chief's Wing Activation Number (WAN), and
- His unmodified Initiative roll must be at least twice the opponent's unmodified roll.
6.5b The Wing Commander chosen for activation must not have been activated earlier this Game Turn, i.e., must not be flipped to his "FINISHED" side. The Wing Commander must be "In Command," either by virtue of a Line of Command (LOC) traced to the Commander-in-Chief (7.3), or by means of a Commander's Initiative roll (7.4b).
6.5c A Wing Activation activates all its unactivated Divisions that can trace an LOC from the Wing Commander. If the Wing Commander cannot trace an LOC to one of his Divisions, that Division may not be activated in the Wing Activation, though it may be activated later separately. Also, the fact that a Division is within a Wing Commander's LOC does not mean it is required to activate with the Wing — the player decides whether or not to activate that Division.
6.5d Divisions taking part in a Wing Activation activate together and carry out the segments of the Activation Phase simultaneously, i.e. all Divisions fire in the Fire Combat Segment, move in the Movement Segment, and so on, exactly as if they were a single Division. Unactivated combat units belonging to a Division that is not part of the activated Wing may be attached (6.4) to any of its activated Divisions.
6.5e A Wing Activation is entirely optional and may be used only by the Initiative player. The non-Initiative player can never be forced to activate a Wing.
6.6 Independent Units and Commanders
6.6a Independent units and Non-Divisional Commanders may be activated only together with a Division. They cannot be activated on their own. If a player has activated all his Divisions and still has unactivated Independent units and commanders left, he may carry their activation over to the next Game Turn (exception: in some games Special Commanders may be excluded from this rule).
6.6b Like other units, Non-Divisional Commanders may be activated only once per Game Turn, and are flipped to their "FINISHED" side once their activation is complete. A Non-Divisional Commander may spend Movement Points or attach units (6.4) to a Division only while he is activated.
6.6c A Commander-in-Chief flipped to his "FINISHED" side may still be used to trace an LOC to commanders and Independent units subordinate to him. A "FINISHED" Wing Commander who is "In Command" may be used to trace an LOC to commanders and Independent units subordinate to him, but they may not be used for a Wing Activation. The functions of Special Commanders are described in the Scenario Rules.
6.6d Independent units and Non-Divisional Commanders may be activated at any point during the Command Control Segment, i.e., there is no need to declare all of them at the start of the segment. Once the Command Control Segment ends, the player may no longer activate Independent units and Non-Divisional Commanders with that Division.
6.6e Independent units and Non-Divisional Commanders may be activated during a Wing Activation.
6.6f Some games include Special Commanders who affect specific units of an army. For example, a Special Artillery Commander increases the capabilities of that army's artillery units. Special Commanders must be activated for their capabilities to be used. Some may be activated together with a friendly Division, like the Commander-in-Chief or a Wing Commander, while others activate separately, like Division Commanders. The functions of Special Commanders and their rules are described in the Scenario Rules.
6.7 End of Turn
6.7a Each time the players roll dice to determine Initiative, their unmodified die rolls are added together. The resulting sum is compared against the End-of-Turn Number (EOTN) given in the Scenario Rules. If the sum exceeds the EOTN, the Hour Marker moves down one box on that hour's End-of-Turn Track. When the Hour Marker reaches the "END" box, the End-of-Turn rules take effect for the rest of this Game Turn.
6.7b Once End of Turn takes effect, the Restricted Activation rules (6.8) apply to all remaining unactivated Divisions, Independent units, and Non-Divisional Commanders of both sides.
6.7c If, after End of Turn has taken effect, both players still have unactivated Divisions, the players continue rolling for Initiative to determine who activates a Division under Restricted Activation, or to trigger Special Initiative Results.
6.7d If, during End of Turn, only one player has unactivated Divisions left, the players continue rolling for Initiative in order to trigger Special Initiative Results.
Example: the EOTN in the scenario is "12," and the current hour has five boxes below the hour box (1-5 and the END box). The Hour Marker is already in box 5, so one more Initiative roll totaling 13+ will mean End of Turn. Player A has no Divisions left to activate, but Player B still has three. Both players roll for Initiative, but since Player A has no more Divisions to activate, B must activate one of his own. The sum of the die rolls is 11, so End of Turn does not occur. The next Initiative roll sum is 15, and now the Restricted Activation rules apply to Player B's two remaining unactivated Divisions.
6.8 Restricted Activation
6.8a Restricted Activation allows unactivated Divisions, Independent units, and Non-Divisional Commanders to act once End of Turn has taken effect. Restricted Activation includes the same segments as a normal activation — Command Control, Rallying of Disordered units, Fire Combat, and so on — except for the Movement Segment, which may be carried out only by units in March Column, as described below in 6.8b. All other segments proceed as normal. Retreat movement, Advance After Combat, and cavalry charges/countercharges are permitted.
6.8b A combat unit in March Column may move only if it:
- begins movement and remains in March Column for the entire activation (see 8.1f); and
- occupies only mutually-connected Road hexes, as specified in the Scenario Rules, i.e. it uses Road Movement (11.2c).
6.8c The movement of unactivated commanders is not restricted in any way during Restricted Activation. Non-Divisional Commanders and Independent units may be activated together with a Division.
6.9 Special Initiative Results
6.9a When one (and only one) player, rolling for Initiative, rolls a "0," a Special Initiative Result occurs. Descriptions of Special Initiative Results are given in the Scenario Rules, in the Special Results Table. Do not re-roll to determine the special result — use the original (unmodified) non-zero die roll. The special result applies to the player who rolled the non-zero result. Some special results allow a player to depart from the Standard Activation rules.
6.9b Some scenarios impose a limit on the number of Special Initiative Results that can occur in one Game Turn. If, once that limit has been reached, a "0" is rolled, treat it as an ordinary roll, i.e. add the Commander-in-Chief's Command Rating to it and compare it to the opponent's modified roll — the higher result wins the Initiative.
7.0 Command Control
Combat units, Division and Wing Commanders, and Special Commanders must be "In Command" to make full use of their capabilities in movement, combat, or directing troops. Commanders-in-Chief are always "In Command." A Special Commander or a Division/Wing Commander is "In Command" if a Line of Command (LOC) can be traced to him from the Commander-in-Chief. An LOC from the Commander-in-Chief to a Division Commander may be traced through an "In Command" Wing Commander. A Division's combat unit is "In Command" if an LOC can be traced to it from its Division Commander. During a Wing Activation, the Divisions being activated within it are "In Command" if an LOC can be traced to them from the Wing Commander. An Independent unit is "In Command" if an LOC can be traced to it from an activated Division Commander or from any "In Command" Non-Divisional Commander, regardless of whether that commander is activated or not. Division/Wing Commanders and Independent combat units to which no LOC can be traced may gain "In Command" status by means of a Commander/Unit Initiative roll (see 7.4). Special Commanders may use Initiative rolls if permitted by the Scenario Rules.
7.1 Command Distance
Every Commander has a Command Distance (see the Unit Examples in the Scenario Rules), which specifies the maximum length of that Commander's LOC to a combat unit or to another Commander. How this Command Distance is calculated depends on the type of Commander, the terrain, and any units through which that LOC passes. An LOC may not be traced into or through terrain impassable to commanders (specified on the game's Terrain Effects Table). An LOC may not be traced into or through a hex occupied by an enemy unit. An LOC may not be traced into or through an enemy Zone of Control (EZOC, 9.1) that is not occupied by a non-Routed friendly combat unit. If a commander is in a hex that is in an EZOC, his LOC may still be traced from that hex. A commander's full Command Distance applies to each LOC traced.
7.2 Division Commander's LOC
7.2a A Division Commander uses his Command Distance to trace an LOC to every combat unit belonging to his own Division and to any Independent units he wishes to place "In Command." There is no limit on the number of combat units a Division Commander may place "In Command," provided they are all either subordinate to him or Independent units. There is no limit on the number of LOCs that may be traced from a Division Commander to the various units being placed "In Command."
7.2b An LOC is traced from the commander to the unit. In doing so, the hex containing the commander does not count, but the hex containing the combat unit does. Every hex between the commander and the unit counts as 1 against the commander's Command Distance regardless of the terrain in the hex, except that an LOC may not be traced through terrain impassable to a Division Commander (specified on the game's Terrain Effects Table). When an LOC is traced from a hex containing a friendly unit into an adjacent hex containing a friendly unit, the cost is reduced to ½ if both units are activated and neither is Routed. Every hex occupied by an unactivated or Routed combat unit (even one belonging to the same Division) increases the cost to 2 against the Command Distance. A hex containing both activated and unactivated units costs 1.
7.2c Units that qualify under the Regimental Integrity rule (6.2) are considered a single unit and thus cost 0 when tracing Command Distance between them, provided they are adjacent to one another.
7.2d A Division Commander grouped with a multi-hex formation (such as a Line occupying two hexes) or with any unit that qualifies under the Regimental Integrity rule is considered present in every hex occupied by that multi-hex formation (or multi-unit regiment), rather than in one specific hex. Thus an LOC may be traced from any hex of the multi-hex formation grouped with the commander, or from any unit of a multi-unit regiment that qualifies under Regimental Integrity and is grouped with the commander.
Example: Division Commander X, commanding 3 regiments (A, B, and C), has a Command Distance of 4 hexes, and all units subordinate to him are "In Command." Two battalions of Regiment "A" qualify under the "regimental integrity" rule and count as a single unit. The numbers show how Command Distance is traced to each unit. If unit C-1 is Routed, then unit B-2 is "Out of Command."
7.2e If an LOC cannot be traced to an activated combat unit, it is marked with an "Out of Command" marker, and the penalties listed in 7.4d apply to it.
7.3 Army/Wing Commander's LOC
7.3a An LOC traced from the Commander-in-Chief is used to place Special Commanders, Division/Wing Commanders, and Independent units "In Command." An LOC traced from a Wing Commander is used to place Special Commanders, Division Commanders, and Independent units "In Command."
7.3b Every hex of an Army/Wing Commander's Command Distance counts as 1 for LOC purposes regardless of the terrain in the hex, except that road hexes (specified in the Scenario Rules) count as ½. To receive this road bonus, the line must be traced from one road hex into an adjacent hex continuing that road.
Note: roads have no effect on a Division Commander's Command Distance. The effect of roads on the LOC cost of Special Commanders is given in the Scenario Rules.
7.3c The LOC of an "In Command" Wing Commander may be traced only to a Division Commander, Special Commander, or Independent unit subordinate to him. A Wing Commander may be used this way any number of times per Game Turn (depending on how many Division Commanders are subordinate to him), but only one Wing Commander may be used for a single LOC, i.e. an LOC may not be traced from one Wing Commander to another.
7.3d The activation status of an Army/Wing Commander is irrelevant for determining an LOC from the Army/Wing Commander to a Division Commander, Special Commander, or Independent unit. It is only necessary that the Wing Commander himself be "In Command" so that he can use his LOC to place the relevant Divisions and units "In Command."
7.3e Unlike Division Commanders, Army/Wing Commanders must occupy a specific hex when grouped with a multi-hex formation. The placement of Special Commanders within a hex is determined by the Scenario Rules.
Example: Commander-in-Chief A has a Command Distance of 10, allowing him to trace an LOC to Division Commander C. The dashed line shows this Line of Command from A to C, using a combination of road and off-road hexes (hexes X and Y count as ½ per 7.3b). If A's Command Distance were 8, and W were a Wing Commander with a Command Distance of 6, then C would be "In Command" if A traced an LOC (dotted line) to W (thereby placing W "In Command") and then used W's LOC to reach C. If W were not on the map, C could not be placed "In Command" by LOC and would have to roll for Division Commander Initiative (7.4) to activate "In Command."
7.4 Commander/Unit Initiative
7.4a A Division Commander who cannot trace an LOC from his Commander-in-Chief or from an "In Command" Wing Commander may use his Initiative Rating to attempt to gain "In Command" status. The player rolls one die and compares the result to the Division Commander's Initiative Rating. If the result is less than or equal to the Initiative Rating, the commander is "In Command" and functions normally. If the result is greater, the Division Commander is "Out of Command." A Division Commander may not use Commander Initiative to take part in a Wing Activation.
7.4b A Wing Commander attempting to activate a Wing, but unable to trace an LOC from the Commander-in-Chief, may use his Initiative Rating to attempt to gain "In Command" status, exactly as a Division Commander does. If he passes the check, the Wing Activation occurs. If he fails the check, the Wing Commander does nothing, is flipped to his "FINISHED" side, and the activation of the player attempting to activate him ends immediately. Play returns to the Initiative Determination Phase (B). Divisions belonging to that Wing suffer no penalties and may be activated later in the same Game Turn.
7.4c An activated Independent unit that cannot trace an LOC from an activated Division Commander, Special Commander, or any Army/Wing Commander may roll for a Unit Initiative check to gain "In Command" status. Roll two dice, designating one as the tens digit and the other as the units digit. If the result equals or exceeds the unit's Efficiency Rating (ER), the unit is "In Command." In all other cases the unit is "Out of Command." (This is not a Morale or Disorder Check!) A group of Independent units uses the top unit's ER for the whole group, rather than rolling separately for each unit.
Note: Independent units have two chances to become "In Command." For example, an Independent unit is activated with a Division whose Commander cannot trace an LOC from the Commander-in-Chief. If the Division Commander passes his Initiative check, the Independent unit is "In Command" if it is within that commander's LOC. However, if the commander fails his check, the Independent unit may still attempt a Unit Initiative check — this is its second chance!
7.4d For Special Commanders, the Commander Initiative rules are described in the Scenario Rules.
7.5 Automatic "In Command" Status
7.5a A combat unit belonging to an activated Division that cannot trace an LOC from its Division Commander is automatically considered "In Command" if it is grouped with its Commander-in-Chief or Wing Commander. The Army/Wing Commander need not be activated to grant "In Command" status to units grouped with him, and a Wing Commander need not himself be "In Command" (he is not using his LOC). A Wing Commander may grant "In Command" status only to units of the Division subordinate to him.
7.5b Regimental Integrity (6.2) operates with rule 7.5a only when units of a single regiment are grouped with the commander, i.e. if units of two different regiments are grouped with the commander, Regimental Integrity does not apply, even if another unit of one of those regiments is adjacent to the group.
7.5c Attached units are always "In Command" under this rule and in accordance with the Attachment criteria (6.4).
7.6 Meaning of Command
7.6a The Command Control status of every activated commander and combat unit is determined during the Command Control Segment. Check the status of all commanders before checking the status of combat units. The conditions under which units end up "Out of Command" are listed below:
- A Wing Commander — an LOC from his Commander-in-Chief (7.3) cannot be traced to him, and he failed his Commander Initiative check (7.4b).
- A Division Commander — an LOC from his Army/Wing Commander (7.3) cannot be traced to him, and he failed his Commander Initiative check (7.4a).
- A combat unit belonging to a Division — an LOC from its Division Commander cannot be traced to it, and it is not grouped with its Army/Wing Commander (7.5). A combat unit does not become "Out of Command" simply because its Division Commander is "Out of Command."
- An Independent unit — an LOC from an activated Special Commander, Division Commander, or any Army/Wing Commander cannot be traced to it, and it failed its Unit Initiative check (7.4c).
7.6b A Wing Commander who is "Out of Command" cannot be used for a Wing Activation.
7.6c When a Division Commander is "Out of Command," any activated combat unit that traces its LOC from that Division Commander is subject to the following restrictions in the Movement Segment:
- It cannot move by Forced March.
- It cannot enter enemy Zones of Control (EZOCs) unless it began its Movement Segment adjacent to that EZOC and has enough Movement Points to enter the hex. This one-hex move into an EZOC is the only action the unit may take in its Movement Segment.
- A unit that begins its Movement Segment already in an EZOC may either change formation/facing within that EZOC, or move one hex out of the EZOC. In either case the unit must have enough Movement Points (MP) to carry out the desired action, and may not take any other action in its Movement Segment. A unit may not both change formation/facing and leave an EZOC in the same segment.
7.6d A combat unit that is "Out of Command" (whether an Independent unit or one belonging to a Division but outside its Division Commander's LOC) suffers the following penalties:
- Its movement potential equals half (round) its printed Movement Points. It may form Square or deploy from it.
- It is subject to all the movement restrictions listed in 7.6c.
- It cannot initiate Close Combat during a friendly Close Combat Segment (13.0).
7.6e How "Out of Command" status affects Special Commanders is described in the Scenario Rules.
7.6f Command control has effect only during the Activation Phase, not outside it. The effects of "Out of Command" status stack with the effects of Disorder in all cases except that if a unit is both "Out of Command" and Disordered, its movement potential is only halved, not quartered. "Out of Command" status has no effect on the passive player's units' ability to use Fire/Cavalry Reaction, the Defender's Reaction, or a Countercharge.
8.0 Formations
General: every formation is characterized by the number of hexes it occupies, its facing, the number of Strength Points (SP) it can hold, and how it moves and fights. All infantry and cavalry units must be formed in one of the following ways:
- LINE
- ATTACK COLUMN
- ROAD COLUMN
- HOOK
- MARCH COLUMN
- GENERAL ORDER
- SQUARE
- SKIRMISH
- ROUT
Forced formations: General Order and Rout are forced formations. Certain kinds of terrain force some units into General Order. Units that are Routed automatically use the Rout formation.
Artillery units: Artillery may be either Limbered or Unlimbered. Limbered artillery units may be formed in March Column.
Multi-hex formations: Units formed in some kinds of formation may occupy more than one hex, depending on the number of SP in them. Such formations are called multi-hex. Except for March Column, forming a multi-hex formation is always at the player's discretion, i.e. merely having enough SP to form a multi-hex formation does not oblige the player to do so, although it may be advantageous. A formation described as "single-hex" occupies one hex.
Terrain: Terrain in a hex may prevent some kinds of formation from being formed there. Terrain in a hex or along a hexside may prevent units in some formations from entering the hex. Terrain also limits the number of SP a given formation may hold while in that hex. The Stacking Table in the Scenario Rules lists the SP limits for formations in each type of terrain.
8.1 Formation Details
Formations are illustrated on the Formation/Facing Change Tables and the Formation and Fire Arc Diagrams. The cost of a Formation Change may differ between armies, and may also vary from one battle to another.
8.1a Line
Permitted for: Infantry and cavalry Size: Single- or multi-hex formation.
- Infantry may form a Line in 1 hex or in 2 hexes, if the hex has grouped in it no fewer than the minimum required number of SP. The number of SP required can be found on the army's Infantry Line Formation SP Table, and it may vary from one army to another, depending on how many ranks it uses to form a Line. If the number of SP in the formation exceeds the required minimum, the excess SP must be distributed as evenly as possible, without remainder, among the hexes, starting with the rightmost hex of the formation, as shown on the Infantry Line Formation SP Table in the Scenario Rules.
- Cavalry may form a Line up to 3 hexes long, if it has at least 4 SP in each hex. Excess SP must be distributed as evenly as possible, without remainder, starting with the rightmost hex of the formation.
Example: 12 cavalry SP may occupy up to 3 hexes, and 8 SP up to 2 hexes. Of 9 SP in a 2-hex Line, 5 SP will be in the right-flank hex and 4 SP in the left-flank hex; of 14 SP in a 3-hex Line, 5 SP will be in the right-flank hex, 5 in the center, and 4 SP in the left-flank hex.
Movement: the Movement Potential (MPo) of a unit formed in Line equals the number of Movement Points (MP) printed on its counter. A group of several Line-formed units with differing MP uses the lowest Movement Potential. If, while a multi-hex Line is moving, its different units enter different kinds of terrain, the highest terrain cost is paid. A Line may lengthen and shorten its extent during movement (see 11.5).
8.1b Hook
Permitted for: Infantry Size: Single- or two-hex formation. Only infantry formed in Line may form a Hook, which allows a unit to extend its front by one extra Frontal hex and hexside. All criteria and restrictions of Line also apply to the Hook.
Movement: the MPo of a unit formed in Hook equals the MP printed on its counter. A group of several Hook-formed units with differing MP uses the lowest Movement Potential. A Hook may move only into its frontal hexes, which are marked with the abbreviation "MV" on the Formation and Fire Arc Diagram. If, while a multi-hex Hook is moving, its different units enter different kinds of terrain, the highest terrain cost is paid. When a Hook moves, the movement cost of all kinds of terrain in a hex or along a hexside is increased by 1. A Hook has a limited ability to lengthen or shorten its extent during movement (see 11.5).
8.1c Attack Column
Permitted for: Infantry and cavalry Size: Single-hex formation. Movement: the MPo of a unit formed in Attack Column equals the MP printed on its counter. A group of several Attack-Column-formed units with differing MP uses the lowest Movement Potential.
8.1d March Column
Permitted for: Infantry and cavalry Size: Single-hex or multi-hex formation, which may occupy 1 or 2 hexes for infantry or up to 3 hexes for cavalry. A March Column is in every way similar to a Line, except that its facing is depicted differently. The minimum required SP for a multi-hex March Column is the same as for a Line. An infantry group must use its army's Infantry Line Formation SP Table to determine whether its SP allow it to form a 1- or 2-hex March Column. Cavalry must have at least 4 SP in each hex of the March Column.
Movement: the MPo of a unit formed in March Column equals the MP printed on its counter. A group of several March-Column-formed units with differing MP uses the lowest Movement Potential. If, while a multi-hex March Column is moving, its different units enter different kinds of terrain, the highest terrain cost is paid, regardless of which unit of the column occupies the hex with that terrain. However, the cost of crossing a hexside is paid by each unit of the column in turn, i.e. the hexside cost is paid by every hex of the column that crosses it.
8.1e Square
Permitted for: Infantry. (An artillery unit cannot form a Square, but may be grouped in a hex with an infantry unit formed in Square.) Size: Single-hex formation. The hex must contain at least 3 SP of infantry to form a Square.
Movement: a Square may, during movement, carry out only one of the following actions:
- Move into an adjacent hex of Open terrain across an Open hexside.
- Reform into Line or March Column. To carry out any of the above actions, the Square must not be Disordered.
8.1f March Column [Road Column]
Permitted for: Infantry, cavalry, and artillery (see 8.1i and 10.4) Size: Single-hex or multi-hex formation. A single hex of Road Column may hold no more than 4 SP. Every hex of a multi-hex Road Column must contain 4 SP, and the excess SP (1, 2, or 3) must be in the last (trailing) hex of the column. Units formed in Road Column are placed on the map exactly like units formed in March Column, but with a "ROAD COLUMN" marker placed on them to distinguish them from a March Column. A Road Column may be of any length necessary to comply with the per-hex SP limits. As a rule, a Road Column can only be formed by a single unit, owing to the restriction of no more than 4 SP per hex. To place several units formed in Road Column in the same hex, see Road Column Stacking (10.11).
Facing: a Road Column has one Frontal hex and one Rear hex. The number of its Flank hexes depends on its length. Every multi-hex Road Column has a "column head," which is the first hex of the Road Column, forming its frontal hex for purposes of determining facing and Zone of Control. To set up in this formation, place the unit counter in the first hex of the column as the "column head" and the "ROAD COLUMN" marker in the last hex it occupies, with the arrow pointing toward the unit counter, i.e. toward the "column head." The "column head" of a multi-hex Road Column must always contain 4 SP, and its last hex must contain at least 1 SP. In a single-hex Road Column, the "column head" and its last hex are one and the same hex.
Movement: the MPo of a unit formed in Road Column equals the MP printed on its counter. A Road Column need not be formed on a road and may move off-road if the player wishes. A Road Column need not end its movement stretched out in a straight line of hexes; it may have as many turns and bends as the player wishes. However, when such a Road Column moves, each unit of the column must turn in the same hex as the preceding unit of the column.
8.1g Skirmish
Permitted for: units capable of Skirmishing, or Skirmished units. Size: Single-hex formation. Movement: the MPo of a unit formed in Skirmish equals the MP printed on its counter.
If a game includes units capable of Skirmishing, or Skirmished units, the Scenario Rules will specify those units and detail their properties. Skirmished units cannot change their formation, except when Routed. Skirmished units rallied from a Rout must be re-formed in Skirmish order. Units capable of Skirmishing may form in any formation permitted for their unit type (infantry or cavalry), including Skirmish. Artillery may never form in Skirmish. In the text of these rules, the term "skirmishers" denotes an infantry or cavalry unit formed in Skirmish.
8.1h General Order
Permitted for: Infantry Size: Single-hex formation. Movement: a unit in General Order may, in its Movement Segment, carry out only one of the following actions:
- Move into an adjacent hex. If the hex the unit enters does not require the General Order formation, the unit automatically reforms (see 8.4i); otherwise it remains in General Order; or
- Change facing in any direction (see 9.3b).
If the unit is Disordered and/or "Out of Command," this does not affect its ability to carry out the above actions.
8.1i Limbered Artillery
The Limbered position for an artillery unit is the equivalent of infantry/cavalry March Column. When referring to artillery, the terms "Limbered" and "March Column" may be used interchangeably.
Size: Occupies one hex, unless formed in Road Column, in which case each hex must hold no more than 1 SP (see 10.4g).
Movement: the MPo of a Limbered unit equals the MP printed on its counter.
8.1j Unlimbered Artillery
Size: Single-hex formation. Movement: moves only "By Hand" (see Artillery Movement By Hand, 11.6).
8.2 When Reformation May Occur
8.2a In its own Movement Segment, a unit may reform at will by paying MP. A formation change costs a unit some or all of its MP. A unit may reform an unlimited number of times in its Movement Segment, provided it has enough MP for each reformation. MP expenditure on reformations is always based on the unit's Movement Potential (MPo) for that Movement Segment.
8.2b An exception to the above occurs when an infantry unit enters terrain that forces it to automatically change formation to General Order. This happens regardless of how many MP have been spent or remain in that Movement Segment, and the unit's movement ends immediately.
8.2c In the Fire Combat and Close Combat Segments, units may change formation either voluntarily or by compulsion. During the Defender's Reaction, units may, subject to restrictions, reform in response to cavalry movement. Such reformations are voluntary and cost no MP, but the unit must take a Disorder Check (D). Combat results may force a unit to change formation to Rout, or force a unit formed in Square to deploy into Line.
8.2d In the Rally Phase, a unit that Rallies successfully reforms from Rout into any single-hex formation permitted for its type (8.4k).
8.3 Conditions for Changing Formation
8.3a The diagrams on the Formation Change Table show how the various formations relate to one another. If two kinds of formation are connected by a line, a unit may reform from one into the other. If they are not connected, the unit must first reform into one of the formations connected by a line to the desired one.
8.3b Skirmish and General Order may be formed from any other formation, but only by units permitted to form in those formations.
8.3c Artillery may unlimber only from March Column and can never do so from Road Column; artillery must be Limbered in March Column in order to form Road Column.
8.4 Reformation
Sections 8.4 and 8.6 describe in detail which kinds of reformation may be carried out and how they are carried out in most cases. Section 8.7 covers the various procedures used for certain reformations (those marked with '*') when any hexes/hexsides occupied or crossed by the unit(s) at the start, end, or during the reformation are not Open terrain (the Scenario Rules explain the distinction).
8.4a From Road Column to March Column* (Infantry and Cavalry)
There are preconditions for reforming from Road Column to March Column:
- The new March Column must be formed from a straight line of hexes in accordance with the March Column formation diagram.
- The new March Column must be formed in hexes already occupied by the Road Column, but the March Column need not occupy all the original hexes of the Road Column.
- The "column head" of the new March Column must be in the same hex as the original "column head" of the Road Column.
- The new March Column cannot be longer than the original Road Column.
An infantry March Column cannot exceed 2 hexes in length. A cavalry March Column cannot exceed 3 hexes in length. A March Column's length may be the same as or shorter than that of the Road Column.
MP cost of reformation: the base cost of reforming from Road Column to March Column is 1 MP per hex of difference between the Road Column and the March Column, but the minimum cost is never less than 1 MP.
Since a Road Column need not be stretched out in a straight line of hexes, there is a special surcharge for reforming from a "bent" Road Column into a March Column: every hex of the Road Column that is not in a straight line with the head of the March Column (i.e. not in the same row of hexes as the column head) costs 2 MP instead of 1.
Example: a cavalry Road Column of 11 SP occupies hexes A, B, and C; the first two hexes each hold 4 SP, and the last holds 3 SP. The unit reforms into a two-hex March Column occupying hexes A and B. This reformation costs 2 MP, since hex C is not in the same row of hexes as hex A. If the unit reformed into a single-hex March Column in hex A, it would cost 3 MP (2 for hex C, and 1 for hex B). If the unit had originally occupied hexes A, B, and D, the cost of forming a two-hex March Column in A and B would be 1 MP, or 2 MP if the unit reformed into a 1-hex March Column in hex A.
8.4b From March Column to Road Column* (Infantry and Cavalry)
A March Column reforming into a Road Column is marked with a "Road Col" marker if it is a single-hex Road Column. If the Road Column is multi-hex, this marker is placed on its "tail hex," with the marker's arrow pointing toward the hex with the "column head" (see the Formation and Fire Arc Diagrams). A unit reforming from March Column into Road Column must increase the number of hexes it occupies so as to comply with the stacking limits for units in Road Column (no more than 4 SP per hex — see 8.1f).
MP cost of reformation: 1, plus 1 for each hex of difference in length between the March Column and Road Column, if any.
Example: a March Column of 4 SP reforms into a Road Column simply by placing a "Road Col" marker on the unit and spending 1 MP. A cavalry unit of 12 SP, formed in a 3-hex March Column, reforms into a Road Column by replacing the "March Col" marker with a "Road Col" marker and spending 1 MP. If the same cavalry March Column occupies only 1 hex, then to reform into Road Column it must increase its length by 2 hexes, to comply with Road Column stacking limits. The MP cost will equal 1 MP for the reformation itself plus 2 additional MP for the difference in length between the March Column and the Road Column; 3 MP total.
8.4c March Column to Line* or from Line* (Infantry and Cavalry)
Since a March Column always faces toward a hexside, and a Line faces toward a hex vertex, reforming from March Column to Line and back involves a change of facing, the cost of which is included in the reformation cost. A change in the unit's length may be carried out at the same time as the reformation, i.e. the resulting formation may be longer or shorter than the original. To do this, first carry out the reformation, then add or remove the desired number of hexes.
The cost of reforming from March Column to Line and back is given in the Formation Change Table in each battle's Scenario Rules. To use these Tables, orient the appropriate Table so that the unit's facing in the Table matches the facing of the unit reforming on the map. The circled number shows how many MP the desired reformation will cost.
MP cost of reformation: the cost shown on the Formation Change Diagram, plus 1 for each hex of difference in length between the two formations, if any.
Example: a 1-hex cavalry March Column reforms into a 3-hex Line, turning to the right. The reformation will cost 3 (the cost of turning right) plus 2 (the difference in length); 5 MP total.
8.4d From March Column to Attack Column* (Infantry and Cavalry)
An Attack Column is formed from a single-hex March Column by changing the March Column's facing toward one of the vertices adjacent to the March Column's Frontal hexside, and placing an "ATTACK COLUMN" marker on the formation. A multi-hex March Column reforms into an Attack Column in exactly the same way, except that the reformation cost increases, as described below.
MP cost of reformation: 1, plus 1 for each hex of difference in length between the two formations, if any.
8.4e From Attack Column to March Column* (Infantry and Cavalry)
To reform from Attack Column into a single-hex March Column, change the facing of the "head" of the March Column to one of the Frontal vertices of the Attack Column's hex.
To reform from Attack Column into a multi-hex March Column, change the facing of the "head" of the March Column to one of the Frontal hexsides of the Attack Column's hex. The "head" of the March Column must be in the hex that held the Attack Column. The MP cost equals the length of the March Column.
MP cost of reformation: 1, plus 1 for each hex of difference in length between the two formations, if any.
8.4f From March Column or Line to Square (Infantry)
When forming Square from a March Column, place the Square marker in the hex of the column head. When forming Square from a two-hex Line, the marker may be placed in either hex of the Line. One of the hexes of the two-hex Line formed from the Square must be the hex originally occupied by the Square. Disordered units cannot form Square, but units "Out of Command Control" can.
MP cost of reformation: the unit's entire MPo.
8.4g From Square to March Column or Line (Infantry)
When forming a March Column from a Square, the column head must be in the hex where the Square stood and may face in any direction. When forming a Line from a Square, the Line may face in any direction.
MP cost of reformation: the unit's entire MPo.
If a Square's strength falls below 3 SP, it immediately reforms into a single-hex Line (whose facing may be chosen by the player), and the units making it up immediately receive automatic Disorder. If they are already Disordered, they become Shaken/Disordered.
8.4h Skirmish Reformations (only for units capable of Skirmishing and Skirmished units)
Units capable of Skirmishing: a unit capable of Skirmishing may reform from Skirmish into any other single-hex formation legal for that unit type. The new formation may face in any direction.
A unit capable of Skirmishing may reform into Skirmish from any single-hex formation, marking the unit with a "SKIRMISH" marker. The new formation may face in any direction.
MP cost of reformation: 1.
Skirmished units: such units may be formed only in Skirmish, except when Routed. If a Routed Skirmish unit Rallies successfully, it must re-form in Skirmish. No MP is paid for this.
8.4i Reforming into General Order (Infantry)
A unit is required to reform into General Order when it enters a hex whose terrain requires General Order formation. The relevant terrain types are listed on the Stacking and Terrain Effects Tables. This is the only way a unit can reform into General Order. The unit's movement ends immediately once it is formed in General Order, regardless of how many MP it has left.
If one hex of a multi-hex infantry formation enters terrain that requires infantry to adopt General Order, the entire unit must collapse into that hex in General Order.
To reform out of General Order, a unit must enter a hex that does not require General Order. The unit must begin its Movement Segment adjacent to that hex and carry out the reformation into it (exception: General Order Advance After Combat, 15.2). This reformation ends that unit's Movement Segment. A unit in General Order must reform into any single-hex formation permitted by that hex's terrain.
MP cost of reformation: the unit's remaining MP.
Example: shaded hexes require General Order formation. Unit 6-4 may move into A and remain in General Order, or move into B or C and reform into a single-hex formation or change facing in any direction. Unit 5-4 may move into C, D, or E and reform into a single-hex formation or change facing in any direction. For unit 6-4 to enter hex H it must spend two activations — one to change facing, and a second to move.
8.4j Hook to Line or from Line (Infantry)
A unit formed in Hook may reform only into Line, and a unit must be formed in Line in order to reform into Hook. The reformation costs 1 MP. Only one end of the Line may be "hooked." Both single- and multi-hex Lines may reform into Hooks, but the Line/Hook may not change its length at the same time as the reformation.
MP cost of reformation: 1
8.4k Non-Routed unit to Routed or back (Infantry and Cavalry)
A unit that breaks and routs immediately changes formation to Rout before retreating. If it was in a multi-hex formation, it collapses into one of the hexes it occupied before Routing. A Routed unit that Rallies forms into any single-hex formation permitted for that unit type, i.e. not a multi-hex Line, March Column, or Road Column. A Rallied unit may face in any direction permitted for its new formation.
8.5 Splitting a Unit into Subunits and Rejoining Them
The Scenario Rules list which units may split into subunits. The characteristics of the subunits are also described in the Scenario Rules. A unit that can split is called the "parent" unit, made up of two or more subunits. Subunits carry the same designations on their counters as the parent unit. Subunits belonging to the same parent unit may combine to restore that parent unit. The parent unit and its subunits can never be on the map at the same time.
8.5a Splitting: in its own Movement Segment, an activated parent unit may split into subunits if it:
- Is "In Command"
- Is not Disordered and not Routed (it may be Shaken)
- Is not grouped with another combat unit
- Is not in an Enemy Zone of Control (EZOC, see 9.1)
- Is formed in Line or March Column (single- or multi-hex)
- Has not yet spent its MPo in this Movement Segment
- Retains more than 50% of its printed SP.
The parent unit is removed from the map, and the subunits are placed (grouped) in the hex the parent unit occupied, in the same formation and facing it had. If all the subunits are Skirmished units, and their group would violate the stacking limits for skirmisher SP in one hex, they must correct the situation before the end of the Movement Segment. If this is not possible, the split is not permitted.
The total SP of the subunits must equal the parent unit's current SP. It should be divided as evenly as possible if the parent unit has taken losses, i.e. if a parent unit with an original SP value of 6 has taken 2 SP of losses, subunits with a combined strength of only 4 SP are placed on the map. Partial splitting of the parent unit is not permitted. Once placed on the map, the subunits may spend all their MP. Splitting a parent unit costs no MP, but it is a reformation and may trigger a Fire Reaction (12.8) and a Cavalry Reaction (17.0).
8.5b Rejoining: in its own Movement Segment, all activated subunits belonging to the same parent unit may recreate the parent unit if:
- They are "In Command."
- They are not Disordered and not Routed (they may be Shaken).
- They are grouped (i.e. must have the same facing and formation) in the same hex (exception: see rejoining Skirmished units below).
- They are formed in Line or March Column (single- or multi-hex) (exception: see rejoining Skirmished units below).
- They are not grouped with a combat unit that is not a subunit of their parent unit.
- They are not in an EZOC.
- They have not yet spent their MPo in this Movement Segment.
- The sum of their current SP is greater than 50% of the parent unit's printed strength.
Roll two dice, designating one die as the tens digit and the other as the units digit, once for all the subunits together, i.e. make a single roll, not one roll per unit. If the result rolled equals or exceeds the worst Efficiency Rating (ER) among all subunits taking part in the check, remove the subunits from the map and place the parent unit in the hex they occupied, with the same formation and facing its subunits had. The parent unit's SP must equal the current sum of its subunits' SP. After rejoining, the parent unit may spend its full MPo in the Movement Segment, i.e. rejoining costs no MP.
If the attempt fails, this has no consequences for the subunits that attempted it, except that they may not attempt to rejoin again in that Movement Segment. Subunits that failed the rejoining check may use their full MPo in that Movement Segment.
8.5c Rejoining Skirmished units: the same criteria as in 8.5b are used, except that item (4) does not apply, since subunits may only be formed in Skirmish, and item (3) is replaced by the following:
- All skirmisher units must begin the Movement Segment adjacent to one common hex, which is not occupied by any unit other than one of the rejoining skirmisher units. This common hex may not be in an EZOC and must be terrain in which Line or March Column formation is permitted and in which all the SP of the rejoined parent unit can legally fit.
Use the same procedure as for ordinary rejoining, and, if the attempt succeeds, all the skirmisher subunits are removed from the map, and the parent unit, with SP equal to the sum of its subunits' SP, is placed in the common hex. The restored unit may be formed in Line or March Column and face in any direction. The result of a failed attempt is the same as for a failed ordinary attempt (above).
Example: three skirmisher units attempt to rejoin. Their ER are "31," "32," and "33." If the dice show a result from 33 to 99, the check succeeds. The check fails if the dice show a result between "00" and "32."
8.6 Artillery Reformations
8.6a Changing from Limbered to Unlimbered position is considered a reformation. In addition, an activated artillery unit that fired in the Fire Combat Segment cannot be Limbered in the following Movement Segment. See Artillery Movement By Hand (11.6) for how unlimbered artillery moves.
8.6b Artillery changing to Limbered/Unlimbered position in a hex not occupied by another unit may face in any direction without paying extra MP for the facing change. Artillery changing to combat position in a hex occupied by another unit must adopt the same facing as the unit already in that hex. Artillery changing to Limbered position in a hex occupied by infantry may face in any direction and leave the hex. Artillery changing to Limbered position in a hex with other Limbered artillery may face in any direction if it intends to leave that hex, but must adopt the same facing as the other artillery if it wishes to remain in that hex (see Artillery Stacking, 10.4).
MP cost of reformation: 2
8.6c Limbered Artillery reforms into or out of Road Column in exactly the same way that infantry and cavalry reform from Road Column to March Column or back (see 8.4a and 8.4b).
8.7 Reforming in Difficult Terrain
If any unit(s) carrying out a reformation marked with an asterisk (*) in section 8.4 occupies or crosses, in the process of reforming, any hexes/hexsides that are difficult terrain, the reformation will cost all of the unit's MP, i.e. the unit cannot:
- spend any MP before the reformation
- be Disordered.
After the reformation, take a Disorder Check (A), using the modifiers given in the Scenario Rules.
Example: an infantry unit formed in a 2-hex March Column reforms into a 2-hex Line. One of the Line's hexes is in a Woods hex. After reforming, the unit must take a Disorder Check (A) with a +5 modifier for the Woods hex, after which its movement is immediately ended.
9.0 Facing
Every combat unit counter has a defined "facing," i.e. the direction it is oriented on the map. The hexes surrounding a unit are called its Frontal, Flank, and Rear hexes depending on its formation type. The Frontal, Flank, and Rear hexsides are the hexsides separating the unit's hex from its Frontal, Flank, and Rear hexes. The Formation Diagrams show these hexes for each possible formation.
9.1 Zones of Control (ZOC)
Every combat unit has a Zone of Control (ZOC) in its Frontal hexes. (See the Formation and Fire Arc Diagram.) A unit may attack in Fire Combat and Close Combat only through its Frontal hexsides. A unit may be attacked in Fire Combat or Close Combat through any hexside.
Entering an Enemy Zone of Control (EZOC) costs a unit 1 extra MP.
Changing formation/facing in an EZOC costs a unit 1 extra MP.
Friendly units do not cancel the effect of an EZOC (see 11.9, which describes the effect of an EZOC on movement). A formation/facing change that requires spending all of a unit's MP may be carried out in an EZOC only if the unit has not taken any other action requiring MP expenditure in that Movement Segment.
9.2 When a Change of Facing Occurs
Some changes of facing occur automatically during a reformation, and their cost is already included in the reformation cost. A unit may also change facing without reforming, at any point during the Movement Segment, by paying the required number of MP. A unit may change facing as many times as it likes in a Movement Segment, provided it has the necessary MP. If a unit lacks the MP required to complete a change of facing fully, it may not undertake it.
All changes of facing may trigger a Fire/Cavalry Reaction.
9.3 Changing Facing of a Single-Hex Formation
9.3a The cost of changing facing for single-hex formations (except General Order) is shown on the Formation and Fire Arc Diagrams.
9.3b General Order: a unit formed in General Order may change facing only once in its Movement Segment, but may change it to any direction. This change of facing costs the unit its entire MPo for that Movement Segment.
9.3c Attack Column: an Attack Column that changes facing at any point in its movement must take a Disorder Check (B) before carrying out the change of facing. If it fails the check, it does not change facing, becomes Disordered, and immediately ends its movement. A failed attempt to change facing does not trigger a Fire/Cavalry Reaction.
If, as a result of failing the facing-change check, an Attack Column ends up grouped with an immobile unit with which it cannot legally form a group, the unit in Attack Column Routs, and the immobile unit must take a Morale Check (F). See Illegitimate Groups (10.13).
9.4 Changing Facing of a Multi-Hex Formation
Changing the facing of a multi-hex March Column or Line requires that formation to carry out movement, taking into account the cost of that movement and any terrain restrictions, together with the cost of the facing change.
Except for Road Column, multi-hex formations changing facing must end their Movement Segment in a straight line of hexes, i.e. without bends or turns. If a unit lacks enough MP to complete its Movement Segment in a straight line, it cannot change facing while moving.
9.4a March/Road Column: a multi-hex March/Road Column changes facing by turning the column head the desired number of hexsides (paying the corresponding facing-change cost given in "Single-Hex Formation Facing Change Cost" in the Scenario Rules) and moving one hex forward, paying the corresponding movement/terrain cost. Every hex of the column after the head advances and turns in the same hex. Multi-hex March and Road Columns pay the facing-change cost only for the column head and do not pay it for the column's subsequent hexes.
Example: a 2-hex March Column changes facing by combining movement into hex C with a facing change in B. The facing-change cost is the terrain cost in C plus the cost of a 1-hexside facing change for the unit.
Note: a Road Column pays nothing for a facing change when it moves along a road from one Road hex (as defined in the Scenario Rules) to the next hex of that continuing road, and all hexes occupied by the unit are hexes of one continuous Road, i.e. all hexes occupied by the column lie along the same road.
9.4b Line: a multi-hex Line changes facing by "wheeling" around one of its ends, i.e. around the end hex at one end of the Line, while the other end moves along an arc.
The cost of wheeling is calculated as follows: a) Pay the corresponding facing-change cost given in "Single-Hex Formation Facing Change Cost" in the Scenario Rules; b) Plus 1 MP for each hex the moving "end" of the Line enters; c) Plus the MP cost of difficult terrain for each hex that "end" enters, and each hexside it crosses (any terrain that would trigger a Disorder Check (A) also triggers it here, since wheeling is a form of movement (see 11.2d)).
The hex serving as the pivot of the wheel (i.e. the hex that remains stationary) does not count when calculating terrain cost.
Example: a cavalry unit of 12 SP formed in a 3-hex Line (hexes A-B) wheels 1 hexside into hex C. If all the hexes between and including the start and end positions are Open terrain, the unit must pay 3 MP (1 for the 1-hexside turn in hex A, and 1 for each of the 2 hexes the moving end of the Line enters). If hexside D were a hill slope, the cost of wheeling would be 4 MP (one extra MP for the slope hexside).
9.5 Changing Facing of Artillery
An unlimbered artillery unit may change its facing by any number of hexsides in a Movement Segment, provided it did not fire in the preceding Fire Combat Segment.
Limbered artillery changes facing exactly as an infantry unit in March Column does, and Limbered artillery in Road Column changes facing according to the Road Column facing-change rules (9.4a).
9.6 About-Face
9.6a Road/March Columns, Attack Columns, and Lines (but not Hooks) may turn about-face (countermarch), i.e. change facing by 180 degrees. The unit cannot be Disordered and cannot use Forced March (11.4). If a unit turns about-face, this is the only action it may take in its Movement Segment, i.e. it cannot spend MP either before or after the about-face.
9.6b When multi-hex Road/March Columns turn about-face, their trailing hex becomes the head. Multi-hex Lines and single-hex formations simply change their facing by 180 degrees. Limbered artillery turns about-face like a Column, and unlimbered artillery turns like a Line. Terrain has no effect on an about-face.
9.6c A Road Column that turns about-face automatically redistributes its SP along its whole length, so that its formation complies with the rules (8.1f).
9.7 Facing of a Hook
A Hook cannot change facing. It must first reform into a straight Line, after which that Line may change facing.
10.0 Stacking
When a unit enters a hex containing a friendly unit, it may end its movement in that hex and form a group (or join an already-existing group), or it may continue its movement and leave the hex. No extra MP is needed to enter or leave an occupied hex. However, the moving unit must comply with the stacking rules for its unit type in order to group legally with the stationary unit. The moving unit may be required to spend extra MP in the occupied hex to meet the requirements of the stacking rules (for example, the moving unit may be required to change facing or formation).
10.1 Basic Stacking Restrictions
10.1a A unit may not enter an occupied hex if it lacks enough MP to either (1) meet the stacking requirements by ending its movement in the hex, or (2) continue moving and leave the hex.
Example: a unit spends its last MP to enter an occupied hex, but to meet the stacking requirements it needs one more MP to change facing. Since it cannot end its movement in the hex, and has no MP left to continue moving to an adjacent hex, the unit cannot enter the occupied hex.
10.1b Enemy units can never occupy the same hex. This is the one stacking restriction that always applies during a unit's movement.
10.1c The limits on the number of Strength Points (SP) that may be in one hex, given on the Stacking Table, cannot be violated when a unit ends its movement, although they may be violated while the unit is moving. The Stacking Table included with each game describes how terrain and formation limit the number of SP that may be stacked in one hex.
10.1d All units in a group must have the same facing (exception: unlimbered artillery grouped with a Square).
10.1e All infantry and cavalry units must be in the same formation. Infantry and artillery must be in formations compatible with one another.
10.1f Routed and non-Routed units cannot be grouped together.
[Examples of stacking rule violations]
10.2 Cavalry Stacking
10.2a A cavalry unit cannot be grouped in the same hex with an infantry or artillery unit.
10.2b A cavalry unit may be grouped in the same hex with another cavalry unit if it has the same formation/facing as the stationary unit.
10.3 Infantry Stacking
10.3a An infantry unit cannot be grouped with a cavalry unit.
10.3b An infantry unit may be grouped with another infantry unit and/or with artillery.
10.3c An infantry unit may be grouped with an infantry unit only if it ends its movement with the same formation/facing as the stationary infantry unit.
10.3d An infantry unit may be grouped in a hex occupied by an unlimbered artillery unit only if the infantry ends its movement formed in Line, Hook, Attack Column, or Square. Moving infantry in Line, Hook, or Attack Column must have the same facing as the unlimbered artillery.
10.3e An infantry unit may be grouped in a hex occupied by Limbered artillery only if the infantry ends its movement in March Column and has the same facing as the Limbered artillery.
10.4 Artillery Stacking
10.4a An artillery unit cannot be grouped with cavalry; it may be grouped only with infantry and/or other artillery units.
10.4b Limbered artillery may be grouped only with other Limbered artillery and/or with infantry in March Column, and must have the same facing as the stationary units. Limbered artillery may enter a hex containing infantry in Line, Hook, Attack Column, or Square, but may end its movement there only if it has enough MP left to unlimber in that hex.
10.4c Unlimbered artillery may be grouped (when it unlimbers in a hex, or enters a hex by hand-hauling) only with other unlimbered artillery or with infantry in Line, Hook, Attack Column, or Square. Unlimbered artillery must have the same facing as stationary unlimbered artillery or infantry in Line, Hook, or Attack Column. Unlimbered artillery grouped with a Square may face in any direction.
10.4d An unlimbered artillery unit grouped with a multi-hex Line/Hook is not placed in any particular hex, but simply placed on or under the infantry counter. When artillery is grouped with a Square, it must be on top of the stack (see Order of Units in a Group, 10.6).
10.4e If infantry formed in Line/Hook, grouped with unlimbered artillery, leaves the hex (due to movement, shrinking its frontage, losses, etc.), the unlimbered artillery is placed in any of that formation's original hexes.
10.4f Artillery may be Limbered in a hex containing infantry, but must have enough MP to leave that hex.
10.4g Every SP of artillery (Limbered or in combat position) counts as 4 SP under the following circumstances: a) when artillery is grouped with infantry and stacking limits must be calculated; b) when artillery is formed in Road Column; c) when calculating the Target Size modifier in Fire Combat.
10.4h When a group consisting of infantry and artillery must take a Disorder Check or a Morale Check, always use the ER of the top infantry unit for the check.
10.5 Commander Stacking
10.5a There is no limit on the number of commanders that may be in the same hex, but only one of them may affect the combat units with which he is grouped.
10.5b A commander may be grouped with any type of friendly unit. Commanders do not affect either the SP limits in a hex or the group's formation or facing requirements. Commanders may move and group independently. They are not required to be grouped with a combat unit at all times.
10.6 Order of Units within a Group
10.6a For a group of combat units (especially a group made up of infantry and artillery), the relative order of the unit counters within it matters for Disorder Checks and Morale Checks (see 18.1 and 19.1), as well as for determining Fire Combat strength and losses suffered.
10.6b In a group made up of infantry alone, the SP of the top unit are used for Fire Combat. If more SP are able to fire than the top unit has, the next unit below it adds its SP, and so on, until the maximum number of SP that can fire in that formation is reached.
10.6c When a group must lose SP in Fire Combat, the top unit of the group loses them first (exception: Infantry/Artillery groups, 12.9g). If the top unit loses all its SP (and is destroyed), the remaining losses are borne by the next unit below it, and so on until all the losses have been applied or all units in the group are destroyed.
10.6d When artillery is grouped with a Square, it must be the top unit of the group. Artillery grouped with a Square affects the Square's firing capability (see 12.4d).
10.6e When artillery is grouped with infantry in Line or Hook, the artillery unit must be either the top or the bottom unit of the group. It cannot be placed between infantry units in the group. If two or more artillery units are grouped with infantry, the artillery units may be placed both on top and on the bottom of the group, or all on top, or all on the bottom. Where the artillery is placed in the group determines whether it can fire (12.4b).
10.6f During its Movement Segment, units of an activated Division may freely change their position within a group before they begin spending MP; they may likewise do so after completing their movement. Once a group has begun spending MP, it may not freely change the units' position within it until it has completed its movement.
10.6g In the Pursuit Completion Step (16.2c), groups of cavalry that carried out a pursuit may freely change the position of units within them.
10.6h Units need not be "In Command" to change their position within a group. Changing position costs no MP and is not a change of facing/formation. It can be done in mixed groups made up of activated and unactivated units. It does not trigger Fire/Cavalry Reactions and does not cause Disorder Checks. It is not considered Passage of Lines (10.7).
10.6i A unit may be required to change its position in a group if the group chosen for Close Combat contains unactivated units and/or artillery in addition to the active attacking units. In that case, the unactivated units and artillery are automatically moved to the bottom of the group (see 13.1c).
10.7 Passage of Lines
10.7a During its movement, a unit may "pass through" another unit if it enters a hex occupied by a friendly unit/units and then leaves it. If at least one of the following situations occurred while a unit moved through an occupied hex, a "Passage of Lines" has taken place:
- The units were of different types.
- The units had different facings.
- The units had different formations.
- The units were of the same type, in the same formation, and had the same facing, but the stacking restrictions for that unit type were violated.
- The units were in different organizational states, i.e. Formed and Disordered.
- The units were in different morale states, i.e. Routed and non-Routed.
Once the moving unit's Movement Segment is complete, a Disorder Check (A) is required both for the moving unit and for all stationary units/groups it passed through.
10.7b The following situations are not considered "Passage of Lines" and do not require a Disorder Check:
- When an infantry unit formed in Line enters and leaves a hex occupied by another infantry unit formed in Line, from any vertex/direction, provided it does not change facing while in the occupied hex.
- When a skirmisher unit (foot or mounted) enters and leaves a hex occupied by any friendly unit, regardless of the stationary unit's type, formation, facing, etc.
- When a retreating unit moves through a hex occupied by friendly troops. The stationary unit must take a Morale Check (F) once the retreat is complete (see 20.2b). The same applies when a stacking violation (see 10.13d) forces a unit to Rout out of an occupied hex.
- When a unit ends its movement, complying with the stacking rules, in a hex regardless of what its formation/facing was when it entered the hex.
- When a group splits up (see 10.8), even if the moving unit changes formation/facing before leaving the group's hex.
10.7c The Disorder Check Table lists several situations involving "Passage of Lines" that trigger Movement Disorder Checks (A), with examples of each such situation. Note that the examples are not exhaustive, and other variants of such situations may exist.
10.8 Splitting Up Groups
10.8a A group may split up during the Movement Segment if one or more units reform, change facing, or simply move, while the rest of the group's units remain stationary. Once the unit (or group) leaving the group completes its movement, the remaining units may carry out their own Movement Segment.
10.8b At the end of a cavalry pursuit, a cavalry group must split up if it violates the SP stacking limits (see Pursuit Completion, 16.2c).
10.8c A unit may split away, leaving other units behind, during movement, but any unit that moved even one hex with the group and was then left behind is considered to have completed its movement for that Movement Segment.
10.8d A splitting multi-hex Line or March Column is required to change its length if enough SP leave the original group to require it. This change happens automatically as soon as the moving unit(s) leaves the original group's hexes, or once the moving unit's(s') movement is complete. This automatic shortening costs the unit no MP.
Example: two infantry units, 4 SP each, are formed in a 2-hex Line. One unit moves, and the other stays in place. If a 2-hex Line requires at least 5 SP, then each unit automatically shrinks from a 2-hex Line into a 1-hex Line.
10.8e A group is considered to have "split up" not only the moment a unit leaves the group's hex, but also immediately when a unit of the group changes facing and/or formation while remaining in the same hex. This matters for determining when a Fire Reaction (12.8) and a Cavalry Reaction (17.0) are triggered.
10.9 Different Divisions
Units from different Divisions may be grouped together, just as an Independent unit may be grouped with a unit belonging to a Division, and with other Independent units. When units belonging to different Divisions are grouped together, it is important to remember that if a unit of one of the Divisions moves, the group must split up, unless it includes a Commander who can attach units of the moving Division.
10.10 Morale/Organization
If units in different organizational/morale states end their Movement Segment grouped together, the whole group takes on the worst organizational/morale state present in that group. For example, when a Shaken and a non-Shaken unit end up grouped at the end of the Movement Segment, the whole group becomes Shaken, even if the originally non-Shaken unit had not yet been activated. If the group splits up in a later Movement Segment, the activated units have the same morale/organizational state as the group.
10.11 Road Column Stacking
10.11a Since Road Column has a limit of no more than 4 SP stacked per hex, different units formed in Road Columns cannot normally be grouped together (see Road Column, 8.1f). There are two exceptions to this rule:
- A single-hex group of several units formed in Road Columns may be formed, provided the group does not contain more than 4 SP.
Example: a single-hex Road Column may be formed from 4 units of 1 SP each, or from 2 units of 2 SP each, or from one unit of 1 SP and one of 3 SP.
- A multi-hex group of several units formed in Road Columns may be formed when all the units in it belong to the same regiment. The units group in the "head" (first) hex of the column, and its length depends on the total SP in the group. Such a group cannot form Road Column if the cost of doing so (see 8.4b) exceeds the group's base (printed) MPo.
Example: a single-hex March Column made up of two infantry battalions of 6 SP each, belonging to the same regiment, may reform as a whole group to create a multi-unit 3-hex Road Column, paying 3 MP. If the two units belonged to different regiments, they would have to split the group and form two separate 2-hex Road Columns. A March Column made up of three infantry battalions of 6 SP each, belonging to the same regiment, cannot reform into Road Column, since the cost of that reformation is 5 MP, while the battalions' base (printed) MPo is 4.
10.11b SP losses suffered by a multi-unit, multi-hex Road Column in Fire Combat or Close Combat are distributed according to the SP-loss rules (Fire Combat Results (12.9) and Close Combat Results (14.2)), regardless of which hex of the Road Column was attacked. Disorder and Morale Checks are made using the top unit of the group, regardless of which hex of the Road Column triggered the check.
10.12 Changing a Group's Facing/Formation
10.12a During its own Movement Segment, a group of activated units may carry out changes of facing and formation as a single entity (i.e. it need not change facing/formation unit by unit), provided those units began their movement already as one group and carry out the same, or in the case of artillery-infantry groups, a compatible, change of facing/formation.
10.12b Units carrying out a group change of facing/formation need not end their movement grouped together, i.e. after the change of facing/formation, some units may continue moving while others in that group may end their movement.
10.12c A mixed artillery-infantry group may carry out a group change of formation/facing only if the infantry's and artillery's formations are compatible (see Artillery Stacking, 10.4).
Example: a group consisting of an unlimbered artillery unit and an infantry unit formed in Line may carry out a group formation change into Limbered artillery and infantry in March Column, or into unlimbered artillery and Square. If the artillery is Limbered while the infantry remains formed in Line or reforms into Square, the artillery must leave the hex.
10.13 Illegitimate Groups
10.13a An illegitimate group occurs when a unit ends its movement in a hex occupied by friendly units, in violation of the general stacking restrictions and/or those for that unit type. An illegitimate group can only be forced, because a unit cannot enter an occupied hex if it lacks the MP needed to bring its formation/facing into compliance with the stacking rules, or to continue moving and leave the hex.
10.13b An illegal group can arise in the following cases:
-
When an Attack Column fails its facing-change check (9.3c) in an occupied hex, resulting in a group that violates the stacking rules. In this case the moving Attack Column Routs, and the stationary unit must take a Morale Check for Friendly Retreat (F).
-
When a unit's movement is stopped in an occupied hex due to Disorder resulting from a Fire Reaction (18.2d), combat following a Cavalry Reaction (17.3d), or because a Skirmisher unit fails its check to Enter an Enemy Zone of Control (11.9c), and the resulting group does not comply with the stacking rules. In this case the moving unit Routs, and the stationary unit must take a Morale Check for Friendly Retreat (F), except when the Routing unit is a Skirmisher unit (see 20.2b).
-
After completing a Cavalry Pursuit, when the resulting cavalry group does not comply with the stacking rules. In this case the pursuing cavalry automatically splits into an adjacent hex (see Pursuit Completion Step, 16.2c).
10.13c When the moving unit of an illegal group Routs, the stationary unit is considered to have had retreating troops pass through it, and must take a Morale Check (F), except when the Routing unit is a Skirmisher unit (see 20.2b).
10.13d "Passage of Lines" does not occur, and no Movement Disorder Check (A) is taken, when a moving unit enters an occupied hex and then Routs due to an illegitimate group.
11.0 Movement
In a Division's Movement Segment, the active player may move all, some, or none of that Division's units, and may also move any Non-Divisional Commanders, Independent units, and attached combat units activated with that Division.
A unit moves as many hexes as it wishes, depending on the number of Movement Points (MP) available in its Movement Potential (MPo) for that Movement Segment.
A unit's unmodified MPo equals the number of MP printed on its counter (see the Unit Examples). A unit's MPo is modified as follows:
- When a unit is Disordered or "Out of Command," its MPo is halved (round). A unit that is both Disordered and "Out of Command" has its MPo halved only once, not quartered.
- When a unit uses Forced March (11.4), its MPo is increased by 50% (round down).
Passive-player units cannot move during the active player's Movement Segment (exception: Cavalry Reaction, 17.0). The only kind of combat that can occur in the Movement Segment is a Fire Reaction (12.8) and a Cavalry Reaction, which are triggered by the non-moving side.
11.1 Movement Procedure
11.1a Move each unit individually or as part of a group, counting off MP spent as it moves from one hex into an adjacent hex. A unit may move only into one of its Frontal hexes (exception: Line Rearward Movement, 11.7, and Skirmisher Rearward Movement, 11.8). It may change its direction of movement only by first changing facing (including a Line "wheel"). Units move hex by hex, paying the terrain cost of the hex they enter and/or the hexside they cross.
11.1b Units moving as a group must begin their Movement Segment already grouped. As the group moves, one unit in it may end its movement while the rest of the group continues. A unit left behind by the group cannot resume movement in that segment. A unit cannot join a group during that group's movement, i.e. a group cannot pick up units while moving. A group may end its movement in an occupied hex only if it can legitimately group with the stationary unit(s) and form a new group.
11.1c Every unit spends MP for each hex it enters, or for each hexside it crosses, according to the Terrain Effects Table (TET). Units also spend MP when they change formation/facing during the Movement Segment.
11.1d The Movement Potentials of different units are completely independent of one another, and one unit's MPo expenditure has no effect on other units. Unused MP cannot be transferred from one unit to another or saved for use in a future Movement Segment.
11.1e Movement during a Retreat, an Attack, a Countercharge, a Cavalry Reaction, a Retreat Before Close Combat, an Advance After Combat, a Pursuit, and Free Movement costs no MP. (See also Special Cavalry Movement, 11.10.)
11.2 Effect of Terrain
11.2a The TET gives the number of MP a unit must pay to enter a hex or cross a hexside with the given terrain. A unit cannot enter terrain or cross a hexside with terrain if it lacks the MP to pay the terrain cost. Units cannot leave the map, nor enter or cross terrain, where this is forbidden.
11.2b Every type of terrain in a hex has a base cost. If there is an obstacle along a hexside the unit is crossing, its cost is added to the hex's cost.
11.2c The cost of Road Movement differs from the cost of moving through other kinds of terrain and is given separately on the TET.
a) When a unit formed in Road Column moves from one road hex into a hex continuing that road, it uses Road Movement. b) A unit in Road Column that does not use Road Movement (it is moving in Road Column but off-road) must pay the cost of every kind of terrain it passes through.
11.2d Some kinds of terrain listed on the TET may trigger a Movement Disorder Check (A) when a unit passes through them.
a) If it concerns terrain in a hex, and the unit enters the hex and immediately stops moving, no Disorder Check is needed. If the unit enters the hex and continues spending MP, it must take a Disorder Check (A) once its movement is complete. No Disorder Check is taken if the unit begins its movement in a hex of that terrain type and leaves that hex.
b) If it concerns terrain along a hexside, and the unit immediately stops moving after crossing that hexside, no Disorder Check is needed. If the unit continues spending MP, it must take a Disorder Check (A) once its movement is complete.
If a unit fails its Disorder Check, it becomes Disordered in the hex where it ended its movement, not the hex that triggered the check.
11.2e If a Disorder Check (A) is triggered by several kinds of terrain passed through by a unit during its movement, take only one check, but each additional hex or hexside of terrain triggering the check adds a +5 modifier to the unit's Efficiency Rating (ER) for that Disorder Check (see Movement Segment Disorder Checks, 18.2).
11.2f The cost of moving through all kinds of terrain is increased by 1 for units formed in Hook.
11.2g Units formed in Columns (Attack Column, March Column, Road Column) pay a special terrain cost during movement, given in parentheses on the Terrain Effects Table. See the TET for the specific movement cost for Columns in every kind of terrain.
11.3 Oblique Movement
11.3a Infantry formed in Line and Attack Column moves "straight ahead," alternating movement into its right and left (or vice versa) frontal hexes, without changing facing. No extra MP is paid for moving "straight," beyond what is owed for the terrain the unit passes through.
11.3b A unit formed in Line or Attack Column may move "obliquely," without alternating the hexes it enters, but the terrain cost of every such hex and hexside it crosses is increased by 1. A unit may move obliquely as far as it likes, until it runs out of MP.
11.3c A unit may combine straight and oblique movement during its movement.
11.3d Cavalry units formed in Line and Attack Column, as well as skirmishers, may use oblique movement without paying any penalty.
Example: an infantry unit formed in Line, with 4 MP, moves straight ahead, entering first its left Frontal hex, then its right Frontal hex, then left again, then right again. It could also have moved right first, then left, then right again, then left again. If it had begun its movement by moving into its right Frontal hex, and then moved again into its right Frontal hex, it would be moving obliquely and would have to pay an extra MP for doing so.
11.4 Forced March
11.4a Infantry/cavalry formed in Line, Attack Column, Road Column, or March Column may increase its printed Movement Potential (MPo) by 50% (round down) by declaring Forced March when the unit is activated. Once movement is complete, the unit takes a Movement Disorder Check (A) with an additional +5 modifier to its ER.
Example: an infantry unit with 4 MP gets 6 MP. A cavalry unit with 7 MP gets 10 MP.
11.4b The following units cannot use Forced March:
- A Disordered unit.
- A unit formed in Skirmish, Square, Hook, or General Order.
- Artillery and Commanders.
- A unit using Line Rearward Movement (11.7).
- A unit carrying out an About-Face (9.6).
- A unit that is "Out of Command."
- A unit whose Division Commander is "Out of Command," while the unit itself is not grouped with its Army/Wing Commander (see Automatic In-Command Status, 7.5).
11.4c Forced March and Oblique Movement may be combined.
11.5 Extending and Shrinking a Formation
11.5a Non-Disordered Line, March Column, and Hook formations may, at the player's discretion, extend or shrink their length during the Movement Segment. They do this as part of their movement, not as a reformation or a split of a multi-hex formation. To extend a formation, the unit must have enough SP to occupy the additional hex and meet the minimum SP-per-hex criteria.
11.5b Ordinary forward movement from hex to hex is interrupted the moment a formation extends or shrinks. Extending and shrinking do not happen while the unit is in the process of moving. During the Movement Segment, a formation may extend and shrink as many times as it likes, if it has enough MP.
11.5c For purposes of extending and shrinking, every new hex of a Line costs the unit 1 MP in addition to the terrain cost of the hex being added/removed and the cost of the hexside crossed during this procedure. The added or removed hex may be on either side of the hex(es) originally occupied.
11.5d For every hex the head of a March Column moves into, the formation may extend its length by one hex without paying an extra MP cost for that extension. The new hex is always added to the rear of the March Column. Only the ordinary movement cost is paid. A March Column shrinks by "pulling in" its trailing hex into the hex ahead of it, paying only the cost of entering the terrain in that hex.
11.5e A single-hex Hook may extend into the flank hex on the side of its non-hooked end, and a multi-hex Hook may shrink from the hex at its non-hooked end. This is done exactly as, and costs the same as, for a Line, but the total terrain cost is increased by +1. The hexes into which extending and shrinking is permitted are shown on the Hook formation diagram on the Formation and Fire Arc Diagram sheet.
Example: an infantry unit with a Hook-Right marker may extend to its left (into Open terrain) for 3 MP: 1 for extending, 1 for Open terrain, +1 penalty for the Hook.
11.5f If, while extending/shrinking, a unit enters or crosses kinds of terrain that trigger a Movement Disorder Check (A) (as described in 11.2d), this does not trigger a Disorder Check if the unit immediately stops moving once the extension/shrinking is complete. If it continues spending MP, it must take a Movement Disorder Check (A) at the end of its movement.
11.5g A unit's SP distribution changes automatically the moment an extension/shrinking occurs.
11.5h Extensions and shrinkings that occur in the Movement Segment may trigger a Fire/Cavalry Reaction.
11.5i A unit's shrinking may also happen automatically in segments other than the Movement Segment. Such shrinkings are not movement, and do not trigger or modify any Disorder Checks or Fire/Cavalry Reactions. They occur even if the unit is Disordered. Forced shrinking occurs in the following situations:
- Renewed Cavalry Combat (14.5)
- Beginning a Pursuit (16.2a)
- SP losses in Fire Combat (12.9) and Close Combat (14.2)
11.6 Artillery Movement By Hand
A non-Disordered unlimbered artillery unit, with a "P" (Prolong) marking on its unlimbered side, may move one hex, provided it did not fire in the preceding Fire Combat Segment. A unit marked "FP" (Fire & Prolong) may move one hex even if it fired in the preceding Fire Combat Segment. Both kinds of movement by hand are permitted only into one of the unit's Frontal or Rear hexes, and the unit must retain its original facing. Limbered movement and Movement By Hand cannot be combined in the same Movement Segment. Movement By Hand is not permitted into hexes an artillery unit is forbidden to enter by ordinary movement. Movement By Hand is forbidden into an EZOC unless it is already occupied by friendly infantry and/or artillery. Artillery may move by hand out of an EZOC, but this action may trigger an enemy Fire/Cavalry Reaction.
11.7 Line Rearward Movement
11.7a A non-Disordered infantry/cavalry unit formed in Line (not Hook) may carry out Rearward Movement, moving one hex into its Rear hex/hexes, without changing facing. The terrain cost of the hex the unit enters, or along the hexside it crosses, is increased by 1. A unit may end up in General Order after moving Rearward, if required by the terrain of the hex it entered. A unit may move Rearward as many times as it can pay for with its MP.
11.7b A unit may not use Rearward Movement in the same Movement Segment in which it declared Forced March (11.4). Extending/Shrinking a formation (11.5) and Oblique Movement (11.3) cannot be used as part of Rearward Movement. Except for those listed, all other kinds of movement, including changes of facing and formation, may be used in the same Movement Segment in which Rearward Movement was carried out.
11.7c At the end of its movement, a unit that used Rearward Movement must take a Movement Disorder Check (A), applying all modifiers gained during the movement.
11.7d A unit may move Rearward out of an EZOC, but this action may trigger an enemy Fire/Cavalry Reaction. A unit cannot move Rearward into an EZOC.
Example: in its Movement Segment, an infantry unit with 4 MP carries out two Rearward Movements, both into Open terrain (terrain cost 1 MP), spending its entire MPo (2 MP for each of the two Open hexes). Once movement is complete, it must take a Disorder Check (A). It cannot use Forced March to gain extra MP.
11.8 Skirmisher Rearward Movement
11.8a A non-Routed infantry or cavalry skirmisher unit may carry out Rearward Movement, moving one hex into its Flank hex, without changing facing. The terrain cost of the hex the unit enters, or along the hexside it crosses, is increased by 0.5 (½). A unit may move Rearward as many times as it can pay for with its MP.
11.8b A skirmisher unit moving Rearward does not take a Disorder Check (A). A unit may move Rearward out of an EZOC, but this action may trigger an enemy Fire/Cavalry Reaction. A unit cannot move Rearward into an EZOC.
11.9 Effect of an EZOC on Movement
11.9a Infantry and Cavalry: infantry and cavalry spend 1 extra MP to enter an EZOC, even when moving from one EZOC into another EZOC. This cost also applies to any change of facing/formation a unit carries out while wholly or partly in an EZOC. No extra cost is charged for leaving an EZOC. Friendly units do not cancel the effect of an EZOC. (Exception: actions requiring a unit's entire printed MPo to carry out may be undertaken in an EZOC if the unit does nothing else in that Movement Segment.)
11.9b Artillery: an artillery unit must be unlimbered in order to enter an EZOC (using Movement By Hand); in addition, that hex must already be occupied by a friendly infantry and/or artillery unit. Limbered artillery that begins its Movement Segment in an EZOC and does not unlimber must leave the hex, if possible, regardless of the presence of friendly units.
11.9c Skirmishers: skirmishers, having paid 1 extra MP to enter an EZOC, must also pass a check before they can enter it. Roll two dice, designating one as the tens digit and the other as the units digit. If the roll equals or exceeds the unit's ER, the unit may enter the EZOC. If the result is lower, it fails the check, cannot enter the EZOC, and immediately ends its movement. (Note: this is not a Disorder or Morale Check!) Because the unit ended its movement in an occupied hex, an illegitimate group may result (10.13b). No die roll is required for skirmishers to leave an EZOC.
11.10 Special Cavalry Movement (SCM)
11.10a Cavalry units move one or more hexes when they carry out Cavalry Reactions (17.0) during an enemy Movement Segment, ordinary Cavalry Charges (13.3), Countercharges (13.5), Pursuit, and Free Movement (16.2) in the Close Combat Segment. All these kinds of cavalry movement are designated by the term Special Cavalry Movement (SCM), and none of them counts as "movement" falling under this section of the rules, i.e. no MP are spent to carry them out.
11.10b Cavalry Reactions and Countercharges are limited to moving 1 hex. Ordinary Cavalry Charges, Pursuit, and Free Movement may be carried out over a distance of several hexes, spending Charge and Pursuit Distance Points for this, in roughly the same way as MP. Refer to the specific rules for each kind of SCM and to the Scenario Rules to learn the restrictions and terrain costs for carrying out SCM (see also 16.2).
All Cavalry Charges of every kind use SCM and pay its cost. Cavalry Reactions and Countercharges are carried out at a distance of 1 hex and therefore can only be undertaken through hexes whose SCM cost does not exceed 1.
12.0 Fire Combat
Fire Combat occurs during an activated Division's Fire Combat Segment, during the Movement Segment in the form of a Fire Reaction (12.8), and during the Close Combat Segment in the form of Defensive Fire (13.10). During the Fire Combat Segment, the active player may fire with all or some of his activated infantry and artillery units at enemy units within range. During the Movement Segment, units carrying out any movement function (movement, change of facing/formation) within range of enemy infantry fire, or within the short range of enemy artillery fire, may be subject to a Fire Reaction. During the Close Combat Segment, units adjacent to attacking enemy units may conduct Defensive Fire against them.
Firing Formations Table: this table, on the Fire Combat sheet, lists all the infantry and artillery formations that may conduct Fire Combat, the maximum number of Strength Points (SP) that may fire in that formation, and all SP modifiers.
Fire Multiplier Table: this table, on each individual game's Reference Sheet, lists all the fire multipliers for every type of infantry and artillery in the game, as well as artillery's short firing range. It lists fire multipliers for the following two categories:
-
Infantry Fire Multipliers: next to the name of each infantry type there is one or two "x#" figures. The "x#" figure is the multiplier by which the firing infantry formation's SP (as given in the Firing Formations Table) is multiplied. If only one multiplier is given next to an infantry type, that infantry type can only fire into an adjacent Frontal hex, i.e. it has a firing range of one hex. If a second multiplier exists, usually in parentheses, the infantry's firing range is two hexes, and that multiplier is used for firing at a target at a distance of two hexes (see the Formation and Fire Arc Diagrams).
-
Artillery Fire Multipliers: next to each artillery type is a list of hex ranges (for example, 4-7), and each corresponds to one or two "x#" figures. The "x#" figure is the multiplier by which the firing artillery's SP is multiplied when firing at a target at that range. If a second multiplier is present, usually in parentheses, it is used if poor visibility rules are in effect.
12.1 Fire Combat Procedure
-
The firing player designates all his infantry and artillery units firing at the same target. Cavalry, Limbered artillery, and some infantry formations cannot fire. A unit must be able to trace a Line of Sight (LOS) to the target hex (or to at least one hex of a multi-hex formation).
-
Using the Firing Formations Table, total the firing SP of each unit type in the hex and look up, on the Fire Multiplier Table, the fire multiplier for that unit type at its firing range. If necessary, apply terrain and formation modifiers to the multiplier. Calculate the hex's Fire Strength by multiplying the total SP by the modified fire multiplier. If different troop types are in the firing hex, the hex's Fire Strength equals the sum of the calculated Fire Strength for each troop type.
Example: a single-hex Line of Prussian infantry, totaling 5 SP (1 SP of a grenadier unit on top of a fusilier unit with 4 SP), can fire a maximum of 4 SP. The grenadier unit fires 1 SP, and the fusilier unit fires 3 of its 4 SP. The grenadiers' fire multiplier is x5 and x3 at ranges 1 and 2 hexes, respectively. The fusiliers' fire multiplier is x3 and x2. The grenadiers' Fire Strength is 5 (1 SP x 5) at range 1 hex and 3 (1 SP x 3) at range 2 hexes. The fusiliers' Fire Strength is 9 (3 SP x 3) and 6 (3 SP x 2). At range 1 hex the group's Fire Strength is 14 (5 + 9), and at range 2 hexes the Fire Strength is 9 (3 + 6).
Example 2: a Prussian artillery unit of 12-pounder guns fires at a target at a range of 8 hexes. Both SP can fire, and their fire multiplier at range 7-10 hexes is x3. The hex's fire strength is 6.
-
Find, on the TET, the Defense Rating of the terrain the target occupies. If a multi-hex target is in several kinds of terrain, use the one closest to the firing unit to which it can trace an LOS. If several kinds of terrain are at the same distance, use the one most favorable to the defender. Divide the Fire Strength by this Defense Rating and express the result as a ratio (rounding in the defender's favor).
-
On the Fire Combat Table, find the column corresponding to the ratio found. At a ratio greater than 5:1, use the 5:1 column, but for each full multiple by which the ratio exceeds 5:1, add +10 to the die roll. Thus at a ratio of 7:1, add +20.
-
Roll two ten-sided dice, designating one as the tens digit and the other as the units digit. The die roll result may be modified by Fire Combat modifiers. Cross-reference the result with the appropriate ratio column and find the figure denoting the number of SP the target lost as a result of the fire.
-
If the die roll result is even and the target lost at least one SP, the target unit(s) must take a Morale Check (A).
12.2 Fire Combat Restrictions
12.2a Only unlimbered artillery and infantry formed in Line, Hook, Attack Column, General Order, and Skirmish may conduct Fire. Cavalry, Limbered artillery, commanders, Routed units, and units formed in March/Road Column cannot conduct Fire.
12.2b Units may fire at enemy units only into or through their Frontal hexes. A formation's Frontal hexes are shown on the Formation and Fire Arc Diagrams in the Scenario Rules. The target must be within the firing unit's range.
12.2c No unit may be fired upon more than twice in a Fire Combat Segment: once by infantry and once by artillery. No unit may fire more than once in a Fire Combat Segment (exception: Squares and 2-hex Lines, see below).
12.2d All infantry units firing at the same target combine their Fire Strength and conduct one Fire Combat. All artillery units firing at the same target combine their Fire Strength and conduct one Fire Combat, subject to the artillery fire restrictions (12.2i).
12.2e Infantry and artillery cannot combine their strength to fire at one target in the Fire Combat Segment or during a Fire Reaction. (They do combine their strength during Defensive Fire in the Close Combat phase (see 13.10)). If a unit is subject to both infantry and artillery fire at the same time, the firing player decides the order in which to conduct the fire, and the result of the first fire is applied to the target before the second fire is resolved.
12.2f All SP of the same type (infantry or artillery) firing from the same hex must fire at the same target, i.e. they cannot fire at different enemy units (exception: Square, 12.2g). If infantry and artillery SP are firing from the same hex, they may fire at the same target or at different targets.
Example: 4 SP of infantry firing from one hex cannot fire 2 SP at one hex and 2 SP at another. A group of 2 artillery SP and 2 infantry SP may fire all its SP at one target, or conduct two separate attacks — one infantry and one artillery — or fire at two different targets, one with infantry and the other with artillery.
12.2g A Square divides its fire among three non-adjacent hexes. Conduct a separate Fire Combat against each fired-upon hex, using 1/3 of the unit's total strength up to a maximum of 4 SP per target (2 SP if the Square is Disordered). This means a Square may fire no more than 12 SP total (6 SP if Disordered): 4 SP (2 if Disordered) at each of three non-adjacent targets. (See the Square Fire Strength Distribution Diagram on the Fire Combat sheet.)
12.2h A 2-hex Line may divide its fire between 2 hexes, i.e. each hex of the Line may fire independently at different units, or they may combine their fire against one target, if it is within range and LOS of each hex.
12.2i Artillery Fire: artillery units in different hexes firing at the same target must combine their fire and conduct a joint attack if the target is at short firing range from each of them (see the Fire Combat Modifiers Table included with the game). Artillery units in different hexes cannot combine their fire against the same target if even one of those units is beyond short firing range from the target.
12.3 Fire Strength
12.3a Fire Strength depends on the number of firing SP, the unit type, the formation, and nationality. The maximum number of SP that can fire from a hex depends on the unit's formation, organizational state, and nationality. These characteristics can be found on the Firing Formations Table. If a unit is Disordered (see 18.5), halve (round) the number of SP that can fire from the hex. Partial LOS (12.6f) halves (round) the number of SP that can fire from the hex. If a Disordered unit has partial LOS, the number of its firing SP is quartered (round).
12.3b It is entirely possible for the total SP able to fire in a group to be drawn from units of several types. In that case, the Fire Strength of each type of SP is calculated separately, and the results are added together to get the final fire strength for that attack.
12.3c When a Square or a 2-hex Line fires at two different units, the SP allocated to each attack may be any combination of SP capable of firing, provided that no SP is used more than once, and the total number of firing SP does not exceed the firing limits for that unit/those units given on the Infantry Line Formation SP Table.
12.3d The Fire Strength of an infantry unit formed in Hook is distributed differently than for an ordinary Line. See the Hook Formation Fire Strength Distribution diagram on the Fire Combat sheet.
12.4 Infantry/Artillery Groups
12.4a If artillery is grouped with an infantry Line or Hook, its position in the group determines whether it can fire.
12.4b For artillery to fire from a group with a Line/Hook, its SP must be on top of the group. If, after counting all the artillery SP, the maximum number of SP able to fire in that formation has not yet been reached, the remaining SP may be drawn from the infantry unit(s) grouped directly beneath the artillery. In such cases, use the top infantry counter first, then the infantry counter directly beneath it, and so on. Even so, infantry and artillery fire are always conducted separately, unless the units are engaged in Defensive Fire (13.10).
12.4c When calculating the number of SP that can fire from a hex, artillery SP are counted normally (i.e. not at a 1-to-4 ratio). No more than 4 SP of artillery can fire from one hex.
Example: a 2-hex Line consisting of 10 SP of infantry (one unit of 7 SP, the other of 3 SP) is grouped with 2 SP of artillery on top of the group. The maximum number of SP that can fire from each hex of the Line is 4, so a total of 8 SP from the group can fire. Thus, 2 SP of artillery (the top unit) and 6 SP of infantry (from the next unit in the group) may fire in any combination. If the Line fires at two different hexes, one attack might include 1 SP of artillery and 3 SP of infantry, and the other 1 SP of artillery and 2 SP of infantry. Other combinations are possible, provided the maximum of 8 SP is not exceeded. If the group were Disordered, no more than 2 SP could fire from each hex, and the whole group could fire 4 SP.
12.4d Artillery grouped with a Square does not use the infantry method of distributing firing SP. Instead, the artillery fires as though it alone occupied the hex. The Square distributes its SP as usual (i.e. ignoring the artillery), however, infantry SP allocated to the target hex that lies within the artillery's Frontal hexes cannot fire.
Example: artillery grouped with a Square has Frontal hexes at X1 and Y1. The Square consists of 3 SP of infantry and distributes those SP into the Y hexes, 1 SP each. The SP allocated to Y1 cannot fire, since Y1 is also one of the artillery's Frontal hexes. If the Square held 12 infantry SP, only 8 of them could fire instead of the usual 12, since the artillery would be blocking one hex.
12.4e Artillery firing from a multi-hex Line/Hook formation may use any of its hexes to determine its Fire Arc, line of sight, and range to the target hex. Each time it fires, it may do so from a different hex, and is not required to fire from a particular hex just because it fired from it previously.
12.4f Artillery firing from a Hook formation (multi- or single-hex) may fire through any Frontal hexes, except those through which artillery fire is forbidden according to the Hook Fire Strength Distribution diagram.
12.5 Target Size
12.5a Targets are whole units, not pieces distributed among hexes. The size of the unit (or group) chosen as a target depends on its current total SP. When determining target size, artillery SP count at a ratio of 4 to 1 (i.e. 2 SP of artillery count as 8 SP); cavalry SP count at a ratio of 2 to 1 (for example, a cavalry unit of 6 SP counts as 12 SP); infantry counts at a ratio of 1 to 1.
12.5b A multi-hex infantry formation (or group) divides (round) its total SP by the number of hexes it occupies (1 or 2). The quotient is the target size of the multi-hex unit (group), regardless of which of its hexes is fired upon.
12.5c A multi-hex infantry-artillery group divides (round) its total infantry SP by 2 and adds to the quotient the number of artillery SP (at a ratio of 4 to 1). Artillery SP are never divided between hexes. The result is the target size of the multi-hex unit (group), regardless of which of its hexes is fired upon.
Example: a 2-hex Line consists of 7 infantry SP and 3 artillery SP. Only its left hex is within enemy firing range. The target size will be 16: divide the 7 infantry SP by 2, round the result to 4, and add 12 for the artillery (3 x 4).
12.5d A multi-hex cavalry formation (or group) divides (round) its total SP, multiplied by 2, by the number of hexes it occupies (1, 2, or 3). The quotient is the target size of the multi-hex unit (group), regardless of which of its hexes is fired upon.
Example: a 3-hex cavalry Line consists of 17 SP. Its size equals 11.3, or 11 SP (17x2=34/3=11.3). Only its right hex is within enemy firing range, and, according to the SP distribution rules for Line formation, that hex actually contains only 6 SP (12 for target size purposes). Despite this, the target size used is 11 SP.
12.5e The target size calculated in 12.5a-d determines whether there are modifiers to the die roll in Fire Combat (see the Fire Combat Die Roll Modifiers Table on the Fire Combat sheet).
12.5f If the target of the fire is Skirmishers, target size modifiers are not used. All Fire Combat die rolls where the target is Skirmishers receive a (-10) modifier.
12.6 Line of Sight
12.6a A unit must see the target to fire at it, i.e. it must have a Line of Sight (LOS) to the target. LOS is traced from the firing unit through its hex's Frontal hexsides to the target hex. LOS can be blocked by terrain and by both enemy and friendly units (exception: Howitzers, 12.6d). Commanders alone in a hex do not block LOS. If LOS is blocked, the unit cannot fire at the target. Some kinds of terrain, listed in the Scenario Rules, may block LOS.
12.6b LOS may be traced into, but not through, a hex containing a unit or terrain that blocks LOS. A unit always has LOS into an adjacent hex, regardless of the terrain along the hexside separating them.
12.6c If, while tracing LOS, you are dealing with hexes of different elevation, units/terrain that are closer to the lower hex, or equidistant, block LOS. Units/terrain that are closer to the higher hex do not block LOS. Hexes of the same or greater elevation than a unit located higher up block LOS.
12.6d Howitzers: artillery units designated as "howitzers" in the Scenario Rules may ignore friendly units when tracing LOS, provided the firing howitzers otherwise have a legal LOS, and the friendly unit is closer (in hexes) to the firing howitzers than to the target. The SP of a howitzer unit firing "over" friendly units is halved (round). Howitzers grouped with infantry must be on top of the group in order to fire.
12.6e Enfilade fire: when LOS passes through any of the target's Flank hexes (not along a Flank hexside), the firing unit is considered to be conducting enfilade fire. Enfilade fire increases the firing unit's fire multiplier by 1 (12.7b).
Example: firing units A and C are not conducting enfilade fire against unit X, since their fire does not pass through X's Flank hex (F). Unit B and the artillery unit are conducting enfilade fire against X.
12.6f Partial LOS: LOS is not blocked if it passes exactly along a hexside that blocks LOS. However, the number of SP that can fire from that hex along that LOS is halved (round).
12.7 Fire Multiplier Modifiers
12.7a A unit's fire multiplier is halved (round down) if its LOS is traced into or through certain kinds of terrain (see the game's Scenario Rules for a detailed description of such terrain).
12.7b A unit's fire multiplier is increased by 1 if it is conducting enfilade fire against an enemy unit (12.6e).
12.7c A unit's fire multiplier is decreased by 1 if it is formed in General Order.
12.8 Fire Reaction
A Fire Reaction is a kind of Fire Combat carried out by passive units, only during the Movement Phase and at no other point in the Game Turn. A Fire Reaction may occur when an active unit changes facing/formation or leaves a hex within the firing range of a passive infantry unit and/or the short firing range of artillery (see the Fire Combat Multiplier Table). A reformation into or out of General Order, though forced, still triggers a Fire Reaction.
12.8a Any non-Routed passive unit capable of Fire may conduct a Fire Reaction according to the ordinary Fire Combat rules. A Fire Reaction is conducted at the player's discretion.
12.8b A unit may conduct a Fire Reaction against the same or different enemy units any number of times per Movement Segment. If several units can conduct a Fire Reaction against the same enemy unit, their fire strength is totaled and the fire is resolved as one combat under the ordinary Fire Combat rules, though infantry and artillery must still fire separately. Artillery units in different hexes conducting a Fire Reaction against the same enemy unit must combine their fire strength and conduct one Fire Combat (see 12.2i).
12.8c A Fire Reaction triggered by a change of facing/formation is conducted after the change of facing/formation is complete, using whichever formation and facing of the target is most advantageous to the firing unit, i.e. the firing player has the right to choose to fire at either the target's original formation/facing or its new formation/facing. All changes of facing/formation a unit carries out in one hex trigger only one infantry and one artillery Fire Reaction. A Fire Reaction is conducted even if triggered by only part of a multi-hex formation.
12.8d A Fire Reaction triggered by a unit leaving a hex is conducted before the unit leaves the hex, i.e. range is calculated to the hex the active unit is leaving.
12.8e A unit may be subject to a Fire Reaction any number of times in its own Movement Segment. However, in any one specific hex, a Fire Reaction may be triggered only twice — once for any changes of facing/formation, and once for leaving the hex.
12.8f When a moving unit triggers a Fire Reaction in a hex already occupied by other stationary units, all modifiers favoring the firing unit are used. This means that all SP in the hex, not just those of the moving unit(s), are used to determine target size. Likewise, whichever unit's formation/facing is most favorable to the firing unit is used.
12.9 Fire Combat Results
12.9a SP losses (a result from "1" to "6") are recorded with an SP marker bearing a number equal to that unit's total losses suffered. Players may also use the Army Roster to record losses.
12.9b SP losses suffered in Fire Combat are applied one at a time to the top unit in the hex. Other units cannot suffer losses until the top unit is completely destroyed (exception: infantry-artillery groups, see 12.9g).
12.9c When losses resulting from a Fire Reaction are applied to a hex occupied by both moving and stationary units, the moving units are considered to be on top, i.e. they always suffer losses before stationary units. The position of moving and stationary units in the group cannot be changed (10.6f).
12.9d When, during Fire Combat, the unmodified die roll is even, and the fire inflicts at least one SP loss, the targeted unit (or group) must take a Morale Check (A), using its Efficiency Rating (ER) modified by the result denoting SP losses: if the result is 2 or 3, add 10 to the unit's ER; if the result is 4 or more, add 20. Routed units and units formed in Road Column are exempt from this Morale Check (see 12.9h).
12.9e If an SP loss results from a Fire Reaction or Defensive Fire, the target must take a Disorder Check (C or E). This Disorder Check is taken before the Morale Check, if one is also required.
12.9f SP losses to unlimbered artillery are halved (round down) if inflicted solely by artillery firing from beyond short range (see the Fire Combat Multiplier Table, which gives artillery's short firing range).
Example: an artillery unit fired upon from a range of 4 hexes by artillery with a short firing range of 3 hexes gets a Fire Combat result of "3" and loses 1 SP (3/2=1.5, and 0.5 rounds down).
12.9g When artillery is in a group on top of infantry, losses suffered in Fire Combat are distributed between the artillery and the infantry, with the infantry always suffering the first SP loss and the artillery the second (halved if 12.9f applies).
Example: an infantry-artillery group (artillery on top) gets a Fire Combat result of "3." The infantry must suffer the 1st and 3rd SP losses, and the artillery the 2nd (halved if 12.9f applies). The infantry loses 2 SP, and the artillery loses 1 (or none, if 12.9f applies).
If the result had been "4," the infantry would have lost 2 SP (one SP each for the 1st and 3rd results), and the artillery also 2 SP (one SP each for the 2nd and 4th results), or only 1 artillery SP if 12.9f applies.
12.9h An SP-loss result obtained against units in March Column/Attack Column or in Square is increased by 1.5 times (round). A unit in Road Column that receives an SP-loss result automatically Routs in addition to the SP loss. A Routed unit that receives an SP-loss result automatically carries out a Retreat by Routing (20.2) in addition to the SP loss.
12.9i "R/D" results (R or D) can mean two possible outcomes:
- "R" applies only in the ordinary Fire Combat Segment and gives the target the opportunity to conduct Return Fire (12.10), if possible.
- "D" applies only during a Fire Reaction and Defensive Fire, and forces the target to take a Disorder Check (C or E).
12.9j An SP loss may force a multi-hex formation to shrink (see 11.5), and a Square to automatically reform into Line (see 8.4g).
12.9k If Fire Combat produces several results, such as an SP loss, a Disorder Check, and a Morale Check, carry them out in the following order: 1) SP loss, 2) Disorder Check, 3) Morale Check.
12.10 Return Fire
A target that decides to conduct Return Fire must be capable of firing at that range and must see at least one of the enemy units that originally fired. If the original fire was conducted by several units, Return Fire is conducted against the closest of them, and if there are several equally close, the passive player chooses one of them. Return Fire is conducted exactly like ordinary Fire Combat; however, it cannot in turn trigger Return Fire, and any "R/D" results do not apply. Once Return Fire is complete, the active player continues his Fire Combat Segment.
12.11 Special Fire Combat Results
An unmodified Fire Combat die roll in the range of 00 to 09 is a Special Result, described in the Special Fire Combat Results Tables. There are separate tables for infantry, artillery, and defensive fire. To resolve the result, do not re-roll the dice — use the number rolled on the original Fire Combat die roll. Some of these results require a Commander Loss Check, which must be resolved before any other part of the Special Result is carried out. Some results require the Fire Combat dice to be re-rolled, in which case a result in the range of 00 to 09 is now treated as an ordinary roll, not a Special Result.
Note: there are no special results specific to a Fire Reaction, and it uses the ordinary Special Fire Results (not the Special Defensive Fire Results) for both infantry and artillery. All kinds of Defensive Fire, even combined infantry and artillery fire, use the Special Defensive Fire Results Table.
13.0 Close Combat
The term "Close Combat" covers every kind of engagement at distances under 100 yards (skirmishing, hand-to-hand fighting, and bayonet charges). Close Combat is initiated by units of an activated Division, Independent units, and attached units. Morale plays an important role in conducting Close Combat. Close Combat is usually decisive and bloody for both sides.
Procedure:
-
Designating the Attacker (13.1): at this step, all active units initiating Close Combat must be designated. (Use "CLOSE COMBAT" markers as a reminder.) Once this step is complete, no additional attacking units may be declared. Defending enemy units in the Close Combat are not designated at this step.
-
Attacker's Morale Check (13.2): take a Morale Check (B) for every unit (or group) designated as attacking. If a unit (or group) fails the check, it does not attack and becomes Shaken.
-
Cavalry Charge Movement (13.3), Defender's Reaction (13.4), and Cavalry Countercharge Movement (13.5): every unit (or group) conducting a cavalry charge must attempt Cavalry Charge Movement over a distance not exceeding its cavalry charge range.
During Cavalry Charge Movement, eligible passive units may attempt one Reaction, to change Facing/Formation. The opportunity to conduct a Reaction arises each time before the attacking cavalry unit moves into the next hex of its charge movement. Once a facing/formation-change Reaction is complete, a Disorder Check (D) must be taken.
Passive cavalry that did not attempt a facing/formation-change Reaction may attempt Countercharge Movement of one hex, to intercept the attacking cavalry once it comes within range.
-
Designating Specific Close Combats (13.6): to designate each Close Combat, specify the particular attacking and defending units. All enemy units in an attacking unit's Zone of Control (ZOC) must be attacked. Before you begin resolving the results of any one Close Combat, you must designate all the Close Combats you will conduct in this segment.
-
Conducting Close Combat: each individual attack must be fully conducted and completed before you begin the next one. Attacks are conducted in the order chosen by the attacking player.
a) Defender's Morale (13.7) and Retreat Before Combat (13.9): defenders take a Morale Check (B). Defenders who fail the check and had Good Order become Shaken, and those already Shaken Rout. Defending unit types that may Retreat Before Close Combat (these types are specified in the Scenario Rules) may do so instead of taking the Defender's Morale Check. Passive cavalry that attempted a Countercharge Movement (13.5) does not take the Defender's Morale Check.
b) Defensive Fire (13.10): passive units (even those not the target of the Close Combat attack) that have an attacking unit in their Frontal hexes and are capable of Fire may conduct Defensive Fire against the attacking unit. Units that attempted a Reaction (13.4) cannot conduct Defensive Fire. Defensive Fire results are resolved immediately.
c) Resolving Attack Results (13.11): calculate the ratio of attacker's SP to defender's SP, and each player rolls one ten-sided die, modifying the result according to the list of applicable modifiers. Then look up the result on the Close Combat Results Table and carry it out. After that, resolve Advances After Combat and cavalry Pursuits. If other attacks remain to be conducted, return to step 5(a). Otherwise, the Close Combat Segment is complete.
13.1 Designating the Attacker
13.1a Only activated units that are "In Command" may initiate Close Combat attacks (exception: Command status is irrelevant for a Close Combat resulting from a successful Cavalry Reaction, 17.0). Artillery units, Routed or Shaken units, and commanders cannot initiate Close Combat. An attacking infantry unit or group must have at least one enemy unit in its ZOC. Disordered cavalry may initiate Close Combat only if it is already adjacent to the enemy it will attack, i.e. it cannot use Cavalry Charge Movement. Infantry grouped with artillery may initiate Close Combat.
13.1b Only units in Line, Attack Column, and General Order may initiate Close Combat. Units in Square, Skirmish, March/Road Column, and Hook cannot initiate Close Combat.
13.1c Close Combat is optional and is initiated at the player's discretion. However, if one unit in a group initiates Close Combat, all activated units of that group, except artillery, are required to take part in it. Unactivated units grouped with activated ones cannot take part in the Close Combat. Place artillery and unactivated units beneath the activated attacking units (see Order of Units within a Group, 10.6).
13.1d A non-Disordered cavalry unit that is not in an Enemy Zone of Control (EZOC) and that has no enemy units in its Frontal hexes may initiate Close Combat against an enemy unit not in its ZOC, i.e. against an enemy unit not in an adjacent hex, by declaring a cavalry charge against it. For this, there must be at least one enemy unit meeting all of the following criteria:
- It is within cavalry charge range (see below).
- It is not separated from the cavalry by terrain or units that block a cavalry charge movement.
- Optional: it must be within the cavalry's Line of Sight.
(This optional Line of Sight requirement applies only at the moment of Designating the Attacker (13.1). During Cavalry Charge Movement (below), any enemy unit the attacking cavalry is able to reach may become that attacking cavalry's target. Whether to use this option should be agreed before the game begins. It adds realism but slows down the process of Conducting Combat.)
13.1e Cavalry charge range is the maximum number of hexes, not Movement Points (MP), a cavalry unit may traverse to reach a hex adjacent to an enemy unit and place it in its ZOC for Close Combat. Cavalry charge ranges are given in the Scenario Rules and may differ between nationalities and types of cavalry. To make it easier to designate the area covered by a cavalry unit's charge movement, and the enemy units able to conduct a Reaction/countercharge, place 2 "CHARGE" markers on the map.
Examples: on the left, cavalry unit Y is shown in a 3-hex Line with a 2-hex Cavalry Charge Range, and the hexes threatened by its charge. On the right, cavalry unit X is shown, formed in either Attack Column or a 1-hex Line, with a 3-hex Cavalry Charge Range, and the hexes threatened by its charge.
13.1f Normally each hex counts as one hex of a unit's cavalry charge range, but some kinds of terrain may cost more than one hex, deducted from that range (see the "SCM Costs" column on the Terrain Effects Table, which gives this cost). When Designating the Attacker (13.1), this extra cost, deducted from the cavalry charge range, must be taken into account when determining whether a cavalry unit can reach the defender. See each game's Scenario Rules for these kinds of terrain and the cost of conducting cavalry charges through them.
Example: units A, B, and C are activated and "In Command." Unit A may initiate Close Combat, because enemy unit 1 is in its Frontal hex. Unit B cannot initiate Close Combat, since units 1 and 2 are not in its Frontal hexes. Cavalry unit C has a cavalry charge range of 3 hexes, marked with 2 "CHARGE" markers. Enemy units 2 and 3 are within cavalry charge range, allowing C to initiate Close Combat. C may attack unit 3 in Close Combat, going around unit 2 to the right. If the optional Line of Sight criterion were used, C could not initiate Close Combat unless it had LOS to either 2 or 3.
13.2 Attacker's Morale Checks
13.2a Every unit (or group) attempting to initiate Close Combat must take a Morale Check (B). If it passes the check, it goes into the attack. If it fails the check, it becomes Shaken. Remove the "CLOSE COMBAT" marker.
13.2b If attacking cavalry that intended to use Cavalry Charge Movement to reach the defender fails the Attacker's Morale Check, the cavalry does not move and becomes Shaken. Remove the "CLOSE COMBAT" and "CHARGE" markers.
13.2c For the attacking group's Morale Check, only the Efficiency Rating (ER) of the top non-artillery unit is used. If the check is failed, no unit in that group may attack. If the check is passed, all activated non-artillery units go into the attack.
13.3 Cavalry Charge Movement
13.3a Cavalry Charge Movement is a kind of Special Cavalry Movement (SCM, 11.10) that spends no MP. The unit (or group) traces a hex-by-hex path from its starting hex to a hex adjacent to the enemy unit, as though it were moving. One unit's (or group's) Cavalry Charge Movement must be completed before another unit's (or group's) Cavalry Charge Movement begins. If a group includes units with different cavalry charge ranges, the group's charge range equals the shortest range among the units in it.
13.3b Cavalry Charge Movement cannot be used to enter or cross terrain through which Cavalry Charge Movement is forbidden (see Terrain Effects in the Scenario Rules). Attacking cavalry cannot enter (charge through) hexes occupied by friendly or enemy units. It cannot move beyond the area marked by "CHARGE" markers, although the target of the attack may lie beyond that area, in hexes adjacent to it.
13.3c Cavalry groups cannot split up during Cavalry Charge Movement and cannot change facing/formation, except that a Line may shrink (only) by one hex for every hex of charge movement. This shrinking may occur either before the unit leaves a hex or after it enters a hex, but it may not be carried out after the unit has entered an EZOC. The area marked by the cavalry charge markers does not change if the cavalry shrinks its frontage.
13.3d Charge movement immediately ends when the cavalry enters an EZOC, or ends up in the EZOC of a countercharging enemy cavalry unit. Attacking cavalry is not required to stop simply because an enemy unit ends up in its ZOC, and may continue its charge movement.
13.3e If the active player designates a cavalry unit (or group) to initiate Close Combat and miscalculates the charge range, so that the cavalry does not end its movement with an enemy unit in its ZOC, and is not itself in the EZOC of a countercharging enemy unit, the cavalry returns to the hex from which it began the charge and receives a "DISORDER/SHAKEN" marker. However, any changes of facing/formation made by the defender in response to the cancelled attack remain in effect.
13.3f When moving through certain kinds of terrain (as specified in the Scenario Rules), attacking cavalry may have to spend more than one hex of its charge movement range (see 13.1f), and may also have to take a Movement Disorder Check (A) once its charge movement is complete (see 11.2d). These kinds of terrain and their cost are given in the "SCM Cost" column on the Terrain Effects Table included with the game.
Example: the game's Terrain Effects Table specifies that a Village hex costs cavalry 2 hexes of its charge range and triggers a Disorder Check (A) if the attacking cavalry enters it and then leaves it. A cavalry unit with a charge range of 4 hexes moves into an Open hex (1 hex of its charge range), then into a Village hex (2 hexes of its charge range), and finally into an Open hex (the last hex of its charge range). It must take a Disorder Check (A) before conducting Close Combat.
13.3g Cavalry Charge Movement does not trigger an enemy Fire or Cavalry Reaction, but it may trigger a Countercharge Movement (13.5).
An ordinary cavalry charge may be declared against an adjacent hex — cavalry is not required to move in order to initiate Close Combat.
13.4 Defender's Reaction
13.4a Each time before an enemy cavalry unit (or group) moves one hex of its charge movement (including the first hex), enemy units within cavalry charge range may carry out a reaction to change facing or formation. The reacting unit must not be Routed or Disordered, nor be in an EZOC. It must have LOS in any direction (not just through its Frontal hexes) to the attacking cavalry at the moment it attempts the reaction. A unit need not be "In Command" to react.
13.4b A facing/formation-change Reaction must be carried out in compliance with the ordinary Facing/Formation/Stacking rules for a unit in its current formation. It may carry out one formation change or one facing change, but a formation change includes all the facing changes normally associated with it. Groups cannot split up.
13.4c A reacting unit cannot carry out movement into or out of a hex (i.e., for multi-hex units, wheeling, shrinking, and extending are forbidden, for example). This means some reformations, such as reforming from a multi-hex Line into Square, are not available to reacting units.
13.4d Although it is entirely possible for a unit to be reached by several enemy units conducting a cavalry charge, it may carry out only one facing/formation-change Reaction per Close Combat Segment.
13.4e Once the reaction is complete, the unit (group) must take a Disorder Check (D), with its ER modified as follows: the ordinary MP cost of that Facing/Formation Change, multiplied by 10. This calculation gives you the modifier to the Efficiency Rating (ER). Facing/Formation Changes that fall under Facing/Formation Changes that are the only action a unit can take (i.e. those that require the unit's entire Movement Potential (MPo) to be spent, such as an About-Face or forming Square) automatically add a +40 modifier to the unit's ER. If the unit fails the check, it changes Facing/Formation but becomes Disordered.
Example: a unit in Line carries out a facing-change Reaction that would normally cost 2 MP. Once the reaction is complete, the unit takes a Disorder Check, using a +20 modifier to its ER (2 MP multiplied by 10). A unit reforming from March Column to Square must modify its ER by +40, since reforming from March Column to Square requires the unit's entire MPo.
13.4f Reactions do not trigger Fire/Cavalry Reactions.
Example: cavalry unit A has a cavalry charge range of 3 hexes, as shown by the "CHARGE" markers. Enemy units 1, 2, and 3 meet the criteria for carrying out a facing- or formation-change reaction, since unit A could theoretically reach any of them during its charge. Unit 2, formed in Line, cannot change facing by "wheeling" into hex "X," since that would require carrying out movement. Unit 3, formed in a two-hex Line, would like to form Square, but cannot do so, since that would require it to shrink from a two-hex formation into a single-hex one. Unit 2 is formed in March Column and reforms into Line, facing the enemy cavalry unit. Such a reformation normally costs 1 MP. The unit must take a Disorder Check (D) with a +10 modifier to its ER, once it completes the change of formation and facing.
13.5 Countercharge Movement
13.5a A reacting cavalry unit (group) has the opportunity to carry out Countercharge Movement of one hex forward, when the active cavalry unit carries out Charge Movement into a hex located two hexes from the reacting unit and within its frontal sector (the hexes marked "X" on the diagram, where Z represents the reacting unit).
13.5b Countercharge Movement is a kind of Special Cavalry Movement (SCM, 11.10), not ordinary movement. A cavalry unit carrying out Countercharge Movement must not be Shaken, Routed, or Disordered. It cannot be in an EZOC. It must be formed in Line or Attack Column, and, in addition, it must not have carried out a facing/formation-change Defender's Reaction in this Close Combat Segment.
13.5c Before carrying out a one-hex Countercharge Movement, the reacting cavalry must take a Morale Check (C).
a) If it fails the check, it stays in place and becomes Shaken. The active attacking unit continues its Charge Movement. b) If it passes the check, it is required to move one hex forward into one or more of its Frontal hexes, so as to end up adjacent to the active attacking cavalry. The active cavalry's Charge Movement then immediately ends.
This Morale Check counts as the Defender's Morale Check (B) at the start of Close Combat.
13.5d A countercharging unit cannot enter or cross terrain in which SCM is forbidden, or enter hexes containing other units.
13.6 Designating Specific Close Combats
13.6a All units still designated to conduct Close Combat are required to attack ALL enemy units in their ZOC that are not already attacked by other friendly units. Each attack must be clearly designated. (Exception: Countercharge Movement (13.5) and Committing the Defending Cavalry (13.8) may create situations where a unit involved in the attack has no enemy unit in its Frontal hexes, but the defending unit is in its Flank or Rear hex. In such cases, the attacker is required to carry out the attack, despite the defender not being in the attacker's ZOC.
Example: cavalry unit A intends to carry out charge movement through hexes "a" and "b" to attack infantry unit X. Cavalry unit Y successfully countercharges unit A as it enters hex "a" in diagram 1. Unit A's attack stops in that hex, and it must attack unit Y, despite Y not being in A's Frontal hex in diagram 2.
13.6b Attacking units in different hexes may combine to jointly attack one defending hex in a single Close Combat, if there are no unattacked defenders in the attackers' ZOC. An attacking group adjacent to several defending hexes cannot split up to conduct separate attacks — all defending hexes must be attacked in a single Close Combat.
13.6c Infantry and cavalry may be designated to attack the same unit.
13.6d A unit may attack or be attacked only once per Close Combat Segment of one activated Division. A unit may be attacked any number of times in one Game Turn.
13.7 Defender's Morale Check
13.7a First, for each individual Close Combat, take a Morale Check (B) for each defending unit (or group), except units intending to Retreat Before Close Combat (13.9), cavalry units that attempted a Countercharge (13.5, since they have already been checked), and Routed units (13.7d). If a defender in Good Order fails the check, it becomes Shaken and fights in the battle. If a defender already Shaken fails the check, it Routs (20.2).
13.7b A mixed infantry-artillery group uses the top infantry unit for its Morale Check. Groups made up entirely of artillery use the top artillery unit for the check.
13.7c Defending units capable of Retreating Before Close Combat may do so at this point. At the end of their retreat movement, each unit must take a Morale Check (D) (see 13.9, 20.1).
13.7d A defender that is already Routed does not take a Morale Check, but automatically loses 1 SP and retreats by Routing.
13.7e If a defender's hex is left completely empty, the attacker is required to advance at least one attacking unit into it, in accordance with the Advance After Combat rule (15.0). If several defending hexes were involved in the Combat, all of them must be vacated before the attacker may advance.
13.8 Committing the Defending Cavalry
13.8a When an attacking unit is in the ZOC of a passive cavalry unit, and that passive cavalry unit is not attacked by another unit (i.e. the passive cavalry is in the attacker's Flank or Rear hex), the passive player may commit the cavalry to the Close Combat initiated by the unit in its ZOC. This decision must be made before the defender in that Close Combat takes its Morale Check (B). If the cavalry is committed to the Close Combat, it must take a Morale Check (B). After that, the cavalry unit is treated the same as the other defenders in that combat.
13.8b Passive cavalry cannot become Shaken. It can become Disordered. It must be formed in Line or Attack Column. It may be in the EZOC of an unactivated enemy unit. It cannot be completely separated from the attacking unit by terrain along a hexside through which Special Cavalry Movement is forbidden. The terrain occupied by the attacker must be terrain into which cavalry may charge. All these restrictions can be found on the game's Terrain Effects Table.
13.8c If the defending cavalry is committed to the Close Combat, and the original defender that was in the attacker's ZOC has left its hex (i.e. Retreated Before Combat (13.9) or Routed), the attacker cannot advance into the vacated hex, and is required to complete the Close Combat against the defending cavalry unit, despite there being no enemy units in its ZOC. (This situation is covered by the exception to rule 13.6a.)
13.8d If, as a result of the Close Combat, all the defending units are destroyed or Routed, the attacker may Advance After Combat (15.0) only into the hex vacated by the defending unit(s) that was in its Frontal hex, but not into the hex occupied by cavalry that was committed to the combat via Committing the Defending Cavalry.
13.8e Even if the passive player decides not to use Committing the Defending Cavalry, and does not commit his cavalry to the combat, the attacker still receives the negative strength modifier for a Flank/Rear attack (13.11c-5).
Example: Situation 1 — unit A attacks unit X. Units B and C belong to another Division and do not take part in this combat. The defending player may commit cavalry unit Y as an additional defender alongside unit X, since Y is cavalry that is not attacked and is in A's Flank hex. If unit X retreats before combat, A cannot advance, and must remain in place to complete the combat against Y.
Situation 2 — units A and C, belonging to the same Division, both attack unit X. The defending player may commit Y to the combat, and if he does, the attacking player will be forced to conduct two combats instead of one — C against X, and A against Y.
Situation 3 — units A, B, and C belong to the same Division. Units A and C attack X, and unit B attacks Y. The defending player cannot use Committing the Defending Cavalry, since Y itself is being attacked.
13.9 Retreat Before Close Combat
13.9a Defending units capable of Retreating Before Close Combat may retreat instead of fighting. The units with this capability are specified in the Scenario Rules. If defenders in several hexes are involved in the Close Combat, some of them may attempt to retreat while others remain to fight, but any retreat applies to the whole group, not to individual units within it. The retreat procedure is described under Retreat Before Close Combat (20.1). If all defending units retreat, the attacker is required to advance into the vacated hexes in accordance with Advance After Combat (15.0), and may not initiate another Close Combat.
13.9b Units capable of Retreating Before Close Combat, but that are not skirmishers, must be non-Disordered to carry out this maneuver.
13.9c Units that Retreat Before Close Combat do not take the Defender's Morale Check (B). Instead, once the retreat is complete, they must take a Morale Check (D).
13.10 Defensive Fire
13.10a A passive unit that is capable of Fire and did not carry out a facing/formation-change reaction may conduct Defensive Fire against an attacking unit (or group) in its ZOC. A passive unit designated as the target of Close Combat may conduct Defensive Fire only against units attacking it. Passive units that are not designated as targets of Close Combat, but have attacking units in their ZOC, may conduct Defensive Fire against any attackers in their ZOC.
13.10b Defensive Fire is conducted in exactly the same way as ordinary Fire Combat, except that infantry and artillery may combine their Fire Strength if firing at the same target.
13.10c A unit may conduct Defensive Fire only once per Close Combat Segment, except for a two-hex infantry Line and a Square. A two-hex Line may fire from each of its hexes at different attacking units, or it may combine the fire of both hexes to fire at one unit. A Square may fire on up to three different attacking hexes (see 12.2g, 12.4d).
13.10d If one defending hex is attacked by several groups, it may fire on only one of them (the defender's choice). If several passive groups can conduct Defensive Fire against one attacking group, all the passive groups combine their Defensive Fire against the attacking group.
13.10e Defensive Fire results may force the target to take a Disorder Check (E) if a D result is obtained or SP losses are inflicted (12.9e). Also, a unit that has suffered SP losses may be required to take a Morale Check (A) per 12.9d. In any case, the Close Combat attack must still be carried out, even if the attacker becomes Disordered or Shaken. If, as a result of the Morale Check, all attackers Rout, the Close Combat ends. If several attacking groups are involved in one Close Combat, and one of them Routs, the remaining ones must continue the attack.
13.10f If a multi-hex attacker shrinks into one hex due to losses suffered from Defensive Fire, it must be a hex adjacent to as many of the original defending hexes as possible.
13.10g When the target of Defensive Fire is cavalry, add +10 to the Fire Combat die roll. When the target is infantry, add +20 to the die roll. These modifiers apply in addition to any other die-roll modifiers in that Fire Combat.
13.11 Procedure for Conducting Close Combat
-
SP Ratio: each player totals the SP of his units taking part in the combat (see 13.11a). Compare both totals to determine the combat ratio, rounding in the defender's favor. Find the corresponding ratio column on the Close Combat Results Table.
-
Combat Rating (CR): determine each unit's (group's) Combat Rating (see 13.11b) and apply the relevant modifiers (see 13.11c). If several groups take part in the combat, that side's final CR equals the average CR of its groups.
-
Die Rolls: each player rolls one ten-sided die and modifies the result by his CR. The modified die result may be zero or negative. An unmodified roll of "0" by either player means a Special Close Combat Result (14.8). Subtract the defender's modified die roll from the attacker's modified die roll. Cross-reference the resulting difference with the appropriate ratio column and carry out the result obtained.
For each full multiple by which the ratio exceeds 6:1, the attacker adds +1 to his die roll. For each full multiple by which the ratio falls below 1:3, the defender adds +1 to his die roll. Thus a ratio of 8:1 adds +2 to the attacker's die roll, and a ratio of 1:4 adds +1 to the defender's die roll.
13.11a Strength Points (SP): each player totals the SP of all his units taking part in the Close Combat. Unactivated units grouped with attacking units do not count. Artillery units grouped with either attacking or defending infantry units do not count. If defending artillery units are not grouped with infantry, each artillery unit counts as having 1 SP regardless of its size, type, and current strength.
The number of a unit's (or group's) SP that can take part in the combat is determined as follows:
- All the SP of every hex of the unit that is adjacent to an enemy unit (for a single-hex formation, this means all the SP of the unit or group).
- Halve (round) the SP of every hex of the unit that is not adjacent to one of the enemy units involved in the combat, but is adjacent to a Flank hex of an enemy unit involved in the combat (this happens when a multi-hex formation's length extends past the enemy unit). SP in a hex do not count if it is not adjacent to an enemy unit or to its Flank hex.
- The SP from (1) and (2) together make up the unit's total SP in this combat.
Example: in example 1, a unit of 4 SP, formed in a single-hex formation, uses all its SP. A unit of 8 SP, stretched over two hexes, uses all 4 SP from its right hex, but only half of them (2) from its left hex, because it is not adjacent to the enemy unit, but is adjacent to the enemy's Flank hex "X."
In example 2, a cavalry unit can use only 7 of its 13 SP. Five SP from the right hex, which is adjacent to the enemy, and 2 SP from the middle hex, which is adjacent to the enemy's right Flank hex "X." The 4 SP in the left hex take no part at all.
13.11b Combat Rating (CR): every unit (group) taking part in the combat calculates its Combat Rating as follows:
a) Column/Square/General Order/Skirmish formations use the Combat Rating (CR) — also called the "Combat Bonus" — of the top unit in the group, regardless of the number or types of units in the group or each unit's SP. If the formation allows grouping with artillery (Square, for example), use the top non-artillery unit.
b) Line/Hook uses the average (round) Combat Rating (Combat Bonus) of the units making up the top 4 SP of each hex of the Line/Hook.
c) Artillery defending alone in a hex has a CR of 0.
Example: a 2-hex Line is made up of 3 grouped units: the top unit has 3 SP and a CR of +3, the middle unit has 4 SP and a CR of +2, and the bottom unit has 1 SP and a CR of +4. Since the Line has only two hexes, only the CR of the units making up the top 8 SP count. These are +2 and +3, giving an average CR of 2.5, or 3. The bottom unit's CR of +4 is not used.
13.11c CR Modifiers: the list below gives all the modifiers that may be applied to either or both sides' CR. The "SP Losses" modifier is always applied first. All other modifiers are cumulative, and their sum is added to that side's printed CR (or half that CR, if the SP Losses modifier applies). In the end, a side's CR may equal "0" or even be negative.
-
SP Losses: a unit's printed CR is halved (round) if its current SP losses amount to 50% or more of its printed SP value.
-
Shaken: the CR of a Shaken unit (or group) is modified by -5.
-
Formations: in addition to the list below, other modifiers may be added in the Scenario Rules.
- Infantry Line defending solely against cavalry in a renewed and subsequent round of Close Combat (14.5): Defender +2
- Square against Cavalry: Square +5
- Square against Infantry: Square -5
- Skirmishers defending in:
- Open terrain against Infantry: Skirmishers -4
- Difficult terrain against Infantry: Skirmishers -2
- Open terrain against Cavalry: Skirmishers -6
- Difficult terrain against Cavalry: Skirmishers -2
- Defender formed in Road/March Column or Limbered artillery: Defender -4.
- When an Attack Column is in the Frontal hexes of a Line, the Attack Column is always considered Flanked (see #5 below)
-
Cavalry: attacking/defending cavalry receives the following two modifiers only if at least one of its opponents in the Close Combat is in its ZOC. In other words, if the opponent is only in its Flank or Rear hexes, neither of the two cavalry CR modifiers applies.
- Cavalry Type: +2 Heavy or Medium; +1 Light (a group made up of several cavalry types uses the modifier of whichever type is represented by the greater number of SP in the group. If the SP are equal, use the +2 modifier.)
- Charge/Countercharge Movement: +1 for each hex traversed
Note: all cavalry modifiers are ignored when conducting a renewed Close Combat (14.5).
- Flanking: when a defender's Flank/Rear hex is occupied by an attacker, the attacker "flanks" the defender. When an attacker's Flank/Rear hex is occupied by a defender, the defender "flanks" the attacker. Regardless of how many enemy Flank/Rear hexes are occupied, the CR modifier for the flanking unit equals +3.
Example: units A and B attack unit C. Unit A gets a +3 CR modifier for Flanking, since it occupies C's left Flank hex. Unit B also gets a +3 CR modifier for Flanking, since it occupies C's Rear hexes. However, only one +3 Flanking modifier applies to B's attack, even though it occupies two of C's three Rear hexes. If A had been in C's left Flank hex and B had been in C's Frontal hex, only A would get the +3 CR modifier for Flanking, and B would not get it.
When a friendly unit (attacking or defending) is flanked by an enemy unit (group) that is not taking part in this combat (it may be taking part in another combat, or not fighting at all), that friendly unit gets a -3 modifier to its CR, regardless of how many of its Flank/Rear hexes are occupied by the enemy. This happens when an enemy unit is in the friendly unit's Flank/Rear hexes and is facing toward that friendly unit.
Example: unit A attacks unit B. Unit C is not a participant in this combat. Unit A is in C's Frontal hex, and C, in addition, occupies A's Flank hex. Unit A gets a -3 CR modifier for being Flanked. If unit C had been facing toward hexes x-x, the modifier would not apply, since A would not be in C's Frontal hex.
Note: Flanking modifiers are ignored in a renewed Close Combat (14.5).
-
Terrain: a unit's (group's) CR is modified by the terrain it is attacking from, the terrain it is defending in, and the terrain along the hexside separating the attacker and defender. If different kinds of terrain are present, their effect on the CR is cumulative. Terrain modifiers are found on the Terrain Effects Table in the Scenario Rules.
-
Commanders: a commander grouped with an attacking or defending unit may add his Close Combat Bonus to the group's CR. Only one commander may be used per group, and if several commanders are in the same group, the player controlling the group chooses which commander to use. A player is not required to use a commander in Close Combat.
Example: if two groups take part in a Close Combat, each with a commander present, each commander applies his Close Combat Bonus to his own group. If instead only one group with two commanders takes part in the combat, the player controlling the group chooses which of the two commanders applies his bonus to the group.
Example of CR Modifiers: an infantry unit with 6 Strength Points and a printed CR of +2 has lost 3 SP, is Flanked, is in Woods, and is grouped with a commander. Its CR is halved to +1 for SP losses. Being Flanked gives -3. Woods and the commander each give +1. The cumulative modifier totals -1 (+2 plus -3) and is added to the modified printed CR (+1), giving a final result of 0 (+1 plus -1).
14.0 Close Combat Results
14.1 Close Combat Results Table
14.1a The difference between the attacker's and defender's modified die roll results shows how the Close Combat turned out. The defender's final die roll result is always subtracted from the attacker's roll, after which the resulting difference should be found in the side column of the Close Combat Results Table. Cross-reference this difference with that combat's ratio column and carry out the result given there. All results of one combat must be carried out before you move on to the next combat.
14.1b Combat Result Notation:
Attacker/Defender — results pertaining to the Attacker are always to the left of the slash, and results pertaining to the Defender are to the right.
- "#" — Strength Points Lost (see 14.2)
- "M" — Morale Check (see 14.4)
- "S" — Surrender (see 14.7)
- "D" — Disordered (see 14.3)
- "R" — Routs (see 14.6)
- "-" — No Effect
14.2 Strength Point Losses
14.2a When a Strength Point (SP) loss is combined with "D," "M," and "R" results, the SP loss is always carried out first. If both sides suffer SP losses, they are applied one point at a time, alternating sides, beginning with the attacker. If one side is destroyed, the surviving side ignores all remaining losses and other results, even automatic Routing.
14.2b Both sides distribute their SP losses as evenly as possible among the non-artillery units taking part, starting with the unit with the greatest number of SP taking part in the combat. If several units are equally eligible to take the first SP loss, the controlling player chooses which unit takes it.
14.2c Defender's SP losses must first be borne by non-artillery units, and only then by artillery units. Attacker's SP losses are never borne by artillery or unactivated units, even if the SP losses completely destroy the attacking units. If SP losses completely destroy the attacking units, the artillery and unactivated units that were in the attacker's hex must take a Morale Check (E).
Example: a group consisting of one activated infantry unit (1 SP), an artillery unit, and one unactivated infantry unit fights a Close Combat against an infantry unit with 2 SP. The combat result is "1D/2R." The activated attacking unit is destroyed, and the defender suffers no losses (per 14.2a). The unactivated infantry unit takes a Morale Check (E) for the whole group.
14.3 Disorder Result
14.3a Some results may leave units of the winning side Disordered. Such a result does not mean a Disorder Check — it means automatic Disorder. If a unit is already Disordered, it becomes Shaken/Disordered. Artillery and unactivated units in the attacker's hex do not become Disordered if all infantry units grouped with them Advance After Combat (15.0).
14.3b A moving unit immediately stops its movement if it becomes Disordered as a result of Close Combat following a Cavalry Reaction (17.0).
14.4 Morale Check Result
14.4a An "M" result forces both sides to take a Morale Check (G). The attacker is checked first, then the defender. If a side has several groups in the combat, each group must take a separate Morale Check; some groups may fail the check and Rout, while others remain in place. In a mixed infantry-artillery group, the defender uses the top non-artillery unit.
14.4b If all attacking units fail their Morale Check, the defender wins and is not required to take a Morale Check. If at least one attacking unit passes its Morale Check, the defender must take a Morale Check. If all defending units fail their check, the attacker wins. If at least one defending unit passes its check, the combat is conducted again: both sides re-roll, using the same modifiers, except for those that do not apply in the second and subsequent rounds of combat. (See Renewed Combat, 14.5)
14.4c A group that fails its Morale Check loses 1 SP (per 14.2b) and Routs regardless of its current Morale State, i.e. a unit in Good Order immediately Routs, without first becoming Shaken.
14.4d A die roll of 00-09 on a Morale Check (G) does not trigger a Special Morale Check Result. Treat 00-09 as an ordinary numeric result.
Example: two units, in different hexes, attack one defender and get an "M" result. Each attacking unit must take a Morale Check (G). The first attacking unit fails it, loses 1 SP, and Routs. The second attacking unit passes the check, and now the Defender must take a Morale Check. If the Defender fails it, it loses 1 SP and Routs. If it passes the check, the combat is conducted again between the surviving units.
14.5 Renewed Combat
14.5a If both sides pass their Morale Check on an "M" result, the Close Combat ratio is recalculated using the surviving units, and the applicable modifiers are applied again, though not all the modifiers used in the first round apply in the second and subsequent rounds of Close Combat. The modifiers that do not apply in the second and subsequent rounds of Close Combat are noted in the list of CR modifiers (13.11c).
14.5b An attacking or defending unit in Line taking part in a renewed combat, and occupying hexes not adjacent to the enemy unit, automatically shrinks by one hex per round of combat, until all the Line's hexes are adjacent to enemy hexes. At the start of the second and subsequent rounds, the farthest hex of the Line that is not adjacent to the fighting enemy unit is removed, i.e. the Line becomes shorter, and its SP are redistributed evenly among its remaining hexes. The SP removed from that hex still count in full when calculating the ratio in the renewed combat. If all the restrictions relating to stacking, formation, and terrain cannot be met, the shrinking does not occur. This shrinking does not trigger Fire or Cavalry Reactions.
Example: 17 SP of cavalry, formed in a three-hex Line, attack a single-hex infantry group. The cavalry can commit 9 SP (6+3) to the combat, while the hex with 5 SP takes no part. The first round of combat ends with an "M" result, and if both sides pass their Morale Check, a renewed combat is conducted. The cavalry Line shrinks by 1 hex to the right, and the SP are redistributed as shown. Now the cavalry uses 13 SP (9+4) in combat. If the combat continues for another round, all 17 SP of cavalry will be concentrated in one hex.
14.5c Once the SP ratio is calculated and modifiers are accounted for, roll the dice again. If the combat result is again "M," repeat the Morale Check procedure (14.4), and conduct another round of combat if necessary. There is no limit to the number of "M" results and rounds of combat that can occur before one side finally wins the Close Combat.
14.5d At the conclusion of a renewed combat (i.e. one that lasted two or more rounds), once all its results have been carried out but before Pursuit is conducted, all remaining non-Routed cavalry units that are not yet Disordered automatically become Disordered. Disordered cavalry ignores this additional Disorder. This rule does not apply at the end of a combat that lasted only one round. In such cases, cavalry does not automatically become Disordered at the end of the combat.
14.6 Rout Result
14.6a A Rout result forces all units receiving it to automatically adopt the Rout formation and retreat (see 20.2). If the attacker's hex contains artillery and/or unactivated units, those units must take a Morale Check (E). Routed defending artillery is automatically destroyed.
14.6b Except for the artillery situation described above, the only SP lost as a result of a Close Combat #R result are the SP denoted by the number indicating SP losses. A Rout result, by itself, does not lead to any additional SP losses. (Note: this differs from 14.4c, where units fail a Morale Check (G).)
14.7 Surrender
A unit that Surrenders is immediately destroyed, regardless of how many SP it has left. Attacking infantry and cavalry, as well as defending cavalry, that destroy all attackers in their ZOC, are required to Advance After Combat (15.0). Defending infantry does not advance after combat if the attacker Surrendered.
14.8 Special Close Combat Results
14.8a If one or both players roll a "0" while rolling dice to resolve Close Combat, a Special Close Combat Result occurs, and the ordinary Close Combat result is ignored. To resolve the outcome, look up the unmodified result from 00 to 09 rolled by the players on the Special Close Combat Results Table. SP losses in a Special Close Combat Result are given in the same format as in a standard Close Combat result, and are carried out as described below.
14.8b A Special Close Combat Result is carried out using a combination of SP losses, with a possible loss of commanders, and a Morale Check (G). Follow these steps to carry out the result:
- Apply SP losses per 14.2a.
- Check every commander who used his Combat Bonus to see if he is killed: roll a die, and on a result of 0 to 3 the commander is destroyed (see 21.4d); on a result of 4 to 9, nothing happens.
- Rank all the groups of both sides together by their ER, using the ratings of the groups' top units, modified by the Morale Check (G) modifiers. (A mixed infantry-artillery group uses the top infantry unit.) The group with the worst ER is placed first in line, and the group with the best ER is placed last. If opposing groups' ER are equal, the attacker's group is placed ahead of the defender's group. Friendly groups with equal ER are placed in an order chosen by the controlling player.
- Each group takes a Morale Check (G) in order — from first to last. A group that fails the check loses 1 SP and Routs. If it passes the check, the next group in order is checked, and so on, until all groups have been checked.
- If all the groups of one side fail their checks, while the other side still has groups left to check, the combat ends, and the remaining Morale Checks are ignored.
- If both sides have groups that passed their Morale Checks, a renewed combat occurs. Die rolls in the renewed combat may trigger another Special Close Combat Result.
14.8c Die rolls in the range 00-09 on a Morale Check (G) do not trigger a Special Morale Check Result — treat a result of 00-09 as an ordinary roll.
Example: in a Close Combat between two attacking groups and one defending group, the players roll "0" and "3," which is the special result "2/2*." Both sides lose 2 SP each, and the "*" means the defender must take a commander-loss check, but it is ignored since there are no commanders in the combat. Then all three groups are ranked in order of their ER. One attacking group has an ER of "27," and the other "23," but it has lost half its SP, which raises its ER by 10, making it "33." The defending group's ER is "30." The attacking group with ER "33" must take its Morale Check first, followed by the defending group "30," and last the attacking group "27." The group with ER "33" fails the check, loses 1 SP, and Routs. The remaining defending and attacking groups pass their checks, and a renewed combat occurs. If the defending group had failed its check, the surviving attacking group would have been exempted from the check, and the combat would have ended.
15.0 Advance After Combat
15.1 Vacated Hexes
15.1a When defending units leave an attacker's Frontal hex as a result of a Close Combat result, a failed Defender's Morale Check (B), or a Retreat Before Combat, at least one attacking unit is required to advance to occupy the vacated Frontal hex. If the defender was in the attacker's Flank hex (see the exception in 13.6a and 13.8d), no advance after combat occurs. If both infantry and cavalry are among the attacking units, the cavalry advances. Artillery and unactivated units grouped with the attacking units in Close Combat never advance after combat.
15.1b If, as a result of Close Combat, attacking units leave the Frontal hex of a defending cavalry unit formed in Line or Attack Column, at least one defending cavalry unit is required to advance to occupy the vacated Frontal hex. Defending cavalry attacked solely from its Flank/Rear hexes, or not formed in Line or Attack Column, does not advance after combat. Defending infantry and artillery never advance after combat.
15.1c If several hexes were vacated, the advancing units are not required to occupy every vacated hex, but must occupy at least one hex vacated by each enemy group. If there are not enough advancing units for this, the advancing player decides which hexes are occupied and which are not. The number of advancing units is decided by the controlling player, but at least one unit must advance, and that unit must be the one used by the attacker for the Close Combat Morale Check (B), or, in the case of advancing defending cavalry, the one that took the Defender's Morale Check (B) or the Countercharge Morale Check (C).
15.1d A group in a single-hex formation may advance into any adjacent hex vacated by a multi-hex formation. A single-hex group capable of splitting may occupy different hexes, if the controlling player wishes. An advancing single-hex formation cannot extend to occupy hexes vacated by a broken multi-hex opponent.
15.1e A multi-hex Line has the option to advance with any of its units, provided that at least one adjacent vacated hex of each losing group is occupied by the advancing Line. This option allows a multi-hex formation to shrink without paying MP, provided the rules on maximum SP stacking per hex are observed.
15.1f Advancing units are required to comply with all rules regarding facing, formation, and stacking. They cannot change formation unless required by the terrain of the hex vacated by the enemy.
15.1g Advancing units may change facing in any direction after advancing into a vacated hex, only if that hex is not in an EZOC. In addition, advancing cavalry may not freely change facing if the broken enemy unit survived the combat and retreated, i.e. if a Pursuit is possible. (Exception: cavalry pursuing a retreated enemy is required to change facing during the pursuit, even if in an EZOC. The direction of this facing change depends on the direction of the broken unit's retreat (see 16.2a.2).)
15.1h Neither Advance After Combat nor Cavalry Pursuit (below) occurs until that particular combat is fully complete. Thus, if several adjacent hexes are involved in the combat, and units in one of the defending hexes fail their Morale Check and Rout while other units do not Rout, the attacker does not advance or pursue until the combat is complete.
15.1i Advance After Combat does not trigger a Fire or Cavalry Reaction.
15.2 General Order Advance After Combat
A unit formed in General Order that advances after combat into a hex whose terrain does not require General Order remains formed in General Order and receives a "GENERAL ORDER" marker. The unit is considered formed in General Order for as long as it carries this marker. In subsequent Activations, the unit cannot move from this hex until it spends its MP to reform out of General Order, after which the marker is removed (8.1h, 8.4i).
16.0 Cavalry Pursuit
Cavalry that advances after combat will pursue the retreated enemy unit. Cavalry spends Pursuit Points (PP) to follow the retreating unit, using Pursuit Movement, until one of the following occurs:
a) PP run out, or b) the retreating enemy unit is destroyed, or c) terrain or other units block the cavalry's path, or d) the cavalry successfully carries out a Recall.
When Pursuit Movement ends, the cavalry takes a Recall Disorder Check (F), unless it has already Rallied After Recall. Free Movement allows the remaining PP to be used for additional movement and/or facing changes.
16.1 Criteria and Conditions for Pursuit
16.1a Non-Shaken attacking or defending cavalry units that have advanced into a vacated enemy hex automatically pursue the retreated enemy unit. This also applies to cavalry that Countercharged (13.5) or carried out a Cavalry Reaction (17.0).
16.1b Pursuit is not conducted in the following situations:
- The advancing cavalry is Shaken.
- All the broken enemy units were destroyed in Close Combat.
- The enemy hex was vacated by a Retreat Before Close Combat, even if the enemy unit Routs as a result of a failed Morale Check at the end of its retreat.
- A non-Routed enemy unit is in the Zone of Control (ZOC) of the cavalry unit that advanced into the vacated hex.
Note: if the hex the cavalry advanced into after Close Combat is in an Enemy Zone of Control (EZOC), the cavalry will still pursue.
16.1c Pursuit occurs after all advances in that Close Combat are complete. If several groups advance after Close Combat, pursuit is conducted from start to finish for each group before the next group's pursuit begins. If several groups are pursuing, the controlling player chooses the order in which they pursue. Pursuit is not Movement and does not trigger a Fire/Cavalry Reaction.
16.2 Pursuit Procedure
16.2a Beginning Pursuit Step
-
The pursuing player rolls 1 die. The result shows the number of Pursuit Points (PP) available to the cavalry for Pursuit Movement and Free Movement. If at least one of the cavalry units is Disordered, the PP is halved (round). A commander grouped with the cavalry may modify the PP roll (see the game's Scenario Rules). If an unmodified "0" is rolled, re-roll the die, using the Special Pursuit Results table.
-
If the cavalry is formed in a multi-hex Line, it immediately shrinks into a single-hex Line in any hex it occupies. A unit in Attack Column remains formed in Attack Column. The cavalry unit must be turned to face so that one of its Frontal hexes points toward the first hex into which the broken enemy unit retreated. If this is not the case, it immediately changes facing to comply with this requirement. This facing change is mandatory even for cavalry in an EZOC. This is an exception to rule 15.1g. This shrinking and facing change are not movement and are carried out automatically. Stacking-point restrictions do not apply until Pursuit Completion.
-
When several groups retreat from one Close Combat, the cavalry is required to pursue whichever group's vacated hex it advanced into during the Advance After Combat.
16.2b Conducting Pursuit Step
Pursuing cavalry spends its PP moving and changing facing. There are two kinds of movement — Pursuit Movement and Free Movement. Pursuit Movement is used while the cavalry is able to enter the hex of retreat and has not been Recalled. Free Movement is used after Pursuit Movement, and allows the cavalry to spend its remaining PP.
Movement Cost: Pursuit and Free Movement are Special Cavalry Movement (SCM, 11.10). Both pay the same cost to enter a hex or cross a hexside. This cost is given in the "SCM Cost" column on the Terrain Effects Table in the game's Scenario Rules. This cost remains unchanged regardless of the cavalry's formation — whether Line or Attack Column. A pursuing group cannot split up during Pursuit or Free Movement.
Path of Retreat: pursuing cavalry is required to follow the path of retreat exactly, until Pursuit Movement is complete. The path of retreat is the chain of hexes through which the retreating unit passed, including the hex it currently occupies. Each of these hexes is called a path-of-retreat hex. When the cavalry enters a path-of-retreat hex, it is required to immediately (there is no choice here) turn so that one of its Frontal hexes (chosen by the player) points toward the next path-of-retreat hex. This facing change costs no PP.
Completion of Pursuit Movement: Pursuit Movement ends when one of the following conditions occurs:
- PP runs out or an EZOC is entered (This condition takes precedence over conditions 2 and 3 below if it occurs simultaneously with one of them.)
When the cavalry has used its last PP or entered an EZOC, Pursuit Movement ends, and, if the player has not yet attempted to Recall the cavalry, a Recall Disorder Check (F) is taken. (If the unit has no PP left, this is not the same as being unable to use PP it still has.) If a failed attempt to Recall the cavalry has already occurred, no repeat Recall Disorder Check is taken. There is no Free Movement, and the player proceeds to the Pursuit Completion step (16.2c) of the Pursuit Procedure.
- Destruction of the Retreating Unit
The retreating unit (or group) is destroyed when one of the following occurs:
a. For every path-of-retreat hex (not for every PP spent) that the pursuing cavalry enters, the retreating unit loses 1 Strength Point (SP). If, as a result, the retreating unit loses its last SP, it is destroyed; or
b. When the pursuing cavalry enters a path-of-retreat hex occupied by the retreating unit, the retreating unit is destroyed, and the pursuing cavalry retains the facing it had when entering that hex.
In either case, Pursuit Movement ends. If the player has not yet attempted to Recall the cavalry, a Recall Disorder Check (F) is taken. Unused PP may be spent on Free Movement; after that the player proceeds to the Pursuit Completion step (16.2c) of the Pursuit Procedure.
All commanders that retreated with the destroyed unit (group) are also destroyed (21.4e).
- Path of Retreat Blocked
The path of retreat is blocked for pursuing cavalry if any of the circumstances below apply:
- The cavalry cannot enter a hex or cross a hexside if this is forbidden for SCM (see the game's Terrain Effects Table).
- It cannot enter a hex if it does not have enough PP left.
- It cannot enter a hex if a non-Routed enemy unit is in the cavalry's ZOC. If the retreating unit is in one Frontal hex and a non-Routed unit is in another Frontal hex, the path of retreat is blocked.
If the Path of Retreat is Blocked, Pursuit Movement ends, and, if the player has not yet attempted to Recall the cavalry, a Recall Disorder Check (F) is taken. Unused PP may be spent on Free Movement; after that the player proceeds to the Pursuit Completion step (16.2c) of the Pursuit Procedure.
- Recall (See Cavalry Recall, 16.3)
Attempts to Recall the cavalry may occur under the following circumstances:
a. An attempt may be made at any point before or during Pursuit Movement, before any of the conditions listed above takes effect and ends the pursuit. A successful Recall ends Pursuit Movement. If the Recall fails, Pursuit Movement continues, and no Recall Disorder Check (F) needs to be taken once it is complete.
b. Once Pursuit Movement is complete, an automatic Recall attempt must be made, if such an attempt was not made earlier.
Free Movement
If Pursuit Movement ended due to conditions 2, 3, or 4, and the cavalry has unused PP left, it may carry out Free Movement. To carry out Free Movement, at least 1 PP must have been spent on Pursuit Movement, and at least 1 PP must still remain. If the pursuing player successfully Recalls his cavalry before spending at least 1 PP, no Free Movement occurs, regardless of how much PP the unit has left. A unit (group) that failed its Recall Disorder Check (F) may still use Free Movement.
A cavalry unit carries out Free Movement by spending its remaining PP to move into a Frontal hex and change facing. The cavalry is not required to spend all its unused PP and may spend none of it at all.
Restrictions on Free Movement
- During Free Movement, a pursuing unit (group) may make no more than 2 facing changes. Each facing change may be made in any direction and costs 1 PP, regardless of how many hexsides it turns through.
- A hex cannot be left if any enemy unit (Routed or not) occupies one of its Frontal hexes. A facing change must be made before the unit can leave the hex.
- A unit cannot enter a hex or cross a hexside if this is normally forbidden for cavalry in Line or Attack Column.
- A unit cannot enter a hex if it does not have enough PP to do so.
- A unit cannot enter a hex occupied by a friendly unit.
Completion of Free Movement
Any of the following immediately ends a pursuing cavalry unit's Free Movement:
- It enters an EZOC.
- It has no PP left.
- It cannot make a legal move.
- The controlling player declares Free Movement complete.
16.2c Pursuit Completion Step
Once Pursuit Movement and Free Movement are complete, the cavalry group checks its compliance with the stacking rules. If the limits on grouped SP are violated, the group splits up, and the new group is placed in an empty hex adjacent to the original group, according to the following priority order: Rear, Flank, Frontal. The positions of units within the group may be changed.
The new group must have the same facing, formation, and organizational state as the original group. The new group cannot be placed in an EZOC, forbidden terrain, an occupied hex, or a hex separated from the original group by a hexside along which forbidden terrain lies.
Note: if the original group's facing prevents the group from being split, the unit's facing must be changed to make the split possible.
Example: an attacking cavalry unit attacks 3 SP of infantry and gets a result of "1D/1R." The infantry loses 1 SP and retreats by Routing 4 hexes, and the cavalry loses 1 SP and becomes Disordered. The cavalry advances after combat into the vacated hex. There is no enemy unit in its ZOC, and it rolls 7 PP, but since it is Disordered the result is halved and rounded to 4. It uses 2 PP to move along the path of retreat, destroying the retreating infantry's remaining 2 SP, and ends Pursuit Movement. It passes its Recall Disorder Check and has 2 PP left, which it uses to change facing and move 1 more hex, ending its pursuit there, Disordered.
16.3 Cavalry Recall
16.3a Only one attempt to recall the cavalry may be made per group during one pursuit. The pursuing player may make this attempt before or during Pursuit Movement. If no such attempt has yet been made, the pursuing cavalry automatically attempts one once Pursuit Movement is complete.
16.3b If a unit or group fails its Recall Disorder Check (F) before or during Pursuit Movement, Pursuit Movement continues until conditions 1, 2, or 3 in the Completion of Pursuit Movement section (16.2b) arise, and the unit(s) becomes Disordered (or Shaken/Disordered) at the end of the Pursuit. In other respects, a failed Disorder Check (F) has no effect on the Pursuit. The remaining PP is not halved, since the Disorder is recorded at the end of the Pursuit.
16.3c The pursuing player takes the Recall Disorder Check (F) and compares the result to the modified ER of the top cavalry unit. A die roll from 00 to 09 triggers a Special Disorder Check Result.
17.0 Cavalry Reaction
Cavalry Reaction is a kind of Close Combat that occurs during the Movement Segment (only), when an active unit carries out any kind of movement or facing/formation change within 2 hexes of a passive cavalry unit. A Cavalry Reaction is optional. The same circumstances that trigger a Fire Reaction (12.8c-d) also trigger a Cavalry Reaction. When active units trigger both a Fire and a Cavalry Reaction, the order in which they are conducted is decided by the passive player. Cavalry Reaction is a kind of Special Cavalry Movement (SCM, 11.10), not ordinary movement, and costs no MP. It does not, in turn, trigger a Fire/Cavalry Reaction.
17.1 Who May Conduct a Cavalry Reaction
17.1a A passive cavalry unit in Line or Attack Column may declare a Cavalry Reaction. A Routed or Shaken unit cannot conduct a Cavalry Reaction. A Disordered unit may conduct a Cavalry Reaction only when the unit triggering the reaction is in one of its Frontal hexes, even if another stationary enemy unit is already present in another Frontal hex.
Note: if enemy units are in both of a passive unit's Frontal hexes, and one of them triggers a successful Cavalry Reaction, all the enemy units will take part in the resulting Close Combat — not just the one that triggered the Cavalry Reaction (see 13.6a).
17.1c Any number of cavalry groups may conduct a Cavalry Reaction against a moving enemy unit, but each reaction is conducted separately. A Cavalry Reaction cannot be attempted by an incomplete group — the group must either attempt the Reaction as a whole, or not attempt it at all.
17.1d No cavalry unit may attempt a Cavalry Reaction more than once per enemy Movement Segment.
17.1e Command Control has no effect on a unit's ability to conduct a Cavalry Reaction. Even if a unit was marked "Out of Command" earlier this turn, it can still conduct a Cavalry Reaction.
17.2 Cavalry Reaction Procedure
17.2a The attacking cavalry takes a Morale Check (H), and, if it passes, carries out Charge Movement (exactly like Countercharge Movement, see 13.5), after which Close Combat occurs. If the unit that triggered the reaction is adjacent to the reacting unit, no movement is required. If a hex separates the active and passive units, the cavalry must move one hex forward (facing/formation changes or splitting the group are forbidden). The hex(es) the cavalry enters must not already be occupied by other units. If the reacting unit fails its Morale Check (H), it becomes Shaken and cannot react.
17.2b Cavalry Reaction is Special Cavalry Movement (SCM, 11.10), not ordinary movement. The terrain the cavalry enters while conducting a Cavalry Reaction, and all hexsides it crosses, must be permitted for SCM (see Terrain Effects in the game). If the reacting cavalry cannot reach the enemy that triggered the reaction, the reaction is cancelled, and the reacting cavalry automatically becomes Shaken.
17.2c Active-player units cannot conduct facing/formation-change reactions, Countercharges, Retreat Before Close Combat, or use Committing the Defending Cavalry.
17.2d When a splitting group triggers a Cavalry Reaction, the reacting player may choose one of two options:
a) Conduct Close Combat against the original group, i.e. against all units that were part of the group before the movement or facing/formation change that triggered the Reaction. Close Combat is conducted as described in 17.3a.
b) Conduct Close Combat against the split group, i.e. units are divided between the moving and stationary groups. Close Combat is conducted as described in 17.3b.
The reacting player must announce his choice before the Close Combat procedure begins. If one movement triggers several Cavalry Reactions (17.1c), all the Reactions must be carried out using the same choice, (a) or (b).
17.3 Close Combat Resulting from a Cavalry Reaction
17.3a When a Cavalry Reaction is conducted against an active group that does not contain both moving and stationary units, it is conducted like ordinary Close Combat, but the sequence must be as follows:
- Designating Specific Close Combats (13.6): remember that all enemy units, even unactivated ones, that are in the reacting cavalry's Frontal hexes must be attacked.
- Defender's Morale Check (B) (active-player units) (13.7).
- Defensive Fire (13.10).
- Conducting Combat (13.11).
17.3b When the defender's hex contains both stationary and moving units (those that triggered the Cavalry Reaction), the defender's SP total and CR in the Close Combat are calculated as follows:
-
The top moving unit is used for the Defender's Morale Check (B) and for all Morale Checks resulting from an "M" result in Close Combat, and for Special Close Combat Results (G). If the only moving unit is artillery grouped with stationary infantry, the stationary infantry's ER is used for Morale Checks. The SP total is obtained by adding the SP of all units in the group: both moving and stationary.
-
Only the moving unit's CR is used, and only the CR modifiers pertaining to the moving unit are used, even if it is artillery. All qualities of the stationary units are ignored when determining the defender's final CR. As in ordinary Close Combat, one defending commander (moving or stationary) in each group may add his Combat Bonus to the defender's final CR.
-
Only the stationary unit may conduct Defensive Fire (13.10), if it is capable of doing so. Moving units cannot conduct Defensive Fire.
-
The Close Combat result applies to the whole active group, both moving and stationary units. In a renewed combat, SP and CR are calculated per points 1 and 2 above.
17.3c If the active unit wins the Close Combat and still has MP left, it may continue moving and may trigger new Cavalry Reactions. If it received a Disorder result, movement stops.
17.3d When an active group that includes both moving and stationary units receives a Disorder result in Close Combat (ending the moving unit's movement), and it is not possible to form a legal group, all the moving units Rout, and the stationary units must take a Morale Check (F) (see Illegitimate Groups, 10.13).
17.3e Victorious active defending cavalry that was attacked through its Frontal hex is required to advance after combat (see 15.1a) and carry out the Pursuit procedure (16.2), unless it is Shaken. If it is Recalled (16.3) before spending even one Pursuit Point, and did not receive a Disorder result, it may continue moving, spending its remaining Movement Points (MP). If it is not Recalled, it carries out Pursuit, and any remaining MP is lost. Victorious active cavalry that does not advance after combat (i.e. it was not attacked through its Frontal hex) may continue moving per 17.3c.
17.3f If, during its movement, an active unit triggered a Movement Disorder Check (A), it is required to take that Disorder Check once its movement is complete, unless it was Routed or destroyed as a result of Close Combat from a Cavalry Reaction.
18.0 Organizational States
All units, except Commanders, skirmishers, and Routed units, are either in Formed or in Disordered state. Formed units act normally. Disordered units are marked with a "DISORDER" marker and suffer penalties in Movement and Combat. A unit's organizational state has no bearing on its Morale State (see 19.0), so a unit can be simultaneously Formed and Shaken, or Disordered and in Good Order.
18.1 Disorder Checks
18.1a During the Combat and Movement Segments, a unit or group may be required to take Disorder Checks, in which two ten-sided dice are rolled (one designated as the tens digit and the other as the units digit; remember that "0" means zero, not "10"). The result obtained is compared to the unit's Efficiency Rating (ER), and if it is less than the ER, the unit becomes Disordered.
A result from 00 to 09 is a Special Result, found on the Special Disorder/Morale Check Results Table. If the Special Result requires a second die roll, the new result from 00 to 09 is no longer treated as a Special Result. When a Special Disorder Check Result is rolled, ignore all previously calculated ER modifiers and use only the modifier given in the Special Result. (Exception: a Disordered-Unit Rally Check (G) never triggers a Special Result.)
18.1b The following circumstances may trigger a Disorder Check:
A. Movement (see 18.2c) B. Attack Column Facing Change (9.3c) C. A "D" result or SP loss resulting from a Fire Reaction (12.9e and i) D. Defender's Reactions in Close Combat (13.4e) E. A result obtained from Defensive Fire (12.9e and i, 13.10e) F. Cavalry Recall (16.3) G. Disordered-Unit Rally Check (18.6)
18.2 Movement Segment Disorder Checks
18.2a Disorder Checks (A), (B), and (C) are triggered during the Movement Phase. Disorder Check (A) may be triggered during Close Combat in the course of Cavalry Charge Movement (13.3f). Disorder Check (A) is taken once, after the unit's movement is complete. Disorder Checks (B) and (C) may occur several times during a unit's movement.
18.2b A Movement Disorder Check (A) may result from Movement (11.0) and Cavalry Charge Movement (13.3), but is never triggered by a Cavalry Reaction, Countercharge, Pursuit, Routing, or Free Movement. A unit is required to take a Movement Disorder Check (A) once its movement is complete if it carried out one or more of the following actions during its movement:
- Reforming in difficult terrain (8.7)
- Passage of Lines (10.7)
- Moving through difficult terrain (11.2d)
- Forced March movement (11.4)
- Line Rearward Movement (11.7)
Regardless of how many such actions were carried out during the unit's movement, the player takes only one Disorder Check (A). The ER modifiers for each action carried out are totaled, to obtain a single ER modifier used for the Disorder Check (A). If a unit Routs before taking the Disorder Check (A), the check is cancelled.
Example: an activated unit uses Forced March (+5), moves into and out of a village hex (+5), passes through another unit (+10), and, once its movement is complete, takes a Disorder Check (A), using an ER modifier of +20. Since it is grouped with a commander who gives a -5 bonus to ER, the final modifier is reduced to +15.
18.2c The Attack Column Facing Change Disorder Check (B) is taken immediately once the facing change is complete. If the check is failed, the unit's movement immediately ends, the facing change is not carried out, and the unit becomes Disordered (or Shaken/Disordered, if already Disordered). If the unit passes the check, the facing change is carried out, and if the unit still has Movement Points (MP) left, it may continue moving.
18.2e If a Disorder Check (B) or (C) is taken in a hex occupied by both a moving and a stationary unit, the check applies only to the moving unit. If the moving unit fails the check and ends its movement grouped with the stationary unit in a way that cannot form a legal group (10.13), the moving unit automatically Routs, and the stationary unit must take a Morale Check (F).
18.2f Under some circumstances, a unit may be required to take several Disorder Checks in one hex. When Disorder Checks (B) and (C) occur in the same hex, they are taken in the order in which they were triggered. Each check uses only the ER modifiers specified for it. Disorder Check (A) is always taken last, if several checks are required in the unit's final hex of movement.
18.2g Stationary units that must take Disorder Checks do so once the moving unit's movement is complete.
18.3 Automatic Disorder
A unit automatically becomes Disordered, with no Disorder Check required, under the following circumstances:
- A Square's strength falls below the minimum of 3 Strength Points (SP) (8.4g).
- A "D" result is obtained in Close Combat (14.3)
- A cavalry unit took part in a renewed Close Combat — Disorder occurs once Close Combat is complete. (This Disorder is ignored if the cavalry began the Close Combat already Disordered (see 14.5d).
- A non-skirmisher unit Retreats Before Close Combat through or into difficult terrain (20.1e)
- A unit that had troops retreat through it fails its Morale Check for Friendly Retreat (F).
18.4 Skirmishers
Skirmishers are exempt from all Disorder Checks and never become Disordered. When Routed skirmishers Rally (see 19.5b), they become Shaken, not Shaken/Disordered.
18.5 Effect of Disorder
18.5a A unit's movement is halved (round). The maximum number of SP it can use to fire from each hex is halved (round). When calculating the Close Combat ratio, its current SP is halved (round). Its ER is increased by 5 during all Disorder Checks, unless stated otherwise. A pursuing cavalry unit's Pursuit Points are halved (round).
Example: a Disordered 9-SP, four-rank, two-hex infantry Line will be able to fire 2 SP from each hex instead of 3 and 4 from each hex. A Disordered group of 10 SP in a three-rank, two-hex Line will be able to fire 2 SP from each hex instead of 4 from each.
18.5b A Disordered unit cannot carry out any of the following actions:
- Square Movement or Square Reformation (8.1e)
- Splitting a Unit into Subunits and Rejoining Them (8.5a, b)
- Reforming in Difficult Terrain (8.7)
- About-Face (9.6a)
- Forced March (11.4)
- Voluntary extending and shrinking of a Line/March Column (11.5)
- Artillery Movement By Hand (11.6)
- Line Rearward Movement (11.7)
- A Cavalry Charge against non-adjacent enemy units (13.1a, 17.1)
- Defender's Reactions (13.4)
- Countercharge Movement (13.5)
- Retreat Before Close Combat by non-skirmisher units (13.9b)
18.5c A Disordered unit that receives a second Disorder becomes Shaken/Disordered. A Shaken/Disordered unit that receives further Disorder suffers no additional negative consequences.
18.5d A moving unit that becomes Disordered as a result of a Fire or Cavalry Reaction must immediately stop its movement.
18.5e When a Disordered unit enters a hex occupied by a non-Disordered unit and leaves it, a Passage of Lines occurs (10.7), and both the moving and the stationary unit must take a Movement Disorder Check (A).
18.6 Rallying Disordered Units
18.6a A Disordered unit may rally into Formed state when it is activated. The rally attempt is made in the Rallying Disordered Units Segment of the Division Activation Phase. No unit may make more than one rally attempt, or actually rally from Disordered, more than once per Game Turn.
18.6b An activated Disordered unit (or group) that is grouped with a commander automatically becomes Formed.
18.6c An activated Disordered unit (or group) that is not grouped with a commander rallies by means of a Morale Check (G). If it passes the check, the unit becomes Formed. If it fails the check, the unit remains Disordered with no further consequences.
18.6d A result of 00-09 obtained while Rallying a Disordered unit is not a Special Result. Treat it as an ordinary numeric result.
18.7 Stacking and Disorder
18.7a When a group takes a Disorder Check, the ER of the top non-artillery unit in the group is used. If the unit fails the check, the whole group becomes Disordered. If the group consists entirely of artillery units, the top artillery unit is used.
18.7b When a Disordered group splits up, both new groups are Disordered.
18.7c When a Disordered unit is grouped with a Formed unit, the whole group becomes Disordered. Likewise, when a Formed unit is grouped with a Disordered one, the whole group becomes Disordered.
19.0 Morale States
All units, except commanders and artillery, are usually in one of three Morale States: Good Order, Shaken, or Routed. Artillery may be in Good Order or Shaken. Commanders have no Morale State. Shaken units are marked with a "SHAKEN" marker. Routed units are marked with a "ROUTED" marker. A Shaken unit may be either Formed or Disordered.
19.1 Morale Checks
19.1a During the Game Turn, a unit or group may be required to take a Morale Check, in which two ten-sided dice must be rolled (one designated as the tens digit and the other as the units digit; remember that "0" means zero, not "10"). The result rolled is compared to the unit's Efficiency Rating (ER). If the result is less than the ER, the unit fails the Morale Check. Modifiers for the type of Morale Check and the circumstances in which it occurs are applied to the unit's ER, not to the die roll.
A die roll result from 00 to 09 is a Special Result, found on the Special Disorder/Morale Check Results Table. If the Special Result requires a second die roll, a further result from 00 to 09 is no longer treated as a Special Result. When a Special Result is rolled on a Morale Check, ignore all previously calculated ER modifiers and use only the modifier given in the Special Result. (Exception: a Morale Check (G) occurring from a Close Combat "M" result, a Special Close Combat Result, and a Rally Morale Check (I) never trigger a Special Result.)
19.1b A Morale Check is required in the following situations:
A. If an SP loss is suffered in Fire Combat, and the unmodified die roll is even (12.9d) B. Attacker's/Defender's Morale Check Before Close Combat (13.2a, 13.7a, 13.8) C. Cavalry Countercharge Movement (13.5c) D. Retreat Before Close Combat (13.9c, 20.1a) E. Unactivated attacking units grouped with destroyed attacking units (14.2c, 14.6a) F. Retreat through friendly units (10.13, 19.3, 20.1c, 20.1c, 20.2b,d) G. Close Combat "M" Result (14.4) and Special Close Combat Result (14.8) H. Cavalry Reaction (17.2a) I. Rallying (19.5) J. Voluntary Rout (19.10c)
19.1c All failed Morale Checks (except Rallying) change a unit's Morale State. A unit in Good Order becomes Shaken — place a "SHAKEN" marker on it. A Shaken infantry/cavalry unit Routs — place a "ROUTED" marker on it, and the unit is required to Retreat by Routing (20.2). A Shaken artillery unit that fails the check is destroyed — artillery never Routs. (Exception 1: a failed Morale Check (G), taken due to an "M" result in Close Combat, forces the failing unit to immediately Rout, regardless of its current Morale State, though artillery is still destroyed. Exception 2: a failed Morale Check (F), taken due to Friendly Retreat, makes a unit in Good Order become Shaken and Disordered — place a "DISORDER/SHAKEN" marker on it. A unit already Disordered becomes Shaken and Disordered with no further consequences. Skirmisher units simply become Shaken (see 18.4). A unit already Shaken Routs.)
19.1d In addition, some failed Morale Checks prevent a unit from carrying out the planned action that required the check. For example, if a unit fails the Attacker's Morale Check Before Close Combat, it not only becomes Shaken, it also cannot attack.
19.1e If the Morale Check is passed, this either has no effect on the unit's morale state, or allows the unit to carry out the planned action that required the check (for example, a Cavalry Reaction (17.2)), or, as during Rallying (19.5), improves the unit's morale state.
19.1f Routed units do not take Morale Checks, except when attempting to Rally (19.5). If circumstances require a Routed unit to take a Morale Check, the unit automatically loses 1 SP and Retreats by Routing (20.2).
19.2 Morale Checks from a Fire Reaction
19.2a A Fire Reaction that results in an SP loss on an unmodified even die roll may require the moving unit to take a Morale Check (A), and this check is taken after the Disorder Check (C), which may also be triggered by the Fire Combat result. If the unit fails the check, it becomes Shaken, or, if already Shaken, it Routs. If it does not Rout and passed the Disorder Check (C), it may continue its movement.
19.2b If, as a result of a Fire Reaction, a Morale Check (A) is taken in a hex occupied by both a moving and a stationary unit, only the moving unit takes the check. If the moving unit fails the check and Routs while grouped with stationary units, the stationary units must take a Morale Check (F).
19.3 Automatic Rout
Under the following circumstances, a unit Routs automatically, without taking a Morale Check:
- When a failed Attack Column facing-change check (9.3c) creates an illegitimate group, the moving unit Routs.
- When a unit's movement is stopped due to a Fire Reaction (18.2e) or Cavalry Reaction (17.3d) in a hex already containing stationary units, and an illegitimate group is created, the moving unit Routs.
- When a unit formed in Road Column suffers SP losses as a result of Fire Combat (12.9h).
- When an "R" result is obtained in Close Combat (14.6a).
- When a unit voluntarily Routs (19.10).
19.4 Morale and Stacking
19.4a Except in the case of Rallying Routed units (19.5), a group's Morale Check uses the ER of its top unit. If that unit fails the check, the whole group becomes Shaken or Routs. If the group has a mixed infantry-artillery composition, the top infantry unit is used for the check. If the group consists entirely of artillery, the top artillery unit is used.
19.4b When a group of Shaken units splits up, each new group is Shaken.
19.4c When a Shaken unit is grouped with a unit in Good Order, the whole group becomes Shaken. Likewise, if a unit in Good Order is grouped with a Shaken unit, the whole group becomes Shaken.
19.4d When a Shaken unit enters a hex occupied by a non-Shaken unit and leaves it, Passage of Lines Through a Friendly Unit occurs (10.7), and both the moving and the stationary unit must take a Movement Disorder Check (A).
19.5 Rallying
19.5a During the Rally Phase, all Shaken units must attempt to improve their morale. Every Shaken unit (or group) takes a Morale Check (I), using the relevant ER modifiers. If the check is passed, the unit is restored to Good Order; if the check is failed, the unit remains Shaken.
19.5b Once all Shaken units have been checked, every Routed unit must attempt to improve its morale by taking a Morale Check (I), using the relevant modifiers, however each unit of a Routed group is checked separately — i.e. not only the top unit is checked. If the check is passed, remove the "ROUTED" marker from the unit and replace it with a "DISORDER/SHAKEN" marker. (Exception: Rallied skirmisher units simply become Shaken. Routed units capable of Skirmishing that Rally and form in Skirmish also simply become Shaken.)
19.5c If a unit fails its Rally attempt, and the die roll result is less than the unit's printed ER, then, in addition to Retreating by Routing (20.2), it also loses 1 SP.
Example: a Routed unit with a printed ER of 32 attempts to Rally. The Routed modifier to ER is +15, raising the unit's ER to 47. If the die roll is "31" or less, the unit fails the check, loses 1 SP, and Retreats by Routing. On a result from "46" to "32," it fails the check but only Retreats by Routing.
19.5d If several units of a group fail their Rally attempts, they retreat together as one group.
19.5e A Rallied Routed unit forms into any single-hex formation permitted for its type. The Rallied unit may face in any direction permitted for its new formation.
19.5f If, during the Rally Phase, a Morale Check (I) die roll comes up 00-09, it is not a Special Result. Treat it as an ordinary numeric result.
19.6 Effect of Being Shaken
19.6a A Shaken unit moves and fires normally. It may carry out facing/formation-change reactions.
19.6b A Shaken unit's ER is modified by +10 during Morale Checks.
19.6c A Shaken unit's CR is modified by -5 during Close Combat.
19.6d A Shaken unit cannot carry out the following actions:
- Initiate Close Combat (13.1)
- Countercharge (13.5)
- Commit the Defending Cavalry (13.8)
- Conduct a Cavalry Pursuit (16.2)
- Conduct a Cavalry Reaction (17.1)
19.7 Effect of Routing
19.7a A Routed unit cannot conduct Fire Combat and cannot initiate Close Combat.
19.7b A Routed unit cannot be activated. It does not move in the Movement Segment. It can only Retreat by Routing.
19.7c A Routed unit that is forced to defend in Close Combat loses 1 Strength Point (SP) and Retreats by Routing at the moment the Defender's Morale Check (B) would normally be taken. (See also 19.1f)
19.7d If, during a Retreat by Routing, a Routed unit has no empty hex available, it retreats until it reaches one. A Routed unit may retreat into an EZOC, but automatically loses 1 SP for each EZOC hex it enters. If it is surrounded by enemy units or impassable terrain, the Routed unit loses 1 SP for each hex it cannot retreat into. If a group is retreating, the extra SP losses for EZOCs and hexes the unit could not retreat into are not borne by each individual unit, but are taken from any one unit in that group (chosen by the controlling player). (See also 20.2d)
19.7e Units that Rout change formation immediately, before beginning their retreat. If formed in a multi-hex formation, they collapse into any one hex they occupied before Routing, except that if the Rout involves a potential Pursuit, the unit must collapse into a hex adjacent to the hex occupied by the potential pursuer.
19.8 Standard Morale Check Modifiers
The following factors modify a unit's ER, adding or subtracting the stated number, and are used in all Morale Checks when these circumstances are present. See the Morale Check Summary Table for which circumstances affect each specific type of Morale Check.
a) Current Losses If a unit's SP has fallen to 50% or less of its printed SP value: +10
b) Current Organizational/Morale State If a unit is currently:
- Shaken: +10
- Disordered: +5
- Disordered and Shaken: +15
c) Current Formation If a unit is currently formed in:
- Road/March Column, General Order: +5
- Square: -10
- Attack Column: -5
d) Presence of a Commander: one commander grouped with a unit modifies its ER by his ER Bonus.
e) Flanked: if a non-Routed enemy unit is in any of the checked unit's Flank or Rear hexes, use one +10 modifier regardless of how many enemy units are present in those hexes. The enemy unit need not be carrying out the action that triggered the Morale Check — it merely needs to be present.
f) Supported Line: a Line/Hook is considered "supported" if each of its Flank hexes contains either:
- A friendly unit that is not Routed and not Shaken
- Difficult terrain (terrain along a hexside does not count).
Under all other circumstances, the Line/Hook is not considered supported. A supported unit's ER is modified by -10.
g) Army Morale: the size of the Army Morale modifier can change over the course of the game and depends on how many SP and commanders the army has lost and how many of its units are Routed (see Army Morale, 23.0). The current Army Morale modifier applies to every unit during all Morale Checks that are modified by Army Morale.
h) Effect of Terrain: see the Terrain Effects Table, which lists the modifiers obtained for terrain. If several kinds of terrain affect a unit's or group's ER, use all of them. When a multi-hex formation occupies several kinds of terrain, use the modifier least favorable to the unit.
19.9 Specific Morale Check Modifiers
The following factors increase a unit's ER by the stated number and are used only for certain types of Morale Check. These modifiers are used in addition to any standard modifiers.
a) Morale Check (A): Fire Combat Result (12.9d) When the unmodified Fire Combat Result is even, and losses equal:
- 2 or 3 SP lost: +10
- 4, 5, or 6 SP lost: +20
b) Morale Check (A): Fire Combat Result (12.9d) When a unit is fired upon through its Flank and/or Rear hex: +5
c) Morale Check (I): Rally Attempt (19.5) If Rallying is attempted in an Enemy Zone of Control: +10 If a Routed unit attempts to Rally: +15
d) Morale Check (B): Before Close Combat If a non-cavalry defender is attacked by Cavalry, the defender adds +5 to its ER.
19.10 Voluntary Rout
In some situations, it may be more desirable for a unit to "flee" than to await certain destruction in combat. This rule allows infantry and cavalry units to declare a voluntary Rout, although this carries the risk that the other activated units will follow their example.
19.10a In a Division's Movement Segment, before any of its units carries out movement, the player may designate all infantry and cavalry units that, instead of moving, will Voluntarily Rout. Artillery units cannot Voluntarily Rout. Only activated units, including Independent and attached units, that are within the activated Division Commander's Command Distance may Voluntarily Rout. Independent units that are "In Command" by means of a Unit Initiative (7.4), and units that meet the criteria for automatically gaining "In Command" status (7.5), cannot Voluntarily Rout. Even if the Division Commander himself is "Out of Command," units within his Command Distance (7.6c) may still Voluntarily Rout. A unit may Voluntarily Rout regardless of its organizational and morale state, except that it cannot already be Routed.
19.10b If one unit of an infantry/cavalry group Voluntarily Routs, the whole group must Rout. Groups cannot split up. If the infantry of a mixed infantry-artillery group Voluntarily Routs, the artillery remains in the hex. If the artillery is grouped with a two-hex Line, it is placed in either of the vacated hexes. Since the artillery does not Rout, it is not destroyed, as it would be if the whole mixed infantry-artillery group had Routed.
19.10c Infantry/cavalry units that Voluntarily Rout carry out their Retreat by Routing before any other activated unit begins moving. Treat them as ordinary Routed units until they Rally (19.5). Once all Retreats by Routing are complete, all remaining non-Routed activated units, including artillery, must take a Morale Check (J). A unit's Command Control status does not change at this point, even if the activated Division Commander retreated with the Routed units. In other words, any unit that could have Voluntarily Routed but did not is required to take a Morale Check (J).
19.10d When a unit of the same Division that meets the criteria of 19.10c has a voluntarily-Routing unit pass through it, the stationary unit does not take a Morale Check for Friendly Retreat (F), but instead takes a Morale Check for Voluntary Rout (J). Note that a +10 ER modifier applies to a unit's Morale Check (J) when voluntarily-Routing units pass through it.
19.10e When a voluntarily-Routing unit passes through a non-retreating unit that does not meet the criteria of 19.10c, the stationary unit must take a Morale Check (F), not a Morale Check (J). Such units do not receive the +10 ER modifier noted in 19.10d, since it applies only to a Morale Check (J).
20.0 Retreats
20.1 Retreat Before Close Combat
As a rule, the following units may Retreat Before Close Combat:
- Light Infantry attacked solely by non-Light infantry units.
- Foot skirmishers attacked solely by infantry units.
- Cavalry attacked solely by foot units.
- Light Cavalry attacked solely by units that are not Light Cavalry.
- Mounted skirmishers attacked by any units.
Remember that skirmishers cannot initiate Close Combat attacks.
20.1a A unit Retreating Before Close Combat moves one or two hexes (the retreating player's choice) away from the enemy units designated to attack it, and, once the retreat is complete, the unit must take a Morale Check (D). This Morale Check replaces the Defender's Morale Check Before Close Combat (B) for the retreated unit.
20.1b The unit spends no Movement Points, and terrain has no effect, except that if that unit type or formation is not permitted to enter that kind of terrain, it cannot enter it. A unit cannot retreat into hexes occupied by the enemy. A unit cannot Retreat Before Close Combat into an Enemy Zone of Control (EZOC). EZOCs are not neutralized by friendly units.
20.1c Skirmishers may retreat through hexes occupied by friendly units without any consequences either for the skirmishers or for the unit they passed through. Non-skirmisher units retreating through hexes occupied by friendly troops require the stationary unit to take a Morale Check (F) once its retreat movement is complete. A unit cannot end its retreat in a hex occupied by friendly troops. If no such hex exists, the unit cannot retreat.
20.1d Units are required to end their retreat in the same formation and facing with which they began retreating. Non-skirmisher units cannot retreat into or through hexes that would force a change of formation.
20.1e A Disordered unit cannot Retreat Before Close Combat. A non-skirmisher unit that retreats into or through any difficult terrain automatically becomes Disordered at the end of its retreat movement, but before the Morale Check (D) is taken.
20.1f Retreat Before Close Combat is not movement and does not trigger a Fire or Cavalry Reaction.
20.2 Retreat by Routing
20.2a Routed infantry retreats 4 hexes. Routed cavalry retreats 6 hexes. This retreat movement does not use Movement Points (MP). The unit spends no MP, and terrain has no effect, except that if the retreating unit is forbidden to enter or cross that kind of terrain, it cannot retreat into or through it. The same retreating unit may enter the same hex no more than once.
20.2b A unit cannot retreat into a hex occupied by the enemy. A unit may retreat into an EZOC, but loses 1 SP for each EZOC hex it enters. EZOCs are not neutralized by friendly units. A unit may retreat through non-Routed friendly units, but those units must take a Morale Check (F) once the retreating unit's retreat is complete. A Routed unit automatically retreats when another Routed unit moves through it, even if it has already retreated this Game Turn. (Exception 1: Routed skirmishers may retreat through non-Routed friendly units without forcing them to take a Morale Check (F). Non-Routed skirmishers through whom non-skirmisher units retreated must take a Morale Check (F). Routed units still automatically retreat if retreated through. Exception 2: a unit carrying out a Voluntary Rout (19.10) does not trigger a Morale Check (F) when it retreats through a unit of the same Division, but instead triggers a Morale Check for Voluntary Rout (J). See 19.10c-d.)
20.2c A unit or group cannot end its retreat movement grouped with any other units — Routed or not. Units that began their retreat grouped together must remain grouped, i.e. the group cannot split up during the retreat. A Routed group can only split up during the Rally Phase, when some of the group's units fail their Rally attempt and retreat again (see 19.5).
20.2d A unit that cannot retreat the full required distance because of enemy-occupied hexes, forbidden terrain, or the map edge, loses 1 SP for each hex it could not retreat. If a unit cannot complete its retreat because of the presence of friendly units, it moves through the occupied hexes and continues retreating until it reaches a suitable hex. The units it retreated through will be required to take a Morale Check (F) once the retreat is complete.
20.2e An artillery unit, Limbered or unlimbered, never Routs; instead it is destroyed.
20.2f Retreat by Routing is not movement and does not trigger a Fire/Cavalry Reaction.
20.2g Direction-of-Retreat Priorities: retreating units must move as directly as the hex grid allows, away from the enemy units that forced them to retreat, and toward the rear of their own army. Hexes occupied by friendly troops may be entered and need not be avoided, if entering them allows the retreating unit to get farther from the enemy.
21.0 Commanders
21.1 Movement and Stacking
21.1a Commanders move like other unit types, but pay a special terrain cost. Commanders are not required to be grouped with friendly units at the end of their movement. They do not count for stacking purposes. They cannot enter Enemy Zones of Control (EZOC) unless grouped with a friendly unit.
21.1b A friendly commander in a hex containing no friendly combat units does not block the movement of enemy units. Instead, the commander is displaced into an adjacent hex that is not in an EZOC and not occupied by an enemy unit. If no such hex exists, the commander is destroyed.
21.1c During the Movement Phase, a commander may move only when Activated or when displaced by a moving enemy unit. During the Combat Phase, a commander moves automatically when grouped with retreating/Routing combat units or with pursuing cavalry units; in both cases he is required to move with the combat units with which he is grouped.
21.1d A commander does not become "Finished" when he is displaced by enemy units or when he moves with advancing/retreating/pursuing friendly units. A commander becomes "Finished" only once his own Activation is complete.
21.2 Commanders in Combat
21.2a A commander has no effect on Fire Combat unless designated in the Scenario Rules as a Special Commander capable of providing a Fire Combat bonus. A commander alone in a hex does not block Line of Sight for combat units. A combat unit may fire through a hex containing only a commander, friendly or enemy.
21.2b In every Close Combat, in every attacking or defending group, one commander may add his Combat Bonus to the group's Combat Rating. If several commanders are present in the group, the controlling player chooses which one to use. A commander adding his Combat Bonus need not be activated and need not be the superior of the units taking part in the combat. Whether or not to use a commander's Combat Bonus in Close Combat is decided by the controlling player.
21.2c A commander grouped with a retreating unit (Retreating by Routing or Retreating Before Close Combat) is required to retreat with the unit for its entire retreat distance. In a situation where part of a group Routs while another part remains in place (for example, in cases of illegitimate groups or Rallied units), the controlling player has the option to choose which group the commander joins. If all units of the group advance after combat, the commander grouped with them is required to advance with them. A commander grouped with cavalry at the start of its pursuit is required to remain with that cavalry for the entire pursuit distance.
21.3 Commanders and Disorder/Morale
A commander grouped with a unit taking a Disorder Check or a Morale Check modifies the unit's Efficiency Rating (ER) by his ER Bonus. In any group where several commanders are present, the player must choose one whose bonus will be used. Disordered units grouped with a commander during the Rallying Disordered Units Segment automatically become Formed. A commander affecting Disorder/Morale Checks need not be activated and need not be the superior of the units being checked.
21.4 Commander Losses
21.4a Commanders may be destroyed or temporarily removed from play by Special Fire Combat Results. Commanders may be destroyed by Special Close Combat Results, by the destruction of a friendly unit, and by enemy movement (see 21.1b).
21.4b Depending on the specific Special Fire Combat Result obtained, a commander may be killed (destroyed) or wounded (temporarily removed from play). A killed commander is immediately removed from the map and cannot return to play. The point value of a destroyed (but not wounded) commander (given in the army roster next to his name) is added to the army's Current Loss Total (23.1).
21.4c A wounded commander is removed from the map, after which the controlling player rolls one die to determine how long he is absent, according to the specific Commander Wound Result rolled. A commander may be wounded only once per game. When a commander is wounded, make a note next to his name on the roster as a reminder. When a commander is wounded a second time, he is destroyed.
21.4d A commander lost to a Special Close Combat Result (14.8) or a Special Morale Check Result (19.1a) is destroyed — wounding is not possible in these cases. Every commander who added his Combat Bonus to a group taking part in the Close Combat must take the check. A commander whose Combat Bonus was not used, even if he is the only commander in the hex, does not take the destruction check.
21.4e If all combat units grouped with a commander are destroyed as a result of Close Combat, or by failing to complete a retreat, or due to enemy cavalry pursuit, the commander is also destroyed.
21.4f A commander is not destroyed if all units grouped with him are destroyed as a result of Fire Combat. However, Special Fire Combat Results may affect commanders. In the Rally Phase (19.5), a commander is not destroyed if he is grouped with a combat unit that fails its Rally attempt and loses its last Strength Point.
21.5 Replacements
21.5a When a commander is removed from play, his place is taken by a replacement, who usually has lower characteristics. Replacements may be either named commanders or unnamed markers.
21.5b A named replacement may be either a commander who already has troops under him from the start of the game (for example, a Division Commander), or a commander who is not placed on the map until a replacement is needed. Replacement commander markers are placed under the commanders they replace, and are used to modify those commanders' printed characteristics. The details of how to carry out replacement of lost commanders are explained in each specific game's Scenario Rules.
21.5c Commander replacement occurs at the start of a player's Division Activation Phase, after he has chosen the Division, but before the Command Control Segment. A Division Commander may be replaced only when his Division is activated, including during a Restricted Activation. Replacement of a Non-Divisional Commander occurs when any friendly Division is activated.
21.5d Wounded commanders returning to play do so at the same point in the Division Activation Phase as commander replacement. A Division Commander returns to play when his Division is activated, and a Non-Divisional Commander when any friendly Division is activated. When a wounded commander returns to play, his replacement is removed from the map or reverts to his previous command role.
21.5e A named replacement, or a returning Division Commander, is placed on any non-Routed activated combat unit of his Division. If all units of that commander's Division are Routed, the commander does not return until one of them Rallies. A returning Non-Divisional Commander and his named replacement are placed on any non-Routed friendly combat unit.
21.6 Loss of the Commander-in-Chief or a Wing Commander
21.6a If one side loses its original Commander-in-Chief and all his replacements, the opponent automatically wins the Initiative for as long as he has a Commander-in-Chief. However, Initiative rolls must still be made, to determine whether the Hour Marker moves along the End-of-Turn Track, and because of the possibility of a Special Initiative Result. A side with no Commander-in-Chief cannot carry out a Wing Activation, and every activated Division Commander is required to roll for Commander Initiative.
21.6b If both sides have lost their original Commanders-in-Chief and all their replacements, Initiative rolls are still made, and the unmodified die roll results show who has the Initiative.
21.6c If the office of Wing Commander is temporarily or permanently vacant, Wing Activations are not possible for Divisions belonging to that Wing.
21.7 Unemployed Commanders
When all units subordinate to a Wing or Division Commander are destroyed, the commander is removed from play. No points are awarded for this commander being removed from play.
22.0 Reinforcements
22.1 General
Any units that arrive on the map during the course of the game are reinforcements. The scenario rules specify exactly which units qualify as reinforcements, on which Game Turn, and exactly where they appear on the map, as well as any special conditions that must be met for reinforcements to arrive.
22.2 A Whole Division
If a whole Division arrives as reinforcements in the same Game Turn and roughly in one area, the Division is activated exactly as an ordinary Division already on the map is activated. The Division Commander and all combat units belonging to it are considered "In Command," but only in the Game Turn in which they arrive. Independent units may be activated normally together with the Division. Units of another Division cannot be attached to a Division arriving as a reinforcement until its Division Commander is on the map. Units belonging to a Division arriving as a reinforcement do not get a Fire Combat Segment; they get only a Movement Segment and a Close Combat Segment.
22.3 An Incomplete Division
If only part of a Division already present on the map arrives as a reinforcement, the arriving units are "In Command" and move when the part of the Division already on the map is activated.
22.4 Entry Hexes
Reinforcements arrive in specified hexes at the map edge and must pay the terrain cost in those hexes. They must comply with the stacking and formation restrictions. All reinforcements enter the map with their full Movement Potential available, but if several groups enter the map through the same hex, the second group must pay double the terrain cost in that hex (the third group pays triple the cost, and so on). A hex at the map edge cannot be used as an entry hex if it is in an Enemy Zone of Control.
23.0 Army Morale
Army Morale reflects the overall damage an army has suffered in battle, the number of troops currently Routed, and losses among its command staff.
23.1 Current Loss Total
23.1a At the start of every hourly Game Turn (the "00" turn) and before the first Initiative roll, each player calculates his Current Loss Total (CLT) by adding up his lost Strength Points (SP), currently Routed SP, and points for destroyed commanders. The number of points awarded for destroyed commanders and lost/Routed SP is given in the army rosters included with the game.
23.1b Each player's Army Morale Table, found in the game's Scenario Rules, is used to determine whether his CLT has caused any increase in the Army Morale modifier. Each column of the Army Morale Table is headed by a "#+" figure, which is the minimum CLT value that may use that column.
23.1c If the army's CLT is less than the smallest range (leftmost) on the Army Morale Table, no change occurs to the original Army Morale modifier, and no Army Morale Check needs to be taken. If the army's CLT falls within one of the ranges, that column is used to conduct the Army Morale Check (see below). Once that column has been used once, it is not used again (exception: see 23.1d), regardless of how many Army Morale Checks occur during the game where the army's CLT falls within that column.
23.1d Only if the CLT falls within the highest (rightmost) range of the Army Morale Table is that column used every time an Army Morale Check is conducted.
23.1e The column used on the Army Morale Table can never be lower (i.e., further left) than the one used for the previous Army Morale Check, even if the army's CLT has decreased (say, due to a mass rallying of Routed units).
Example: the Army Morale Table has three columns for its CLT: 50-75, 76-99, and 100+. By the second hour of the battle, the army has lost 45 SP Routed/destroyed. Since this total is less than the 50-75 range, no check is needed. By the third hour, the loss total has risen to 55, and the player takes a check using the 50-75 range. By the fourth hour the total has risen to 70, but since the 50-75 column has already been used, no check is needed. By the fifth hour the total has risen to 110, and a check must be taken using the 100+ range, skipping the 76-99 range. At the start of every subsequent hour, the player is required to take Army Morale Checks using the 100+ column.
23.2 Army Morale Check Procedure
23.2a The player rolls one die and compares the result to the relevant Loss Column on his Army Morale Table. He then finds the number or range of numbers matching the roll. The result in the column to the left of that row shows how much the current Army Morale Modifier changes, if at all. "0" means no change occurs, and "+#" means a number that is immediately added to the player's current Army Morale Modifier. The new Army Morale Modifier is used for every Morale Check where it must be applied.
23.2b Before making the die roll, a player may spend some of his Commander-in-Chief's Command Rating to reduce the die roll result. A player may use any number of points deducted from the Command Rating, provided the Rating does not fall below 2; i.e., it is not permitted to spend so many points that the Command Rating drops to 1 or 0. Thus a Commander-in-Chief whose original Rating is "1" cannot modify the die roll on an Army Morale Check. The reduced Command Rating is used for all Initiative Die Rolls (6.1) for the rest of the hour. At the start of the next hour, the Commander-in-Chief's Rating returns to its original value. (It is recommended to mark the Commander-in-Chief with an SP marker equal to his modified Command Rating.)
23.2c The Army Morale Modifier never decreases, unless specifically stated otherwise in that game's Scenario Rules. All armies begin the game with an Army Morale Modifier of "0."
Example: in the Army Morale Check Phase, a player's CLT equals 103. Looking at the Army Morale Table, he sees that, in the 100+ column, his Army Morale Modifier increases by 10 on a roll of "9," by 5 on "6-8," and does not change on "5 or less." He can guarantee avoiding the +10 result if he spends 1 point of his Commander-in-Chief's Command Rating, which is +3, to reduce the die roll by 1. This lowers his Command Rating to +2 for the rest of the current hour. (Remember that in every Game Turn in which the Commander-in-Chief moves, his Command Rating is reduced by 2, down to 0, for the rest of that Game Turn.) The Command Rating returns to +3 at the start of the next hour.
24.0 Detachments
If specified in the game's Scenario Rules or in a scenario, a player may detach part of his army for independent action outside the Commander-in-Chief's control.
24.1 Detachment Structure
24.1a The Divisions and units that make up a Detachment are specified in the Scenario Rules. Every Detachment must include at least one Detachment Commander (usually a Wing Commander or Special Commander) and one Division. The Detachment Commander acts as the Commander-in-Chief for the Detachment he is assigned to command.
24.1b A Detachment Commander does not trace a Line of Command (LOC) from the Commander-in-Chief, since he himself is the Commander-in-Chief of his Detachment. Like a Commander-in-Chief, he traces his own LOC to other commanders in his Detachment, using the rules for a Commander-in-Chief's LOC in section 7.3. Also, like a Commander-in-Chief, a Detachment Commander is automatically "In Command" and can thus grant "In Command" status to all Divisions subordinate to him (naturally, observing the ordinary LOC rules).
24.1c As far as Divisions belonging to a Detachment are concerned, the relationship between a Division Commander and his subordinate combat units is unchanged.
24.1d Units belonging to the Main Army and units belonging to a Detachment cannot be grouped together.
24.2 Detachment Activation
24.2a Divisions and Independent units included in a Detachment cannot be activated by the Army Commander until the Detachment has rejoined the Main Army (see Rejoining below). A Detachment Commander cannot activate Divisions and Independent units belonging to the Main Army. Independent units belonging to a Detachment are still activated during the activation of a Division.
24.2b If, after a Detachment's Division has been activated, that player does not activate another Division of that Detachment during his next activation, then all remaining Divisions in that Detachment may thereafter use only Restricted Activation (6.8) for the rest of the Game Turn. Divisions of the Main Army have no such restriction and may be activated at any time.
Example: the First Detachment has three Divisions: A, B, and C. The Second Detachment has two Divisions: D and E. The Main Army consists of six more Divisions. The player activates Division A. On his next activation he would like to activate one of the Main Army's Divisions, but if he does so, Divisions B and C will be able to use only Restricted Activation for the rest of the Game Turn; he will be able to activate only the remaining Divisions of the Main Army and the Divisions of the Second Detachment. He decides to activate Division B, but on his next activation, circumstances force him to activate Division D of the Second Detachment. This means Division C will be able to use only Restricted Activation this Game Turn. Since the situation is becoming critical, he is forced to next activate one of the Main Army's Divisions, and this means Division E will also be able to use only Restricted Activation this Game Turn.
24.3 Rejoining
24.3a A Detachment may rejoin the Main Army during any Rally Phase, when the Commander-in-Chief can trace an LOC to the Detachment Commander. Rejoining is voluntary, and a player is not required to carry it out simply because an LOC exists between the two commanders.
24.3b Individual Divisions cannot transfer from the Main Army to a Detachment or vice versa, unless specifically stated otherwise in the game's Scenario Rules.
24.3c When rejoining occurs, the Detachment Commander returns to his ordinary role, and the Detachment's Divisions take their ordinary place in the army's structure.
24.3d Once a Detachment has rejoined the Main Army, it can no longer be recreated, unless specifically stated otherwise in the Scenario Rules.
Fontenoy Special Rules, Scenarios, and Historical Commentary
The Standard Rules above apply to every game in the Battles from the Age of Reason series. Everything that follows is specific to Fontenoy: special rules, historical notes, and the nine scenarios that make up the game.
1. About the Game
"There is no time to think of life; we must go and conquer." — de Saxe
1.1. A Word to Newcomers
Fontenoy is a Clash of Arms game that recreates the battles of Fontenoy and Melle, fought in 1745. If you have never played Battles from the Age of Reason (BAR) before, or are a complete newcomer, do not be intimidated by the large number of special rules. Once you have studied the Standard Rules, go directly to Scenarios 1, 2, 8, and 9. They do not require you to study all the special rules, and as you play through them, you will get hints about which sections of the special rules to pay attention to. So, to start playing, you only need to know the series' general rules and a few special rules. Scenarios 1 and 9 are especially useful if you are not very familiar with the BAR series. Scenario 1 is a single, isolated attack on a French redoubt. Scenario 9 is a hypothetical version of the Battle of Melle that, in fact, requires no special rules at all.
1.2. Authenticity
1.2a. Spelling
Wherever possible, the game uses 1745-era spelling conventions to create a sense of authenticity. This spelling is distinctive and sometimes a bit unusual — for example, "Royal Welch Fusileers" instead of the modern "Royal Welsh Fusiliers," or "Tournay" instead of the modern "Tournai." Dutch, English, and French spelling was still in flux during this period, and there were often several variant spellings of the same name.
1.2b. French Place Names
Since the battle took place in a French-speaking region, and the French were the victors, the game uses French names for geographic features. For example, the river Scheldt is given as "Escaut," Ghent as "Gand," and so on.
1.2c. English or British?
This game uses the term "English" rather than the more modern "British." This is because in 1745 it was "English" that was used in letters, diaries, and English-language publications of the time. The term "British" appears in documents relating to the battle only in reference to troops we would today call Scottish, in the phrase "North British" (for example, Royal North British Fusileers, North British Dragoons, etc.). Likewise, French sources from 1745 always use "anglais," not the more modern "britannique."
1.3. The Game Rules
Note that a complete list of all of Fontenoy's components is given on the last pages of this rulebook.
This game contains more special rules than any other game in the BAR series. This is because we are dealing with a number of unusual features: 1) four nationalities new to the series; 2) an unusual battlefield with field fortifications; 3) the conduct of war during the War of the Austrian Succession. We hope players will find the end result worth the effort. Unless stated otherwise, rule cross-references refer to the special rules set out in this booklet. The core of the Fontenoy rules is given in sections 1-4. Sections 5, 6, and 7 contain optional rules, which players may use or not as they wish. Section 8 gives a complete description of all Special Results. Section 9 gives information on terrain types. Section 10 describes the game's nine scenarios.
1.4. The Map
The game includes two maps for the Battle of Fontenoy and one small map for the Battle of Melle. The Fontenoy maps are marked North (N) and South (S). In the setup instructions, every hex number is preceded by an S or N designation, indicating which map to use. The off-map maneuver board is used in Scenario 6, to allow the Allied player to attempt a flanking maneuver, should he wish to. The Battle of Melle is played on a separate map, and no additional letter designation for hexes is used.
1.5. Counters
Unit counters have a "command band" running across the middle of the counter, which shows which commander that unit is under and simplifies initial setup. Counters also carry unique abbreviations that help identify the unit's type and role. An explanation of these designations is given on the last page of this booklet.
1.5a. Command Bands
A. Wing Commanders have a solid colored band across the middle of the counter. This same color marks every Division belonging to his Wing.
B. Divisions that are part of a Wing have a band whose center matches the Wing Commander's color, with colored edging. The edging color is unique to each Division of the Wing.
C. Independent Divisions have a gray band with colored edging. The edging color is unique to each Division.
D. Independent combat units have a solid gray band with no edging.
1.5b. Counter Abbreviations
A. All Army Commanders and Special Commanders are designated by their full (or nearly full) name.
B. Wing Commander counters carry a single-letter abbreviation.
C. Division Commanders carry two-letter abbreviations.
D. All non-artillery units carry three-letter abbreviations. If a regiment has several battalions, they are distinguished by numbers (1, 2, 3) added to the three-letter abbreviation for infantry, and letters (a, b, c) for cavalry.
1.6. Boards and Tables
Fontenoy includes tables that differ somewhat from those in other games of the series. They contain the same information as previous games, but in a somewhat different format. We hope players will find these changes make the tables easier to use. Most tables are gathered into a 16-page booklet for ease of use.
1.6a. Loss Tables
A. Players may track unit losses either using loss markers placed under their counters, or using the special loss tables. These tables contain all the data printed on the back of the counters, and using them removes the need to flip counters over. Units marked with an asterisk (*) on the loss tables are optional. An example of the information found on the loss tables can be found on the last page of this booklet. Players are free to copy the tables for personal use.
B. To use a loss table, mark the box with the highest number corresponding to each unit's losses. In addition to marking losses for each unit, every point of infantry and cavalry losses is also marked on that nationality's "Army Loss Record" table by shading in one box. For every point of artillery losses, two boxes are shaded. For a commander loss, shade in the number of boxes corresponding to that commander's loss value.
C. If losses on the "Army Loss Record" reach one of the gray-shaded boxes, the army must make an Army Morale Check on the next ":00" turn, as described in series rule 23.0. After the roll, note the time of the roll and its result next to the player's current loss level. This will help track what loss level has been reached, and what effects this has.
1.6b. Terrain Effects Table
The Terrain Effects Table (TET) differs from the tables in previous games of the series in that it includes separate cost columns for Line formation and Column formation. It also gives the maximum stacking size for each hex type (in parentheses). See rule 9.1.
1.6c. Orders of Battle
A. The Order of Battle (OOB) for each army in Fontenoy is shown on large color sheets. These OOBs show the organization of Divisions and Wings.
B. The OOB for Melle is shown on the sheets with the loss tables and turn tracks for the Melle scenarios. It is also included in the 16-page booklet of diagrams and tables. On the last page of these rules there is a "sample OOB" illustrating the Battle of Melle.
C. As an alternative to the standard flipping of leader counters when a Division has finished its movement, the OOB may be used to mark Divisions/Wings that have completed their movement. Place a "Finished" marker in the Wing Commander's box to show that Wing has already been activated; place a "Finished" marker in the Division Commander's box to show that Division has already been activated. Independent units may be marked as having finished movement either on the map or on the OOB.
1.6d. The Turn Track
The Turn Track has special spaces for each 20-minute turn. This allows reinforcements and wounded commanders to be placed in them so they appear on the correct turn. Place the "Game Turn" marker in the box for the required time, and place the "End Turn" marker on "0," since that is the position from which all scenarios begin. The "End Turn" marker replaces the "Hour" marker referred to in series rules 6.1c and 6.7a. The Turn Track also shows the End-of-Turn Number for the current scenario. Remember that you must roll higher than the End-of-Turn Number to move the "End Turn" marker.
1.6e. Special Results Table
The Special Results Tables differ by nationality, even within the same army. Be sure to use the correct column for the forces you are dealing with. The Special Results Tables give brief summaries of the results. Full details of the Special Results are given in section 8 of these rules.
1.6f. Fire Combat Multiplier and Range Table
This table shows the Fire Multipliers for each unit type and every hex within firing range, as well as the minimum range for 1) Opportunity Fire, and 2) multiple artillery units firing together (see rules 12.2i and 12.8). On the same page is the Special Close Combat Results Table and a list of changes to the standard game tables in Fontenoy.
1.6g. Reformation Table
The reformation diagrams for all nationalities have been combined into a single table. Using it, simply find the diagram needed for the unit type and the desired reformation. Orient the diagram to match the unit's facing, and determine the required cost based on the unit's nationality. If units of several nationalities are grouped together, use the highest cost for the reformation. Diagrams are given for cavalry only in 3-hex units, but the booklet explains how to use them for units occupying 1 or 2 hexes.
1.6h. Formation, Fire Arc, Zone of Control (ZOC), and Facing-Change Cost Tables
These tables show the various formations and their front, flanks, and rear. They also show the Zones of Control and fire arcs for each formation. Arrows show the permitted reformations, allowing a unit to change formation. At the bottom of the page is a diagram of facing-change costs for a unit whose formation occupies a single hex. The two diagrams on the left are used by French infantry units in one of the three formations shown there. All other units (including French infantry in other formations) use the diagrams on the right.
1.6i. Morale and Disorder Check Table
The standard BAR morale and disorder check is described in the series rules. The Morale and Disorder Check Tables used in Fontenoy are included in the 16-page booklet after the Special Results Tables. They account for all the Fontenoy-specific rule features. The Special Results Tables contain commentary on the results. A detailed description of the Special Morale and Disorder Check Results is found in section 8.3.
2. Basic Special Rules
"Nephew, we must embrace before the battle. We may not see one another again." — Noailles to Grammont
2.1. Flexible Divisions
The game includes three special Divisions that combine the characteristics of ordinary Divisions and Independent units. They are called "Flexible Commands." The rules for these Divisions (for both armies) are the same. The Flexible Divisions are: 1) the Allied Reserve Command under Moltke, 2) the French Arquebusiers de Grassin (at Tournay), and 3) d'Herouville's Grenadiers Royaux. All these Divisions are Independent — they do not belong to any Wing. Any combat units of these Divisions may be activated together with their respective commanders, just as in ordinary Divisions. Any unit of these Divisions may also be activated as an Independent unit. No more than two units of a Flexible Division may be activated as Independent units together with any other Division; the other units of the Flexible Division may be activated together with the activation of other Divisions in that same Game Turn. Any Special Results are forbidden; any unit of a Flexible Division may be activated only once per turn — either as part of the Division or as a separate unit. Manage the commanders of Flexible Divisions as ordinary commanders in every respect, including Attachment of units.
The French units of this type were specially trained so they could be used either together or separately. The Allied Flexible Division was formed specifically for this occasion, and its units at Fontenoy were located in different places.
2.2. Army Retreat
In the scenarios recreating the whole battle (4, 5, 6, and 7), victory is determined by which side is first to declare a Retreat. If the players are not using optional rule 5.4, declaring a Retreat ends the game, since that army must abandon the battlefield and is generally incapable of further offensive action. An Army Retreat is declared under the following conditions:
2.2a. Retreat due to Army Morale.
If, as a result of Army Morale Check die rolls, the French army's morale reaches +30, the French must immediately declare a Retreat. If the Anglo-Hanoverian army's morale reaches +30 or higher, OR if the sum of the morale figures (see rule 4.3) of both Allied armies reaches +40 or higher, the Allies must immediately declare a Retreat.
2.2b. Retreat due to a Triggering Event
This rule provides for an automatic Retreat as a result of certain events occurring on the battlefield: the threatened capture of the French Bridgehead (3.9b), the capture of the Allied supply train (4.4), and a successful sortie from Tournay (6.6c). In these cases, the army has not lost the ability to fight, but strategic circumstances force it to retreat.
2.3. Modified Turn Sequence
Fontenoy adds four new steps to the Army Morale Check Phase. These changes must be used every turn. For convenience, these changes are noted on the turn counter.
A. Army Morale Check Phase [modified]
- Check for Lowendahl's arrival, or entry die roll (3.8).
- Tournay Activation. Optional (6.6).
- Tournay Check (":00" turns). Optional (6.6).
- Army Morale Check (on ":00" turns, as described in the series rules).
- Declaration of Army Retreat (2.2 and 5.4).
2.4. Tactical Doctrine in the 1740s
2.4a. Attack Column
No units may use Attack Column. This kind of formation only came into use in the 1750s, and was not yet employed at Fontenoy. Ignore any mentions of Attack Column on the Disorder and Morale Check Tables; they are mentioned there only for use in other games of the BAR series.
2.4b. Conducting Fire
For the armies at Fontenoy, their fire doctrine was such that they did not use musket fire at what the BAR rules call "2-hex range." The following rules reflect this tactical doctrine and explain the exceptions.
A. No infantry units may fire at 2-hex range, except in the cases listed below.
B. All skirmishers may fire at 2 or 3 hexes, as shown on the "Fire Combat Multiples and Range Chart."
C. English (and only English) infantry may fire at 2 hexes at all targets, due to the presence of battalion guns in their regiments. (See optional rule 7.5.)
D. French infantry units in redoubts, walled farm enclosures, or behind field fortifications may fire at 2 hexes. The corresponding multiplier on the table is enclosed in parentheses, as a reminder of this restriction. These units use "free fire."
E. This doctrine means players may want to distribute their artillery along the whole battle line, in order to use Opportunity Fire or long-range fire. (Hmm — that is exactly what the armies did in the actual battle!)
2.5. Commander Loss
2.5a. Leader Replacement Counters
A. Some high-ranking commanders cannot be replaced at all, or have strictly specified replacements. These special situations are described elsewhere in the rules. However, for most Wing and Division Commanders, replacement counters are used in the event of their being wounded or killed. Fontenoy includes 20 French, 10 Dutch, and 10 English/Hanoverian replacement counters. The French and Dutch counters are used in the obvious way, and the counters bearing the English flag are used to replace both English and Hanoverian commanders. Randomly draw a replacement counter of the appropriate nationality and use it until the original commander returns to play (if he ever does), as described in series rule 21.5. The replacement counters carry two Command Distance figures. The smaller number is used if the counter replaces a Division Commander, and the larger if it replaces a Wing Commander. Also note that the names on the counters are fictional and are used to create the necessary atmosphere — which they do far better than "Leader B" or "Leader G"!
B. As an alternative, players may use the standard BAR black-and-white commander replacement counters (marked with the symbols A or B). To determine whether a given leader uses an A or B marker, consult the Loss Charts, which give the information on which counter to use in the event of that commander's loss. Once the appropriate counter has been drawn, apply the modifiers shown on it to the replaced commander's ratings. The EM figure modifies the commander's Efficiency Rating (it cannot become greater than 0). The IR figure modifies the original commander's Initiative Rating (it cannot become less than 0). The CM figure modifies the Close Combat Modifier (it cannot become less than 0). Having noted these changes somewhere convenient, either return the replacement counter to the rest of the counters, or use it together with the original commander as a reminder of the changes.
2.5b. Army Morale Reduction
Every commander has a figure showing the effect his death has on army morale. This figure can be found on the Loss Charts. If a commander is killed, shade in the corresponding number of boxes on the Army Morale Loss Track. If the commander killed is a replacement for a previously lost commander, use the original leader's figure minus 2. This rule gives players a reason to target commanders who have appeared as replacements.
2.6. Commanders and Divisions
2.6a. Special Commanders
If a Special Commander has the capabilities of an Army or Wing Commander, trace his Line of Command (LOC) according to series rule 7.3b. Otherwise, treat his LOC as that of a Division Commander.
2.6b. Wing Commanders and Attachment
When a Wing is activated and its French or English (only these nationalities) Wing Commander is grouped with a Division Commander from another Wing, or one who is Independent, that Division may be activated together with the Wing as part of the Wing's activation. Only one Division may be attached to a Wing in this way during an activation. In the Allied army, English Wing Commanders may attach only English or Hanoverian Divisions in this way.
The composition of the Wings in Fontenoy is based on solid historical fact. However, this rule is needed to emphasize the fluidity of Wing structure and of individual Divisions. There were many instances of Wing Commanders directing troops outside their own Wing. This rule recreates that aspect of the battle.
2.7. Cavalry Commanders
Commanders grouped with pursuing cavalry affect the die roll that determines the number of Pursuit Points. If the commander is the Division Commander for any unit of the group, or is a Wing/Army Commander, or is a Special Commander, add +1 to the Pursuit Points die roll. This modifier is added before the halving required if Disordered units are present. Such commanders also affect a Disordered unit's rally attempt (F).
2.8. Cavalry in Difficult Terrain
In 1745, the woods in this area (especially the Bois de Barry and the Bois de Breuze) were quite difficult terrain. In addition, movement through the Bois de Barry was made even more difficult by the efforts of French engineers and dragoons. Likewise, the "villages" were not merely groups of buildings, but had numerous hedges, stone walls, and farms that could be used as small fortresses. The town (Antoin) had a great many blocks with narrow streets and little room to maneuver. Given the nature of these kinds of terrain in this part of Flanders, the following rules must be added to reflect their effect on cavalry actions.
2.8a. Special Cavalry Movement (SCM)
The Terrain Effects Table gives the SCM cost (see series rule 11.10) for all kinds of terrain. This cost applies to Cavalry Charges, Pursuit, and Free Movement. Note that some kinds of terrain effectively make it impossible to charge through them, i.e. a unit must be adjacent to the attacker.
2.8b. Close Combat
Cavalry engaged in Close Combat in a wood, village, or town gets no morale or Combat Rating (CR) benefit while there. In addition, any cavalry defending in that kind of terrain, or cavalry attacking a unit in that kind of terrain, does not get the +1 or +2 cavalry bonus to its Combat Rating, or the terrain bonus to CR.
2.8c. Close Combat Restrictions
Cavalry cannot engage in Close Combat with, or attack, units in hexes with walled farm enclosures, or units in redoubts, and cannot engage in Close Combat or attack across abatis or fieldworks along hexsides. Cavalry units ignore these hexes for Close Combat purposes, though such hexes may still affect a Close Combat cavalry becomes involved in due to Defensive Fire, Enfilading fire, etc. (See also rule 3.5a F.) If cavalry units attack across an open hex of a redoubt, use the other terrain type to determine the cost of the attack, but the attacking unit must take a Disorder Check (A).
2.8d. Cavalry versus Skirmishers
The same terrain features that make it awkward for cavalry give an advantage to skirmishers. If skirmishers are defending in a wood, town, or village, they may retreat before a cavalry attack just as they would before an infantry attack.
2.9. General Order
Certain kinds of terrain require cavalry and/or artillery to be in General Order. When this happens, follow the ordinary General Order rules for changing formation, firing, moving, etc. Cavalry (of all types) in General Order cannot attack. General Order markers are included in the counter set for use as needed. French units in a walled farm enclosure, a redoubt, or town hexes do not use the standard -1 modifier to their fire multiplier and the +5 Morale Check modifier, even though they are in General Order.
2.10. Sunken Roads
The Fontenoy battlefield has many sunken roads. Sunken roads are a considerable challenge in hex-grid games, since they represent a significant obstacle for units trying to cross them. These rules are a highly simplified version of sunken-road hex rules. For more realistic play on this kind of terrain, use optional rule 5.5.
2.10a. Road Movement
Road Movement (see series rule 11.2c) along a sunken road works normally. This includes the standard Disorder Check (A) when moving from a road hex to a non-road hex.
2.10b. Off-Road Movement
Any unit entering a sunken-road hex without using Road Movement pays the full cost of the sunken-road hex, as shown on the Terrain Effects Table (TET). Such movement may trigger a Disorder Check (A) under the ordinary BAR series rules.
2.10c. Combat Effects
Any unit in a sunken-road hex gets combat effects, or pays SCM cost, as shown on the TET. The Morale Check modifier is -10 for skirmishers, -5 for all other unit types.
2.11. Artillery's Ability to Move By Hand
French 8-pounder, 12-pounder, and 16-pounder guns are not marked with the by-hand movement symbol. They are therefore incapable of that kind of movement. To move, they must be Limbered. Allied 6-pounder and 4-pounder guns are marked with a "P" (prolonge) symbol. They may be moved by hand during their Movement Segment (per series rule 11.6), provided they did not fire during their Fire Combat Segment. Allied 3-pounder guns and howitzers are marked with an "FP" symbol. This means they can both fire and move by hand in the same activation. French 4-pounder "Swedish" guns are marked with an "FP2" symbol (see rule 3.7).
2.12. An Initiative Roll of "00" — Army Morale
Every time the players roll "00" on an Initiative roll, instead of ignoring the roll, use the following rule. All armies immediately carry out an Army Morale Check, based on their current loss level. The Army Commander may modify this Army Morale Check, just as an ordinary Army Morale Check, using his Command Rating, but the points he uses will be deducted from his Initiative rolls for the rest of the turns until the end of the hour (until the next ":00" turn). He cannot use Command Rating points that have already been used this hour. This Army Morale Check must be carried out even if a check has already been made for the current loss level. If no such check has yet occurred, this check is considered to "use up" the roll for that army's loss level. This rule is used in addition to the ordinary hourly Army Morale Checks, but may be applied only once per turn; all other rolls of "00" in that turn are ignored.
3. Special Rules for the French Army
"Service to the King is dearer to me than life." — Lutteaux
3.1. Characteristics of French Units
3.1a. Unit Types
The French army has the following unit types:
Infantry: infantry (Infanterie), guards (Gardes), militia (Milice), grenadiers (Grenadiers), dismounted dragoons (Dragons demontes).
Cavalry: cavalry, cuirassiers, dragoons, Guard cavalry (Garde Cavalerie).
Light Cavalry: light dragoons (Dragons legers), hussars (Hussards), lancers (Uhlans).
Skirmishers: light infantry (Fantassins).
Artillery: "Swedish-type" 4-pounders (pieces suedoises), 4-pounders, 8-pounders, 12-pounders, 16-pounders.
3.1b. Infantry
French infantry uses the 4-rank formation given in the corresponding column of the Infantry Line Formation Strength Point Chart.
3.1c. Cavalry
French cavalry has a Cavalry Charge Range of 3 hexes. It may retreat if infantry attempts to force Close Combat on it. Light Cavalry has a Cavalry Charge Range of 2 hexes. It may retreat if any unit other than Light Cavalry attempts to force Close Combat on it. Unless specifically stated otherwise, all references to "cavalry" also apply to Light Cavalry.
3.1d. Skirmishers
Skirmishers may retreat if infantry attempts to force Close Combat on them, and if cavalry attempts to force Close Combat on them in a wood, town, or village. Note that French skirmishers have a firing range of 3 hexes (including for Opportunity Fire).
3.2. Foreign Units in French Service
3.2a. National Origin of Units
Besides Frenchmen, several other nationalities are represented in the French army. Nationalities are marked by different fleur-de-lis colors on the front and back of the counter: Corsicans (white), Croats (purple), French (gold), Germans (black), Irish (green), Scots (blue), Swiss (red). In many cases, the actual national composition of foreign units departed from the official designation. The distinction in nationality matters only for rules 3.2b and 6.7; in all other cases these units are all considered "French."
3.2b. The Wild Geese
All Irish and Scottish units get +1 to their Combat Rating (CR) in Close Combat against Hanoverian or English troops.
3.3. Special Commanders
3.3a. Louis XV
Louis XV cannot be moved from the hex he occupies at the start of the game, and does not command any units. The rules relating to him are given more fully in rule 6.9.
3.3b. Marechal de Saxe
De Saxe is the French Army Commander. He has a Command Rating of +5 and a Wing Activation Number (WAN) of 5. If de Saxe moves, his Command Rating is not reduced by 2; that part of series rule 6.1b does not apply to him. De Saxe's Command Rating is reduced only if he uses it to influence an Army Morale Check. If de Saxe becomes hors de combat, the order of replacement is as follows:
- Noailles: Command Rating +3, WAN 6.
- Lutteaux: Command Rating +4, WAN 7. (If Lutteaux becomes Army Commander, draw a replacement commander counter to use as the new Wing Commander.)
- Any Lieutenant General: Command Rating +2, WAN 8. (Draw a replacement commander counter to use as the new Army Commander.)
(This order of replacement is given on the turn counter as a reminder.)
De Saxe's performance at Fontenoy has gone largely unremarked by military history. Suffering terribly from dropsy, he never lost his presence of mind or control of the battle; he was like a whirlwind. Even illness proved no obstacle, thanks to his superhuman force of will.
3.3c. Marechal de Noailles
Noailles must remain in the same hex as the King, unless he becomes Army Commander or the Allied army breaches the French Perimeter (see optional rule 6.8). If either of these occurs, he gains the ability to move freely. If the King is captured together with Noailles, treat Noailles according to the standard series rules. Noailles is de Saxe's successor if de Saxe is wounded or killed.
3.3d. MDC du Brocard
A. Du Brocard was an outstanding commander of French artillery and was killed at Fontenoy. When activated, he may affect the fire of any artillery units within 1 hex of his Command Distance. He may combine the fire of any such artillery groups against any target at any range.
B. When determining the results of artillery fire (including Defensive Fire) affected by du Brocard, shift the result 1 column to the right.
C. If he is activated and uses his abilities in the Fire Combat Segment, he cannot move during the Movement Segment of that activation. If he is activated and moves, he cannot later that turn use his artillery fire bonus, except for Defensive Fire.
D. If he uses his Initiative, he may place "In Command" any artillery within his command range. If he fails his Initiative roll, Independent artillery units may still make their own Initiative rolls.
E. Du Brocard's ability to affect artillery fire does not depend on his own Command status or on a failed Initiative roll.
F. Du Brocard does not grant the Pursuit bonus provided by rule 2.7.
3.3e. ADC duc de Richelieu
Richelieu was aide-de-camp to the King (among his many other duties!). Richelieu must remain in the same hex as the King, unless the Allies breach the French Perimeter (see optional rule 6.8). If this happens, he gains the ability to move freely. Once he has this ability, he may be activated like any Special Commander (to move or attach units), or he may be activated independently as a Division Commander. If activated in this latter capacity, he may activate and place "In Command" up to five ANY previously-unactivated units within his Command Distance (Regimental Integrity is NOT considered). They then move and fight in his activation. If the King is captured together with Richelieu, treat Richelieu according to the ordinary series rules.
3.3f. Count Lowendahl
Lowendahl begins most scenarios off-map as a Detachment Leader (see Fontenoy rule 3.8 and series rule 24). If he is not used as a Detachment Leader, he becomes a "Super Command Leader." In that role, he functions as an ordinary Division Commander, but, once activated, he may activate any two Divisions within his Command Distance. This counts as an ordinary activation, not a Wing Activation. There is no replacement commander for Lowendahl.
3.3g. French Wing Commanders
The division of the French army into Wings at Fontenoy was highly fluid. Accurately recreating this situation would require an enormous number of special rules, which would make the game excessively complex. The Wing division given in the game corresponds to the command structure that held for the longest stretch of time. Rules 2.6b and 3.4 help recreate this fluidity of command structure.
3.4. French Cavalry Wings
3.4a. Any French Cavalry Division Commander holding the rank of Lieutenant General may be used as a Wing Commander. (Commanders being used as replacements cannot be used in this capacity.) He may activate up to three cavalry Divisions (one of which must be the one he directly commands) as a Wing Activation. When rolling for a Wing Activation, simply specify which commander will fill the role of Wing Commander and which Divisions will be activated as part of his Wing.
3.4b. All the ordinary rules governing Wing Activation and the Wing Commander apply, with the following exception: if a commander is chosen to act as Wing Commander when determining Initiative, but the Wing's Initiative roll turns out to be a failure, the Wing Activation is considered to have failed, and only the Division he directly commands is activated. In addition, the activated Division Commander is considered "Out of Command" and is subject to the restrictions of rule 7.6b.
3.4c. LG Langeron, who is a Wing Commander, may likewise activate a third Division together with the two Divisions of his own Wing during a Wing Activation.
Most French cavalry Divisions are Independent and have no Wing Commander. However, they were drawn up in line and coordinated their movement and attacks in a way that normally presupposes a Wing Commander. It was very tempting to artificially assign Wing Commanders to the cavalry Divisions, but that would have been too unhistorical. This rule is intended to recreate the ability of cavalry Divisions to act jointly without adding artificial commanders.
3.5. Field Fortifications
The rules below should not be taken as describing redoubts/fortifications in other games of the BAR series. They are specifically designed to show the peculiarities of the field fortifications on the Fontenoy battlefield.
3.5a. Redoubts
A. The French have five redoubts (see also optional rule 6.2). They come in two sizes: small and large. If the counter shows an "S" symbol, it is a small redoubt; if "L," it is large. A small redoubt can hold up to 8 SP of infantry and 2 SP of artillery. A large redoubt can hold up to 12 SP of infantry and 2 SP of artillery. Neither cavalry nor skirmishers may be inside a redoubt, but they may be in the hex with a redoubt (see rule B below). Zones of Control (ZOC) extend from a redoubt.
B. When units enter a hex with a redoubt, they are not required to enter the redoubt itself. If they are in the hex but not in the redoubt, the redoubt marker is placed under the counters. If units are inside the redoubt, the redoubt marker is placed on top of them. Units inside and outside the redoubt cannot both occupy the same redoubt hex at the same time: only one of these options may be chosen. However, units may pass through a redoubt hex that already contains units. Such movement requires no extra cost, but the redoubt is treated as a terrain feature that requires Disorder Checks, as covered in series rule 8.7. Any infantry or artillery unit may declare that it is entering the redoubt as soon as it enters the redoubt hex. Such movement requires no extra cost, but the unit must adopt General Order and take a Disorder Check (A) at the end of its movement. If a unit is in a redoubt hex but not inside the redoubt, it ignores the redoubt for all combat purposes.
C. All units inside a redoubt are in General Order, with the following special features: 1) French units do not get the -1 modifier to their Fire Multiplier; 2) French units do not get the +5 modifier to their Efficiency Rating (ER) on a Morale Check; 3) for infantry, all six adjacent hexes are considered frontal, and their Zone of Control extends into all of them. Artillery in a redoubt follows the ordinary rules for facing of units in General Order, including having flank hexes, if it is alone in the redoubt. If artillery in a redoubt changes facing, it does not take a Disorder Check.
D. A maximum of three SP may fire through each hexside (as with General Order) or at any target, but apart from this restriction and the restriction on artillery facing (see item C), units in a redoubt may fire as they please. In other words, they are free of Square-like restrictions and may fire at multiple targets. Infantry and artillery in a redoubt may combine fire of any kind (not only when conducting Defensive Fire). However, they are not required to.
Example: 7 SP of infantry and 2 SP of artillery, in the same Fire Combat phase, fire 3 SP through one hexside, another 3 SP through another hexside, and combine the fire of 2 SP of artillery and 1 SP of infantry through a third hexside.
See also the redoubt diagram on the Formation, Fire Arc, and Zone of Control tables.
E. French units in a redoubt multiply their total fire strength by 1.5 (rounded). All the usual defense modifiers apply to units inside a redoubt. If Allied units capture a redoubt, they get all its benefits except for the fire-strength increase noted in this item.
F. Cavalry cannot attack or engage in Close Combat with units inside a redoubt. Attacking cavalry in a Zone of Control may trigger Opportunity Fire/Defensive Fire from the redoubt, but it may ignore the redoubt when conducting Close Combat. It may attack units that are in a redoubt hex but are not inside the redoubt.
3.5b. Field Fortifications
A. Field fortifications come in two kinds: major and minor. They run along hexsides and have a frontal side and a rear side. A Zone of Control extends from field fortifications. As a terrain effect, field fortifications trigger a Disorder Check.
B. Units attacking across the frontal side of a field fortification reduce their Combat Rating according to the Terrain Effects Table; those attacking across the rear side suffer no such reduction. Cavalry cannot attack units behind field fortifications (see rule 2.8c).
C. For the defending side to benefit from field fortifications, all attacking enemy units (in Fire or Close Combat) must attack across the frontal side of the field fortifications.
D. Units firing from the front side of field fortifications, and through the front, reduce their fire strength as shown on the Terrain Effects Table (rounded); units firing from and through the rear side suffer no negative effect.
E. If a defending unit is in Line, Skirmish, or is unlimbered artillery, positioned in front of the rear side of field fortifications that run along two sides of its hex (i.e. it is behind the field fortifications), then ALL hexes adjacent to the field fortifications are considered frontal for it.
F. French units firing from behind field fortifications multiply their total Fire Strength by 1.5 (rounded).
G. French artillery units that are in adjacent hexes and firing from behind field fortifications may combine their fire against any target beyond the usual 3-hex short range.
3.5c. Artillery Position
Hex S1012 was the position of the 16-pounder guns that were to prevent Allied attacks on Antoin. French artillery in hex S1012 may freely fire at any target over any kind of terrain or unit, unless the potentially blocking terrain/unit on the line of fire is adjacent to the target. Artillery in hex S1012 firing over terrain features and/or units is not subject to the halving of Fire Multipliers described in series rule 12.6d. Also note that this hex is behind minor field fortifications, and artillery there gets ALL the benefits of being behind field fortifications.
Fire from the artillery positioned there helped stop the Dutch advance on Antoin. In game terms, the Dutch suffered about 10 SP of losses (from artillery fire) without inflicting a single casualty on anyone in Antoin.
3.5d. The Large Redoubt's Dead Zone
In the main battle scenarios, the French have large redoubts in hexes S4405 and N4633, which are connected by an abatis. Due to the limitations of the hex grid, it may appear that the abatis blocks Line of Sight for the redoubts. This is not the case. Both redoubts have a clear Line of Sight into the area east of the abatis.
3.5e. Walled Farm Enclosures
French units in walled farm enclosures do not apply the standard -1 modifier to their Fire Multiplier or the +5 modifier to their Morale Check, even though they are in General Order. Such units also have a firing range of 2 hexes, and they multiply their total Fire Strength by 1.5 (rounded).
3.6. Barricades
In scenarios 4, 5, and 6, the French player begins the game with six barricade markers. He may place them at will in any road hexes in the Bois de Barry. No units (of any nationality) may enter or pass through a barricade hex using Road Movement. To remove a barricade, a player must have a unit in that hex spend all its movement points in the hex, and that unit becomes Disordered. Remove the barricade marker and place a Disorder marker on the unit that removed the barricade. (Under the series rules, skirmishers can never become Disordered, so skirmisher units are not Disordered in this case either.) Any non-skirmisher unit in a barricade hex has a Fire Defense Value of 5 against any Fire Combat directed at it (this recreates the chaos caused by the barricade).
3.7. 4-Pounder Guns a la Suedoise
3.7a. Movement
Artillery marked "4 LB S" represents the light 4-pounder pieces suedoises, of the "Swedish type." These units may fire and then move by hand 2 hexes in the same activation. This is indicated by the "FP2" marking on the back of their counters. When moving by hand, every hex of open terrain (and only open terrain) costs 1 "by-hand movement point," and crossing a hexside costs whatever it would normally cost artillery. Every hex of difficult terrain (of any kind) costs 2 "by-hand movement points." A facing change (of any degree) costs 1 "by-hand movement point." Being "Out of Command" does not affect the ability to move by hand, but if the unit is Disordered, it may move only 1 hex or change facing within its own hex.
3.7b. Retreat Before Close Combat
When such artillery is attacked by infantry, it may attempt to retreat. It cannot attempt this if it is Disordered or grouped with any units of any type other than other "Swedish-type" artillery. If the unit is entitled to retreat, a Morale Check (D) is taken BEFORE the retreat, and if the check fails, the unit cannot retreat, becomes Shaken, and must engage in Close Combat.
3.8. Lowendahl's Detachment
Lowendahl's Detachment is a French reserve force positioned out of sight of the advancing Allied troops: it was north of the North map. In scenarios 4, 5, and 6, it enters as reinforcements under certain conditions, though the timing of its entry is uncertain.
3.8a. Composition
In addition to the Wings and Divisions listed for Lowendahl on the Order of Battle, his Detachment also contains the following units: EGD a, EGD b, 4 LB S *8, 4 LB S *9. Infantry battalions 1 LOW and 2 LOW are at Tournay, even though they are part of Brigadier Duras's Division (and thus technically under Lowendahl's command). Do NOT use cavalry unit TAI b if you are using optional rule 6.3d. On the Order of Battle, Lowendahl's entire Wing and its Divisions are marked with the symbol [W].
3.8b. Scenarios 1, 2, 8, and 9
In these scenarios, Lowendahl's Detachment is not used.
3.8c. Scenarios 3 and 7
In Scenario 3, only Lowendahl himself is used. In Scenario 7, his Detachment is used. See the specific scenario descriptions for details.
3.8d. Scenarios 4, 5, 6
A. In scenarios 4, 5, and 6, Lowendahl's Detachment enters the game only when one of the following events occurs: 1) any Allied units exit the north side of the Bois de Barry; 2) turn 12:00 is reached (this is noted on the turn counter); 3) in scenario 6, if any units enter the North map from areas X, Y, or Z; or 4) if, at the start of any turn, the Allies have breached the French Perimeter (see optional rule 6.8). When the Detachment enters the game, Lowendahl himself may be activated to enter the map (through hex N1801) in that same turn, but he is then no longer treated as a Detachment Leader; instead, rule 3.3f is used. Or he may remain with his Detachment, in which case he continues in the game as a Detachment Leader. This decision must be made in the same turn the Detachment enters the game.
B. Even once the Detachment "enters the game," the exact timing of Lowendahl's Detachment physically appearing on the map is variable. On the turn counter, place a loss marker "9" on the turn one hour after the turn the Detachment enters the game, a loss marker "8" on the turn 1:20 after the Detachment enters the game, a loss marker "7" on the turn 1:40 after, and so on down to marker "1" at 3:40. At the start of every turn so marked, during the Army Morale Check Phase (see rule 2.3), the French player rolls a die to determine whether Lowendahl's Detachment can appear on the map this turn. If the result rolled is equal to or greater than the number on that turn's marker, the Detachment may be activated and may appear on the map this turn. Only one roll is made per turn. On the first successful roll, all the cavalry Divisions and units of the Detachment appear on the map. On the second successful roll, the infantry Divisions and artillery appear on the map.
Example: the Detachment enters the game during turn 10:40, after the Allies breach the French Perimeter. Marker "9" is placed on turn 11:40, "8" on 12:00, "7" on 12:20, and so on. At the start of turn 11:40, the French player rolls a 7, and the Detachment does not appear on the map, since 7 is less than the required 9. On turn 12:00 he rolls a 9, which is higher than the required 8, and Lowendahl's cavalry appears on the map. On turn 12:20 he rolls a 4 against a required 7 or higher. On turn 12:40 he rolls a 1 against a required 6 or higher. At 1:00 he rolls a 5, and that is exactly what he needed: the infantry and artillery will appear on the map on that very turn.
C. The Detachment's entry into the game (under rule A) requires no activation: it occurs automatically. However, an activation or activations are needed for the units that actually enter the map (under rule B). If Lowendahl is still commanding the Detachment, he may enter the map with any of his units. All units appear on the map in Road Column via the main road hex N1801. On every turn after these units have appeared on the map, the ordinary activation rules apply to them. Under Fontenoy rule 10.0d, Detachment units are considered "In Command" for as long as they use Road Movement.
D. Activations cannot be used to move Lowendahl's Detachment units before they have been activated to appear on the map. In other words, you cannot "spend" activations on these units while they are off-map.
3.9. The French Line of Retreat and Bridgehead
3.9a. The Bridgehead
The French fortified several bridgeheads on the bank of the Escaut, to make retreat easier if the battle went badly. One of these bridgeheads is on the map, and represents an area in its northern portion, where field fortifications are built in front of the bridge over the Escaut. Units may cross the Escaut bridge only using Road Movement. If any unit comes under fire while in the bridge hex (N1421), that hex provides a Fire Defense of 5 and a +5 Morale Check modifier. Units cannot Rout across the bridge. If any unit in the bridgehead Routs, it is considered destroyed — the soldiers attempt to swim the Escaut, with predictable results. All French Divisions on the west bank of the river or in the bridgehead are always considered "In Command." No "extra" French generals are needed to command them!
3.9b. Defense of the Bridgehead
The French player must always keep at least 6 infantry and/or cavalry units in the bridgehead, plus two artillery units. At least three non-artillery units must have an unmodified Efficiency Rating (ER) of 28 or lower. If, at the start of any turn, any Allied units are in the bridgehead, the French player must declare an Army Retreat (rule 2.2). Defend the bridgehead! All the requirements of this rule (3.9b) cease to apply once the French declare an Army Retreat.
3.9c. Line of Retreat
The Line of Retreat for Routing French units, or for an Army Retreat, leads to the bridgehead or to any road exiting the west edge of the map north of the Escaut. The main road to Tournay (N1801) is also a Line of Retreat. This applies to unit Routing or to an Army Retreat (if optional rule 5.4 is used).
3.9d. Artillery West of the Escaut
Several artillery units begin scenarios 4, 5, and 6 on the west bank of the Escaut. For reasons outside the scope of the game, they cannot be moved to the east bank of the river. The scenarios may impose other restrictions on them as well.
4. Special Rules for the Allies
"I will get to Paris or eat my boots." — Cumberland
4.1. Allied Unit Types and Nationalities
The Allied army includes four nationalities: Austrians, Dutch, English, and Hanoverians. In addition, the Dutch army includes Swiss, German, and Scottish troops in Dutch service. Scottish units in the English army should not be considered foreign. In some cases, the nationality of foreign units was more nominal than real. The various nationalities have the following unit types:
4.1a. Austrians
Cavalry: dragoons (Dragoner) Light Cavalry: hussars (Husaren) Skirmishers: Compagnies Franches (skirmishers)
4.1b. Dutch
Infantry: guards (Gardes), marines (Mariniers), musketeers (Musketiere) Cavalry: dragoons (Dragonders), carabineers (Karabiniers), cavalry (Paarde) Artillery: 3-pounders (3 Lb), 6-pounders (6 Lb), howitzers
4.1c. English
Infantry: foot (Foot), foot guards (Foot Guards), fusiliers (Fusileers) Cavalry: horse (Horse), dragoons (Dragoons), grenadier guards (Grenadier Guards), horse guards (Horse Guards) Artillery: 1.5-pounders (1.5 Lb), 3-pounders (3 Lb), 6-pounders (6 Lb), howitzers
4.1d. Hanoverians
Infantry: musketeers (Musketier) Cavalry: horse (Reiter), dragoons (Dragoner), cuirassiers (Kurassier) Artillery: 3-pounders (3 Lb)
4.1e. Characteristics of Allied Units
A. All Allied infantry uses the 3-rank formation given in the corresponding column of the Infantry Line Formation Strength Point Chart.
B. Austrian cavalry has a Cavalry Charge Range of 2 hexes.
C. Dutch and English cavalry has a Cavalry Charge Range of 1 hex.
D. Hanoverian cavalry has a Cavalry Charge Range of 1 hex, but they do not get the charge bonus for traversing that hex. (See also optional rule 7.9.)
E. All Allied cavalry has the ability to retreat if threatened with Close Combat by infantry.
F. Two Austrian Light Cavalry units may retreat when threatened with Close Combat by any unit other than Light Cavalry. Unless stated otherwise in the rules, all references to "cavalry" also apply to Light Cavalry.
G. An Austrian skirmisher unit may retreat when threatened with Close Combat by infantry or cavalry in a wood or village. This applies only to skirmishers, not to their parent units.
H. Dutch and English howitzers may use series rule 12.6d.
I. Two English 6-pounder gun units cannot use Road Column. Ignore this restriction if optional rule 7.4 is used.
J. The Dutch lion is shown in different colors according to the different national origin of Dutch units: Dutch (orange), German (black), Scottish (blue), and Swiss (red). This matters only for historical atmosphere and has no effect on play.
4.2. Special Commanders
4.2a. Cumberland
Cumberland was the Allied army's Commander-in-Chief ("Captain General"). There are two counters representing Cumberland: one with a Command Distance of 6, and the other with a Command Distance of 3. The counter with Command Distance 3 is used only with optional rule 7.1. He has a Wing Activation Number (WAN) of 6. If Cumberland is lost, he is replaced by commanders in the following order:
- Konigsegg: Command Rating +2, WAN 7
- Waldeck: Command Rating +3, WAN 8
- Ligonier: Command Rating +4, WAN 8
- If Cumberland and all his replacement commanders are lost, use series rule 21.6.
(This order of succession is printed on the Turn Counter for reference.)
4.2b. Austrians
A. Count Konigsegg is a 72-year-old Austrian commander. He is also Cumberland's replacement if Cumberland is lost. If he has not yet been used as Cumberland's replacement, he may be grouped with, attached to, or activated only with Austrian units. There is no replacement commander for Konigsegg.
B. GL von Moltke commands a fairly large reserve Division. If he is lost, replace him with GM Forgach. If GM Forgach is also lost, use the "B" Anglo-Hanoverian replacement commander. GM Forgach is used directly in scenario 9, but is otherwise not employed and is used only as a replacement for von Moltke.
4.2c. Waldeck
Prince Waldeck is the Dutch Army Commander. A Line of Command may be traced from the Army Commander to Waldeck's location, to make him "In Command," and then to the other Dutch commanders, to place them "In Command." Also, if he is activated, he may activate any two Dutch Divisions within his Command Range (traced according to the Division Commander rules). This counts as an ordinary activation, not a Wing Activation. There is no replacement commander for Waldeck. If he becomes Army Commander, he loses the special capabilities described in this rule. Waldeck may extend Cumberland's Command Distance when tracing it to ANY Dutch commander (Wing, Division, or Special Commander).
4.2d. Ingoldsby
BG Ingoldsby begins scenarios 1, 4, and 5 as the commander of a Special Division. His Division in these scenarios consists of the regiments of Duroure's (DUR), Pulteney's (PUL), and Sempil's (SEM), as well as the Hanoverian regiment Boselager's (BOS) and the Austrian Bouvier & Pertuiseaux compagnies franches (BOU). These five units are marked with the symbol (I) on the Allied Order of Battle. In addition, the counters of these units carry an "I" on their band, to make it easy to track the Division. These units are treated as Ingoldsby's Division and are subject to all the Division rules. The Division may be dissolved if Ingoldsby is killed or wounded, or the player may continue using it with a replacement commander. It may also be dissolved once 10:00 is reached. In any case, the Allied player is not required to dissolve the Division if he does not wish to. If Ingoldsby's Division is dissolved, he is removed from the game (this does not cause an army morale loss, unless he was wounded or killed), and the units that formerly belonged to his Division are treated as ordinary units — they must attempt to return to their normal Divisions as soon as possible. If the Allied player decides to dissolve the Division after Ingoldsby has been killed or wounded, the effect takes place immediately after his loss. If the player decides to dissolve Ingoldsby's Division on some turn, from 10:00 AM onward, he must declare his intention, and the decision takes effect as soon as Ligonier or Cumberland is activated. In scenario 3, the Division is assumed to already be dissolved: place the units according to that scenario's instructions. In scenario 6, Ingoldsby is not used (unless you choose to use optional rule 7.3a). In scenario 6, place the units of this Special Division with their normal Divisions.
4.2e. Campbell
LG Campbell is the Commander of the English Cavalry Wing. Alas, he was killed at the very start of the battle, and, as a result, he is used only in scenarios 5 and 6. There is no replacement commander for Campbell, so if he is absent from the map, no one commands the English Cavalry Wing, and all English cavalry Divisions must be activated separately.
4.2f. van Yssel
A. Luitenant-Kolonel van Yssel commanded a large Dutch artillery battery on the hill southwest of Bourgeon. When activated, he may affect the fire of any Dutch artillery units within 1 hex of his Command Distance. He may combine the fire of any such artillery groups against any target at any range.
B. If he is activated and uses his abilities in the Fire Combat Segment, he cannot move during the Movement Segment of that activation. If he is activated and moves, he cannot later that turn use his artillery fire bonus, except for Defensive Fire.
C. If he uses his Initiative, he may place "In Command" any artillery within his Command Range. If he fails his Initiative roll, Independent artillery units may still make their own Initiative rolls.
D. Van Yssel's ability to affect artillery fire does not depend on his own Command status or on a failed Initiative roll. Van Yssel does not grant the Pursuit bonus provided by rule 2.7.
4.3. Army Morale
The Allied army has two separate Army Loss Track and Morale Result tables (one for the Dutch, and one for the rest of the Allies), and, when required, two rolls must be made for the Army Morale Check at each ":00" step. Dutch losses are recorded on their own Loss Track, and Austro-Anglo-Hanoverian losses are tracked on their own. (All losses of the two Dutch units from the reserve Division are recorded on the Dutch loss track.) Each table has its own loss levels that require additional rolls once reached. Cumberland may use his own Command Rating only to modify the Anglo-Austro-Hanoverian roll, not the Dutch roll. If Waldeck becomes Army Commander, he may affect only the Dutch roll. If Konigseck becomes Army Commander, he may affect either roll, but must choose to modify only one roll per ":00" turn. If Ligonier is in command, he may modify only the Anglo-Austro-Hanoverian roll.
4.4. The Allied Supply Train
The Allied supply train is off-map at Wasmes, roughly 25 hexes from S7028. It is guarded by 4 SP of infantry and 2 SP of cavalry. If the French player can move at least 15 SP of any type off the map via the roads at S6434 or S7028, they capture and destroy the Allied supply train. Six turns after the French have moved the required number of SP off the map, the Allied player MUST declare an Army Retreat (per rule 2.2). French units that were moved off the map cannot return: there is too much plunder! (See also optional rule 7.2.)
4.5. The Allied Line of Retreat
Allied units retreat to any road hex on the south edge of the map east of hex S5234, or to any road hex on the east edge of the map south of hex S7016. This rule applies to Routing and to an Army Retreat (subject to optional rule 5.4).
5. Main Optional Rules
"Gentlemen of the French Guard, fire." — Lord Hay
5.1. Flanking Fire
5.1a. Enfilade Fire Effects
Whenever a firing unit conducts Enfilade Fire, instead of adding 1 to the unit's Fire Multiplier, simply shift one column to the right. This effect stacks with any other modifiers and column shifts.
5.1b. Distributing Losses
Whenever an artillery unit conducts ordinary fire or an Opportunity Fire reaction, and the target is hit by Enfilade Fire, the targeted player may distribute the losses as follows: the first loss from any fire is applied to the target, but any other losses from that same fire may be transferred to any units to which the firing unit has a clear Line of Sight and which are within 2 hexes of the target. Only the unit in the target hex takes Morale and Disorder Checks, but any Morale Check is conducted as though that unit had suffered all the losses caused by the fire (even though the losses were, in fact, distributed). This Flanking Fire rule does not apply to Defensive Fire. This rule is especially useful in scenarios 3 and 4.
In the game, as a rule, whoever controls the French guns can otherwise destroy every unit with Opportunity Fire as soon as it passes by. This is neither realistic nor historical. Enfilade fire did indeed inflict heavy losses, but this was mostly from cannonballs ricocheting into other units. This rule helps avoid the excessive accuracy that guns did not actually have in 1745.
5.2. Fast-Play Fontenoy
Fontenoy involves the use of a great many Divisions and can be a very long game. The following two options are offered for those who want to play a faster game. They should be used with scenarios 7, 5, 6, and 7 [sic].
5.2a. Permanent Wing Activation
A. Ignore the Wing Activation Numbers and the rolls for Wing Activation. Instead, whenever a player has the Initiative, he activates an entire Wing instead of a Division.
B. A player cannot activate part of a Wing separately, but must activate the whole Wing. If any units of the Wing's Divisions are outside the Line of Command and not attached to any other Division, they are still activated during the Wing Activation, but series rule 7.6c applies to them.
C. If a Wing is activated with a winning Initiative roll, but the Wing Commander fails his Initiative roll, do not treat him as having completed his activation, as series rule 7.4c would require. Instead, the whole Wing is treated as "Out of Command," and series rule 7.6c applies to it.
D. All Independent Divisions (which were not originally part of any Wing) are still activated separately.
E. As applied to French cavalry Divisions, the French player may activate a "Wing" as specified in rule 3.4, or activate them as Divisions.
F. Treat a Detachment as a Wing for purposes of this rule. Thus, all units of the Detachment are activated together.
G. Special Results whose effect applies to a Division still affect only one Division.
H. When using this option, the End-of-Turn Number for scenarios 4, 5, and 6 is 9, and for scenario 7 it is 10. If this option is used together with optional rule 7.1 (The Infernal Column), subtract 1 from the End-of-Turn Number as soon as the Infernal Column's effect has been used.
Using this option will significantly speed up the movement process (although combat will still take a long time), and will also significantly reduce the number of Special Initiative Results.
5.2b. Activations on the Final Turn
During the final turn, no Initiative rolls are made and Divisions are not marked as activated. Instead, all formations move simultaneously, using Road Movement. Once all of them have moved, the turn is complete.
This eliminates unnecessary die rolls on the final turn, whose main purpose is to trigger Special Results.
5.3. Artillery Fire at Low Ratios
Any artillery unit may fire at a ratio below 1:3. The fire has no effect unless the firing artillery unit gets a Special Artillery Fire Result, which requires a shift of the ratio column to the right and/or includes a commander loss. Be aware that using this rule will significantly lengthen the game due to the many extra die rolls.
In reality, LG Campbell, LG Grammont, and MDC du Brocard used Allied/French artillery at ratios below 1:3, which is the minimum ratio under the game rules. This rule is intended for those who would like to recreate this feature of the battle.
5.4. Modified Army Retreat Rules
Some gamers may not want the game to end automatically as soon as one side declares an Army Retreat (per rule 2.2), and may prefer to play out the battle fully, including pursuit of the retreating enemy. This rule models pursuit of a retreating army, allowing the battle to continue after a Retreat is declared, and also lets a player voluntarily declare an Army Retreat to avoid unnecessary losses. Since using these rules bypasses the standard procedure for determining the winner, the players must decide for themselves who has won.
5.4a. Conditions for Retreat
When any of the conditions of rule 2.2 are met, the player must declare an Army Retreat. A player may also voluntarily declare an Army Retreat at any time (see 5.4b). Once an Army Retreat is declared, the battle does not end automatically, as rule 2.2 would require, but continues until turn 19:40.
5.4b. Declaring a Retreat
During the Army Morale Check Phase, once all Army Morale Checks have been carried out (see rule 2.3), either player may declare that his army is leaving the battlefield. The Allied player has the right to declare a Retreat first, followed by the French player. If the Army Retreat is triggered by a battlefield event, the Retreat is declared at the start of the next turn, without waiting for a ":00" turn.
5.4c. Retreat Parameters
Any activation won by the retreating player is automatically treated as a Wing Activation and results in the activation of the whole Wing. Where possible, French cavalry Divisions must be activated together as one Wing (see 3.4). Divisions that are not part of a Wing are activated normally. Independent units are also activated normally, i.e. they are activated together with the Wing or with a Division that is not part of a Wing. Activated units are not required to move, but any movement they do carry out must be directed rearward, except in the following cases: 1) if this avoids destruction; 2) if the enemy has placed his units in a position where they are especially vulnerable to attack; 3) if it is necessary to cover the Army Retreat. Once an Army Retreat has been declared, it cannot be cancelled.
5.4d. The Basic Idea of the Retreat
Players should understand the basic idea of this rule: the retreating army is leaving the battlefield. The retreating player should minimize offensive action; if he does attack, it should mainly be cavalry charges to protect the retreating units.
5.5. Expanded Sunken Road Rules
If more realism is desired for the sunken road rules, replace rule section 2.10 with the following rules:
5.5a. Road Movement
Road Movement must be carried out normally if it is a sunken road. This includes the standard Disorder Check (A) when moving from a sunken-road hex to a non-road hex.
5.5b. Off-Road Movement
If a unit moves through a sunken-road hex, but enters it without intending to cross the road or move parallel to it, it uses the cost of the other terrain type in the hex. If a unit in a sunken-road hex changes facing, add +1 to the cost of that maneuver, and, in addition, the unit must take a Disorder Check (A) at the end of its movement. If a unit changes formation, rule 8.7 is used normally (i.e. the unit must use all its MP and take a Disorder Check (A)). The exception is reforming from March Column to Road Column (or vice versa), which begins when the unit is positioned parallel to the road. The sunken-road cost given on the Terrain Effects Table is used if the unit attempts to cross the hex. None of these rules apply to skirmishers and commanders — they use the cost of the other terrain type in the hex.
5.5c. Combat Effects
Sunken-road hexes can be advantageous for Fire Combat, but are disadvantageous for Close Combat. Sunken-road hexes have a Fire Defense Value of 15 and give -10 to ER for skirmishers and -5 to ER for other units in a Morale Check. If a unit is defending in Close Combat in a sunken-road hex, its Combat Rating (CR) is reduced by 3; if a unit is attacking in Close Combat from a sunken-road hex, its Combat Rating is also reduced by 3. These morale and CR modifiers apply under the following conditions: 1) if the unit is using Road Movement; 2) if the unit is formed in Line in a sunken-road hex and at least one of its flanks is adjacent to the sunken road; 3) if it is a skirmisher unit. If none of these conditions is met, or if Fire Combat, even when one of these conditions is met, is not conducted from a hex adjacent to the sunken road (i.e. it is conducted into the flank), use the hex's other terrain type when determining results. For artillery fire beyond short range, a defender in a sunken-road hex gets the terrain bonus only if the artillery is not firing from a row of hexes that continues the "end" of the sunken road. Note that this is considerably stricter than Enfilade Fire.
The idea here is that only units within 1-3 hexes of the sunken road can be affected by it.
5.5d. Terrain Cost
Sunken-road hexes have two costs for pursuing/charging cavalry crossing such a hex. When moving parallel to the road, use the cost of the other terrain type.
6. Optional Rules for the French
"My news is that the victory is ours." — Richelieu
6.1. No Field Fortifications
If using this rule, ignore all French field fortifications (except those surrounding the bridgehead) and do not use redoubts. In addition, there is no abatis along hexsides; the black-and-gray terrain of the ruined village (such as in hexes S4315 and S4620) is treated as village, and the brown terrain of the cleared wood (such as in hex S4502) is treated as wood. The French may still use barricades. Do not use optional rule 6.8 (Perimeter Breach). This rule represents an open battle with no defensive works at all. This rule may be used in scenarios 4, 5, and 6.
When de Saxe ordered the construction of field fortifications, some French generals objected, arguing it was a disgrace to the army. They appealed to the King, but he sided with de Saxe. But Louis XV would not have been himself if he had not, on occasion, listened to what his courtiers and generals whispered to him...
6.2. A Missing Redoubt
Marechal de Saxe regretted that, through lack of foresight, he had not built another redoubt in the area where the Allies advanced. If you feel the Allies are too strong, the French are allowed to place a large redoubt within 1 hex of S4208. Any nearby troops or artillery may be used as its garrison. This rule may be used in scenarios 3, 4, 5, and 6.
6.3. Missing Cavalry
6.3a. The Gendarmes
Four companies of gendarmes did not arrive in time for May 12th. This rule assumes they did arrive in time for the start of the battle. Add unit GEN b to the game. It may enter the map as a reinforcement with unit GEN a, or be placed directly on the map together with unit GEN a. This rule may be used in scenarios 4, 5, and 6.
6.3b. The Hussars
The hussars of Beausobre and Linden were part of de Saxe's army. Linden was located near the area shown on the map, northwest of Vaulx, watching Tournay. Beausobre was north of the mapped area, at a place called Mont de Trinite. Thus, although they did not take part in the Battle of Fontenoy, they had the opportunity to do so. If you wish to recreate this, place 4 hussar units anywhere on the North map. They are all treated as Independent cavalry units. This rule may be used in scenarios 4, 5, and 6.
6.3c. De Saxe's Volunteers
De Saxe's Volontaires were light troops (light dragoons and lancers) recruited directly by Marechal de Saxe and forming part of his personal army. Their exact location during the Battle of Fontenoy is unknown, but they were nearby and may have taken part in the battle. If this rule is used, 2 Independent units may be placed anywhere behind the French lines in scenarios 4, 5, and 6.
6.3d. Taillerand
Two squadrons of the Taillerand cavalry regiment were not sent to the battle, since their horses were infected with glanders. If you would nonetheless like to see the full regiment in the battle, add unit "b / Taillerand." This rule may be used in scenarios 4, 5, and 6.
6.4. Use of Cavalry in the French Army
In 1745, it was customary in the French cavalry to deploy a number of the bravest soldiers ahead of the main body, to draw enemy fire. The purpose was to reduce losses, though the advanced cavalrymen were exposed to very great danger! This formation achieved its goal, but reduced the cavalry's strength on the charge and soon fell out of use.
When French cavalry in Close Combat attacks infantry formed in Line, or infantry formed in Square, through the frontal hexes, the following rules apply: the defenders do not get +10 to Defensive Fire against cavalry. Also, the attacking cavalry gets -1 to its CR for the "hex traversed." This -1 CR modifier is the total effect and replaces all other hex-traversed modifiers! This rule applies to all Attacks in which the French use Charge Movement.
6.5. French Dragoons
The French army was the last major army to use dragoons as mounted infantry. French dragoons fought successfully both mounted and dismounted. Normally, a scenario's initial setup specifies whether (and for how long) dragoon units begin the scenario mounted or dismounted. This rule allows players to freely use dragoons in either mode during the battle, and may be used in any scenario.
6.5a. Eligible Units
This rule may be applied to the following units: the five French dragoon units (BEF, MDC, ROD, EGD, SEP), the carabineers (CAR), and the Grassins a Cheval (GCF & GCH). BEF, MDC, and ROD begin all scenarios dismounted. SEP, EGD, and CAR always begin mounted. GCF (dismounted at Fontenoy) and GCH (mounted at Melle) are the same unit. It has two counters, since it begins the battles of Fontenoy and Melle in different modes.
6.5b. Procedure
Switching from mounted to dismounted and back is done the same way. When the unit is activated and about to change mode, ALL the unit's counters must be in one hex or adjacent to a common hex. They cannot be Disordered or Shaken, and cannot have used up all their MP or fired during the Fire Combat phase of their activation. The change of mode happens automatically, but the unit cannot move in the current activation. Simply replace the relevant counters with others representing the same units in the other mode. The new counters may be set up in any formation and may be placed in the common hex, or, for multi-hex units, in the common hex and any adjacent hexes. A change of mode cannot be carried out within Opportunity Fire or Opportunity Charge range of enemy units.
6.5c. Losses
There are no special rows on the Loss Tables for these optional units: players will need to use loss markers. When changing mode, losses must be distributed as evenly as possible among the new units. When switching from mounted to dismounted, halve (rounding) all losses when adding the new dismounted-unit counters. When switching from dismounted to mounted, double the losses when adding the new mounted-unit counters.
6.6. Tournay
This rule may be used in scenarios 4, 5, and 6.
6.6a. The French Siege
The walls of the city of Tournay are 28 hexes northwest along the main road from hex N1801. Tournay is besieged by significant French forces. French units besieging Tournay are marked with the symbol (T) on the French Order of Battle. On any turn of the game, the French player may decide to withdraw troops from Tournay to reinforce the main army. To do this, during step 2 (the Tournay Activation step) of the modified Army Morale Check Phase (see rule 2.3), any Division at Tournay and/or any needed Independent units may be designated as reinforcements. If a Division is chosen for this, all its units must be involved — it cannot be split. The Flexible Grenadier Division of MDC d'Herouville may be activated as a single Division, or its individual units may be activated separately. If units are chosen that are part of a Division already on the map, they are treated as Independent until they reach the game map; after that, they follow the ordinary rules. Activated troops besieging Tournay appear on the game map three turns (1 hour) after their activation. When the time comes for them to appear on the map, they may be activated like any other Division and/or Independent units, and enter the map as reinforcements, formed in Road Column at the western end of the main road (Major Road) leading to Tournay (N1801) — see also rule 10.0d. Units called up as reinforcements are not activated until they are activated directly to enter the map. In other words, you cannot "waste" activations on Divisions that are off-map.
6.6b. The Besieged Dutch (the Tournay Check)
There is a chance that the Dutch troops besieged at Tournay will make a sortie. During step 3 of the Army Morale Check Phase on every ":00" turn (see rule 2.3), the Allied player rolls dice to check whether the Dutch units have made a sortie. A sortie is considered to have occurred on a roll of 00. The chance of a Dutch sortie increases by +2 for every unit (commanders not included) that the French player has declared as having departed from Tournay toward Fontenoy.
Example: the French player has withdrawn from Tournay Bordeille's Division, the Septimanie mounted dragoons, and 2 militia units (7 units in all, totaling 52 SP). In this case, a Dutch sortie occurs on a roll of 00 to 14.
6.6c. The French Response
If the French player has withdrawn troops far from Tournay, and the Dutch have meanwhile made a sortie, the French player has 6 turns to respond to the threat. If he fails to do so, the Dutch are considered to have lifted the siege of Tournay, and the French player must declare an Army Retreat (see rule 2.2) at the start of the next turn. To respond to the sortie, the French player must remove from the map at least as many SP as were originally withdrawn from Tournay. The type of SP does not matter, only the total number. Routed units cannot be used, but otherwise the units' condition does not matter. Within the allotted time, the required units must cross the west edge of the map north of the Escaut, or travel along the main road leading to Tournay (N1801). Units that are moving away from Tournay (i.e. still on the reinforcement track) may be used to neutralize the sortie immediately. If a Dutch sortie occurs (even if it ultimately fails), no French units may be withdrawn from Tournay for the rest of the game.
Example: suppose that, in the situation described in the example under rule 6.6b, the Allied player rolls a 12 (which falls within the required range); the French player must remove at least 52 SP from the map.
6.7. Furia Francese
French (and only French) troops that are defending in Close Combat in open terrain, marsh, mud, or broken terrain, and are not behind field fortifications, a slope, or a water obstacle, receive an unfavorable +5 modifier to their ER for all Morale Checks B and G (those relating to Close Combat). This modifier does not apply to non-French units in the French army, nor does it apply to ANY units of the French army that are attacking in Close Combat or defending in a redoubt. French cavalry carrying out a Countercharge or a Cavalry Reaction (Opportunity Charge) does not receive this modifier.
Although the term "furia francese" came into use long after Fontenoy, it had been accepted since medieval times that French troops performed best when attacking. They also had a reputation for fighting well in unfavorable terrain. On the other hand, the English were not afraid to attack the French in open terrain, confident they would always come out on top in such a situation. Marechal de Saxe took this as a given and planned the battle accordingly. This emphasis on attack, which became part of the French army's image, would go on to influence military doctrine, with catastrophic results during the First World War.
6.8. Perimeter Breach
One of the difficulties in defending field fortifications is that, once breached, it has a strong negative effect on the defenders' morale. This happened at Fontenoy too, and it was only after considerable effort that de Saxe managed to overcome the resulting panic.
6.8a. The Perimeter
If a significant number of Allied troops manage to break through the French defensive Perimeter, this can have a negative effect on the French army. The French defensive Perimeter is an imaginary line running from the defensive works around Antoin along the sunken road, through the three small redoubts to the fortifications near Fontenoy, then along the sunken road to the two large redoubts, north of the redoubt at N4633 to the field fortifications at N4512, and from there to the field fortifications at N3609, at the Chateau de Bourquembray, and in a straight line north off the map.
6.8b. Conditions
To have an effect on the French army, at least 10 Allied infantry or cavalry units must cross the French Perimeter and be clearly on the far side of it. If these units are still fighting right up against the perimeter line, or if the penetration is not clear-cut, do not apply the modifier from 6.8c.
6.8c. Effects
If the required number of Allied units has broken through the perimeter, the French conduct any Army Morale Checks (including any checks for Louis XV, see rule 6.9) with a +2 modifier. Marechal de Saxe may, of course, apply his Command Rating (per series rule 23.2c) to counter this modifier. The modifier is used for as long as the Allies meet the condition. If the condition is no longer met, do not apply the modifier, although all the damage already done to army morale remains in effect.
6.8d. Cavalry Wings
At the start of any turn, if the French Perimeter has been breached, the French player cannot carry out a Cavalry Wing Activation, as otherwise provided for by rule 3.4.
6.9. Louis XV
Louis XV (like the Bourbon monarchy) occupied a position with no equivalent among the kingdoms of Western Europe. His presence on the Fontenoy battlefield created difficulties for de Saxe, but at the same time Louis XV inspired the troops. He was NOT a "soldier-king," so a number of restrictions apply that prevent him being used as one. Once he has appeared on the battlefield, he cannot retreat, since this would affect the army's morale. But he was in danger, and Cumberland boasted that he could capture him. This puts the French player in the same predicament de Saxe faced: should the King stay or go? The place where he was stationed also became a rallying point for broken units.
6.9a. Command Distance and Effects
Louis XV behaves differently from other commanders. He is a Special Commander, and his Command Distance is 5 hexes, but it cannot be used to activate units. Any unit within 5 hexes of him, to which he can trace a Line of Sight, gets the ER (-5) and CR (+1) bonuses shown on the back of the Louis XV counter. (For this purpose, every point of Command Distance is treated as one hex.) As in other cases, units within his Command Distance are treated as having "In Command" status: they know what to do!
6.9b. Movement
Louis XV may move freely between N3527 and N3630 with no penalty. Any movement by Louis XV outside these hexes may have a negative effect on French army morale. Movement outside these hexes may be used only to approach the French Bridgehead on the bank of the Escaut, or to cross the Escaut. He cannot voluntarily move closer to enemy units, unless such movement is necessary to get closer to the Bridgehead. On any turn in which Louis XV moves, the French player must conduct a special "Louis XV Army Morale Check" at the end of Louis XV's movement. This Army Morale Check is conducted using the current Loss Column, even if that loss column has already been used. This check does not replace Army Morale Checks, but is used in addition to them. If the French have not yet reached any of the loss levels used for Army Morale Checks, roll on the lowest column (50+), subtracting 1 from the die roll result. In addition, if Louis XV crosses the Escaut, a "Louis XV Army Morale Check" is likewise conducted. Louis XV cannot be moved by any Special Initiative Results.
6.9c. Loss of Louis XV
A. If Louis XV is killed, captured, or wounded, there is a chance this will have a negative effect on the French army. If he is killed or captured, this adds 50 points of loss on the French Army Morale Loss Chart. If he is wounded, the French lose 20 points on the chart. These 20 points are not restored if Louis XV returns to the ranks. If he is killed or captured, immediately conduct a special "Louis XV Loss Roll" on the current Army Morale Check Column (after the 50-point loss result has been applied) and apply the results. This is not an ordinary Army Morale Check and does not replace any Army Morale Check. If the unmodified roll gives a result of "0," the French army flies into a rage and seeks revenge. Instead of applying any morale results for a roll of "0," ALL French units get -5 to their ER for the rest of the game. In addition, the French army gets a favorable -3 modifier to any Army Morale Check for the rest of the game.
B. The Commander-in-Chief's Command Rating cannot be used to reduce the result of any roll following the loss of Louis XV, since these rolls do not count as Army Morale rolls.
C. If enemy infantry units, as a result of ordinary movement, enter the hex where Louis XV is located, he is displaced like any other commander. Louis XV may be captured by infantry under the conditions of series rules 21.1b and 21.4e. If enemy cavalry, as a result of any action, ends its turn in the hex where Louis XV is located, he is considered captured. If Louis XV is captured, he may move with the units that captured him, or the capturing player may send him off alone, in which case he has 6 MP (assuming he is accompanied by a small escort). He may be recovered the same way he was captured. If he is captured, carry out all effects as though he had been killed. Regardless of how many times Louis XV is captured, only his first capture causes trouble for French army morale: do not re-roll or reapply morale losses. Also, if he is recovered, this does not undo the damage already done to army morale.
6.9d. The Special "Fate" Result
Louis XV may be selected on the Special "Fate" Result on a commander-loss roll only if he is within double the firing range of some enemy unit. It is not necessary for that unit to be able to trace a Line of Sight to him. Naturally, any artillery unit being considered in this case must be unlimbered!
6.9e. Louis XV's Horse Guard
Louis has a small personal guard (GDC L). This unit is treated as an ordinary Independent cavalry unit. The French player would have to be a fool to deprive Louis XV of this protection...
7. Optional Rules for the Allies
"Ah! Today we shall lose many more." — Louis XV
7.1. The Infernal Column
At the Battle of Fontenoy, the Anglo-Hanoverian infantry formed up into a compact mass that acted as a battering ram to punch through the French center. This "Infernal Column" formed unintentionally, owing to the peculiarities of the French defensive layout. Cumberland commanded this brigade column, leaving the rest of the army to its own devices. This optional rule allows the "Infernal Column" to be recreated. Using this rule gives great advantages to the Allied column, but creates significant difficulties for the rest of the army. It can win the game, but the rule should be used with great discretion — best when the outcome of the battle hangs in the balance and its use could tip victory to the Allies. The rule may be used in scenarios 5 and 6. It is recommended for use in scenario 4, and must be used in scenario 3.
7.1a. Activation
A. At the start of any Game Turn, before any Initiative rolls are made, the Allied player may activate Cumberland and declare that he is using the Infernal Column optional rule. In this case, Cumberland, in effect, takes command of the Anglo-Hanoverian infantry. This gives him full control over the Anglo-Hanoverian infantry, but he loses control over the rest of the army. This is a temporary situation, and can be cancelled once the conditions of rule 7.1f are met. The Allied player may choose for himself exactly when to use this rule. If he does not wish to use it, that is his right, but he always has the option.
B. On any turn, the Infernal Column is automatically activated first. No Initiative roll is needed for this. Once the Infernal Column is activated at the start of a turn, the End-of-Turn Marker is always set to "1." The Allied player may delay activating the Infernal Column on any turn, but in that case it can only be activated using a Wing Activation, which puts the player at the mercy of the die roll.
C. Once the "Infernal Column" event is declared, subtract 1 from the End-of-Turn Number for scenarios 4, 5, and 6. In scenario 3, this event is already accounted for by using an End-of-Turn Number of 8. If the event ends (per 7.1f), restore the normal End-of-Turn Number (the End-of-Turn Number in scenario 3 does not change).
7.1b. Cumberland
A. In every respect (except for possibly having to roll for a Wing Activation per 7.1a), Cumberland acts as a Division Commander, and the Infernal Column is treated as a single Division. Cumberland is assumed to be constantly on the move, so his Command Rating is reduced by 2, to +2, and remains so regardless of whether he actually moves or not. (This also means he cannot affect Army Morale rolls for the Anglo-Hanoverian forces.) Cumberland's ordinary counter (with Command Distance 6) is replaced by a different counter (with Command Distance 3). Once the Infernal Column is formed, the Allied WAN equals 9, regardless of who commands the Infernal Column.
B. Acting as a Division Commander, Cumberland can trace his Line of Command (and activate) only English and Hanoverian infantry and artillery. All other Divisions and Wings of the Allied army can be activated only by Commander Initiative. When Cumberland is activated, he MUST activate all Anglo-Hanoverian infantry units within his Command Distance: artillery need not be activated. Cumberland's Command Distance is given in HEXES (as for an ordinary Division Commander). Any units within his Command Distance can only be activated by him, and cannot be activated as part of their normal Divisions: they must be activated by Cumberland.
7.1c. Other Commanders and Divisions
A. For as long as the Infernal Column exists, Ligonier is ignored as a Wing Commander. In addition, English and Hanoverian infantry commanders who are within 3 hexes of Cumberland's Command Distance become superfluous: they cannot trace Command Distance and cannot be activated on their own. However, they still move together with the units when Cumberland is activated, and they still affect combat, morale, etc. Any units of their Divisions that are outside Cumberland's Command Distance are also activated by Cumberland, but are treated as "Out of Command" (per series rule 7.6d).
B. Commanders of Anglo-Hanoverian infantry Divisions who are outside Cumberland's Command Distance cannot be activated by Cumberland. They must wait for a later activation and must roll for Initiative, being activated (like the rest of the army) together with all units of their Divisions that are outside Cumberland's Command Distance. Any units of their Divisions that are within Cumberland's Command Distance can only be activated by Cumberland.
C. All other Divisions and Wings of the Allied army can only be activated using Commander Initiative.
7.1d. Combat and Morale
A. Units affected by this event get +2 to their CR when attacking in Close Combat. In addition, any units affected by this event that are attacked by enemy cavalry get +5 to their CR, similar to units in Square against cavalry, regardless of whether they are actually formed in Square. This bonus applies only if the enemy cavalry attacks through the defender's frontal hexes.
B. While the event is in effect, apply a -10 ER modifier to all Anglo-Hanoverian infantry units within Cumberland's Command Distance. (The ER modifier applies to ALL Morale Checks, but ONLY Morale Checks — it is not used for Disorder Checks.) To get this bonus, units must be within 3 hexes of Cumberland's Command Distance at the moment of Combat or the Morale Check: each point of Command Distance counts as one hex in this case.
C. If any units affected by this event get a Close Combat result of 1R, 2R, or 3R, they may change these results to 1M, 2M, and 3M respectively, at the cost of 1 additional SP lost. One additional SP is added to the number of SP lost, and a Morale Check (G) is conducted. If the Allied unit passes this check, the combat continues until a winner is determined. This substitution does not trigger any Disorder Checks.
D. Units that are part of the Infernal Column are not required to advance after combat if they initiate a combat and win it. This can help preserve the Infernal Column's cohesion.
E. Infantry units that are part of the Infernal Column cannot fire at 2 hexes, since their battalion guns are not available.
F. The Close Combat benefits described in items A, B, and C do not apply if Infernal Column units attack into Village, Town, or redoubt hexes. They also do not apply when attacking a hex that lies entirely on the North map.
7.1e. Movement
A. Anglo-Hanoverian infantry units that are part of the Infernal Column and formed in Line or Hook may move into their flank hexes while retaining the same facing. This is called sidling. Sidling in the same turn may be combined with any change of formation or facing. It may also be combined with forward movement or with Rearward Movement, but not both together in the same activation. The movement cost for sidling equals the terrain crossing cost +1 (though a facing change is paid for normally). Units that used sidling this turn cannot use Rapid March in the same turn. Units formed in Hook may use Rearward Movement.
B. For as long as the Infernal Column exists, the following Special Initiative Results cannot be applied to any part of it: Commander Initiative, Divisional Command Confusion/Lethargy, Hasty Orders.
7.1f. The End of the Infernal Column
A. If Cumberland is wounded, Ligonier replaces him as commander of the Infernal Column until Cumberland returns. If Cumberland is killed (or wounded a second time: see rule 21.4c), the Infernal Column event ends at the start of the next turn. However, if Ligonier is still alive when Cumberland is killed (and is not Commander-in-Chief), Ligonier may attempt to keep the Infernal Column going. This is done by an Initiative roll following Cumberland's loss, repeated at the start of every turn. If he passes the Initiative roll, the event continues and the Line of Command is now traced from Ligonier, BUT, just like Cumberland, he now has a Command Distance of 3 hexes. If he fails on any turn, the Infernal Column no longer exists, and the ordinary activation and movement rules apply.
B. If an Allied Army Retreat is declared (or triggered), Cumberland once again commands the army normally and may move as he pleases. In that case, Ligonier may also "take command" and attempt to keep the event going, as described in rule 7.1f(A). If Ligonier cannot do so, the Infernal Column no longer exists, and the ordinary activation and movement rules apply.
C. The Allied player may voluntarily end the Infernal Column at any time, if ALL of the following conditions are met:
- The French army has at least +20 army morale.
- The Anglo-Hanoverian forces have no more than +10 army morale.
- One of three events has occurred: a) Louis XV has moved from the hex he occupied at the start of the battle; b) all the Fontenoy hexes have been captured by Allied units; or c) Bourquembray (N3706) has been captured by Allied units.
D. If the Allied player voluntarily ends the Infernal Column, Cumberland once again commands the army, and none of the special rules concerning the Infernal Column apply any longer.
7.2. The Supply Train Moves
This optional rule assumes that Cumberland knows he will be carrying out a flanking maneuver and orders his supply train moved north instead of remaining at Wasmes. When using this rule, ignore rule 4.4. This optional rule may be used with scenarios 5 or 6, and its use is required in scenario 7.
7.3. Additional Anglo-Hanoverian Infantry
There were other Anglo-Hanoverian regiments in the Austrian Netherlands that Cumberland could have brought into the battle. After the defeat at Fontenoy, all of them joined the main army. If you feel you need more Anglo-Hanoverian infantry, use this rule. This optional rule may be used with scenarios 4, 5, and 6.
7.3a. Ingoldsby's New Division
Ingoldsby has his own Division, made up of the following regiments: Barrel's (at Lessines), Fleming's (at Audenarde), Ponsonby's (at Bruges), and Ligonier's (at Ostende). These regiments were garrisoning their respective towns. Place all the regiments of Ingoldsby's former Division within 2 hexes of their original Division commander. Place Ingoldsby with his new brigade anywhere within 10 hexes of Cumberland.
7.3b. The von der Borch Regiment
The Hanoverian regiment "von der Borch" was left behind to garrison Brussels. If it is used in the battle, place it as part of Zastrow's Division.
7.4. English Artillery Movement
If you are unhappy with the extremely slow movement rate of English artillery, treat all English artillery units as having 4 MP when Limbered (instead of 2).
The hired crews of the English artillery deserted at the very start of the battle, but moved so slowly that they only reached Brussels by dusk. This rule assumes they were stopped in time!
7.5. English Regimental Artillery
English units had small units of small-caliber artillery (regimental and battalion guns). Playtesting found that their impact on the game was minimal, apart from significantly slowing down play. In the end, individual counters for such units were removed, and their presence is reflected in the corresponding infantry combat values, as was done in other games of the BAR series. This rule is intended for those unhappy with the disproportion in artillery counters (and who would like to see more Allied artillery units in the game), or for those who would like a more realistic representation of English artillery in the game. This rule allows players to use regimental artillery in a historically accurate way.
7.5a. Setup
English regimental artillery may be used in any scenario except scenarios 1, 8, and 9, since regimental artillery was not used in those engagements. English regimental guns are colored to show which Division they belong to. Place English regimental artillery units within 1 hex of any unit of their Division. If you use this rule, do not use the 3-SP English howitzer counter.
7.5b. Use
English regimental artillery is assigned to specific regiments and should be used only with them. Only one regimental artillery unit may fire from a single hex, even if several units are grouped in the hex. They cannot combine their fire with any units except those belonging to their own Division. But with the latter, including infantry, they may combine their fire in ANY firing segment. If an English regimental artillery unit is not in the same hex as an infantry unit of its Division, its Fire Strength is halved, and it cannot combine its fire with any unit — even for Defensive Fire. If this situation arises, simply ignore the regimental artillery for Defensive Fire. When English regimental artillery combines fire with infantry of its own Division, do not use the Special Artillery Results; instead use the Special Infantry Fire Results or Defensive Fire Results.
7.5c. Combat Modifiers
When regimental artillery counters are used, English infantry fire multipliers must be changed to x4 at 1 hex and x0 at 2 hexes for foot units, and x5 at 1 hex and x0 at 2 hexes for guard units. This change is noted in the extra boxes on the Fire Multiples Chart. Continue to use all the "Regimental Guns" special results, since the guns are firing in support of the infantry units.
7.5d. Loss Charts
Regimental artillery is not shown on the Loss Charts, since 1) these are optional units; and 2) inflicting just 1 point of loss on them is enough to destroy them.
7.6. Dutch and Hanoverian Guns
Unlike the English, the Dutch separated regimental artillery from the regiments and grouped it into batteries. This is how it was done at Fontenoy, and this is the version reflected in the game. If a player would prefer not to complicate the game with small Dutch and Hanoverian artillery units, he may choose the option of keeping them with their regiments, as the English do. In that case, use the following rules. Remove from the game all Dutch and Hanoverian guns except the Dutch 6-pounder guns. All Dutch guardsmen and Hanoverian musketeers get x4 at 1 hex and x1 at 2 hexes. Dutch infantry gets x3 and x1. When Dutch units roll a 3 on the Infantry Fire Special Result table, or a 4 or 5 on the Defensive Fire Special Result table, use the "Regimental Guns" result instead of the result otherwise shown on the table. These adjustments are noted in the extra boxes of the relevant Tables.
7.7. Allied Howitzers
Both the Dutch and the English have howitzer counters. They may conduct indirect fire. If howitzers fire at a target more than 4 hexes away, they may conduct indirect fire, meaning they may ignore any hexside modifiers (for example, those relating to field fortifications).
7.8. Allied Detachments
7.8a. Basic Rules
The Allied player is permitted, before the game begins, to create up to 2 Detachments (per series rule 24) with the commanders given below. The Allied player must record the composition of the Detachments before the game begins. Once the game has started, the composition of the Detachments cannot be changed, and they can only be disbanded (per series rule 24.3). If the Allies activate a Detachment Division and are then forced by some Special Result to activate a Division that is not part of the Detachment, the Special Result cannot be applied against the Allied player for purposes of series rule 24.2b. For this rule to apply, the player himself must be the one who interrupts the Detachment's activation (whether through an ordinary activation or a Special Result activation). This rule makes the Allied army more flexible and may be used in scenario 7. It must be used in scenarios 6 and 7.
7.8b. Waldeck
Waldeck may be the Detachment Commander of up to eight Dutch Divisions.
7.8c. Konigsegg
Konigsegg may be the Detachment Commander of up to eight Divisions, but Moltke's reserve Division must be part of his Detachment. The remaining Divisions may be of any nationality.
7.8d. Ligonier
Ligonier may be the Detachment Commander of up to eight English, Hanoverian, or Austrian Divisions.
7.8e. Detachments and the Infernal Column
If the Allies have active Detachments, they continue to exist even if the Infernal Column event is declared. Thus, they are not subject to any penalty and get no bonus under the rules of section 7.1.
7.9. Hanoverian Cavalry
In 1745, Hanoverian cavalry used outdated tactics that called for firing pistols at the enemy. This explains why this cavalry does not get the "hexes traversed" bonus. They did not take a very active part in the Battle of Fontenoy, and there is no evidence they actually used this tactic, but it was the official doctrine. Those who would like Hanoverian cavalry to fire pistols when charging should use the following rule: any attacking stack of Hanoverian cavalry with at least 6 SP conducts ordinary Fire Combat at a 1:3 ratio, carried out simultaneously with the defending side's Defensive Fire.
8. Special Results
Grammont was told: "Leave, your horse is dead." He replied: "So am I."
8.1. General Notes
Section 8 is not "rules." It contains explanations for using Special Results. The various Special Results Tables give brief descriptions of them, but full explanations are given in this section. Players should therefore refer to this section until they are familiar enough with it to be able to use the brief table descriptions. As noted in 1.6e, the Special Results Tables are divided into sections by nationality. If troops of different Allied nationalities are involved in an action, use the result for whichever nationality has the greater number of SP. If the SP are equal, the French player decides which result to use. Note that when a Special Result calls for a second die roll, if that second roll also produces a new Special Result, do not treat it as such — simply use the rolled value in the ordinary way. The only exception to this is 8.5g.
8.2. Special Initiative Results
8.2a. Leader Initiative
Choose one Division, all attached units (per series rule 6.4), and any Independent units that are grouped with units or the Division Commander, for a possible additional (free) Movement Segment (and only that). All affected units must be within the Command Distance shown on the Division Commander's counter, and he must roll for Initiative and pass. If he passes the roll, and he is "In Command," all affected units get an additional Movement Segment. If he fails the Initiative roll, nothing happens. If the Division (or Independent units) had not yet been activated, it is still treated as not yet activated. If the Division had already been activated earlier, this counts as additional movement. Individual units of a Flexible Division (not commanders) may in this case be treated as Independent. This event can be successfully applied to a unit only once per turn: failed attempts do not count. This event also applies if the End-of-Turn Number is reached, but any movement is subject to the End-of-Turn restrictions described in series rules 6.7 and 6.8. Mark the Division that used this rule this turn with a "Leader Initiative" marker. Remove all such markers during the Rally Phase.
8.2b. Divisional Confusion / Dutch Divisional Confusion
The player who did not roll this Special Result chooses one of the rolling player's Divisions. The chosen Division is treated as having completed its actions (Finished). (For a "Dutch Divisional Confusion" result, only a Dutch Division may be chosen.) The affected player must make a Commander Initiative roll for the chosen Division's commander. If he fails, the Special Result's effect applies. If he succeeds, there is no effect. The same Division may be affected by this event multiple times. If all of the chosen Division's combat units are outside their commander's Command Distance, or if that Division's commander is not on the map, no die roll is needed: the Division is treated as having completed its actions.
8.2c. Free Combat Segment
Choose one Division, all attached units (per series rule 6.4), and any Independent units grouped with units or the Division Commander, for a possible additional (free) Fire Combat Segment or Close Combat Segment. If the chosen units have not yet been activated, they are still treated as unactivated. Individual units of a Flexible Division (not commanders) may in this case be treated as Independent. If units of different Divisions end up grouped together, only units of the chosen Division may fire, and only if they are on top of the group. This event can be successfully applied to a unit or Division only once per turn. Mark such a Division with a "Free Combat Segment" marker to show it has already used this event this turn. Remove all such markers during the Rally Phase.
8.2d. Special Rally
Choose any Division and carry out Disorder Recovery, then the Rally Phase, for all units of that Division within their commander's Command Distance. If the Division's units are grouped with units of other Divisions, the event still applies and the whole group gets the bonus. This event may be applied multiple times per turn, and may also be applied several times to the same units.
8.2e. Command Lethargy / Dutch Command Lethargy
The player who did not roll this Special Result chooses one of the rolling player's Divisions. The chosen Division is activated with half its available MP (rounded). Forced March is not allowed, it cannot initiate Close Combat, and cannot attach units or activate Independent units. (For a "Dutch Command Lethargy" result, only a Dutch Division may be chosen.) The affected player must make a Commander Initiative roll for the chosen Division's commander. If he fails, the Special Result's effect applies. If he succeeds, there is no effect. The same Division may be affected by this event several times per turn, until its commander fails his Initiative roll and the Division moves. This event also applies if the End-of-Turn Number is reached, but any movement is subject to the End-of-Turn restrictions described in series rules 6.7 and 6.8. If the chosen Division Commander is "Out of Command" and fails his Initiative roll as described above, treat this result as a "Divisional Confusion" result, i.e. the Division is treated as having completed its actions. This event has no effect if all Divisions have already been activated. Note that any individual combat units that are Disordered or "Out of Command" divide their MP by four, not by two.
8.2f. Vive le Roi! Unauthorized Attack
The Allied player must choose any French Division, which must advance toward the nearest Allied forces and engage them in Close Combat (if possible). The French player must make an Initiative roll for the affected commander. If he fails the roll, the event takes place. If he passes the check, the event has no effect. Any Division may be chosen, except those with any units in a town, village, redoubt, walled farm enclosure, or behind field fortifications. If this Division has not yet been activated, this counts as its activation. If it has already been activated, this is an additional activation. All units of the chosen Division must move, even if they cannot take part in Close Combat, and those that can engage in Close Combat are required to do so. If Forced March would let a unit engage in Close Combat, it is required to use it; otherwise its use is optional. Activated units are not required to change their formation. Since this counts as an activation, the Division also gets a Disorder Recovery Phase, and must still engage in Close Combat even if its units are Disordered. All units affected by this event get -10 to their ER on the Morale Check before Close Combat (B). This event can affect a Division only once per turn, but there is no limit to how many times an attempt can be made to trigger it against that Division. This event is ignored once End of Turn is reached.
The point of this event is that a French Division commander has decided to ignore de Saxe's orders and hurled his Division into the attack: French bravado! If the Special Result is viewed in this light, most questions about how to carry it out will resolve themselves.
8.2g. On y va! Hasty Orders
The other player chooses one of your Divisions that has not yet been activated. This Division is activated normally and marked as having completed its actions (Finished) once the activation ends. Independent units cannot be activated in this case, but units attached by the Division Commander may be. This event also applies if the End-of-Turn Number is reached, but any movement is subject to the End-of-Turn restrictions described in series rules 6.7 and 6.8.
8.2h. Army Morale
This Result is explained in rule 2.12.
8.3. Special Disorder and Morale Results
8.3a. Tables
First, determine the type of Disorder or Morale Check required. Then cross-reference the die roll result with the nationality of the unit involved. For some values, an entire sequence of results is given. When this is the case, always apply result #1 first, if it can be applied. If result #1 cannot be applied, use result #2. In some cases there is even a third result, used if the previous one cannot be applied. Regardless of what modifier was used before the roll, if a Special Result requiring a re-roll comes up, use ONLY the modifier given in that Special Result's description: ignore all previously calculated modifiers. Contrary to the series rules, the "G" Morale Check (used for a Close Combat "M" result and for the Special Close Combat Result "M") has a restricted Special Results table. If 00 or 09 is rolled, consult the table to find the corresponding result. On rolls of 01-08 there are no Special Results — these rolls are treated normally. Note that some results, marked with an asterisk (*), may cause a commander loss, the rules for which are explained below.
8.3b. Special Morale Result: Sauve qui peut! (Every man for himself!)
The stack that rolled this result Routs, and all friendly stacks within a 2-hex radius must take a Morale Check, or they too Rout. For all stacks required to take a Morale Check in this case, a Morale Check (G) is conducted. If they fail the check, they are automatically considered to have Routed, except in the following cases. If there are already any Routed units within a 2-hex radius, they also roll with a +15 ER modifier. Units that are in a redoubt or behind field fortifications cannot be automatically Routed at any stage of applying this special result. Instead, if they themselves are the ones who originally rolled the "Sauve qui peut!" result, they simply take a Morale Check, and no other units are affected by the event, unless the unit in the redoubt/behind field fortifications itself Routs. If a unit in a redoubt/behind field fortifications must take a Morale Check because it is "within 2 hexes" of a unit that got the corresponding Special Result, it cannot be automatically Routed. Instead, if it is in Good Order, it becomes Shaken, and if it was already Shaken, it Routs. Note that all of this applies only to units within 2 hexes of the unit that actually rolled the "Sauve qui peut!" result; only in that case does the "2 hexes" rule apply — it cannot cause a domino effect.
8.3c. Special Morale Result: Victoire! (Victory!)
The Morale Check is passed, and the soldiers are beside themselves with enthusiasm and high spirits. Place a "Victoire!" marker on the stack affected by this event. If the unit was Shaken, remove that marker before placing the "Victoire!" (V) marker. Units in this stack get +1 to CR and -10 to ER (for all Morale purposes) for as long as the marker remains on them. The V marker is removed when any of the following three conditions is met: 1) the unit(s) in question fails a Morale Check; in this case they not only lose the V marker, but the result of the failed Morale Check is also applied to them: a further Disorder in this case results in "Shaken," 2) it is not adjacent to any enemy unit during the Rally Phase, 3) it is grouped with any friendly units that do not have a V marker. A group of units with a V marker may split up (each unit keeps its marker), but be careful to avoid triggering item 3, since this will cause the marker to be lost. Units with V markers CAN become Disordered.
8.3d. Special Recall Disorder Check Result: Recall Fails
When the Special Result "Recall Fails" is rolled, the group is not Recalled, and must Pursue and/or use Free Movement until it has used up all its Pursuit Points entirely. At the end of Pursuit/Free Movement, mark the group as Disordered and remove from the group's units a number of SP equal to half the pursuit die roll result (rounded).
8.3e. Pursuit and Recall Procedure
This section gives a brief overview of the pursuit and recall procedure in BAR.
A. When cavalry wins a combat and is entitled to Pursue, a roll is first made to determine the number of Pursuit Points, in the Beginning Pursuit Step (series rule 16.2a).
B. In the Conducting Pursuit Step (series rule 16.2b), the player must decide whether to attempt to Recall the stack before pursuing, or to carry out the pursuit with all or part of the stack's units.
C. Each time a Recall is attempted, the unit/stack being recalled makes a Recall Disorder Check (F) roll. If no Recall is attempted, the Recall Disorder Check (F) is still taken, but at the end of the pursuit.
D. If the Recall Disorder Check is passed, the unit/stack stops its Pursuit in its current hex with no negative consequences.
E. If the Recall Disorder Check is failed, the unit/stack continues its pursuit as far as possible and will be marked Disordered at the end of the Pursuit.
8.4. Special Pursuit Results
8.4a. Blood Lust
The pursuers are thirsty for blood. Re-roll the die to determine Pursuit Points (if a 0 is rolled, the pursuit is cancelled), and the pursued units lose 2 SP per hex instead of the standard 1 SP. An ordinary Recall Disorder Check may be conducted.
8.4b. Out of Control
The pursuers are so caught up in the fight that they have lost all discipline. Re-roll the die to determine the number of Pursuit Points (if a 0 is rolled, treat it as zero) and add +5 to the result. This addition is made before halving the PP if any pursuing unit is Disordered. No Recall Disorder Check (F) may be conducted until the Pursuit/Free Movement is complete. Any Free Movement is treated as Pursuit movement and must be directed toward the enemy's direction of retreat (approximately, since the enemy will probably have been destroyed by this point), since the out-of-control cavalry stubbornly searches for surviving enemy soldiers.
8.4c. Hesitation
The pursuers move cautiously and choose their direction carefully. Re-roll the die to determine the number of Pursuit Points and divide the result by two (rounded). If the pursuers were Disordered, or became Disordered as a result of Close Combat, divide the number of Pursuit Points by four (rounded).
8.4d. No Pursuit
Losses in combat were too heavy, the battlefield is shrouded in smoke, there is a lack of grip... Whatever the reason, the pursuit is cancelled, but units affected by the event must still take a Recall Disorder Check (F).
8.5. Special Infantry Fire Combat Results
For the results below, on rolls of 02, 04, 06, 08, add the Special Commander Loss Result. For any re-rolls of the dice, keep all previously calculated modifiers.
8.5a. Free Fire
Re-roll the dice twice, applying all results obtained. Once the rolls are complete, the firing units become Disordered (or Shaken/Disordered, if already Disordered).
8.5b. Full Volley
Double the calculated Fire Strength of the firing units, recalculate the ratio, find the corresponding column on the table, and re-roll the dice to determine the result.
8.5c. Regimental Guns
Re-roll the dice to determine the result and add a loss of 1 SP for any result except "no effect" — including an R/D result!
8.5d. Low Ammo
Halve (rounded) the Fire Strength of the firing units, recalculate the ratio, find the corresponding column on the table, and re-roll the dice to determine the result.
8.5e. Ammo Exhausted
The fire has no effect, and the firing units become Disordered. Dutch units also get the Special Commander Loss Result.
8.5f. Heavy Smoke
If the range to the target is 2 hexes, the fire has no effect. If the range is 1 hex, use the ratio already calculated, but subtract 20 from the die roll result and the original modifiers.
8.5g. Dutch Rifles
Make a Commander Loss roll on the Special Results table. Having done this, re-roll for Fire Combat. This re-roll may produce new Special Results.
8.6. Special Defensive Fire Results
In addition to the results described, apply the Special Commander Loss Result if 02, 04, 06, or 08 is rolled. For any re-rolls, keep all previously calculated modifiers.
8.6a. English Taunting
If the attacking French unit is infantry, the defenders do not conduct Defensive Fire. Instead, roll one die, and on a roll of 0-2 the defender's CR is reduced by 1 for the following Close Combat. On a roll of 3-9, add 1 to the defenders' CR. If the attacking French unit is cavalry, the defenders do not conduct Defensive Fire, and their CR is reduced by 1 for the following Close Combat.
8.6b. French Politesse
In this Close Combat, "Defensive Fire" is conducted not by the defending French unit, but by the attacking unit. Determine the attacker's Fire Strength and the ratio column, using all the usual Defensive Fire modifiers, and including any artillery grouped with it. They fire at the defending stack. If the attacking unit is cavalry, the defenders conduct no Defensive Fire at all, and their CR is reduced by 1 for the following Close Combat.
8.6c. Dutch Hesitation
Dutch defending units conduct no Defensive Fire, and their CR is reduced by 1 for the following Close Combat.
8.6d. Whites of Their Eyes
Re-roll to determine the result, but shift the ratio column 1 to the right. Example: a 1:3 ratio becomes a 1:2 ratio.
8.6e. Regimental Guns
Re-roll the dice to determine the result and add a loss of 1 SP for any result except "no effect" — including an R/D result!
8.6f. Premature Fire
Halve (rounded) the total Fire Strength of all firing units, recalculate the ratio, and re-roll the dice.
8.6g. Heavy Smoke
Cancel the Defensive Fire.
8.7. Special Artillery Fire Results
In addition to the results described, apply the Special Commander Loss Result if 02, 04, 06, or 08 is rolled. For any re-rolls, keep all previously calculated modifiers.
8.7a. Rapid Fire
Re-roll the dice twice and determine the result using the calculated ratio column.
8.7b. Accurate Fire
Re-roll, but use the ratio column 1 to the right. Example: a 1:3 ratio becomes a 1:2 ratio. If optional rule 5.3 ("Artillery Fire at Low Ratios") is used and the calculated ratio is below 1:3, double the Fire Strength, recalculate the ratio, and re-roll the dice.
8.7c. Caisson Explosion
Re-roll the dice. If the result is R/D or an SP loss, and the target hex contains an artillery unit, it suffers an additional SP loss and must take a Morale Check. In addition, if that artillery unit is unlimbered, do not halve the losses.
8.7d. Wild Fire
Randomly choose a hex adjacent to the target hex (empty or occupied by a friendly or enemy unit) to which a Line of Sight can be traced. If the hex is empty, there is no effect (the shot misses). If the hex is occupied, re-roll the dice and determine the result on the ratio table, using the previously calculated modifiers. Do not calculate new modifiers or a new ratio for the hex you are now firing at. Apply the result to the new target hex. If there is no new available target at all, the artillery fire has no effect.
8.7g. Heavy Smoke
Re-roll the dice and subtract 10 from the result for every hex of distance to the target. Example: if the target is 4 hexes away, subtract 40.
8.7d. Low Ammo
The fire has no effect.
8.7e. Ammo Exhausted
The fire has no effect, and the firing unit(s) Limber and move 1 hex, or farther if necessary to avoid violating stacking rules. If the artillery is grouped with infantry, the Limbering procedure requires a Disorder Check (A). If the artillery unit is in a redoubt or behind field fortifications, do not Limber and/or move it — the result is simply that the fire has no effect.
8.8. Special Commander Loss Result
Special Commander Loss Results are used whenever an even (02, 04, 06, 08) Special Result is obtained on Fire Combat, Defensive Fire, or Artillery Fire rolls. Subtract 1 from any roll called for by 8.8b, 8.8c, and 8.8d if any of the firing units are: artillery at a range of 1-3 hexes; skirmishers; Dutch infantry; dismounted French carabineers. Do not use this -1 bonus if a "wounded" result is rolled in 8.8a. Note that a commander loss in Close Combat is determined by the special Close Combat Results table.
8.8a. Fate
Choose any enemy commander on the map. Roll one die for that commander: 0 = killed; 1 = wounded; 2-9 = no effect. For Louis XV to be eligible to be chosen, he must be within double the maximum firing range of some Allied unit capable of firing. That unit need not be able to trace a Line of Sight to him (see optional rule 6.9d).
8.8b. The Lucky Shot
Randomly choose any enemy commander within firing range of the firing units, to whom they can trace a Line of Sight. ("Randomly" means every commander who is eligible to be chosen is assigned a number, and a die is then rolled to determine which specific commander.) Roll a die for that commander: 0-3 = killed; 4-7 = wounded; 8-9 = no effect.
8.8c. In the Line of Fire
Roll a die for EVERY enemy commander in the target hex or in hexes adjacent to the target: 0-1 = killed; 2-4 = wounded; 5-9 = no effect.
8.8d. Braving Enemy Fire
Roll a die for EVERY enemy commander in the target hex: 0-1 = killed; 2-4 = wounded; 5-9 = no effect.
8.8e. Wounded Results
If a "wounded" result is obtained, roll the die again to determine the duration of the wound. The number of turns for which that commander is absent equals half (rounded) the die roll result. Place the wounded commander on the turn counter at the turn marking when he is due to return to the map. This means the commander is receiving medical treatment on the battlefield and cannot take part in the battle, but he is still treated as wounded for purposes of series rule 21.4c. Follow Fontenoy rule 2.5 and series rule 21.4 for replacing and returning wounded commanders to the map.
8.9. Special Close Combat Results
When Special Close Combat Results are rolled, use series rule section 14.8.
9. Terrain
"We will not retreat," said the duc de Chaulnes. He replied: "I shall remain right where I am standing," said Louis XV.
9.1. General Notes
A. Section 9 is primarily for reference, but should be read at least once, since it contains some subtle rules relating to terrain. The Terrain Effects Chart (TEC) gives the cost of crossing various kinds of terrain for various units in different formations. Be sure you are using the correct column of the table, matching the unit's type and formation. Note that the TEC also accounts for stacking peculiarities. The numbers in parentheses show the maximum permitted stacking (in SP) for each unit type and formation. Other features of the TEC are explained in detail below.
B. On the map, terrain features are drawn to match the hex grid as closely as possible. If more than half a hex is occupied by a given kind of terrain, the hex is considered to be that kind of terrain.
C. All terrain modifiers are cumulative. Thus, a unit defending behind minor field fortifications and in a village has a morale modifier of -11.
9.2. Hexes
9.2a. Bog
Bog hexes represent open terrain that was turned into a quagmire by rains shortly before the battle. In most cases, bog is an obstacle to movement in Column and for artillery. For cavalry, crossing a bog hex costs 1½ SCM points. Bog does not block Line of Sight. This terrain type does not require a Disorder Check (A) and does not require applying series rule 8.7. Infantry may form Square in bog hexes.
9.2b. Broken Terrain
Broken terrain comes in two types, which nonetheless have identical effects. Brown broken terrain (e.g. S4403) represents woods that were cleared to make firing and troop movement easier. Naturally, the stumps and fallen timber were not removed. Brown/black/gray broken terrain (e.g. S4215, S4721) represents buildings that were destroyed and burned for the same reasons. Broken terrain costs cavalry 2 SCM points per hex. Broken terrain does not block Line of Sight. It requires a Disorder Check (A) and applying series rule 8.7. Infantry may form Square in broken-terrain hexes. (Optional: the area from S4620 down to S4822 was set alight by the French on 10 May and is still smoldering. Its hexes therefore block Line of Sight.)
9.2c. Clear
Clear terrain is the basic grassy surface of the battlefield. Clear terrain does not block Line of Sight, does not require a Disorder Check (A), and does not require applying series rule 8.7. Infantry may form Square in clear terrain.
9.2d. Keep
The Keep is located at S1712. It is a genuine, if small, medieval castle. Infantry in the Keep must be in General Order, but its Zone of Control extends into all six adjacent hexes (as in a redoubt). A unit in the Keep cannot be attacked in Close Combat, since that would require a siege. To avoid complicating the game, since this hex is unlikely to see much use anyway, simply apply the combat modifiers given for this terrain type on the TEC, with no other special rules. Cavalry and artillery may move through the Keep hex (in Road Column), but cannot stop there.
9.2e. Marsh
Marsh represents permanently wet, soggy ground. It has a negative effect on both attackers and defenders in Close Combat. Marsh costs cavalry 4 SCM points per hex. Marsh hexes do not block Line of Sight. They require a Disorder Check (A) and applying series rule 8.7.
9.2f. Orchard
An orchard is usually an orderly row of fruit trees. They are not very large, compared to forest trees. Orchard costs cavalry 2 SCM points per hex. Orchard blocks Line of Sight. It requires a Disorder Check (A) and applying series rule 8.7.
9.2g. Redoubt
For redoubt rules, see rule 3.5a.
9.2h. Sunken Road
A sunken road is a road that, through centuries of continuous use, has effectively carved out a ravine. Special rules for sunken roads are described in rule 2.10 and in optional rule 5.5. A sunken road does not block Line of Sight. It may require a Disorder Check (A), and always requires applying series rule 8.7.
9.2i. Town
Town hexes represent blocks of urban development with narrow streets and small squares. Only Antoin, on the South map, counts as a town. Units entering a town hex automatically adopt General Order (unless they are using Road Movement in Road Column), and must retain it until they leave the town. Skirmishers keep their Skirmish formation in town. Town hexes block Line of Sight. Town terrain requires a Disorder Check (A) and applying series rule 8.7. See also rule 2.8, which gives the rules for cavalry interacting with town hexes.
9.2j. Village
Village hexes are built up with smaller buildings than a town, but contain many stone walls, fences, hedges, etc. Village costs cavalry 3 SCM points per hex. Village hexes block Line of Sight. Village terrain requires a Disorder Check (A) and applying series rule 8.7. See also rule 2.8, which gives the rules for cavalry interacting with village hexes.
9.2k. Walled Farm
Walled farms represent large, well-fortified buildings or groups of smaller buildings. Some of them are, in fact, castles! They lend themselves well to defense, and many were specially adapted for that purpose. Cavalry may only pass through such a hex in Road Column. Infantry and artillery entering a walled-farm hex automatically adopt General Order (unless they are using Road Movement in Road Column), and must retain it for as long as they occupy the walled farm. Skirmishers keep their Skirmish formation in a walled farm. See also rule 3.5e. Walled farms block Line of Sight. They require a Disorder Check (A) and applying series rule 8.7.
9.2l. Woods
Woods represent a mass of trees with dense undergrowth. Woods cost cavalry 3 SCM points per hex. Woods hexes block Line of Sight, require a Disorder Check (A), and require applying series rule 8.7. See also rule 2.8, which gives the rules for cavalry interacting with woods hexes.
9.2m. River
River hexes are hexes of the Escaut river, found on all three maps. Movement is forbidden in river hexes. Units may cross the Escaut via the bridge at N1421, formed in Road Column. They may also remain in the bridge hex. If a unit is fired upon while in that hex, it has a Fire Defense Value of 5 with a +10 modifier for the Morale Check. River hexes do not block Line of Sight.
9.2n. Path, Road, Major Road
A. Paths represent routes used by local inhabitants. They give a small advantage to units moving along them in Road Column. For units moving along a path in Road Column, the cost is ½ MP for open terrain and orchard, and 1 MP for all other terrain types. Paths are treated as roads when tracing a Wing or Army Commander's Line of Command.
B. Roads are specially built thoroughfares. The Major Road is the main highway from Ath to Tournay, which crosses the battlefield. Using Road Movement in Road Column, the cost is ½ MP for a road and ⅓ MP for the Major Road. Apart from its lower movement cost, the Major Road is otherwise identical to an ordinary road.
C. To get the benefits of Road Movement, units must follow the road in Road Column: this is called Road Movement. Such units pay no facing-change cost when following the road's turns. The special movement cost is used every time a unit follows a path or road. When using Road Movement, ignore any other kind of terrain in the hex or along the hexside the unit crosses. (Exception: field fortifications or abatis that block a path or road cannot be ignored.) Roads do not change how the hex's terrain type affects Line of Sight blocking.
9.3. Hexsides
Note: if fire is directed at a target hex exactly through the vertex where a hexside type changes, the target still benefits from that hexside type.
9.3a. Slopes
Slopes come in three kinds: gentle, regular, and steep. Note that the cost and nature of movement and fire differ going up and down a slope. A unit never suffers a penalty firing down a slope. Penalties apply only when it fires at a unit that is higher up the slope. Slopes block Line of Sight unless the target is in an adjacent hex, or unless the firing unit is at the same elevation as, or higher than, the defender (see series rule 12.6 or Fontenoy rule 9.4). Steep slopes require a Disorder Check (A) and applying series rule 8.7.
9.3b. Abatis
The abatis at Fontenoy consisted of huge (and I do mean HUGE) piles of trees felled at the western end of the Bois de Barry. An abatis is a serious obstacle to movement. Any infantry unit that crosses it while formed in Line automatically becomes Disordered. Cavalry cannot attack or Pursue across an abatis hexside, and no Close Combat may be conducted across an abatis hexside. An abatis hexside blocks Line of Sight, unless the firer is adjacent to it. See also rule 3.5d, which gives further information on Line of Sight and the large abatis.
9.3c. Fieldworks
There are two kinds of field fortification: major and minor. All the field fortifications on the map are minor, except for those running along hexsides south and east of Antoin, which are major. Rule 3.5b gives the special rules for field fortifications. Field fortifications block Line of Sight, unless the firing unit is adjacent to the field fortification. Field fortifications require a Disorder Check (A) and applying series rule 8.7.
9.3d. Stream
A stream along a hexside is a minor water obstacle. Some flow permanently, while others form only after heavy rain. A stream does not block Line of Sight. Streams require a Disorder Check (A) and applying series rule 8.7.
9.3e. Pond & Quarry
Pond and quarry hexsides have identical effects. They do not block Line of Sight.
9.4. Line of Sight
A. When considering the Line of Sight rules, keep in mind that the terrain at Fontenoy (and Melle) is very flat. At Melle, tracing Line of Sight should never cause any problems that might arise from elevation. At Fontenoy, the terrain rises gradually from the Escaut to its highest point, the Bois de Barry. From the heights of Calonne (S1012) and from the Keep at S1712, the French could observe the entire Allied advance. From his position at Notre Dame au Bois (N3527), Louis XV had a good view of the Allied advance unfolding. These examples are given to illustrate the smoothness of the terrain.
B. In fact, virtually all Line of Sight questions can be resolved by picturing the terrain: let your common sense do the work. If the ground rises, does it reach a crest and then begin to descend? If so, a unit can fire up to the crest, but sees nothing on the far side of it, and accordingly cannot fire there.
C. Any combat units (friendly or enemy) and certain kinds of terrain (listed in section 9) block Line of Sight. In most cases, simply being higher up is not enough to fire over their heads. The exception is French artillery at S1012 (see 3.5c). See also series rules 12.6b,c.
D. Tracing Line of Sight can be problematic only near the gentle slope that begins at N2228, then runs around the French positions, forming a "U" shape, to N4417. This is a gentle slope, or ridge, that restricts Line of Sight. Units below this ridge cannot fire at units on the other side of it, unless they are adjacent to the ridge. A unit above the ridge can fire down only if it is adjacent to the ridge.
10. Scenarios
"Gentlemen, today will be the greatest day of your life." — de Saxe
10.0. Introduction to the Scenarios
10.0a. Overview
A. Scenarios "1: Ingoldsby's Attack" (30 minutes) and "9: Hypothetical Melle" (2-3 hours) are easy to play — quick scenarios almost entirely free of special rules. They are well suited to newcomers and to those without much time.
B. Scenarios "2: The Dutch Attack" (3 hours) and "8: Historical Melle" (3 hours) have somewhat more special rules, but still play fairly quickly.
C. Scenario "3: The English Attack" (5-6 hours) has still more special rules and takes longer, owing to the number of units involved and the peculiarities of the attack.
D. Scenarios 4 and 5 recreate the actual battle of Fontenoy in full, with scenario 5 having an earlier start time. Both scenarios require many hours to play.
E. Scenarios 6 and 7 represent what might have happened at Fontenoy. These scenarios give players more freedom in deploying units and organizing the battlefield, but both are, to varying degrees, unhistorical. Both scenarios require many hours to play.
10.0b. Format
The scenarios are presented in the following format:
10.#. Brief scenario description. 10.#a. Special rules. 10.#b. French setup. 10.#c. Allied setup. 10.#d. Victory conditions. 10.#e. Scenario-specific optional rules.
10.0c. Setup
Set up all units according to the scenario's instructions. After the unit's name, the hex where it should be placed is given (in parentheses). Next to the hex number is a letter (S or N), showing which map to use. If two hexes are given, the unit is placed in BOTH hexes. Battalions of infantry regiments are indicated by a number before the regiment's name (e.g. 3 GFR). Squadrons of cavalry regiments are indicated by a letter (or number) after the regiment's name (e.g. CAR b). Be sure to choose the correct counter when such a mark is present. Units may be set up on the map in any formation available to them and facing any direction. Unless stated otherwise, Special Commanders and Wing Commanders may be placed anywhere. Division Commanders are placed with any unit of their Division. The abbreviation on each commander's counter is given in [brackets]. In all scenarios, the French set up their forces first.
10.0d. Reinforcements
When a unit enters the map, it enters via a specific road hex (or hexes), unless the scenario rules state otherwise. Normally they enter play in Road Column, but the player may choose to enter in a different formation. Entering the map's first hex always requires paying a movement cost: see also series rule 22.4. Units that use Road Movement when entering the map are considered "In Command" for as long as they continue to use Road Movement. The "small" boxes on the Turn Counter carry reminders showing when reinforcements arrive, noting the scenario number to which each reminder applies.
10.0e. Scenario-Specific Optional Rules
The optional rules given in this section apply only to that particular scenario. They may also be used together with the game's general optional rules.
Scenario 1: Ingoldsby's Attack
10.1. This scenario recreates Cumberland's attempt to demonstrate strength by capturing the French redoubt d'Eu. It is a small teaching scenario demonstrating movement and combat, ideal for solitaire play.
10.1a. Special Rules
A. Scenario 1 begins at 6:00, and its last turn is 9:00. Only the South map is used. Do not roll for Initiative, and do not use Special Initiative Results or the End-of-Turn Number. Instead, on every turn, first activate the Allies, then the French.
B. Scenario 1 uses only the following sections of the Fontenoy rules: all of section "1: About the Game," rules 2.4, 2.10, 3.1, 3.5a, 4.1, and 4.2d. Reading these is enough to be able to play this scenario. Beyond that, you will need to consult sections 8 and 9 as the game progresses.
C. Units of Colonel de Grassin's Division cannot move beyond the Bois de Barry.
D. Allied forces may only move along, or north of, the road running from S6213 to S4205. They cannot penetrate more than 1 hex into the Bois de Barry. This means they cannot engage in Close Combat with a unit located 2 hexes deep in the Bois de Barry.
E. Ingoldsby and Colonel de Grassin must roll for Initiative every turn: they are outside their Army Commanders' Command Distance. The ordinary command rules apply to the units of their Divisions. French units in the redoubt are always "In Command."
F. (Optional). When Ingoldsby is Out of Command, all his units are also Out of Command and are subject to the restrictions of rule 7.6d. This exactly recreates the historical situation, but makes the Allied player's task considerably harder.
10.1b. French Setup
Brigade d'Eu — Chambonnas [Cb] 1 D'EU, Large Redoubt, 4 LB #7 (S4405)
Arquebusiers de Grassin — Col de Grassin [Gn] 1 GAP, 2 GAP, 3 GAP, GCF (anywhere in the Bois de Barry)
10.1c. Allied Setup
Ingoldsby's "Brigade" (see 4.2d) — BG Ingoldsby [In] DUR, PUL, SEM, BOS, BOU (within 1 hex of S6012)
Allied Reinforcement 6 LB #2 (on turn 7:00, place in hex S5611 before the Allies move.)
10.1d. Victory Conditions
The Allies win if they manage to capture redoubt d'Eu at S4405. Otherwise the French win.
10.1e. Optional Rules for Scenario 1
Ingoldsby's infantry had no regimental guns, so they cannot fire at a range of 2 hexes. If a "Regimental Guns" Special Result is rolled on Fire Combat or Defensive Fire, use the following rule. Roll the die again. On 0-4, use the Special Result listed above the "Regimental Guns" result. On 5-9, use the result listed below the "Regimental Guns" result.
Scenario 2: The Dutch Attack
10.2. This is another, somewhat larger, teaching scenario, which introduces Initiative determination and the Line of Command, as well as cavalry. This scenario recreates the Dutch attack on the French army's right flank.
10.2a. Special Rules
A. Scenario 2 begins at 9:00, and its last turn is 11:20. The End-of-Turn Number is 4. Only the South map is used.
B. Scenario 2 uses only the following sections of the Fontenoy rules: all of section "1: About the Game," all of rules 2.4 through 2.12, 3.1, 3.3b, 3.5, 3.9c, 4.1, 4.2b,c,f, and 4.5. Reading these is enough to be able to play this scenario. Beyond that, you will need to consult sections 8 and 9 as the game progresses.
C. Since Cumberland does not take part in this game, Waldeck is treated as commanding the Dutch army. However, his special activation abilities, described in rule 4.2c, still apply. Waldeck is considered to have a Command Rating of +3 and a Wing Activation Number of 6. If Waldeck is lost, there is no replacement commander for him: in this case, use series rule 21.6 for the Dutch. If de Saxe is lost, follow the order described in Fontenoy rule 3.3b, placing new counters on the map as needed.
D. Dutch and their Allies' morale losses are recorded on a single track. Conduct Army Morale Checks when required. No morale-loss tracking is kept for the French army. The French army does not take Army Morale Checks.
E. The reinforcements the Dutch player receives enter the game on turn 10:00 in the specified hexes. Place the reinforcement units on the map before the Initiative rolls on turn 10:00, and these reinforcements may then also be activated. The English and Dutch reinforcement units are treated as Independent, while the Austrian ones are combined into a Division under Konigsegg's command. Losses among these units count toward Allied morale losses and also toward determining the winner; the Austrian and English reinforcement units are not affected by any negative effects of Dutch Army Morale Results.
F. Three Divisions marked "Potential French Reinforcements" may optionally be used by the French player. At any point he may activate any of these Divisions, but doing so will have a negative effect on the determination of the winner. Set them up on the map at the start of the scenario; however, until activated, they simply stand without moving. If they are attacked in Close Combat, or fired upon by a non-artillery unit, they automatically become activated (and this counts against a French victory: see 10.2d).
G. No units may cross the row of xx11 hexes east of hex 4111. This restriction exists because of other units not represented in this scenario.
10.2b. French Setup
Marechal de Saxe (anywhere) 16 LB artillery (S1012)
Piemont Brigade — MDC de la Marck [Ma] 1 PIE (S1815), 2 PIE, 4 LB #1 (S1915), 3 PIE, 4 LB #2 (S2015), 4 PIE, 4 LB #3 (S2114), MAR (S2113)
Lutteaux's Wing — LG de Lutteaux [L]
Crillon Brigade — B la Motte-Hugues [MH] BIR (S2412), 1 CRI, 4 LB S #1 (S2512), 2 CRI (S2712), 3 CRI (S2813)
Dragons Demontes — MDC de Chevreuse [Cv] MDC (S3013-3113), BEF (S3213-3313), ROD (S3413-3513)
Bettens Brigade — B de Bettens [Be] 1 DIE, Small Redoubt, 4 LB #4 (S2914) 2 DIE, Small Redoubt, 4 LB #5 (S3314) 3 DIE, Small Redoubt, 4 LB #6 (S3714) 1 BET (S3614), 2 BET (S3814)
Biron's Wing — LG de Biron [B]
Dauphin Brigade — MDC de la Vauguyon [Va] 1 DAU, 8 LB #1 (S3914), 2 DAU, 8 LB #2 (S4014), 3 DAU, 8 LB #3 (S4013), BEA (S4012)
Potential French Reinforcements
Du Roy Brigade — B de la Serre [Se] 1 DUR, 2 DUR (S3712), 3 DUR, 4 DUR (S3711)
Colonel-General Brigade — LG d'Harcourt [Hr] COL a (S2910), COL b (S3010), DEB a (S3009), DEB b (S3108)
Etranger Brigade — LG du Chayla [Ch] ETR a (S2610), ETR b (S2709), CHB a (S2708), CHB b (S2808)
10.2c. Dutch Setup
Cronstrom's Wing — General Cronstrom [C]
Salis' Brigade — BG Salis [Sa] HOL (S2222), AIJ (S2321)
Elias' Brigade — BG Elias [El] BUD (S2520), OVR (S2620), OSL (S2719)
Halket's Brigade — BG Halket [Hk] SMI (S2423), LAL (S2522), BRN (S2622)
Hesse-Philipsthal's Cavalry Wing — LG Hesse Philipsthal [H]
Cannenburg's Brigade — MG Cannenburg [Ca] MAS b (S2426), MAS a (S2525), HES (S2625)
Brackel's Brigade — MG Brackel [Br] GIN (S2724), SHK (S2824), LIJ (S2923)
Coenders' Cavalry Wing — LG Coenders [N]
Sandouville's Brigade — MG Sandouville [Sn] GRD b (S3525), GRD a (S3625)
Hompesch's Brigade — MG Hompesch [Ho] KRB, MVN (S3724), HOP (S3824)
Vrybergen's Brigade — BG Vrybergen [Vr] SAN (S3923), BUI, REC (S4023)
Schwartzenberg's Wing — LG Schwartzenberg [S] Waldeck (with any unit of Sturler's Brigade)
Sturler's Brigade — BG Sturler [St] RIJ (S4119), 2 SAL (S4318), 1 SAL (S4418), BEN (S4517), CRO (S4617)
Burmania's Brigade — BG Burmania [Bu] BRK (S4121), 2 STU (S4221), 1 STU (S4420)
Efferen's Brigade — BG Efferen [Ef] 3 CON (S4619), 2 CON (S4718), 1 CON (S4818), DOR (S4917)
Dutch Artillery 3 LB #1 (S2421), 3 LB #2 (S2323), 3 LB #3 (S4219), 3 LB #4 (S4716), 3 LB #5 (S4320), 3 LB #6 (S4519), Howitzers (S2221), 6 LB (S2121) LK van Yssel (with any artillery unit)
10:00 AM Reinforcements (see 10.0d) Austrian: FM von Konigsegg, LIG, LIM (S4322) Dutch: SCH a, SCH b (S4223), WAL (S4614) English: DUR (S4713), SEM (S4613)
10.2d. Victory Conditions
Victory is determined by how many points the Dutch earn for their successes. Determine their total according to the rules below, then find the winner on the table.
+1 point if an Allied unit enters Fontenoy* +2 points if an Allied unit enters Antoin* +1 point for each redoubt captured by an Allied unit* * +1 additional point if any Allied unit is still there at the end of the game +5 points if the Dutch have breached the French Perimeter (6.8) +1 for each activated French reinforcement Brigade -2 points for every full 25 boxes shaded on the Dutch Army Morale Loss Track
3+: An overwhelming Dutch victory 1-2: A narrow Dutch victory -2 to 0: A narrow French victory -3 or less: An overwhelming French victory
These victory conditions take into account what would historically have made the outcome significant. To determine victory based purely on the actions of the troops in this isolated engagement, use the criteria above, but the Dutch start with 3 victory points. Historically, the fight ended in an overwhelming French victory: they activated one brigade and inflicted 50 SP of losses on the Dutch.
Scenario 3: The English Attack
10.3. Scenario 3 recreates the Anglo-Hanoverian attack on the French center. It is a bloody, hard-fought slugging match. Since only part of the map is involved, artificial restrictions must be imposed, in order to separate the battle area from the rest of the map.
10.3a. Special Rules
A. Scenario 3 uses both maps, but it is possible to play it on one. The scenario begins at 10:20 AM, and its last turn is 2:00 PM. The End-of-Turn Number is 8. All rules are used, except as noted below.
B. No units of either side may enter the Bois de Barry.
C. No French units may move south of the Bois de Barry or east of the row of S46xx hexes.
D. It is forbidden to cross the diagonal line of hexes from S5920 to S4111. The xx11 row west of S4111 is the limit: units must stay north of it. Allied units that begin their activation outside these boundaries must complete their activation within them. French units located outside these boundaries are not required to cross them immediately, but if they do cross them, they cannot return.
E. Optional rule 7.1 (The Infernal Column) must be used no later than 11:00.
F. Do not use the rules for Lowendahl's Detachment (3.8) or the French bridgehead rules (3.9a and b). Grassins and barricades (3.10 [sic]) are also not used.
G. The French have lost LG Grammont and MDC du Brocard. Choose a replacement commander for Grammont and note the commander loss on the French Army Loss Counter. Also mark 10 points of loss on the French Army Loss Counter: these represent losses suffered against the Dutch.
H. The English have lost LG Campbell. Even though Allied cavalry is not used in this scenario, mark the commander loss accordingly on the English Army Loss Counter.
L. The Special Initiative Results "Dutch Command Confusion/Lethargy" are not used in this scenario. If they are rolled, simply ignore them and make the next Initiative roll.
10.3b. French Setup
1 GFR (S4007), 2 GFR (S4106), 3 GFR (S4105), 4 GFR (S4205) 1 GSU (S4204), 2 GSU (S4203), 4 LB S #3 (S4106)
The Irish Brigade — LG Clare [Cl] CLA (S4202), ROO (S4301), LAL (N4333), BWK (N4433), DIL (N4432), BUL (N4531), 4 LB S #4 (S4402)
Brigade d'Eu — B Chambonnas [Cb] 1 D'EU, Large Redoubt, 4 LB #7 (S4405) 2 D'EU, Large Redoubt, 4 LB #8 (N4633) COR (N4631)
Danois' Wing — LG de Danois [D]
Couronne Brigade — B d'Havre [Ha] 1 LAC (S3610), 2 LAC (S3609), 3 LAC (S3608), SOI (S3607) 4 LB S #5 (S3708)
Royal Brigade — LG de Croissy [Cr] 1 ROY (S3705), 2 ROY (S3805), 3 ROY (S3804), HAI (S3903)
Berenger's Wing — LG de Berenger [R]
Vaisseaux Brigade — B Guerchy [Gu] 1 VAI (S4002), 2 VAI (S4001), 3 VAI (N4033), 4 LB S #6 (S4101)
Normandie Brigade — LG de Salency [Sa] 1 NOR (N4630), 2 NOR (N4729), 3 NOR (N4829), 4 NOR (N4928), 4 LB S #7 (N4929)
First Line of Cavalry
Colonel-General Brigade — LG d'Harcourt [Hr] COL a (S2910), COL b (S3010), DEB a (S3009), DEB b (S3108)
Clermont-Prince Brigade — LG de Penthievre [Pc] CPR a (S3207), CPR b (S3306), FZJ a (S3305), FZJ b (S3405)
Fiennes Brigade — LG d'Estrees [Es] FIE a (S3503), FIE b (S3603), CRA a (S3602), CRA b (S3701)
10.3b. French Setup
Le Roi de France & Special Leaders Louis XV, Noailles, Richelieu, GDC L (N3630), 4 LB #11 (N3730)
Marechal de Saxe (anywhere)
Chabannes' Wing — LG Chabannes [C]
Aubeterre Brigade — MDC d'Anlezy [An] AUB (S4011), 1 COU (S4010), 2 COU (S4009), 3 COU (S4008) 4 LB S #2 (S4110)
Les Gardes — LG Grammont (killed: choose a replacement)
Second Line of Cavalry
Etranger Brigade — LG du Chayla [Ch] ETR a (S2610), ETR b (S2709), CHB a (S2708), CHB b (S2808)
Brionne Brigade — LG d'Apcher [Ap] BRI a (S2906), BRI b (S3006), PON a (S3005), PON b (S3104)
St Jal Brigade — MDC d'Aguessau [Ag] BER a (S3203), BER b (S3302), STJ at Tournay
Noailles Brigade — MDC de Noailles [No] PEN a (S3401), PEN b (N3533), NOA a (N3532), NOA b (N3632)
Roussilon Brigade — LG de Pons [Po] PRC a (N4029), PRC b (N4128), ROU a (N4228), ROU b (N4327)
Maison du Roy — LG de Montesson [Mo] GAC (N3728), GDC N (N3727), GDC C (N3726), GDC V (N3725), GDC H (N3724), MOU 1 (N3723), MOU 2 (N3722), CHL (N3721), GDG (N3720)
Also placed as an Independent unit: GEN a (N3719)
Carabiniers — MDC de Crequy [Cq] CAR a (N3718), CAR b (N3717), CAR c (N3716), CAR d (N3715), CAR e (N3714)
Reinforcement 12:00 PM: LG Lowendahl (place within 5 hexes of any unit of the Normandie Brigade). He is not a Detachment Commander here, but rather performs the functions described in rule 3.3f.
10.3c. Allied Setup
Cumberland {the counter with Command Distance 6} (with any Allied infantry unit)
English Artillery Howitzers (S4911), 6 LB #1 (S4706), 6 LB #2 (S4708)
Hanoverian Artillery 3 LB #1 (S4711), 3 LB #2 (S4712), 3 LB #3 (S4713)
Remnants of Ingoldsby's Command PUL (S5007-5107), BOS (S4806-4906)
Albemarle's Brigade — MG Albemarle [Al] FGD (S4807), SGD (S4808), TGD (S4809)
Ligonier's Wing — LG Ligonier [L]
Churchill's Brigade — BG Churchill [Ch] RNB (S4810), NBF (S4811), HAN (S4812)
Ponsonby's Brigade — MG Ponsonby [Po] ONS (S4813), ROT (S4814), JOH (S4815), GRH (S4816)
Skelton's Brigade — BG Skelton [Sk] BUF (S5008), RWF (S5009), SKE (S5010)
Bligh's Brigade — BG Bligh [Bl] SOW (S5011), BRA (S5012), CHO (S5013), BLI (S5014)
De Wendt's Hanoverian Wing — General de Wendt [W]
Ilten's Brigade — LG Ilten [Il] OBU (S5015), CAM (S5016)
Zastrow's Brigade — MG Zastrow [Za] ZAS (S5211), SPO (S5212)
10.3d. Victory Conditions
The Allies win if, at the end of the game, they control hex N3630. Otherwise the French win.
10.3e. Optional Single-Map Version of This Scenario
Scenario 3 is best played on two maps, but for those short on space, a single-map version is offered. Set up all units on the South map that the scenario specifies. For units that should be placed on the North map, proceed as follows. Do not use Louis XV and his entourage, or the units of Brigade d'Eu, which begin the game on the North map. The off-map units of the Irish Brigade (S4301), the Vaisseaux Brigade (S4001), and the Noailles Brigade (S3501) enter the map on their Division's first activation, within three hexes of the hex given next to their name. The Roussilon Brigade enters the map at 11:00 AM within three hexes of S3801. The Normandie Brigade enters together with Lowendahl at 12:00 within three hexes of S4101. The Maison du Roy and the Carabiniers enter at 12:00 within three hexes of S3801. The Allies win by moving at least 25 SP off the map through hex S3801.
Scenario 4: The Battle of Fontenoy — 11 May 1745
10.4. This scenario recreates the actual Battle of Fontenoy, which began at 9:00 with the Dutch attack. This scenario assumes both armies begin in close proximity to one another, ready to give battle.
10.4a. Special Rules
A. Scenario 4 begins at 9:00 and has an End-of-Turn Number of 11. All maps, units, and rules are used in this scenario.
B. The French have lost LG Grammont and MDC du Brocard. Choose a replacement commander for Grammont and note the commander loss on the French Army Loss Counter.
C. The English have lost LG Campbell. No one may replace him. Note the commander loss on the English Army Loss Counter.
D. Use of rule 7.1 ("The Infernal Column") is strongly recommended.
10.4b. French Setup
Le Roi de France & Special Leaders Louis XV, Noailles, Richelieu, GDC L (N3527), 4 LB #11 (N3528)
Marechal de Saxe (anywhere)
Piemont Brigade — MDC de la Marck [Ma] 1 PIE (S1815), 2 PIE, 4 LB #1 (S1915), 3 PIE, 4 LB #2 (S2015), 4 PIE, 4 LB #3 (S2114), MAR (S2113)
Lutteaux's Wing — LG de Lutteaux [L]
Crillon Brigade — B la Motte-Hugues [MH] BIR (S2412), 1 CRI, 4 LB S #1 (S2512), 2 CRI (S2712), 3 CRI (S2813)
Dragons Demontes — MDC de Chevreuse [Cv] MDC (S3013-3113), BEF (S3213-3313), ROD (S3413-3513)
Bettens Brigade — B de Bettens [Be] 1 DIE, Small Redoubt, 4 LB #4 (S2914) 2 DIE, Small Redoubt, 4 LB #5 (S3314) 3 DIE, Small Redoubt, 4 LB #6 (S3714) 1 BET (S3614), 2 BET (S3814)
Biron's Wing — LG de Biron [B]
Dauphin Brigade — MDC de la Vauguyon [Va] 1 DAU, 8 LB #1 (S3914), 2 DAU, 8 LB #2 (S4014), 3 DAU, 8 LB #3 (S4013), BEA (S4012)
Du Roy Brigade — B de la Serre [Se] 1 DUR, 2 DUR (S3712), 3 DUR, 4 DUR (S3711)
Chabannes' Wing — LG Chabannes [C]
Aubeterre Brigade — MDC d'Anlezy [An] AUB (S4011), 1 COU (S4010), 2 COU (S4009), 3 COU (S4008), 4 LB S #2, MDC du Brocard (S4110)
Les Gardes — LG Grammont (killed — choose a replacement) 1 GFR (S4007), 2 GFR (S4106), 3 GFR (S4105), 4 GFR (S4205), 1 GSU (S4204), 2 GSU (S4203), 4 LB S #3 (S4106)
The Irish Brigade — LG Clare [Cl] CLA (S4202), ROO (S4301), LAL (N4333), BWK (N4433), DIL (N4432), BUL (N4531), 4 LB S #4 (S4402)
Brigade d'Eu — B Chambonnas [Cb] 1 D'EU, Large Redoubt, 4 LB #7 (S4405) 2 D'EU, Large Redoubt, 4 LB #8 (N4633) ANG (N3708), 4 LB #10 (N3609), COR (N4608)
Danois' Wing — LG de Danois [D]
Couronne Brigade — B d'Havre [Ha] 1 LAC (S3610), 2 LAC (S3609), 3 LAC (S3608), SOI (S3607), 4 LB S #5 (S3708)
Royal Brigade — LG de Croissy [Cr] 1 ROY (S3705), 2 ROY (S3805), 3 ROY (S3804), HAI (S3903)
Berenger's Wing — LG de Berenger [R]
Vaisseaux Brigade — B Guerchy [Gu] 1 VAI (S4002), 2 VAI (S4001), 3 VAI (N4033), 4 LB S #6 (S4101), TRA, 4 LB #9 (N4512)
Normandie Brigade — LG de Salency [Sa] 1 NOR (N4612), 2 NOR (N4611), 3 NOR (N4610), 4 NOR (N4609), 4 LB S #7 (N4612), LG de Salency at N4608 with COR, with COR attached to his Division.
First Line of Cavalry
Colonel-General Brigade — LG d'Harcourt [Hr] COL a (S2910), COL b (S3010), DEB a (S3009), DEB b (S3108)
Clermont-Prince Brigade — LG de Penthievre [Pe] CPR a (S3207), CPR b (S3306), FZJ a (S3305), FZJ b (S3405)
Fiennes Brigade — LG d'Estrees [Es] FIE a (S3503), FIE b (S3603), CRA a (S3602), CRA b (S3701)
Second Line of Cavalry
Etranger Brigade — LG du Chayla [Ch] ETR a (S2610), ETR b (S2709), CHB a (S2708), CHB b (S2808)
Brionne Brigade — LG d'Apcher [Ap] BRI a (S2906), BRI b (S3006), PON a (S3005), PON b (S3104)
St Jal Brigade — MDC d'Aguessau [Ag] BER a (S3203), BER b (S3302), STJ at Tournay
Noailles Brigade — MDC de Noailles [No] PEN a (S3401), PEN b (N3533), NOA a (N3532), NOA b (N3632)
Roussilon Brigade — LG de Pons [Po] PRC a (N4029), PRC b (N4128), ROU a (N4228), ROU b (N4327)
Maison du Roy — LG de Montesson [Mo] GAC (N3728), GDC N (N3727), GDC C (N3726), GDC V (N3725), GDC H (N3724), MOU 1 (N3723), MOU 2 (N3722), CHL (N3721), GDG (N3720)
Independent units are represented by GEN a (N3719)
Carabiniers — MDC de Crequy [Cq] CAR a (N3718), CAR b (N3717), CAR c (N3716), CAR d (N3715), CAR e (N3714)
Arquebusiers de Grassin — Col de Grassin [Gn] 1 GAP, 2 GAP, 3 GAP, GCF, 6 Barricade counters (anywhere in the Bois de Barry, in or north of the Sxx06 row of hexes)
The Bridgehead 5 GFR, 6 GFR, 3 GSU, 12 LB #1, 12 LB #2, any 3 militia (Milice) units (anywhere in the bridgehead on the bank of the Escaut) These units are subject to rule 3.9b.
West of the Escaut 16 LB artillery (S1012) 4 LB S #10, 4 LB S #11, 4 LB S #12 (within 10 hexes of N1421 on the west bank of the Escaut) All these units are subject to rule 3.9d. In addition, the 4 LB S guns cannot move more than 10 hexes from N1421.
Lowendahl's Detachment (3.8) is used in this scenario. If optional rule 6.6 (Tournay) is used, add the following units in addition to the Divisions specified as being at Tournay: SEP a, SEP b, STJ (Aguessau's Division), ECO (Clare's Division), and two battalions of LOW from Lowendahl's Wing. Also note that 3 militia units are placed at the bridgehead. The other 7 units are placed at Tournay. The full composition of the Divisions stationed at Tournay is given on the Order of Battle.
10.4c. Allied Setup
DUTCH
Cronstrom's Wing — General Cronstrom [C]
Salis' Brigade — BG Salis [Sa] HOL (S2222), AIJ (S2321)
Elias' Brigade — BG Elias [El] BUD (S2520), OVR (S2620), OSL (S2719)
Halket's Brigade — BG Halket [Hk] SMI (S2423), LAL (S2522), BRN (S2622)
Hesse-Philipsthal's Cavalry Wing — LG Hesse-Philipsthal [H]
Cannenburg's Brigade — MG Cannenburg [Ca] MAS b (S2426), MAS a (S2525), HES (S2625)
Brackel's Brigade — MG Brackel [Br] GIN (S2724), SHK (S2824), LIJ (S2923)
Coenders' Cavalry Wing — LG Coenders [N]
Sandouville's Brigade — MG Sandouville [Sn] GRD b (S3525), GRD a (S3625)
Hompesch's Brigade — MG Hompesch [Ho] KRB, MVN (S3724), HOP (S3824)
Vrybergen's Brigade — BG Vrybergen [Vr] SAN (S3923), BUI, REC (S4023)
Schwartzenberg's Wing — LG Schwartzenberg [S] Waldeck (with any unit of Sturler's Brigade)
Sturler's Brigade — BG Sturler [St] RIJ (S4119), 2 SAL (S4318), 1 SAL (S4418), BEN (S4517), CRO (S4617)
Burmania's Brigade — BG Burmania [Bu] BRK (S4121), 2 STU (S4221), 1 STU (S4420)
Efferen's Brigade — BG Efferen [Ef] 3 CON (S4619), 2 CON (S4718), 1 CON (S4818), DOR (S4917)
Dutch Artillery 3 LB #1 (S2421), 3 LB #2 (S2323), 3 LB #3 (S4219), 3 LB #4 (S4716), 3 LB #5 (S4320), 3 LB #6 (S4519), Howitzers (S2221), 6 LB (S2121) LK van Yssel (with any artillery unit)
ENGLISH AND HANOVERIANS
Cumberland {the counter with Command Distance 6} (anywhere)
Ingoldsby's "Brigade" — BG Ingoldsby [In] BOU (S5208), DUR (S5107), PUL (S5007), SEM (S4906), BOS (S4806)
Albemarle's Brigade — MG Albemarle [Al] FGD (S4807), SGD (S4808), TGD (S4809)
Ligonier's Wing — LG Ligonier [L]
Churchill's Brigade — BG Churchill [Ch] RNB (S4810), NBF (S4811), HAN (S4812)
Ponsonby's Brigade — MG Ponsonby [Po] ONS (S4813), ROT (S4814), JOH (S4815), GRH (S4816)
Skelton's Brigade — BG Skelton [Sk] BUF (S5008), RWF (S5009), SKE (S5010)
Bligh's Brigade — BG Bligh [Bl] SOW (S5011), BRA (S5012), CHO (S5013), BLI (S5014)
De Wendt's Hanoverian Wing — General de Wendt [W]
Ilten's Brigade — LG Ilten [Il] OBU (S5015), CAM (S5016)
Zastrow's Brigade — MG Zastrow [Za] ZAS (S5211), SPO (S5212)
Montigny's Brigade — MG Montigny [Mo] DAC (S5414), MON (S5415), ADE a (S5416), ADE b (S5417)
Launay's Brigade — MG Launay [La] ACE (S5613), LEI (S5614), WND a (S5615), WND b (S5616)
English Cavalry Wing LG Campbell killed — no replacement
Rothes' Brigade — MG Rothes [Ro] RLD (S5409), KOD (S5410), HGD (S5411)
Bland's Brigade — MG Bland [Bn] HGG (S5412), RHG (S5413)
Onslow's Brigade — BG Onslow [On] NBD (S5609), STD (S5610)
Hawley's Brigade — MG Hawley [Ha] KRH (S5611), LIH (S5612)
Reserve Corps — LG von Moltke [Mk] QRD (S6010), LIG, LIM (S6011), WAL (S6012), KAR (S6209), BEL (S6210), SCH a (S6211), SCH b (S6212), FM von Konigsegg (with any Austrian unit)
English Artillery Howitzers (S4911), 6 LB #1 (S4706), 6 LB #2 (S4708)
Hanoverian Artillery 3 LB #1 (S4711), 3 LB #2 (S4712), 3 LB #3 (S4713)
10.4d. Victory Conditions
Since the underlying purpose of the Battle of Fontenoy was to determine how events at Tournay would unfold, victory belongs to whichever side ends up controlling the battlefield. If the Allies take the field, the French will have to lift the siege of Tournay. In the end, the victory conditions are quite simple: 1) if either side declares an Army Retreat, the other side wins; 2) if neither side declares an Army Retreat, the French win; 3) if both sides declare an Army Retreat in the same turn, the French win.
10.4e. Optional Single-Map Version of This Scenario
Scenario 4 is best played on two maps, but for those short on space, a single-map version is offered. Set up all units on the South map that the scenario specifies. For units that should be placed on the North map, proceed as follows. The off-map units of the Irish Brigade (S4301), the Vaisseaux Brigade (S4001), and the Noailles Brigade (S3501) enter the map on their Division's first activation, within three hexes of the hex given next to their name. The Roussilon Brigade enters the map on turn 11:00 AM within three hexes of S3801. The Normandie Brigade, together with Lowendahl, enters the map on turn 12:00 PM within three hexes of S3201. The Maison du Roy and the Carabiniers enter at 12:00 within three hexes of S3801. Do not use the rules for Lowendahl's Detachment. Instead, Lowendahl enters the map at 12:00 as a reinforcement with the Normandie Brigade. Victory conditions in this case are the same as in the ordinary play of Scenario 4.
Scenario 5: The Battle of Fontenoy (Early Start)
10.5. This scenario recreates the actual Battle of Fontenoy, but with an earlier start time than Scenario 4. This gives both sides more time to deploy their forces as they see fit and to play out their own version of the battle.
10.5a. Special Rules
Scenario 5 begins at 6:00 and has an End-of-Turn Number of 11. All maps, units, and rules are used in this scenario.
10.5b. French Setup
Le Roi de France & Special Leaders Louis XV, Noailles, Richelieu, GDC L (N3527), 4 LB #11 (N3528)
Marechal de Saxe (anywhere)
Piemont Brigade — MDC de la Marck [Ma] 1 PIE (S1714), 2 PIE (S1815), 3 PIE, 4 LB #1 (S1915), 4 PIE, 4 LB #2 (S2015), MAR, 4 LB #3 (S2114)
Lutteaux's Wing — LG de Lutteaux [L]
Crillon Brigade — B la Motte-Hugues [MH] BIR (S2113), 1 CRI (S2412), 2 CRI (S2712), 3 CRI (S2813), 4 LB S #1 (S2512)
Dragons Demontes — MDC de Chevreuse [Cv] MDC (S3013-3113), BEF (S3213-3313), ROD (S3413-3513)
Bettens Brigade — B de Bettens [Be] 1 DIE, Small Redoubt, 4 LB #4 (S2914) 2 DIE, Small Redoubt, 4 LB #5 (S3314) 3 DIE, Small Redoubt, 4 LB #6 (S3714) 1 BET (S3614), 2 BET (S3814)
Biron's Wing — LG de Biron [B]
Dauphin Brigade — MDC de la Vauguyon [Va] 1 DAU, 8 LB #1 (S3914), 2 DAU, 8 LB #2 (S4014), 3 DAU, 8 LB #3 (S4013), BEA (S4012)
Du Roy Brigade — B de la Serre [Se] 1 DUR, 2 DUR (S3712), 3 DUR, 4 DUR (S3711)
Chabannes' Wing — LG Chabannes [C]
Aubeterre Brigade — MDC d'Anlezy [An] AUB (S4011), 1 COU (S4010), 2 COU (S4009), 3 COU (S4008)
Les Gardes — LG Grammont [Gr] 1 GFR (S4007), 2 GFR (S4106), 3 GFR (S4105), 4 GFR (S4205) 1 GSU (S4204), 2 GSU (S4203) 4 LB S #2 (S4309), 4 LB S #3 (S4307), MDC du Brocard (S4308)
The Irish Brigade — LG Clare [Cl] CLA (S4202), ROO (S4301), LAL (N4333), BWK (N4433), DIL (N4432), BUL (N4531), 4 LB S #4 (S4402)
Brigade d'Eu — B Chambonnas [Cb] 1 D'EU, Large Redoubt, 4 LB #7 (S4405) 2 D'EU, Large Redoubt, 4 LB #8 (N4633), ANG (N3708), 4 LB #10 (N3609) COR as a reinforcement.
Danois' Wing — LG de Danois [D]
Couronne Brigade — B d'Havre [Ha] 1 LAC (S3605), 2 LAC (S3704), 3 LAC (S3804), SOI (S3903) 4 LB S #5 (S3805)
Royal Brigade as a reinforcement.
Berenger's Wing — LG de Berenger [R]
Vaisseaux Brigade — B Guerchy [Gu] 1 VAI (N4511), 2 VAI (N4510), 3 VAI (N4509), 4 LB S #6 (N4508), TRA, 4 LB #9 (N4512)
Normandie Brigade as a reinforcement.
First Line of Cavalry
Colonel-General Brigade — LG d'Harcourt [Hr] COL a (S2910), COL b (S3010), DEB a (S3009), DEB b (S3108)
Clermont-Prince Brigade — LG de Penthievre [Pe] CPR a (S3207), CPR b (S3306), FZJ a (S3305), FZJ b (S3405)
Fiennes Brigade — LG d'Estrees [Es] FIE a (S3503), FIE b (S3603), CRA a (S3602), CRA b (S3701)
Second Line of Cavalry
Etranger Brigade — LG du Chayla [Ch] ETR a (S2610), ETR b (S2709), CHB a (S2708), CHB b (S2808)
Brionne Brigade — LG d'Apcher [Ap] BRI a (S2906), BRI b (S3006), PON a (S3005), PON b (S3104)
St Jal Brigade — MDC d'Aguessau [Ag] BER a (S3203), BER b (S3302), STJ at Tournay
Noailles Brigade — MDC de Noailles [No] PEN a (S3401), PEN b (N3533), NOA a (N3532), NOA b (N3632)
Roussilon Brigade — LG de Pons [Po] PRC a (N4029), PRC b (N4128), ROU a (N4228), ROU b (N4327)
Maison du Roy — LG de Montesson [Mo] GAC (N2619), GDC N (N2618), GDC C (N2617), GDC V (N2616), GDC H (N2615), MOU 1 (N2614), MOU 2 (N2613), CHL (N2612), GDG (N2611)
Carabiniers — MDC de Crequy [Cq] CAR a (N2610), CAR b (N2609), CAR c (N2608), CAR d (N2607), CAR e (N2606)
Arquebusiers de Grassin — Col de Grassin [Gn] 1 GAP, 2 GAP, 3 GAP, GCF, 6 Barricade counters (anywhere in the Bois de Barry).
The Bridgehead 5 GFR, 6 GFR, 3 GSU, 12 LB #1, 12 LB #2, any 3 militia (Milice) units (anywhere in the bridgehead on the bank of the Escaut) These units are subject to rule 3.9b.
West of the Escaut 16 LB artillery (S1012) 4 LB S #10, 4 LB S #11, 4 LB S #12 (within 10 hexes of N1421 on the west bank of the Escaut) All these units are subject to rule 3.9d. In addition, the 4 LB S guns cannot move more than 10 hexes from N1421.
Lowendahl's Detachment (3.8) is used in this scenario.
Tournay If optional rule 6.6 is used, add the following units in addition to the Divisions specified as being at Tournay: SEP a, SEP b, STJ (Aguessau's Division), ECO (Clare's Division), and two battalions of LOW from Lowendahl's Wing. Also note that 3 militia units are placed at the bridgehead. The other 7 units are placed at Tournay. The full composition of the Divisions stationed at Tournay is given on the Order of Battle.
AM Reinforcements (see 10.0d) 7:00 LG de Croissy [Cr], 1 ROY, 2 ROY, 3 ROY, HAI (N1801) 7:20 GEN a (N1030) 7:40 LG de Salency [Sa], 1 NOR, 2 NOR, 3 NOR, 4 NOR, 4 LB S #7 (N3201) 7:40 COR [from Brigade d'Eu: attached to Normandie] (N3201)
10.5c. Allied Setup
DUTCH
Cronstrom's Wing — General Cronstrom [C]
Salis' Brigade — BG Salis [Sa] AIJ, HOL (within 1 hex of S2631)
Elias' Brigade — BG Elias [El] BUD, OSL, OVR (within 1 hex of S2830)
Halket's Brigade — BG Halket [Hk] SMI, LAL, BRN (within 1 hex of S3029)
Hesse-Philipsthal's Cavalry Wing — LG Hesse-Philipsthal [H]
Cannenburg's Brigade — MG Cannenburg [Ca] MAS a & b, HES (within 1 hex of S3532)
Brackel's Brigade — MG Brackel [Br] GIN, SHK, LIJ (within 1 hex of S3731)
Coenders' Cavalry Wing — LG Coenders [N]
Sandouville's Brigade — MG Sandouville [Sn] GRD a & b (within 1 hex of S4030)
Hompesch's Brigade — MG Hompesch [Ho] KRB, MVN, HOP (within 1 hex of S4229)
Vrybergen's Brigade — BG Vrybergen [Vr] SAN, BUI, REC (within 1 hex of S4428)
Schwartzenberg's Wing — LG Schwartzenberg [SJ] Prince Waldeck (with any unit of Sturler's Brigade)
Sturler's Brigade — BG Sturler [St] RIJ, 1 & 2 SAL, BEN, CRO (within 1 hex of S4724)
Burmania's Brigade — BG Burmania [Bu] BRK, 1 & 2 STU (within 1 hex of S4923)
Efferen's Brigade — BG Efferen [Ef] 1, 2, 3 CON, DOR (within 1 hex of S5122)
Dutch Artillery 3 LB #1 & 2 (within 1 hex of any unit of Cronstrom's Wing) 3 LB #3, 4, 5, 6 (within 1 hex of any unit of Schwartzenberg's Wing) Howitzers (S3926), 6 LB, LK van Yssel (S4026)
ENGLISH
Ingoldsby's "Brigade" (4.2d) — BG Ingoldsby [In] DUR, PUL, SEM, BOS, BOU (within 1 hex of S6012)
Cumberland {the counter with Command Distance 6} (anywhere)
Ligonier [L] (adjacent to any English infantry unit)
Churchill's Brigade — BG Churchill [Ch] HAN, NBF, RNB (within 1 hex of S6514)
Ponsonby's Brigade — MG Ponsonby [Po] GRH, JOH, ONS, ROT (within 1 hex of S6417)
Skelton's Brigade — BG Skelton [Sk] BUF, RWF, SKE (within 1 hex of S6713)
Bligh's Brigade — BG Bligh [Bl] BLI, BRA, CHO, SOW (within 1 hex of S6715)
Albemarle's Brigade — MG Albemarle [Al] FGD, SGD, TGD (within 1 hex of S6512)
Campbell's Cavalry Wing — LG Campbell [M] Rothes', Bland's, Onslow's, and Hawley's Brigades (within 1 hex of the row of hexes running between S6408-6410)
English Artillery Howitzers, 6 LB #1 & 2 (anywhere east of the Ravin de Vezon)
HANOVERIANS
General de Wendt [W] (adjacent to any Hanoverian unit)
Ilten's [Il] and Zastrow's [Za] Brigades SPO, ZAS, CAM, OBU (within 1 hex of S6419)
Launay's [La] and Montigny's [Mo] Brigades ACE, LEI, WND, ADE, DAC, MON (within 1 hex of S6619)
Hanoverian Artillery 3 LB #1, 2, 3 (anywhere east of the Ravin de Vezon)
RESERVE
Konigsegg (with any Austrian unit)
Moltke's [Mk] Reserve Command BEL, KAR, LIG, LIM, QRD, WAL, SCH a, b (anywhere east of the Ravin de Vezon)
10.5d. Victory Conditions
The victory conditions are the same as in Scenario 4 (see 10.4d).
Scenario 6: Fontenoy As It Might Have Been (Free Allied Deployment)
10.6. This scenario assumes that the Allied commander, Cumberland, deploys his troops as he sees fit. It is assumed that, between 2:00 and 5:00, the Allies had shifted their troops to put them in a more favorable position to attack. As a result, the Allied player may deploy his units however he likes.
This scenario departs from the historical situation only slightly, allowing that Cumberland might have been willing to reconnoiter toward the Bois de Barry and consider some course of action other than a frontal attack — that is, to do what, in reality, Cumberland was incapable of doing.
10.6a. Special Rules
A. Scenario 6 uses both maps. It uses all units and rules. Use of optional rules 6.6 (Tournay), 7.1 (The Infernal Column), 7.2 (The Supply Train Moves), and 7.4 (English Artillery Movement) is strongly recommended. The game begins at 5:00 and has an End-of-Turn Number of 11.
B. This scenario uses optional rule 7.8 (Allied Detachments) — it is not actually optional here — although the Allied player may decide for himself whether he actually wants to create any Detachments at all. Detachments cannot rejoin the main army (as described in series rule 24.3) while they are on the off-map maneuver board.
C. Scenario 6 does not use BG Ingoldsby (unless you decide to use optional rule 7.3a). Instead, place the units of his Division with their original formations.
D. The Allied player has an off-map maneuver board he may use to deploy his troops and maneuver them into a more favorable attacking position. French units cannot be placed on this board.
i. Any number of Allied units may be placed in the boxes labeled A through E. Units that begin an activation in boxes A, B, or C may enter the South map in any of the hexes given in the corresponding box, in any formation.
ii. All units on the board are always "In Command": there is no need to trace an LOC. Divisions and Wings on the board are activated normally. A Division's units may be freely split among the board's boxes. Attachment (see series rule 6.4) is not permitted on the off-map maneuver board.
iii. An unlimited number of units may be placed in boxes A-E, as well as in boxes V-Z. In the numbered boxes, no more than 16 SP may be placed, regardless of unit type. Units of all types may freely group together in the board's boxes. If combat units of any size already occupy a box, other units cannot move through it. Units already occupying the box must first vacate it. Commanders moving on their own are not restricted by other units: they may move freely.
iv. Stacks move from box to box along the connecting lines. All units are assumed to be moving in Road Column. No units may use Forced March. The cost of entering a numbered box is 2 MP per box. (Example: to move from box B to box 12, units must spend 6 MP.) Units entering the lettered boxes A-E must use their entire Movement Potential to do so: they cannot spend any MP beforehand. Entering the shaded portion of boxes V-Z costs 2 MP, as for the numbered boxes (see also rule vi).
v. When a stack attempts to travel along a woods road (not the woods major road), one die must be rolled, to determine whether the column stops moving. This roll is made before entering EACH box that requires travel along a woods road. On a result of 0, the units stop and cannot continue moving. Note that, because of rule iii, this can cause a "traffic jam"! If units must cross a woods path, they also roll a die, but stop on results of 0, 1, and 2. Commanders moving on their own must also make these same rolls. No Disorder Checks are conducted for units on the board: the only restriction is the stopping described in this rule.
vi. When units enter boxes V-Z, they must stop moving in the shaded portion of the box. On their next movement, they may enter the map directly in any of the hexes given in the corresponding box, but they enter in Road Column and Disordered. Or, they may spend their activation moving into the unshaded portion of the same box. When a unit begins its activation in the unshaded portion of a box, it may enter the map in any of the given hexes, in any formation, and without being Disordered.
vii. If any Allied units enter the North map from boxes X, Y, or Z, this triggers the "Lowendahl's Detachment" event per rule 3.8.
viii. Once a unit enters the map, leaving the board, it can no longer return to it. Units that begin the game on the map cannot enter the board; if they Rout or otherwise leave the map, the ordinary BAR series rules apply.
ix. Since units on the board are in Road Column, Restricted Activation may be used to activate them.
x. Movement on the off-map maneuver board is not hidden. The French player may view it at any time. However, he cannot see the contents of stacks. He can see only the number of units in a stack, and the unit on top of the stack.
10.6b. French Setup
The initial French setup is the same as rule 10.5c [sic — French setup, see 10.5b].
10.6c. Allied Setup
The Allies set up their forces second, and may set up units in boxes A-E of the board or on the South map, subject to the following restrictions: anywhere south of the row of xx26 hexes between S1026 and S5626, and anywhere east of the Ravin de Vezon.
10.6d. Victory Conditions
The victory conditions are the same as in Scenario 4 (see 10.4d).
10.6e. Optional French Setup
A. The French player may freely deploy his units subject to the following parameters: 1) on the North map they may be placed anywhere, provided they are more than 15 hexes from the east edge of the map; 2) on the South map they may be placed anywhere north of the row of xx20 hexes, provided they are not east of the Ravin de Vezon and no more than 5 hexes from that ravine. The five redoubts (or six, if optional rule 6.2 is used) may be placed anywhere. Rules 3.9b and d must be observed when setting up. As an exception to this rule, the Grassins and barricades may be placed anywhere in the Bois de Barry.
B. Using this free-deployment option, the French player may swap units on the map for units of the same type from the force besieging Tournay. In other words, 1 cavalry unit on the map may be swapped for 1 cavalry unit from Tournay, provided the Tournay force does not decrease in the number of units, and its proportion of unit types is unchanged.
Scenario 7: A Fantastic Fontenoy
10.7. This scenario was created for players who would like to recreate a battle between all the units of both armies, with no field fortifications at all. It is based on the following fantastical premise:
Since the French army did not reach Fontenoy until the end of April, most of the Dutch troops withdrew, leaving only a small garrison in the fortress. Tournay held out long enough to allow Cumberland to gather his forces, reinforcing his army with fresh English regiments and with those who would otherwise have garrisoned Tournay. The day before the battle, the fortress finally fell, freeing up the French units that had been besieging it. Since the fortress had fallen, there was no need to build field fortifications, but since the armies were close to one another, battle became inevitable...
10.7a. Special Rules
A. Scenario 7 begins at 7:00 AM and has an End-of-Turn Number of 12. All units are used, except the following: 1) in the Allied army, do not use Colonel Rich, RIC/RI, and RHN/BL; 2) in the French army, do not use MDC Graville and LAV/GV. All rules are used, except as noted below.
B. Use optional rule 6.1 (No Field Fortifications). Also, the French cannot use barricades, and there is no bridgehead. Do not use rules 3.4 [sic — 3.5] (Field Fortifications), 2.5 [sic — 3.6] (Barricades), 3.8 (Lowendahl's Detachment), and 6.8 (Perimeter Breach). Of section 3.9, use only rule 3.9c (Line of Retreat).
C. Use the additional forces given in optional rules 6.3 (Missing Cavalry), 6.5 (French Dragoons), and 7.3 (Additional Anglo-Hanoverian Infantry). Their deployment is determined by the rules given below.
D. Use additional rules 7.2 (The Supply Train Moves), 7.4 (English Artillery Movement), and 7.8 (Allied Detachments).
E. All other optional rules remain optional, except that rules 6.6 (Tournay) and 7.1 (The Infernal Column) cannot be used. Use of optional rule 5.2 (Fast-Play Fontenoy) is strongly recommended.
F. The French begin with two Detachments. The Detachment commanded by LG de Breze consists of the Divisions of Boisot, Bordeille, Marquis, and d'Herouville. Other units that, in the historical scenarios, are at Tournay revert to their original Divisions. Ten militia units may be freely placed anywhere in territory controlled by the French army. The other French Detachment, commanded by LG Lowendahl, consists of Langeron's Wing and Baviere's Wing. Any two additional Divisions may be added to each of these Detachments.
G. The Allies use the Dutch garrison of Tournay, as given on the Allied Order of Battle. This is a Wing with two Divisions and an Independent cavalry unit.
10.7b. French Setup
Before the French player sets up his forces, the Allied player must designate three hexes as initial deployment hexes. These may be any hexes on the east or south edges of the map between S4133 and S7034. (See the Allied setup below to understand their role.) Place any markers in these three hexes as a reminder. Once the Allied player has designated the three initial hexes, the French player deploys his units anywhere along the line from S4133 to N5133 and from N5133 to N4101 and westward. Louis XV is placed in hex N3527, together with Noailles and Richelieu. Noailles and Richelieu cannot be "released" until the French forces have suffered 100 points of loss. Dragoons may be set up either mounted or dismounted, per rule 6.5.
10.7c. Allied Setup
The Allied player must deploy two Wings within five hexes of each of his chosen initial deployment hexes. This means six of the Allied army's eight Wings will be within five hexes of the chosen initial deployment hexes. The remaining two Wings, and all Independent units and Divisions, may be deployed within five hexes of any hex on the east edge of the map, or the south edge of the map between S4133 and S7034.
10.7d. Victory Conditions
If either side declares an Army Retreat, the other army is considered to have won. If both sides declare an Army Retreat in the same turn, the battle ends in a draw. If neither side declares an Army Retreat, the side that has suffered the smaller losses, according to the Army Loss Chart, wins a narrow victory. When determining the Allies' total losses, add together the losses from both loss charts. In any case, do not count Routed units — count only the actual losses marked in the chart's boxes.
Scenario 8: The Battle of Melle — 9 July 1745
10.8. The Battle of Melle is a complete BAR battle fought by units that took part in the Battle of Fontenoy. In addition, a small number of units taking part in the Battle of Melle did not take part at Fontenoy.
10.8a. Special Rules
A. Game Turn, Counters, and Tables
i. The Battle of Melle begins at 19:00, and its last turn is 21:40. The End-of-Turn Number is 7. Melle uses its own map. The northwest edge of the map, i.e. the xx01 row of hexes, is the top of the map. The southwest edge of the map is the long edge along the Escaut river. The southeast edge of the map is the xx34/xx35 row of hexes at the bottom.
ii. Use the necessary counters from the Fontenoy set, but note that, according to the Order of Battle and loss charts intended for Melle, the values on the counters have changed compared to Fontenoy. In other words, the figures printed on the counters do not always match what is needed to play Melle. To help players get started more quickly, the counters that should be used are specially marked on the counter sheets.
iii. For the French, 1 CRI, 2 GAP, LAV, 3 NOR, and the Grenadier counters have reduced combat strength (compared to what is printed on the counters), owing to losses suffered at Fontenoy and/or the detachment of their grenadier companies. For the Allies, LIG, LIM, ADE a, and LEI have reduced strength because part of these units is deployed elsewhere. These reductions are noted on the loss charts intended for Scenario 8, where the corresponding loss diagrams have fewer boxes. This reduction does not count as a loss and has no effect on army morale.
iv. Melle has its own Order of Battle, Loss Charts, Turn Counter, and Army Morale Tables. Be sure to use these when playing Melle.
B. Which Rules Are Used?
To play the Battle of Melle, it is enough to read and absorb only some of the rules: all of section 1 (About the Game) and rules 2.4-2.8, 3.1, 3.5c, 3.7, and 4.1. In addition, you will need to consult sections 8 and 9 as the game progresses. Melle uses its own Special Initiative Results Table (printed on the Melle materials sheet), explained in 8.2. For all other Special Results, use the tables intended for Fontenoy.
C. Commanders
At Melle, each side is an "army" made up of several Divisions. Owing to the peculiarities of the battle, du Chayla and von Moltke (and their replacement commanders) act in every turn both as army commanders and as Division commanders. No Wings are used in this battle, and there are no Wing Commanders. The following rules apply to both commanders:
Army: they act as Army Commanders for the Army Initiative roll and for affecting Army Morale. Moltke has a Command Rating of +4 for Army Initiative rolls, and du Chayla has +3. At Melle, a commander-in-chief's movement does not incur the -2 penalty to Command Rating (see series rule 6.1b).
Division: in addition to their other functions, both commanders are the commanders of their own Divisions. These Divisions cannot be activated independently of their commanders. When the commander is activated, his Division is activated too (and vice versa).
Replacements: Bligh replaces Moltke as army commander if Moltke is lost. Draw a replacement marker to replace Moltke as cavalry Division commander; Bligh then enters the game as army commander with a Command Rating of +3. Graville (+3) is the replacement for du Chayla and follows the same replacement rules as Moltke and Bligh. Souvre (+3) is third in line to replace the French army commander. If all replacement commanders are lost, the army no longer has a commander and must roll for Initiative to activate each Division. That army also gets a +0 modifier on Initiative rolls. If Moltke leaves the map, he can no longer affect Initiative or Army Morale, but his replacement commander can (until he too leaves the map).
D. Individual Unit Initiative
Owing to the size and character of the Battle of Melle, individual units will more often need to react to the situation. Division commanders may, of course, be activated normally: activation and Commander Initiative. But when a Division is activated, and units belonging to it are outside their commander's Command Distance, those units may roll for Initiative, as described in series rule 7.4c. They must still be activated together with their Division, since they are not Independent.
E. Baggage and Pontoons
i. The Allied player has a small baggage train, treated as an Independent unit that is always "In Command," has no combat value, no facing, pays no facing-change cost, and has 6 Movement Points. It has a target size of +10 for Fire Combat and is destroyed in Fire Combat by inflicting 1 hit (this loss is not reflected on the Army Loss diagram). It is also destroyed if any French unit ends its turn in the baggage train's hex. The baggage train does not fight and cannot Retreat Before Close Combat; it also ignores Disorder and Morale. For movement, the baggage train uses the artillery column on the Terrain Effects Table to determine movement cost, and cannot move by Forced March. If the baggage train is in a road hex, it is considered to be formed in Road Column. If the Allied baggage train is still on the map at the end of the game, or exits via the southwest edge of the map, it is treated as destroyed when calculating Victory Points.
ii. The French have one pontoon train unit. It cannot move at all, and is considered destroyed if an Allied unit ends its turn in its hex.
iii. Both of these units trigger a Disorder Check (A) for any units (of either side) that pass through their hex OR end their turn in their hex. If an enemy combat unit ends its turn in the hex with one of these units (i.e. destroying the baggage train or pontoon train), that combat unit automatically becomes Disordered. If an enemy unit enters the hex with one of these units, it must end its movement there (and become Disordered, as noted above).
iv. A unit may engage in Close Combat, an attack, or a Cavalry Reaction against the baggage train or pontoon train. In this case it automatically wins the Close Combat, advances into the hex with the baggage/pontoon train, and is marked Disordered.
v. Beyond all these headaches, these units also matter for determining the winner.
F. Cavalry Rules
All commentators agree that the terrain over which the fighting took place in 1745 was thoroughly unsuited to cavalry: marshes, ditches, stone walls, hedges, and so on. To reflect this, use the following rules for cavalry units, in addition to the rules in 2.8. (For reference, these modifiers are also given on the Melle Loss Diagram board.)
i. The cost of entering an open-terrain or orchard hex for March Column or Road Column is 1 MP. This does not apply to units using Road Movement. The cost of entering an open-terrain or orchard hex for Line is 1.5 MP. Open-terrain hexes do not trigger a Disorder Check (A).
ii. If a cavalry unit uses Forced March and moves through an open-terrain or orchard hex, double the Forced March Disorder Check modifier to +10. This does not apply to units using Road Movement.
iii. The cost of entering an open-terrain or orchard hex when using SCM is 2 MP. (The practical effect of this rule is that French and Austrian cavalry have a Charge Range of one hex, while English and Hanoverian cavalry have a Charge Range of zero hexes: to attack, they must be adjacent to the enemy.)
iv. No cavalry units may Countercharge. A Cavalry Reaction is possible only against adjacent units. All cavalry has a Charge Range of zero from 9:00 to 9:40.
G. Surprise
Although the French had sent troops to prevent any Allied attempt to reinforce Gand (reinforcements were to arrive from the forces at Alost), the Allied troops nonetheless managed to approach Melle by surprise. The special rules in this section apply only on the 7:00 PM turn.
i. All French units begin the game Disordered. They remain Disordered until it is removed by ordinary means. On the 7:00 PM turn, all Disordered French units have no Zones of Control and cannot conduct Opportunity Fire.
ii. The only French units able to move are Graville, Souvre, and any units that begin their activation grouped with these commanders. Apart from this movement restriction and the other restrictions in section G, all French activations proceed normally.
iii. LG du Chayla cannot move from his hex on the 19:00 turn.
iv. The Allied player always gets the first activation of the 19:00 turn: no die roll is made for this. In addition, during this activation, automatically move the end-of-turn marker by 1. During this activation, the Allied player activates all units on the map with Moltke. Starting with the 19:20 turn, the ordinary rules apply.
H. French Artillery
i. Any Disordered French artillery that: 1) ends the combat phase grouped with an Allied unit, 2) was moved through by an enemy unit during that turn, or 3) was in the Zone of Control of an Allied unit during that turn, is considered disarmed: all its weapons are captured and/or its crews have fled. (Situation #3 does not apply if the artillery unit was grouped with an infantry unit.)
ii. If any of the three conditions above is met, remove the "Disordered" marker from the artillery unit and replace it with a "Captured" marker. (This is not quite what "capture" means under the standard BAR v2 rules, since it means the gun crew has fled and the guns cannot be used.) The artillery is not destroyed or removed from the map at the end of the turn, since the Allies had no opportunity to spike the guns. Instead, the artillery counter remains on the map.
iii. "Captured" artillery units cannot be activated or moved by either side, and units of EITHER side may move through the hex with such artillery and group with it with no negative consequences.
iv. The "Captured" marker remains on the artillery unit for as long as any Allied unit remains adjacent to it — even if a French unit occupies the hex with the "captured" artillery. If, during any Rally Phase, there is no adjacent Allied unit (or baggage train) next to the "captured" artillery unit, the "Captured" marker is removed, and the French player may set up the unlimbered artillery in any facing. The French player may use this artillery starting the following turn, except that it can never move again (the horses have run off!). If removing the marker would create an illegal stack, the marker is left in place and removed during whichever Rally Phase would not violate the stacking rules.
v. Disordered French artillery not grouped with an infantry unit may be attacked in the Close Combat Phase with the following special features. Disordered artillery has no Combat Rating and no Fire Strength; it does not defend itself and offers no resistance. If an Allied unit engages it in Close Combat, attacks it, or conducts a Cavalry Reaction against it, it automatically wins the combat and advances after combat into the artillery's hex. The artillery is then marked "Captured" per item ii.
L. [sic] Evening and Night Effects
Turns 8:00, 8:20, and 8:40 take place in daylight: evening time. Turns 9:00, 9:20, and 9:40 take place at night. In addition, the following restrictions apply:
8:00 Sunset: Maximum Line of Sight range 6 hexes. 8:20 Dusk falls: Maximum Line of Sight range 6 hexes. 8:40 Twilight: Maximum Line of Sight range 2 hexes. Add +5 to all ER for any Disorder Checks. All calculated Fire Strengths are halved (rounded). From 8:40 onward, all Allied units still southeast of the Ruisseau de Gontrode get a +10 ER modifier for all purposes. This modifier is added on top of any other modifiers caused by evening or night conditions.
9:00, 9:20, 9:40 Night: Line of Sight extends only to adjacent hexes. Add +10 to all ER for any Disorder Checks or Rally attempts. Add +25 to all attacker Morale Checks in the Close Combat Segment (and only there). All calculated Fire Strengths are halved (rounded). Charge Range for all cavalry is 0.
J. Army Morale Check
Army Morale Checks are conducted on every turn after 8:00, if the corresponding army is entitled to one. This gives up to 6 Army Morale Checks. Follow the ordinary Army Morale Check procedure, but carry it out on ":00" turns as well as ":20" and ":40" turns. On every turn after 8:00, the army commander's Command Rating is restored, i.e. he again has his full Command Rating at the start of every turn, even before the Army Morale Check is conducted. He may use a different number of rating points to affect the Army Morale Check on different turns.
K. Lines of Retreat
i. The French Line of Retreat leads to the southwest edge of the map. The Allied Line of Retreat leads to the southeast edge of the map, through which they entered. A situation may arise in which retreat in the specified direction is not feasible or reasonable. In that case, units retreat in whichever direction takes them farthest from enemy units.
ii. No Allied units may voluntarily leave the map via its southeast edge before the 8:40 PM turn, and no Allied unit may ever voluntarily leave the map via the southwest edge. The Allied player earns Victory Points for moving units off the map via the northwest edge. To exit the map, an Allied unit must not be Routed and must reach an edge hex while it still has MP remaining (including MP from Forced March, used or available). If these conditions are met, the unit is considered to have exited the map. Allied units that have exited the map are not treated as destroyed and do not count against Victory Points.
L. Battalion Guns
English infantry at Melle had no battalion guns, so they cannot fire at a range of 2 hexes. If a "Regimental Guns" Special Result is rolled on Fire Combat or Defensive Fire, use the following rule. Roll the die again. On 0-4, use the Special Result listed above the "Regimental Guns" result. On 5-9, use the result listed below the "Regimental Guns" result.
10.8b. French Setup
Except for the grenadiers, French unit placement is based on die rolls and is carried out according to the results obtained. Before the game begins, roll a die for each of the 4 groups of units and place them according to the die roll results. If a 0 is rolled, the French player may choose which of the three deployment options to use. This method recreates the surprise felt by the Allies, who did not expect to encounter French forces at all. The Allies were also unexpected by the French, just as the French were unexpected by the Allies. Which of these deployments is the historical one? It depends on which sources you consult. There is evidence for every deployment option. All French units are Disordered, and all units are formed in Line or unlimbered, except for any units in a "Walled Farm" hex.
LG du Chayla's [Ch] Cavalry Brigade: 0: Free choice 1-3: BER a, BER b (2413), DRY a, DRY b (2513), ETR a, ETR b (2614), LG du Chayla (3410). All units face south. 4-6: BER a, BER b (2320), DRY a, DRY b (2420), ETR a, ETR b (2519), LG du Chayla (3410). All units face southeast. 7-9: LG du Chayla (3410). The cavalry units enter as reinforcements on turn 7:20 in hex 1134 (per the ordinary reinforcement rules). They enter not Disordered.
MDC de Graville's [Gv] Crillon Brigade: 0: Free choice 1-3: 1 CRI (3117), 2 CRI (3116), 3 CRI (3715), LAV, MDC Graville (3217). Units may face any direction. 4-6: 1 CRI (3318), 2 CRI (3716), 3 CRI (3819), LAV, MDC Graville (3317). Units may face any direction. 7-9: 1 CRI (3019), 2 CRI (3118), 3 CRI (3218), LAV, MDC Graville (3316). All CRI units face southeast. LAV may face any direction.
MDC de Souvre's [Sv] Normandie Brigades 0: Free choice 1-3: 1 NOR, MDC de Souvre (3912), 2 NOR (3607), 3 NOR (2212), 4 NOR (2312). 1 and 2 may face any direction. 3 and 4 face south. 4-6: 1 NOR (3703), 2 NOR (3712), 3 NOR, MDC de Souvre (3713), 4 NOR (3813). Units may face any direction. 7-9: 1 NOR, 2 NOR, MDC de Souvre (3510-3611), 3 NOR (3711), 4 NOR (3812). Units may face any direction.
4 LB S Artillery & Pontoon Train: 0: Free choice 1-3: 4 LB S #1, 2, 3 (3416), 4 LB S #4 (3619), 4 LB S #5 (3622), Pontoons (3414). Units may face any direction. 4-6: 4 LB S #1 (3415), 4 LB S #2, 3, 4 (3416), 4 LB S #5 (3417), Pontoons (3313). Units may face any direction. 7-9: 4 LB S #1 (3419), 4 LB S #2, 3 (3416), 4 LB S #4, 5 (3417), Pontoons (3314). Units may face any direction.
Grenadiers: Use any French grenadier counters to represent the grenadiers at Melle. They are always placed at 3622 in General Order and may face any direction. Do not roll a die for their placement.
Reinforcements: The French arquebusiers of de Grassin's Division enter the game on turn 20:00. The Division consists of Colonel Grassin [Gn], 1 GAP, 2 GAP, and GCH. Once activated, they enter the map within 3 hexes along the road from 3734. Note that unit GCH/Gn is mounted (light dragoons). The turn counter carries a reminder of this reinforcement's entry on turn 8:00.
10.8c. Allied Setup
All Allied units placed on the map are in Road Column, following the main road toward Melle. All units face toward Melle.
LG von Moltke [Mk] + Karolyi Husaren [KAR] (3725-3726) Royal North British Foot [RNB] (3727-3728) Colonel Rich [Ri] + Rich's Dragoons [RIC] (3729-3731) Leib Pferde [LEI] (3732) a / von Adeleben Dragoner [ADE a] (3733)
Reinforcements: The Allied column commanded by BG Bligh enters the map on the Allies' second activation of the 7:00 PM turn, in Road Column, in hex 3734. Once the Allies get their second activation, the entire column enters the map and may be moved in a single activation. On subsequent turns, this reinforcement follows the ordinary Division activation rules. BG Bligh's reinforcement cannot use Forced March on the turn it enters the map (it is assumed they have already done so). Note that the Schlippenbach Dragoons are an Independent unit, not part of Moltke's Division. Units enter the map in the following order, with the stated Movement Point restrictions:
- BG Bligh [Bl] and Bligh's Foot [BLI] (+0 MP)
- a / Schlippenbach Dragonders [SCH a] (-2 MP)
- R. Handasyd's Foot [RHN] (-2 MP)
- de Ligne Dragoner [LIG] (-3 MP)
- Limburg-Styrum Dragoner [LIM] (-3 MP)
- Baggage Train (-3 MP)
10.8d. Victory Conditions
A. The Allies' objective is to move as many units as possible off the map via the northwest edge. If the Allied player is unable to do this, he must retreat via the southeast edge of the map (where his units entered). The French must hinder the Allies as effectively as possible. The winner is determined by counting the Victory Points earned by the Allies.
B. Victory Points (VP) are awarded to the Allies according to the following rules:
+3 VP for every SP of infantry that exits via the northwest edge of the map. +1 VP for every SP of cavalry that exits via the northwest edge of the map. -2 VP for every SP of Allied units still on the map at the end of the game. -10 VP if the Allied baggage train is destroyed. +3 VP if the French pontoon train is destroyed. +5 VP for every full 10 points of loss on the French Army Loss Counter.* -5 VP for every full 10 points of loss on the Allied Army Loss Counter.*
* Example: the French suffered 23 points of loss by the end of the game. This earns the Allies 10 VP. The Allies get this VP regardless of whether the French army was affected by any Army Morale die roll results.
C. The winner is determined as follows:
40+: Allied victory 30-39: Allied success 20-29: Draw 10-19: French success 9 or less: French victory
Historically, the battle was won by the French. These victory conditions reflect the actual historical situation.
10.8e. Optional Rules for Melle
A. Optional French Deployment
As an option, the French player may keep his unit deployment hidden until it is "spotted" by the advancing Allied forces. In this case, the French deployment die rolls are made normally. As the Allied player advances, he will "see" French units, but he will not know where the remaining French forces are located. French units are considered "spotted" and must be placed on the map whenever an Allied unit comes within three hexes of them. French units are also considered "spotted" and must be placed on the map whenever they are activated on the 7:00 PM turn. At the end of the 7:00 PM turn, place all remaining French army units on the map. The Allied player must move his units slowly enough to give the French player time to correctly determine when his units are "spotted." This option is much more realistic, but greatly complicates the game.
B. Cancelling Surprise
If you feel the Allies have too great an advantage, do not use item ii of the "Surprise" rule (10.8a G) — the rule that prevents units from moving on the 7:00 PM turn. When using this optional rule, all French units may move on the 7:00 PM turn, except LG du Chayla.
C. Stronger Allied Forces
Instead of using the reduced SP values for units in the Battle of Melle, use the SP values printed directly on the counters. This will not only avoid possible confusion, it will significantly strengthen the Allied cavalry and slightly increase the strength of the French infantry. This will require lengthening the Allied road columns, so that Leib is placed at 3732-3733, and the head of von Adeleben's column at 3734. Von Adeleben is still treated as being on the map and moves together with the other units in the initial deployment.
D. Bligh's Entry
If the Allied player wishes, Bligh's column may enter the map at hex 3235, with a -1 modifier to the MP changes given in 10.8c. This option assumes Bligh knew the terrain far better than he actually did, but it gives the Allies additional tactical options.
Scenario 9: Hypothetical Melle
10.9. This is a simplified version of the Battle of Melle, using the same counters and map (except for the baggage train and pontoon train). As a hypothetical scenario, it assumes that von Moltke ignores Grassin and advances toward Gand, while du Chayla receives accurate intelligence about the Allied advance from Grassin and reacts quickly to it. Thus, the scenario begins earlier, and the French infantry is already deployed, awaiting the Allies and hoping for the prompt arrival of French cavalry.
10.9a. Special Rules
A. The scenario begins at 4:00 PM and ends at 7:40 PM. The End-of-Turn Number is 8. The Melle map is used. The northwest edge of the map, i.e. the xx01 row of hexes, is at the top. The southwest edge of the map is the long side of the map along the Escaut river. The southeast edge of the map is the xx33/xx34 row of hexes at the base of the map. Melle has its own board, containing the Order of Battle, Loss Charts, Turn Counter, and Army Morale tables. Be sure you are using the tables intended for Melle. To help players get started more quickly, the counters that should be used are specially marked on the counter sheets.
B. This scenario is specifically designed to be playable by newcomers and does not require studying a large number of additional rules. From the Fontenoy rulebook, you need only read the following sections: all of section 1 (to understand how to use the diagrams and tables), sections 3.1 and 4.1 (which give an overview of the French and Allied forces), and sections 2.4, 2.5, and 3.7. Sections 8 and 9 of the rules are also used during play.
C. Scenario 9 uses units that took part in the Battle of Fontenoy, and accordingly uses the same counters. In addition, a small number of units taking part in the Battle of Melle did not take part at Fontenoy. Use the necessary counters from Fontenoy, but refer to the Order of Battle for the Battle of Melle for their correct placement. In other words, not all the values on the counters remain the same in this scenario.
D. The Allied army commander is GL von Moltke. He has a Command Rating of +4, and a Wing Activation Number (WAN) of 9. He is also a Wing Commander and may activate one or all Allied Divisions as part of a Wing Activation. LG du Chayla, the French army commander, follows the same rules as von Moltke, except that his Command Rating is +3 and his WAN is 9. If either army commander is lost, refer to the replacement rules given in 10.8a C. The order of replacement for the commanders is also given on the Melle board. Note that in Scenario 9, Forgach precedes Bligh in the Allied order of succession.
E. The French Line of Retreat leads to the southwest edge of the map. The Allied Line of Retreat leads to the southeast edge of the map.
F. Not all French units begin the game on the map. The French player is awaiting reinforcements, though he does not know when they will arrive. Starting with the 4:40 PM turn, before the first Initiative roll, and at the start of every subsequent turn, the player rolls a die to determine whether French reinforcements arrive this turn. If reinforcements are due, the French player may activate them and bring them onto the map at whatever moment he chooses during that turn. Use series rule section 22 to bring the reinforcements onto the map. A reminder of the need for these rolls is given on the turn counter. The roll may produce the following results:
0: Colonel Grassin [Gn] and his Division (1 GAP, 2 GAP, GCH) enters within 3 hexes of 3534. 1: Colonel Grassin [Gn] and his Division (1 GAP, 2 GAP, GCH) enters within 3 hexes of 2734. 2: MDC d'Aguessau [Ag] and his Division (BER ab, DRY ab, ETR ab) enters at 1011. 3: MDC d'Aguessau [Ag] and his Division (BER ab, DRY ab, ETR ab) enters at 1020. 4: MDC d'Aguessau [Ag] and his Division (BER ab, DRY ab, ETR ab) enters at 1134. 5-9: No reinforcement.
10.9b. French Setup
LG du Chayla [Ch] (2818)
MDC de Graville's Crillon Brigade 1 CRI (2320), MDC de Graville [Gv], 2 CRI (2420), 3 CRI (2519), LAV (2427)
MDC de Souvre's Normandie Brigade 1 NOR (3017), 2 NOR (3116), MDC de Souvre [Sv], 3 NOR (3216), 4 NOR (3315)
Independent Artillery 4 LB S #1 (2519), 4 LB S #2 (2921), 4 LB S #3 (2427), 4 LB S #4 (3416), 4 LB S #5 (3221)
10.9c. Allied Setup
GL von Moltke [Mk] (3333)
Rich's Cavalry Command ADE a (2933), LEI (3033), Colonel Rich [Ri], RIC (3132)
Bligh's Foot Command BG Bligh [Bl], BLI (3232), RHN (3331), RNB (3431)
Forgach's Cavalry Command GM Forgach [Fo], LIG (3434), LIM (3533), KAR (3633)
Independent Cavalry: SCH a (3732)
10.9d. Victory Conditions
A. The Allies' objective is to move as many units as possible off the map via the northwest edge. If the Allied player is unable to do this, he must retreat via the southeast edge of the map (where his units entered). The French must hinder the Allies as effectively as possible. The winner is determined by counting the Victory Points earned by the Allies.
B. Victory Points (VP) are awarded to the Allies according to the following rules:
+3 VP for every SP of infantry that exits via the northwest edge of the map. +1 VP for every SP of cavalry that exits via the northwest edge of the map. -2 VP for every SP of Allied units still on the map at the end of the game. -10 VP if the Allied baggage train is destroyed. +3 VP if the French pontoon train is destroyed. +5 VP for every full 10 points of loss on the French Army Loss Counter.* -5 VP for every full 10 points of loss on the Allied Army Loss Counter.*
* Example: the French suffered 23 points of loss by the end of the game. This earns the Allies 10 VP. The Allies get this VP regardless of whether the French army was affected by any Army Morale die roll results.
C. The winner is determined as follows:
30+: Allied victory 20-29: Allied success 10-19: French success 9 or less: French victory
10.9e. Optional Free Deployment
i. If the players would like to play Scenario 9 with free deployment, they should follow the rules below.
ii. The French player deploys first. He deploys du Chayla, Souvre's brigade, Graville's brigade, and the artillery anywhere west of the Ruisseau de Gontrode. He may also place any infantry unit in hex 3622. All French cavalry and the Grassins must still enter as reinforcements.
iii. All Allied units are deployed anywhere east of the Ruisseau de Gontrode, but no farther than 4 hexes from the southeast edge of the map. At least one Division (in its entirety) must be deployed within 4 hexes of hex 3734.
11. Historical Notes
"Vous voyez a quoi tiennent les batailles" — de Saxe
The Allies
April 1745. William Augustus, Duke of Cumberland, son of King George II, lands at Ostend, together with a contingent of English troops. He was chosen as commander-in-chief of the combined English, Dutch, Hanoverian, and Austrian army, tasked with defending the Austrian Netherlands from the French. He was a young man, little more than twenty years old, but he lived in an age when the sons of kings were expected to be warriors. Indeed, he had proven his personal courage two years earlier at the Battle of Dettingen, earning general admiration, but he would need great effort to weld the troops of different nationalities now under his command into a single army, and to set things right after the disastrous campaign of 1744. From Ostend, Cumberland travels to Brussels, where he meets the other commanders and their troops. Count Konigsegg, a veteran of many campaigns, commands the Austrian contingent and is to serve as a wise counselor to the young Cumberland. Likewise, Lieutenant General Ligonier, commander of the English infantry, has seen many campaigns and should be able to provide assistance. The commander of the Dutch forces, Prince Waldeck, like Cumberland, was impetuous and full of hope for the coming campaign.
The French
France had recently suffered a whole series of defeats, and could not afford another losing campaign. King Louis XV took a gamble and, despite strong opposition, backed the plan of Marechal Maurice de Saxe, a foreigner in French service. De Saxe had proven his worth in this war, as well as in the recent War of the Polish Succession. In the 1744 campaign he had made his numerically superior Allied opponents chase him across all of Flanders, earning the respect of all Europe. He had also used the last campaign to train his troops in the conduct of war. Now, in the spring of 1745, he wants to continue the offensive. He prefers to win campaigns by maneuver, rather than waste the lives of his soldiers, and he is confident he can outwit the inexperienced Cumberland.
Opening of the Campaign
De Saxe's first objective was the great Vauban fortress at Tournay, but he first had to deceive the Allies, in order to buy time. He therefore sent a strong column, under Lieutenant General du Chayla, toward Mons, to make the Allies believe it was the real objective of the campaign. The ruse worked. Cumberland led his army to Mons, only to realize he had been fooled; the French had besieged Tournay. As a result, he lost precious days. The Allied army sets out for Tournay, gathering a large number of troops from various garrisons along the way, but bad roads, foul weather, and poor organization hamper rapid movement.
There are three routes that can be followed to lift the siege of Tournay. An attack from the northeast will take longer and will expose the left flank of the approaching army. Most French generals believe Cumberland will choose this route, since the countryside there is more favorable for movement. De Saxe does not believe this, and nonetheless leaves a strong corps under Count Lowendahl to cover Tournay from the northeast. Nothing can be left unwatched: this is a military principle of de Saxe's, and of many other successful commanders. Attempting to lift the siege of Tournay by approaching directly from the east would mean crossing extremely unfavorable marching terrain. De Saxe does not expect this, and simply leaves a small body of light cavalry to watch this direction. An attack from the southeast is the most direct route, and de Saxe is confident the aggressive young Duke of Cumberland will follow exactly this route. Accordingly, in early May, de Saxe surveys the terrain in this direction and chooses the plain between the river Escaut and the ancient forest of the Bois de Barry to organize his defense. The center of this line lies near the small village of Fontenoy. De Saxe sends his finest French engineers to build a defensive line and redoubts from Antoin to the Bois de Barry. They also demolish a number of buildings that would obstruct fire, and clear part of the forest. Thousands of men — engineers, and infantry helping them — labor at building the fortifications. The Dauphin regiment is tasked with transforming Fontenoy from a sleepy little town into a genuine fortress. They work hard for several days, and when de Saxe assigns another regiment to garrison Fontenoy to defend it, they demand the privilege of defending the fortifications they worked so long to build be given to them instead. De Saxe grants their wish, and time will show they did not let him down!
Building the defensive line, however, greatly irritates the armchair generals who surround Louis XV (who arrived near Tournay on 9 May), and they protest, arguing that a defensive battle relying on fortifications is unworthy of a French soldier. But de Saxe has fought for and against the French through three wars, and he knows the French character better than they do themselves. Louis XV wisely takes de Saxe's side, putting an end to all argument.
As de Saxe had expected, the Allied army approached Tournay from the southeast, and on 10 May ran into the advance elements of the French army. The French outposts quickly fell back, but not before setting fire to a small village as a signal of the Allies' approach. This village continued to smolder throughout the battle. The Allied army concentrated near Maubray, not far from the battlefield, covering the town of Vezon and the area southeast of the Ravin de Vezon.
The Allied Plan and the Defensive Setup (Scenario 6)
Since too little daylight remained on 10 May, Cumberland decides to attack in the morning. Experienced soldiers, chiefly Ligonier and Konigsegg, advise greater caution and recommend beginning with a reconnaissance of the Bois de Barry, so as to then attack from the east along the road to Tournay. And indeed, a detachment of Dutch cavalry is sent to reconnoiter, but it turns back under fire from de Grassin's men, who swarm the Bois de Barry. Cumberland himself, however, is convinced that the only correct strategy is a direct assault — was not the 1744 campaign lost through excessive caution? Prince Waldeck agrees with Cumberland, and, without accurate information on the French deployment, it is decided that the Dutch forces will attack and capture Antoin and Fontenoy, while the Anglo-Hanoverian forces deliver the killing blow to the rest of the French army. Accordingly, the Dutch forces shift to the left, while the Anglo-Hanoverians deploy southeast of Vezon.
Early on the morning of 11 May, the Allied army begins deploying for the attack. All agree the Allies had 50,000 men, roughly equal numbers of Dutch and Anglo-Hanoverian troops. The army also includes a small Austrian contingent. The Allies have 80 guns of various calibers, from 1½-pounders to 6-pounders.
And what of de Saxe and the French? The whole French army numbered somewhat more than 80,000 men, but de Saxe had to detach 15,000 to continue the siege of Tournay, and to leave a strong corps under Lowendahl's command in the north, to guard against a flanking attack from the northeast. At Fontenoy he concentrated about 50,000 men. On the extreme right flank stood the brave and stubborn soldiers of the Piemont brigade, defending the town of Antoin. The town is surrounded by a defensive rampart, since de Saxe cannot afford to lose his flank on the river. To the left of the Piemont brigade, behind a sunken road, stood the Crillon brigade. De Saxe was short of infantry, since a significant portion of it had to be left at Tournay, so further to the left he posted three regiments of dismounted French dragoons, defending a redoubt. Three redoubts between Antoin and Fontenoy are manned by soldiers of the Diesbach regiment. These are seasoned Swiss troops, long since regarded not as mercenaries but as a regular regiment of the French army. They are easily recognized by their red coats, blue breeches, and blue waistcoats. The leftmost redoubt adjoins the defensive works of Fontenoy, which are held by the Dauphin regiment, supported by the strong Du Roy regiment. North of the Fontenoy fortifications, the French Aubeterre regiment and the Swiss Courten regiment defend behind another sunken road. To their left stand 4 battalions of the French Guards (Gardes Francaises — the other two battalions were left to guard the pontoon bridge over the Escaut). They are considered the finest infantry in the French army, but their conduct at Dettingen two years earlier was disgraceful. The French did not win that battle, through the fault of their commander, Lieutenant General de Grammont. To their left stands the Swiss Guard, a regular regiment of the French army. In front of their position stands a strong redoubt, held by a battalion of the regiment d'Eu and four 4-pounder guns. To the left of the Swiss Guards, behind a wall of felled trees from the Bois de Barry, stand six battalions of the Irish Brigade, which, despite its name, includes a great many adventurers from all over Europe. Even so, the Wild Geese are extremely eager to engage their old enemies. La Couronne brigade stands in reserve behind the French Guards, together with two strong lines of French cavalry, with the elite Maison du Roy and Carabiniers as the final reserve west of the Bois de Bon Secours. The French, too, have roughly 60 guns ready for battle, but about half of them are the light, maneuverable Swedish-type 4-pounders. Theoretically they are highly mobile and fast-firing, but they are unlikely to be of much use in the actual fight.
Having completed their deployment, the French await the attack. As soon as de Saxe is confident that, instead of moving through the Bois de Barry, Cumberland will attack Fontenoy, he begins to bring up his distant reserves (Lowendahl's corps) toward the battlefield. Nothing must be left to chance... Indeed, as night gives way to morning, the French army's reserves are set in motion, and the Royal, Royal Vaisseaux, and Normandie brigades will successively reach the battlefield.
The Allies' Opening Moves (Scenarios 1 and 5)
In the early morning hours, the Allies deploy their forces. The Dutch advance through Vezonchau and occupy a line from Pieronne to Bourgeon. The Anglo-Hanoverian forces move southeast of Vezon, intending to cross the stream. As the sun rises, more and more of the French fortifications come into view, and Cumberland learns of a previously unknown French redoubt. Cumberland detaches Ingoldsby's brigade to take the redoubt. He does not take into account that an entire French army lies behind the redoubt — Cumberland is quite indifferent to this fact; he expects Ingoldsby to accomplish his task successfully. As it advances, Ingoldsby's force comes under accurate fire from the Bois de Barry. It is also struck by enfilade fire from the artillery of redoubt d'Eu (S4405). Its advance is halted, the men take shelter from the fire on the sunken road, and Ingoldsby sends for clarification of his orders. Meanwhile, the Anglo-Hanoverian cavalry, under the experienced Lieutenant General Campbell, crosses the Ravin de Vezon, covering the deployment of the Anglo-Hanoverian infantry. Unfortunately for the Allies, Campbell is mortally wounded by French artillery fire, leaving the cavalry without effective leadership for the rest of the battle. The cavalry will have no significant influence on the course of the fighting from this point on. Ingoldsby continues to waste time (even after Cumberland sends him artillery support) and succeeds only in irritating his commander. But while Ingoldsby hesitates, the Allied infantry waits on the open plain (the cavalry having withdrawn to the rear), coming under French artillery fire for three hours. Ingoldsby never does attack the redoubt. He is lightly wounded, and while his men suffer under French fire, the brigade is disbanded, and its units are returned to their former commanders.
The Dutch Attack (Scenarios 2 and 4)
At about 9:00, the Dutch go on the attack. On their left flank stands a Division under General Cronstrom, made up of three brigades. Its objective is to capture Antoin. To its right stands the rest of the Dutch infantry, under Prince Waldeck. Its objective is to take Fontenoy. Between the two Allied armies stands the Dutch cavalry, covering the Allied army's left flank. Cronstrom's forces begin their preliminary advance toward Antoin, but come under accurate enfilade fire from French 16-pounder artillery firing from across the Escaut, as well as fire from Antoin and the redoubts. They suffer heavy losses, and their attack halts even before they come within musket range. The Piemont brigade did not lose a single man in this attack; it is a complete Dutch failure.
Waldeck's attack is pressed with much greater determination and leads to heavy losses. Nevertheless, the first Dutch attack on Fontenoy also fails. The Dutch do not even come close to the strong French fortifications. They fall back and regroup, requesting reinforcements. Cumberland sends them two English regiments from his reserve. They attack Fontenoy again, and although the Scottish regiment has some success, the second attack also ends in failure. Some troops retreat into the burning village and use it as shelter from French artillery fire. Some of the Dutch cavalry flees the battlefield and carries word to Brussels that all is lost. In these two attacks, the Dutch suffered heavy losses, and their will to fight (which was never especially strong to begin with) vanishes entirely.
The English Attack (Scenario 3)
Having watched Ingoldsby's failure and the collapse of the Dutch attack, Cumberland nonetheless decides to continue the offensive. At about 10:30 AM, he throws the Anglo-Hanoverian infantry forward. With Fontenoy still uncaptured on one side, and the Bois de Barry on the other, the English are forced to compress their front as they advance. French artillery, especially from redoubt d'Eu, which Ingoldsby never took, pours murderous enfilade fire into the advancing troops. Behind the advancing infantry remain the cavalry and the reserve, under General Moltke. Cumberland personally commands the infantry and is determined to break through the French lines to victory. The narrowness of the ground between Fontenoy and redoubt d'Eu compresses the advancing units. Because of this geographic feature, they form up into a column of brigades, similar to what military theorists had been discussing for several years.
Meanwhile, without orders, the French Guards advance to greet the attackers. As the Anglo-Hanoverian units emerged onto the plateau, they were greeted by the French Guards: about 30 paces separated the two sides. English infantry in red coats (some with blue breeches) faced French Guards in blue coats and red breeches. Ah, the splendor of the eighteenth century! An exchange of pleasantries and insults follows. Lord Hay of the First Guards sarcastically toasts the French Guards and asks whether they will be swimming in the Scheldt today, as they swam in the Main at Dettingen. The French are also invited to fire first, but decline (only a few shots are fired), whereupon the English deliver one of the most devastating volleys of the eighteenth century. The French Guards fall by the hundreds, and the English advance continues. The Swiss Guards, the Courten brigade, and the Irish Brigade fall back under the pressure of the Anglo-Hanoverian troops, led by the Duke of Cumberland himself.
After advancing several hundred yards, the English infantry must fall back somewhat to reorganize, but the French lines have already been broken, and many French generals succumb to panic. The day is lost, and the King must cross the Escaut for his own safety! In the midst of this chaos, de Saxe, who was suffering terribly from dropsy, bursts into furious activity. He abandons the litter he had been riding in and mounts a horse, clenching a bullet between his teeth to at least somewhat ease the pain. No — the King must not retreat. The battle is not yet lost. Of course, had Fontenoy already been taken by the Dutch, or were they to attack it now, or had the English turned left and taken the town, the battle would have been lost. But none of this happens. To try to halt the advance of the dense red mass of English infantry — the "Infernal Column" — or at least slow it down, uncoordinated cavalry charges are launched. Artillery is also repositioned to fire into its flanks. Count Lowendahl, a Danish veteran in French service, arrives from the north (his corps is still on the march) in great impatience. His attitude might be summed up as: "They are exactly where we want them. Victory is ours!" Bolstered by this loyal and perceptive soldier, de Saxe begins gathering infantry for a counterattack, while Lowendahl assembles the Normandie and Irish brigades for an attack on the English right flank. Meanwhile, the Infernal Column advances slowly but surely, destroying the second line of French infantry and repelling cavalry charges. Its success is considerable. Even the Dutch attempt to regroup for a new attack. Nevertheless, the Anglo-Hanoverian forces are taking heavy losses from artillery fire and, it seems, cannot advance any further. Unable to go forward, and unwilling to retreat, they come to a halt. At about 2:00 PM, the French counterattack begins. The Normandie regiment and the Irish Brigade, under Lowendahl's command, advance on the right flank of the Infernal Column. Artillery continues to fire into the dense infantry formations, while other newly rallied units attack the English front and left flank. Under this pressure, the Anglo-Hanoverian forces begin to fall back. They do not run, even though their losses are very heavy — around a third of their number. From time to time they turn and deliver devastating volleys at their pursuers. As the Anglo-Hanoverian army retreats, the French reoccupy their positions and come very close to victory.
French cavalry took an active part in the battle and suffered losses, while the Allied cavalry remained idle. De Saxe chose to organize only a limited pursuit, so as not to give the Allies a chance to regroup, while still forcing them to retreat. Booty and artillery are captured, but the Allies manage to retreat to the town of Ath. Nevertheless, this is a stunning French victory — a victory that becomes known throughout Europe, restoring France's hopes, as well as the hopes of a certain "Bonnie Prince Charlie."
After the Battle
The Allies regrouped, first at Ath, then at Lessines, posting their weakest regiments as garrisons and adding fresh Dutch and English regiments to the army. After the victory at Fontenoy, the French army concentrated on the siege of Tournay. The outer fortress surrendered at the end of May, and the citadel on the 20th of June.
After the fall of Tournay, de Saxe's main objective became cutting the Allies off from Ostend, through which their army was supplied. To do this, he needed to capture Audenarde and then Gand. The latter town held the army's supply stores. The cunning de Saxe continues to maneuver so that Cumberland cannot tell which town he needs to defend — Brussels or Gand. Finally, Cumberland places a certain number of troops under Moltke's command, with orders to march to Gand if his position there became threatened. The last of Moltke's troops reach the town of Alost on 9 June.
The Battle of Melle (Scenario 8)
Marechal de Saxe's army is positioned halfway between Audenarde and Grammont. On 8 July, he sends Grassin to reconnoiter the road from Alost to Gand. Early on the morning of the 9th, Lieutenant General du Chayla sets out with two infantry brigades, three cavalry regiments, and 20 guns toward Melle. He is to block the road and prevent Allied reinforcements from reaching Gand. He is also to build a pontoon bridge over the Escaut at Melle, in preparation for further operations. Some of his troops arrive late, the day turns out to be very hot, and the road is extremely poor. As a result, the French column advances slowly, taking nearly 9 hours to reach Melle, arriving at almost 7:00 PM.
Von Moltke commands a mixed force of three English infantry battalions and seven Austrian, Dutch, Hanoverian, and English cavalry regiments (or parts of them). The Allied troops march along a good road from Alost to Gand, and the distance they must cover is only 16 miles. Nevertheless, they too are in no hurry, and at about 5:00 PM they run into Grassin's men. Grassin delays the Allies for a full hour, falling back to a chateau which the Allies, lacking artillery, cannot reduce. After this, now fully alert, the Allied troops hurry on toward Gand. Their forces are split into two parts, separated by some distance: the front, commanded by von Moltke, and the rear, commanded by Brigadier General Bligh.
The terrain around Melle, flat and marshy, with numerous hedges and ditches, is extremely unfavorable to cavalry. A small stream flows into the Escaut south of Melle, near a monastery and a small castle. A somewhat larger castle stands north of Melle. De Graville reaches Melle ahead of the main army and begins setting up the French camp. An advance guard of grenadiers is posted in the fortified monastery, and observers are sent out across the area. As the troops arrive, they are posted in the camp: the Normandie regiment at Melle, Crillon and Laval along the north side of the stream, and the cavalry to their right. The artillery and pontoon train make camp on the main road near Melle.
Not all the French units had yet finished setting up camp when, at about 7:00 PM, an Allied column appeared on the road. Caught by surprise, the grenadiers belatedly open fire from the monastery walls. For the first few minutes, chaos reigns in the French position. The Royal North British Foot regiment spots 12-pounder guns left by the roadside and moves to seize them. Their crews flee. But the French infantry quickly recovers, and the Laval regiment launches an attack, seeking to retake the guns. One battalion of the Crillon regiment crosses the bridge over the stream behind Moltke's troops and cuts them off from Bligh's forces. Bligh's men are forced to deploy to the left of the road, south of the monastery. The soldiers of the Royal regiment "fight like lions," but they receive no support, especially as the Normandie regiment now approaches from Melle. The Laval regiment retakes the guns and pushes the Royal regiment back toward the main road. Seeing the futility of further effort, Moltke orders the Royal regiment to try to break through toward Gand. They, together with most of the cavalry, attempt to continue north. The main road is choked with French troops, and the Allies are forced to travel between it and the Escaut, still under heavy fire. In the gathering dusk, they manage to break through, though with heavy losses.
Bligh's troops could get no support, being cut off by the troops at the monastery and by the Crillon and Normandie regiments, which now held the north bank of the stream. The Allied cavalry is now also boxed in and cannot help the Allies at Melle. The French open artillery fire on Bligh's infantry, inflicting heavy losses. Unfortunately for Bligh, Grassin's forces, who had by now been forgotten, appear in his rear at about 8:00 PM and capture his baggage train, which had been following at the rear of the column. As if that were not enough, French cavalry begins deploying on the Allied left flank. Bligh's position becomes hopeless. The Dutch dragoons of Schlippenbach were the first to attempt a breakout — something the sluggish Bligh could not manage to do. The Austrian cavalry makes a demonstration, distracting the French, and most of Bligh's men manage to escape, using local paths and roads.
The Allied attempt to reinforce Gand ends in disaster. Only a very small number of troops manage to break through, while losses amount to roughly 1,200 men (mostly prisoners). The French lost around 300 men killed and wounded. They had blockaded Gand and captured a valuable Allied baggage train. Although the French were caught by surprise, they quickly recovered and fought well.
Conclusion
Gand fell on 11 July, and its citadel surrendered on the 15th. Bruges and Audenarde surrendered a few days after the victory won by the French on 11 May 1745. The French would go on to advance successfully for three more years — all because of a hard-fought but successful battle near a small village called Fontenoy.