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Bonaparte Overruns Piedmont: War of the First Coalition – Part I thumbnail

Bonaparte Overruns Piedmont: War of the First Coalition – Part I

Bonaparte Overruns Piedmont: War of the First Coalition – Part I Rulebook

Table of Contents

Table of Contents

  • Part One: Series Rules (Version 7.36)
    • 1.0 Introduction
      • 1.1 Inventory
      • 1.2 The Rulebooks
      • 1.3 The Map
      • 1.4 The Playing Pieces
      • 1.5 Initial Set up
    • 2.0 Sequence of Play
      • 2.1 Day Game-Turns
      • 2.2 Night Game-Turns
    • 3.0 Stacking
      • 3.1 General Rule
      • 3.2 Stacking Limits
      • 3.3 Stacking Restrictions
    • 4.0 Zones of Control
      • 4.1 General Rule
      • 4.2 ZOCs and Terrain
      • 4.3 ZOCs and Movement
      • 4.4 ZOCs and Combat
      • 4.5 Other Effects of ZOCs
    • 5.0 Leaders
      • 5.1 Purpose
      • 5.2 Types of Leaders
      • 5.3 Leaders and EZOCs
      • 5.4 Leaders and Combat
      • 5.5 Leader Capture or Displacement
    • 6.0 Command
      • 6.1 The Command Segment
      • 6.2 Effects of Command
      • 6.3 Initiative Checks
      • 6.4 Command Range
    • 7.0 Movement
      • 7.1 The Basics
      • 7.2 Movement Points (MPs)
      • 7.3 Minimum Movement
      • 7.4 Movement Restrictions
      • 7.5 Road March
      • 7.6 Bridges and Trestles
      • 7.7 Other Movement Rules
    • 8.0 Hidden Forces
      • 8.1 General Rule
      • 8.2 Hiding Units
      • 8.3 Revealing Units—Reconnaissance
      • 8.4 Determining Line of Sight (LOS)
      • 8.5 Obscuring Hidden Forces
    • 9.0 Repulse
      • 9.1 Repulse Procedure
      • 9.2 Repulse Effects
    • 10.0 Combat
      • 10.1 The Combat Phase
      • 10.2 Retreat Before Combat (RBC)
      • 10.3 Defining Combat
      • 10.4 Combat Procedure
    • 11.0 Combat Modifiers
      • 11.1 Terrain Effects on Combat
      • 11.2 Combined Arms
      • 11.3 Staking Guard Units
      • 11.4 Napoleon
      • 11.5 Other Combat Modifiers
    • 12.0 Combat Results
      • 12.1 Explanation of Combat Results
      • 12.2 The Shock Table
      • 12.3 Retreats
      • 12.4 Advance After Combat
      • 12.5 UAR and PEU Boxes
    • 13.0 Bombardment
      • 13.1 Artillery Units
      • 13.2 Range
      • 13.3 Bombardment Procedure
      • 13.4 Artillery Units in an EZOC
      • 13.5 Counter-Battery Fire (CBF)
      • 13.6 Soak-Offs
    • 14.0 Cavalry Charges
      • 14.1 Which Units May Charge
      • 14.2 Procedure
      • 14.3 Charges and Weather
    • 15.0 Fortified Places
      • 15.1 General Rule
      • 15.2 Chateaux
      • 15.3 Improved Positions
    • 16.0 Vedettes
      • 16.1 Vedette Breakdown and Reassembly
      • 16.2 Properties of Vedettes
    • 17.0 Supply
      • 17.1 The Supply Segment
      • 17.2 Out of Supply Effects
      • 17.3 Automatic Supply
      • 17.4 Supply Lines
      • 17.5 Supply Source Hexes
    • 18.0 Baggage and Pontoon Trains
      • 18.1 Properties Common to Both Trains
      • 18.2 Baggage Trains
      • 18.3 Pontoon Bridges
    • 19.0 Reinforcements
      • 19.1 General Rule
      • 19.2 Stacking and Road March
      • 19.3 Changing Reinforcement Entry
      • 19.4 First Day Reinforcements
      • 19.5 Alternate Reinforcements
    • 20.0 March Orders
      • 20.1 General Rule
      • 20.2 March Order Procedure
      • 20.3 March Orders to Reinforcements
      • 20.4 March Orders at Night
      • 20.5 General Retreat March Order
    • 21.0 Demoralization
      • 21.1 Demoralization Levels
      • 21.2 Demoralization Effects
      • 21.3 Rallying from Demoralization
      • 21.4 Demoralization and Supply
      • 21.5 Demoralization and March Orders
    • 22.0 Recovery and Reorganization
      • 22.1 Recovery
      • 22.2 Reorganization
    • 23.0 Weather
      • 23.1 Procedure
    • 24.0 Adding the Cards
    • Glossary
  • Part Two: Study Folder (Version 1.62)
    • Game Components
    • 25.0 Scenarios
      • 25.1 The Scenario Information
      • 25.2 Setting Up the Scenarios
      • 25.3 Forces at a Glance
      • 25.4 Scenario Information Detail
      • 25.5 Reinforcements
      • 25.6 March Orders
      • 25.7 Piedmont-Specific Rules
      • 25.8 Optional Rules
      • 25.9 Optional Rule: Roadblocks

Part One: Series Rules (Version 7.36)

1.0 Introduction

This game is a two-player simulation of Napoleonic battles at the Grand Tactical level. You can play each game as an individual set-piece, or undertake a 'Campaign' consisting of several battles played in sequential order.

1.1 Inventory

See the Study Folder for a complete list of components. (One six sided die is needed for play—not included). If any parts are missing or with any rules questions please write:

Operational Studies Group PO Box 50284 • Baltimore, MD 21211 • USA Send e-mail to: [email protected]

1.2 The Rulebooks

This rule book contains the basic rules that apply to all games in this series. The Study Folder contains Special Rules, Scenario Information, Historical Commentary, and Design Notes. All rules about the play of cards are in the optional booklet of Card Instructions (24.0).

1.3 The Map

The maps provide the playing surfaces, depicting the area where the battles occurred. A hexagonal grid overlaying the maps divides the playing surface into hexes. Each hex is 480 meters across (525 yards, 50 acres). Each hex has a four-digit code printed on it. Slope hexsides represent a rise of 50 to 100 feet or more. Crests are 20-50 feet. A hex is Woods or Marsh if one-third or more of the hex contains the terrain symbol.

1.4 The Playing Pieces

(1.41) The playing pieces are of five types: Combat Units, Vedettes (16.0), Leaders (5.0), Trains (18.0), and Markers. All combat units have a Full Strength side; most have a Reduced Strength reverse. Leaders, Vedettes and combat units with a Strength of "one" have a Flag reverse.

(1.42) How to Read the Units: The numbers and symbols printed on combat units include:

  • Unit I.D.
  • Command Designation (Glossary)
  • Combat Strength: one SP = ± 1 battalion, 1 cavalry regt., or 1 battery
  • Initiative Rating (5.22)
  • Movement Allowance (7.2)
  • Size: XX Division, X Brigade, III Regiment, II Battery, [X] Ad Hoc Task Force
  • Unit Type
  • Number of Vedettes they can deploy (16.11)

(1.43) Markers: Markers are placed on the map to indicate status of units or hexes.

Counter illustration (labels as printed). Leaders: a COMMANDER counter shows Name, Command Points and Movement Allowance; an OFFICER counter shows Name, Command Designation, Initiative Rating and Movement Allowance. Combat Units show Unit I.D., Command Designation, Combat Strength, Initiative Rating, Number of Vedettes, Unit Type, Size and Movement Allowance. Unit types shown: Infantry, Heavy Cavalry, Vedettes (16.0), Artillery (13.0), Horse Artillery. Markers shown: Failed Repulse, Out of Supply, Control, Demoralized, Out of Command, In Command, Pontoon Train, Baggage Train, Burnt Bridge, Turn.

1.5 Initial Set up

Carefully punch out the units and sort them by formation. Then select a scenario (see Scenario Information in the Study Folder for details). The units are placed on the map according to the Initial Set up. The First Player (stated in the Scenario Information) always sets up before the Second Player. All units start hidden (8.0).

Units designated ® are set up with their reduced side facing up. Each side may place one force under March Orders if it has a Commander on the map (20.1).

2.0 Sequence of Play

The Game is played in a series of Game-Turns, representing one hour of daylight, or 3-6 hours of night.

2.1 Day Game-Turns

Each Day Game-Turn is divided into two Player Turns subdivided into four Phases. The First Player resolves all four Phases of his Player Turn, and then the Second Player does the same. Each of the Phases must be resolved in the exact order given. After the Second Player Turn, the Game-Turn is complete and a new Game-Turn begins.

First Player Turn

A. Start Phase:

  1. Weather Segment: The First player rolls on the Weather table on the first turn of each day, and at other times as determined by the Weather Duration Die Roll (23.12).
  2. Card Segment: OPTIONAL (24.0) See separate 4-page folder.

B. Command Phase:

  1. Supply Segment: On turns when weather is checked, or as indicated on the TRC, the Phasing Player checks supply for his forces (17.1). If not using the cards, the Phasing Player may declare a General Retreat (20.5).
  2. Recovery Segment: On turns when Weather is checked, or as indicated on the TRC, the Phasing Player may attempt to Recover Units (22.1).
  3. Reorganization Segment: The Phasing Player may use eligible Leaders to bring eliminated units back into play at reduced strength (22.2).
  4. Command Segment:
    • a. The Phasing Player removes all "Out of Command" markers from his forces.
    • b. The Phasing Player allocates his Command Points (6.1), placing Officers and Combat Units (within Command Range) "in Command."
    • c. The Phasing Player may attempt to place formations that did not receive a Command Point 'in Command' by rolling against the Officer's Initiative Rating (6.31).
    • d. "Out of Command" markers are placed on all forces not in Command (6.1)
    • e. Pontoon Bridges may be reconfigured (18.34).

C. Movement Phase:

  1. The Command Movement Segment: The Phasing Player may move all of his forces that are in Command (or under a March Order [20.1]). Reinforcements enter at this time. Units may attempt to force enemy units out of the way by Repulse (9.0).
  2. Initiative Movement Segment: The Phasing Player can now attempt to move Combat units that are marked "Out of Command." For each Out of Command unit he wishes to move he rolls against its Initiative Rating, then moves it if it passes (roll-move, roll-move). A die-roll equal to or less than this rating permits the unit to move up to its full Movement Allowance; however, the unit is still considered Out of Command and keeps its Out of Command marker. If the die roll is greater than its Initiative Rating, the unit may not move.

NOTE: Individual units within Command Range of their Officers, whose officer already on this turn failed his Initiative check, may not themselves roll for initiative.

D. Combat Phase

Combat is resolved in a series of Steps as outlined below:

    1. LOS Step: Both players simultaneously reveal all their Units and Leaders that are within LOS (8.3) of the enemy.
    1. Cavalry Retreat Step: Defending cavalry, horse artillery, and Vedettes may Retreat Before Combat (10.2). After defending units have retreated, attacking cavalry may also Retreat Before Combat.
  • 2A. Artillery Reaction Fire Step. The non-phasing Player executes bombardment (13.0). Bombardment Strength may be reduced by Counter-Battery Fire (CBF, 13.5).
  • 2B. Attack Declaration Step: The attacker must declare which friendly units are attacking which enemy units (10.3).
    1. Bombardment Step: The Phasing Player executes artillery bombardment (13.0). CBF applies (13.5). Artillery that was Suppressed or Retreated in Step 2A may not bombard now.
    1. Cavalry Charge Step: The Phasing Player executes cavalry charges (14.0).
    1. Combat Step: The Phasing Player conducts attacks (10.0). Exclude the strength of defending Arty that fired in Step 2A.
    1. 2nd LOS Step: If opposing forces remain engaged (adjacent) after combat, they remain revealed. Forces no longer in Enemy LOS are again hidden (8.5).

Second Player Turn

Command, Movement and Combat Phases are resolved as described for the First Player. (If using the cards, begin with the optional Card Segment.)

A. Command Phase B. Movement Phase C. Combat Phase D. Game-Turn Marker Phase

The Game-Turn Marker is moved into the next space on the Turn Record Track, and a new Game-Turn begins.

2.2 Night Game-Turns

The first and last Game-Turn(s) of each 24-hour period are Night Turn(s). Night PM comes before Night AM. The differences between Night and Day are summarized below:

  • The player turns in a Night Turn are reversed (the Second Player Turn is resolved before the First Player Turn).
  • There is no Weather Segment—Weather for the night depends on the last daylight turn's weather.
  • The Start Phase is different (2.2A).
  • Only units under March Orders may move (20.4).
  • There is a Disengagement Phase (2.2A1).
  • There is no Night Combat Phase.

Second Player Night Turn

A. Start Phase

  1. Disengagement & LOS Segment (Night PM turns)

The Phasing Player removes his units from any EZOCs one or two hexes, not entering another EZOC. If no hex is available, the units remain engaged. Units in a town, I.P., or chateau (15.0) are not required to Disengage. Check LOS (23.14).

  1. Recovery Segment: All Friendly units still remaining in the Awaiting Recovery box are shifted to the Recovered Section.
  2. Card Segment (Night AM turns): OPTIONAL
    • Count VP's for cards played, and for leaders in Towns.
    • Remove used Mode Cards from play.
    • Discard all cards from hand.
    • Adjust decks if directed to by the scenario instructions.
    • Reshuffle both decks.

B. March Order Dispatch Phase

(Night AM turns) Unless a General Retreat is declared, any one friendly Force may be sent a March Order (20.42). This March Order takes effect in the upcoming day. EXCEPTION: If a General Retreat is declared, this becomes effective immediately.

C. Night March Phase

Units with a current March Order (20.4) in effect. Movement Allowance at night is 2/3 MPs (inf/cav).

First Player Night Turn

1st Player Night Turn comprises phases A-C above, and D.

D. Game-Turn Marker Phase

The Game-Turn Marker is moved into the next space on the Turn Record Track indicating the beginning of the next turn. Check the scenario for any turn-by-turn Victory Point awards.

3.0 Stacking

3.1 General Rule

It costs one Movement Point to stack one combat unit with another. You can move through a friendly unit's hex at no extra cost. EXCEPTION: Road March (3.3). Apply stacking limits only at the end of a phase.

3.2 Stacking Limits

(3.21) Basic Stacking Rule: Any two combat units, regardless of their size, type, or formation, may stack in a hex.

(3.22) Divisional Integrity: All units belonging to the same division may stack three to the hex without a leader present. EXCEPTION: Division-level formations with their own officer counter use 3.23 instead.

(3.23) Leader Stacking Bonus: A hex with a Leader may contain up to 5 units, up to 2 of which may be infantry. If the stack has Divisional Integrity, 3 of the 5 units may be infantry. If the Leader leaves the hex then the overstacked units must leave too, under the rules for Retreat (12.3) and Displacement (12.36).

(3.24) Free Stacking Units: Leaders, Deployed Pontoon Bridges, and Markers do not count against the stacking limit. Up to 3 vedettes (16.0) may join any stack over and above the stacking limits noted above. EXCEPTION (16.12).

3.3 Stacking Restrictions

Units in Road March: can unstack but may not stack. Units may not move through friendly units in Road March. Units in Road March may move through friendly units not in Road March.

Pontoon and baggage trains: may not stack with any type of unit (including other train units) and if displaced, they are destroyed (18.16).

Chateaux: A chateau loses its combat effect if the hex contains more than two defending infantry units, plus any leaders and vedettes (15.21).

4.0 Zones of Control

4.1 General Rule

The six hexes immediately surrounding a Combat Unit comprise its Zone of Control (ZOC). All Combat Units and vedettes exert a ZOC at all times, even into a hex occupied by an enemy unit. Leaders, Pontoon and Baggage Trains do not have ZOCs. If a Friendly Combat Unit is in an Enemy ZOC (EZOC), the opposing units are equally and mutually affected by the other's ZOC.

4.2 ZOCs and Terrain

ZOCs extend into all terrain types except across unfrozen Rivers or into Improved Positions and Chateaux. If an unfrozen River hexside intervenes (whether the hexside is bridged, unbridged, or contains a ford), the hex is not in a unit's ZOC.

Diagram caption: Combat Units' and Vedettes' ZOCs extend into all adjacent hexes except across River hexsides. A Vedette ZOC is identical to a regular ZOC, except it does not block enemy retreats.

4.3 ZOCs and Movement

(4.31) Stops Movement: Combat Units and vedettes may freely enter EZOCs but then may not move again until they:

  • Retreat Before or After Combat,
  • the enemy retreats or is eliminated,
  • they Disengage during a Night Turn (2.2A1), or
  • after a successful Repulse (9.21).

NOTE: The term "Engage" used throughout the rules refers to a unit entering an EZOC (Glossary).

(4.32) Prevents Movement: Leaders may not enter EZOCs voluntarily unless a Friendly Combat Unit occupies the hex. A Train cannot move into an EZOC at all.

4.4 ZOCs and Combat

During the Combat Phase every Phasing Combat Unit in an EZOC must attack (10.31 for exceptions). Every enemy Combat Unit that is in a Phasing Combat Unit's ZOC must be attacked. See Retreat Before Combat (10.2) for exceptions.

4.5 Other Effects of ZOCs

  • Night Disengagement (2.2A1)
  • Leaders (5.3)
  • Retreats (12.31)
  • Lines of Supply (no effect—17.44)
  • Vedettes (16.25)
  • General Retreat (disengagement–20.51)

5.0 Leaders

5.1 Purpose

Leaders perform four important functions:

  • They place Combat Units in Command (6.0) so that they may be moved as a formation, not individually.
  • They Reorganize eliminated units (22.2).
  • They facilitate the Advance After Combat of more than one Combat Unit (12.4-B).
  • They facilitate Stacking (3.23).

5.2 Types of Leaders

(Illustration labels: Commander, Officer, Commander-Officer.)

(5.21) Commanders: Commanders have a Command Range of 4 hexes and a Movement Allowance of 10. Standing at the top of the "chain of command," they may place friendly Officers and Combat Units in Command. Each Commander has a Command Rating in brackets that is the number of Command Points he may execute in a given Command Phase. With each Command Point he can place in command one Officer plus one Combat Unit. An integrated division (3.22) counts as "one unit."

EXAMPLE: A Commander with a Command Rating of [1] may place one Officer and one Combat Unit in Command.

(5.22) Officers: Officers are the middle link in the chain of command. They are in charge of specific Formations (Corps or Divisions). An Officer commands all Combat Units that share his Command Designation. Each Officer has an Initiative Rating in parentheses that is used to determine if he will move (if not already placed in Command by a Commander.) A die roll equal to or less than his Initiative Rating puts him in Command. Officers have a Command Range of 3 hexes and a Movement Allowance of 6.

EXAMPLE: Bernadotte commanded the I Corps in 1806. All French Combat Units that bear the I Corps designation and a dark green stripe are part of Bernadotte's Formation, and may be placed in Command only by him or by a Commander.

(5.23) Commander-Officers: Commander-Officers are Commanders with a [1] or [2] rating, assigned to a specific formation. Their Command Range is 4. A Commander-Officer always has to spend his first command point to put his own formation in command.

EXAMPLE: A Commander-Officer with a [2] Command Rating may command his own formation plus another formation, and 2 more units of any friendly formation.

5.3 Leaders and EZOCs

A Leader may only enter an EZOC if accompanied by Friendly Combat Units or if a friendly Combat Unit is already there. A Leader may exit an EZOC during the Movement Phase but friendly units in the hex must remain there. EXCEPTION: (3.23).

5.4 Leaders and Combat

(5.41) Advance After Combat: Leaders and all (undemoralized) infantry and cavalry units of their stack may advance one hex into a hex vacated by the enemy as a result of combat.

(5.42) Retreat and Capture: Leaders stacked with friendly combat units can always retreat with their stack. Every Leader in a retreating stack is subject to a separate die-roll:

DieLeader
1-5retreats 1-4 hexes, per combat result. *
6is captured (immediately removed from play).

* If the stack is eliminated, use the table below (5.51)

5.5 Leader Capture or Displacement

(5.51) A Leader alone is subject to capture whenever adjacent to enemy combat units that exert a ZOC into the Leader's hex; or whenever he is the target of a bombardment that produces a result. As soon as this occurs, roll a die:

DieLeader
1-5is displaced to nearest friendly-occupied hex (a path of retreat is not needed for one man)
6is captured (immediately removed from play).

(5.52) Replacement Officer: If a Corps officer is captured, place his counter on the Turn Track two turns in the future (if he is captured on GT 4, place him on the track for GT 6). That turn bring the leader in at the start of the Command Phase, within one hex of the friendly unit nearest to his last hex. Henceforth the officer will have one point less than the original Initiative (a "1" stays a "1"). A Commander-Officer's replacement (5.23) is an officer with an Initiative of 4. (When Commanders are captured they not replaced.)

6.0 Command

6.1 The Command Segment

During the Friendly Command Segment, the Phasing Player uses the following procedure to determine which of his Officers (and Forces) are in Command:

STEP 1: Each commander may use his Command Rating (5.21) to place in Command friendly units within his Command Range (4 hexes). With each Command Point he can place in command one Officer plus either any one Combat Unit or one stack of an Integrated Division. If an Officer is in Command, then all his units within his Command Range (3 hexes) are automatically in Command. If in Road March the entire Road March column is in command.

STEP 2: Conduct Initiative Checks (6.31) for any/or all Officers not placed in Command by a Commander.

STEP 3: After all Command Points have been allocated, the Phasing Player places Out of Command (OOC) markers on top of each Officer, unit or stack not in Command. If an entire corps is out of command, place the OOC marker on the corps officer who has failed his Initiative roll. If individual units of a corps are in command, while the rest of the corps is OOC, place in Command Markers on the units in command, and place the OOC marker on the corps officer.

6.2 Effects of Command

IN COMMAND: An Officer or Combat Unit placed in Command in this Command Segment is in Command until the next Friendly Command Segment. Units in Command may move and Advance After Combat. Trains, Commanders, and units under March Orders are always in Command.

OUT OF COMMAND: If an Officer or Combat Unit is Out of Command at the end of a Friendly Command Segment, it remains so until the next Friendly Command Segment. Out of Command Combat units suffer the following penalties:

  • They may not damage or repair Spans (7.6).
  • May expend their full Movement Allowance during the Individual Movement Segment only if they pass an individual Initiative check (6.32). An officer may roll just to move himself If he didn't roll in the Command Segment.
  • May NOT Advance After Combat

Combat Units do not have to be in Command in order to attack (10.0), Bombard (13.0), or Charge (14.0).

6.3 Initiative Checks

(6.31) Officer Initiative Checks: To conduct an Initiative check for Officers not receiving direct Command, roll the die. If the result is equal to or less than his Initiative, the Officer is in Command and all units in his Formation within Command Range (3 hexes) are also in Command. If the die roll was greater than the Initiative Rating, place an Out of Command marker on the Officer. An officer Out of Command because he reorganized units this turn cannot perform an Initiative check.

(6.32) Combat Unit Initiative Checks: During the Initiative Movement Segment, Out of Command units may check for Initiative. You can bypass your Corps Officers and rely upon the initiative of individual units if you wish to do so. However if you roll first for an officer's initiative, then any of his units that are in command range may not roll for initiative. If the OOC Unit passes this check it may move, but its Out of Command marker is not removed as a reminder that it may not advance after combat.

NOTE: Officers who successfully roll for Initiative are in Command—individual units that successfully roll for Initiative remain Out of Command.

EXAMPLE: Two combat units are in range of their Officer who failed his Initiative die roll. These combat units may not roll for Initiative. If the Player did not roll for the Officer, he could roll for the units in the Initiative Movement Segment.

(6.33) Demoralized: The Initiative of a Demoralized unit is always 1 less than printed (21.2).

(6.34) Divisional Initiative: The Player may choose to roll once for each integrated division (3.22), using the best initiative in the division as the whole stack's initiative.

6.4 Command Range

Commanders have a Command Range of 4, Officers a Command Range of 3 hexes. All hexes count as "one" regardless of terrain. Units belonging to the same formation in a Road March column are in Command if they are within two hexes of any other unit of their formation in Road March, on a connected road or trail, that is itself already in command. Command Range may not be traced:

  • into an EZOC which is unoccupied by Friendly Combat Units;
  • into an enemy-occupied hex; or
  • across an unbridged and unfrozen River or Lake Hexside.

EXAMPLE: Officer A belongs to I Corps. Officer B belongs to VI Corps. Ney, the Commander, is within 4 hexes of Officer A so he can use his Command Point to put that Officer in Command (note that the command range may only cross River hexsides at Bridges). Officer A then transmits Command to his four units of his corps (within 3 hexes). Ney also puts one Combat Unit of VI Corps in Command. Command Range cannot enter EZOCs. Officer B will have to roll for Initiative. If successful, his remaining 3 units are in command.

7.0 Movement

7.1 The Basics

During the Movement Phase, the Phasing Player may move all, some, or none of his units up to their full Movement Allowance (MA) in any direction, subject to terrain restrictions and the presence of Enemy units and EZOCs. A unit must be in Command, under a March Order, or must pass an Initiative check to be able to move. The Phasing Player may move units individually or as a stack. Whether moving individually or by stack, each move must be completed prior to moving the next individual unit or stack.

7.2 Movement Points (MPs)

(7.21) Each hex costs a number of MPs. The amount varies depending on the terrain in the hex and on the hexside crossed (the Terrain Effects chart). The MP costs are deducted from the Movement Allowance of the unit as it moves from hex to hex. All MP costs are cumulative. Unused MPs may not be saved up from turn to turn or loaned by one unit to another. When a unit ceases movement, all unused MPs are forfeit. EXCEPTION: If a hex has both Woods and a Chateau, ignore the Chateau cost.

(7.22) Cavalry Costs: Horse Artillery, Trains, Leaders, Cavalry and Vedettes pay cavalry costs for all terrain types.

EXAMPLES: Unit A is a Cavalry unit so must pay 4 MPs to enter a Woods hex. Unit B is infantry and only pays 2 MPs for Woods. Note that crossing a Crest hexside does not cost MPs. Unit C is not in Road March so must pay 1 MP for each road hex and +1 MP to cross a stream hexside. Unit D is already in Road March so pays only ½ MP for each road hex and ignores the +1 MP cost to cross bridges and move up Slope. Note that a unit in Road March may leave the road at any time. Unit E pays +1 MP to cross the Bridge and +1 MP to move up the Slope. Unit F is a cavalry type unit and must pay 4 MPs to enter a Marsh hex. Moving down slope costs 0.

7.3 Minimum Movement

A unit may never expend more MPs than its MA in a single Movement Phase; however, if the cost of the first hex and hexside exceeds the printed Movement Allowance of the unit, it may move into the hex and end its move for that turn.

7.4 Movement Restrictions

Once the Phasing Player has removed his hand from the unit he is moving he may not return to moving that piece again without the consent of his opponent.

A Unit cannot enter a hex occupied by an opposing unit. EXCEPTION: Cavalry Charge (14.0).

7.5 Road March

In order to benefit fully from the road, a formation would have to make a long narrow column: trains in the middle, infantry marching off to either side.

(7.51) Road March Procedure: All units (including Trains and Demoralized units) may use Road March. The player may declare Road March at any point in the unit's movement. As the Phasing Player begins to move a unit on the road, he declares that it will use the road MP cost and the unit is marked with a "Road March" marker. A unit in Road March need not remain on road hexes, but is in Road March until declared otherwise (7.56).

NOTE: There is no cost to declare Road March, and no cost to rotate the directional arrow on the Marker.

NOTE: There is no cost to declare Road March, and no cost to rotate the directional arrow on the Marker.

(7.52) The Road March Rate: When in Road March, a unit moving from Road to contiguous Road hex pays ½ MP and ignores other terrain costs including Spans. When not in Road March a unit moving from trail/road to connected trail/road hexes pays 1 MP per hex (ignoring all other terrain costs except Spans).

(7.53) Road March Restrictions: The restrictions below apply to combat units and trains (not Leaders and Vedettes). Units in Road March may move through and end the Movement Phase adjacent to Friendly units that are not in Road March. However, units in Road March may not:

  • stack or move as part of a stack.
  • move through a hex containing other units in Road March, nor may other units move through units in Road March.
  • enter a hex connected by road or trail to an adjacent Friendly unit in Road March.

(7.54) Road March and Enemy Units: Units in Road March may not make a regular attack, bombard, or charge during the Combat Phase. If attacked they are not penalized but immediately remove the Road March marker. A Unit in Road March must attempt Repulse (9.0) if it enters an EZOC.

(7.55) Road March and Command: A unit in Road March is in Command if within two hexes of another unit of its formation in Command (6.4).

(7.56) Ending Road March: It costs 1 MP to remove a Road March marker voluntarily during the Movement Phase.

(7.57) Vedettes and Leaders: Vedettes and Leaders alone do not need Road March Markers. They always pay road movement rates. Vedettes and Leaders may ignore Road March restrictions and are ignored by units in Road March.

(7.58) Road Movement in Square: Units in Square (14.23) may benefit from Road Movement if moving on Roads or Trails (see Charge Combat Table, Key)

7.6 Bridges and Trestles

Bridges cross Rivers. Trestles cross Stream hexsides. The term "Span" includes both Bridges and Trestles.

(7.61) Crossing a Span: Units may only cross an unfrozen River hexside by moving over a Bridge or Pontoon (18.33). Combat Units not in Road March pay the following MPs to cross a span:

  • +1 MP to cross a Bridge or Trestle
  • +2 MPs to cross a Damaged Bridge (even if in Road March).
  • Units in Road March, Leaders, and Vedettes never pay extra MPs to cross undamaged spans. Leaders and Vedettes do not have to be in Road March.

(7.62) Damaging Trestles: Any Combat Unit that is not in an EZOC and in Command may damage a Trestle by expending 1 MP in either hex adjoining the spanned hexside. Place a "Burnt Bridge" marker on the damaged Trestle. Damaged Trestles are treated as if they do not exist for purposes of movement, combat, or tracing supply.

(7.63) Damaging Bridges: To damage a Bridge use 7.62 and:

  • Only Infantry units may damage Bridges.
  • It costs 2 MPs to damage a Bridge.
  • Artillery, trains, and supply lines may not cross.

When attacked across any bridge, defenders are doubled. In addition, when attacking across a damaged bridge:

  • Use the CRT shifting two-columns left.
  • Ar*/Dr* does not convert to Shock. Do not use Shock Table.
  • Instead of "Sk" result each side reduces 1 unit; no retreat.
  • Dr, Dr2, Dr3, Dr4 requires an Initiative die roll. If the lead unit passes its Initiative check, it may advance across the bridge and defender retreats 1-4 hexes. If lead attack unit fails its Initiative, reduce it and both sides remain in place.
  • For retreats across a bridge (damaged or undamaged–12.33).

(7.64) Bridge Repair: Follow the procedure for damaging a Bridge (paying 2 MP) or Trestle (1 MP). Multiple repair attempts in a turn are allowed. For each attempt, roll one die:

DieBridgeTrestle
1-3is repairedis repaired
4-5•is repaired
6••

• = no effect

Notes: If either end of the span is:

  • in an EZOC—apply modifier of +1 to repair die roll.
  • occupied by an enemy Combat Unit—repair not permitted.

(7.65) Using a Repaired Span: A Bridge or Trestle may be crossed by any units the moment it is repaired. It may be used for tracing Supply starting on the turn following its repair.

7.7 Other Movement Rules

Night Movement (2.2B); Night Disengagement (2.2A1); Cavalry Charge (14.0); Movement of Trains (18.11)

8.0 Hidden Forces

8.1 General Rule

All forces start the game hidden and remain hidden until revealed. Reinforcements are hidden upon entry.

8.2 Hiding Units

From each stack of units, select one of the following to cover the stack: a Leader, a Vedette, a unit with strength of "one" (those counters have a flag on their reverse sides). If none of the above are present, use a Road March Marker, a Demoralized Marker, an Out of Supply Marker, if any of the above apply; or a Hidden Force Marker. Place the selected counter on top of the stack with the flag or status marker showing.

8.3 Revealing Units—Reconnaissance

A Hidden Force is revealed:

  • During the Movement Phase if in a Repulse—only units involved are revealed at the time of Repulse (9.0).
  • During the Movement Phase upon entering an EZOC—consult the "Reconnaissance Table." If no Repulse is attempted, each player will reveal all Friendly LC and/or vedette units present in the hex, then cross-reference to determine whether other units will be revealed or whether the vedette(s) are eliminated.
  • In the LOS Step at the beginning of any Combat Phase if in an EZOC or within LOS—both sides are revealed. All hidden units within the LOS must be revealed.
  • When a unit retreats or advances after combat into an EZOC; only the adjacent units on both sides are revealed.

8.4 Determining Line of Sight (LOS)

(8.41) General Rule: The LOS is a straight line of 3 hexes from center to center. The LOS is obstructed by Blocking Hexes and Blocking Hexsides, or a hex occupied by units of either side. If any hex or hexside between the sighting unit and the target is blocking terrain, the Line of Sight is blocked. EXCEPTION: Adjacent units are always in LOS of each other. See also 23.0 for Weather effects on LOS.

(8.42) Blocking Hexes: Woods, Chateaux, Hilltops, and Town hexes are Blocking Hexes. A Slope hex blocks the Line of Sight unless the viewing unit is: 1) looking downslope through the Slope hexside; 2) on a Slope hex viewing another slope hex with no other blocking hexes intervening; or 3) on a Hilltop hex viewing a Hilltop that is not at a higher elevation.

(8.43) Blocking Hexsides: Crest and Slope Hexsides are Blocking Hexsides. The LOS is blocked if it passes through the juncture of two or more blocked hexsides or the juncture of a blocking terrain hexside and a blocking terrain hex. EXCEPTIONS: LOS for the sighting unit (only) is not blocked by:

  • Crest hexsides adjacent to the sighting unit, including the vertices on both ends of the hexside (diagram below), or
  • Slope hexsides adjacent to a sighting unit on a hilltop hex. A unit on a hilltop can see enemy units below, but the units on lower ground can't reveal the unit on the hilltop. NOTE: This is the only time that LOS is not reciprocal (also 13.34).

EXAMPLE (diagram caption): Each hex on the diagram is labeled as to whether Senarmont's unit has an LOS into that hex. Note that artillery cannot fire over friendly units, even when on a hilltop. Blocking Terrain in this example is Towns, Woods, units, Slope and Crest. Hexes beyond range are indicated with diagonal lines.

8.5 Obscuring Hidden Forces

A Unit remains revealed as long as it stays in an EZOC, and/or sighted by an enemy LOS. At the end of the Combat Phase, all units not in LOS are re-hidden.

9.0 Repulse

9.1 Repulse Procedure

(9.11) During the Movement Phase (only) the Phasing Player may attempt to Repulse enemy units in the path of his units; if successful the enemy will retreat immediately. The Combat Units attempting Repulse must first expend the MP cost of the adjacent enemy-occupied hex (or if more than one, the one with the greatest MP cost).

(9.12) Resolving a Repulse Attempt: Both players reveal their units involved. All units that project a ZOC into the repulsing unit's hex must be repulsed as one combined strength. In order for a Repulse to succeed the Repulsing units must have 5:1 odds or greater. Repulsed units retreat in the same fashion as retreats after combat (12.3).

(9.13) Terrain Effects on Repulse: Combat Strengths on both sides may be modified by Terrain (11.1); other Combat modifiers do not apply in a Repulse.

(9.14) Repulse of Vedettes: Vedettes may not attempt Repulse and Repulses against Vedettes always succeed.

9.2 Repulse Effects

(9.21) Effects of a Successful Repulse: If the Repulse succeeds then the Repulsed enemy units immediately retreat two hexes. The Repulsing stack must enter the vacated hex (it has already paid the MP cost). If there is more than one vacated hex, the Repulsing Player chooses one. After a successful Repulse the units may continue moving to the limit of their Movement Allowance, and may attempt a subsequent Repulse. A unit may be Repulsed twice in a single turn.

(9.22) Effects of a Failed Repulse: If the Repulse is unsuccessful, both sides immediately remove any Road March markers. The Repulsing stack immediately ceases movement and must attack the same unit(s) it attempted to Repulse in the following Combat Phase, unless terrain allows units not to attack. Other Friendly units may join this attack. This attack is conducted at two odds columns less than the actual odds. No other column shifts apply.

EXAMPLE: 14 Strength Points attacking 3 would normally resolve at (4:1); after a two-column shift, the combat is resolved at (2:1).

10.0 Combat

10.1 The Combat Phase

All Combat between opposing units occurs during the Combat Phase (2.1D for the sequence). Only adjacent Combat Units may be attacked (EXCEPTION: Bombardment—13.0). A defending stack may be attacked only once per Combat Phase (EXCEPTION: a hex can be Bombarded and then attacked).

(10.11) LOS Step 2.1/D1: At the beginning of the Combat Phase both players reveal all their units and leaders that are within the enemy Line of Sight (8.4), even if there will be no Combat.

10.2 Retreat Before Combat (RBC)

(10.21) Cavalry RBC: Defending and then Attacking stacks composed only of Cavalry (plus any Leaders, Vedettes and Horse Artillery stacked with Cavalry) may elect to retreat one or two hexes out of an EZOC prior to combat. Vedettes by themselves must Retreat Before Combat (16.26). During this RBC units may not enter an EZOC—except Vedette ZOCs (16.25). A unit can take only one retreat before combat per turn. If a lone Vedette can't retreat, place it in the appropriate box as in retreat after combat (12.34). NOTE: RBC allows Cavalry to reveal the enemy force during the Combat Phase.

(10.22) Horse Artillery RBC: Horse Artillery that begins a Combat Phase alone (or with an all-cavalry stack) in an EZOC may conduct a 1-hex RBC. Horse Artillery units that do a RBC may still bombard that turn. A lone Horse Artillery unit in an EZOC of any enemy Cavalry unit may not RBC.

(10.23) Restrictions: Units in the EZOC of a cavalry unit with an equal or greater Movement Allowance may not Retreat Before Combat. Cavalry and Horse Artillery may not retreat before combat if surrounded, if stacked with infantry or artillery (other than Horse Artillery), or in a combat resulting from an unsuccessful Repulse.

(10.24) Supply and Morale: Supply and Demoralization do not affect a unit's ability to Retreat Before Combat.

(10.25) Leaders: Leaders that Retreat Before Combat do not roll for capture (5.5).

(10.26) Advance After an RBC: Enemy units may not advance into the vacated hex caused by an RBC, except at a Bridge. Cavalry defending a bridge that retreats before combat may be followed-up by enemy attackers across the bridge. (Because of its importance they would likely seize the bridge if left undefended even for less than a whole turn.)

10.3 Defining Combat

(10.31) All Engaged Units Must Attack: The Phasing Player must define all his combats before resolving them. The attacker may define his attacks freely—provided all enemy units in his ZOCs are attacked or bombarded, and all of his engaged Combat Units attack. Cavalry that retreats before combat does not count as attacking.

EXCEPTIONS:

  • Units in Towns, Improved Positions, or Chateaux do not have to attack; if they attack, 15.12 applies.
  • An artillery unit in an EZOC does not have to attack if other units in its hex do so (13.41).
  • An artillery unit that bombarded this turn cannot join in an attack.
  • A unit in Road March cannot join in an attack.
  • A cavalry unit that charged this turn cannot join in an attack.
  • If an artillery unit bombards a hex, it frees friendly units adjacent to that hex from having to attack it (13.6).

(10.32) Rivers and Combat: Adjacent units that are on the opposite side of an unbridged, unfrozen River may not be attacked but may be bombarded. Adjacent units on the opposite side of a bridged, unfrozen River may attack but need not do so.

(10.33) Multi-Hex Combat

  • A defending stack may be attacked by up to six enemy stacks (one in each adjacent hex).
  • All of the defending Combat Units in a stack must be attacked as a single combined strength—they may not be attacked separately.
  • Two or more defending hexes may be attacked as a single force if the Attacker is adjacent to all defenders.
  • All attacking Combat Units in a single stack must attack as one combined strength.
  • If an attacking stack is located in the ZOC of several enemy stacks, and no other Friendly stack is adjacent to the enemy stacks, it must attack all of the stacks as one attack (and the defender may choose the one applicable terrain modifier that is most beneficial to him).

10.4 Combat Procedure

The Phasing Player conducts attacks in the order he desires. Attacks are resolved one at a time, and their results fully applied before proceeding with the next attack. Follow these steps for each combat:

STEP 1: Compare the combined attack strength of the participating attacking units against the total defense strength (modified by terrain) of the defending units. This is expressed as an odds ratio (attacker to defender). Round off this odds ratio downward to conform to the next lower odds ratio on the CRT. (Retain all fractions until the odds are computed.)

EXAMPLE: 16 SPs attacking 6 SPs reduces to 2:1. 15 SPs attacking 10 would be resolved at 1.5:1 odds.

STEP 2: The attacking player locates the calculated combat odds column on the Combat Results Table and rolls the die. Cross-referencing the die result with the odds column gives the Combat Result, which is applied immediately.

STEP 3: Adjust Casualty Level Markers to reflect combat strength lost (21.1).

11.0 Combat Modifiers

11.1 Terrain Effects on Combat

The terrain in the defending hex—or on the hexside separating the defending force from the attacker—may affect Combat Strengths. Retain all fractions until the odds have been calculated. Terrain Effects on Bombardment are different (13.36). If a unit's strength is reduced to zero, its attack doesn't take place (it remains engaged).

A. Towns: If all defenders are in towns, change Ar*/Dr* results to "Shock" (12.1). Defending Infantry Units have their total Combat Strength increased by 50%. EXCEPTION: Units with an Initiative of "1" (untrained) obtain no defensive benefit from Towns. Cavalry cannot charge into towns.

B. Slopes, Streams & Trestles: If all attacking stacks are attacking across Streams or Trestles, and/or uphill across Slope hexsides, the total strength of the defending force is increased by 50%. The Defender gets the slope benefit only if defending in a hilltop and attacked from the slope hex. Cavalry units cannot Charge uphill or across a Stream or Trestle.

C. Woods hexes: The total strength of all Cavalry and Artillery attacking into or defending in a Woods hex is halved. For all units defending in Woods, change Ar*/Dr* results to "Shock" (12.1). Cavalry units cannot Charge into Woods.

D. Bridges: Units are never required to attack across a Bridge. If all Combat Units are attacking across a Bridge or pontoon over a River (frozen or unfrozen), the Combat Strength of the defending unit is doubled. If the bridge is damaged see (7.63).

E. Crests: Change Ar*/Dr* results to "Shock" (12.1).

F. Chateau: Up to 2 defending Infantry are doubled. Change any Dr result (up to Dr4) to Shock unless the defender is demoralized. Cavalry units cannot Charge into a Chateau hex. Chateau effects on combat are negated in some situations (15.21).

G. Marsh: The total of all Cavalry and Artillery strengths are halved when attacking into or defending in a Marsh. Change "Ar*" result to Shock.

H. Rivers and Lakes: Combat Units may attack across unfrozen Rivers only at Bridges or pontoons (18.3). Frozen Rivers and Lakes are treated as Streams.

NOTE: Terrain modifiers for one side are not cumulative. Always use the one best modifier available to the defender.

11.2 Combined Arms

The attacker (only) may gain a +1 column shift in Combat if he has Infantry, Artillery, and Cavalry participating in the same attack. The Combined Arms benefit is not cancelled by a defending stack of all arms. Vedettes and artillery units that bombarded this phase are disregarded. The Combined Arms bonus does not apply if any of the defenders involved are in Town, Woods, Orchards, I.P.s or Marsh; across a Bridge (across Streams OK); or in Chateaux (unless demoralized). An overrunning Cavalry unit may be considered for Combined Arms even if it is eliminated in the Charge.

11.3 Staking Guard Units

This rule applies to all Guard ("OG," "Gd.," "Gde.," but not "GC" or "YG") units on both sides.

  • Once per game, a player may "stake" his Guard units in any one combat. That player receives a one-column favorable shift on the CRT for that combat. A player is never required to stake the Guard. A Guard unit can be in combat without being "staked."
  • If any infantry unit of the Guard is involved in an attack (at any time) and the result is "Ae," "Ar," or "Ex," the Demoralization Levels of all Friendly Formations a) whose officers are within 10 hexes or b) that currently have no officer but have any units within 10 hexes are immediately and permanently reduced by 4. EXCEPTION: Regardless of the combat result, if the attack by the Guard demoralizes the opposing formation, then the owning player's Demoralization Levels are not reduced.
  • No formation can have its morale reduced more than once per game. French cavalry corps and formations with 4 units or fewer do not have their Demoralization Level reduced.

11.4 Napoleon

If Napoleon is stacked with an engaged force, the odds for combat shift one column in his favor at the French Player's discretion. (Does not apply to Bombardments or Charges.)

EXAMPLE: Napoleon is part of a one-to-one attack, the odds shift to 1.5 :1. If Napoleon is defending and the odds are three to one, reduce to two-to-one.

11.5 Other Combat Modifiers

  • Failed Repulse (9.22)
  • Improved Positions (15.2)
  • Snowstorms, Thunderstorms, Artillery in Mud (23.0)

12.0 Combat Results

12.1 Explanation of Combat Results

Ae: All attacking Combat Units are eliminated.

Ar (Ar2 or 3): All attacking Combat Units must retreat 1 (2, or 3) hexes.

Ar*/Dr*: During any Storm; across a Crest hexside; or into a Marsh, Woods, Orchard, or Town hex, treat as Shock Result. These sudden encounters occur more frequently in confined passages.

Dr (Dr 2, 3, 4): All Defending Units must retreat 1 (2, 3, or 4) hexes. EXCEPTION: Chateaux (15.1) and attacking across damaged bridges (7.63).

De: All defending Combat Units are eliminated.

Ex (Exchange): All Combat units on the weaker side are eliminated; the stronger side eliminates units which total at least 50% of the (face) Combat Strength of the weaker side. See Exchange Notes below.

12.2 The Shock Table

Attacker's Modified Initiative (columns) by Defender's Initiative (rows):

Defender1234567
11RDrDrDr2Dr2Dr3Dr3
2Ar1RDrDrDr2Dr2Dr3
3ArAr1RDrDrDr2Dr2

Sk (Shock): If you obtain a Shock Result, each player rolls one d6. On a 1, 2 add 0; 3, 4 add +1; 5, 6 add +2; to the Initiative of your best unit (the "Lead" unit) and consult the Shock Table (12.2). Victorious cavalry, that is not Demoralized, Out of Supply or Out of Command (whether attacking or defending) must advance into the vacated hex, up to the stacking limit.

SHOCK NOTES

A. The Initiative of a Demoralized unit is 1 less than printed.

B. When Artillery is alone in the hex, disregard its Initiative rating and use "1" for its Shock Combat value.

C. Any overrunning Cavalry must be the lead unit (14.24).

D. Shock Modifier: Increase an Attacker's Modified Initiative by 1 if the combat was resolved at 3:1 or greater on the CRT.

E. 1R = Reduce one attacking and one defending unit. The owner must reduce either the strongest or the best initiative of his units involved.

EXCHANGE NOTES

A. Artillery units that did not participate in the combat, which are stacked with units that did, may be used to satisfy an "Ex" result.

B. Any overrunning Cavalry unit must be the first to be eliminated (14.24).

C. Compare (unmodified) face-value SPs of all units.

EXAMPLE: The weaker side has 5 SPs and the other side has four units, with 2, 4, 8, and 10 SPs. Half of 5 is 2.5 and he must lose more, so he removes the '4.'

12.3 Retreats

(12.31) Basic Rule: On a Result of "Retreat," the owning Player must move his unit (or stack retreating together) one or more hexes (as specified by the result). A retreating Combat Unit may not cross a prohibited hexside; enter an EZOC or a hex occupied by enemy Combat Units (EXCEPTION: Vedettes–16.25); or exceed stacking limits. Friendly units do not negate EZOCs for purposes of a combat unit's retreat. A leader may retreat through an EZOC if occupied by a friendly unit. A retreating friendly unit may enter a hex occupied by a friendly unit but that unit immediately comes out of Road March.

(12.32) Vedettes and Retreat: Combat Units may retreat into the ZOCs of an enemy Vedette, or even into a hex currently occupied solely by an enemy Vedette if no other path of retreat is available (the enemy Vedette is displaced; 12.36).

EXAMPLES OF COMBAT: Units A-1 and A-2 attack unit T at 11 to 4 odds, which rounds down to 2-1. Units B-1 and B-2 attack unit U in the Woods. The Woods halve the cavalry unit's combat strength and converts any Ar*/Dr* results to Shock (Sk). The odds are 3.5 to 4 which rounds down to 1-1.5. Unit C attacks unit V across a Crest hexside—the odds are 9 to 4 which rounds down to 2-1. The Crest hexside will convert an Ar*/Dr* result to a Shock Result (which is in unit C's favor). Unit D attacks unit W across a Stream hexside into a Town hex. Since terrain modifiers are not cumulative, the defender must choose which benefit to use; and in this case he picks the Stream since he does not want any Ar* results converted to Sk (he would lose a Shock battle). Unit W is increased by 50% yielding odds of 6 to 6.

The two units at E attack unit X up a Slope. The defender's combat strength is increased 50% to 6. The odds are 10 to 6 (which is 1.5 to 1). The three attacking units at F would have earned the Combined Arms Shift, but it is not allowed against defenders in Town hexes. The Town increases unit Y's Combat Strength 50% to 4.5. The odds are 12 to 4.5 (2-1) and Ar*/Dr* results convert to Sk. Unit G (cavalry) attacks artillery unit Z in a marsh hex. Both of those unit types are halved attacking and defending in Marsh, so the odds are 2 to 2. Marsh converts any Ar*/Dr* results to Sk which would be in the cavalry's favor.

(12.33) Retreat Across Bridges: Units that retreat across a Bridge or Pontoon over an unfrozen River (not a Trestle or a pontoon bridge crossing a stream) risk elimination and must roll the die: the first unit to cross the Bridge is permanently eliminated on a 6; thereafter add +1 to the die for every retreating unit that follows (i.e. a second unit is permanently eliminated on a 5 or 6). If a pontoon deployed across an unfrozen River hexside with no existing bridge or another deployed pontoon, the first retreating unit is eliminated on a roll of 4, 5, or 6, with one still added for each successive unit. The owning player chooses the order of retreat. Retreats across damaged bridges are not allowed, and any retreating units are automatically eliminated (PEU) if there is no alternate hex.

(12.34) Units Unable to Retreat Fully: If a unit cannot retreat fully it is eliminated. If any part of its retreat path is blocked only by EZOCs or the map edge, the unit is placed in the Units Awaiting Recovery (UAR) Box. If it could not retreat fully because of a prohibited hexside and/or enemy units (only), roll one die to determine which box to place it in:

Die rollPlace unit in
1-3UAR Box
4-6PEU Box

Always place a reduced unit that can't retreat fully for whatever reason into the PEU.

(12.35) Path of Retreat: The unit (or stack) must end its retreat the specified distance from the starting hex — enter each hex only once. The retreat should shorten the distance to the formation's baggage train or to a friendly supply source (or both). If two or more paths are open to the retreating unit, it must move in better terrain (preferring roads and trails to a roadless Marsh, for instance).

(12.36) Displacement: If the only path available to a retreating force would cause it to exceed the stacking limits (3.2) for a hex, then one or more combat units in the hex must be displaced to make room for it. Displaced units retreat one hex, observing all restrictions governing retreat after combat. However, if the units to be Displaced cannot retreat:

  1. the originally retreated force is eliminated instead and will enter the UAR; and
  2. if the retreating force contains cavalry the displacing unit must make an Initiative check: if it fails it is eliminated instead—place in the UAR Box. Trains never displace (18.16).

A displaced force may displace other Combat Units if no other path of retreat is available. Displaced units may not enter EZOCs.

EXAMPLES OF RETREAT (diagram caption): The two stacks of defending units must retreat. EZOCs are indicated with diagonal lines except those of the Vedettes which have no effect against enemy retreats. The only terrain that effects retreats are unbridged Rivers—which prevent it. Zig-zag retreats are not allowed. A unit must end its move that number of hexes distant from its starting hex. It may retreat across the bridge and Displace the enemy Vedettes. At B, the unit must retreat across a bridge hexside and run the chance of elimination—the first unit across is eliminated on a die roll of 6, the other unit on a die roll of 5 or 6. Assuming both survive, they can retreat in the path indicated. (Diagram label: "Must Displace".)

12.4 Advance After Combat

Whenever an enemy stack is eliminated or forced to retreat, the owning player may advance friendly leaders and one or more friendly units that participated in the combat—whether as attacker or defender—and occupy the vacated hex and not beyond it.

A. One Infantry Unit plus all cavalry in a given attack may advance if no leader is present (or Leader doesn't advance).

B. LEADER BONUS: If a leader is in the stack and advances, all undemoralized infantry and cavalry units may advance with him.

C. Artillery may never advance after combat. If the defenders vacate the hex as a result of bombardment, any phasing infantry or cavalry adjacent to that hex (along with any leaders) may advance into the vacated hex. Such advances take place after all bombardments are concluded. A unit cannot advance if it has an unresolved combat to perform.

EXAMPLE: A stack of artillery units bombard a 6 [4] 4, forcing its retreat. The 5 [3] 4 may not advance—it must attack the other 6 [4] 4.

D. If the enemy force occupied two or more hexes, attacking cavalry (only) may advance into the other vacated hex.

E. Combat Units and Leaders may choose not to advance. The option to advance must be exercised immediately. A unit may not be attacked, or attack again, after it has advanced (even if it advances into an EZOC of units that have not yet resolved Combat).

F. Demoralized and Out of Command units may not advance after combat.

G. Victorious Combat Units may advance into the vacated enemy hex even if they advance from one EZOC to another.

H. Units may not violate stacking limits after an advance. A victorious overrunning cavalry unit that remains in the hex counts against stacking.

EXAMPLES OF ADVANCE (diagram caption): At A no leader is present so only one Infantry and all Cavalry units can advance into the defender's vacated hex. At B the leader allows all undemoralized, non-Artillery units in his stack to advance, along with all engaged Cavalry units.

12.5 UAR and PEU Boxes

(12.51) UAR: Any time a full-strength Combat Unit is eliminated due to an Ae, De, or Ex, the owning Player must determine if it could have retreated 1 hex without encountering prohibited terrain or enemy-occupied hexes. If a retreat route is open or is only blocked by EZOCs it is placed in the Awaiting Recovery box. Otherwise, the unit must be placed in the Permanently Eliminated Units (PEU) box.

(12.52) PEU: The following Combat Units are also ineligible for Reorganization, and are placed in the Permanently Eliminated Units box when lost in combat:

  • Baggage and Pontoon Trains
  • Already Reduced: A unit already at its Reduced Strength when it was eliminated.
  • No Reduced Strength: A Combat unit with a strength of [1] has no reduced strength.
  • Retreat Across Bridges: Units retreating across a bridge risk permanent elimination (12.33).
  • Ae on the Charge Table
  • Unable to Retreat fully—risks permanent elimination (12.34)

13.0 Bombardment

13.1 Artillery Units

In addition to their regular attack ability against adjacent units, artillery may make bombardment attacks. Bombardments are permitted by the Phasing Player during the Bombardment Step and by the non-phasing Player during the Artillery Reaction Fire Step (13.5). Artillery may Bombard or participate in regular combat in a given Combat Phase—it may not do both.

13.2 Range

Bombarding artillery must be either 2 or 3 hexes from its target hex, unless Bombarding across an unbridged, unfrozen River hexside.

13.3 Bombardment Procedure

(13.31) Sequence: For each bombardment, follow these steps:

  1. Designate the Bombarding Units (13.32).
  2. Designate the Target Hex (13.33).
  3. Determine the Line of Sight—if blocked, the bombardment is prohibited (13.34).
  4. Determine the Bombardment Strength (13.35).
  5. Calculate the Effects of Terrain (13.36).
  6. Resolve on the Bombardment Table (13.37).
  7. Execute the Combat Results (13.38).

(13.32) Designate the Bombarding Units: Any number of artillery units may bombard a single hex as long as all the units are eligible to fire at the target hex. Artillery units stacked together may bombard different hexes. An Artillery unit may not bombard more than one enemy occupied hex, nor may it split its strength. Artillery units may not Bombard when:

  • in a woods or orchard hex; they may participate in an adjacent regular combat.
  • alone in an EZOC; they must attack an adjacent unit (however, see 13.5).
  • the weather is Snowstorm, Thunderstorm, Duststorm, Snow, Rain, or Fog (23.0).
  • in Road March.

(13.33) Designate the Target Hex: All enemy units in a hex under bombardment are bombarded as one target. A hex may not be bombarded more than once in a Combat Phase, however, a hex may be the target of a bombardment and then a regular attack during the same Combat Phase. The target must be a combat unit or leader…

  • in range and in the LOS of all Bombarding units.
  • not in woods, orchards, or Chateaux.
  • not adjacent (EXCEPTION: enemy on the opposite side of an unbridged, unfrozen river).
  • not in a Town hex at range 3.

(13.34) Artillery Line of Sight

A. Hilltop Hexes and Slope Hexsides: A Slope hex intervening between a bombarding artillery unit and its target blocks the Line of Sight unless the artillery unit is on the hilltop and is either:

  • firing downslope through the Slope hexside; or
  • firing on another slope hex with no blocking hexes intervening.

The target units in either case have no reciprocal LOS (8.43).

B. Crest Hexsides: Crest terrain is drawn on both sides of a given crest hexside. LOS is not blocked by a crest adjacent to the bombarding unit. A non-adjacent Crest blocks LOS.

(13.35) Determine the Bombardment Strength: The strength of all Artillery units bombarding a given target is totaled (this may include bombarding units in different hexes). The strength of any artillery units bombarding at 3-hex range is reduced by 50% (round fractions down).

(13.36) Calculate the Effects of Terrain: The effects of terrain on bombardment are as follows:

  • Towns: Artillery bombarding into towns are reduced by 1/3. You may not bombard into a town at 3-hex range.
  • Woods and Chateau hexes: May not bombard into Woods or Chateaux or out of Woods.
  • Marsh: Bombarding SPs are reduced by ½.

(13.37) Resolve on the Bombardment Table: All bombardments must be resolved and results applied during the Bombardment or Arty Reaction Fire step. Cross-reference the Bombardment Strength with the die roll and apply modifiers. During mud turns (23.0), modify the die roll by –2.

(13.38) Execute the Bombardment Results: A Bombardment affects all units in the target hex (only). A Bombardment may result in: "Dr" (12.1) or "1R" (Reduce one unit). A "1R" result means one unit in the hex is flipped to its reduced side, or an already-reduced unit is eliminated. The Bombarding Player decides which unit to reduce. The owning player may decide to remain in the hex or voluntary retreat one hex with the remaining units in the target hex. "S" (Suppressed) and "2R" (Reduce two units/steps) are other possible bombardment results. All Suppression Markers on the map are removed at the end of the next Combat Step (Step 5).

(13.39) Hold Your Ground: A Dr result on the Bombardment Table can be converted to a 1R at owning player's option. Select your "lead" unit and roll for Initiative. If successful, the lead unit suffers step loss and there is no retreat.

13.4 Artillery Units in an EZOC

(13.41) If an artillery unit is in an EZOC and stacked with a friendly infantry or cavalry, it may bombard a hex different from the one the other units attack. Artillery need not attack the adjacent enemy units as long as some other friendly unit does so. However, an artillery unit suffers all combat results incurred by the units it is stacked with.

(13.42) Regular Attacks: When alone in an EZOC, an artillery unit must attack an adjacent unit and may not bombard. It uses the regular Combat Results Table, and may combine its strength with attacking infantry and cavalry in other hexes. During Mud, Artillery units attack and defend at one-half their normal strength (rounding fractions down). Artillery units in regular combat suffer all Combat Results in the same manner as other units. If the units in their stack suffer an "Ex" result they may be used to satisfy the required losses. Artillery units may never add their strength to a regular attack via a ranged attack—they must be adjacent. The Initiative Rating of a lone Artillery unit for shock is 1 (12.2).

13.5 Counter-Battery Fire (CBF)

The effective bombardment strength is reduced by one-half the strength of any artillery in the target hex (rounding fractions down). Apply any CBF reduction before modifying the bombardment strength for weather, range, or terrain. If the target has no LOS on the bombarding unit, or is alone in an EZOC (13.42), there is no CBF reduction. EXAMPLE: an ARF by 4 SPs would be reduced to 3 if the target includes 3 SPs of artillery with a LOS. Bombardment has no effect if one-half the target artillery strength is still at least equal to the Bombarding strength.

13.6 Soak-Offs

A unit bombarded in a given turn is considered attacked.

14.0 Cavalry Charges

A cavalry charge in this game is a faster charge, where the cavalry gradually build-up speeds near 300 meters per minute. In a successful cavalry charge, the cavalry unit(s) move through an EZOC directly into the enemy-occupied hex, thereby cutting the retreat route of the overrun unit in the following Combat Step.

14.1 Which Units May Charge

All cavalry (except LC and demoralized cavalry) that have not moved during the previous Movement Phase may make a charge. A hex being charged must also be subjected to a regular attack by at least one friendly infantry or artillery during the same Combat Phase. A cavalry unit may not make a charge and conventional attack during the same Player-Turn.

14.2 Procedure

(14.21) A Cavalry Charge is resolved on the Charge Combat Table during the Charge Step. Charging cavalry may expend the full Movement Allowance during the charge step. It costs one extra MP to enter the Enemy unit's hex. This MP cost reflects the shorter range of charging cavalry. Determine the odds as in combat and roll on the Charge Combat Table.

(14.22) Restrictions: Only one charge may be made by a single stack against a given hex in one Combat Phase. Cavalry units from multiple hexes cannot charge the same hex. A Cavalry Charge may not be conducted:

  • into a woods, town, chateau, or improved position
  • uphill through Slope
  • across a Ford, Stream, or Span hexside
  • during a Mud or Night turn (14.3)
  • if the Cavalry unit is in Road March
  • through an EZOC (except the ZOC of its target)
  • through friendly units
  • by LC, demoralized, or Out of Command cavalry.

Cavalry Charge movement is subject to all Movement Rules (7.0), with the exceptions listed above.

(14.23) Charge Results: The possible results of a Charge are Ae, Pr or Overrun:

  • On an Ae result, the charging units are eliminated (PEU).
  • On a Pr result, all Phasing (charging) cavalry retreat to their starting hex and reduce 1 or 2 units. The target has offroad Movement costs doubled in the following Movement Phase. Place a Square Marker on the infantry units charged.
  • On an Overrun result, the cavalry unit(s) move into the enemy-occupied hex. The charging unit's ZOC extends out into all surrounding hexes. In the upcoming regular attack during the Combat Step, the retreat route of the overrun unit is cut off.

(14.24) Subsequent Combat Result: The cavalry units making the charge may not add their Attack Strength to the subsequent combat. The subsequent attack is credited with cavalry for purposes of Combined Arms (11.2) even if the cavalry unit is eliminated in the Charge.

A. If the subsequent Combat Result is Dr or De, all defending units are eliminated (UAR), if the charging cavalry unit(s) remain in the hex, and one of the attacking units may advance into the hex as usual.

B. If the subsequent Combat Result is Ae or Ar, the cavalry unit(s) are eliminated (UAR). Opposing units may never end any Phase stacked together.

C. If the subsequent Combat Result is an Ex, the charging cavalry units are the first to be counted toward the Exchange.

D. If the subsequent Combat Result is Sk, the charging Cavalry unit is the lead unit.

E. If the Ex or Sk does not clear the hex of enemy units, the charging cavalry units are eliminated (UAR).

14.3 Charges and Weather

Charges are not permitted during Mud and Night Turns. During Snow, Snowstorm, Thunderstorm, Duststorm or Heat, add +1 to the Charge CRT die roll (23.1).

CAVALRY CHARGE EXAMPLES (diagram caption): Hexes marked X may not be a target of Cavalry Charge even if they contained enemy units under attack. Charges may not be conducted across Streams or Rivers, up Slopes or into Woods or Town hexes. At B the Cavalry Charge is made across two Crest hexsides which have no effect. The Cavalry unit pays +1 MP to enter the defender's hex. The odds would be 1-2 (only 50% chance of success). At C the Cavalry unit attacks at 1-1. If the Cavalry survives the charge they will remain on top of the enemy unit and will cut off their retreat. Note that in combat C, the phasing player will earn the Combined Arms shift even if the cavalry unit doesn't survive the charge.

BOMBARDMENT EXAMPLE (diagram caption): Artillery unit A has no eligible targets—all are blocked by friendly units or are prohibited. Bombardments cannot be made uphill against a Hilltop hex, into Woods, or across a Crest that is not adjacent to the artillery.

15.0 Fortified Places

Fortified Places are of two types. Chateaux are protected by strong walls impervious to field artillery. A simple Improved Position (I.P.) made of timber and stout beams could be thrown together in a few hours. A more elaborate dug-in redoubt could take most of a day.

15.1 General Rule

(15.11) ZOCs: ZOCs extend out of but not into Fortified Places—adjacent units must attack enemy units in Fortified Places. A unit that enters a Fortified Place adjacent to an enemy combat unit must stop moving.

(15.12) Attacking: Units in Fortified Places are not required to attack, but if they elect to attack, all adjacent enemy units must be attacked by some friendly unit.

(15.13) Advance and Retreat: Units may advance after combat into Fortified Places. Retreat into occupied Fortified Places is allowed (15.21).

(15.14) Cavalry Charges against Fortified Places are prohibited.

(15.15) Combined Arms bonus: When attacking Fortified Places the attacker receives no Combined Arms bonus.

15.2 Chateaux

(15.21) Stacking: A chateau loses its combat effects if the hex contains more than two defending infantry units; or contains any artillery, cavalry or train units. All chateau effects on combat are negated as long as they remain in the hex (4.2, 11.1F, 11.2, 13.33, 14.22). Town effects if any still apply.

(15.22) Defending: If any defending units in a combat occupy a Chateau, "Dr," "Dr2," "Dr3" and "Dr4" results from the CRT are treated as "Shock." This does not apply if the units defending in the Chateau are demoralized, or if a retreat result is obtained on the Shock Table.

(15.23) Bombardment: Artillery units may never bombard into Chateaux. They may make regular adjacent attacks.

15.3 Improved Positions

(15.31) Defending: The strengths of all infantry units defending in a completed I.P. are doubled. If an I. P. is built in a town, all combat effects of I. P. and towns apply.

(15.32) Construction Procedure: The construction hex must contain at least two infantry units that did not move during that Movement Phase. If a town hex only 2 SPs of infantry are needed. Construction is not permitted during Frost, Snow, Snowstorm, or Night March Phase, or in Chateaux or Marsh hexes. Roll on the table below at the end of the Movement Phase. If the infantry leave an I.P. under construction, remove the I.P. marker. After completion the Improved Position marker is never removed (even if unoccupied) and may be used by either side.

(15.33) Construction Table: Roll one d6.

Die rollResult
1construction complete (invert marker)
2-6Under Construction—roll again next turn. An I.P. under construction has no effect.

16.0 Vedettes

Each Vedette is a regiment of around 500 men, broken-up into 50-man patrols that fan-out to cover a wide area. These fast-moving patrols were used to screen an army against enemy reconnaissance, to perform their own reconnaissance, and to protect the flanks of combat units.

16.1 Vedette Breakdown and Reassembly

A Light Cavalry unit may generate a number of Vedette (scout) units equal to its vedette number (1.42).

(16.11) Creating Vedettes: During the Reorganization Segment (only), any full-strength Light Cavalry (LC) unit may bring its corresponding Vedette units onto the map. Each full-strength LC parent unit has a number (in a circle), to indicate the number of Vedettes provided for that unit. The Phasing Player removes the LC unit from the map and replaces it with the Vedettes. The LC unit is then placed in the Full Strength Holding Box. Vedettes may move in the turn they are created. Reduced-strength units may not create Vedettes.

EXAMPLE: Marulaz's cavalry brigade has a "4" in a circle. It contains four Vedettes with a corresponding designation.

(16.12) Reassembling Light Cavalry Units: To recombine Vedettes into an LC unit, just pay the regular +1 MP cost to stack. Remove the stacked Vedettes immediately if the stack is not in an EZOC and replace them with the parent unit. The parent unit may continue moving, expending the Vedettes' remaining MPs, in command if any of its Vedettes were in command. The Vedettes of any LC unit that contains 4 or more Vedettes may stack for immediate reassembly.

NOTE: Vedette unit I.D. may be ignored. The proper number of Vedettes may combine freely to reassemble any available LC unit.

(16.13) Creating Vedettes from Mixed Type Units: Full strength Infantry units with a Vedette number may also create Vedettes during the Reorganization Segment. Flip the counter to its reduced strength side, then deploy the Vedette(s) to the same hex. Such Mixed Type units may flip back to full strength by stacking with the same number of friendly Vedettes (not in an EZOC) and removing the Vedettes from the map during the Movement Phase.

(16.14) Corps Affiliation of Vedettes [Optional Rule]: A Vedette may not be used to reassemble a unit from a different formation; only units from its assigned formation.

16.2 Properties of Vedettes

(16.21) Movement: Vedettes move like Cavalry and must be in Command or pass their Initiative die roll to move. Vedettes always pay road costs when on roads but ignore Road March restrictions and are ignored by friendly units in Road March.

(16.22) Stacking: No more than 3 Vedettes may occupy the same hex. EXCEPTION (16.12)

(16.23) Repulse: Vedettes may not attempt Repulse. Repulses against Vedettes always succeed.

(16.24) Combat: Vedettes are non-combat units—they may not attack or defend. Vedettes do not count for Combined Arms. Vedettes stacked with friendly combat units are subject to the combat result against the stack. Eliminated Vedettes may return to play through Reorganization (22.25).

(16.25) ZOCs and Retreat: Vedettes have ZOCs, but they do not block enemy retreats—units may retreat into the ZOC of an Enemy Vedette. Retreating enemy units can, if necessary, displace friendly Vedettes.

(16.26) Retreat Before Combat: Any engaged Vedette of either side that is not stacked with a friendly combat unit must Retreat during the Cavalry Retreat Step (10.2) one or two hexes. If it cannot retreat, it is eliminated (12.34). Vedettes cannot prevent enemy Forces from using Retreat Before Combat.

17.0 Supply

17.1 The Supply Segment

The Phasing Player must determine the supply status of each Friendly Combat Unit during the Supply Segment of each Weather/Recovery Turn (23.12, 2.1/B-1). Out of Supply units are marked "Out of Supply" and remain Out of Supply until the next Weather/Recovery Turn.

17.2 Out of Supply Effects

Out of Supply units suffer the effects of Demoralization (21.2), but the effects are not cumulative.

17.3 Automatic Supply

All reinforcements from their turn of entry, and all units on-map at the start of any scenario are automatically in supply until the next Weather/Recovery Turn.

17.4 Supply Lines

(17.41) Tracing a Supply Line: A Combat Unit is in supply if it can trace a Forward Supply Line (17.42), no more than 14 (Fourteen) hexes long (not counting the unit's hex), to one of the following:

  • Directly to a Friendly Supply Source (17.5); or
  • To its own Formation Baggage Train located on a road or trail hex that has a "Trunk" Line (17.43); or
  • To any Friendly Baggage Train located on a road or trail hex that has a Trunk Line. No more than one stack belonging to a different formation may trace to each Friendly Baggage Train.

Any formation or individual unit without a dedicated baggage train (none provided in the counter mix) may trace supply to any friendly baggage train—each stack to a different baggage train.

(17.42) Forward Line: The Forward Supply Line (only) may traverse any type of terrain except Lake or River hexsides (unless the hexside is frozen or is crossed by an undamaged bridge or pontoon). Each counts as one hex, maximum 14 hexes.

(17.43) Trunk Lines: A Trunk Line may comprise any number of connected road and/or trail hexes leading to a Friendly Supply Source.

(17.44) Blocking Supply Lines: Forward and Trunk Lines are blocked by the physical presence of enemy combat units and Vedettes. EZOCs do not block Supply Lines.

(Diagram label: "Up to 14 hexes away".)

17.5 Supply Source Hexes

Each side has Supply Source hexes that are indicated on the map by a supply symbol with an encircled code letter.

C = Coalition, A = Austrian, P = Prussian, R = Russian F = French

18.0 Baggage and Pontoon Trains

There are two types of Train units: Pontoon Trains and Baggage Trains. Baggage Trains are important for Supply; Pontoon Trains place temporary bridges. Pontoon Trains have a train side and a deployed bridge symbol on the reverse.

18.1 Properties Common to Both Trains

(18.11) Movement: Trains move automatically—they are always in Command. Trains have a Movement Allowance of 4 MPs, paying cavalry costs for movement. They may use Road March (7.5). During Mud, Thunderstorm and Snowstorm turns, Train units Movement Costs are doubled for all types of terrain.

(18.12) Movement Restrictions: Trains have the following movement restrictions:

  • may not enter Slope hexes except by Road or Trail.
  • may not stack.
  • may not enter an EZOC.
  • Baggage Trains may not cross rivers (even if frozen) or streams except via Spans and Pontoon bridges.
  • Baggage Trains (and Supply Lines) may not cross damaged bridges (but may cross pontoon bridges).

(18.13) Trains and Combat: Trains do not have a Combat Strength and cannot defend or attack. They may not Retreat Before Combat.

(18.14) Trains and ZOCs: Trains have no ZOC. If a Train or deployed pontoon finds itself adjacent to an enemy combat unit it is immediately captured or destroyed. Roll one die:

DiePontoon Train isBaggage Train is
1-3captured intact (18.35) *captured (18.23)
4-6destroyeddestroyed

* If one end of a deployed pontoon is occupied by a unit friendly to the pontoon, a roll of 1 to 3 is considered no effect.

(18.15) Destroyed Trains: Destroyed Trains are removed from play (PEU). They may not be reorganized.

(18.16) Trains and Displacement: Trains may not be displaced. If the train unit's hex is the only one available for the retreating friendly unit, the train is destroyed (PEU), and the retreating unit/stack is eliminated (UAR).

(18.17) Trains and Formations: Baggage Trains may belong to specific formations printed on their counter. Pontoon Trains do not belong to any formation.

18.2 Baggage Trains

Each baggage train represents approximately 100 wagons. A Baggage Train serves to extend a unit's supply line.

(18.21) Supply: Most Baggage Trains belong to specific formations as shown by their Command Designation. Some baggage trains are generic for a given side. Each Corps baggage train can provide supply to all units in its formation within range plus one stack of units from a different formation. However, any formation or individual unit without a dedicated baggage counter (none provided in the counter mix) may trace supply to any friendly baggage train, each stack to a different baggage train.

(18.22) Lost Baggage: If a formation's baggage train is destroyed or off map, only one stack of that formation may trace supply to another friendly baggage train.

(18.23) Captured Baggage Trains: A captured baggage train is destroyed (PEU). Two VPs are awarded to the side that captures a baggage train. If an out of supply unit(s) captures an enemy baggage train, all units of the capturing side adjacent to the train remove their OOS Markers.

18.3 Pontoon Bridges

Pontoon Bridges may be deployed across Stream or River hexsides.

(18.31) Deploying Pontoon Bridges: During the Friendly Movement Phase, the Phasing Player may deploy a Pontoon Bridge by flipping the counter over onto an adjacent hexside so that it is half-way on either hex. It costs no MPs to deploy. No Friendly or Enemy units may cross a Pontoon Bridge until the Friendly Player Turn after it is deployed.

(18.32) Deployment Restrictions: A Pontoon Bridge may not be deployed:

  • to extend into an enemy-occupied hex, but may be deployed into an EZOC.
  • if either end of the bridge is in a slope hex—unless there is a road or trail in the hex (18.12).
  • in a Snowstorm, or during Frost or Snow.
  • if the Pontoon Train is marked in Road March (7.51).

(18.33) Crossing Cost: Combat Units not in Road March pay the following MPs to cross a Pontoon:

  • +1 MP to cross a stream
  • +2 MPs to cross a river
  • +0 MPs to cross if the Pontoon Bridge is deployed at an existing Span or site of another deployed Pontoon.

Units in Road March, Leaders, and Vedettes never pay extra MPs to cross Pontoon Bridges. Trains must pay the additional +2 over river and +1 over stream.

(18.34) Reconfiguring a Pontoon Train: A Pontoon Bridge may be reconfigured back into a Pontoon Train during the Friendly Command Segment simply by flipping the unit over to its Pontoon Train side in either of the two hexes adjacent (you may reform a pontoon train at one end if the other end is in an EZOC). Pontoon Trains must be reconfigured at Step "e" of the Command Segment. Nothing may cross a Pontoon Bridge in the turn it is reconfigured into a Pontoon Train. A Pontoon Train may move in the same turn that it is reconfigured but may not re-deploy until the next turn.

(18.35) Captured Pontoon Trains and Pontoon Bridges: Leaders, Vedettes and Combat Units may freely Move, Advance After Combat, and Retreat across intact enemy Pontoon Bridges. A captured Pontoon Bridge may be reconfigured into a Pontoon Train and used again by the player who captured it.

19.0 Reinforcements

19.1 General Rule

Reinforcements enter play on the turn and hex specified in the Scenario Information and/or the TRC. Reinforcements enter during the Friendly Command Movement Segment and may move and engage freely on their turn of entry. Reinforcements may be placed under "March Order" on the turn of entry at the Player's discretion (20.3). Reinforcements enter Hidden (8.0). Reinforcements are In Command for the turn of entry and in supply until the next supply check. A light cavalry unit may enter as a combat unit or broken down into Vedettes.

19.2 Stacking and Road March

(19.21) Stacking: When more than one Combat Unit is scheduled to arrive at the same entry hex in the same turn, they may arrive stacked observing the stacking limit. If there are more arriving units than can legally stack in the hex, each subsequent stack enters on the same hex and turn, paying MPs equal to the cost of the hex for itself and for each stack that entered before it.

(19.22) Road March: Reinforcements may instead enter the map using Road March (unstacked) with an empty hex between each arriving unit. In this case the first unit to arrive pays the road MP cost of the first entry hex. Each subsequent unit or stack to enter on the same hex and turn pays one additional MP. In addition, unless otherwise indicated by the scenario, a formation's leader enters with the first stack of his formation, and the formation's baggage train enters at the end after the last arriving unit of the formation.

EXAMPLE: The second stack to enter will pay one extra MP; the third, two additional MPs (19.23).

(19.23) Excess Stacks: Stacks without enough Movement Points to enter must wait off-map until the following turn. The excess stacks of a formation still enter in Command when they arrive.

19.3 Changing Reinforcement Entry

(19.31) Blocked Entry Hexes: If the entry hex is occupied by an enemy or friendly combat unit or an enemy combat unit's ZOC the Reinforcement may instead enter in the hex nearest to the entry hex clear of combat units and EZOCs.

(19.32) Voluntary Delay: Players may voluntarily delay the entry of Reinforcements. However, no other scheduled Reinforcement may enter at this entry hex until the delayed Reinforcements have been brought onto the map (the follow-on reinforcements may enter in the same or subsequent turns). A portion of a Reinforcement force may not be delayed. Either all the units scheduled to arrive at that hex are brought onto the map, or none.

19.4 First Day Reinforcements

Approach to Battle reinforcements enter on the First Day of the game. These units are usually on-map in the Day of Battle Set up.

19.5 Alternate Reinforcements

Alternate Reinforcements are forces that could have intervened. Their arrival depends upon card play. Alternate Reinforcements appear in order of priority listed in the Scenario Information.

20.0 March Orders

Orders were carried by orderlies mounted on fast horses, usually overnight, to Officers beyond Command Range.

20.1 General Rule

A March Order allows a Force (defined in the Glossary) to move during each Friendly Command Movement Segment that the order is in effect (including during Night March Phases) regardless of Command Range. All the units under a March Order are considered in command. A Force may receive a March Order if it is:

  • a Reinforcement (20.3);
  • the one force selected at night (20.4); or
  • the one force selected for March Order at the start of play, (once per game) if that side has a Commander on the map.

20.2 March Order Procedure

(20.21) Specify Objective Hex: The Player must secretly specify the Objective Hex on an Orders Slip when the March Order is issued. This objective must be revealed to the Enemy Player at the moment an infantry unit of that Force reaches its objective. The objective may be any town or Bridge hexside on the map. For each Force under a March Order, the Player must write down the name of the Officer or the designation of the individual unit(s) in question. A force may be assigned only one objective at a time. In a multi-hex town any hex in the town can be the objective.

(20.22) March Order Movement Restrictions: The force must move each turn at the speed of the slowest unit in the force, until it reaches its objective or the March Order is removed (20.23). The units under a March Order must take the shortest possible route (in terms of MPs) toward their Objective Hex. A Force given the March Order is not required to use road march. On the turn a Force reaches its objective, it can continue moving to the limit of its Movement Allowance; then the March Order is removed and no longer in effect.

(20.23) Forces Removed from March Orders: A unit is removed from the March Order at the moment:

  • it reaches its objective hex (or as near as possible).
  • it becomes adjacent to an Enemy unit or vedette.
  • at the Player's option, if the force is placed in Command by a Leader during any friendly Command Phase. An officer who makes his initiative may opt out of a March Order.

NOTE: If a Commander places an individual unit in command, it does not remove the March Order for the rest of the Formation.

The M.O. endures until the last unit reaches the destination or is removed. When a unit comes out of a March Order it is Demoralized for the rest of the Player Turn.

Units that reach a March Order destination are removed from the M.O. Other units under the March Order can either continue to use the M.O. or they can be removed. The units removed from a March Order can freely use their remaining MA that turn, without being constrained by the former M.O.

(20.24) Pre-Programmed March Orders (Card Play only): A force under a pre-programmed March Order at the start of the game that is subject to a Late Start Mode card cannot be removed from the March Order until its Leader awakes. Until then the Leader moves with the units of his formation.

20.3 March Orders to Reinforcements

A Reinforcement Force may be placed under a March Order (or several different March Orders) on the turn of its map entry, even if its arrival is delayed indefinitely by the Player. The number of reinforcement forces that may be placed under a March Order on a turn is limited only by the number of reinforcement forces arriving on that turn.

20.4 March Orders at Night

(20.41) Moving Units under March Orders at Night: The Movement Allowance of a Force under March Order at night is 2/3 MPs (inf/cav). Forces under a March Order are the only forces which can move during the Night March Phases.

(20.42) Changing March Orders at Night: One on-map stack or formation may be given a March Order during the Night March Order Dispatch Phase, regardless of command range restrictions. Units need not be in command for a night March Order. This March Order takes effect with the first daylight turn of the next day (2.2B). Alternatively, a player may change the objective hex in the March Order of any one of his forces, but this counts as the "one" March Order allowed.

20.5 General Retreat March Order

(20.51) The General Retreat March order differs from a regular March Order in the following ways:

  • All friendly leaders and units are considered to have the order—including out of command forces;
  • The Objective Hex for a given unit is the closest friendly Supply Source under friendly control, tracing the line as allowed by the rules of supply (17.41), or may be a hex specified in the Scenario Instructions;
  • The order may be issued during the friendly Command Segment of any day Turn, or at the beginning of the March Order Dispatch Phase (Night AM turns) and takes effect immediately.
  • The order may be cancelled at the owning player's option, after being in effect for one turn, for any undemoralized force(s) in Command and these may maneuver freely.
  • Add one (+1) to the die roll for Reorganization of Demoralized forces on the turn the General Retreat is ordered.
  • Reinforcements enter normally.
  • The order may be issued only once per game, unless using the cards; a new General Retreat may be issued for each card.
  • Units must remain in General Retreat March Order for at least 1 turn, unless they move adjacent to the enemy.
  • All units move at the speed of the slowest unit in their force (20.22). EXCEPTION: Undemoralized units passing an Initiative check may opt-out of the General Retreat March Order and freely maneuver (having already passed Initiative) in the following Initiative Movement Segment.
  • The text of the General Retreat Card (No. 9) is a part of the General Retreat rule; units may disengage on the turn played.

(20.52) Exiting the Map: When your units under a General Retreat March Order actually reach the mapedge hexes that are the objective(s) of the order, you can exit all, some or none. For units that have reached the objective that will remain on the map, the order is cancelled.

21.0 Demoralization

Units may become demoralized (1) if their formation reaches its Demoralization Level due to losses, (2) if the unit is Out of Supply (17.2), or (3) if it leaves March Orders (20.23).

21.1 Demoralization Levels

Each player has a Casualty Record Track to record Friendly losses. When the first Friendly Combat Unit of a Formation is eliminated, this unit becomes the "Casualty Level Marker" for its Formation (21.3). As further units are eliminated, the Owning Player adjusts this marker to reflect strength points lost by moving it a number of spaces on the track equal to each eliminated unit's full Combat Strength. A Formation becomes Demoralized at the instant its Casualty Level marker reaches or exceeds its Demoralization Level (the space printed with its Command Designation on the Casualty Track). Place a "Demoralized" marker on the formation's Officer.

NOTE: Formations with fewer than three units present at the battle can only be Demoralized by lack of Supply.

21.2 Demoralization Effects

Demoralization has the following effects:

Initiative: One is subtracted from the Initiative rating of Demoralized Officers and Combat Units any time that their Initiative Rating is referenced (Exception: Recovery, 22.12).

Movement: Demoralization has no effect on Movement—Leaders and Combat Units may use Road March and may be given March Orders.

Combat: Demoralized Units may not Advance after Combat. Demoralized cavalry may not charge. Demoralized units in Chateau hexes do not receive the benefits listed in 15.22. Remove any Demoralization from a unit when it is eliminated.

Bombardment: Demoralized Units may retreat one hex upon receiving 1R results (13.38).

Reorganization: The Phasing Player must roll for each Combat Unit in a demoralized formation (22.23-3). For a Demoralized Formation, if this die-roll is a "5" or "6" the unit is permanently eliminated (PEU). Add 1 to the die if a General Retreat will be issued in the next Movement Phase.

EXCEPTION: The French player's minor ally troops that are part of a Demoralized Formation must instead pass a regular Initiative check. If this fails the unit is PEU (also 20.51-4). French minor allies include the Dutch, Saxons, Swiss, Württembergers, Bavarians, Westphalians, Badeners, Hessians, Italians, and all others except French and Poles.

21.3 Rallying from Demoralization

When an eliminated Combat Unit is Reorganized (22.2), that Formation's Casualty Level marker is reduced by an amount equal to the unit's full (not reduced) Combat Strength. If the unit is eliminated again later then the Casualty Level Marker should be increased by that same amount (the unit's Full Combat Strength). The moment the Casualty Marker for that Formation moves below its Demoralization Level, the Formation is recovered from Demoralization and the Demoralized Marker is removed from play. Once all other units in a Formation have recovered, the unit that was used as the Casualty Level Marker (21.1) is eligible to be reorganized.

NOTE: As long as a unit survives at Reduced Strength, the difference between its full and reduced Strength does not count for Demoralization purposes or Victory Points.

21.4 Demoralization and Supply

Combat Units that are Out of Supply suffer Demoralization Effects. The out-of-supply Combat Units receive an Out of Supply Marker, and rally from Demoralization on the turn in which their Supply Line is reestablished. There is no additional effect upon out-of-supply units that become demoralized due to combat losses.

21.5 Demoralization and March Orders

At the end of a friendly Player-Turn, without the need of a die roll, remove Demoralized Markers from all units that were demoralized when they left March Orders that Player-Turn.

22.0 Recovery and Reorganization

Eliminated units may be reorganized at reduced strength.

22.1 Recovery

(22.11) General Rule: Recovery refers to the transfer of a Combat Unit from the Awaiting Recovery box (UAR) to the Recovered section.

(22.12) The Recovery Segment: Each turn the Weather is checked, both Player Turns will include a Recovery Segment (2.1/B2). During the Recovery Segment, the Phasing Player may make an Initiative Check for each unit in the Awaiting Recovery box. The Initiative die roll is successful if less than or equal to the Initiative Rating printed on the unit counter.

  • IF SUCCESSFUL: The unit counter is flipped over to its reduced side and moved into the Recovered Section.
  • IF UNSUCCESSFUL: The unit remains in the Awaiting Recovery box. Roll again in the next Recovery Segment.

(22.13) Automatic Night Recovery: At the beginning of the Friendly Recovery Segment of the Night AM Turn, the Phasing Player transfers ALL Combat Units still Awaiting Recovery to the Recovered Section at their reduced strength.

22.2 Reorganization

(22.21) General Rule: Reorganization refers to the return of Combat Units (at reduced strength) from the Recovered section of the UAR to the map.

(22.22) Procedure: Reorganization occurs in the Friendly Reorganization Segment. All units in the Recovered Section of the UAR may be placed on the map provided the necessary Leaders are available to bring them all on. Each eligible Leader may bring on two combat units (plus up to 3 vedettes) in the recovered section. The units are placed in the hex containing the Leader. If placing reorganized Combat Units in the Leader's hex would violate the Stacking Limit, the units already there may be Displaced.

(22.23) Restrictions and Penalties: Reorganization can take place in any terrain under the following restrictions:

  • Leaders in an EZOC may not be used for Reorganization.
  • Officers can only Reorganize units of their Formation. A Commander may Reorganize units of any Friendly Formation whose Officer is within the Commander's Command Radius.
  • Units that are part of a Demoralized Formation risk elimination when they are Reorganized (21.2).

(22.24) Officers and Reorganization: An Officer does not have to be in Command in order to Reorganize. Each Officer that attempts Reorganization is marked with an Out of Command marker until the friendly Command Segment of the next Game-Turn. EXCEPTION: Reorganizing Vedettes does not require an Out of Command Marker. Officers so marked may not be part of the Chain of Command for the remainder of that turn, even if Reorganization failed. Commanders and Commander-Officers are not OOC when Reorganizing.

(22.25) Vedettes and Reorganization: If a Vedette is eliminated in combat (16.24), place it in the Unrecovered Section ("Awaiting Recovery") of the UAR. If a Vedette is eliminated during Reconnaissance it goes immediately to the section of the UAR specified on the Reconnaissance Table. Reduced-strength LC units don't have a vedette number. They cannot deploy a vedette once reduced.

23.0 Weather

23.1 Procedure

(23.11) Weather Condition Die Roll: The first player starts each day with a die roll on the Weather Table (tailored to the battle being played), to determine the initial Weather. The resulting Weather takes effect immediately.

(23.12) Weather Duration Die Roll: Roll again on "Change in the Weather" and add the result to the original Weather Die Roll to determine the number of turns that weather condition will remain in effect. Repeat these two die rolls each time the weather changes. (In some games duration is specified.)

(23.13) Effects of Weather: As indicated on the table below, the possible effects of weather are as follows:

  • LOS Reduced: Line of Sight reduced to 1 hex. Units may see into adjacent hexes only.
  • Bombardment: Prohibited. -2 DRM = Apply a –2 DRM to all artillery bombardment die rolls during Mud.
  • Deploy Pontoons: No = may not be deployed
  • Construct I.P.: Improved Positions may not be constructed.
  • Charge Rolls: +1 DRM to all Cavalry Charge rolls.
  • Rivers, Lakes: frozen and treated as Stream hexsides.
  • Strength Reduced (rounding down): when attacking and defending. Artillery strengths are reduced for adjacent combat (only).
  • Movement Cost: MPs doubled for Train and Artillery units.
  • Ar*/Dr* Combat Results: Treat as Sk (Shock) results.

(23.14) Weather and LOS at Night: If the Last daylight Game-Turn was Thunderstorm or Mud, the night weather is Mud; otherwise Fair weather applies. At Night the LOS is reduced to one hex.

(23.15) Fire: Units can Move, Retreat, Repulse, and Road March through a Fire hex, without stopping. Command Range may extend through a Fire hex. The occurrence of Rain and Thunderstorms causes Fire to cease immediately.

(23.16) Thunderstorms: Thunderstorms only last for the first hour after the die roll. The next two turns are Rain plus Mud.

Weather Effects Table (WX Condition by Action):

WX ConditionLOSBombardmentDeploy PontoonsConstruct I.P.Charge RollsRivers, LakesStrength ReducedMovement CostAr*/Dr* Result
SnowAdjacentProhibitedNoNo+1 DRMFrozen
SnowstormAdjacentProhibitedNoNo+1 DRMFrozenInf x 0.75Train, Art x2Shock

Weather Conditions (WX) vary from game to game, and are not cumulative with Terrain Effects; use the worst that applies. DRM: Die Roll Modifier

24.0 Adding the Cards

(Separate 4-page folder: the Card Instructions booklet, not included in this rulebook.)

Glossary

For a good overview, read this section with the Sequence of Play (2.0).

Artillery: Artillery pays Infantry Movement costs while Horse Artillery pays Cavalry costs (7.22). Artillery and Horse Artillery pay doubled Movement costs during Mud, Thunderstorms and Snowstorm turns for all types of terrain.

Bombardment: Artillery units may Bombard in the Bombardment Phase, using the Bombardment Table at 2-3 hex range (13.0).

Bridge: A span crossing a river (Terrain Key).

Cavalry: Mounted combat units including Regular, Heavy Cavalry (HC) and Light Cavalry (LC, 16.0).

Cavalry Charge: Any cavalry except LC may make a cavalry charge resolved on the Charge Combat Table (14.0).

Column: Includes all units that arrive on the same or consecutive turns at the same area. They arrive in a chain of units or stacks (19.23). Unless otherwise specified all corps assets (non-divisional artillery units followed by the baggage train) arrive at the end of the column.

Combat Strength: The total manpower of a Combat Unit quantified in Strength Points (SPs). One SP equals between 400 and 800 men.

Combat Units: All playing pieces except Leaders, Vedettes, Trains, and Markers. Only Combat Units may attack enemy Combat Units.

Combined Arms: An attacking force with infantry, cavalry and artillery gains a combat odds shift of one column to the right (11.2).

Commanders: Leaders at the highest level may place their subordinates (Officers and Combat Units) "in Command" so that they may move (5.21).

Command Designation: An Officer commands all Combat Units that share his Command Designation. The designation has two parts (usually): a Formation's Roman numeral, followed by a divisional designation. EXAMPLE: III/1 indicates III Corps/1st Division (1.4).

Command Range: The "radius of command," or distance beyond which a Leader cannot place forces "in Command." Commander's Range (4 hexes) and Officer's Range (3 hexes) can be traced through EZOCs if occupied by a friendly unit.

Command Rating: The number of Formations and individual Combat Units that a Commander may place "in Command" at one time (5.21).

Die Rolls: Use one six-sided die for all die rolls.

Division: Three units belonging to the same division may stack 3 units to the hex (3.22). Division I.D. is used in the Initial Set Up, and to specify regular and alternate reinforcements.

DRM (Die Roll Modifier): Number to be added to or subtracted from the die roll in specific situations.

Engage: The act of entering an Enemy Zone of Control—this requires an attack upon the adjacent Enemy units (4.4). Artillery when bombarding are not "Engaged."

EZOC: Zone of Control (below) of an Enemy unit.

Force: (a) a single stack, or (b) a Formation, excluding any out of command units. Any part of a formation in command can qualify as a force. Mode Card Play (24.55).

Formation (Corps/division): A group of Combat Units with an Officer that shares the same command designation, linked by color (5.22). French formations are of corps size; Russian and British formations are divisions.

Friendly: Friendly units are all those under the control of one player; enemy units are controlled by his opponent. Coalition Forces may include Prussian, Russian, Austrian, Swedish, British and other units. Forces Friendly to the French player include French and Polish; and until 1813, the Minor Allies—Dutch, Saxons, Württembergers, Bavarians, Westphalians, Badeners, Hessians, Italians, Swiss, Portuguese, Croats etc.

In Command: A unit within the Command Range of a Commander, or of an Officer who is in Command (6.0).

Initiative Rating: Used to determine whether Officers and units may move when they are not in Command (6.3); and for Recovery (22.12). It is also used in Shock results.

Leaders: Commanders and Officers, necessary to Command your forces (5.0).

Line of Sight (LOS): To observe enemy units. The LOS to units in clear terrain is 3 hexes. The LOS is reduced to 1 hex at Night, during Rain, Fog, Snow, or any type of Storm.

March Order: Allows a Force to move during the Friendly Command Movement Segment (20.0).

Movement Allowance: The amount of Movement Points (MPs) a unit may expend during each friendly Movement Phase. Each clear terrain hex costs one Movement Point to enter (7.2, 7.3).

Officers: Leaders of a 'Formation' (Corps/division) are in charge of all units that share their Command Designation. They are the second link in the chain of command between Commanders and Combat Units.

Phasing Player: The Player whose Player-Turn is in progress.

Reconnaissance: When Hidden Force Markers are removed, revealing the units in a stack (8.3).

Recovery Turn: Each time weather is checked, a player may attempt to move eliminated Combat Units in the Reduced Units Box from the Awaiting Recovery Section to the Recovered section (2.1 B-2, 22.1).

Reorganization: To return "recovered" units previously eliminated into play. Commanders may Reorganize any Unit in the Recovered Section (22.2) while Officers may only Reorganize Recovered Units from their Formation

Repulse: Moving forces attempt to displace enemy units out of their path. The moving force must have [5:1] odds.

Retreat Before Combat (RBC): Cavalry may retreat prior to combat resolution as either attackers or defenders (10.2).

Road March: In order to benefit from road MP costs a unit must be in "Road March." Units in Road March may not stack and have other movement limitations (7.5).

Storm: A Thunderstorm, Snowstorm, or Duststorm.

Supply Line: A Line of up to fourteen [14] connected hexes from a Combat Unit to: 1) a Supply Source, or 2) a Baggage Train on a road or trail, thence along road or trail hexes to a Supply Source. The first [14] hexes of the Supply Line are termed the "Forward" Line and the remainder, from the Baggage Train to the Supply Source, is termed the "Trunk" Line (17.4). The Trunk Line may continue for any distance to a Friendly Supply Source.

Surrounded: A unit is surrounded and may not retreat if all adjacent hexes contain enemy units, EZOCs, or prohibited terrain.

Train Units: Pontoon Trains and Baggage Trains have no ZOCs and cannot stack. Trains pay cavalry costs (18.11) and double the normal terrain movement costs during Mud, Thunderstorm and Snowstorm. Train Units do not require Command or Initiative to move.

Trestle: A span crossing over a stream.

Unit: A Combat unit, train, or vedette.

Unit I.D.: The name of the unit's General or designation.

Unit Type: The combat arm—infantry, cavalry, artillery, or horse artillery. Cavalry have separate terrain costs for Movement (1.4, 7.22 and Terrain Effects Chart).

Units Awaiting Recovery box [UAR]: A holding area for combat units that have been eliminated in combat, not yet recovered or ready for reorganization (22.2).

Vedettes: Light Cavalry (LC) units can be broken-down into a number of Vedettes indicated on the unit's counter. Vedettes are non-combat units. They move like cavalry but they don't fight (16.0).

Zone of Control: (ZOC) All six hexes adjacent to a Combat Unit. A River hexside blocks ZOCs—units exert no ZOC across River hexsides (whether bridged or not—4.1, 4.2).

Part Two: Study Folder (Version 1.62)

Bonaparte Overruns Piedmont — An Historical Simulation Game of Five Battles in Italy, April 1796. War of the First Coalition: Part I. Italian Campaigns I: Dawn of an Era. 12–21 April 1796. Scenario Information, Historical & Design Notes.

Game Components

  • 2 Map Sheets 22" x 34" and 1 Map Sheet 22" x 17"
  • 1 Counter Sheet: 280 die-cut playing pieces
  • 2 Booklets: System Rules, Study Folder
  • 16 Player Aid Cards: TRC x6, Initial Set-up x3 (French, Austrian, Piedmont), Casualty x2, Combat Results, Reorganization, Weather, Fog of War x2
  • Adding the Cards Folder, 11" x 17"
  • Combat Tables Folder, 11" x 17"
  • Orders Slip Sheet/Sequence of Play
  • Victory Worksheet
  • Cards Removed from Deck/Scenario Parameters
  • Game Box

NOT INCLUDED: Optional deck of 100 cards (the "Universal Deck") is not included. The U.D. is included in Napoleon's Wheel. If you do not have a copy of Napoleon's Wheel, the Universal Decks can be ordered at Napoleongames.com.

Contact for missing parts: [email protected]

25.0 Scenarios

Nice, 26 March 1796: Bonaparte arrived from Paris with an order from the government purser, addressed to one J.B. Sauvaigue, "to provide the new commander in chief with the fourth floor of your building so as to accommodate temporarily general Bonaparte who is to take command of the Army of Italy." Two weeks later the army's 35,168 front-line soldiers began crossing the Appenines, to collide head-on with a wing of Beaulieu's 26,697-man Austrian army. Beaulieu with the other wing escaped from harm's way and sprinted for Acqui. The Piedmontese Army became Bonaparte's next target.

25.1 The Scenario Information

Bonaparte Overruns Piedmont includes five Battle Games and one Campaign Game. Players select a game to play, and then refer to the Initial Set-up Cards (25.21) and the appropriate section, listed below, to find the scenario information for each game:

  • 27.0 MONTENOTTE, 11-12 April 1796
  • 28.0 DEGO, 15 April 1796
  • 29.0 SAN MICHELE, 19 April 1796
  • 30.0 MONDOVI, 21 April 1796
  • 31.0 BONUS BATTLE, CEVA, 16 April 1796
  • 32.0 CAMPAIGN GAME, 12-21 April 1796

25.11 Turn Record Card (TRC): For each battle one or more TRCs are provided. The Game-Turn marker is placed on the turn designated as the Game Start.

25.12 One-Day Scenarios: Begin by playing any of the Battle Games (Day of Battle, DoB): 12 April, 15 April, 16 April, 19 April, or 21 April.

25.13 French Player Nationalities: The French Player controls units of France.

25.14 Coalition Player Nationalities: The Coalition Player controls units of Austria, Piedmont; and one unit of Naples (Cuto), which awaited orders in Nizza Monferrato. The "chasseurs francs et Niçards" a Piedmontese vedette, came from the occupied province of Nice.

25.15 Vedettes: Vedettes can be used freely with any friendly parent unit, regardless of i.d. Austrian infantry brigades I/Wetzel and II/Lipthay remain on the map on their flipped sides (16.13) when their single vedette is deployed.

25.16 Masséna's Advanced Guard Corps: French leader Masséna is officer-commander of the AG. His subordinate, La Harpe, is the officer of part of the AG (the 2AG Div). Masséna may command all units of 1AG or 2AG. (There is no separate officer for the 1AG—the inefficient Meynier). The Demoralization of the entire AG is tracked for both divisions in one combined total.

25.17 Coalition Armies and Commanders: Piedmontese units—labeled "P"—form a separate army. Colli (Piedmont) and Beaulieu (Austria) are the Coalition Commanders, and may only place officers or units of their own army in command, or give a March Order.

  • Non-Cooperation: Units of the Piedmontese and Austrian armies cannot stack together or combine in an attack. If units from both armies are adjacent to a single French stack, only one of them can be subject to 10.31. The other stacks remain "in contact."
  • General Retreat (26.3) declaration may apply to either the Piedmontese or the Austrian army, or both, at the Coalition player's option. The Coalition Player may declare General Retreat once per army per day.
  • The two Coalition armies have entirely separate supply sources, labeled (P) and (A) respectively; French sources (F). Piedmontese units may not trace to (A) supply sources, and vice-versa.
  • The Austrian unit Provera may be considered part of either Coalition army for supply purposes.

25.2 Setting Up the Scenarios

All units in play set-up in supply as Hidden Forces (8.2). All reinforcements (25.5) are in supply upon entry. Units may start in Road March at the owning player's option.

25.21 Initial Set-up: The First Player (26.6) sets up first. The units to set-up are listed on the Initial Set-up Cards. The Initial Set-up specifies the location for each unit. Refer to the appropriate column for your battle. The units to set-up at reduced strength are listed with an ®. They are treated as having been eliminated and already reorganized. "Composition" and "Notes" are for historical interest.

25.22 Hex Numbers: The hex numbers on the Initial Set-up cards show where units are located at the start of the scenario. Place all combat units and leaders on the map in play in the hexes specified. If there is no hex number listed, the unit is not placed in the PEU box, but is out of play; or, may be ALT (25.51). Setup hexes listed for maps other than the map in play only apply if playing the Campaign game (32.11). The second player may adjust the set-up of any one friendly unit by one hex prior to the first player turn (not in an EZOC). The set-up may include overstacked hexes. Make sure to observe stacking limits on your first move.

25.23 Reinforcements (19.1, 25.5): Reinforcement arrival is listed on the Turn Record Card (as modified by the play of Arrival Cards, 24.7). If the formation designation follows an officer's name, all units of that formation arrive on the same turn (25.53).

25.24 Pontoon Trains: Availability of pontoon trains is specified in the scenario information. Available Pontoon Trains must be set-up within [7] hexes of any friendly Commander unless otherwise specified. (The French had no pontoon train but may capture the Austrian pontoon.)

25.25 Baggage Trains: All Baggage Trains set-up within [7] hexes of any unit in their respective formation or enter as reinforcements (25.26), unless otherwise specified. Each formation has its own dedicated baggage train. EXCEPTION: Formations with fewer than 4 units in play.

25.26 Train Reinforcements:

  • If a train is mentioned in the reinforcement schedule it enters as specified.
  • If an entire formation is listed as a reinforcement, the baggage and pontoon trains arrive after all combat units.
  • If a formation arrives over several turns, the trains arrive at owner's choice of time.
  • If part of the formation sets-up on map and part arrrives later as a reinforcement, trains set up or arrive with either group at owner's choice.

25.27 Leaders: Leaders set-up in the hex specified, or, at owning player's choice: Commanders may set-up with any Friendly force—Officers in any hex containing units of their Formation—in supply and not in an EZOC. Leaders ignore Mode Cards unless specifically mentioned. Leader cards may be played as "inapplicable" (24.35) prior to the named leader's arrival.

25.28 Vedettes: Vedettes may be deployed at the beginning of a scenario at the owning player's choice, anywhere within three hexes of their parent unit (not in an EZOC). The second player deploys all available vedettes first, then the first player deploys.

25.29 Out of Play Units: Units listed in the Setup on a map panel not in play are for the Campaign only (32.11).

25.3 Forces at a Glance

25.31 French Army of Italy

Div.MONTDEGCEVSANMOND
AG Masséna★★★★★
I Augereau★★★★★
II SérurierALT•★★★
V Macquard½ ALT••ALTALT
IC Stengel

25.32 Austrian Army of Lombardy

Div.MONTDEGCEVSANMOND
I SebottendorfALTALTALT••
II Argenteau★★½ ALT½ ALT½ ALT
P Colli◐★★★★

KEY: ★ = most or all of the formation is in play. ◐ = part of formation in play. • = Not in play, but may be ALT.

25.33 French Divisions: The French Army contained only one corps-sized formation, the AG, otherwise fielding division-sized formations. (Use 3.23 not 3.22).

25.34 Coalition Formations: The I and II Austrian Columns are called "Corps" formations for game purposes. Piedmontese units comprise a separate formation (25.17).

25.35 Utility Markers: Utility Markers are Road Blocks (25.9), Weather, Late Start, Reinforcements Delayed, Square, Out of Supply, Reorganizing, Charge, Game-Turn, Control, Burnt Bridge, Repaired Bridge, Improved Position, Construction, Road March, Demoralized, Out of Command, In Command, Check, and Repulse. The use of these markers is explained below or in the Series Rules Folder.

  • Casualty Level: These markers ("AG," "P") are placed on the Demoralization Track to record Casualty Levels (21.1). Casualty Level Markers for all other formations may be found in recent games in the TLNB series, or use the formation's first eliminated unit as the marker.
  • Late Start: Use this marker on all unawakened Commanders (Card No. 2, Late Start). The reverse side denotes Commanders and officers who are unable to provide command while Reorganizing.
  • Reinforcements Delayed: applies to forces that are subject to Fog of War Card No. 24, Delay—March Confusion: 1, 2, or 3 turns delay.
  • Square: Place the square marker on any infantry unit that was successfully charged to denote increased movement costs.
  • Suppressed: (see Bombardment Table)
  • Command Markers: During the Command Segment (B.4) place In Command markers on officers and units placed in command by commanders. Then place In Command or Out of Command markers on officers as they check initiative. As you go along, place Check markers on units beyond command range. (These will check initiative shortly; see 25.83). When checked and initiative is gained, place a red Out of Command marker to indicate the unit may move up to its MA—but not advance after combat.

25.4 Scenario Information Detail

The following information is provided in 27.0—33.0.

25.41 Duration: The game ends with the completion of the last turn specified under "Duration," or may end immediately when all the formations of one side are demoralized or have exited. The Level of Victory still has to be determined (26.2).

25.42 Mode Cards at Start: The number of Mode Cards to draw on the first turn only.

25.43 Remove Cards from Deck: Before play begins remove specified number of cards from each Player's card deck (24.2). See separate list per Battle. Scenario Parameters is a summary of all the info you need to play, for all the battles, in one place.

25.44 Bonus Cards: On the second turn of each battle, each player draws a number of Bonus Cards specified for that battle. If playing the Campaign, at the end of each battle, each player draws a number of Bonus cards determined by victory level (26.5).

25.45 Alternate Reinforcements (ALT): Several Austrian units of II Corps, which had exited the map after Montenotte, are ALT Reinforcements on April 15th and 16th (25.51).

25.46 Special Rules: Rules that apply to this battle; at start conditions and map area in play. BOP-Specific Rules (25.7) apply to all battles.

25.47 Victory Conditions: Victory Points (26.1) are awarded for control of places on the map. Certain VP locations that do not count in a battle may be listed.

25.5 Reinforcements

Reinforcement units (19.1) are placed on the Turn Record Cards, and enter at the mapedge hex specified on the TRC. All units and leaders are listed separately (25.53).

25.51 Alternate Reinforcements (ALT): ALT Reinforcements are nearby formations and units that were close enough to have appeared. ALT Reinforcements are listed in the Scenario Information by group number. One numbered group of friendly ALT Reinforcements arrives for each Alternate Reinforcements Card (No. 29) played. ALT groups must arrive in order of priority starting with #1. Each time an ALT group enters, the enabling card is removed from play after being scored (26.16). ALT reinforcements enter at a reinforcement entry hex of the same army.

If not using the cards—roll two d6 during the Command Movement Segment of every Player Turn: on a result of 2 or 3, you may enter the next group of Alternate Reinforcements listed; if you roll a 4–12, there is no result. If you roll a 2 or 3, your opponent can roll 2d6 to delay by one turn the alternate reinforcements; the delay is successful if he also rolls a 2 or 3.

25.52 Hidden Reinforcements: All Reinforcements enter the map as Hidden Forces. Vedettes may enter instead of their parent unit.

25.53 Deploying Off-Map Reinforcements: For multi-hex forces, prior to entry, all additional stacks after the first are deployed off-map in a column (see Glossary), beginning with the leader at the front of the column, and ending with the baggage (25.26). Reinforcements can enter in Road March at the owning player's option.

25.6 March Orders

One March Order per player may be issued prior to the start of any scenario, to any friendly force in play on the map, if a Commander of the appropriate army is on-map at the start of the scenario (20.1).

25.61 Pre-Programmed March Orders: There are no Pre-Programmed March Orders in Bonaparte Overruns Piedmont.

25.7 Piedmont-Specific Rules

The following Special Rules apply to all battles.

25.71 Night Combat at Twilight: Darkness creates certain exceptions to the rules of Movement and Combat. All turns marked with the diagonal shading on the TRC use the Day Sequence of Play with the following modifications:

  • There is No Command Movement Segment: All Movement during the shaded turns is by Initiative. EXCEPTIONS: Units with a current March Order in effect (20.4); Commanders can move freely (individually).
  • There is NO LOS during shaded turns. You must define attacks before revealing enemy units.
  • All "Ar*" and "Dr*" results become "Shock."
  • Arty. and HArt. may not bombard or contribute their strength to an adjacent attack; they may defend against enemy attacks as they would during daylight hours.
  • Cards are not drawn or played during shaded turns. Movement Allowance is 2/3 MPs (inf/cav).

25.72 Recovery Turns: Determine Weather on the first turn of each day. Check again at 9AM and every 3 turns thereafter. Add any Modifiers to the WX Die Roll.

  • Fog reduces MA of all units by 1.
  • All listed weather conditions apply each turn until the next WX check. Weather effects do not apply at Night.

25.73 Baggage Train Movement: All Formations must recover any units awaiting reorganization before their baggage trains move farther away from the current friendly supply source. Otherwise, if the Formation's Trunk Line (17.43) is increased, roll for each unit of the Formation still on the Reorganization Display: on a die roll of 5 or 6 move the unit to the PEU. All units that are out of supply (or lack a baggage train) upon reorganization (22.2) must also roll as above.

25.74 Ford Hexsides: Fords are treated as stream hexsides and share all the effects of stream terrain EXCEPTION: the MP cost to cross a ford is +2; ZOCs do not extend across Fords. Prior to the play of French Card No. 31, only Coalition forces may freely use fords. Once Coalition units cross at a given ford within 3 hexes of any French unit, leader or vedette, then the French player may use the same ford (29.34, 30.34).

25.75 Bonaparte: Bonaparte's capture will bring about the game's end in a Coalition victory.

25.77 Walled Town of Mondovi: Both hexes of Mondovi (W-2524, 2525) are treated as a chateau. Unstacked artillery and train units may end their move in either hex; an exception to (15.21). Walled Towns may be entered by units of either side only via one of the four gates. Combat between adjacent enemy units on opposite sides of a non-gated, walled hexside, is not permitted. Treat hex C-0423 as a Chateau hex. Apply the effects of Dragons Teeth (25.78) to the Walled hexside in C-0523. EXCEPTION: Artillery in walled hexes may bombard across the wall, even at a range of one hex.

25.78 Dragons Teeth: (W-2625, W5418) Impassible rocky steep escarpment: treat like Rivers with blocked LOS. No ZOCs cross them, no attacks or bombardments across. No command trace, no retreat through.

25.79 Stone bridge: The Stone Bridge (W-3733) may not be damaged (7.63).

25.8 Optional Rules

May be adopted by consensus of players.

25.81 Artillery as Wheeled Units: Treat all artillery like trains, moving at cavalry costs. Artillery may not enter Slope hexes except by Road or Trail. Artillery may not cross Rivers (even if frozen), or streams, except via bridge, trestle, or Pontoon bridge. (Use with 25.82 below.)

25.82 Artillery on Sledges: All three Armies had mountain batteries of guns mounted on sledges: the 1st, 2nd, and 3rd batteries of all armies. They move as infantry and are not limited to using roads and trails to enter Slope hexes.

25.83 Out of Command: Use a gray Out of Command marker to mark a unit that is Out of Command due to failed initiative, because it is either:

  1. within Command Range of its Officer who fails initiative roll (2.1, B-4);
  2. beyond his Command Range and fails its own initiative roll (2.1, C-2).

Such a unit remains Out of Command and cannot advance after Combat or move. Use a red marker to mark a unit that is beyond Range and passes its initiative roll. Such a unit remains Out of Command and cannot advance after combat but may move its full MA.

HOUSE RULE:

25.84 Officer Initiative Checks: If an officer is located 2 or 3 hexes from an enemy unit when he fails his Initiative die roll, the leader, plus all of his units in Command Range may move 1 (and only 1) hex. They are Out of Command and cannot advance after combat.

25.85 Road March: Two units of 3 SPs or less may be adjacent to each other when in Road March (Exception to 7.53).

25.9 Optional Rule: Roadblocks

May be adopted by consensus of players. The Austrians broke down their regiments into very small packets, (e.g., Gyulai Freikorps and Stain I.R.) at the start of the campaign, to act as scouts and speedbumps.

25.91 General Rule: A roadblock is a packet of infantry (several companies or a battalion) with tools. It cannot move, and has a combat strength of (1) for defense only. It may never attack and simply remains in contact when adjacent to the enemy during the friendly combat phase. A roadblock is blocked to French and Coalition alike, including movement, retreats and supply lines (but not Command Radius). Enemy units may not enter a hex containing a Road Block counter. A roadblocked bridge is impassable for enemy movement until the roadblock is cleared. Roadblocks are always immobile and "unable to retreat fully/PEU."

25.92 Roadblock Construction: Each army can construct up to 2 Roadblocks at start and 2 each Night PM turn, at least 3 hexes from the nearest enemy unit, and within 2 hexes of a friendly infantry unit (in both cases tracing only through terrain passable to infantry). Roadblocks may only be placed in a road or trail hex at a defile—either end of a bridge, in a town, slope hex, or woods, and must be pointed toward the defile hexside. Construction is automatic—simply place the Roadblock Marker with the red arrow pointed toward the blocked defile, and conceal it with a French or Coalition flag marker on top. You may build up to two roadblocks in a hex, each pointing to a different defile hexside.

25.93 Reconnaissance against Roadblocks: Roadblocks are placed face down until revealed by recon (8.3) or Repulse (9.12). The roadblock is treated as "no cav" on the Reconnaissance Table. A repulse is resolved as a regular combat, with no column shift (9.22).

25.94 Roadblock ZOCs: A Hidden Roadblock marker has a ZOC into all adjacent hexes. The 5 non-defile hexsides are revealed as non-controlled only when the roadblock marker is revealed, leaving one actual hex of ZOC. Friendly units may stack with the Roadblock—their ZOCs are unimpaired.

25.95 Clearing Roadblocks: To clear a roadblock, an infantry unit must attack it through the defile hexside. If attacking exclusively through a defile hexside it is resolved on the Shock Combat Table. A retreat or 1R result for the roadblock means it is cleared. A cavalry or artillery unit without infantry cannot attack (or bombard) through the defile hexside. The roadblock hex may be attacked from non-defile hexsides. If no infantry units attack through the defile hexside, that roadblock is not removed. The initiative of roadblocks (needed to resolve shock combat) is [3]; an attack by a 3 or better will cause it to be cleared. If attackers from more than one hex join in, the regular CRT is used; treat "Ex" results as "no effect." Remain in contact.

25.96 Defending a Roadblock: There are no additional terrain effects on combat for units stacked with a roadblock. The defense strength of the roadblock is added to the total combat strength defending the hex, unless no infantry attack through the Roadblock hexside. Cavalry Charges are not permitted against a Roadblock hexside.

26.0 Victory Conditions

Victory is awarded to the player or team with the most Victory Points at the end of the game. In the Campaign Game, the level of Victory is according to the ratio of each side's Victory Point total (26.23).

26.1 Victory Point Awards

Victory Points (VPs) are awarded for the conditions listed (26.11). Calculate VP awards at the end of battle.

26.11 Determine VP Totals: VPs are awarded for…

a) Enemy Combat SPs Eliminated (26.12) b) Enemy Formations Demoralized (26.13). c) Captured Enemy Baggage Trains (26.14). d) Controlled Hexes (26.15) e) Total VPs of cards you have played (26.16) f) Leaders in a town through the Night (26.17) g) Captured Commanders (26.18) h) Units that have exited the map (26.3)

26.12 Total Combat SPs Eliminated: At the end of the battle, total the losses in SPs by both sides, including the total SPs in the PEU, Unrecovered and Recovered boxes. Don't count SPs in the Full Strength Holding Box. Subtract the smaller from the larger total. The side losing the least SPs receives VPs as follows:

DifferenceVP AwardDifferenceVPs
0-40 VPs20-244 VPs
5-91 VP25-295 VPs
10-142 VPs30-346 VPs
15-193 VPs35-397 VPs, etc.

When calculating Total Combat Strength count the unit's Full Strength. EXCEPTION: For units starting the scenario at Reduced Strength, use reduced strength.

26.13 Enemy Formations Demoralized: Each Player receives [4] VPs for each enemy Formation demoralized at the end of play. EXCEPTION: only [2] VP are awarded for demoralization when the demoralization level of the formation is 4 or less.

26.14 Captured Baggage Trains: The Player receives [2] VPs for each Enemy Baggage Train captured (18.14).

26.15 Control: The Player receives [4] VPs for each Enemy Supply Source he controls. Each Player also receives the number of Victory Points printed on the map for each VP Hex he controls. EXCEPTIONS:

  • The Scenario Victory Conditions may specify certain VP hexes that do not apply in that scenario.

To be considered in control of a hex, a friendly Combat Unit in Supply must physically occupy the hex, or be the last Combat Unit to have occupied or moved through it. An occupying unit that is Out of Supply at the moment it enters or moves through a hex does not control that hex. To indicate the control of a hex, place a control marker of the proper side in the hex.

26.16 Cards: Add or subtract the VP Value of each card you have played during the game, if that card's instruction was actually used, as specified on the card.

26.17 Leader in a town throughout the Night: Each player receives ONE-HALF VP for every friendly Leader in a town or a Chateau who will remain there until 7 AM. (Round fractions down.)

26.18 Capture of Commanders: A player receives a number of VPs for each captured Commander equal to that Commander's Command Rating (also see 25.76).

26.2 Levels of Victory

At the end of the battle the total of Victory Points achieved by the two players is compared as a ratio (French: Coalition), which determines the level of victory—Marginal, Tactical, or Strategic. Divide the French by the Coalition VP total.

26.21 Find VP Ratio:

VP RatioLevel of Victory
1 to 2 or lessCoalition Strategic
1 to 1.5 / 1 to 1.99Coalition Tactical
1 to 1 / 1 to 1.49Coalition Marginal
1.01 to 1 / 1.5 to 1French Marginal
1.51 to 1 / 2 to 1French Tactical
More than 2 to 1French Strategic

26.22 When Total of VPs is Zero: Convert scores of "0" to "1" in order to calculate VP ratio.

26.23 Levels of Victory in the Campaign Game: In the Campaign Game at the end of each battle, the winner, Level of Victory and total VPs for each side must be recorded (26.5).

26.3 Exiting the Map

Either Player may choose to exit his units by playing the "General Retreat" card once per game.

If not using the cards, the Phasing Player may declare one General Retreat per Army (20.5).

Exit hexes may not always be marked on the maps. Individual units in a General Retreat move to the closest Supply Source of the appropriate army (20.51). Special Rules may specify additional exit conditions. Friendly units may exit where an enemy unit previously exited. The exiting unit pays the Movement cost of the hex it is leaving once again. Exited leaders may not reorganize units. Units that exit the map cannot be returned to play and are not considered eliminated for Victory Point purposes. Units forced to retreat off the map are eliminated (12.34).

26.31 VP Award: If he makes a "General Retreat" the Exiting Player receives [4 VP] for exiting each friendly baggage train, and [1 VP] for every five combat units exited. EXCEPTION: The total number of VPs from exiting units may not exceed the total number of enemy combat units PEU and UAR. EXAMPLE: The Coalition player exits 25 units. The French lost 5 units, so all five VPs are counted.

26.32 Exit by March Order: A force may be assigned a March Order to exit the map.

26.33 No Award: Even if you do not declare "General Retreat," you may choose at any time to exit individual units to prevent their destruction, but unless they exit at their own Supply Source, you receive no VPs, and the exited units cannot be returned to play.

26.4 Zero Loss Award

The Player receives [2] VPs if the total of eliminated SPs in the Friendly PEU + Unrecovered + Recovered boxes at the end of the game is zero.

26.5 Bonus Cards in the Campaign Game

The Campaign includes all five battles (DoB and AtB) and four Lull Days (32.71), played day by day in date order. Score the Level of Victory at the end of each Day of Battle (only). Each victory will allow the winning player to draw "Bonus Cards" from his card deck at the next day of battle.

  • Strategic Victory: 3 Bonus Cards per battle
  • Tactical Victory: 2 Bonus Cards per battle
  • Marginal Victory: 1 Bonus Card per battle

Each player receives a minimum of 2 Bonus Cards.

EXAMPLE: The French Player wins a Marginal Victory at Montenotte. He would draw one "Bonus Card" (plus the regular cards) on turn two of Dego. The Coalition Player would draw the minimum of 2 Bonus Cards each day.

26.6 First Player

The first player sets-up first. The French Player is the First Player. (EXCEPTION: 28.17, 29.17)

27.0 The Battle of Montenotte

Attack in the West, 12 April 1796

27.1 Introduction

On 10 April, the left wing of the Austrian army under Beaulieu moved southward against Cervoni's advanced brigade, at Voltri on the Ligurian coast. This wing was isolated by mountains from the right wing under Argenteau, moving through Montenotte in parallel to his chief.

At dawn on 12 April, French cannon began firing from Monte Negino on the advancing Austrians. Argenteau deployed Stain (I.R. No. 50) and Pellegrini (No. 49) to hold the center, and assigned two more battalions to defend the left flank on Monte Pra. Then he took the Alvinczi I.R. (No. 19) to rescue the 3rd Terzi (No. 16) on his right.

La Harpe fell on the Austrians stoutly defending Monte Pra, while Masséna's assault made such rapid progress that Argenteau ordered a retreat, and the 3rd Terzi battalion was nearly destroyed. The Alvinczi battalion provided the rear guard, losing its color and many soldiers. Argenteau's men barely cleared Montenotte Inferiore before Masséna and La Harpe arrived. By 9:30 A.M. the battle was over. The Austrians, who went into action with 9,300 men, lost 2,500 killed, wounded, and captured, and 12 guns; most of the Austrian casualties were prisoners caught up in the pursuit; the French lost 880 out of 10,000 available troops.

27.11 Duration: 12 Apr, 7 AM—13 Apr, 3 PM (25 turns).

27.12 Mode Cards at Start: French 2, Coalition 2

27.13 Bonus Cards, Turn 2: French 2, Coalition 2.

27.14 Pontoon Trains: none.

27.15 Improved Positions: E-5030, E-5131, E-4024, E-3009, E-3109, E-3409

27.16 Roadblocks: French 2, Coalition 5

27.17 First Player: The French Player is first player.

27.2 Alternate Reinforcements

FRENCH

  • #1. Pelletier/II, Miollis/II, E-2534
  • #2. AUGEREAU, Beyrand, Banel, 2nd, Baggage, E2534—Accelerated from 12 Apr., 9 PM.

COALITION

  • #1. Ocskay, Loudon, Pittoni-a, E-4701
  • #2. BEAULIEU, SEBOTTENDORF, Wetzel, Nicoletti, Rosselmini, Cuto (Variable arrival)
  • #3. Lipthay, Spork, Schübirz, Mészáros Uh., (Var.)
  • #4. Vukassovich-a & -b, (Variable arrival)

Variable arrival hex is dependent upon the turn: 7-10AM – E-6133; 11AM-3PM – E-6122 or 6118; 4PM and on – E-6106 or 6103; What if options (27.35).

27.3 Special Rules

27.31 Damaged Bridges at Start: None.

27.32 March Orders at Start: Each Player has one (20.1).

27.33 Map Area in Play: Set up all units in accordance with the "MONT DoB" column of the Initial Set-up. This scenario uses the Montenotte (East) Map.

27.34 French Supply Problems: The French troops advanced through the mountains without baggage trains, foraging for subsistence. After the fights at both Montenotte and Dego, the half-starved troops could not be restrained. This resulted in a temporary setback whenever the Austrians suddenly appeared. The French AG and I Division must trace supply to either French Supply Source until their Baggage Trains arrive (12 Apr).

27.35 "What if" Battle of Savona: Beaulieu's column reached Voltri and easily repulsed Cervoni's brigade on April 11th. If Beaulieu had continued down the coast to Savona (repulsing Stengel's 6,400 cavalry) he could have arrived on the south mapedge. Variable Arrival hex varies by turn: 7-8AM – E-4433; 9-10AM – E-3833; 11AM-3PM – E-6133; 4PM and on – E-6122.

27.36 Montenotte (E-4719 and E-4524): Black "buildings" have no effect on play: they are not "Towns."

27.4 Victory Conditions

VPs are earned as per 26.1.

27.41 Control: VP Hexes that Do NOT count: none

27.5 Approach to Battle

27.51 Duration: 11 Apr., 7 AM—13 Apr., 3 PM (41 turns).

27.52 Mode Cards at Start: French 2, Coalition 1.

27.53 Alternate Reinforcements:

FRENCH

No French ALT cards may be played on 11 April.

COALITION

  • #1. Ocskay, Loudon, Pittoni-a, E-4701
  • #2. BEAULIEU, SEBOTTENDORF, Wetzel, Nicoletti, Rosselmini, Cuto, E-6133
  • #3. Schübirz, Mészáros Uh., Spork, E-6133
  • #4. Vukassovich-a & -b, Letzeny, Lipthay, Mitrovsky, E-6133

27.54 Map Area in Play: Set up all units in accordance with the "MONT AtB" column of the Initial Set-up. This scenario uses the Montenotte (East) Map only.

27.55 All other Scenario info: (Same as 27.12—27.4)

28.0 The Battle of Dego

Coalition Forces are Divided, 15 April 1796

28.1 Introduction

Augereau was sent west against the Piedmontese to converge with Sérurier's advance from Ormea. Masséna and La Harpe were ordered north, up the Bormida valley, to attack Dego where the Coalition garrison of 4,000 men held strong posts on the east bank of the Bormida River. Masséna fixed the garrison with a frontal attack while extending his right along the high ground to the east. La Harpe came up the west bank and crossed below Dego. The Austrians and Piedmontese were eventually forced-out, losing 350 casualties and at least 1,500 prisoners. The victorious French then scattered to take shelter from the rain.

At daybreak of 15 April, Vukassovich's 3,500 fresh Austrians attacked the disorganized French and completely routed them. At 4 PM the French counterattacked, thrown back three times. Menard worked his way around the Austrian left, and a fourth assault broke into the town.

28.11 Duration: 15 Apr., 7AM—7-8 PM inclusive (13 turns).

28.12 Mode Cards at Start: French 3, Coalition 1

28.13 Bonus Cards, Turn 2: French 2, Coalition 3.

28.14 Pontoon Trains: none

28.15 Improved Positions: E-3009, E-3109, E-3409

28.16 Roadblocks: French 2, Coalition 2

28.17 First Player: The Coalition Player is first player.

28.2 Alternate Reinforcements

FRENCH

None

COALITION

  • #1. Spork, Ocskay, Loudon, 4th, Attems, 7th , E-4701
  • #2. BEAULIEU, SEBOTTENDORF, Wetzel, Nicoletti, 5th, Cuto, E-6103
  • #3. Schübirz, Mézáros, 1st, E-6103
  • #4. I.R. 8, Reserve, Pittoni-a, E-4701

28.3 Special Rules

28.31 Damaged Bridges at Start: none

28.32 March Orders at Start: Each Player has one (20.1)

28.33 Map Area in Play: Set up all units in accordance with the "DEG" column of the Initial Set-up. This scenario uses the Montenotte (East) map. Ignore units on the West and Center maps (campaign only).

28.34 Fog of War Cards in Effect: Coalition cards No. 20 and 30 are in effect at start (see FoW cards 24.9).

28.4 Victory Conditions

VPs are earned as per 26.1.

28.41 Control: VP hexes that do NOT count: none

29.0 The Battle of San Michele

The Corsaglia Line, 19 April 1796

29.1 Introduction

On 16 April Augereau attacked the naturally strong position south of the Pedaggera Pass (31.0). After stopping this assault, Colli's flanks were still threatened by French columns maneuvering to bypass him. He exploited the lull to fall back to the River Corsaglia—uncovering the fortress of Ceva. The Corsaglia River was in full spate and impassable. The Piedmontese artillery opened up with a well-directed fire. Augereau's attack was called off. Sérurier's two columns were also halted on the right bank, exposed to the guns. Sérurier contemplated aborting the operation when his men saw some enemy soldiers crossing the river on a footbridge. The French immediately crossed behind them, rushing into San Michele and overrunning a battery. Dichat's grenadiers were holding on inside the village but elsewhere the men began to melt away. Surrounded on all sides, facing desperate house-to-house combat at odds of 1:6, Dichat's 600 men surrendered by 1:30 P.M.

The hungry French stopped to loot the village and in the confusion, Captain Schreiber's 73 Swiss Grenadiers boldly jumped into the fray. They seized a gun and turned it against its owners, then proceeded to reach Dichat's grenadiers and rearm them with their muskets stacked nearby. Colli showed up and mounted a counterattack with the grenadiers and a battalion of the Savoy Regiment. The sight of the grenadiers' bayonets was too much for Sérurier's division, which stampeded for the bridge. Apart from the small bridgehead on the western bank, Sérurier's division was repulsed altogether. The French lost 600 or 700 dead and wounded, and 100 prisoners. The Piedmontese lost 150 dead and 200 wounded.

29.11 Duration: 19 Apr., 3 AM—7-8 PM (14 turns).

29.12 Mode Cards at Start: French 2, Coalition 1

29.13 Bonus Cards, Turn 2: French 2, Coalition 3

29.14 Pontoon Trains: 1 with Leader Colli

29.15 Improved Positions: none

29.16 Roadblocks: French 0, Coalition 3

29.17 First Player: The Coalition Player is 1st player.

29.2 Alternate Reinforcements

FRENCH

  • #1. MACQUARD/V (all), W-3434

COALITION

  • #1. BEAULIEU, ARGENTEAU/II, Salisch, Letzenyi. Lipthay-b, Mitrovsky, 2nd, W-3601
  • #2. Kerpen, I.R. 8, Reserve, Pittoni-b, W-3601
  • #3. Streng, W-0117 (Piedmontese)

29.3 Special Rules

29.31 Damaged Bridges at Start: W-4127, W-5020.

29.32 March Orders at Start: Each Player has one (20.1).

29.33 Map Area in Play: This scenario uses the Mondovi (West) Map. Set-ups are specified on the "SAN DoB" column of the Initial Set-up. Ignore units on the East and Center maps (campaign only).

29.34 Fog of War Cards in Effect: French card No. 31 and Coalition cards no. 20 and 30 are in effect at start (see FoW cards 24.9).

29.4 Victory Conditions

The VPs are earned as per 26.1.

29.41 Control: VP Hexes that Do NOT count: W-2525

30.0 The Battle of Mondovi

Piedmont's Last Fight, 21 April 1796

30.1 Introduction

Bonaparte brought Masséna's division forward while, on the flank of the French advance, Beaulieu still hesitated to mount any effort to help his ally. On the night of 20 April, Colli withdrew some units from the Corsaglia position and began arranging for the army's supply base to be moved out of Mondovi. The next morning, Sérurier's advance struck the Piedmontese rearguard on the heights of Buon Gesù (W3631) and drove it back on the town of Vicoforte. Sérurier led a sudden charge with Masséna's division following-up. The timing of this attack caught Colli redeploying. A few of his units panicked and fled, leaving gaps in the line. Fiorella and Guieu's brigades, supported by Masséna, captured Vicoforte. The Piedmontese at La Bicocca held firm until Dichat was killed, then joined the disorderly retreat. Bonaparte lost 600 killed and wounded out of 17,500. The Piedmontese lost 1800 men, 4 generals, 11 standards, and 8 guns out of 13,000 at Mondovi.

30.11 Duration: 21 Apr., 7 AM—6 PM (12 turns).

30.12 Mode Cards at Start: French 1, Coalition 2

30.13 Bonus Cards, Turn 2: French 2, Coalition 2

30.14 Pontoon Trains: 1 with Leader Colli

30.15 Improved Positions: W-2526, W-2827

30.16 Roadblocks: French 0, Coalition 2

30.17 First Player: The French Player is 1st player.

30.2 Alternate Reinforcements

FRENCH

  • #1. MACQUARD/V (all), W-3434

COALITION

  • #1. BEAULIEU, ARGENTEAU/II, Salisch, Letzenyi, Lipthay-b, Mitrovsky, 2nd, W-3601
  • #2. II/Kerpen, I.R. 8, Reserve, Pittoni-b, W-3601
  • #3. P/Streng, W-0117

30.3 Special Rules

30.31 Damaged Bridge at Start: none

30.32 March Orders at Start: Each Player–one (20.1)

30.33 Map Area in Play: This scenario uses the Mondovi (West) Map.

30.34 Fords: (25.74). The French have found all fords including the one leading onto the map at 3434. Sérurier may exit the map at 3834 and re-enter after one full turn off-map at 3434, along with up to all 4 combat units of II Div. in this battle.

30.35 Refugees: All Coalition combat units and Baggage west of the Ellero-Tanaro River line (1634-4401) with an unblocked Supply Line (17.4) at the end of the scenario, will be counted as part of the total of exited units. All Out of Supply Coalition forces on the West map at the end of the scenario will be counted as PEU. EXCEPTION: Coalition units in Mondovi (either hex)are considered in Supply (not PEU).

30.4 Victory Conditions

The VPs are earned as per 26.1.

30.41 Control: VP hexes that do NOT count: W-3828.

31.0 The Battle of Ceva

The Pedaggera Pass, 16 April 1796

31.1 Introduction

On the 16th, Sérurier and Augereau drove Colli out of Montezemolo into the fortified camp of Ceva. Augereau attacked the naturally strong position of the Pedaggera. After stopping this assault, Colli's flanks were still under threat by French columns maneuvering to bypass him. As the French prepared an assault on Ceva on the night of the 17th, the Piedmontese withdrew unmolested to a stronger position at the village of San Michele along the Corsaglia River near its confluence with the Tanaro. What might have been gained if they had stayed?

The citadel of Ceva was held by 500 men under Count Tornaforte, who refused to surrender. The impetuous General Rusca launched an unprepared assault on some forward redoubts, easily beaten back with the loss of 2 French guns. The next day, a French battery with 6 guns was taken out by the artillery of the fortress.

The furious Rusca intended to attack the citadel once more, but in reality the fortress was impregnable as long as the French lacked siege artillery. Bonaparte finally arrived and ordered Rusca to wait for the siege artillery before taking any further action.

31.11 Duration: 16 Apr., 7AM—7-8 PM inclusive (13 turns).

31.12 Mode Cards at Start: French 2, Coalition 1

31.13 Bonus Cards, Turn 2: French 2, Coalition 1.

31.14 Pontoon Trains: W-5921, deployed (Campaign)

31.15 Improved Positions: C-0608, C-0610, C-0712, C-0614, C-0616, C-0418, C-0419, C-0420, C-0421.

31.16 Roadblocks: French 2, Coalition 3

31.17 First Player: The French Player is first player.

31.2 Alternate Reinforcements

FRENCH

None

COALITION

  • #1. ARGENTEAU, Kerpen, Salisch, Letzenyi, Mitrovsky, Lipthay-b, 2nd, C-1401
  • #2. BEAULIEU, SEBOTTENDORF, Wetzel, Nicoletti, 5th, Cuto, C-1401
  • #3. Schübirz, Mézáros, 1st, C-1401
  • #4. I.R. 8, Reserve, Pittoni-a, Pittoni-b, Spork, C-1401

31.3 Special Rules

31.31 Damaged Bridges at Start: none

31.32 March Orders at Start: Each Player has one (20.1)

31.33 Map Area in Play: Set up all units in accordance with the "CEV" column of the Initial Set-up. This scenario uses the Ceva (Center) map.

31.4 Victory Conditions

VPs are earned as per 26.1.

31.41 Control: VP hexes that do NOT count: none

32.0 Campaign Game

The Collapse of Piedmont: 11 April—21 April 1796

32.1 Introduction

The Campaign Game consists of eleven days, starting with the Montenotte Approach to Battle (27.5) The results of fighting influences the number of bonus cards you get (26.5). Record VPs achieved at the end of each "day of battle" in spaces provided on the Victory Worksheet.

32.11 Duration: 11 Apr., 7 AM—21 Apr., 6 PM (171 turns). Alternatively, the Campaign may be started at any later date for which setups are given. Skip Lull days (32.71)

32.12 Mode Cards at Start: (27.12)

32.13 Bonus Cards at Start: (27.13)

32.14 Pontoon Trains: 1 with Piedmont Leader Colli

32.15 Improved Positions: (27.15, 28.15, 31.15)

32.16 Roadblocks: French 2, Coalition 5

32.17 First Player: The French Player is First Player.

32.2 Alternate Reinforcements

Use 27.2

32.3 Special Rules

Use appropriate Special Rules from Montenotte (27.31, 27.32, 27.34, 27.36).

32.31 Remove Cards from Deck: Use the listing for each battle as you progress through the campaign.

32.32 Map Area in Play: The Campaign Game uses all three maps, laid out end-to-end from west to east.

32.33 Improved Positions: Only set up the Improved Positions for one map at a time as each map is entered, and remove them as the campaign progresses to the next map. That way you can recycle the limited I.P. Markers included so that they will suffice for the entire campaign.

32.34 Casualty Tracks: Use the highest Demoralization level listed on Castualy Tracks for a given formation.

32.4 Campaign Victory Conditions

The total of VPs is tallied per player at the end of each battle (26.5). See the "Campaign Ratio" Section of the Victory Worksheet to determine the overall victory level.

32.41 Control: Tally at the end of each day of battle; i.e., April 13th, 16th, 19th and 21st. On Lull days (32.71), no VPs are scored.

32.42 Limit to Award: The VP Award for a given town can only be counted once by each player. If he controls a location on the 13th, the player receives no additional award for controlling the same location on the 16th, etc.

32.43 Sudden Death: If the Austrians achieve a Strategic Victory at Montenotte, this also brings about the end of the campaign. Sudden Death ONLY applies to Montenotte, not the other battles.

32.5 Initial Set-up

To start the Campaign, use the MONT AtB set-up.

32.51 Force Structure: For both players, force structure equals the initial set up for 11-Apr., plus Reinforcements (as shown on the 6 TRC cards), plus any ALT Reinf.

32.52 OPTIONAL Austrian Variable ALT Schedule: Beaulieu's premature offensive to protect Genoa left him wrong-footed when Bonaparte took the stage. What if there had been no premature Austrian attack, with Sebottendorf's I Corps still at Acqui? Beaulieu would be concentrated and ready to march sooner.

During the Start Phase of the Austrian Player Turn of 11-Apr., 7 AM, roll twice for each Austrian ALT Reinforcement Group: once for which day and again for the Game Turn on that day the group arrives.

First die roll: Day, ALT #1, #2First die roll: Day, ALT #3, #42nd die roll: Game-Turn
1–2 = 12 April—1–2 = 7 AM
3 = 13 April1–2 = 13 April3 = 9 AM
4 = 14 April3–4 = 14 April4 = 12 N
5 = 15 April5 = 15 April5 = 3 PM
6 = 16 April6 = 16 April6 = 6 PM

Reveal each result to the French Player. Place the ALT forces on the TRC for that turn—use the ALT forces listed on the Initial Set up card for the actual date of arrival. EXAMPLE: If ALT #1 arrives on the 16th, it will consist of ARGENTEAU, Salisch, Letzenyi (unless PEU), etc. If ALT #1 arrives on 12-Apr, it will consist of Pittoni-a, Loudon and Ocskay (who is then unable to arrive with ALT #4 on 15-Apr.)

32.53 Appearance: ALT Reinforcements (32.52) arrive on the north mapedge at an entry hex of the Coalition Player's choice: either E-2601, E-3801, E-4701, or C-1401. Piedmontese ALT unit Streng arrives at W-0117.

32.54 Force Structure: Units with specified locations on the Initial Set up do not change their set-up location. Historical (printed) arrivals on the Turn Record Track do not change (32.51).

32.6 Turn Record Tracks

Use all TRCs in date order. Ignore "battle game only," and "Historical interest only" reinforcements merely entering from one map to another.

32.7 Lull Days

After a full day of battle, an army was in need of food, medical care, ammunition and reorganization. Nobody could fight while engaged in Recovery and Reorganization. Outposts at these times stopped firing, while some units continued to maneuver. Officers were rebuilding their fighting capability, with troops missing or foraging.

32.71 Lull Days: Days between days of battle are Lull Days: 13-Apr (evening), 14, 17, 18, and 20-Apr. During a Lull Day, any Out of Supply combat units that move must move closer to their own baggage train or Friendly Supply Source and may not voluntarily enter Enemy ZOCs until they are once again in Supply.

32.72 Reduced and Eliminated Units: Eliminated units at start will depend on the outcome of the fight in prior battles. Continue to use your surviving units from day to day. Units in the UAR and PEU can be reorganized (32.73, 32.74). Reinforcements may arrive during Lulls.

32.73 Reorganizing "Permanently" Eliminated Units: PEU may be reorganized during the Reorganization Segment on Lull Days. Every Recovery Turn (25.72) the Player may reorganize ONE friendly combat unit currently in the PEU box. (If there are none, you may select any unit in the UAR instead.) These units follow the Recovery process (22.12). PEU may not be reorganized:

  • during a Day of Battle
  • during an Approach to Battle
  • if the unit has no dedicated baggage train on map.

32.74 Reorganizing UAR units: During Lull Days the player may automatically reorganize any 4 units per Recovery Turn. If the associated baggage train moves, is currently out of play, captured or exited, no reorganization may take place.

32.75 Reorganization of Captured Baggage Trains: The Phasing Player may automatically reorganize one lost baggage train per Recovery Turn. The recovered baggage train enters as a reinforcement at any Supply Source of the same army (not in an EZOC). VPs awarded for the original baggage are not lost.

32.76 Skip Lull Days: For a quicker campaign, skip evening of April 13th and the 14th and move directly to the battle scenario start for the 15th (28.0). For reinforcements that appear on the 14th, use the historical set-up positions for "15-Apr," or (owning player's choice) a hex between there and their entry hex on the quickest route; implement other scenario information provided in 28.2–28.3. All units in the UAR and all captured baggage trains are automatically reorganized prior to the start of the next DoB. (You may similarly skip the other Lull Days.)

32.8 Team Play

In a three-player game, one assumes the role of Bonaparte; Coalition Players represent Colli and Beaulieu. Add Massena in a 4-Player game. The Commanders control their historically-associated formations (25.17).

32.81 Communication Among Players: Players may not freely discuss their plans, tactics or strategy unless the Commanders they represent are within four hexes of each other.

32.82 Aides-de-Camp: Written notes may be passed between Coalition players. One message may be dispatched per player every friendly Command Phase.

32.83 Objective Hexes: Only place names, not hex numbers, may be specified as objective hexes.

32.84 Arrival Time: Written notes are dispatched during the Friendly Command Phase and are received during a later Friendly Command Phase. Arrival time:

  • on the same map section —3 complete Turns
  • from one map to the next—6 complete Turns
  • to Off-Map formations—12 complete Turns

32.85 Victory: After the winning side is determined, each of the Players compares the total VPs that he obtained (26.11) or hexes his units were first to occupy for his side. He becomes C-in-C in the next contest, with choice of which side to play and teammate.

Historical Notes

Footnote numbers in the original text are rendered here as bracketed numbers; they refer to the Bibliographical Note below.

Dawn of an Era

The Campaign of 1796 marked the appearance of a new system of war, influenced by the revolutionary zeitgeist and shaped by French military theorists, that transformed the army's organization, logistics and tactics. General Bonaparte made use of these developments to bring about an upheaval in strategy, introducing a level of operational planning, to prove the primacy of maneuver as opposed to wars of position. For the first of many times, he employed the central position, shifting forces at the operational level to achieve tactical superiority. Bonaparte's success against Piedmont earned him wide respect; his growing fame and popularity opened doors into the circles of power.

The 1796-97 Campaign in Italy permanently altered the course of history. The revolutionary armies carried ideas as well as ammunition in their baggage, unleashing a wave of nationalist movements to shake the structures of the past, starting with the 1820 risings in the kingdoms of Sicily, Naples and Piedmont.

Bonaparte took full credit when the port of Toulon fell on December 19th, 1793. His name became known to key officials, and he gained promotion to the rank of brigadier general. In March, 1794, he took command of the artillery of the Army of Italy. Fourteen months later he was ordered to the Vendée, on the western coast of France, where a royalist insurrection threatened to create a second front against the revolution.

Days of Revolution in Paris

In May, 1795, Bonaparte appeared in Paris, surprising his superiors by declining the Vendée assignment which he considered a hazard to his career. He was enrolled among supernumerary officers by the Committee of Public Safety, put on half-pay and effectively retired, spending his days plotting wild schemes and hosting parties at his apartment near the Place des Victoires in Paris. He indulged in the life of the capital, "frequenting theaters, libraries, salons, admiring the women, and making useful connections in the gaudy, immoral society of the time. One such connection was Paul François Barras,[14] whose "immorality in both public and private life was was notorious," and whose influence on the Corsican would be profound.[16]

The general met Barras' slightly-faded mistress, the widow Marie-Rose-Josephe de Beauharnais. After separating from General Alexandre de Beauharnais, the couple had been briefly reunited in prison during the Reign of Terror. The general was guillotined; his widow spared by the timely overthrow of Robespierre in July 1794. Josephine returned to her son, Eugène, and daughter, Hortense, and spiraled to the summit of revolutionary society, presiding along with Juliette Recamier and Theresa Tallien—the latter sharing honors with Josephine as mistress to Barras. Josephine's femininity and elegance enchanted Bonaparte. At the advice of Barras, she agreed to marry him.[14]

The legislators of the National Convention were working that summer on a new constitution, the purpose of which was "to keep power in the hands of those who had it, and to prevent both royalists and democrats upsetting the status quo." [14] In August they decreed the re-election of two-thirds of their number to the successor assembly. The influential sections of Paris rejected the obligatory re-election.

Disturbances mounted during September, 1795; the storm burst on October 4th. Throughout the city, the drums of the sectionnaires beat the generale, calling upon the citizens to assemble in arms. Barricades were set up at the Pont Neuf. General Jacques François Menou, the Army of the Interior's commander, ordered the sectionnaires to disperse; they refused. Menou withdrew and the government, gripped by crisis, immediately sacked him. In the evening, General Bonaparte was in a box of the Feydeau Theatre, watching a play, when friends informed him of what was happening. He went to the Convention and took a seat in the spectators' gallery. The Convention was extremely agitated: the Republic was in danger.

General Verdier was tasked with the defense of the National Palace, where the Convention was still in session. The Committee of Public Safety in desperation named Barras to replace Menou. But Barras was no general. At his recommendation no doubt, several representatives proposed Bonaparte as the man most capable of saving the Republic.[14]

The next day "shortly after four o'clock in the afternoon, two insurgent columns moved toward the Tuileries, one from the Left Bank, by way of the Quai Voltaire, the other through the Rue St. Honore. With Bonaparte in charge, Barras ordered the artillery into the streets. Bonaparte sent Joachim Murat to retrieve the guns from the Place de Sablons. When they arrived there, the Gascon and his men encountered a group of National Guardsmen harnessing the teams. When Murat threatened to cut them loose, the guardsmen backed off and Murat rushed the 40 guns back to Bonaparte.

The general took no chances.[1] A preliminary attack by the royalists was repulsed. Five hours later, a major assault began. The Republican forces held the perimeter by firing grapeshot. Local patriot battalions supported the artillery, and the royalists were defeated. Bonaparte was unharmed when his horse was shot from under him. At the close of the battle, three hundred royalists lay dead, "most of them on the steps of the Church of St. Roch. The Republic was saved." [14] Murat received a promotion to chef de brigade and henceforth his career was linked with Bonaparte's.

The Convention wanted no more bloodshed and dissolved itself to make way for the new government of the Directory. The regime lasted from November 1795 to November 1799, "because the two chambers, the anciens and the cinq-cents, included representatives of all parties in the country, from royalists to regicides. It was a dictatorship that could remain in power only so long as the people were diverted from politics to war and found in victory abroad a compensation for hardship and repression at home." [22]

Plans of Campaign

The strength of an army, like power in mechanics, is the product of the mass by the velocity. —Napoleon

France was entering the fifth year of war. Lazare Carnot, the 'organizer of victory,' oversaw grand strategy on two fronts. The Rhine theatre under Moreau and Jourdan bore the principal effort; the Italian theater received decidedly fewer men and resources. The fact that the Austrian Alps separated the French armies made the whole scheme risky.

Bonaparte submitted his plan of the Italian Campaign to the Committee of Public Safety as early as 1794. In broad outline it envisions the march of one force on Ceva to mask the entrenched camp of the Piedmontese, while another force moved toward Acqui against the Austrians. [4] The plan was executed broadly as originally conceived.[14]

General Barthelemy Schérer, the French commander in Italy, moving up the Genoese coast, had won the Battle of Loano in November. Disgusted at the lack of follow-up support from Paris, he submitted his resignation on 4 February, 1796. Bonaparte's circle of friends secured him the army command, made official on 2 March. He married Josephine in a civil ceremony one week later, after a courtship of terrific impetuosity.

After a few days of marriage, the general departed for Italy. His first care was to visit the administration in Toulon, the supply base of the army, to check on essential provisions and recruitment. He requested contributions in specie and in kind from the Municipal Administration in Marseilles to help defray expenses. Bonaparte remained in Toulon until March 24th. That evening he reached Antibes, where he met his new chief of staff, Alexandre Berthier, a 42-year-old engineer who had been Kellermann's chief of staff. [16] The conference was prolonged into the next day, and they traveled to Nice on the 27th. [3]

The old soldiers, who knew Bonaparte from the campaigns of 1794-95, were unimpressed. Vignolle, Berthier's assistant, wrote to Masséna of their dissatisfaction on hearing that their former comrade, after enjoying the comforts of Paris while they endured the hardships of war, would now be guiding their fate. Predicting that Bonaparte would be disgraced, Vignolle begged Masséna to save the army by superseding the ambitious young adventurer with no military reputation. Masséna possessed better military credentials than his future master; he was convinced that intrigue had brought Bonaparte to command over himself. It seemed obvious that Barras had given command of the army as a reward for putting down the royalist insurrection.[14]

Bonaparte would need to make an impression on the hungry ghosts he was inheriting. As his carriage sped along the coast road he slept fitfully, gazing out across the azure gulf of Genoa. To his left the Ligurian mountains jutted upward. Bonaparte dictated his first order to the cavalry and composed his famous "Proclamation of the General in Chief at the opening of the Campaign," dated 27 March 1796.

Soldiers, you are naked, hungry; the Government owes you a lot, but gives you nothing. — Corr. 91

The Theatre

The Austrians began the campaign with an attack at the junction of two mountain chains. Where the Apennines descend to meet the Ligurian Alps they seized two strategic passes leading to the coast—the Bocchetta dell' Altare and the Turchino. The southern hills of the Langhe and Monferrato are formed by ancient marine sediments and are subject to erosion, presenting a labyrinth of furrows and valleys. The well-exposed slopes are cultivated with vines, cereals and fodder but also orchards and hazelnut groves. The crests are frequently no more than a meter wide, with hillsides descending in gentle slopes, covered with chestnuts and meadows. Heavy fogs are very frequent on the peaks, especially in the spring.[21]

These verdant foothills belonged to the King of Sardinia-Piedmont, Victor Amadeus III, an Austrian ally. His province of Nice was already under French occupation. Savoy and his capital of Turin were protected by a ring of mountains guarded by Austrian and Piedmontese forces. His fourth province was the island of Sardinia. The neighboring city-state of Genoa, a strip of coastal lowland, was nominally neutral but inclined toward the Coalition. Since November the western part of this city-state, too, had been occupied by French arms.

The Contending Armies

Kaiserlich-Königlich Heer

The tradition-bound Imperial and Royal (Kaiserlich & Königlich) House of Habsburg fielded an army resting on its laurels. On 4 March 1796, Johann Peter Beaulieu was promoted to Feldzeugmeister and set-out to take command of the Habsburg Army of Italy, standing in two separate cantonments: Argenteau's troops camped on a line running from the Bochetta Pass to Sassello (E6103), Mansone, Campofreddo, Dego (E-2810) and Salicetto (E-0119). Ovada—southeast of Acqui, en route to the Turchino Pass—was occupied by the advanced guard. Salicetto was covered by Provera's Austrian brigade (Belgioioso I.R. 44 and the Strassoldo Grenadiers). Further north, in the Po valley around Pavia and Lodi, stood Sebottendorf with another 11,000 men.

An atmosphere of mistrust prevailed between the Coalition commanders. The 71-year-old Beaulieu had held his own in Belgium against Dumouriez in 1792 and Jourdan in 1794. The 58-year old Feldmarschal-Leutnant Baron Michelangelo Alessandro Colli Marchi led the army of Piedmont. Each army maintained its own line of communications running divergently on Mantova, the Austrian supply base, and Turin, the Piedmontese capital.[17]

The Belgian Count, Feldmarschal-Leutnant Eugène Guillaume Alexis von Mercy Argenteau, who owed his posting to his court connections, was the brother-in-law of French general Laharpe, who had defeated him in 1795 and would do so again at Montenotte.

The King of Sardinia had great faith in his 50,000 troops, of which 37 battalions (17,000 men) were deployed in the Tanaro and Bormida Valleys, directly in the path of the French offensive, occupying Millesimo, Corsaglia, Ellero, Pesio, Vermegnana, Gesso, Stura, and further north. Besides the best-trained Piedmontese, this formation included Provera's Austrian auxiliary corps covering Salicetto (E-0119), a German garrison battalion, and some Croations. [21]

The King held a substantial reserve force around the capital, Torino. He could have released several infantry regiments and grenadier battalions, and the whole cavalry reserve of 3,000 men who waited a 2 or 3 day march away, toward Fossano (W-0801).

L'Armée d'Italie

On 21 March, the French Army of Italy had 52,311 infantry, 3394 cavalry, and 5596 gunners and sappers. There were 60 field guns, but only twenty-four were mounted on sledges for use in the mountains. On 9 April the front-line strength was 37,705 infantry, 4868 cavalry, and 4770 artillery and engineers. When Bonaparte took command the troops were formed into six active divisions, while two second-line divisions guarded the coasts and the passages to the Rhone valley. Replacements had fallen off to a trickle.

The revolutionary regime of France had created a temperamental army "of conscripts between twenty and twenty-five years of age; whereas the professional armies contained many soldiers between thirty and forty. The French army, less used to barracks life, was not so steady as the Austrian, but it had more enthusiasm and more natural elasticity, and less of the automatic action that results from drill." [10]

The French General Staff had taken an evolutionary step in organization, necessitated by the sheer magnitude of their armies. This was the creation of a permanent staff of administrative officers to take care of supply for each division. At this stage divisions had no permanent tables of organization and equipment. "Bonaparte frequently shifted brigades from division to division to meet particular situations. This flexibility, without loss of effectiveness or control, was facilitated by permanent divisional staffs—at that time, a uniquely French system." [11]

"The term demi-brigade replaced the term regiment from 1793 on by order of Carnot. This was an attempt to dissolve the ancient dynastic and regional associations of the standing army. In the chaotic early years of war, autonomous demi-brigades of volunteers or fedères served alongside regular formations. These proved so unsatisfactory that, shortly before Valmy in 1792, General Kellermann decided to brigade one regular and two fedère battalions together in his army. This sensible step was eventually applied universally throughout the French land forces after the first Amalgame was implemented in 1794." [17]

For their sustenance the troops had to depend on entirely corrupt army contractors, [17] in charge of the army's supplies, hospitals, and other services, who amassed fabulous fortunes. [14] The transport capacity of the army, amounting to 200 mules, was entirely inadequate to feed 50,000 men. Forced to fend for themselves, the foragers received meager hospitality amidst the exhausted hills of Piedmont. The French Government, already practically bankrupt, was two months in arrears in paying them. On March 18, Sérurier's division stationed at Ormea defied orders, and on the 25th—only two days before General Bonaparte's arrival—the 3rd Battalion of the 209th Provisional Rgt. mutinied at Nice. Hunger and neglect were fast turning the army into an indisciplined rabble, and it was evident that only a successful offensive could remedy this.[17]

Schérer departed on March 29th after handing notes on the military situation to Major Junot, Bonaparte's secretary, along with 772,000 francs assignats of the one million received from Kellerman, and 3200 gold livres out of the 20,000 he had been given. [3]

Bonaparte immediately issued some back pay to the troops from this war chest. His aides-de-camps, aside from Junot who had served beside him at Toulon, were the flamboyant Gascon Colonel Joachim Murat; Jean Leonord; his brother Louis; and Marmont his fellow gunnery student. The new artillery commander was Dujard; commissaire ordonnateur Chauvet was in charge of provisions. The French Army's magazines were located in Savona, on the coast. Alexandre Berthier's staff included Dutaillis, Gonnoud, Ballet, Barbut and Bascaille. [3]

Opening Moves

The campaign was delayed because of rain in the Apennine passes. During the lull 8,000 new muskets were distributed in Masséna's two advanced guard divisions,[3] the 1st AG along a front from Monte Negino to Toirano, the 2nd AG from Seigno to Melogno.

On the 26th the brigade of Cervoni had been pushed forward to the coastal town of Voltri, a mere 10 kilometers from Genoa. Bonaparte desired Masséna to pull Cervoni back as soon as possible so as not to alert the enemy of coming hostilities. General La Harpe had Monte Negino (E-5030) occupied by Rampon's brigade in order to support Cervoni's retrograde movement. [21]

Bonaparte ordered up his cavalry in two groupos in his first set of march orders on the 29th [Corr. 99]. "The first [group] comprises the 1st hussars, 10th, 22nd and 25th chasseurs, and the 5th and 20th dragoons." The first group would follow the coast road from army headquarters at Nice through Menton, San-Remo, Oneglia, Albenga and Serendra to Toirano; the stages in the marches of the chasseurs and dragoons were also given. These regiments, dispersed in cantonments well inside occupied Nice would be inactive until the plains were reached. They began moving and were available at the battles of San Michele and Mondovi.

Finally the weather cleared, and on April 1 Berthier ordered Masséna to move out. Bonaparte's first campaign was underway. On April 2, 1796, Bonaparte left Nice, taking the simple country road to la Corniche. [18] His army would march along a strip of Genoese (neutral) territory, avoiding the strongly fortified Alpine passes leading into Piedmont. This move placed him between the Austrian and Piedmontese armies. Politicians helped widen the gap. "Faipoult, the French Minister to the Genoese Republic, presented a request for a permit for French troops to pass through Genoa and the Bochetta pass in order to invade Lombardy. The Senate, greatly perturbed, applied to General Beaulieu for protection." Beaulieu went for the cheese, advancing with his reserve corps through the Bochetta pass without advising Colli that he was commencing an offensive,[16] and ordered General Argenteau, commanding the main body at Acqui, to advance by Sassello and Montenotte on Savona and attack the French left flank as they made their anticipated move up the coast road. Sebottendorf's reserve corps got underway for the one week march from Pavia and Lodi. On 3 April a strong column of Austrian troops from the Po valley was noted moving through Novi and into Liguria. Argenteau's Corps collecting at Dego was reconnoitered in force by General Menard's brigade. [3] Thanks to an excellent espionage system organized by Masséna and head agent Pico, the strength and location of all enemy units was known. [16]

On 5 April Bonaparte moved his headquarters up to Albenga, where he remained five days inspecting the troops and organizing transport. Pico brought word of Austrians advancing through the Bochetta Pass and reinforcements arriving at Sassello and Dego. Bonaparte made no change in his dispositions, merely cautioning his division commanders to be ready to move at a moment's notice with a full supply of ammunition. [6]

On 10 April Argenteau was stopped by Masséna's outpost line between Savona and Montenotte. Beaulieu accompanied Sebottendorf's column and directed it across the Turchino Pass north of Voltri. This column reached the coast at Voltri, pushing back Cervoni's brigade the next day.

Cervoni had 3,500 (later raised to 5,200) men in 5 battalions. Pittoni von Dannenfeld attacked with 5 battalions, 4 squadrons and 4 guns. Not far away was Sebottendorf with 3,200 men.

The French infantry held out in Pegli until 6 PM when they withdrew, shaking off their pursuers and falling back along the coast. Near the Turchino Pass the French infantry fell back to Mele. Pittoni occupied Voltri with 3 battalions and his uhlans. He was joined by Beaulieu around midnight.

The fight at Voltri cost the Austrians 50 killed and wounded. The French losses were 230 killed, wounded and captured. The next day Beaulieu met with Admiral Sir John Jervis, the commander of British naval squadron blockading the coast. News of Bonaparte's offensive dissuaded him from advancing toward Savona.

The Campaign

Montenotte

Dego was the Austrian advanced base, with improved positions at Magliani and in nearby Cassinassa. Argenteau arrived on 10 April. At 3 AM the next morning he advanced with 3,700 troops from Pareto, Mioglia (E4701) and Dego. The troops in Dego formed a separate column under Rukavina comprising 2 Hungarian bns. (Stain I.R. 50 and Pellegrini I.R. 49) with some Croations. Vukassovich's column (Kerpen with Anton I.R. 52, and Alvinczi I.R 19; 3 bns altogether) captured Bric del Chiodo and Bric Tavernin. Driving the French back, they arrived at the foot of Monte-Negino and captured the first flèche.

General Rampon lauched a counter-attack at the head of 900 men of the II/21st D.B. and three companies of carabiniers. Rukavina was wounded and returned to Dego. After 4 PM the fighting died down, and Cervoni's column moved up toward Madonna. Rampon received a reinforcement of four guns and 700 men. The weather was overcast with rain overnight. The Terzi I.R. 16 arrived to cover the Austrian rear. [21]

The next morning, La Harpe's 6,000 French troops left Savona and joined Cervoni's column of 4,500 men, moving past Maison Doria (E-4531) toward Monte Negino. Col. Rampon was ordered to send 900 men with four guns out of the Monte Negino redoubt to Maison Doria and join the attack on Argenteau's 6,000 Austrians at Montenotte. La Harpe mounted a frontal attack on the position while Masséna, at the head of Menard's brigade, worked round the Austrian right flank. As the fog lifted Argenteau realized the peril in front of him and ordered a retreat. Masséna's troops, appearing unexpectedly from the woods above the town, routed the retiring Austrians and then formed a defensive perimeter around Montenotte. The Austrians withdrew to Dego, Cosseria and Montezemolo. Argenteau was almost taken prisoner withdrawing to Pareto, by way of Ponte Invrea and Mioglia. An Austrian rear guard on Ca dell'Isola (E-4922) were overwhelmed without firing a shot. [21]

Bonaparte's mountain artillery comprised light guns and carriages, usually specially designed to be broken down into mule loads. All guns and equipment, as well as ammunition, were carried by mules. Captured Austrian pieces were used as mountain artillery, mounted on specially designed carriages, as well as Piedmontese 3-pounders. These three pounders were mounted on two kinds of carriages; those taken from the Piedmontese had wheel carriages; the French made use of them, but constructed none of this first kind. The other were of French construction, and had chevrette carriages. The wheel carriage, however, appears the most preferable, because the piece stands higher, its service is easier, and is not so liable to overset as the chevrette carriage, when the piece is fired; the weight is the same, but is of more difficult construction. Both can be carried on mules, each weighing about 120 lbs. The wheel carriage has an iron pointing plate, which is fixed with a hinge at the head of the carriage, and, by means of a bolt which traverses both the flasks at the other end, can be placed at three degrees of elevation. This, with a very short pointing screw, gives the facility of leveling the piece 3° above or below the horizon, which in mountains is very important. The button of the piece is hollowed; the end of the pointing vice is forked in two branches, each of which have a hole to receive a bolt, which, passing also through the button, prevents the jerking of the piece when it is fired.

—Weapons &Warfare https://weaponsandwarfare.com/2018/07/09/french-artillery- napoleonic-wars-i/

Chevrette: A machine for hoisting guns upon their carriages.

Carcare

During the night Argenteau's immediate command dwindled to 700 men. Beaulieu, still near Genoa, probably learned of the disaster and ordered his army to withdraw by the same way it came. In order to prevent any of Argenteau's men from joining-up with the Piedmontese, Masséna ordered his men to occupy Carcare, but the leading units of Augereau's columns reached the vital crossroads first. Massena was ordered to the Cairo heights and to capture Dego.

Cosseria

As the spearhead of Bonaparte's push against the Piedmontese, Augereau's advance on Ceva came to a halt before the ruins of Cosseria castle, defended by Piedmontese grenadiers and Austrian infantry under the Austrian General Giovanni Provera, whose force had been linking the Austrian and Piedmontese sectors, defying several costly attempts to dislodge them. By the morning of the 14th, however, they were low on cartridges and out of water, and entered into negotiations for surrender.

Austrian reinforcement Vukassovich spent the night of the 14th with 4,000 men in Sassello. From there they moved to Mioglia and Dego. [21]

Dego

Masséna's strong French division assaulted the town of Dego about noon, and shortly captured most of the 5,000 Austrians and 19 guns. Leaving Masséna to hold the town, Bonaparte retraced his steps to the west at the head of La Harpe's Division, hoping to meet Sérurier nearby (who was about to appear on the center map).

Masséna's victorious men, hungry and exhausted, scattered in search of provisions. In the early hours of the next morning, five Austrian battalions under Vukassovich surprised the town, routed the defenders, and re-captured all their guns. Vukassovich consolidated the position, preparing defenses in the village. La Harpe's worn-out men and the reserve hurried back north to Dego. Linking up with Masséna's rallied units, they stormed the village and overthrew the Austrians. Thenceforth the Piedmontese were on their own.

Ceva

On the 16th, Sérurier and Augereau drove Colli out of Montezemolo into the fortified camp of Ceva. Augereau's three brigades (Joubert's 11th, Beyrand's 4th and Rusca) attacked the naturally strong position of the Pedaggera Pass. Augereau had 10,000 men, only a part of whom actually took part in the battle. This was Bonaparte's hasty attempt to defeat the Sardinians using only one fourth of his total force, while the bulk of his army was facing Beaulieu. Colli saw that he would be outflanked by superior French columns maneuvering to bypass the Pedaggera line to the north and south. As the French prepared a reinforced assault on the night of the 17th, Colli withdrew unmolested to a strong position at the village of San Michele and along the Corsaglia River, down to its confluence with the Tanaro.

The citadel of Ceva continued to resist. Count Tornaforte with 500 men refused to surrender. The impetuous General Rusca launched an unprepared assault on some forward redoubts, easily beaten back with the loss of 2 French guns. The next day, a French battery with 6 guns was also taken out by the fortress artillery. [20]

The furious Rusca intended to attack the citadel once more, but in reality the fortress was impregnable as long as the French did not have any siege artillery. Bonaparte finally arrived and ordered Rusca to wait for the siege artillery before taking any further action. [20]

The Corsaglia River Line

The corps of Baron Colli still had 12,000 infantry and 2,000 cavalry, near Mondovì or further to the rear. The Tanaro-Corsaglia River line, was the final obstacle to slow the French advance toward Mondovi. [20]

The center of the line was the fortified hill of la Bicocca di San Giacomo, with its bridge across the Corsaglia. The river bank was lined by two grenadier battalions (8th and 9th, 800 men in all) led by a highly respected fighting man, Marquis Dichat. The bridge was garrisoned by the 2nd Swiss Grenadier company from the Christ Regiment with 2 guns and a heavy battery of 6 guns. Behind them, on the hill, stood 2,000 men: two Guards battalions, one Savoy battalion, one Marine battalion, and two grenadier battalions under Varax, a Savoyard officer of proven ability. The force was led by two excellent Piedmontese officers, brigadier Solaro della Chiusa (a veteran grenadier commander) and brigadier Civalieri. [20]

Along the left sector of the line, Colli deployed 10 battalions with 3,400 infantry (including 1,000 Austrians) and 1,500 dragoons, under brigadier Brempt. These troops should also keep the line of retreat of the whole corps safe and open.

In the center, 13 infantry battalions with 4,000 men and 300 cavalrymen of the Royal Piedmont Regiment.

On the right, 2,000 men including some Royal Grenadiers, Nice Chasseurs, and Light Legion troops. The main stronghold was the Capella del Buon Gesu of San Michele, defended by Captain Radicati di Primeglio with Light Legion elements and an artillery battery. The 1st Grenadier battalion from the Chiusano regiment connected (W-3829) the stronghold to the village of San Michele (W-3828). [20]

All along the line, several well-placed artillery batteries added firepower to the defense. The line, however, had one serious flaw. The Bicocca stronghold formed sort of a bulge towards the French lines, subject to a two-pronged attack from the north and south to cut it off from the defensive line, which was exactly what the French planned to do. The line was garrisoned by 8,000 men in all. [20]

Bonaparte's Plan

Bonaparte planned to use two divisions (Augereau and Sérurier), each with 6,000 men, possibly reinforced by a third one (Masséna). Sérurier would attack the southern sector of the line, Augereau the center. Sérurier had at his disposal a relatively important cavalry force of 14 squadrons under generals Beaumont and Stengel to be used after Sérurier's breakthrough to cut the Piedmontese line of retreat. [20]

Bonaparte was in a hurry to close this chapter of the war against Piedmont and quickly mounted a push by two divisions, ignoring advice to proceed more carefully. Stengel had realized the strength of the Corsaglia line, and recommended adding Masséna's firepower to Augereau's and to reconnoitre the line more closely. Both recommendations were turned down. In the night between 18 and 19 April, Bonaparte ordered the attack. In the coming assault on the natural bulwark of the Corsaglia line, the French suffered the most humbling setback of the campaign.[20]

The Corsaglia River was in full spate, the cliff on the far bank looked impassable, and the Piedmontese artillery opened up with a well-directed fire. Augereau's attack stalled immediately and was called off. [20]

Sérurier had divided his force into two columns, one under Guyeux heading for the southernmost sector of the line, and another under Fiorella a little to the north. Both halted on the right bank of the river, unable to cross it and exposed to the artillery fire. Guyeux caught elements of Bellegarde's Light Legion still on the eastern bank, eating their food ration, but those could escape and reach the western bank as a Piedmontese artillery battery was holding up the French. [20]

Sérurier was seriously wondering about aborting the whole operation, when the French saw some Light Legion soldiers withdrawing across the river on a wooden aqueduct. The Piedmontese did not destroy the crossing, leaving it intact and practically unguarded.

The Light Legion commander, Radicati, had made a mistake leaving the bridge in place and not garrisoning it. The French weren't snoozing and immediately exploited. Undetected, Guyeux's brigade crossed the footbridge and swooped on Radicati, whose hasty counterattack was brushed aside in disorder. The French used their famous speed to rush to the village of San Michele, overrunning an artillery battery in the process while Sérurier from the other bank was keeping the San Michele defenders (mostly Dichat Grenadiers) pinned down. [20]

To counter Guyeux's attack on his right, Dichat had to withdraw the grenadiers blocking the main bridge over the Corsaglia, and Fiorella's brigade was now free to cross it. While Dichat was holding out inside the village with his grenadiers, the remainder of the troops in his sector began to melt away, and the sector crumbled. Fiorella's troops pursued the defenders streaming to the rear and Dichat wascut off. A successful attempt by a Grenadier Guards company to retake the artillery battery ended up in disaster when an explosive charge meant to blow up the French, went off instead amid the Guards, killing 14 and wounding 26 grenadiers and putting the company hors de combat. [20]

Surrounded from all sides, facing odds of 1:6, Dichat's 600 grenadiers and artillerymen had to give up after a desperate house-to-house combat in San Michele. They were all taken prisoner. It was 1.30 PM.

If either Augereau or Masséna had been there to exploit the success, the French victory would have been crushing.

Instead, the emaciated French stopped to loot the village and cohesion disappeared as hordes of famished soldiers broke into houses, drinking and pillaging.

The Swiss Counterattack

All this time a Swiss company was lying in wait in a house near the bridge—Captain Schreiber's Swiss Grenadiers from the Grisons Regiment, with 73 men. Schreiber boldly jumped into the fray. His little, high-morale unit first seized a gun the French had left unguarded and turned it against them, then proceeded to reach Dichat's grenadiers and set them free. Dichat bribed the French sergeant guarding him to fain his release. He rearmed his men with their muskets stacked nearby, and, along with Schreiber, attacked the stunned French scattered all over the village. [20]

In the meantime, Colli—informed about the San Michele breakthrough—showed up at the Bicocca area and mounted a quick counterattack with the Grenadier Guards, Varax's Grenadiers and the 1st battalion, Savoy Regiment. The sight of the grenadiers' bayonets was too much for Sérurier's division, stampeding for the bridge and the safety of the opposite bank. Many fell into the river and drowned. Some French officers trying to stop the rout were shot at by their own soldiers.

One Savoy platoon led by Lieutenant J.G. Duchany, flushed with victory, crossed the river and overran two French guns before recrossing to avoid annihilation.

The battle was a defeat for the French. Guyeux held a tiny bridgehead on the western bank, but aside from that, Sérurier's division was repulsed altogether. The French lost 600 or 700 dead and wounded, 100 prisoners and one flag (46th Demi-Brigade). The Piedmontese lost 150 dead and 200 wounded. Schreiber's Swiss company lost 70%. [20]

The Piedmontese had won a clear-cut tactical victory, and French were shaken. The Piedmontese held on firmly, but Beaulieu's intentions were unclear. Bonaparte could not rule out Austrian intervention during the engagement with Colli—a possibility that might bring disaster. He could only keep attacking, relying on his superior numbers and mobility. His men were tired and somewhat discouraged, and a halt might well prove fatal.[20]

Mondovi

Colli decamped during the night toward Mondovi to organize a delaying action so the army's depots at Breo could be removed. "It had been raining continually for days, and the snow was beginning to melt in the mountains, swelling the rivers and reducing the roads to a terrible state..."[23] The divisions of Sérurier and Meynier crossed at San Michele and La Torre. They pushed the Piedmontese off the heights of Vicoforte threatening to envelop them in Mondovi. The Piedmontese were forced to abandon the town and its well-stocked arsenal. As Stengel's cavalry and rode toward the enemy line of retreat, this cavalry leader—the army's most experienced—was killed in a skirmish with Colli's cavalry screen.

Cherasco

On April 23, Bonaparte advanced on Turin. Masséna and Augereau crossed the Tanaro River at Cherasco and Alba; Sérurier sent part of his force from Mondovi toward the bridge at Fossano. The last major barrier on the road to Turin was passed, and only 12,000 Piedmontese stood between Bonaparte and King Victor Amadeus III. On April 25, in a downpour of rain, Bonaparte left for Cherasco where, the next day, he made his famous proclamation to the Army of Italy.[18]

On the morning of April 27, Victor Amadeus signed the Armistice of Cherasco, forsaking his Austrian allies, and taking his forces out of the war.[18] French cantonments were extended to the line of the Stura, and French garrisons entered Ceva, Cuneo and Tortona. Now established on the fertile plains of Piedmont, the French found all they needed. The campaign was about to shift northward into the Po valley.

"Soldiers, in fifteen days you have won six victories, captured 21 colors, 55 cannon, several fortresses, and conquered the richest part of Piedmont; you have taken 15,000 prisoners, killed or wounded more than 10,000 men."

Bibliographical Note

Sources are referenced by number in the text.

  1. Memoirs of Napoleon Bonaparte, M. Fauvelet de Bourrienne, 1831.
  2. Correspondance de Napoleon Ier, 1865.
  3. Histoire Militaire de Masséna: La Premiere Campagne d'Italie, 1901.
  4. Bonaparte en Italie, 1796, Felix Bouvier, 1902.
  5. Napoleon: The First Phase, 1905.
  6. The Campaigns of Napoleon Bonaparte of 1796-1797, G.J. Fiebeger, 1911.
  7. Napoleon's Campaigns in Italy, R.G. Burton, 1912 [1931].
  8. The Rise of General Bonaparte, Spencer Wilkinson, 1930.
  9. Napoleon Passes, Conal O'Riordan, 1933.
  10. Bonaparte en Italie, Jean Thiry, 1930.
  11. Napoleon in Italy, 1796-1797, Elijah Adlow, 1948.
  12. Attack in the West, W.G.F. Jackson, 1953.
  13. The Gamble; Bonaparte in Italy, 1796-1797, Guglielmo Ferrero, 1961.
  14. The Age of Napoleon, J. Christopher Herold, 1963.
  15. Military History & Atlas of the Napoleonic Wars, Esposito & Elting, 1964.
  16. Marshal Masséna. James Marshall-Cornwall, 1965.
  17. The Campaigns of Napoleon, David Chandler, 1966.
  18. Napoleon, Andre Castelot, 1971.
  19. In the Words of Napoleon, Daniel Savage Gray, 1977.
  20. Napoleon's 1796 Bloody Nose (website accessed 7/23/22).
  21. Memoirs on the 1796 Campaign in Italy Fabry, G., ed., 1905. Nafziger, G., trans., in The First Phase of Napoleon's 1796 Campaign in Italy, 2001.

ORBAT SOURCES

  1. Campagnes dans les Alpes pendant la Révolution, d'après les archives des états-majors français et austro-sarde, Krebs, V.L., and Moris, H. 1891-95, v.1
  2. The Road to Rivoli, Boycott-Brown, M., 2001
  3. L'armée d'Italie à la date du 09 avril 1796 se composait ainsi (après les archives de Guerre).

Map Sources

The main cartographic resource used for Bonaparte Overruns Piedmont maps was the "Carta Topografica degli Stati in Terraferma di S.M. il Re di Sardegna alla scala di 1 a 50.000, opera del Corpo Reale dello Stato Maggiore" ("Topographic Map of H.M. the King of Sardinia's Mainland States at 1:50,000 scale, by the General Staff Royal Corps", 1852-1868) and to a lesser degree the "Carta degli Stati Sardi, Torino" ("Map of Sardinian States, Turin", 1816-1830).

The first of the two, also called "Gran Carta degli Stati Sardi in Terraferma, divisa in fogli 91 alla scala di 1:50,000, pubblicata dal Corpo Reale di Stato Maggiore" ("Great Map of Mainland Sardinian States, divided in 91 sheets at 1:50,000 scale, published by the General Staff Royal Corps"), was created by the Sardinian Kingdom Army General Staff Royal Corps between 1852 and 1868 in 91 lithographed sheets at a 1:50,000 scale to map the whole mainland territory of the Sardinian Kingdom (excluding the islands). The document shows settlements, roads, watercourses, relief and crops/vegetation, with color only used for watercourses and acronyms about crop/vegetation quality and rock/metal types.

The second one, also called "Carta topografica degli Stati di Terra-ferma di S.S.R.M. Carlo Alberto Re di Sardegna fatta dal Corpo di Stato Maggiore Generale alla scala di 1/50.000" ("Topographic Map of H.H.R.M. Carlo Alberto King of Sardinia's Mainland States made by General Staff Corps at 1:50,000 scale"), is divided in 112 sheets and was surveyed and drawn up between 1816 and 1830 by the Sardinian Kingdom Army General Staff Royal Corps at 1:50,000 scale to map the whole mainland territory of the Sardinian Kingdom. It denotes a remarkable graphic quality and highlights with different signs the terrain features, roads and crops.

The 1852-1868 map is an update of the 1816-1830 map and, compared with the latter, has fewer details and is easier to read. In both maps orthography is rendered with oblique light hatching and shading. In addition some maps (mostly French, contemporary to 1796) of the Mondovì and Ceva surroundings were consulted to get details about the trace of the fortifications.

Design Notes

To open the campaign Bonaparte launched a series of infantry attacks at Montenotte; from there the offensive followed the Tanaro River valley to Mondovi. The operation spans a playing area of 14.5 square feet with our lowest counter density yet.

Ranging over the mountains and rolling hills of Piedmont, this contest focused on the river valleys of the Bormida, Tanaro and Corsaglia, heavily-folded terrain in which a small unit or a roadblock can effectively delay a large force. These assume greater significance, along with the Fortified Towns, I.P.s and Chateaux that can impede the progress of the French advance through narrow passes.

These are scaled-down armies, with the French maneuvering by "Demi-Brigades" (regiments). The French have just three large divisions, around 9,000 men in each; later these are joined by a fourth infantry and two small cavalry divisions. The mix is at the regiment-brigade level, allowing armies to spread out a little more. Though the total manpower of these armies is small, detachments bring more units into play. Several Austrian brigades broke into parts and operated independently. So plotting the set up required more research than usual. Set ups have been worked-over extensively.

We credit the Coalition road blocks—three or more companies—with the ablity to cause delays. They were supposed to man the barricades long enough that the enemy would be forced to deploy in attack mode. While that mode change takes place, they skedaddle.

Tactics were in flux, as always during wartime, and the most radical developments were of French origin. Austrian generals clearly understood there should be some detachments to delay the enemy advance—Argenteau stuck roadblocks all over Montenotte mountain—but somehow the actual techniques and methods of fighting hit and run hadn't filtered down to the troops. So, during the pursuit after Montenotte, the French would arrive and the three companies would fight for a bit and then surrender. They didn't have an idea of light infantry tactics, except for specialized light infantry units such as Colonel Leonardo Colli-Ricci's Piedmontese chasseurs. This unit played a prominent rôle in the campaign.

The Piedmontese Army had no consistency except when deployed in line of battle. It failed at meeting engagements and lacked much general direction. This is shown by the lack of officers. Through the course of the campaign, you see the Piedmontese fighting pretty well from set defensive positions (Cosseria, la Pedaggera, Corsaglia), but advances were only made by single battalions, like the Austrians. The Piedmontese Army consisted of good troops and militia units of questionable value. Their morale was good at the start of the campaign. By the time of Mondovi they saw their comrades falling back and immediately routed. The last fight was the cumulative morale effect of falling back repeatedly. So we decided on a lower demo level of 35% (instead of the standard 40%) for Piedmont.

For the French OrBat Enrico Acerbi provided L'armée d'Italie à la date du 09 avril 1796 se composait ainsi (d'après les archives de Guerre). Unfortunately, the French Army was in the process of re-numbering all their infantry units (the Second Amalgame), leading to great confusion.

The Second Amalgame, decreed on 8 January 1796, merged understrength battalions to make full battalions. More than half of the existing battalions were dissolved along with 45% of squadrons. The battalions were grouped to form demi-brigades. Eight old battalions, up to as many as 22, were required to form a demi-brigade of three-battalions. In the amalgamation process 25,000 of the most "inefficient" officers became supernumeraries and were retired. The purge of these officers came at the right time, improving the chain of command in the Army of Italy. By April, many Demi-Brigades still bore their old designations—the 3rd Lt. D.B. retained that designation until November (see Set-up, Composition).

On the game maps you will notice many mountain peak names. These crags with their distinctive silhouettes were points of geolocation for the opposing forces, often cited in historical accounts.

(The printed pages 19 and 20 of this Study Folder version are placeholders reading "VOHLERS NOTES (B&W)" and "COMBAT TABLES (B&W)"; no content is printed on them.)

The Rolling Hills of Piedmont

The Appenine mountain chain stands close to the Mediterranean. Its hillsides in Piedmont are prolonged, gentle slopes, covered with chestnuts and meadows, while those on the side of the sea are quite steep, rockier, and generally offer only a few arable places in the valleys. The greatest number are covered with heather and woods of little value: chestnuts, hazel, beech, and some yoke elms. The crests are cultivated here and there, by clearing some of the woods which cover them.

This part of the Appenines, known as Montenotte Mountain, is the summit of the Erro basin and dominates the two hamlets of the same name. General Argenteau had been forced there, without a doubt, but he had been able to fight with good success, and he could have avoided the shameful rout that he suffered as a result of not knowing his position, as one must do when on a military expedition.

Four quite distinct roads run through here to reach the Piedmont. One arrives via the crest of Castelazzo, another passes through the Erro valley, a third passes over the crest of the Appenines, and fourth is the road from Dego and Rochetta Cairo, passing via the crest of Cianla to move south of Castelazzo. All these roads are very poor, steep and in general require the use of horses accustomed to mountains, or mules, in order to traverse them.

—Memoirs on the 1796 Campaign in Italy, Captain G. Fabry, 101st Infantry Regiment, 1905 [21]

  • 26.0 Victory Conditions
    • 26.1 Victory Point Awards
    • 26.2 Levels of Victory
    • 26.3 Exiting the Map
    • 26.4 Zero Loss Award
    • 26.5 Bonus Cards in the Campaign Game
    • 26.6 First Player
  • 27.0 The Battle of Montenotte
    • 27.1 Introduction
    • 27.2 Alternate Reinforcements
    • 27.3 Special Rules
    • 27.4 Victory Conditions
    • 27.5 Approach to Battle
  • 28.0 The Battle of Dego
    • 28.1 Introduction
    • 28.2 Alternate Reinforcements
    • 28.3 Special Rules
    • 28.4 Victory Conditions
  • 29.0 The Battle of San Michele
    • 29.1 Introduction
    • 29.2 Alternate Reinforcements
    • 29.3 Special Rules
    • 29.4 Victory Conditions
  • 30.0 The Battle of Mondovi
    • 30.1 Introduction
    • 30.2 Alternate Reinforcements
    • 30.3 Special Rules
    • 30.4 Victory Conditions
  • 31.0 The Battle of Ceva
    • 31.1 Introduction
    • 31.2 Alternate Reinforcements
    • 31.3 Special Rules
    • 31.4 Victory Conditions
  • 32.0 Campaign Game
    • 32.1 Introduction
    • 32.2 Alternate Reinforcements
    • 32.3 Special Rules
    • 32.4 Campaign Victory Conditions
    • 32.5 Initial Set-up
    • 32.6 Turn Record Tracks
    • 32.7 Lull Days
    • 32.8 Team Play
  • Historical Notes
    • Dawn of an Era
    • Days of Revolution in Paris
    • Plans of Campaign
    • The Theatre
    • The Contending Armies
    • Opening Moves
    • The Campaign
    • Bibliographical Note
    • Map Sources
  • Design Notes
  • The Rolling Hills of Piedmont
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