RulesPal
Chat
Rulebook
Caldiero 1796 thumbnail

Caldiero 1796

Caldiero 1796 Rulebook

Table of Contents

Table of Contents

  • First Battle of Caldiero
    • 0.1 Napoleon's First Defeat - Introduction
    • 0.2 Initial Set Up
    • 0.23 Chains of Command
    • 0.40 Caldiero Victory Point Conditions
  • 1.0 Components and Introduction
    • 1.4 Glossary
    • 1.5 Hidden Forces (optional)
    • 1.6 Initial Set-up
  • 2.0 Sequence of Play
    • 2.1 Game-Turns
  • 3.0 Stacking
    • 3.1 Stacking Limits
  • 4.0 Zones of Control
    • 4.1 Engagement
    • 4.2 ZOCs in the Combat Phase
  • 5.0 Leaders
    • 5.1 Types of Leaders
  • 6.0 Flag Bearers
    • 6.1 Flag-bearers Leaders ("Flaggers")
  • 7.0 Command
    • 7.1 Command Sequence
    • 7.2 Command Range
    • 7.3 Out of Command
    • 7.4 Reinforcements and Road March
  • 8.0 Movement
    • 8.1 Movement Procedure
    • 8.2 Road March
  • 9.0 Trains & Pontoons
    • 9.1 Train Units
    • 9.2 Pontoon Bridges
  • 10.0 Combats
    • 10.1 Combat Sequence
    • 10.2 Defining Combats
    • 10.3 Determining Combat Odds
    • 10.4 Applying Combat Results
    • 10.50 Shock Combat
    • 10.6 Artillery Units
    • 10.67 Bombardment Segment and Procedure
  • 11.0 Reorganization
    • 11.1 Disorganized Units
    • 11.2 Rout
    • 11.3 Demoralization
  • 12.0 Supply
    • 12.1 Supply Source Hexes
    • 12.2 Isolated Units
  • 13.0 Reinforcements
    • 15.1 How Reinforcements Enter the Map
    • 15.2 Changing Reinforcement Entry
    • 15.3 Bonaparte Intervention
  • 14.0 Special Rules
    • 14.1 Cavalry Retreat Before Combat
    • 14.2 Cavalry harassing Charges (optional)
    • 14.3 Cavalry Harassing Charge Results
  • Charts and Tables
    • Battle Combat Results Table
    • Cavalry Charges Table
    • Shock Combat Table
    • Bombardment Table
    • LCT (Leaders Casualty Tables)
  • Terrain Effects Chart

First Battle of Caldiero

0.1 Napoleon's First Defeat - Introduction

0.11 Duration: Nov 12th: 09.00 AM - 17.00 PM hrs.

0.12 Historical Weather: 09.00-12.00 Fair - 13.00-17.00 Snow Storm. As in the Turn Record Track.

Editor's note: the Turn Record Track is printed on the map (page 2 of the gamette) and is a graphic, not transcribed here.

0.13 Forts: Caldiero's Rocca.

0.2 Initial Set Up

0.21 Austrian Set Up (First): Stack limits must be respected. Place overstack units in an adjacent hex if needed.

  • Lorgnan village: Avant Garde Hohenzollern (Commander till Alvinczy entry) with 2nd Hussar Sq. (Erz. Joszef) - Sticker (Leader) - Wurmser Hussars.
  • Austrian GP A: Combined Banal Grenz.
  • Austrian GP B: Colloredo Line Btn - Sticker 3 pdr Foot Art.
  • Austrian GP F (Stra'): 7th Carlstadt Combined Grenz Btn - Comb. Hungarian Btn. - Horse Art. Sect.
  • On Road (between Mt Zovo and Mt S.Mattia): Piacsek - Erdödy Hussars (two units).
  • Austrian GP C: Comb. Gyulai Line Btn - AvGuard Foot 3 pdr Bty.
  • Austrian GP D: Callenberg Line Btn. - Foot Art. 6 pdr Reserve Sect.

Reinforcements: enter in Road March at first border map hex next Supply point B.

  • Nov 12th (10.00 hrs.): Mahoney Jägers - Stab Dragoner Weyrother (Staff Officer - Leader).
  • Nov 12th (11.00 hrs.): Alvinczy (Cmdr in Chief) - 2nd Banater Combined Btn. - Train Baggage (AvGuard) - Pontoon Equip. - Foot Art. Reserve. 12 Pdr Sect x 2.
  • Nov 12th (13.00): Brabeck (Leader) - Uhlans Mészáros - Combined Line Inf. Btn Brechainville - 8th Combined Grenz Btn. Carlstadt. - 6th Banater Combined Btn. - Brabeck Foot Art. Bty.
  • Nov 12th (14.00): Schubirz (Leader) - Uhlans Mészáros II - Comb. Deutschmeister Line Inf. Btn. - Combined Line Inf. Btn 36 Ulrich Kinsky - 2nd Wallach Grenz Btn - Schubirz Foot Art. Bty.
  • Nov 12th (15.00): Provera (Leader - Commander) - Train Baggage (Provera) - Gavassini (Leader) - IR 51 Splenyi - 4th Banater Combined Grenz Btn. - Gavassini Foot Art. Bty.

0.22 French Set Up (Second): Even if French Set Up follows the Austrian one, the French Player goes first during the Game sequence.

  • French Gather Point (GP) D: Launay (Leader), Massena 4th Art.Pied 8 pdr, 9th Drag. Rgt. Sqn., 18th Light DB (DB = Half Brigade) Carabiniers Btn., 18th DB Light.
  • French Gather Point (GP) C: Massena (Commander); Ménard (Leader); 18th Line DB.; 40th Line DB, Massena 5th Art.Cheval.
  • French Gather Point (GP) B: Guyeux (Leader); Massena 4th Art.Pied 6 pdr - 32nd Line DB.
  • French Gather Point (GP) A: Augereau (Commander) - Verdier (Leader); Augereau 5th Art.Cheval, Augereau 5th Art.Pied 6 pdr, Comb. Grenadiers 1st Btn.; 5th Light DB.

Reinforcements: enter in Road March at first border map hex next Supply point A.

  • Nov 12th (11.00 hrs.): 5th Drag. Rgt. Sqn.; 15th Drag. Rgt.; 7th Hussars Bis Rgt.; 10th Rgt. Chasseurs. Augereau 5th Art.Pied 8 pdr
  • Nov 12th (12.00 hrs.): Lannes (Leader); 4th Line DB; Reserve 5th Art.Pied 12 pdr - Reserve 4th Art.Pied 12 pdr.
  • Nov 12th (13.00 hrs.): Bonaparte (CiC); Robert (Leader); 75th Line DB; 25th Line DB.
  • Nov 12th (14.00 hrs.): Gardanne (Leader), 24th Rgt. Chasseurs (must be attached to Augereau division); 1st Cavalry Rgt. (must be attached to Masséna division), 51st Line DB (must be attached to Augereau division), 12th Light Inf. DB.
  • Nov 12th (15.00 hrs.): 45th Line DB (must be attached to Masséna division); 39th Line DB.

0.23 Chains of Command

  • Masséna Division chain of command: Launay, Ménard, Guyeux.
  • Augereau Division chain of command: Verdier, Robert, Lannes.
  • Staff officer(s): Gardanne. Commander in Chief: Bonaparte.
  • Avantgarde Hohenzollern Div. chain of command: Sticker, Piacsek, Provera.
  • Division chain of command: Schubirz, Brabeck, Gavassini.
  • Staff officer(s): Weyrother. Commander in Chief: Alvinczy.

0.40 Caldiero Victory Point Conditions

0.41 Enemy Units Eliminated: count points for each:

  • a - Enemy Combat SPs eliminated = 1 point

Let the opponent do the same and confront the two totals (subtract the smaller from the larger total). If the difference is:

  • 0-4 points the higher total gets no VP;
  • 5-9 points the higher total gets 1 VP;
  • 10-14 points the higher total gets 2 VPs;
  • 15-19 points the higher total gets 3 VPs;
  • 20-24 points the higher total gets 4 VPs;
  • 25-30 points or more the higher total gets 5 VPs.

0.42 Logistic Targets:

  • a - Captured/Destroyed Enemy Pontoon Trains = 5 points
  • b - Captured/Destroyed Enemy Baggage Trains = 5 points
  • c - Enemy Supply hexes controlled = 10 points

0.43 Geographical Targets: Each player receives at the end of game:

  • a-- 5 Victory Point for control of Caldiero Fortress Hilltop.
  • b-- 3 Victory Point for control of Towns Colognola, Caldiero (for each hex controlled), Strà and Vago.
  • c-- 3 Victory Point for each counters (trains and Leaders included) which exit the map at a enemy Supply source along the main road.

Starting from 12.00 hrs. French and Austrian Player may choose to exit his units as part of the Victory. Units may only exit the map at the enemy Supply Source hex (A for Austria, B for France). Either Player may choose to exit his units as part of the Victory Conditions. Units which voluntarily exit the map cannot be returned to play, but are not considered eliminated for victory point purposes.

0.44 Victory Penalties: The French player suffers a - 15 VPs penalty if Bonaparte comes into play.

0.45 Levels of Victory: At the end of the Battle subtract the lower VPs total from the higher and confront the difference with Victory Levels table.

Victory Levels Table:

  • 7 + VPs differential is a Strategic Victory.
  • 3 to 6 VPs differential is a Tactical Victory;
  • 0 to 2 VPs differential is a Stalemate.

0.46 Automatic Victories: If Bonaparte or Alvinczy go out of the Game there is an automatic Victory. Capturing enemy Commanders causes the game immediately ended in an automatic Victory for the capturing side.

1.0 Components and Introduction

1.1 Game Components: Caldiero 1796 contains the following components (you will need one six-sided die - not included). One A4 map - One Rulebook - One sheet of 280 playing pieces.

1.2 The Map: The map scale is about 1:30,000. Each 16 mm hex is 480 meters from side to side (525 yards), 0.3 square mi. (57 acres). Each hex has a four-digit code printed on it, used for setting up the units prior to play (see Initial Set Up in the Scenario Information for the actual locations). On the map, Slope hexsides represent a steep rise of 50 to 200 feet.

1.3 The Playing Pieces: The playing pieces are of four types: Combat Units, Leaders, Trains, and Markers.

1.31 Combat Units: These are color-coded to represent the troops of the two nations involved. The color patterns follow the uniform's colors of the period (basically white for Austria and Blue for France). The multi-national Austria includes forces of Hungary and Croatia (blue bottom). French units are deep-light blue. The numbers and symbols printed on the units indicate their Combat Strength, Initiative Rating, Movement Allowance, Unit Type, Size, Unit I.D. Most units have one Full Strength and one Reduced Strength RSU counter.

1.32 Leaders: Also color-coded for nationality, a Leader displays his Name, Command Designation, Movement Allowance, and Initiative Rating or Command Rating. Leaders come in two types: Commanders and Officers. The different capabilities of Commanders and Officers are explained under "Command".

1.33 Trains: Pontoon Trains and Baggage Trains are important for the Victory conditions only. Trains move paying cavalry costs with the crew MPs, and have no ZOC.

1.34 Markers: Markers are placed on the map to indicate status of units or bridges; they are depicted in the rules where their use is explained.

1.4 Glossary

  • Cavalry Charge: most of the Cavalry may make a cavalry charge, (resolved on the Cavalry Charge Table). Optional rule.

  • Combat Strength: The total manpower of a Combat Unit quantified in Combat Strength Points (SPs). One SP equals between 100 and 500 men.

    NOTE: Infantry and cavalry were evaluated on a sliding scale, from 150 men per point for the Chasseurs-Guides, to 500 men per point for the Landwehr and trained Volunteers; the "good" infantry were around 250. Anything 400 or above would be poor quality. Cavalry are all rated between 150 and 300 to the strength point. Artillery are all rated between 100 and 200 to the strength point (type and size of guns).

  • Combat Units: All playing pieces except Leaders, Pontoon and Bridge Trains (counter side) and Markers. Only Combat Units may attack or defend against enemy Combat Units.

  • Combined Arms: An attacking force with infantry, cavalry and artillery gains an own combat CRT. Combined Arms Attacks are not possible when: (a) the bombarding artillery had previously fired; (b) the bombarding artillery (which had not previously fired) has no Line of Sight to the target.

  • Commanders: Leaders at the highest level who may place their subordinates (Officers and Combat Units) "In Command" so that they may move automatically during their turn.

  • Command Designation: The designation shared by an Officer and the units of his command (usually a Letter/Abbreviation for Units). An Officer commands all Combat Units that share his Command Designation.

  • Command Range: The "radius of command," distance beyond which a Leader cannot place forces "In Command".

1.5 Hidden Forces (optional)

At the beginning each player may choose to place on the map his units as Hidden Forces, (with the Flag side of a leader counter on the top or an appropriate marker owning to one of the stack's units), this is optional. The owning player may examine his own forces at any time. All forces remain hidden until revealed.

1.51 Revealing Hidden Forces: A Hidden Force is revealed:

  1. At the beginning of any Movement Phase if in an enemy ZOC - Both players reveal their own Hidden Forces involved.
  2. If the weather is not snowstorm.

1.53 Obscuring Hidden Forces: A Force remains revealed as long as it stays in an EZOC. As soon as units are no longer in EZOCs, they are once again hidden.

1.6 Initial Set-up

The First Initiative Player always sets up his units (also with Hidden Forces if the option is chosen) on the map before the Second Player. At Caldiero the Austrian Player is the First Player.

1.61 Reinforcements: Leaders and Combat Units that are not set up in the scenario may arrive later as reinforcements.

1.62 Eliminated Units: Eliminated units at start must be kept apart and separated from other units off-map.

1.63 Marker Placement: Once all units have been set up, the Game-Turn marker is placed on the turn in which the scenario starts.

1.64 Weather: see Scenario Rules.

2.0 Sequence of Play

The game is played in a series of sequenced Game-Turns, each of which represents 1 hour of daylight.

2.1 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, then the Second Player does the same. After the Second Player Turn, the Game-Turn is complete and a new Game-Turn begins.

2.11 First Player Turn: Each of the following Phases must be resolved in the exact order given. Any action that is out of sequence is in violation of the rules.

  • A. Command Phase: The new status of the Command is veryfied. The Phasing Player removes all "Out of Command" markers from his forces as appropriate. If an Officer is placed In Command by the Commander then any combat units of his Formation (within his Command Range) are "In Command."

  • B. Operations Phase: This phase is resolved in two segments as outlined below.

    1. Reorganization Segment: The Phasing Player may use eligible Leaders to recover units from the Disorganization/Rout status. The units, which are placed in the hex or adjacent to with the Leader, who is reorganizing them, may change their status. Leaders that reorganize combat units are not part of the "chain of command" during the immediately following Operative Segment (they may not put units In Command).
    2. Operative Command Segment: The player allocates his Command Points, placing Officers and Combat Units (within the Commander's Command Range) "In Command."
      1. The Phasing Player may attempt to place each formation that was not in the Command range, in the beginning of the turn, to an "In Command" by rolling against the formation Officer's Initiative Rating. If the die-roll is less than or equal to the Officer's Rating, the Officer and his units (within Command Range) are In Command for the remainder of the Player Turn (see "Initiative Modifier" below).
      2. Then "Out of Command" markers are placed on all forces remained not In Command.
  • B. Movement Phase:

    1. Command Movement Segment: The Phasing Player may move all of his forces that are In Command up to the limit of their Movement Allowance. Reinforcements that enter the map at this time are automatically In Command for their whole turn of entry.

3.0 Stacking

Players may Stack more than one friendly Combat unit in a hex at the end of the Movement Phase. It costs no Movement Point to stack one combat unit with another. You can move through a unit's hex at no extra cost.

EXCEPTION: Road March.

3.1 Stacking Limits

The number of Units permitted in a hex is limited:

3.11 Leader in Hex: A hex with a Leader may contain up to [2] infantry units, plus one cavalry and/or artillery units. These units need not belong to the same formation. Max [4] units (2 inf, 1 cav, 1 art).

3.12 No Leader in Hex: If no Leader is in the hex, any [2] Combat Units may stack, regardless of their size or type. They may be part of any formation, and may include artillery.

3.13 Free Stacking Units: Leaders and all other Markers do not count against the stacking limit, do not pay the stacking MP, and other units do not have to pay to stack with them.

3.14 Trains: Pontoon and baggage trains may stack as per one artillery unit. If they must be displaced more than one hex in order to fullfil the stacking limits, they are eliminated from play.

3.2 Road March: Units in Road March may not stack. Units not in Road March may move through other Friendly units not in Road March. There is no extra MP cost to move through a friendly-occupied hex.

4.0 Zones of Control

4.0 The six hexes immediately surrounding a Combat Unit are its Zone of Control.

EXCEPTION: a River hexside intervening (bridged or unbridged, the hex is not in a unit's ZOC).

All combat units exert a ZOC at all times regardless of the Phase or Player Turn, even if the hex is occupied by an enemy unit, or in an Enemy unit's ZOC (EZOC).

4.01 Pontoon and Baggage Train Units have no ZOCs.

4.02 Each ZOC hex represents a detachment of infantry/cavalry detached to harass the approaching enemy. If a Friendly Combat Unit is in an EZOC, the opposing units are equally and mutually affected by the other's ZOC. The presence of a Friendly unit in an EZOC does not negate the EZOC effect.

4.1 Engagement

Entering an EZOC is termed "Engagement."

4.11 Combat Units may freely enter EZOCs but may not continue moving until:

  1. they Retreat Before or After Combat,
  2. the enemy retreats or is eliminated.

4.12 Leaders [and Trains] may not enter EZOCs voluntarily unless a Friendly Combat Unit also occupies the hex.

4.2 ZOCs in the Combat Phase

4.21 Engaged Units Must Attack: During the Combat Phase every Phasing Combat Unit that is in an enemy ZOC must attack. Every enemy Combat Unit that is in a Phasing Combat Unit's ZOC must be attacked.

EXCEPTION: Attacking or Defending Cavalry may retreat before combat, as long as they are not in the ZOC of an enemy cavalry unit.

4.32 Retreat and Advance into ZOCs: upon a Combat result of "Dr" (or Dr2, Ar etc.) Combat Units must retreat out of an enemy ZOC. However, they may never retreat into another EZOC (even if there is a Friendly unit occupying the hex). They are ROUTED if no hex free of EZOCs is available for their retreat. Victorious Combat Units may advance into the vacated enemy hex even if they advance from one EZOC to another.

5.0 Leaders

Each Leader represents the named person as well as his accompanying staff and escort. Leaders perform some important functions:

  • They place Combat Units In Command so that they may be moved in a battle order and not individually.
  • They Reorganize disorgnaized/routed Units.
  • They facilitate the Advance After Combat of more than one victorious Combat Unit.
  • They facilitate Stacking and some Attacks.

5.1 Types of Leaders

Leaders are of two types: Commanders and Officers (some of them can be Staff Officers).

5.11 Commanders: Commanders stand at the top of the "chain of command." A Commander may reorganize or place In Command any friendly Officers and Combat Units regardless of Formation.

5.12 Command Rating: The Leader's Initiative value is also the Command Rating. Each Commander has a Command Rating which is the number of subordinate Leaders and attached units he may command in a given Command Phase.

EXAMPLE: Provera, with a Command Rating of [2], may place two Officers and two Combat Units In Command each turn.

5.13 Officers: Officers are the second link in the "chain of command." They are in charge of specific Formations (divisions or brigades). An Officer commands all Combat Units that share his Command Designation.

5.14 Cavalry Officers: Some Officers are particularly trained to lead Cavalry. They have an higher Movement allowance. They otherwise can lead also infantry and mixed Forces.

EXAMPLE: Verdier commands the French Av. Guard. All Combat Units that bear the AG designation are part of Verdier's Formation, and may be placed In Command only by him or by a Commander. No other Corps Officer may place these Combat Units In Command except by choosing the Attachment Procedure.

5.15 Officer Initiative: Each Officer has his own Initiative Rating which is used to determine if he will move if not linked to the "chain of command." If the Officer obtains a die roll equal to or less than his Initiative Rating, he is In Command (see 2.11A2).

5.16 Officers does not have a Command range. They simply put in command their units only if these units are stacked or adjacent to the Leader's counter.

NOTE: Many Leaders have (historically had) poor Initiative Ratings. So it would be more easy to move single units by Initiative than by the Leaders' one. But this is a risky option (see the Clarification above). Many French Chef-de-Brigade and Austrian Obristen/Majore gave proofs to be really even more skilled in Revolutionary Campaigns than their Commanders.

5.17 Staff Officers (Austrian Weyrother): A Staff Officer may reorganize any friendly combat units regardless of Formation. He acts also like a normal Officer if commanded to a Force.

5.18 Flexible Leaders: in Caldiero 1796 the divisional Leaders may act also as Commanders and vice versa (generally they can be Staff Officers too). The Scenario Set Up states which is the Chain of Command. When acting as Commanders they may command:

  1. only their own division as a normal Officer
  2. other Officer(s) with his (their) own Force (if the Scenario rules allow it) and
  3. any single combat unit of another formation.
  4. They can reorganize any kind of friendly unit.

In the event the Commander in Chief enters the play they must return to the subordinate status.

5.19 Unfit Commanders: If they are wounded, as Commanders, they can be replaced by a replacement Officer but lose the Commander Status.

5.20 ZOCs: A Leader may not enter an EZOC but a Leader may move and retreat after combat from EZOC to EZOC if each hex is occupied by Friendly Combat Units.

5.21 Leader Losses: After an elimination result or during a retreat after combat, a leader may be wounded or captured, if he remains alone in the attacked hex.

5.22 Leader's Elimination Check procedure: the Leader's owning Player rolls a dice, if he gets a 5 or a 6 the leader (and his escort) is recognized and engaged by the Enemy. On a 1-4 the leader may retreat. With 5 and 6 results a second check is needed: if the result is 1-2 the Leader escapes the capture; if the result is 3 or 4 the Leader is wounded and removed from play, reaching the next HQ, for TWO complete turns; if the result is 5 or 6 the Leader is captured and removed from Play (in the hands of the Enemy Player).

5.24 Commanders in Chief: In Caldiero 1796 there two Commanders in Chief. The Austrian FZM Alvinczy who enters as a reinforcement and acts as the Supreme Commander and the French Bonaparte, who is part of the game only under particular conditions.

5.25 Eliminating Commanders in Chief: if CiC (Bonaparte or Alvinczy) are wounded/captured/eliminated the Play immediately stops and the CiC eliminated loses the match.

5.26 Advance after combat: Leaders stacked with friendly combat units can always engage and advance with their stack. (see also Flaggers) except in the snowstorm turns.

5.27 Leaders and Retreat after combat: (see 5.21).

5.28 Attachment procedure: units which end their movement in stack or adjacent to a different Leader from their own commander may be ATTACHED to new Leader if:

  • (a) the new Leader will be In Command (of a Superior Officer) in the next Command Phase.
  • (b) the new Leader is the Chief Commander or the direct Superior Commander of the unit involved in the procedure.

If the conditions are met the unit will change its Chain of Command.

6.0 Flag Bearers

During the French Revolutionary Wars period troops tended to perform well under good officers and badly under poor officers. In 1796, the French Demi-brigades fought well if placed under their own Officers (former Chef-de-Brigade or Colonels). When placed under other Officers they performed in very bad ways, often routing in the Field. By the Austrians things went in a different way, as troops performed well under Officers of the same Nationality (speaking their language). This was particularly true for Croats (Frontier Battalions) whenever existed Croat Officers present in the Battlefield.

6.1 Flag-bearers Leaders ("Flaggers")

6.11 Revolutionary "Elan":

Comment: One of the French secrets to master Revolutionary Campaigns surely was the "Morale" given by Revolutionary motivations. This self-confident "elan" gradually transformed poor trained and equipped men in tough Veterans.

So in the game the French Player has the opportunity of attacking with high motivated troops providing them the "correct" Leadership. Austrians preferred instead to keep the solid 18th Century Combat Patterns (Line formations) also if some reported actions told about similar "heroic" assaults (i.e. see the Major Siegenfeld attack at Caldiero). For the reasons stated above only the French Player may utilize the following Special Rules.

6.12 "Flaggers" Leaders: some French Leaders have the skill to uprise Morale of their own Soldiers (i.ex. part of the half-brigade in which an Officer mastered the Art of Command). Some counters bring (upwards) the number of the units which can be "flagged" (to flag here means to get the Flag in the hand and lead the attacker's column against the Enemy). These Leaders cannot "flag" combined forces (only the own troops listed):

  • Bonaparte: Contrarily to the most reasonable expectations the little Caporal didn't yet have the personality to stir up soldiers (someone told that nobody followed him on the Arcole's Bridge while "flagging" as shown in a traditional picture). So the CiC is not a "Flagger" here.
  • Massena: not a man so brave in November 1796.
  • Augereau: an other brave of the bridges! He may flag the 5th Light Demi Brigade.
  • Lannes: probably the bravest. He may flag two Line Infantry Demi Brigades 4th and 51th. This caused him a lot of damage.
  • Gardanne: yet young Commander, may flag 32 th Line Infantry Demi Brigade.
  • Robert: not so lucky, may flag the 75 th Line Infantry Demi Brigade.
  • Ménard: may flag the 18th Line Infantry Demi Brigade.
  • Launay or Delaunay: noble and brave is the "flagger" of the 18th Light Infantry Demi Brigade.

16.33 Effects of "Flagging": if the designed Officer is stacked with the attacking Force and if in the Force there are the proper units, the French player may declare the "flagging" attack, putting the marker on the stack.

16.34 A unit cannot be "flagged" for more than two consecutive Combat Phases. On the third turn it must return to normal combat. No more than three [3] "flagging" attack can be declared by the French Player in the game (so 3 markers only are provided).

16.35 A "Flagger" attack:

  • (a) Causes the shift of the Die Roll Results Column by 2 columns in favor of the Player who owns the "Flagger". After the attack all attacker units become Disorganized.
  • (b) Increases Attacker's Initiative by one in the Shock Combat Table.
  • (c) Can move and advance the whole stack when advancing after a good combat.
  • (d) Increases the possibility of the Leader engagement in combat (see Leader casualties) after a retreat.

16.36 Flagging Combat Results: After the attack all attacker units become Disorganized. In the case of an unfavorable result of this heroic attack (Ae, Ar) the Leader must check a Die Roll: with 6 he is considered lost in Combat and eliminated; with 1-2-3-4-5 he's save.

Note: the printed numbering of this section is 16.33 to 16.36 (not 6.x); it is kept as printed.

7.0 Command

Each army has a chain of command that represents how orders are passed down through the headquarters echelons. The lowest links in the chain are the individual Combat Units. The middle links in the chain are the Officers. At the top are the Commanders and the Commanders in Chief. During the Command Phase, the Phasing Player determines which of his forces are within the chain of command and which are Out of Command. Out of Command Units have to check for Initiative before they can move, and cannot Advance After Combat.

7.00 Historical Note. Since the recent past Wars, Army Commanders tended to create Command-Forces based on tactical tasks they wanted to develop in battle. Generally, but not always, good Officers got the better troops. Austrians grouped these Command-Forces under the name of Feldbrigaden (Field Brigades) giving the leadership to military Noblemen not always fit for strategic/tactical management (often they were German High Officers pushed up in the Ranks by the Imperial Court - Hofburg - of Vienna). When needed (illnesses, wounds and so on) they were substituted in Field by good Officers often of inferior Rank (Obristen or Colonels). This Brigades were regrouped in divisional Formations called Columns (Divisions) with a numeral identification or with a position identifier (in respect to the so called Ordre de Bataille; i.e Avant Garde Kolonne; Rechts [right] Kolonne; Haupt [Center] Kolonne a.s.o). By the Frenchmen the general organization was almost the same; the French Brigades however had numbers more similar to a Regiment (or Half Brigade - Demi Brigade - how were called). Young Bonaparte was particularly busy in the task of continually passing troops back and forth between commands, depending on the tactics chosen during and after 1796.

7.1 Command Sequence

During the friendly Command Phase, the Phasing Player uses the following procedure to determine which of his Officers (and units) are In Command.

7.11 Command Allocation: commanders have a Command rating equal to their Initiative Rating. The Command Rating is the number of subordinate Officers and individual units the Commander may place In Command. The Phasing Player allocates these to forces (Officers and individual units) within the Command Range of the Commanders.

7.12 Individual Unit In Command: Each commander may use his Command Rating to place individual units In Command. In order to be placed In Command a unit must be within the Command Range of the Commander.

7.13 Officer Initiative Checks: The Phasing Player conducts an Initiative check for each of his Officers not yet in Command: Roll the die and compare the result to the Officer's Initiative Rating. If the die is equal to or less than this rating, the Officer is In Command. Any Combat Units in his formation that are stacked or adjacent, so are In Command. If the die roll was greater than the Initiative Rating place an Out of Command marker on the Officer.

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

7.15 Combat Unit Initiative Checks: During the Individual Movement Segment Initiative checks may be performed for all Out of Command Units (except those within the command range of their Officer who has failed his Initiative die roll). If the OOC Combat Unit passes this check it may move, but it may wait for its Leader Initiative check and the Insubordination procedure (see below). Its Out of Command marker is not removed and, therefore, it may not advance after combat.

!! CLARIFICATION: A player may choose to roll against an Officer initiative or to roll for each his own (commanded) units, as individual units within the Command Radius of their Officers, whose officer previously this turn failed his Initiative check, may not roll for initiative. If the units-options is chosen and if some units move away from the Leader, i.e. to reach a battle, the Officer MUST roll against his initiative. If failed the units move, if he had success the units stay blocked and Disorganize (insubordination repression). So is very risky to roll for single units, which are in their command range!

7.16 The Sound of Guns: If within [4] hexes of any engaged units, subtract one from the Initiative Die roll. The unit that succeeds using this modifier must march by the quickest route possible to engage in the nearest battle or draw to within two hexes (if possible) of the nearest engaged enemy unit.

7.17 Command Groups (CG): Forces or Command Groups are stated in the Scenario's Rules. They can vary from Brigades to smaller Forces like simple stacks. The Scenario designates who commands a Command Group (CG).

7.2 Command Range

An Officer or Combat Unit may be placed In Command by a Commander within Command Range. Command Ranges varies depending on whether it is traced by an Officer or a Commander. An Officer is in command if within the Command Range of a Friendly Commander whom Command Capacity is not exceeded. A unit is in command if it is within the #-hex "Command Range" of a Commander whose Command Capacity is not exceeded, or if it is adjacent or stacked with its own Officer, who is also in command.

7.21 Road March Command Range: Units of a single formation in a Road March column are considered In Command if:

  • A. in Road March and
  • B. within [1] hex of another unit of its formation, on a connected road or trail, that is itself already in command.

7.22 Command Range Restrictions: The range in hexes is counted exclusive of the Commander's hex into the hex occupied by the Officer or Combat Unit being commanded. When counting ranges all hexes count as "one" regardless of terrain.

Otherwise Command Range may not be traced into or through:

  1. an Enemy controlled hex which is unoccupied by Friendly Combat Units,
  2. Enemy occupied hexes or
  3. terrain prohibited to cavalry (such as an unbridged River Hexside).

Command Range may not originate or terminate in terrain prohibited to cavalry.

7.23 Tracing Command Along Roads: When counting radius, all hexes except roads count as one. Commanders and Officers alike count one-half per road hex when tracing command radius.

7.3 Out of Command

If an Officer or Combat Unit is Out of Command at the end of a Friendly Command Phase, it remains so until the next Friendly Command Phase, also if during the Individual Unit Movement Segment some Out of Command units may operate by Initiative. An Officer or Combat Unit In Command at the end of the Friendly Command Phase is In Command until the next Command Segment.

7.31 Out of Command Effects on Movement: Combat Units that are Out of Command may spend their full Movement Allowance during the Individual Movement Segment, only if they pass an individual Initiative check.

7.32 Out of Command Effects on Combat: Combat Units that are Out of Command may not Advance After Combat. Combat Units do not have to be In Command in order to attack. (Any unit in an enemy ZOC at the start of the Combat Phase must attack.)

7.4 Reinforcements and Road March

7.41 Reinforcements: A Reinforcement Force may only be placed under a March Order (move along roads only) on the turn of its map entry, though its arrival may be delayed indefinitely by the Player. The number of reinforcement units or reinforcement formations that may be placed under a March Order on any given turn is limited only by the forces arriving on that turn.

7.42 Road March: Any one on-map force may be placed under a March Order during the movement segment, being in Command as per 7.21.

8.0 Movement

During the Movement Phase, the Phasing Player may move all, some, or none of his Units, Trains and Leaders up to their full Movement Allowance in any direction, subject to their Command status, Initiative, terrain restrictions, and the presence of Enemy units and EZOCs. A unit must be In Command, or must pass an Initiative check, to be able to move.

8.1 Movement Procedure

The Phasing Player may move units individually or as a stack (EXCEPTION: see Road March). Whether moving individually or by stack, the move must be completed prior to moving the next individual unit or stack. Units may only move from hex to contiguous hex paying MPs for each hex along the way.

8.11 Terrain and Movement: Each hex costs a number of Movement Points. This number of Movement Points varies depending on the terrain in the hex and on the hexside crossed to enter the hex.

8.12 Movement Point Costs: (See the Terrain Effects Chart). The MP costs are deducted from the Movement Allowance of the unit as it moves from hex to hex. All Movement Point costs are cumulative. When the unit has insufficient Movement Points left to pay the cost of the next hex, that unit must cease moving.

8.13 Cavalry Costs: For purposes of computing movement point costs all Artillery, Horse Artillery, Trains, Leaders, Cavalry and Vedettes pay the cavalry costs for all terrain types.

8.14 Movement Restrictions:

  • A. A unit may never expend more Movement Points than its Movement Allowance in a single Movement Phase.

    EXCEPTION: If the cost of terrain in the hex and hexside exceeds the printed Movement Allowance of the unit, the unit may move one hex per turn.

  • B. Unused Movement Points may not be saved up from turn to turn. When a unit ceases movement, all unused Movement Points are forfeit. Movement Points may not be given or loaned to other units that have not yet moved.

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

  • D. A maximum of [4] Combat Units may end a Movement Phase stacked in a single hex, if a Leader is present (see Stacks).

  • E. A Combat Unit must stop the moment it enters an EZOC.

  • F. A Unit cannot enter a hex occupied by an opposing combat unit.

    EXCEPTION: Cavalry Charge.

    A train may enter an enemy ZOC only if the hex is also occupied by a Friendly Combat Unit. A Leader (but not a unit) may move from enemy ZOC to enemy ZOC if each of these hexes are occupied by Friendly Combat Units.

  • G. Units must be In Command, or under a March Order), or pass an Initiative check to be able to move.

8.2 Road March

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

8.21 Road March Procedure: All units (including Trains) may use Road March. As the Phasing Player begins to move a unit on the road, he declares that it will use the road advantage. Such a unit remain in "In Road March" until declared otherwise.

The player may declare the unit in Road March at any point in the unit's movement, but does not pay Road March movement rates until it is declared. Each hex from Road to contiguous Road (not track) costs one-half (1/2) Movement Point in Road March, and there is no extra cost for bridges (a cavalry unit with 6 Movement Points could move a maximum of 12 hexes along a road). A unit in Road March needs not to remain on road hexes, but is in Road March only until it is on a road.

8.22 Restrictions: The restrictions (A-J below) apply to combat units and trains. A unit which has just moved in Road March:

  • A. May not make a regular attack nor bombard during the Combat Phase.
  • B. May not stack or move as part of a stack.
  • C. May not move through a hex containing other units in Road March.
  • D. May not enter a hex connected by road to an adjacent Friendly unit which is in Road March.
  • E. May end the Movement Phase adjacent to Friendly units which are not in Road March.
  • F. May move through units that are not in Road March; however, the latter may not move through a unit in Road March.
  • G. Is In Command if within two hexes of another unit of its formation that is already In Command (see 7.21).

9.0 Trains & Pontoons

9.1 Train Units

There are two kind of Train units: Pontoon and Baggage Trains. Pontoon Trains have the unique ability to build Bridges - Baggage Trains are important for Supply. Baggage and Pontoon Trains may not stack. For movement purposes (but not for stacking) Artillery are considered trains for Movement Purposes. Train Units have restrictions on their movement.

9.11 Movement: Pontoon and Baggage trains have the Movement Allowance of their crew (other side). Train units pay cavalry costs for movement. They may use Road March like any other unit. During Snowstorm turns, their Movement Costs are doubled for all types of terrain.

9.12 Restricted Terrain: Trains may not enter Slope hexes or cross streams except via roads and trails.

9.13 Trains and EZOCs: Trains may not enter an enemy ZOC even if the hex is occupied by a Friendly Combat Unit.

9.14 Combat Restrictions: Trains do have a Combat Strength on the verso side and can defend (not attack). They may not make a retreat before combat.

9.15 Eliminated Trains: If a Train is placed in an EZOC it is immediately abandoned and the counter is flipped on the crew side. Pontoons and Baggage Trains are automatically captured if their crews are beaten in combat (treat Dr results as De), but at the same time they (baggages only) can assist the supply status of the adjacent enemy unit. Destroyed Pontoons are removed from play. Ten [10] Victory Point are awarded to the side that captures or destroys a Pontoon/Baggage Train.

9.16 Trains and Displacement: Trains may not be displaced to make way for retreating friendly units. If the train unit's hex is the only one available for displacement the retreating units can move in the hex, but the train is destroyed and goes out of play. The choice to retreat or not is an owning player decision.

9.17 Initiative of Trains: Trains move automatically without requiring command, nor do they have to roll for Initiative. Their Movement Allowance is 3 (three MPs).

9.2 Pontoon Bridges

In Caldiero 1796 there no use of Pontoons. The counter is there only to count against victory conditions.

10.0 Combats

All Combat between opposing units occurs during the Combat segments. Only adjacent Combat Units may be attacked (Exc.: bombardment). The attacker conducts a series of Attacks in the order he desires. Attacks are resolved one at a time, and their results fully applied before proceeding with the next attack.

10.1 Combat Sequence

Each Combat is resolved in a series of steps which must be played through in their exact order. The Phasing Player is referred to as the Attacker, the non-Phasing Player is the Defender.

  1. Reveal Hidden Forces: Both the attacker and defender reveal their Hidden Forces which are in enemy ZOC.
  2. Retreat Before Combat: If the defending stack is composed entirely of cavalry, the defender may make a Retreat Before Combat with all of his cavalry in the hex. The attacker also may have all of his cavalry make a Retreat Before Combat. If stacked with other combat units, they may not Retreat Before Combat.
  3. Bombardment: the Player executes the Artillery Bombardment Procedure (only 6" and 12" guns and in fair weather may bombard at two hexes range) using the Bombardment Table.
  4. Charge (optional): the Player executes the Charge Procedure using the Charges Table.
  5. Define Attack: Define which units will attack which defenders and what kind of engagement it will be. All enemy units that project a ZOC into the attacker Force hex MUST be attacked and ALL Friendly units in an enemy ZOC MUST attack.
  6. Odds: Determine the odds including effects of Terrain.
  7. Results: Roll the die and apply the results)

After all attacks are resolved, all stacks that are not in EZOCs once again can be hidden. This ends the Combat Phase.

NOTE: there are two CRT Tables for resolve combats. The first one is a classic CRT Table to be used in regular battle order and only in Fair weather; the second is a shock table which is to be used in Snowstorm weather turns and when triggered by a Sh result on other CRTs. This reflects the great chaos of the Revolutionary battles which were fought in good order only for limited times, becoming bloody and confused clash s if the battle lasted too much time or if the weather was very bad, transforming lines in masses of disordered skirmishers.

10.2 Defining Combats

The Phasing Player must define all his attacks before resolving them.

10.21 All Engaged Units Must Attack: The attacker may define his attacks freely - provided all enemy units in his ZOCs are attacked, and all of his engaged Combat Units attack. All of the defending Combat Units in a stack must be attacked as a single combined combat strength. They may not be attacked separately. All attacking Combat Units in a single stack must attack as one combined Combat strength.

NOTE: Phasing Cavalry that retreats before combat does not count as attacking that unit.

10.22 Adjacent units not in ZOCs: Adjacent units that are not in a Zone of Control (because of River) may be attacked, except across an unbridged River hexside. However, all of the enemy units that exert a ZOC into the attacking unit's hex must be attacked in the same Combat Phase by this unit or some other unit.

10.23 Multi-Hex Attack: An attacking stack may attack up to six adjacent stacks (assuming it is surrounded). 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 enemy stacks as one attack (and the defender may choose the one applicable terrain modifier that is most beneficial to him).

10.3 Determining Combat Odds

To resolve each attack the attacking Player divides the total Combat Strength of his Combat Units by the total Combat Strength of the defending stack. This is expressed as an odds ratio.

EXAMPLE: 14 Attacking Strength Points divided by 6 defending Strength Points reduces to two and one-third to one (2.33:1). The remaining fraction is rounded off in the favor of the defender, to two-to-one (2:1). 15 SPs attacking 10 would be resolved at 1.5:1 odds.

Having calculated the combat odds ratio, the attacking player locates the appropriate column on the Combat Results Table and rolls the die. Cross referencing the die roll with the odds column gives the Combat Result, which is applied immediately (before another combat may be resolved).

NOTE: The combat odds column may be modified by terrain and other factors.

10.31 Terrain Effects on Combat: The terrain in the defending force's hex, or the hexside separating the defending force from the attacker, may affect their respective Combat Strengths.

  • A. Towns: Defending Combat Units have their Combat Strengths increased by 50 % (rounding up the number). Change "Dr" results to "Shock".

  • B. Slopes, Streams & Stream Bridges: If all of the attacking stacks are attacking across Streams, and/or uphill across Slope hexsides, the defending force has its combat strength increased by 50 %. A defender only gets the slope benefit if attacked exclusively across the slope hexside (see Terrain Effects Chart).

  • C. Woods hexes: Cavalry attacking or defending in a woods hex has its combat value halved. For units defending in Woods, change "Dr*" results to "Shock".

    Note: Artillery light Shock Value is always "1" even if many Austrian light artillery units have a "0". In Caldiero 1796 there are no woods.

  • D. Bridges: If all Combat Units are attacking across a bridged river hexside, the defender is doubled. In Caldiero 1796 there are no bridges.

  • F. Marshes. All units in Marsh hexes attack and defend halved. No Combined Armies attacks are allowed.

  • G. Fortresses: Fortresses are fortified Towns, Castles, Farms, Road Towers, Redoubts and Entrenchments. Many are easily identified on map. The Scenario instructions list all Fortress-hexes in play.

    Fortified Towns, Road Towers and Castles: maximum combat odd allowed is 2:1 - no Combined Arms odds shift. All Dr and Dr2 results are ignored. Sh results are treated as No Effect (NE).

    Farms, Redoubts and Entrenchments: Defender doubled. Combined Arms not allowed into Redoubt Hex.

10.32 Weather Effects on Combat: During Thunder/Snowstorm Game Turns, Change Ar results to "Shock". Thunder/Snowstorm and Rain does not allow all Advances After Combat.

10.33 "Flagger" Leaders: Some Leaders had the capacity to upraise Morale of their own Units. This gives a Bonus for that typical Attack Combat shifting the Die Roll Results Column by 2 in favor of the Player who owns the "Flagger". After the attack all attacker units become Disorganized.

10.4 Applying Combat Results

Combat Results are applied as follows:

  • Ae (De): All attacking (defending) Combat Units are eliminated.
  • Ar (Ar2): All attacking Combat Units must retreat 1 (2) hexes.
  • Ar*: During Snowstorm, or if attacking through Slope or into Woods or Town hex, treat as Shock Result.
  • Dr (Dr2): All Defending Units must retreat 1 (2) hexes.
  • Sh (Shocked): the unit is affected by heavy losses and flip its side.
  • Dis: The unit checks well or become disorganized in the hex.
  • RT: Routed the units rout without checks and retreat 3 hexes.
  • Dem: demoralization due to heavy losses causes the flip over of the counter side and a Disorganized status (additional).
  • NE = No Effects.

10.41 Retreat After Combat: On a Result of "Retreat," the owning Player must move his units 1 or 2 hexes (as specified by the result) from the hex they occupied at the moment of combat. A retreating Combat Unit may not cross a prohibited hexside, enter an enemy ZOC, enter hexes occupied by enemy Combat Units, or exceed stacking limits. A leader that is stacked with Combat Units that are forced to retreat must roll for capture.

10.42 Units Unable to fully Retreat: Units which are forced to retreat off the map are eliminated. If a Combat Unit can retreat only part of the way because of a prohibited hexside, EZOC and/or enemy Combat Units, it is eliminated.

10.43 Displacement: If the only path available to a retreating force would cause it to exceed the stacking limits for the hex, then one or more Combat Units (not trains) in the hex must be displaced to make room for it. Displaced Combat Units retreat one hex, observing all restrictions governing retreat after combat. However, if the Combat Units to be Displaced cannot themselves retreat, the originally retreated force is eliminated instead.

10.44 Advance After Combat: Whenever an enemy stack is eliminated or forced to retreat after combat, one or more friendly units that participated in the combat - whether as attacker or defender - may advance and occupy the vacated hex.

  • A. One (1) infantry or cavalry Unit in a given attack may advance if no leader is present, (or he doesn't advance).
  • B. All Combat Units in a hex may advance if a "Flagger" leader is in the stack and advances along with them (this also if it was not a "Flagger"s attack. The presence of the appropriate Leader and unit is sufficient to advance with the whole stack).

EXCEPTIONS: No Demoralized or Out of Command units may advance after Combat. During Snowstorm no units may advance. Artillery may never advance after combat.

10.45 A unit may never be attacked, or attack again, after it has Advanced After Combat (even if it advances into an EZOC that has yet to have its Combat resolved).

10.46 Disorganization or Disorder: Disorder is a kind of chaotic retreat common also to well-trained troops (dog-tired veterans too). When the CRTs indicates a DIS result the unit(s) called to check for Disorder rolls a Die and subtracts the eventual Leader Initiative Value (if one is stacked or adjacent). With results of 0/less - 1, 2 and 3 the Unit retains control and remain in place, with 4 - 5 or 6 the Unit retreats in Disorder by another hex and is consequently marked.

10.46.1 Units in Disorder Mode: Units in Disorder Mode retreat [1] more hex toward roads/track leading to their Supply Sources. During the reorganization segments the units:

  • (a) automatically recover the good order status if reached and in stack with they last Officer or Commander;
  • (b) may try another Disorder check (if failed they retreat another hex with the same procedure as above).

If this wandering across the map arrives at a distance of 5 or more hexes from their own Leader, the unit demoralizes and the counter is turned on its weak side.

10.47 Rout: when the CRT calls out the Rout results the unit(s) directly enter in Rout mode without any check.

10.47.1 Units in Rout Mode fall in great confusion and retreat by [3] hexes. The subsequent phase are similar to those of the Disordered units, but they retreat always [3] hexes away.

During the reorganization segments the units:

  • (a) automatically recover the Disorganized status if reached and in stack with they last Officer or Commander;
  • (b) may try another Disorder check (if failed they retreat other 3 hexes with the same procedure as above).

If this wandering across the map arrives at a distance of 12 or more hexes from their own Leader, the unit demoralizes and the counter is turned on its weak side.

10.47.2 Routing Direction. Unlike disorder retreat which is a common retreat after combat, Rout's retreat is a scattered direction rush. The scatter's clock assume that the Supply source direction is the die result of 1; then moving clockwise each hexside will sign a die result, progressive from 2 to 6, indicating the scatter direction. There are no limits to the routing unit movements (only prohibited Terrain: in this case choose the more obvious way → i.e. the next village), no EZOCS stop, getting through Friends possible. Units which become Routed and Isolated must surrender or desert the ranks.

10.50 Shock Combat

COMMENT: The Shock Table is based on a situation where the men on both sides are able to see each others' faces. Here is where the look of fear on one side could swing the balance. Troops with high Initiative are good troops with an experienced cadre. Everyone is watching the older troops in the front ranks. These close combats occur more frequently in woods and across crests.

How to use the Shock CRT: Compare the Initiative Ratings of the two best infantry or cavalry units on either side on the Matrix below, and apply the Combat Result as above stated.

All NOT Combined Arms Combats are resolved directly on the Shock CRT.

10.6 Artillery Units

Artillery units are treated as Train units for movement purposes but not for stacking or combat. In addition to their regular attack ability against adjacent enemy units, artillery units may make bombardment attacks.

10.61 Artillery Losses: Artillery that have not attacked or bombarded, but are stacked with infantry or cavalry that have been forced to retreat, are eliminated as a result of combat, must conform to the result suffered by those friendly units stacked with them.

10.62 Adjacent Attacks: Artillery cannot use the regular Combat Results Tables when attacking adjacent enemy units. It uses always the Bombardment Table.

Artillery may combine its strength with cavalry and infantry units (Combines Arms Attacks) providing it has not fired during the Bombardment segment. When alone in an EZOC, artillery units must attack and bombard.

Artillery units attacking an adjacent hex suffer all Combat Results of their attacks and may attack as many units as they are adjacent to. Artillery units don't need a LOS to make Adjacent Attacks.

10.63 Snowstorm: During these Game-Turns, artillery units may not bombard hexes not adjacents. Artillery units attack and defend at one-half their normal strength during Storms.

10.64 Defense: Defending artillery uses its Combat Value and adds its Combat Value to the defender stack if attacked. When Artillery units are attacked they suffer all Combat Results in the same manner as other units, even when bombarded by Enemy artillery.

Note: Artillery Shock Value is always "1" even if many Austrian light artillery units have a "0".

10.65 Villages. If attacked, amd as defender, Artillery units increase their SPs by 50 % also in Villages.

10.66 Movement: Artillery, Horse Artillery like Trains, Leaders, Cavalry and Vedettes pay the cavalry costs for all terrain types.

10.67 Bombardment Segment and Procedure

Bombardment attacks are permitted for Heavy Artillery Units (only 6 pdr guns or higher calibers). The range of the bombardment is two hexes. Artillery units may bombard, if within range of a target they can see, regardless of command status, but they cannot participate in regular combat in the same turn, and combine with infantry and cavalry to take part in a Combined Arms attack.

  • (a) Designate the Bombarding Hex
  • (b) Designate the Target Hex
  • (c) Determine the Line of Sight - if blocked, bombardment is prohibited.
  • (d) Determine the Bombarding Strength (modified for range)
  • (e) Determine the Target Hex Strength (modified for Troop Density).
  • (f) Calculate the Combat Odds.
  • (g) Resolve like regular combat.
  • (h) Execute the Combat Results.

10.68 Bombarding Units: only 6 pdr, 8 pdr or 12 pdr guns/howitzer may bombard at two hexes. Austrian Btns Artillery (light) or 3 pdrs guns may not bombard.

10.68.1 Designate the Bombarding Hex:

  • A. Artillery may Bombard or it may make a Canister Attack in a given Combat Phase. It may not do both.
  • B. Any number of artillery units may bombard a single hex as long as all artillery units are within range of the target hex.
  • C. If stacked with a friendly infantry or cavalry combat unit the artillery unit may bombard a hex different from the one the other units attack. Artillery units need not attack adjacent enemy units as long as some other friendly unit does so. Artillery stacked together that bombard, may bombard different target hexes.
  • D. An Artillery unit may not bombard several enemy occupied hexes. It may not split its strength. An artillery unit may attack more than a single hex only if making an adjacent attack.
  • E. Artillery units in a Wood hex may bombard across hexside with free LOS.

10.68.2 Designate the Target Hex: The Target hex must be within two hexes of a bombarding artillery unit (one hex intervening between bombarding artillery and target) with an unblocked Line of Sight on the target.

  • A. All enemy units in a hex under bombardment are bombarded as one target. All bombardment of a hex must occur as one bombardment attack (a hex may not be subject to bombardment more than once in a combat phase).
  • B. Enemy Combat Units on the opposite side of a bridged or unbridged river hexside may be bombarded.
  • C. When an Artillery unit conducts a bombardment upon an enemy Target Unit adjacent to friendly units, the bombardment satisfies the obligation of all units in an EZOC to attack. Bombarding artillery, far more than one hex from target, are not considered "Engaged."

NOTE: These bombardments may save the Phasing Player the risk of attacking at very low odds, in that Bombardments do not incur any loss to the bombarding unit regardless of the combat result.

  • D. An enemy force may be the target of a bombardment and a regular attack during the same Combat Phase. The bombardment must be resolved and results applied prior to the regular attack.
  • E. Artillery units in a Wood hex may bombard across hexside with free LOS. They cannot bombard targets in a Wood hex.
  • F. Artillery units may never add their strength to another's hex defensive value by bombardment. It can if adjacent (Canister fire).

10.68.3 Determine the Line of Sight:

  • A. Blocking Hexes: Blocking terrain consists of Woods, Towns, Crest Hexsides, Occupied hexes (friendly or enemy), Slope Hexes and Slope Hexsides.

    EXCEPTION: Artillery bombarding from a Hilltop Hex is not blocked by the adjacent Slope. If any hex or hexside between the bombarding artillery and the target is Blocking terrain, the Line of Sight is blocked and the target may not be bombarded by that artillery unit. Artillery may not bombard a unit in a woods hex.

  • B. Blocking Hexsides: Blocking hexsides block all bombardment attacks, even if the blocking hexside forms part of the bombarding or target units' hex. The Line of Sight is blocked if:

    • a straight line between the centers of the bombarding and target hexes crosses a Crest.
  • C. 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 firing downslope through the Slope hexside - artillery units on a Slope Hex may fire through the adjacent slope hexside.

  • D. Vertical LOS. If an artillery unit on a hilltop has a straight Line of Sight to an enemy unit in a slope hex at the same height (in feet - aka the same color) it can bombard.

10.68.4 Determine the Bombarding Strength. Artillery Strenght is reduced by 1/3 (rounding up the fractions) if bombarding at two hex range. Artillery with Combat values of 1 or 2 may NOT bombard at two hexes range.

10.68.5 Determine the Target Hex Strength. Target Hex Strength provides a bombardment die roll modifier (see Bombardment table). If the Target hex contains 1 to 2 SPs of all types, the die roll for Bombardment (only) is reduced by ONE. If the Target hex contains 4 or more SPs of all types, the die roll for Bombardment (only) is added by ONE.

10.68.6 Calculate the Odds: they are calculated in the same manner as described under combats except the terrain effects, as follows:

  • A. Towns: defending units have their Combat Values increased by 50 % (no Shock results).
  • B. Slopes, Rivers, Bridges, Stream / Stream Bridges = no effect;
  • C. Woods hexes: may not be bombarded into.
  • D. Crests: block LOS except if adjacent to artillery bombarding;

10.68.7 Resolve on the Bombardment Table: Bombardment Attacks may result in 1,2 or 3 units eliminated from the target hex or a Dr (all Dr result must be checked for Disorder/Rout).

10.68.8 Execute the Combat Results: Combat Results are applied in the same way as explained in Combats. There is no De result. One, two or three units in the target stack must be eliminated (their selection must consider first other artillery units in fixed position, then infantry units and the cavalry. In doubt select losses randomly (with the dice). Ar result can be executed if desired.

11.0 Reorganization

Reorganization allows combat units that have been battered in combat to return to play. Officers can reorganize units of their own Formation. Coammanders and Staff Officers can reorganized any unit.

11.1 Disorganized Units

Leaders are charged of Rallying units and of their reorganization in the battlefield during the Reorganization Phase.

11.11 Disorganization or Disorder: Disorder is a kind of chaotic retreat common also to well-trained troops (dog-tired veterans too). When the CRTs indicates a DIS result the unit(s) called to check for Disorder rolls a Die and subtracts the eventual Leader Initiative Value (if one is stacked or adjacent). With results of 0/less - 1, 2 and 3 the Unit retains control and remains in place, with 4 - 5 or 6 the Unit retreats in Disorder by another hex and is consequently marked.

11.12 Units in Disorder Mode: Units in Disorder Mode retreat [1] more hex toward roads/track leading to their Supply Sources. During the reorganization segments the units:

  • (a) automatically recover the good order status if reached and in stack with they last Officer or Commander;
  • (b) may try another Disorder check (if failed they retreat another hex with the same procedure as above).

If this wandering across the map arrives at a distance of 5 or more hexes from their own Leader, the unit demoralizes and the counter is turned on its weak side.

11.2 Rout

11.21 Rout: when the CRT calls out the Rout results the unit(s) directly enter in Rout mode without any check.

11.22 Units in Rout Mode fall in great confusion and retreat by [3] hexes. The subsequent phase are similar to those of the Disordered units, but they retreat always [3] hexes away.

During the reorganization segments the units:

  • (a) automatically recover the Disorganized status if reached and in stack with they last Officer or Commander;
  • (b) may try another Disorder check (if failed they retreat other 3 hexes with the same procedure as above).

If this wandering across the map arrives at a distance of 12 or more hexes from their own Leader, the unit demoralizes and the counter is turned on its weak side.

11.23 Routing Direction: Unlike disorder retreat which is a common retreat after combat, Rout's retreat is a scattered direction rush. The scatter's clock assume that the Supply source direction is the die result of 1; then moving clockwise each hexside will sign a die result, progressive from 2 to 6, indicating the scatter direction. There are no limits to the routing unit movements (only prohibited Terrain: in this case choose the more obvious way → i.e. the next village), no EZOCS stop, getting through Friends possible. Units which become Routed and Isolated must surrender or desert the ranks.

11.3 Demoralization

Units can become demoralized if they Disorder or Rout (or directly) as combat result. Demoralized units may not Advance After Combat and operate flipped on their weak side.

11.31 Rallying From Demoralization: having no replacements available, in Caldiero 1796, is not possible to recover from Demralization. Demoralized units are flipped on their weak side.

11.32 Unit single-sided. Small units have only one side and cannot demoralize. If demoralized they are eliminated from play.

11.33 Demoralization Effects:

  • a-- Road March: Demoralized Combat Units may Road March normally.
  • b-- Advance After Combat: Demoralized Combat Units may not Advance after Combat.

12.0 Supply

Comment: the 1796-97 Fields of Battles were mostly in the territory of the Serenissima Dogal Republic of Venice which granted free passage and supplies to Austrians and French. This was a matter treated by Wien and Paris as a Res Nullius (empty things) land affair (in other terms Venetians were forced to do so because of their poor military apparatus). While Venice was claiming her Neutrality, French and Austrian treated the lands like military occupations of an enemy soil.

12.1 Supply Source Hexes

12.11 Baggage Trains. Austrian Columns or Divisions have their own baggage train. Baggage Trains belong to specific formations as shown by their Command Designation. A Baggage Train serves to extend a unit's supply line. Each Baggage Train can provide supply to all units in its Corps surrounding it (adjacent) or in stack. A unit may only trace to the Baggage Train of its own Corps.

12.12 Supply Sources. Each side has Supply Sources hexes which are indicated on the map by the Supply symbol (a white-red circle) in the areas of Verona/French (letter A) and Montebello [Vicenza] for Austria (letter B).

12.13 Tracing Supply. a Line of connected hexes from a Combat Unit to a Baggage Train or a Supply source hex, along any terrain, roads or track hexes traced to a printed supply source is the Line of Army Supplies.

12.14 a Supply Line cannot be traced through enemy ZOCs also if these are controlled also by friendly units. A Supply Line cannot be traced through terrain wich is impassable for Trains.

12.2 Isolated Units

12.21 Combat Units that are Out of Supply (Isolated) suffer the effects of Demoralization. The out-of-supply Combat Unit(s) receive an Isolation Marker, but may rally from Demoralization during the Reaorganization Phase if their Supply Line is re-established. They cannot:

  • a - move
  • b - attack
  • c - can only defend on the Demoralized side.

12.22 Demoralized Units already Out of Supply (Isolated): Demoralized units that are already out of supply (or vice-versa) suffer a two-column shift of Combat Odds against them on the CRT. They cannot:

  • a - move
  • b - attack
  • c - can only defend on the Demoralized side
  • d -- suffer a two-column shift of Combat Odds against them on the CRT.

13.0 Reinforcements

Reinforcements enter play on the turn specified on the Initial Set Up and Reinforcement Schedule, in Road march. Reinforcements always enter during the Friendly Command Movement Segment of the indicated Game-Turn (unless delayed).

15.1 How Reinforcements Enter the Map

Reinforcements may move (In Command) and engage freely on their turn of entry. Reinforcements may be placed under a "Road March" status on the turn of entry at the Player's discretion.

15.11 Stacking: When more than one Combat Unit is scheduled to arrive at the same entry hex in the same turn, they may arrive stacked as long as they do not violate the stacking limits.

15.12 Additional Stacks: Reinforcements pay the Movement Point cost for the first hex entered on the map. If that hex has a road leading off the map the Force pays the road cost for the hex entered. Each subsequent stack to enter at the same hex that turn pays one more Movement Point.

EXAMPLE: The second stack to enter will pay one extra Movement Point; the third stack enters at two additional Movement Points. Those without sufficient MPs to enter (excess stacks) may enter on the following turn.

15.13 Road March: Reinforcements may enter the map using Road March (unstacked). In this case the first unit pays only the road value of the first hex, and each subsequent unit to enter pays one additional MP.

15.2 Changing Reinforcement Entry

15.21 Blocked Entry Hexes: If the entry hex is occupied by an enemy combat unit, or EZOC, the Reinforcement may instead enter along that map-edge in the nearest hex to the entry hex clear of enemy units and EZOC on either side.

15.22 Delayed Entry: Players may voluntarily delay the entry of Reinforcements indefinitely. 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). No one portion of a Reinforcement force may be delayed. Either all the units scheduled to arrive at that hex are brought onto the map, or none.

15.3 Bonaparte Intervention

The intervention of the French CiC may be delayed or even deleted, if the French player decides. If Bonaparte will take the army command the French player suffer a -15 penalty upon his ending Victory Points total.

14.0 Special Rules

14.1 Cavalry Retreat Before Combat

Attacking or Defending Cavalry (plus any accompanying leaders, Horse artillery stacked with cavalry) may elect to retreat one hex out of an EZOC prior to combat. During this retreat units may not enter an EZOC. The enemy units may not advance into the hex vacated by cavalry retreating before combat. A unit can take only one retreat before combat per turn.

NOTE: Cavalry may not retreat before combat if stacked with infantry or other non-retreating Cavalry, or if they are surrounded.

14.12 Supply and Morale: Supply and Morale do not affect a cavalry unit's ability to retreat before combat.

14.13 Leaders: Leaders retreating before combat do not roll for capture.

14.2 Cavalry harassing Charges (optional)

Much of the French Cavalry in 1796 and 1797 was composed of chasseurs and dragoons, not all so skilled to perform a controlled Charge. Otherwise Austrian Cavalry was better and often performed quick light Cavalry charges more similar to raids than to a classical Napoleonic Charge.

In a successful harassing Cavalry charge, the cavalry unit(s) move into the enemy-occupied hex, thereby cutting the retreat route of the overrun unit in the following Combat Phase.

14.21 Which Units May harass the Enemy: All Austrian Cavalry except Squadrons (1 PF single sided units) and only French Cavalerie and Dragoon Regiments except Squadrons (1 PF single sided units) may make charges, resolved on the Special Cavalry Charge CRT during the Cavalry Charge Segment. If a cavalry unit has moved during the previous Movement Phase, it may not charge. If a cavalry unit has not moved during the previous Movement Phase, it may now expend its full Movement Allowance in the charge.

14.22 A cavalry unit may not make charge and conventional attacks during the same Player-Turn. During the Movement Phase, a charging Cavalry unit may move through an Enemy ZOC directly into an Enemy-occupied hex it wishes to charge. (Do not count enemy units for stacking purposes.)

14.23 The Cavalry Charge CRT:

During the Charge Segment the cavalry charge combat is resolved using the Charge CRT (only). Simply subtract the Cavalry Combat Strength plus its Initiative Rating from the strength (plus their Initiative Ratings) of the units being charged - the difference resulting is the Differential found on the Cavalry Charge CRT. Cavalry Charges against a given hex may be made only during the same Player-Turn as conventional attacks on the same hex by other units.

14.24 Charge Limitations: Only one charge may be made against a given hex in one Combat Phase. Cavalry may not charge units in woods, marsch or town hexes or through river, stream, slope hexsides. They otherwise can charge in hills if they do not cross a slope/crest.

14.25 Charge MP Cost: It costs one extra MP to enter the Enemy unit's hex. This MP cost reflects the shorter range of cavalry when at charge speeds.

14.26 Units Not Allowed To Charge: Infantry and artillery may never participate in charges. Cavalry may charge other cavalry. Demoralized, Disorganized and Routed cavalry may not charge.

14.3 Cavalry Harassing Charge Results

The results of Charge are Overrun, Demoralization, Rout, Disorder, Sh (Shock) or Ar/Dr (Attacker/Defender retreat).

14.31 Overrun: In an Overrun, the cavalry unit(s) move into the enemy-occupied hex. No ZOCs extend into a hex being charged, though the charging unit's ZOC extends out into all surrounding hexes. On an Overrun result the cavalry units involved are placed in the hex with the Enemy unit being charged. The cavalry units making the charge may not add their Attack Strength to a subsequent combat.

14.31.1 Defender Overrun: The defender must check their Initiative in order to resist in the hex. Units which fail the control become Demoralized, Disorganized and stay (or are eliminated if with a single step).

Units which pass the check may retreat up to [2] hexes away also if in the charging cavalry ZOC, as Disorganized and Demoralized. Single step units are always eliminated. Leaders must check for capture. In the upcoming conventional attack during the Combat Phase, the retreat route of the unit being overrun is cut off.

14.31.2 Attacker Overrun: If the result of a subsequent combat or bombardment against the charged hex is Dr or De, all enemy units are removed from the charged hex, and the charging cavalry unit(s) remain in the hex (no advance). In addition, one of the other attacking units may advance into the hex as usual.

If the result of the subsequent combat is other than Dr, De the cavalry unit(s) must check for Initiative (Austrian Hussars have a -2 DRM in this check). If failed they are Disorganized. Then they must retreat two hexes following the inverse path of the previous Charge and remain in Disorganization status.

The samme procedure applies if no combat/bombardment occurs in the following combat segment.(

14.31.3 Opposing units may never end the Combat Phase stacked together. The subsequent attack is credited with cavalry for purposes of Combined Arms.

14.32 Cavalry Rout result: Defenders rout as per Rout rules ignoring charging cavalry ZOC for purpose of retreat. No check is made. If the hex is vacated the charging cavalry must stay there in Disorganized status. French Cavalry units and Austrian Hussars may check their Initiative in order to avoid disorder. Subsequent attacks are not credited with former charging cavalry for purposes of Combined Arms.

14.33 Cavalry Disorder results: Defenders check their Initiative. If failed they must retreat [2] hexes away ignoring the incoming cavalry ZOC and Disorganize. The hex becomes vacated.

If the hex is vacated the charging cavalry must stay there in Disorganized status. French Cavalry units and Austrian Hussars avoid Disorganization. Subsequent attacks are not credited with former charging cavalry for purposes of Combined Arms.

If the check is passed the defenders must stay in Disorganized status. In this case (only) the charging cavalry units must retreat two hexes following the inverse path of the previous Charge and check for Initiative (Austrian Hussars have a -2 DRM in this check). If failed they remain in Disorganization status. If passed they remain operative.

14.34 Cavalry charge retreat results: if Defender must retreat, the defenders retreat and free the hex ignoring charging cavalry ZOC for purpose of retreat. The charging cavalry check for Initiative and if fails remain in the hex Disorganized. If the attacker (charging) must retreat they go back two hexes following the inverse path of the previous Charge and check for Initiative (Austrian Hussars have a -2 DRM in this check). If failed they remain in Disorganization status. If passed they remain operative. The defenders check for Initiative and if fail remain in the hex Disorganized.

14.35 Cavalry Charge Shock result: the charging unit makes a second attack with the Shock CRT and results are applied, treating the Shock result in the same manner as above.

14.36 Subsequent attacks Shock Results: If the subsequent Combat against the hex charged (made by infantry or others) results in a Sh, the charging Cavalry unit is considered the leading unit. If the Result on the appropriate CRT is other than Dr or De, the Cavalry unit is eliminated.

Charts and Tables

Battle Combat Results Table

To be used with fair weather and Combined arms attacks.

Die Roll1:5+1:41:31:21:1.51:11.5:12:13:14:15:16+:1
1ArAr*NENEShShDrDr2Dr2DeDeDe
2Ar2ArAr*NENE

Attacks at greater than 6:1 are treated as 6:1; attacks at worse than 1:5 are treated as 1:5. Ar* may mean Shock. If you obtain a "Sh" (Shocked) Result, proceed on the Shock Combat Table, and apply the Combat Result.

Explanation of Combat Results (see 10.4):

  • Ae (De): All attacking (defending) Combat Units are eliminated.
  • Ar (Ar2): All attacking Combat Units must retreat 1 (2) hexes.
  • Dr (Dr2): All Defending Units must retreat 1 (2) hexes.
  • Sh (Shock): triggers the Shock CRT.
  • NE: No effects.

Combat Ratio Shifts and Die Roll Modifiers

  • "Flagger" Officer: If a Flagger Leader is stacked with an attacking or defending force the odds column for the ensuing combat is shifted two columns in his favor. After the combat all attacking units become Disorganized.
  • Combined Arms: bombarding artillery (from 2 hexes) can add its strenght to a COMBINED ATTACK providing it had not fired in the Bombardment phase.

Cavalry Charges Table

Charging units Disorganized after advances.

Differential (Attacker-Defender):

Die Roll-2-101234567+
1ArArShShShDrDisDisDisRT
2ArShShShDrDisDisDisRT
  • Differential = strength plus initiative of Att - Def.
  • OV = Overrun; Ar = Attacker retreat; Dis = Disorder; RT = Rout; Dr = Defender retreat; Dem = Def. Demoralized (flipped); Sh = -->
  • Differential better than 7 is treated as 7; worse than -2 as -2.
  • Austrian Hussars have a -2 DRM in Disorder check.

Shock Combat Table

Utilize when triggered by Battle CRT, Charge or in Snowstorms.

Highest Initiative: Attacker 1 / 2 / 3 / 4+ (rows: Defender 1 to 4)

Defender \ Attacker1234+
1Dis/DisRT/DisDem/DisDem/NE
2Dis/RTDis/DisRT/DisDem/Dis
3Dis/DemDis/RTDis/DisRT/Dis
4NE/DemDis/DemDis/RTDis/Dis

Results: defender/attacker.

MODIFIER: Increase Attacker's Initiative by one if:

  • 1-- combat was resolved at 3:1 odds or more on Battle CRT.
  • 2-- a Flagger Leader leads the attack.
  • 3-- Heavy cavalry charging.
  • 4 - Is a Combined Arms Attack (also in Snowstorms).

Bombardment Table

Bombardment Strength : Target Strength

Die Roll3:12:11:11:21:31:4
1DISDr••••
21RDISDr•••
31R1RDISDr••
42R1R1R

KEY: 1E, 2E = number of target units Routed. • = no effect. DEM* = demoralized + check for Disorder.

Printed note under the table: Artillery Strenght is reduced by 1/3 (rounding up the fractions) if bombarding at two hex range. Artillery with Combat values of 1 or 2 may NOT bombard at two hexes range. If the Target hex contains 3 or 4 SPs (or minus) of all types, the die roll for Bombardment (only) is reduced by ONE. If the Target hex contains 7 or 8 (more) SPs of all types, the die roll for Bombardment (only) is added by ONE.

Editor's note: the printed table note (3 or 4 SPs reduces; 7 or 8 SPs increases) does not match the 10.68.5 rule text as printed (1 to 2 SPs reduces; 4 or more increases). Both are transcribed as printed; the discrepancy is in the source and was not resolved.

LCT (Leaders Casualty Tables)

First Die Roll:

  • 1-2-3-4: Leader Escapes (only 1-2-3 in case of Flagging)
  • 5-6: Leader Engaged

Second Die Roll:

  • 1-2: Leader Escapes
  • 3-4: Leader Wounded (Out for x 2 turns)
  • 5-6: Leader Captured (give to Enemy)

Terrain Effects Chart

The basic cost to enter a Hex is one Movement Point (MP). The actual cost to enter a given Hex may be more or less, depending upon the terrain in the Hex, on the Hexside being crossed, and the unit type. For units in Road March the cost of connected Road hexes is one-half Movement Point.

Defending units may have their strength doubled, increased by 50% or halved, depending on the character of the terrain. Attacking units may have their strength halved, depending on the terrain of the Hex under attack or of the Hexside through which they are attacking - when halving strengths, round fractions up.

Terrain TypeMPs to Enter or CrossEffect on Combat
Clear Hex1 MPNo Effect **
Hill (Slope) HexNo additional MPs to enter. Trains may enter Hill Hexes only via Roads or TrailsNo Effect.
Slope Hexside †1 additional MP to cross moving up hill.Defender's strength increased by 50% when attacked exclusively through Slope Hexsides (upwards).
Marsh Hex; Woods hex (none)Cavalry *: 3 MPs; Infantry: 2 MPs; Light Infantry: 1.5 MPs. * Artillery, Horse Artillery, Trains, Leaders, Cavalry pay the cavalry costs for all terrain types.Units attack/defend halved in Marsh hex. Combined Arms not allowed into Marsh Hex. Attack from/into Marsh are resolved on Shock Table
Road Hex1/2 MP if entered through road Hexside in Road March; otherwise same as TracksDepends on other terrain in Hex.
Track Hex1 MP if entered through track Hexside.Depends on other terrain in Hex.
Town Hex † (2 or more hexes)

Terrain Effects are cumulative for Movement. Combat modifiers for one side are not cumulative. Always use the one best modifier available to the defender.

  • * Defender is NOT doubled when attacked exclusively by bombarding Artillery.
  • ** Charge MP Cost: It costs one extra MP to enter the Enemy unit's hex.
  • † A darkest color shade over the hexside indicates slope. The different gradations of brown indicate only the UPHILL direction (from light to dark). If all of the attacking stacks are attacking across Streams, and/or uphill across Slope hexsides, the defending force has its combat strength increased by 50 %. A defender only gets the slope benefit if attacked exclusively across the slope hexside. Terrain blocking the LOS: Town, Woods, Slope (uphill). Slope blocks if Artillery bombards and is not on the hilltop.
  • Trains: All Trains, Leaders, and Vedettes pay cavalry costs for Woods and Marsh. Trains may not enter Slope hexes or cross rivers or streams except via roads and tracks (bridges).
  • Woods hexes: in Caldiero 1796 there are NO wood hexes. The trees are only a graphic feature.
  • Engage: The act of entering an Enemy Zone of Control - this requires an attack upon the adjacent Enemy unit. Artillery when bombarding are not considered "Engaged."

  • "Flagger" Leader: Some Leaders had the capacity to upraise Morale of their own Units by taking literally the national "Flag in the hands" and so leading the attack. This gives a Bonus for that typical Attack Combat.

  • Gather Points or GPs: hexes around which units deploy in Battle Order (infantry in center with artillery in the middle, cavalry on wings) during the initial Set-up.

  • In Command: Within the Command Range of a Commander, or of an Officer who is in turn In Command.

  • Initiative Rating: Used to determine whether or not Officers and Units may move when they are not In Command. Used also for Shock Combats and Rout determination.

  • Movement Allowance: The total of Movement Points a unit may expend during each friendly Movement Phase. Each clear terrain hex costs one Movement Point to enter.

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

  • Reorganization: To return units previously eliminated in combat back into play. Commanders and Staff Officers may Reorganize any Combat Unit.

  • Road March: In order to benefit from road (not tracks) terrain costs a unit must be in "Road March." This can be declared freely by the player, but units in Road March may not stack and have other limits on their movement.

  • Staff Officer: a particular Leader with all Officer's skills (not a Commander) but who can reorganize all own Army's Units. Staff Officers (SO) are designated by the Scenario's Rules. (here only Weyrother)

  • Supply Line: A Line of connected hexes from a Combat Unit to a Baggage Train or a Supply source hex, along any terrain, roads or track hexes to a printed supply source.

  • Train Units: Artillery, Pontoon Trains and Baggage Trains, which pay cavalry costs. Train units (only) pay double the normal terrain movement costs during Thunderstorm and Mud.

  • Unit Type: The combat arm, either infantry, cavalry, or artillery. Cavalry have separate terrain costs for some types of terrain (see Terrain Effects Chart.) Artillery units pay cavalry costs for movement purposes.

  • Woods hexes: in Caldiero 1796 there are NO wood hexes. The trees are only a graphic feature.

  • Zone of Control: (ZOC) All six hexes adjacent to a Combat Unit. A River on the hexside blocks ZOCs - units exert no ZOC across River hexsides (bridged or unbridged).

  • Individual Unit Movement Segment: The Phasing Player can 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 get a good check. A die-roll equal to or less than this rating permits the unit to move up to its full Movement Allowance. If the die roll is greater than its Initiative Rating, the unit may not move.
  • The Sound of Guns: If within [4] hexes of any engaged units, subtract one from the Initiative Die roll. The unit that succeeds using this modifier must march by the quickest route possible to engage in the nearest battle or draw to within two hexes (if possible) of the nearest engaged enemy unit.

    !! CLARIFICATION: A player may choose to roll against an Officer initiative or to roll for each his own (commanded) units, as individual units within the Command Radius of their Officers, whose officer previously this turn failed his Initiative check, may not roll for initiative. If the units-options is chosen and if some units move away from the Leader, i.e. to reach a battle, the Officer MUST roll against his initiative. If failed the units move, if he had success the units stay blocked and Disorganize (insubordination repression). So is very risky to roll for single units, which are in their command range!

    EXAMPLE: Two combat units are in range of their Officer who failed in his Initiative die roll. These combat units may not roll for Initiative. If the Player did not roll for the Officer, he could have tried with the individual units in the Individual Unit Movement Segment. Then your Officers had to roll his Initiative and won. All the units which were allowed to move stop and become Disorganized.

    NOTE: Officers which successfully roll for Initiative get the In Command status - individual units which successfully roll for Initiative remain Out of Command until the next Command Phase.

  • C. Combat Phase: Combat is resolved in a series of segments as outlined below:

    1. Reveal the Stack (if hidden). Both players simultaneously reveal all their Combat Units and Leaders that are in a ZOC of the enemy.

    2. Cavalry option. Defending cavalry may refuse combat and retreats ONE hex, as desired by the owning player. Attacking cavalry may also retreat before combat.

    3. Bombardment. The Player executes any Artillery Bombardment procedure using the Bombardment table.

    4. Cavalry Charge (optional). During this Segment the Player executes the cavalry charge procedure, which allows cavalry to enter and possibly remain in enemy-occupied hexes.

    5. Combat Segment. The Phasing Player conducts his fire and melée attacks. He must attack all enemy Combat Units in whose Zones of Control his units find themselves, and every Friendly unit in an enemy ZOC must attack.

      EXCEPTION: Bombardments.

    6. If opposing forces remain engaged after the combat, they remain revealed - otherwise forces are again hidden.

  • 2.12 Second Player Turn: The Second Player Turn is identical to the First Player Turn.

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

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

    Sh
    Sh
    Dr
    Dr2
    Dr2
    De
    De
    3Ar2Ar2ArAr*NENEShShDrDr2Dr2De
    4AeAr2Ar2ArAr*NENEShShDrDr2Dr2
    5AeAeAr2Ar2ArAr*NENEShShDrDr2
    6AeAeAeAr2Ar2ArAr*NENEShShDr
    Dem
    3ShShShDrDisDisDisRTDemDem
    4ShShDrDisDisDisRTDemDemOV
    5ShDrDisDisDisRTDemDemOVOV
    6DrDisDisDisRTDemDemOVOVOV
    DIS
    Dr
    •
    5DEM*2R1R1RDISDr
    6DEM*DEM*2R1R1RDIS
    1 MP
    Defender increased by 50 %. Change Dr into Sh.
    Village (single hex)No additional MPs to enter.Defender increased by 50 % only if Artillery.
    Redoubts - Castles; Entrenchments - Farms1 MPDefender doubled. Combined Arms not allowed into Redoubt Hex
    Fortified Towns †1 MPThe combat odds may not be higher than 2 to 1 - All Dr and Dr2 results are ignored. Sh results are No Effect
    River HexsideProhibited. May only cross at Bridges.May only be attacked across Bridges.