Canope 1801
Canope 1801 Rulebook
Table of Contents
Table of Contents
- Jours de Gloire Empire Series Rules
- 0 – General Rules
- 1 – The Sequence of Play
- 2 – Orders and activation
- 3 – Strategic Initiative
- 4 – Movement
- 5 – Stacking and Reinforcements
- 6 – Facing and Zones of Control
- 7 – Artillery fire
- 8 – Shock combat
- 9 – Cavalry charge
- 10 – Disorder, rout, recoil, and retreat
- 11 – Rallying and demoralization
- 12 – Night and fog
- 13 – Victory
- Specific Battle Rules
Jours de Gloire Empire Series Rules
0 – General Rules
0.1 – Scales
The games of the series are at the scale of the regiment (demi-brigade for the period of the Republic) or of the brigade. However, certain units may correspond to brigades or battalions. A strength point represents about 200 infantry or 150 cavalry if each unit represents a regiment and 400 infantry or 300 cavalry if each represents a brigade. A strength point of artillery represents from two to four cannons depending on their calibers.
0.2 – The map
The map reproduces the historical site of the battle. The various types of terrain and their effects on the course of the game are detailed in the Terrain Table.
0.3 – Combat units
Combat units possess several characteristics:
- A name and sometimes an indication of its place in the chain of command (the corps it belongs to);
- A type (infantry, cavalry, heavy cavalry, or artillery);
- A nationality;
- The formation to which it belongs (for activation);
- A number of strength points (fire strength for artillery), based on the number of men or guns in the unit;
- A cohesion rating, based on the unit’s ability to sustain combat;
- An engagement rating, based on its ability to engage in shock combat on its own;
- A movement rating, expressed in movement points.
All combat units have two sides: the front represents the unit in good order (with full capabilities), while the back represents it in disorder (with reduced capabilities, see 10.1).
0.4 – The die and the principal tests
The game requires the use of a 10-sided die (referred to as 1d10). A "0" is a zero, not a ten.
0.4.1 Cohesion Test
The player rolls 1d10; if the result is less than or equal to the unit’s cohesion rating, the test succeeds. If the result is higher, the test fails.
0.4.2 Engagement Test
The same, but using the unit’s engagement rating.
0.5 – Abbreviations
- Hex: Hexagon
- AM: Activation Marker
- MP: Movement Point
- CT: Cohesion Test
- ET: Engagement Test
- ZOC: Zone of Control
- LOS: Line of Sight
- DRM: Dieroll Modifier
- VP: Victory Point
1 – The Sequence of Play
There is only one game turn for the 2 players, who act alternately depending on the drawing of Activation Markers. Each turn comprises several phases:
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A. Order Phase. The players choose the formations which receive orders for the turn (see 2.3).
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B. Strategic Initiative Phase.
- Each player rolls a die to determine who has the strategic initiative (see 3.).
- The player with the initiative chooses an AM belonging to the formation which will start the turn.
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C. Assembly Phase. The players place the Activation Markers of the formations present on the map, as well as those due to enter play as reinforcements this turn, in a cup (except for the one chosen in B.2).
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D. Activation Phase.
- One of the players randomly draws an AM from the cup, except for the first AM, which is selected by the player with initiative. The formation which corresponds to the AM is then activated.
- The activated formation’s status is checked by turning over its order marker: Ordres Reçus du QG (With orders from HQ) or Sans Ordres du QG (Without Orders from HQ – see 2.3). The leader’s initiative may have to be tested (see 2.4.3).
- For the activated formation, the player may, while strictly respecting the following order:
- Perform artillery fire (see 7.);
- Move those of his units which are allowed to do so – including charging cavalry (see 4. and 9.1);
- Perform shock combat for infantry and non-charging cavalry (see 8.) and charges for cavalry (see 9.);
- Rally all units which have not performed any of the preceding actions during the current Activation Phase (see 11.).
2 – Orders and activation
2.1 – Activation Markers
Each AM possesses a code (O or C) and an initiative value (expressed as a number).
2.1.1 Ordinary Activation Markers (AM)
Ordinary AMs are identified by an O on the counter. AMs are used to determine which side plays and which units can be used during Phase D. Each AM designates a particular formation. A formation is a group of units (a brigade, a division, or an ad hoc formation), identified by a color band on the units. All formations have two AMs, with exceptions in certain scenarios or because of demoralization (see 11.2). The AMs in play are placed in the cup each turn (Phase C), to be drawn randomly (2.2).
2.1.2 Combined Activation Markers (CAM)
CAMs are identified by a C on their counter. CAMs are placed in the cup (whether by choice or as required), before the Strategic Initiative Test (Phase B.1). Their effects are described in the specific rules for each battle.
Note: They can be utilized to allow those units to enter as reinforcements if their characteristics allow it.
2.2 – Utilization of AMs
At the beginning of the Activation Phase (Phase D), a player randomly draws an AM from the cup. The units of the formation designated by this AM are then activated and may perform actions. When the player has finished all the actions which he wishes to take with the units of this formation, the AM is placed to one side and a player randomly draws a new AM from the cup, repeating the above process.
When there is only one AM left in the cup, the Activation Phase is terminated. The last AM (which can be a CAM) is placed to one side without the corresponding formation being activated.
2.3 – Orders
2.3.1 Formations and tactical groups
If the units of a single formation are too widely dispersed, they must form several tactical groups and will have to have more than one order to activate them all.
Tactical groups are determined during the Order Phase (Phase A) of each turn, for the entire turn. A tactical group consists of all units of a single formation which are within two hexes of another unit of that formation; thus one unit must be within two hexes of a second unit (inclusive of the hex the other unit is in), the second unit must then be within two hexes of a third unit, etc. This chain of units may extend as far as to include all the units of the formation. On the other hand, a unit located farther than two hexes from all other units of the formation is considered as an autonomous tactical group by itself for receiving orders.
2.3.2 Allocation of orders
At the beginning of each turn (Phase A.), the two players select, among their respective tactical groups, those which will receive orders and will be considered With orders from HQ for the rest of the turn. The number of orders is limited by the order rating of each commander-in-chief (see 2.5). All tactical groups which do not receive orders are Without orders from HQ. To mark their choices secretly, the players place an Ordres Reçus du QG (With Orders from HQ) marker or a Sans Ordres du QG (Without Orders from HQ) marker, face down, on any unit of each tactical group in play.
In order to be placed With Orders from HQ, a tactical group must have at least one of its units within command range of the commander-in-chief (see 2.5).
Example 1: At the start of a turn, the 5 French units of Caffarelli’s formation are located such that they constitute a single tactical group. One order will suffice to place them all With orders from HG. If, during the turn (after their first activation), the units of Caffarelli’s formation become separated from the initial tactical group (by becoming separated by more than two hexes), they still remain With orders from HQ for the rest of the turn, including a possible second activation.
Example 2: At the start of a turn, the 5 units of Caffarelli’s formation are deployed in two groups of adjacent units (one of 3 units, the other of 2) which are separated from each other by more than two hexes. They therefore constitute two distinct tactical groups. If the French player wishes to place them With orders from HQ, he will have to use two orders. If he places only one of the two tactical groups With orders from HQ, the other tactical group will be considered Without orders from HQ. If, during the course of the turn (after the first activation), the units of Caffarelli’s formation belonging to the tactical group Without orders from HQ rejoin those of the tactical group With orders from HQ, they still remain Without orders from HQ for the rest of the turn, including a possible second activation.
2.4 – Effect of orders and activations
The order marker of a tactical group is not turned face up until the group’s first AM is drawn and the formation activated (Phase D). Once revealed, it remains in force for the entire turn. A formation may be able to move and engage in combat at full capacity (With orders from HQ), or at reduced capacity (Without orders from HQ).
2.4.1 With orders from HQ
The units of the tactical group may, in the following order:
- Carry out artillery fire;
- Move normally, including charge movement, and reduced movement for artillery which has fired;
- Make a forced march if allowed;
- Engage in shock combat or charge without an Engagement Test;
- Attempt to rally.
2.4.2 Without Orders from HQ
The units of the tactical group may, in the following order, either:
- Ask their leader to give them their orders under his own initiative and thus become With orders from HQ (see 2.4.3); or:
- Execute artillery fire (without an Engagement Test);
- Move, including charge movement after an Engagement Test (see 9.1), with a reduced movement capacity (see 4.1.2); except for artillery which has fired and cavalry units which have failed their charge ET – these may not move;
- Engage in shock combat after an Engagement Test, or charge (Engagement Test already executed by charging cavalry before moving);
- Attempt to rally.
2.4.3 Leader initiative
The initiative rating is indicated on the AM of each formation. It corresponds to the degree of initiative of the formation’s leader. (Note: The two AMs of a formation can have two different activation ratings.) After the formation’s AM is randomly drawn from the cup, its initiative rating can be utilized by every tactical group (from that formation) that is Without orders from HQ. To do this, the player tests the leader’s initiative. He rolls 1d10, subtracting the dieroll modifier of the commander-in-chief if at least one of the units in the tactical group is within his command range (see 2.5):
- If the modified dieroll is equal to or lower than the leader’s initiative rating, all units of the tactical group receive, solely for the current activation, the capacities of units in a tactical group that is With orders from HQ (if the second AM of the formation is drawn later, it will be necessary to repeat the initiative test);
- If the modified dieroll is higher than the initiative rating of the leader, the units cannot take any action except rally attempts.
2.5 – Commanders-in-chief
2.5.1 Characteristics of a commander-in-chief
The players each have one or more commanders-in-chief. Each commander-in-chief possesses 3 characteristics:
- A dieroll modifier for initiative tests by leaders and for strategic initiative;
- An order rating (see 2.3.2);
- A command range expressed in hexes. This range is unaffected by any restriction (including uncrossable terrain, enemy units, and enemy ZOCs).
Commanders-in-chief may move once per turn, up to a maximum of 7 Movement Points, during the activation of any one of the formations of their army. They may not use forced march. They are then flipped to their reverse side to indicate that they have finished moving for the turn. They may not enter an enemy ZOC alone.
2.5.2 Elimination of a commander-in-chief
If an enemy unit comes into contact with the counter of a commander-in-chief, the latter may (if stacked with a friendly unit), or must (if alone in the hex) recoil one or two hexes immediately. This recoil may be made into or through an enemy ZOC. If a commander-in-chief is stacked with a unit which recoils or retreats after combat, he must accompany it. He may freely leave that unit when he next moves. If a commander-in-chief is still stacked with a routed unit during Phase E, he must accompany it in its rout movement and is eliminated if that movement takes him off the map. A commander-in-chief may also be eliminated if he is obliged to retreat through enemy units. If he is eliminated, all the formations of his army are Without orders from HQ until the end of the game (unless the army has more than one commander-in-chief).
3 – Strategic Initiative
During the Strategic Initiative Phase (Phase B), each player rolls 1d10 and adds the DRM of his commander-in-chief (the one designated for this in the scenario instructions, if he has more than one commander-in-chief). The player with the higher total gains the initiative for that turn. If the totals are equal, neither player has the strategic initiative, and all the AMs are placed in the cup. The player with the strategic initiative may choose one AM of a formation with which to begin the turn by activating it before all the others. (Do not place this AM in the cup.) This formation may be either With orders from HQ or Without orders from HQ. The player may also decide not to choose a formation and thus to forego using his advantage. In this case the Activation Phase begins with the random drawing of an AM, just as it does in the case of ties on the modified dieroll.
4 – Movement
4.1 – Movement Allowance
4.1.1 Normal movement
Each unit has a movement allowance expressed in Movement Points indicated on the counter. This number represents the maximum number of Movement Points which the unit may use during one Activation Phase, when it is With orders from HQ.
4.1.2 Reduced movement
A unit Without orders from HQ has its movement allowance divided by two, fractions rounded up. Thus, a unit with 7 MP has a reduced allowance of 4 MP when it is Without orders from HQ.
4.1.3 Forced march
A forced march permits doubling of a unit’s movement allowance.
Only a unit With orders from HQ may make a forced march, on condition that it does not start or move within 5 hexes of an enemy unit. If the unit wishes to approach within 5 hexes or less of the enemy, it must do so during normal movement. A unit may use only one type of movement during an activation. It is not possible to begin movement by a forced march and finish in normal mode (or the reverse). A unit moving by forced march may neither enter nor pass through a hex containing a friendly unit.
A stack may also make a forced march. The terrain cost is then determined hex by hex, by the least favorable cost for any unit in the stack. Units may leave the stack but may not join it during the forced march. This also applies to stacks of reinforcements (see 5.2.2).
4.2 – Forming square
Forming square is only allowed in clear terrain and is only for infantry and artillery units which are neither disordered nor routed (see 10.1 and 10.2).
Forming square or leaving square is allowed while in an enemy ZOC.
A unit may form square during its activation (place a Square marker on it) only if it does not move: forming square costs a unit’s entire movement allowance, whether it is With orders from HQ or Without orders from HQ.
Two units may form square in the same hex only if they are already present in that hex at the moment of their activation.
An artillery unit may not form square unless it is stacked, at the time of its activation, with an infantry unit which is also forming square.
Note: It is thus impossible for any unit (infantry or artillery) to join a square that is already in place.
As long as it is in square, a unit may not move. A unit is allowed to leave square during its activation at a cost of 2 MP. The unit may then be faced freely and may move using its remaining Movement Points.
If a unit in square becomes disordered or has to recoil as a result of combat, it immediately leaves square (remove the Square marker).
If an infantry unit which is part of a stack of units in square becomes disordered, the entire stack leaves square. A hex may never contain one infantry unit which is in square and another which is not.
4.3 – Movement and terrain
A unit expends Movement Points each time it moves. The cost in MP for each hex depends on the type of unit and the type of terrain (see the Terrain Table).
Changing facing is not movement, and units do not expend Movement Points for it (see 6.).
4.3.1 Roads and trails
A unit using a road or a trail benefits from a reduced movement cost indicated on the Terrain Table, if the unit enters a road or trail hex by way of another hex containing the same road or trail. Otherwise, it expends the normal cost of terrain in that hex. A unit may not use road movement or trail movement to place itself adjacent to an enemy unit; it must pay the normal cost for the last hex.
Exception: Roads and trails allow cavalry units to cross steep slope and artillery units to cross slopes and steep slopes. The NA on the Terrain Effects Table is ignored and an additional 2 is added to the movement cost of the terrain.
4.3.2 Impassable terrain
Certain hexes and hexsides are impassable. Units may not enter these hexes or traverse these hexsides unless they are crossed by a road, a trail, or a bridge.
4.4 – Movement restrictions
4.4.1 General restrictions
A moving unit must trace on the map a continuous path of adjacent hexes from one to the next, while paying the cost in Movement Points for each hex it enters. Units move independently of each other, and one unit’s movement must be completed before the movement of another unit begins. The facing of a unit has no effect on the cost of its movement. A unit must always have enough Movement Points left to pay the cost of the hex it wishes to enter. If it does not have enough Movement Points left, it cannot enter the hex. Movement Points may not be accumulated from one Activation Phase to another.
4.4.2 Movement of artillery
Artillery units With orders from HQ may move if they have fired at the beginning of the Activation Phase (artillery fire is performed before any other action, see 2.4), but their movement allowance is halved (see 4.1.2). Place a Tir/Mouvement réduit (Fired/Movement reduced) marker on the unit as a reminder. This marker applies only to the current activation and not for the entire turn (remove the marker at the end of the activation). On the other hand, an artillery unit Without orders from HQ cannot move after firing.
4.4.3 Movement through friendly units
Entering a hex occupied by one or more friendly units with the intention of passing through it costs one extra Movement Point. Entering a hex with the intention of stopping in the hex requires no extra cost.
Exceptions: A unit using forced march may not enter a hex containing a friendly unit, nor may it pass through. No unit may enter or pass through a hex containing a friendly unit already in square.
5 – Stacking and Reinforcements
5.1 – Stacking
5.1.1 Stacking limits
Markers and the counters of commanders-in-chief do not count for stacking limits.
The following may be stacked in the same hex:
- Two units of the same type (infantry, cavalry, or artillery) and of the same formation;
- One artillery unit (foot or horse artillery), of any formation, may combine with one or two infantry units;
- One artillery unit (foot or horse artillery), of any formation, may combine with one cavalry unit;
- Two artillery units, of whatever formations.
Exceptions:
- Formation restrictions do not apply to routed units;
- The limit of two infantry or cavalry units is raised to three if the total number of strength points of the three units is less than or equal to 6. Note: If rallying a disorganized unit causes the total number of strength points to exceed 6, rallying is not allowed (it would be necessary for the unit to leave the stack first).
The following may not stack together:
- A routed unit and a unit in good order or disorder;
- A unit in square and a unit not in square;
- An infantry unit and a cavalry unit.
5.1.2 Effects of stacking on movement
A unit may not enter or pass through a hex occupied by an enemy unit.
A unit entering a hex occupied by another unit is placed at the bottom of the stack.
Exception: In a stack of units, the artillery unit is always placed on top.
The stacking order may be modified freely at the beginning of the Activation Phase of the units involved, before movement. The stacking limits apply at the end of movement, including refusal of shock combat (see 8.8).
The stacking limits are checked during forced marches (see 4.1.3) and during recoil and retreat after combat (see 10.5 and 10.3.3); at these times, exceeding the stacking limits is prohibited or may require a Cohesion Test. At the end of movement, a routed unit must be alone in its hex, or if there is no other solution, stacked with one other routed unit (see 10.2 and 10.4). A routed unit may not be stacked with a unit that is in good order or disorder at the end of movement. During the course of the movement phase, however, another unit may pass through a hex occupied by a routed unit with no other penalty than the +1 MP cost (see 4.4.3).
5.1.3 Effects of stacking on combat
The stacking limits apply for the duration of combat (shock or fire). The effects are as follows:
- An artillery unit stacked with infantry or cavalry may fire;
- Units in a stack must attack together. To attack with one while not engaging the other is prohibited, unless one of the two is disordered;
- If stacked units engage in shock combat (the strength points are totalled, with the exception of artillery units and disordered units), only the top unit must pass an engagement test, if one is required (see 8.3.2). If this unit fails the engagement test, no unit in the stack may engage in shock. If an artillery unit is the top unit in a stack, the infantry unit directly below it undergoes the engagement test;
- Artillery fire and the results of shock affect all the units in a stack. If a stack has to make a Cohesion Test as a result of shock or fire, a Cohesion Test dieroll is made separately for each unit in the stack;
- Reaction fire and counter-battery fire affect only the top unit in a stack. If a Cohesion Test is required, only the top unit in the stack makes the test.
Exception: A player employing reaction fire against a mixed stack of units (infantry plus artillery) may decide, before firing, to apply the results to the infantry unit located immediately below the artillery. Counter-battery fire, on the other hand, only affects the artillery unit which provoked it.
5.2 – Reinforcements
Reinforcements enter play when their AM has been put into the cup and is then drawn randomly.
5.2.1 Procedure
For the turn during which a formation’s arrival as a reinforcement is scheduled by the scenario, only one of its two AMs is placed in the cup. If the AM which would allow the entry of the reinforcements is not drawn randomly during the turn in which it was put in play (by being the last AM left in the cup: see 2.2), the reinforcements are delayed and the procedure is repeated on the following turn, but this time with both of the formation’s AMs, so that this time their arrival during the turn is certain.
Exception: If the units arriving as reinforcements belong to a formation some of whose units are already on the map, the 2 AMs are both used because they are already in play.
Reinforcements enter the map With orders from HQ and using forced march (see 4.1.3), without the commander-in-chief having to expend an order. Place Renfort (Reinforcement) markers on them as a reminder. After a unit of the formation is within 5 hexes of an enemy unit, or by the owner’s decision, it loses its reinforcement status and the marker is removed. The unit then assumes the status of Without orders from HQ. The commander-in-chief will have to expend an order later to place the unit, along with its formation, in With orders from HQ.
The status of reinforcement applies individually to each unit and may be extended to the following turn. The player may also freely choose to have his units of reinforcements enter in normal march. In this case the units lose their ability to perform a forced march and are considered as Without orders from HQ. However, during the Activation Phase in which they enter the map they still benefit from normal movement instead of the reduced movement which is characteristic of units which are Without orders from HQ.
Exception: If an enemy unit happens to be within 5 hexes or less from the entry hex, the reinforcements enter the map With orders from HQ, but only for the turn in question, without forced march and without a Renfort marker.
5.2.2 Entering the map
Units of reinforcements enter the map by the hex designated in the scenario, as if they were in column one behind the other. They may enter by stacks, the second stack of the formation paying double the cost of the entry hex, and so on (3 times the cost, 4 times the cost, etc.).
If one or more units of a formation of reinforcements are unable to enter the map during the assigned turn, either because of insufficient Movement Points or because of stacking limits, their entry is delayed until the first AM of their formation is drawn on the following turn.
5.2.3 Reinforcement hexes
No unit may occupy an entry hex of enemy reinforcements, or a hex adjacent to it, before all scheduled reinforcements have entered the map.
6 – Facing and Zones of Control
6.1 – Facing
6.1.1 Front and rear
Units are faced such that the front of the counter (the side with the color band) faces a hex vertex.
All units stacked in the same hex must have the same facing.
Exception: One artillery unit stacked with one or two infantry units or with one cavalry unit is not required to have the same facing as theirs.
The two hexes which are adjacent to the front of the unit are called front hexes. The other four hexes adjacent to the unit are called rear hexes.
Exception: Units in a town, village, or castle, and units in square are considered as having six front hexes.
6.1.2 Effects of facing
Facing has no effect on movement. A unit is free to change facing without cost during or at the end of its movement. Units which leave square and routed units which rally may choose their facing freely.
Facing has an effect on combat. A unit may not fire, charge, or engage in shock combat unless doing so into or through its two front hexes. A unit being attacked through one of its rear hexes is penalized (see Shock and Charge Table).
Units which are considered to have six front hexes may attack through any of their six hexsides, but with a DRM of -1 (see 8.2). It is sufficient to face the counter toward the hexes it intends to attack, before resolving combat. The units in question are then only required to attack the adverse units situated in their usual two front hexes, as if they had only two front hexes.
6.2 – Zones of Control
6.2.1 Definition
The zone of control represents the influence exercised by a unit beyond the hex it occupies. All units exercise a ZOC into the six adjacent hexes.
Exceptions:
- Artillery units, units in square, and routed units do not exercise a ZOC;
- ZOCs do not extend across hexsides that are impassable to the unit;
- ZOCs do not extend across bridges and fords over impassable rivers;
- ZOCs do not extend from the exterior into the interior of a fortification, a castle, or a redoubt/wall, even if that hexside is crossed by a trail or a road.
6.2.2 Effects of ZOCs
A unit must cease its movement as soon as it enters an enemy ZOC, although it can still change facing as it enters the hex.
Exception: Recoil, retreat, or rout movement, see 10.3 and 10.4.
To enter an enemy ZOC does not cost additional Movement Points.
Exception: a unit in disorder must expend +1 MP to enter an enemy ZOC (see 10.1).
An artillery unit cannot enter a hex in an enemy ZOC unless that hex is occupied by at least one friendly infantry unit.
A unit that is in an enemy ZOC at the beginning of the Activation Phase may:
- Leave the ZOC (see below);
- Remain in place and, if desired, change facing by one vertex (60°) maximum.
A unit may leave an enemy ZOC:
- By expending 1 MP in addition to the cost of the first hex entered;
- But it may not move directly into a front hex ZOC of an enemy unit;
- And it may not move directly from one hex to another in the ZOC of the same enemy unit.
ZOCs have no effects on recoil and retreat after combat other than those described in 10.3.5 ZOC Restrictions, but only on refusal of shock (see 8.8) and rout movement by the enemy (see 10.4).
7 – Artillery fire
7.1 – Definitions of fire
There are three kinds of artillery fire:
- Normal fire: an artillery unit may fire when the formation it belongs to is activated;
- Counter-battery fire: an artillery unit which is the target of fire by an enemy artillery unit, may employ counter-battery fire. Counter-battery fire is resolved immediately after the results of the initial enemy fire are applied. The artillery unit must therefore still be in good order, otherwise it cannot return fire. Counter-battery fire affects only the artillery unit on top of the adverse stack.
- Reaction fire: an artillery unit which is the target of shock by one or more enemy units may employ reaction fire against an attacking unit situated in one of its front hexes (see 8.3.3).
During an enemy Activation Phase, an artillery unit is not allowed to employ both counter-battery fire and reaction fire. It can employ only one of the two (at the owning player’s option), and only one time during that Activation Phase.
7.2 – Restrictions on fire
(Heading number missing in the source text; numbering follows the sequence 7.1, 7.3.)
- An artillery unit in disorder may not fire;
- Fire occurs before movement (see 4.4.2);
- An artillery unit may fire only within the cone of fire defined by extending its two front hexes;
- An artillery unit may, however, change facing, while remaining in the same hex, and fire during the same Activation Phase. This change of facing, limited to one vertex, is not considered to be movement. On the other hand, an artillery unit may not change facing before counter-battery fire or reaction fire.
- An artillery unit that has an enemy unit in one of its front hexes must fire at it (if there are enemy units in both of its front hexes, it may choose either target). This restriction applies equally to two artillery units stacked together, and is in force both before and after any change in facing.
7.3 – Fire strength and range
An artillery unit which is not in disorder fires by employing its fire strength, modified as necessary by various factors.
Two artillery units stacked in a single hex may either fire independently at the same or different targets, or combine their fire against the same target if they belong to the same formation. To do the latter, the fire strengths of the two units are not added together; instead, the unit with the higher strength is used, and a DRM of +2 is added to the dieroll when fire is resolved.
Artillery units also have a range for effective fire and a maximum range. These ranges are given as the number of hexes separating the artillery unit which is firing and the target unit. Count the hex the target unit is in, but not the hex the firing unit is in. The effects of these ranges are given in the table of Dieroll Modifiers for Artillery Fire.
7.4 – Line of sight
An artillery unit must be able to trace a LOS to the target unit. The LOS is traced from the center of the hex containing the artillery unit to the center of the hex containing the target. It can be blocked by obstructions.
7.4.1 Blocking obstructions
- Hexes at a level that is higher than the firer and the target;
- Hexes containing a village, woods, an orchard, a palm grove, or a unit (friendly or enemy);
- Crest hexsides, steep slope hexsides, redoubt hexsides, and fortification hexsides.
Exception: If the LOS crosses a redoubt hexside or a fortification hexside, the LOS is not blocked if the firer and/or the target are adjacent to that hexside.
7.4.2 Effects of hexsides
When the LOS passes exactly along the side of a blocking hex such as a village or woods, it is not blocked. However, if it passes along the sides of two blocking hexes, one to the left and the other to the right, the LOS is blocked. When the LOS passes exactly along a blocking hexside such as a crest or a steep slope, it is blocked.
7.4.3 Obstructions and levels of elevation
An obstruction is ignored for determination of LOS, if:
- The firer and the target are both at a higher level of elevation than the obstruction;
- The firer is at a higher level of elevation than the target and the obstruction, and the obstruction is halfway between the firer and the target or closer to the firer;
- The target is at a higher level of elevation than the firer and the obstruction, and the obstruction is halfway between the firer and the target or closer to the target.
7.4.4 Line of sight at close range
Fire is always possible at point-blank range (with firer and target adjacent), except through a crest or steep slope hexside.
7.5 – Resolution of fire
To resolve fire by an artillery unit, the player rolls 1d10 and adds the fire strength of the unit, taking into account the list of Dieroll Modifiers for Artillery Fire (these are cumulative), and finds the result on the Fire Table.
8 – Shock combat
8.1 – Definition of shock combat
Shock combat, when performed by infantry, is a combination of close-range fire and bayonet charge, which allows it to engage in combat and then in mêlée. Cavalry can also perform shock combat like infantry, or it can choose to conduct a charge, which has other restrictions and advantages (see 9.). For the remainder of this section of the rules, the term shock combat refers to both infantry shock combat and cavalry shock combat, but does not include the cavalry charge.
8.2 – Restrictions on shock combat
Every infantry or cavalry unit whose formation is activated may engage in shock combat against every enemy unit situated in its front hexes (see 6.1.1).
Exceptions:
- Units that are disordered, routed, or in square, as well as artillery units, may not engage in shock combat;
- A unit may not attack a hex which it cannot enter (in this case it may still engage in shock combat against its other front hex);
- Units which perform a counter-shock are not required to attack all the enemy units situated in their front hexes (see 8.7.2).
Adjacent units may combine their attack (see 8.4).
A unit announcing a combat must attack all units in its front hexes unless one or more of those units are being attacked in shock combat by another friendly unit.
An enemy unit may only be attacked by shock combat one time during a single Activation Phase (Exception: Breakthrough Shock and Pursuit, see 8.7.2 and 9.5).
A unit in contact with an enemy unit cannot leave its ZOC, then turn and move up to attack the same unit again while changing its facing by more than one vertex (60°). In such a case, it undergoes the same restrictions as if it were changing facing in place (see 6.2.2).
8.3 – Shock combat determination
8.3.1 Prerequisites for shock combat
Shock is not obligatory (see the exception below).
To engage in shock combat, a unit must be With orders from HQ or, if it is Without orders from HQ, it must have passed an Engagement Test (ET). The players must announce and designate all shock combats before making the ETs for the units involved. They place Choc (Shock) markers (if the unit is With orders from HQ) or Choc/Test (Shock/Test) markers (if the unit is Without orders from HQ and must make an ET), on the attacking units.
Exception: Every unit which has attempted and passed an ET must perform shock combat.
8.3.2 Engagement Test
The ET (see 0.4.2) is performed at the moment when combat is resolved. In the case of units in a stack, only the top infantry unit makes the ET (see 5.1.3):
- If the unit is successful in the ET, it can participate in shock combat along with all other units in the same hex;
- If the unit fails the ET, it cannot engage in shock combat, nor can any other unit in the same hex.
Note: Since shock combat depends upon the willingness of units to engage, it can happen that a unit will have to attack two enemy units in its front hexes simultaneously, because a neighboring friendly unit that was meant to attack one of those hexes failed its ET.
8.3.3 Reaction fire
An artillery unit which is the target of shock combat by one or more enemy units may perform reaction fire against one attacking unit situated in one of its front hexes. Artillery units may not combine their reaction fire; instead, they must fire individually, and may fire against different targets. Reaction fire occurs before resolution of shock combats, but after Engagement Tests. If the attacking unit has to perform an ET and fails it, the artillery’s reaction fire does not occur. Reaction fire is resolved using all the modifiers listed in the table of Dieroll Modifiers for Artillery Fire. Reaction fire affects only the top unit in an attacking stack, but if the top unit of the attacking stack is an artillery unit, it is possible to select the infantry unit immediately beneath it as the target (see 5.1.3). A unit disordered by reaction fire cannot perform its shock attack. In the case of a stack, if the top infantry unit is disordered by the reaction fire, the other unit must then attack alone.
8.4 – Combined shock combat
8.4.1 Definition of combined shock combat
Friendly units situated in adjacent hexes may combine their strengths in order to engage in shock combat against the same defender. The units that are combining for an attack add their strength points together. If they are Without orders from HQ, they must each make an ET (one ET per stack, as defined in 8.3.2). Thus it may happen that a combined attack becomes impossible because one of the units failed the required ET.
8.4.2 Multiple attackers
If the attacking units are located in hexes whose terrain could bring different advantages to that shock combat, resolution is performed as follows:
- If the defender is in a clear terrain hex, the attacker chooses the terrain modifier which he wishes to apply;
- Otherwise, the defender chooses the terrain modifier which he wishes the attacker to apply.
8.4.3 Multiple defenders
If a unit attacks several units located in different hexes, then the defender, when calculating the dieroll modifiers, chooses the hex which will procure the greatest advantage for him.
8.5 – Shock combat results
The attacking player rolls 1d10 and applies the modifiers listed on the Terrain Table, the Strength Comparison Table, and the Dieroll Modifiers for Shock or Charge Table (these modifiers are cumulative, with exceptions). The combat result is given by the Shock and Charge Table.
The results of shock combat apply to every unit in the hex. The player rolls 1d10 for each unit that must make a Cohesion Test (CT). The effects indicated on the table must be applied in order, then the effects following from those effects. A routed unit which is required to make a CT must instead make an immediate rout move (see 10.2). If an artillery unit alone in a hex, or stacked with another artillery unit, is shock attacked by an enemy unit, it is automatically eliminated after its reaction fire. See 8.9 for the specific case of artillery in shock combat, and see 10. for applying the results.
8.6 – Explanation of the principal dieroll modifiers for shock combat
8.6.1 Strength comparison
Each player totals the strength points of all his units involved in the shock combat. The attacker compares the strength of his units with that of the defender’s units. The result is rounded in favor of the defender.
Example: A unit with 8 strength points attacking an enemy unit with 3 strength points performs shock combat with a strength point ratio of 2 against 1. If he had had 5 strength points attacking 6 defending strength points, the strength point ratio would have been rounded to 1 against 1.5. The Strength Comparison Table provides the corresponding dieroll modifiers.
8.6.2 Cohesion differential
The attacker subtracts the cohesion level of the highest-rated defending unit from the cohesion level of the highest-rated of his own units; the result obtained is the cohesion dieroll modifier.
8.7 – Advance after shock combat
8.7.1 Advance as a result of shock combat
If the defender vacates his hex (by recoil, retreat, or elimination) as a result of shock combat, the attacking unit with the highest cohesion level (and only that unit), or the stack containing that unit if more than one stack is attacking, must advance into the vacated hex. If more than one unit or stack has the same highest cohesion level, the attacking player chooses the unit (or stack) to advance. The unit (or stack) may change facing by one vertex during its advance.
Two units from two different stacks that have participated in the same combat cannot be chosen to advance simultaneously after a shock combat. An artillery unit cannot advance after shock combat.
Exception: Refusal of shock (see 8.8).
If the advance after shock combat is made into a hex or through a hexside containing terrain which would disorder it, the unit must become disordered. (Example: Infantry crossing a steep slope hexside.)
8.7.2 Breakthrough shock and counter-shock combat
A unit may perform only one breakthrough shock or counter-shock combat per Activation Phase. Breakthrough shock and counter-shock are resolved immediately, before resolving any other combat. The procedure is as follows:
- If the result authorizes a breakthrough shock, an attacking unit (or a stack, if several stacks are attacking) may advance without changing facing and then perform a second shock combat. An Engagement Test is not required (since this shock combat is automatic), but the attacker must attack all enemy units in its front hexes;
- If the result authorizes a counter-shock by the defender, the defender may advance without changing facing and then perform shock combat against any (one or more) of the phasing player’s units that are in its front hexes.
Special cases:
- In determining which units must advance, charging cavalry always has priority over infantry, even if the latter has a better cohesion rating;
- In determining which units must advance, charging heavy cavalry always has priority over non-heavy cavalry, even if the latter has a better cohesion rating;
- If an artillery unit that is alone in a hex is eliminated (automatically) as a result of shock combat, no breakthrough shock is possible.
8.8 – Refusal of shock combat
8.8.1 Refusal of shock combat when facing infantry
A cavalry unit, even if disordered, may evade an infantry unit which shock attacks it by moving one or two hexes, if it has not already done so during the current Activation Phase (i.e., if it has not recoiled before a unit activated by the same AM). The decision must be made before the adversary’s Engagement Test (if required). Note: A two-hex refusal of shock means that the refusing unit must evade to a distance of two hexes away from the unit which provoked the refusal.
The restrictions and effects of refusal of shock are as follows:
- If a cavalry unit performs its evasion by moving only one hex, it makes a Cohesion Test with a DRM of +1. If it fails the CT, it suffers an additional disorder;
- If a cavalry unit performs its evasion by moving two hexes, it makes a Cohesion Test with a DRM of -2. If it fails the CT, it suffers an additional disorder;
- Note: In these two cases, the CT is made after the evasion declaration and before the application of any other effect that may later follow from the recoil (for example, before suffering disorder for recoiling into an enemy unit’s front hex).
- If a cavalry unit performs its evasion toward a hex whose entry cost is equal to or greater than 3 MP (the terrain cost of +1 for leaving a ZOC is not counted), it suffers an additional disorder;
- An evasion move entails all the restrictions of normal movement (such as any facing change, as well as the effects resulting from terrain) and the restrictions given in 6.2.2, with the above-mentioned exception that evasion is possible toward the front ZOC of another enemy unit, at the cost of an additional disorder (see 10.3.5). Note: A cavalry unit may refuse shock and perform evasion into an enemy ZOC, but it cannot perform this evasion by moving from one ZOC to another ZOC of the same enemy unit (including the attacking unit).;
- In all cases, the infantry may advance into the hex vacated, as described in 8.7.1. An artillery unit stacked with the infantry which provoked a refusal of shock may also advance into the vacated hex (as an exception to 8.9 and 8.7.1).
8.8.2 Refusal of shock combat when facing heavy cavalry
A unit of non-heavy cavalry may also refuse shock combat from one or more heavy cavalry units only. Refusal of shock combat from heavy cavalry follows exactly the same procedure as refusal of shock combat from infantry, except that no Cohesion Test is required afterward.
Note: Refusal of shock from a combined attack of infantry and heavy cavalry is treated like refusal of shock from infantry alone (hence there is a CT).
8.9 – Artillery and shock combat
Artillery never participates in shock combat. It has no strength points for shock combat, its cohesion rating is never used for shock combat, and it has no engagement rating:
- If an artillery unit is stacked with an attacker which loses a shock combat, the artillery unit is disordered and must recoil with the attacker if all units in the stack recoil. If the attacker wins, the artillery unit cannot advance after combat;
- If an artillery unit is stacked with a defending unit and the latter loses a shock combat, the artillery unit must recoil one hex and make a CT (becoming disordered if it fails the CT);
- If an artillery unit alone in a hex (or stacked with another artillery unit) is shock attacked after its reaction fire, it is automatically eliminated. No breakthrough shock combat or pursuit is possible;
- If an attack is made against 2 hexes, one of which contains only artillery, the artillery is not eliminated unless the combat against the other stack is successful.
9 – Cavalry charge
Charging is the most effective way to utilize cavalry. A charge can never be evaded. The only possible reactions to a charge are forming square for infantry (see 9.3) or counter-charge for cavalry (see 9.4).
9.1 – Charge restrictions
Charging is the most effective way for a cavalry unit to engage in mêlée. The unit being attacked must be in the LOS (see 7.4) of the front hexes of the charging unit before its movement begins. The following points must be adhered to:
- The charging unit must not be disordered or routed;
- Charges are declared during the current activation’s movement segment (place a Charge marker on the charging unit);
- If an Engagement Test is required (i.e., for units Without orders from HQ), it is performed before charge movement. If the unit fails its ET, it remains in place and cannot engage in combat;
- A unit that charges must move at least one hex;
- The charging unit cannot move more than its reduced movement rate (as described in 4.1.2) in order to be able to perform the ensuing shock combat;
- A cavalry unit in contact with an enemy unit may leave that unit’s ZOC (by expending +1 MP, see 6.2.2), make an about-face, and then charge, but in this case it must attack with its facing unchanged from that which it had before its charge move;
- The charging unit is not allowed to pass through or stop in a hex containing a friendly artillery unit during its charge movement;
- A charging unit is not allowed to enter the following terrain types during a charge, or to charge a unit located in the same terrain types: difficult terrain, woods, marshes, towns, or castles. Likewise, it is not allowed to cross a hexside where a bridge crosses a river, nor may it cross a slope, steep slope, crest, redoubt, or fortification hexside during charge movement, or charge a unit located on the other side of these types of hexside.
Note: The restrictions on charges do not apply to shock combat by cavalry. A cavalry unit may, for example, perform shock combat, without charging, against a village, with a negative DRM of -3 (-2 for the shock combat by cavalry and -1 for the village).
9.2 – Charge effects
The attacking player rolls 1d10 and applies the modifiers listed in the Terrain Table, the Strength Comparison Table, and the Dieroll Modifiers for Shock or Charge Table (these modifiers are cumulative, with exceptions). The combat result is given by the Shock and Charge Table.
These modifiers are cumulative with any arising from an attack in combination with infantry. Exception: They are not added together if the defender is in square; in that case, apply the -2 DRM due to the charge.
At the end of a charge, all participating cavalry units make individual Cohesion Tests. In case of failure they are disordered, in addition to all the other disorder results which may have been produced during combat resolution.
9.3 – Squares and charges
9.3.1 Forming square
Infantry units located in clear terrain that are the targets of a charge, and are not in disorder or routed, may attempt to form square to protect themselves, even if they are in an enemy ZOC.
Exception: A unit in square which recoils after a charge and hence loses its square formation (see 4.2) cannot attempt to get back into square for the resolution of the resulting pursuit.
Artillery cannot put itself in square unless it is stacked with infantry; in that case it conforms to what the infantry does. The owning player rolls a die before resolution of the charge:
- If the dieroll is equal to or less than the infantry unit’s cohesion rating (or the ratings of all infantry units in a stack), the unit (or stack) is able to form square. Place a carré (Square) marker on it;
- If the dieroll is higher than the infantry unit’s cohesion rating (or that of any infantry unit in a stack), the unit (or stack) cannot form square. In addition, the infantry unit or units which failed their CT are disordered.
9.3.2 Effects of a square
- Cavalry does not receive any of the advantages of a charge when charging a square. Instead, a dieroll modifier of -2 is applied to the combat;
- Reaction fire by an artillery unit stacked with infantry that had formed square before the charge is penalized by a -1 to its fire dieroll (the fire dieroll must occur after the attempt to form square), in addition to the usual -1 for reaction fire.
9.3.3 Recall of cavalry
If the target has succeeded in forming square, the cavalry may try to halt its charge. The owning player makes an Engagement Test for the unit or stack of units:
-
If it passes the ET, the unit is recalled. It does not charge, but recoils instead one hex farther away from the target and changes facing as desired. But it may not recoil into a front hex of any enemy unit;
-
If it fails the ET, it must charge.
In the case of units in a stack, only the top unit makes the Engagement Test, and the result is applied to the entire stack.
9.4 – Counter-charge
If the target of the charge is a cavalry unit which is neither disordered nor routed, and which is being charged through one of its front hexes, it may attempt a counter-charge. The unit makes an Engagement Test before resolution of the original charge and adds a DRM of +2 if it is non-heavy cavalry counter-charging heavy cavalry (this is the only case in which this DRM is used).
- If it passes the ET, the counter-charge succeeds and the attacker resolves the combat without benefit of the bonus of the initial charge;
- If it fails the ET, there is no counter-charge and the charge is resolved as described in 9.2.
In the case of units in a stack, only the top unit makes the Engagement Test, and the result is applied to the entire stack.
In the case of a successful counter-charge, if the attacking unit recoils or retreats after combat, it may be pursued. A unit which counter-charges does not suffer automatic disorder unless it engages in pursuit. A unit that pursues following a counter-charge suffers same effects than those of a charge (see 9.2.).
9.5 – Pursuit
9.5.1 Definition of pursuit
If a cavalry charge causes the hex containing the defending units to become vacant due to recoil, retreat or elimination pursuit is mandatory even if the defending unit in no longer in the line of sight of the pursuing cavalry.
A cavalry unit which is attacked is allowed to pursue the attacking unit in the following cases:
- The combat result authorizes a counter-shock;
- The attacker recoils or retreats (without a counter-shock result) and the counter-charge succeeds (see 9.4).
9.5.2 Restrictions on pursuit
If the cavalry charge results in the defender abandoning its hex (by recoil, retreat, or elimination), pursuit is required, even if the unit in flight is no longer in LOS of the pursuing cavalry:
- The pursuit restrictions are the same as those for charges (see 9.1), except that an ET is not required for a unit Without orders from HQ and reduced movement no longer applies;
- If several stacks of cavalry are charging, the stack which engages in pursuit must conduct that pursuit all the way to the end (the entire stack advances and not just the unit which has the best cohesion). The attacking unit with the highest cohesion rating (or the stack containing that unit, if several stacks are attacking) must perform the pursuit. If there is a tie for the highest rating, the attacker chooses the unit (or stack).
- Exception: Heavy cavalry (indicated by an L on the counter) has priority for pursuit, even if it does not have the highest cohesion rating. Cohesion is considered next: the best, while respecting stacking limits, pursue. Two units from two different stacks which have participated in the same combat cannot both be chosen to perform the pursuit;
- If the defender recoils or retreats (i.e., is routed), the cavalry which charged it pursues it, following the path of recoil or retreat until it is adjacent to the unit being pursued or until it has an enemy unit in its front hexes, whichever occurs first;
- If the defender is eliminated, the cavalry which charged advances into the abandoned hex and may then change facing by one hex vertex and continue to charge enemy units located in its front hexes (unless the unit eliminated is an artillery unit);
- A cavalry unit which pursues may change facing a maximum of one hex vertex per hex entered, in the direction of the pursued unit;
- Cavalry which pursues must charge every enemy unit that is located in the front hex of pursuit and in a terrain type into which charging is permitted, in addition to the retreating unit;
- A hex containing terrain that is impassable for cavalry or terrain in which charge is prohibited halts the pursuit;
- Unlike breakthrough shock combat, there is no limit on the number of times pursuit and new charges can occur during the same turn. However, each time a pursuing unit charges again, a DRM of -1 (cumulative) is applied to the shock combat dieroll;
- A charge may be halted voluntarily when a unit other than the one being pursued is in one of the pursuing cavalry’s front hexes;
10 – Disorder, rout, recoil, and retreat
There are four different combat results, as follows:
- Being disordered (10.1) or routed (10.2);
- Recoil: a one-hex withdrawal by a unit in good order or in disorder;
- Retreat: a retreat of 2 hexes (for infantry) or 3 hexes (for cavalry) by a unit which has routed (10.3);
- Rout movement: as in Phase E (10.4).
10.1 – Disorder
The counter of a unit in good order, which has been disordered, is turned over to its back side, which has a white band.
A disordered unit, which suffers another disorder, is routed (see 10.2). A unit in disorder, which suffers a rout result in combat, is simply routed.
Exception: Artillery is subject to the same rules covering disorder/rout as other units with one exception: if an artillery unit is already disordered and suffers another disorder or rout result during a turn, following resolution of a fire, it is eliminated.
A unit in disorder:
- Cannot make a forced march;
- Expends one extra Movement Point to enter an enemy ZOC;
- Cannot engage in shock combat or charge;
- Cannot form square or counter-charge.
10.2 – Rout
A unit can be routed immediately, following resolution of a fire. A disordered unit, which suffers another disorder, is routed. Place a Déroute (Rout) marker on the counter to indicate its status.
If a routed unit suffers another rout result, it is eliminated. The counter of an eliminated unit is removed from the map and cannot be returned to play.
When a unit routs, it must immediately retreat 2 hexes (if it is infantry or artillery) or 3 hexes (if it is cavalry or horse artillery). If it cannot retreat the full distance, it is eliminated.
A routed unit:
- Cannot move (except during Phase E) or engage in shock or fire;
- Has no ZOC;
- Cannot form square or counter-charge;
- Has no facing (front or rear), but must face toward the retreat direction assigned to it, in order to indicate the retreat direction clearly;
- If it is attacked by shock combat, the attacker adds +2 to his dieroll;
- If it suffers another disorder result, it is eliminated;
- If it has to make a Cohesion Test, it makes an immediate rout move instead;
- If it makes a Cohesion Test rally attempt, it is penalized by a +1;
- If its rout move causes it to leave the map, it is eliminated.
10.3 – Recoil and retreat after combat
10.3.1 Definition
The result of combat can require a unit to recoil one hex, or, if it is routed, to retreat two or three hexes (see 10.2). This movement is restricted as follows:
- the first hex of retreat must place the unit farther away from the attackers who caused the recoil/retreat;
- then the following retreat hexes must increase the distance from the defender’s original hex.
A unit which cannot carry out its recoil and/or its retreat in its entirety while moving away from the attackers as required is eliminated.
[Diagram omitted: the printed Legend shows possibilities A, B and C for the first hex of a retreat, with coloured lines marking the cone of hexes allowed for the ensuing retreat. The legend text reads: starting with the second hex of the retreat, take into consideration only the hex vacated by the defender, and for the adversary consider only the attacking unit with the highest cohesion rating as the one that the defender must move the maximum distance away from.]
Exception: It is possible, without penalty, to recoil after combat into a hex which is adjacent to the attacker, without increasing the distance from him, but only if the latter does not exercise a ZOC into that hex (Examples: into a castle or across a bridge).
Recoils and retreats are measured in hexes, not in Movement Points. The additional cost of +1 MP (see 4.4.3) for moving through a friendly unit does not apply.
10.3.2 Restrictions on facing
If the recoiling unit is not routed, it keeps its original facing. It cannot change facing unless at the end of the recoil it is stacked with another friendly unit with a different facing (it is required to comply with 6.1 and assume the facing of the immobile unit that has not retreated or recoiled).
10.3.3 Stacking restrictions
Two units in a stack which recoil or retreat simultaneously are not required to end their movement in the same hex.
A unit which recoils or retreats may, if its owner wishes, enter a hex occupied by a friendly unit with which it could not stack under the stacking rules (see 10.5).
10.3.4 Terrain restrictions
A unit which recoils or retreats cannot cross a river except at a ford or a bridge. If it must recoil or retreat over a steep slope, a ford, or a bridge, it is automatically disordered in addition to every other disorder result already required.
Exceptions:
- Disorder due to a ford or a bridge is ignored for rout movement (see 10.4). Disorder due to a steep slope is not ignored, but the unit may go around the obstacle instead;
- Recoil or retreat after combat into or through a castle is only allowed if a unit has enough MPs to do so.
10.3.5 ZOC restrictions
If a unit recoils or retreats into an enemy unit’s front hex, it suffers an additional disorder for each hex of this type that it enters. Thus a routed unit which retreats into an enemy unit’s front hex is eliminated.
10.4 – Rout Movement
The procedure is as follows:
- For expending MP, rout movement is treated like normal movement (see 4.1.1). Exception: the extra cost of +1 MP (see 4.4.3) for moving through a friendly unit does not apply;
- The stacking restrictions (see 5.1) and those involving zones of control in 10.3.5 also apply;
- In the Rout Phase (Phase E.), routed units must expend their entire movement allowance, indicated on the disordered side of the unit, in the direction given by the scenario, using the most direct path and complying with the rules regarding units moved through (see 10.5). "The most direct" means "in a straight line" toward the indicated hex or map edge (rather than the least costly path in terms of Movement Points);
- A unit may choose to stop its rout movement when it enters a town, village, or castle hex. It then remains in the hex and is not required to perform further rout movement, even if it fails its rally attempts. The player can still decide to resume rout movement for the unit during a subsequent Phase E;
- If it comes to any obstacle that is capable of causing a further disorganization and hence the elimination of the unit, the latter is allowed to move sideways one or more hex columns, if possible, to continue its rout movement. Restriction: during any given rout move, an infantry unit is not allowed to move more than two hex columns sideways, and a cavalry or artillery unit is not allowed to move sideways more than three hex columns;
- Two routed units that are stacked together may separate during rout movement, either by moving one of the units sideways one hex, or by moving one of the units one hex less than the other.
10.5 – Traversed units
If a unit’s path of recoil, retreat, or rout movement traverses or ends in a hex occupied by one or more friendly units with which it is not allowed to stack, the unit may still pass through the hex, even if this causes it to move farther than is required. The unit or units which are passed through must make a Cohesion Test. This maneuver can be repeated until the unit which is recoiling or retreating finds a hex in which it can halt while still complying with the stacking rules. If the traversed unit is a routed unit, it must make a rout move instead of a Cohesion Test.
The traversed unit makes its rout move after the unit which caused it to rout finishes its own rout move. If the traversed unit then traverses the routed unit which has just traversed it and caused it to make its rout move, the latter does not make another rout move; instead it remains in place.
Clarification: If a unit in a stack, in any hex, leaves the hex in rout after a failed Cohesion Test, the units with which it was stacked at the moment of the CT are not considered traversed and do not have to make a CT.
11 – Rallying and demoralization
11.1 – Rally procedure
Units in disorder which have neither moved nor fired, as well as routed units, may attempt to rally at the end of their Activation Phase. Units adjacent to an enemy unit are not allowed to make a rally attempt. Rallying does not, under any circumstances, depend on the order status of the formation which the unit belongs to.
To rally a unit, the owning player rolls 1d10, adding +1 if the unit is routed.
If the dieroll is equal or inferior to the unit’s reduced cohesion (note that the counter is of course on its disordered side, with reduced ratings), the unit is rallied, with the following effects:
- If the unit was disordered, return it to its normal (good order) side and change its facing as desired;
- If the unit was routed, remove the Déroute (Routed) marker, but leave the unit on its disordered side and change its facing as desired.
If the dieroll is higher than the reduced cohesion of the unit, it remains in its degraded status and may make another rally attempt during its next Activation Phase.
11.2 – Demoralization of formations
Each formation is checked for demoralization during the Rout Phase (Phase E.) of each turn.
If all of a formation’s infantry and cavalry units that are on the map at that precise moment are in disorder, routed, or eliminated, the formation is demoralized.
Effects of demoralization:
- The units of a demoralized formation may no longer enter an enemy ZOC (but they may remain in an enemy ZOC if they are already there);
- Immediately retire one of the two AMs of each demoralized formation from play, starting with the next turn (that AM is no longer available).
Note:
- If the two AMs do not have the same ratings, retire the one with the higher rating;
- If the formation was already demoralized or has only one AM available, leave the sole remaining AM in play;
- If a demoralized formation becomes undemoralized in Phase E of a later turn, return the second AM to play the next turn.
12 – Night and fog
12.1 – Night
During night turns, the following changes are in force:
- No forced marches (except for units arriving as reinforcements);
- Entering an enemy ZOC costs 2 extra Movement Points (+2 MP);
- Disordered units are not allowed to move into contact with enemy units (they may, however, leave enemy ZOCs);
- Artillery fire at point-blank range only (firer and target adjacent);
- Cavalry charges are not allowed;
- All Cohesion Test dierolls are modified by +2;
- Disordered units which undertake no action and are not adjacent to an enemy unit are automatically rallied;
- Rally tests for routed units are modified by -3 instead of +1.
12.2 – Fog
During fog turns, the following changes are in force:
- No forced marches (except for units arriving as reinforcements);
- Entering an enemy ZOC costs 1 extra Movement Point (+1 MP);
- Artillery fire at point-blank range only (firer and target adjacent);
- Cavalry charges are not allowed;
- All cohesion tests are modified by +1.
Note: Rally tests are not modified by fog.
13 – Victory
13.1 – Automatic victory
An automatic victory is awarded at the end of the turn in which it occurs. The game ends, no matter how many turns remain to be played. Conditions for an automatic victory are provided in some scenarios.
13.2 – Victory at the end of the game
This is achieved by scoring more victory points than the opponent. Victory points are listed in each scenario.
Specific Battle Rules
The rule numbers used below are those in the basic rules. The rules given below replace those in the basic rules.
The specific rules for the other battles of the series (Rivoli 1797, Les Pyramides 1798, Zürich 1799, Marengo 1800, Montebello 1800, Austerlitz 1805, Haslach and Elchingen 1805, Dürrenstein and Schöngraben 1805, Jena 1806, Maïda and Castel Nuovo 1806) are not part of this game and are omitted from this transcription.
Specific Rules, Canope 1801
Canope 1801 is a half-brigade simulation of the battle in which the French army of General Menou fought the British army of General Abercromby on the 21st of March 1801.
0.1 – Game Scale
Each turn covers 45 minutes of real time. Map scale is 30 meters per hex. Each strength point represents 200 infantrymen or 150 cavalrymen. Each artillery strength point represents about four cannon (sometimes more, sometimes less, depending on their respective calibres).
0.2 – The Map
Lake Maréotis is a dry lake. For game purposes its hexes are to be regarded as difficult terrain. The sea hexes and the hexes of Lake Maadieh are impassable and may not be crossed. For definition purposes, any hexes that are composed of more than 50% water are considered sea or lake hexes (ex: 2501) and are impassable. Conversely, hex 601 is a clear terrain hex.
The outer edges of the Roman camp are to be regarded as fortification hexes. The interior hexes of the Roman camp are to be regarded as ruins (considered as a village for movement and combat purposes – see terrain effects chart).
Each redoubt hex (ex: 1403) contains a number. This number reflects the strength of a generic and immobile artillery unit, which is able to fire through 5 of its 6 hexsides (see drawing of the redoubt on the map). The artillery strength is equal to the number (the "range" is 2-4 hexes like light artillery). The redoubt can fire, like other artillery units, when an AM of a unit stacked in it is picked. If the redoubt is empty, the redoubt can fire when the AM of the closest unit is picked (in case of draw, player's choice), and the redoubt can only fire during activation of the selected Command.
When the redoubt is conquered/occupied by a unit of the opposing player, the marker "destroyed artillery" can be placed in the redoubt at the end of each turn (Phase F). This marker stays there until the end of the game, and redoubt artillery is definitively eliminated. If the player chooses not to destroy the artillery, he can use it (essentially the guns are turned against their former owner). The other hexside effects of the redoubt are still taken into account.
Redoubts are composed of redoubt hexsides on five out of their six sides only. The sixth hexside is a normal hexside (non-redoubt hexside), and therefore no modifiers are taken into account or applied for movement and combat purposes.
0.3 – The Counters
The counter Dromadaire (Formation BRON) is bi-functional. Dromadaire is considered to be a unit of cavalry for movement and victory conditions, and is considered to be a unit of infantry for combat and stacking purposes.
Abbreviations:
- Ch. = Chasseurs
- Corsican = Corsican Rangers
- De Roll's = De Roll's Foreign
- Dillon's = Dillon's Foreign
- Dr. = Dragoons
- Fu. = Fusiliers
- Gd. = Guard
- Grecs = Légion grecque
- High = Highlander
- Lt. = Light
- Minorca's = Minorca's Foreign
- Welsh = Royal Welsh
(In the source the next heading, "2.5 Commanders-in-Chief", runs on from the abbreviations list.)
2.5 – Commanders-in-Chief
In case of elimination (see 2.5), Menou is replaced by Reynier and Abercromby by Hutchinson. If they are in their own turn eliminated use the standard rule (2.5). Replacement Commanders enter play during Phase A of the game turn following elimination and may be placed on any friendly unit.
4.2 – Placement of Squares
Forming a square in a redoubt hex is prohibited and a square counter may not be placed in such a hex.
4.3 – Movement and Terrain
The slopes found on the map distinguish between two hexes of different elevation. Example: see the slope between 1709 (low) and 1808 (high). However, there also exist on the map of Canope 1801 slopes located between two hexes of the same elevation. Example: see the slope between 0504 (low) and 0403 (high). This is to reflect the existence of large dunes on the map. For Terrain Effects Chart clarification purposes, the effects of a slope without any level change are exactly the same as those of a slope with a +1 or -1 level change. However, for combat and shock purposes, any dieroll modifiers are cancelled (not in effect).
5.1 – Stacking
The Cavalry units were very weak in the number of troops. Therefore, the stacking limit is three units of cavalry per hex instead of the normal limit of two per hex.
9.1 – Squares and Charges
Forming a square, in reaction to a cavalry charge, is prohibited inside redoubt hexes.