Hastenbeck 1757
Hastenbeck 1757 Rulebook
Table of Contents
Table of Contents
0 - In General
0.1 - Abbreviations
For simplification, the abbreviation hex. is used in the rules for hexagon. The game requires the use of one six-sided die (noted 1d6). For distances between units, the hex of one of the units is counted, but not the other.
The player whose units are activated is designated as the 'active' player, his opponent being 'inactive'.
- Infantry: Designates both kinds of infantry (normal and light).
- Cavalry: Designates both kinds of cavalry (heavy and light).
- Commanders: Designates Army Commanders and Formation Commanders.
- DRM: Die Roll Modifier
- LoS: Line of Sight
- ZoC: Zone of Control
- CR: Command Radius
- CP: Combat Point
- MF: Morale Value
- MP: Movement Point
0.2 - Game Scales
- 1 turn: one hour
- 1 hex: 400 meters
- 1 combat point: 400 men for the infantry, 300 for the cavalry, and 6-12 canons for the artillery
1 - Units
1.1 - Combat Units
1.1.1 - Types and Characteristics
There are 5 types of combat units:
- Light infantry: Illustration of a figure on foot and with a capital L. A unit of jägers for example.
- Normal infantry: Illustration of a figure on foot.
- Light cavalry: Illustration of a horseman and with a capital L. Hussars, for example.
- Heavy cavalry: Illustration of a horseman. Designates, for example, cuirassiers, dragoons or carabiniers.
- Artillery: Illustration of a cannon in redoubt or not.
Erratum: redoubt counters have a movement allowance; this is an error. Once on the map they don't move.
1.1.2 - Characteristics
Each infantry and cavalry counter possesses combat points (CP), a morale value (MV), and movement points (MP).
Certain cavalry units can have a combat bonus against the cavalry, indicated by crossed swords.
Artillery counters only state their caliber and MPs.
Redoubt counters represent fortification works and also contain artillery of a caliber of 6 or 12 lb. They follow the same rules as the artillery for fire and their destruction.
Note: The calibers noted on the counters represent by simplification the majority of the calibers used.
1.1.3 - Formations
The infantry and cavalry units are grouped into formations, identified by a color code. This formation corresponds to a cavalry or infantry formation or to a body of mixed troops. This system of organization is used for activation, with units of the same formation always acting together (see 6).
If a unit has a black identification color, it is independent.
1.1.4 - Losses
Combat units possess 2 to 4 combat steps, except artillery units, which only have one combat step. A unit with 7 or 8 CPs has 4 combat steps; a unit with 5 or 6 CPs has 3 combat steps; a unit with 2, 3 or 4 CPs has 2 combat steps.
A unit that only possesses one step is eliminated at the first step.
When a unit with two steps loses one, it is turned over. If the unit has already been flipped, it is eliminated.
When a unit with three or four steps suffers a loss, a "Loss" marker corresponding to 2 CPs lost is placed under it. If the unit suffers another loss, the marker is removed and the counter is turned over.
If a unit with three combat steps suffers another loss, it is eliminated.
If a unit with four combat steps suffers another loss, the marker is again placed underneath. The unit is eliminated at the following loss.
1.2 - Commanders
Each player possesses an Army Commander. Each Army Commander has a Command Radius (CR) given in hexes in the scenarios.
The Formation Commanders represent the commanders of the various formations in each army. Formation Commanders have an Activation Value [AV] (indicated in the scenarios according to their nationality) and a Command Radius (CR) indicated on the counter.
When a commander attacks with a unit, he provides a bonus (3.2 and 10.3).
1.3 - Light Units
Light units follow special rules.
- They have no flank or rear.
- Light infantry has a ZoC in wood hexes. (Difference from the previous rules.)
- They have a penalty in clear terrain against non-light units.
- Light infantry can retreat one hex before combat against normal infantry.
- Light cavalry can retreat two hexes before combat against normal infantry or heavy cavalry.
2 - Facing
All units are subject to the facing rules, which influence movement, ZoCs and combat.
2.1 - Frontal and Flank Hexes
Infantry, cavalry and artillery units possess two frontal hexes, two flank hexes and two rear hexes.
Redoubts have 4 frontal hexes and two rear hexes.
Light units have only frontal hexes.
2.2 - Commanders and Routed Units
These units have no facing. They may use any adjacent hex to move.
2.3 - Terrain Effects
The terrain in a particular hex may affect the facing of the occupying unit. See the Terrain Effects Chart.
3 - Stacking
3.1 - Stacking Limits
Stacking is limited to two units per hex. Units must have the same facing.
- Exception 1: Infantry can only be stacked with infantry, cavalry with cavalry, and only one artillery unit with a stack of infantry or a stack of cavalry. (Difference from the previous rules.)
- Exception 2: in a village or in a redoubt, only one infantry unit may be stacked with artillery except Grenadiers units. (Difference from the previous rules.)
One cannot stack two artillery units together.
If a unit wants to stack with another it must have the same facing and do it from the rear hexes (or front hexes if it's a backward movement). Markers and commanders are not counted in stacking.
The stacking order is important; the top unit is considered the first unit. Losses during combat are applied in priority to the first unit of the stack (11.1).
Designers note: Stacked units are actually one behind the other in the hex. The player has the choice of giving priority to lines of battle more or less close to each other, with the resulting consequences (see combat results).
3.2 - Commanders
They may be alone in a hex or stacked with units. If an enemy combat unit moves through their hex while they are alone, they are repositioned: formation commanders to the unit of the closest formation, and army commanders to the closest friendly unit.
A formation commander and an army commander can be stacked in the same combat unit. In this case, only one combat bonus of +1 is applied.
3.3 - Application of Stacking Rules
Stacking limits apply to all units at all times except during retreat after combat (11.2).
3.4 - Penalties for Overstacking
If units are overstacked, the owning player must eliminate as many as required to meet the stacking limits.
3.5 - Effects of Stacking
3.5.1 - Stacking Order
The stacking order may be changed during the movement phase at a cost of half of the MP of all units present. If this change takes place in an enemy ZoC, the stack will have a penalty if there is combat.
3.5.2 - End of Movement
When a unit stops its movement in a hex occupied by a unit with which it can stack, the unit is placed under the one already present.
3.5.3 - Artillery
When a unit or a stack of units is in a hex with an artillery unit, the player places the artillery unit on top of the stack.
3.6 - Inspection
Players may not inspect stacks of enemy units.
4 - Sequence of Play
A scenario is played in a set number of turns, each turn consisting of several phases.
A. Marching Movement
If alternative scenarios are played, the player or players who move units in a marching column play these formations first (see 14).
B. Activation of Formations
The player who plays first (determined by the scenario) is designated as "active", the other as "inactive".
B1 - First Player
Rally Phase
The active player attempts to rally his routed and disorganized units (12.5) in enemy ZoC and reorganize the disorganized units outside of enemy ZoC (12.2).
Fire and Movement Phase
The active player:
- Fires his redoubts (if he has some).
- Then chooses a formation (or an independent unit) and does an activation check. If it is successful, the corresponding formation (or unit) is activated. If the check fails, the formation (or unit) is not activated (5.3).
The formation commander's counter is turned over to signify the end or the failure of this activation. A marker "Activée" is placed on independent units.
If the formation is activated, the active player:
- A: checks the command of the units of the formation.
- B: can have his commanded units perform the following actions in the following order, while strictly respecting the listed constraints:
He must:
- Move his routed units (12.4).
He can:
2a. Change the facing of his artillery units, and
2b. Fire with his artillery units which did not move the precedent turn (9.5).
Then, in the desired order:
- Move the Formation Commander independently or with a unit or stack of units with which he is stacked.
And one (only) of the following actions:
- 3a. Move a unit (8);
- 3b. Move a stack of units (3);
- 3c. Move a line of battle (6.5 and 8.7).
If the army commander is stacked with the activated formation commander, then the active player can perform two different actions (4a, 4b or 4c) instead of just one. The army commander still has the option of moving during his turn (see 4).
The inactive player can:
- React to an enemy movement (8.5);
- Engage in reaction fire (9.3);
with his inactive units at the desired moment on an active enemy unit having made a movement of at least one hex.
The active player chooses another formation and tries to activate it. This continues until all of the active player's formations have been tested.
4 - Combat Phase (see 10)
Once all of the movements of all the active formations or independent units have taken place, the combats are carried out one by one in the order chosen by the active player and the results of combat are applied immediately.
5 - Army Commander's Movement
Move the Army Commander alone or with a unit or stack of units with which he is stacked. If the army commander was stacked with a formation commander and has moved with him, then its movement allowance is halved.
B2 - Second Player
The second player becomes the active player and repeats the same operations as the first player, who becomes the inactive player.
C. End of Turn
- The commanders are returned to their front side. Activée markers are removed.
- The players check the morale of their formations.
- The players check the automatic victory conditions of the scenario, if there are any.
- The players check eventually on the "Battle Perception Table" (see 15).
- The turn is then completed and the turn marker is advanced one space.
At the end of the final turn the players check the victory conditions for that scenario.
5 - Activation
5.1 - Principle
(Difference from the previous rules.) The active player chooses a formation (or an independent unit) and tries to activate it by rolling with 1d6 less than or equal to its activation value. Important: the player only has one try per formation (or independent unit).
If the army commander is stacked with an independent unit, the unit is automatically activated.
Modifiers to the dice:
- The formation commander or the independent unit is not at command distance from the army commander: +1
- The army commander is stacked with the formation commander: -1.
5.2 - Activation Levels
See the scenarios for the various activation levels.
5.3 - Non Activation
If a formation fails its test and cannot activate itself, the units of the formation, whether or not they are commanded, remain where they are and do not move.
The player must, however:
- Move his routed units.
And can:
-
Change the facing of an artillery unit.
-
Fire with an artillery unit.
-
Move a unit or a stack of units with half of its movement value.
-
Move the formation commander with half of his movement value.
-
An independent unit which fails its activation does not move; however, it can change facing for one vertex (see 6.6 and 8.3).
6 - Command
6.1 - In General
Each army commander has a Command Radius (CR) (expressed as a number of hexes, which is unaffected by terrain) that represents his ability to control his Formation Commanders.
To be in command, a formation commander must be in the CR of his army commander during phase B. The CR is traced from the Army Commander to the Formation Commander following a line of hexes (unaffected by terrain) that may not pass through an enemy unit, or through a frontal or flank enemy hex that is not occupied by a friendly unit.
The CR of an Army Commander is given in the scenario.
6.2 - Formation Out of Command
A Formation Commander out of command in phase B carries out his activation test with a penalty (5.1). If the test is failed, the counter is still flipped, as if the Formation Commander had been activated (B1).
6.3 - Command of Units
When activated, a Formation Commander may make all the units of his command that are in command at the moment of activation perform any actions open to them, respecting the constraints listed in 8.1.1.
To be in command, a unit must be within the CR of the Formation Commander, following the same principles as in rule 6.1.
The CR of a formation commander is the value indicated on the counter.
A unit which is outside the CR of its commander is still in command if:
- Infantry or artillery: the unit forms part of a line of battle that is in command (see 6.5).
- Cavalry: the unit is at most two hexes from another unit in command or from a line of battle. The cavalry unit's facing has no bearing.
Important: the command check of a formation's units is done at the moment of the formation's activation. This means that a unit that is out of command remains so for the whole phase, even if the Formation Commander moves to within range of his CR.
A Formation Commander does not need to be stacked with units of his formation in order to be able to command them.
6.4 - Out of Command Units
A unit that is out of command at the moment of its formation's activation may not move. An "out of command" marker is placed on the unit.
- (Difference from the previous rules.) An out of command unit cannot move out of the ZoC of an enemy unit but may try to change its facing by one vertex by testing its morale with a DRM of +1. Whatever the result of this test, the unit can change its facing.
- An out of command unit with enemy units in its ZoC can combat (even if it's Disorganized).
- An out of command artillery unit can always fire.
6.5 - Lines of Battle
Adjacent infantry or cavalry units of the same formation:
- in the same facing;
- sharing flank or rear hexes;
- which may be disorganized but not routed, form a line of battle.
A line of battle can contain both cavalry and infantry, but these units cannot intercalate with each other.
An artillery unit or a commander cannot participate in a line of battle unless they are stacked with a participating unit.
Figure caption: A is a line of battle, but line B is not. The infantry and cavalry units are alternated and the artillery unit is not stacked with a unit of the line. C is a line (column) of battle; units are adjacent one to another by their fronts and flanks.
6.6 - Independent Units
An independent unit which fails its activation test does not move but may change facing for one vertex.
If in an enemy ZoC, the unit must test its morale with a DRM of +1. Whatever the result of this test, the unit can change its facing (8.3).
Figure caption (6.3): The Gilsa unit is not commanded because it is outside the CR of Wutginau, and it is not part of the line of battle because it does not have the same facing as the other units. The Einsiedel unit is commanded because it is a cavalry unit located two hexes from a commanded unit. The Anhalt 1 unit is commanded because it is part of a commanded line of battle. The Fürstenberg 2 unit is commanded because it is within the CR of Wutginau.
7 - Zones of Control
Each unit has a Zone of Control (ZoC) in each of its frontal hexes, which affects adjacent opposing units in these hexes. Commanders and routed units do not have any ZoCs. See the terrain effects chart for modifications to ZoCs for units occupying particular terrain.
7.1 - Effects of ZoCs
A ZoC has the following effects:
- a unit that enters an enemy ZoC stops its movement;
- a unit that retreats into an enemy ZoC after combat may become disorganized and be routed (see 11.2);
- (Difference from the previous rules.) a unit may not move directly from one enemy ZoC to another enemy ZoC (except 11.3 Advance after combat);
- leaving an enemy ZoC occurs through retreat (8.4);
- the presence of a friendly unit in an enemy ZoC negates the effects of the ZoC for command (see 6.1) and the movement of commanders (see 8.5);
- (Difference from the previous rules.) A ZoC is not projected into the following terrain: a forest (except light infantry units), a town hex, across a stream or a river except across a bridge.
7.2 - Flank and Rear Hexes
Flank hexes: the flank hexes of enemy units have no effect on the movement of friendly units. A unit which retreats into an enemy flank hex after combat may possibly become disorganized (see 11.2).
Rear hexes: the rear hexes of enemy units have no effect on the movement of friendly units. There is no penalty for retreating into the rear hex of an enemy unit after combat.
8 - Movement
8.1 - In General
An activated unit may move some or all of its MPs. Entering a hex costs the moving unit a certain number of MPs. Terrain costs are shown on the Terrain Effects Chart for infantry and cavalry. MPs are not cumulative from one turn to the next; neither may they be transferred between units.
The movement of a unit or stack of units must be completed before continuing to another unit of that formation (see the specific movement of lines of battle).
Movement can only be carried out through frontal hexes, without changing facing. Commanders and light troops may move in any direction.
- (Difference from the previous rules.) Artillery units may only move if they have not fired during phase 2b (9.6). They cannot move in certain terrains (see terrain effects chart).
8.2 - Disorganization Due to Terrain
Certain terrain can provoke the automatic disorganization of a unit crossing it. At the moment a unit crosses into this terrain, it receives a Disorganization marker. See Movement Table.
8.3 - Changing Facing
A unit may change facing by expending 1 MP per vertex, maximum three vertexes per movement phase.
A unit that changes facing in an enemy ZoC must pay 2 MPs per vertex and must undergo a morale test (one test only, irrespective of the number of vertexes). Whatever the result of the test, the unit still changes facing.
Important: a unit which has already an enemy unit in its ZoC cannot change facing.
A unit or a stack of units that rotates 180 degrees must pay 1 MP. For a stack, the order is reversed: the unit on the bottom moves to the top and vice versa. A unit in an enemy ZoC cannot rotate 180 degrees.
8.4 - Leaving an Enemy ZoC
A unit may leave a hex in an enemy ZoC by retreating one hex (following the retreat rules, see 11.2) into one of its rear hexes (but not a flank hex), while maintaining its facing. Cost: all of its MPs. The unit may not change facing after it has retreated.
Exception: cavalry may retreat one hex and change facing by a maximum of one vertex.
8.5 - Moving Commanders
- (Difference from the previous rules.) Army Commanders may move 6 MPs once per turn during phase B at the end of phase B. They pay one MP per hex in clear terrain and on trails; all other terrain costs 2 MPs. They may not enter an enemy frontal or flank hex that is not occupied by a friendly unit.
A Formation Commander may move 6 MPs, but only when his own formation has been activated. He must respect the same rules as army commanders.
- (Difference from the previous rules.) A commander who moves with a unit does so with the movement capacity of the unit.
8.6 - Reaction Movement
Once per activation of an enemy formation, a cavalry unit, stack or line may react to an enemy movement:
- if it is not in an enemy ZoC;
- (Difference from the previous rules.) if the enemy unit arrives within 2 hexes of it;
- if it passes the reaction test.
The cavalry unit, stack or line can move normally and must come to be adjacent to the enemy unit.
To pass the reaction test, the player must get less than the activation value of the formation, following these modifiers:
- the formation commander is not stacked with the unit or one of the line units: -1;
- the army commander is stacked with the unit or one of the line units: +1.
8.7 - Lines of Battle
The units of a line of battle can be activated and move together if they all make the same movement hex by hex (for example, advance one hex in the same direction, pivot one vertex in the same direction, etc.), respect the rules described in 6.5 during the whole movement, and maintain their respective positions in the line at the end of movement.
It is recommended to move each unit of the line of battle one hex before moving on to the following hex (same for changing facing), in order to monitor the constraints of line movement.
Precisions and constraints:
- If part of the line of battle is abandoned during movement, the movement ends for the stopped units.
- It is not possible to recover a unit or a line of battle during movement.
- It is not possible for a unit to stack with a stopped unit in the line.
Figure caption (8.7): The line of battle advances one hex (1) then pivots one vertex to the left (2), and advances one hex to the left (3), leaving the Poitou infantry unit in place. The rest of the line advances another hex to the left (4). The units pivot one vertex to the right (5), and then advance one hex (6). Total: 6 MPs.
8.7.1 - Pivot of a Cavalry's Line of Battle
A cavalry line of battle that does not exceed two hexagons in length can pivot. The units change facing by a maximum of one vertex. The pivoting unit does not move; the unit in the adjacent hex aligns itself with this unit. The line of battle can then move with the remaining MP of the unit that has moved the farthest. A pivot may only take place in clear terrain.
Figure caption (8.7.1): The two cavalry units pivot. Du Roy unit serves as a pivot, pivoting one vertex while remaining in place. Then, the Royal Pologne unit does the same and then realigns itself with Du Roy. The two units can then advance by one or several hexes, respecting their movement capability.
8.8 - Artillery and Movement
During the activation phase, an artillery unit may change facing by one and only one vertex, and then fire. An artillery unit can move once its formation is activated if it did not fire this turn. It moves as infantry.
9 - Artillery Fire
9.1 - In General
During the activation phase, cannons of the activated formation may fire once in the direction of their frontal hexes (see diagram). Firing is voluntary. No unit is obliged to fire. Each unit fires separately.
Note: the flank hexes of a redoubt are considered like front hexes, but a redoubt fires like an artillery unit through its two forward hexes.
- (Difference from the previous rules.) An artillery can fire only if it did not move the previous turn.
If an artillery unit chooses to fire, it must designate a target hex that is within range and in its Line of Sight (9.4).
- (Difference from the previous rules.) An artillery unit may not fire beyond its maximum range of 3 hexes. The range is the number of hexes from the firing unit to its target, counting the hex of the target unit but not that of the firing unit.
9.2 - Procedure
The player rolls 1d6, adds any applicable modifiers and checks the result on the artillery fire table.
9.3 - Reaction Fire
Reaction fire is normal fire that is carried out by an inactive artillery unit (or a redoubt) and which is resolved during the movement of an activated unit.
This firing is automatic; no test is required.
An artillery unit may carry out only one reaction fire per turn.
This shot is aimed at the hex the enemy unit leaves or to the one it enters, as the player wishes.
The enemy movement must take place into the Line of Sight of the artillery unit.
If it is still possible after the reaction fire, the activated unit may continue its movement.
9.4 - Line of Sight
Artillery must have a clear Line of Sight as far as its target hex in order to fire. The LoS is traced from the centre of the firing unit's hex to the centre of the target unit's hex.
Artillery may always fire at a target in an adjacent hex.
Determining the LoS depends on the position of the firing unit and the target, which may or may not be at the same level.
- A. The two units are not at the same level: The LoS is blocked if it passes through a hex containing a blocking element. In addition, the LoS is blocked if it crosses a higher level than that of the firing unit or the target.
- B. There is more than one level separating the target and the firing unit: The LoS is not blocked if it passes through a hex containing a blocking element.
- C. Both units are at the same level: The LoS is blocked if it passes through a hex of equal or higher level containing a blocking element. Furthermore, the LoS is blocked if it crosses a level higher than that of the firing unit and the target.
Elements that block the LoS are:
- any unit between artillery and its target;
- any obstacle hex (town, forest, or redoubt), hex sides excluded, between the artillery unit and its target.
A LoS may always be traced into a hex containing blocking terrain, but never through it.
If a LoS passes along a hex side, it is only blocked if the hexes on both sides contain blocking elements.
Figure caption (9.4): The artillery unit cannot fire at Fürstenberg 1 unit because the LoS is blocked by the town hex. It can, however, fire at Fürstenberg 2.
9.4.1 - Flanking Fire
If an enemy unit presents its flank to an artillery unit, this one will have a DRM of +2 to its fire die.
Figure caption (9.4.1): The Gilsa and Fürstenberg units present their flank to the artillery unit. On the other hand, Fürstenberg 2 presents its front.
9.5 - Destruction of Artillery
An artillery unit never recoils, nor routs, and is never disorganized by combat or fire.
If an artillery unit alone in its hex is contacted by an enemy unit then it is automatically destroyed.
Note: Redoubts follow the same rules. If there is no more infantry in a redoubt, then it is destroyed if contacted by an enemy unit or as a result of an advance after combat.
10 - Combat
10.1 - In General
Units of the active player may always attack adjacent enemy units in their ZoC. The active player is called the attacker and his opponent is called the defender.
- (Difference from the previous rules.) Attack is mandatory if the attacker and the defender are in clear terrain, except if infantry attacks cavalry.
- A unit may only attack during the combat phase of the active player.
- Exception: Artillery units (in redoubt or not) may only combat during fire. However, they bring a bonus to the units stacked with them during combat in their front hexes (9.1).
- A unit may only attack once during its activation.
- When a stack of units attacks, all of the units in the stack must attack the same enemy hex by combining their CPs.
- A unit or stack may attack several units at once as long as they are all adjacent and in the attacker's ZoC. In this case, they are attacked together by combining their CPs in defense.
- Several friendly units or stacks that are adjacent may attack the same enemy unit or stack by combining their attack factor as long as the enemy unit or stack is the only one in the attacker's ZoC.
- (Difference from the previous rules.) Note: a unit which has its two ZoC hexes occupied by enemy units is obliged to attack both, except if another friendly unit has also one of these two hexes in its own ZoC or if the terrain allows it.
- However, several friendly units may not attack several enemy units in a single combat. The attacks must be resolved separately.
- A cavalry unit may not attack an enemy unit located in terrain that it could not move into.
10.2 - Procedure
Each combat is resolved separately.
- Calculate the ratio of the sum of the attackers' CPs against the sum of the defenders' CPs. The ratio is always rounded in favor of the defender.
- The different modifiers (see 10.3) are applied and the attacker rolls 1d6. He consults the Combat Results Table and obtains the combat result.
- The result is applied immediately before moving on to another combat.
10.3 - Modifiers
Combat modifiers are as follows:
- Terrain: when several units are attacked simultaneously, apply always the terrain most favorable to the defender for combat resolution. Terrain effects are cumulative.
- Morale: obtain the morale difference between the attacker and the defender.
- When units with different morale participate in a combat (in attack or defense), apply the best morale value of the units involved.
- When a stack participates in a combat, apply the morale of the top unit.
- Flank and rear: a unit attacked in the flank gives a DRM of +2 to the attacker. A unit attacked from the rear gives +3 DRM to the attacker. For multiple attacks, use the facing that is least favorable to the defender.
- Cavalry:
- -1 against normal infantry.
- A cavalry unit that attacks disorganized infantry receives a +1 DRM in combat.
- Certain cavalry units possess a combat bonus indicated by crossed swords on the counter. The +1 DRM bonus applies when the unit combats cavalry only.
Example: A cavalry unit which fights a normal enemy infantry unit in a redoubt suffers a -3 DRM (-1 for the infantry, -2 for the redoubt).
Note: Cavalry may not attack a fortified village (a village + a redoubt, for example).
Summary of combat modifiers (cumulative):
- Strength ratio: see table.
- Demoralized formation: + or -1.
- Disorganization: + or -1.
- Unit type: see table.
- A Commander is present: +1 max.
- Change of order of a stack in a ZoC: -2.
- Artillery: + or -1 if an artillery unit is present in the hex and the enemy is in its fire arc.
- +2 against a unit in march column.
All modifiers are cumulative.
11 - Combat Results
11.1 - In General
Possible combat results are as follows:
- TM: Morale test. All affected units undergo a Morale Test.
- TM -1: Morale Test for units with a DRM. All affected units undergo the test with a -1 DRM.
- TM +1: Morale Test for units with a DRM. All affected units undergo the test with a +1 DRM.
- TM +2: Morale Test for units with a DRM. All affected units undergo the test with a +2 DRM.
- D: Disorganization of units: all affected units are disorganized.
- R1 or R2: Retreat of 1 or 2 hexes for all affected units (see 11.2).
- 1, 2, 3: The number of steps eliminated in the affected units. The owning player is free to determine which units take the losses. In the case of a stack, the unit on top takes the first loss, then the third eventually.
- E: Elimination of the affected units.
- *: Cavalry units previously disorganized by combat are eliminated.
Results apply to the whole stack except losses, which are taken first by the unit on top of the stack.
The results are applied in the following order: losses, morale test, disorganization, then retreat.
Note: If a unit routs before retreating, it does only its rout movement.
11.2 - Retreat
11.2.1 - Overview
Retreat after combat must be done, if possible, in the following order:
- toward one of the retreating unit's rear hexes (even if it is inside a redoubt);
- toward terrain that the unit may enter, out of an enemy ZoC or enemy flank hex.
A retreating unit or stack maintains its initial facing. A unit that cannot retreat because of the presence of enemy unit(s) in adjacent hexes or impassable terrain is eliminated.
A commander must retreat with the units he is accompanying.
11.2.1 - Retreat into a Friendly ZoC
If a retreat hex is occupied by a friendly unit or stack of any type with the same facing, the retreating unit or stack crosses it (the unit or stack in that hex tests to see if it's disorganized (12.1)) and stops at the first hex free of friendly units. Stacking limits do not apply during this movement (3.3).
If the unit or stack does not have the same facing as the retreating unit, it is automatically disorganized.
11.2.1 - Retreat in an Enemy ZoC
- A unit forced to retreat into a frontal hex of an enemy unit loses one strength step and undergoes a Morale Test with a DRM of +2.
- A unit forced to retreat into a flank hex of an enemy unit undergoes a Morale Test with a DRM of +1.
- A unit forced to retreat into a rear hex of an enemy unit does not undergo a Morale Test.
11.3 - Advance After Combat
(Difference from the previous rules.) In the case of retreat or elimination, the victorious stack's top unit or the stack, in attack or defence, may enter the vacated hex. The advance is limited to this one hex, even if the retreat is of two hexes.
Exceptions:
- If the advancing unit is the defender's, then it cannot enter an enemy ZoC.
- Cavalry who win a combat must advance at least one hex.
The choice of whether or not to advance to a vacant hex is free, but must be carried out immediately and before any other action. Artillery may not advance after combat.
11.4 - Elimination of Commanders
When the units with which an Army Commander is stacked suffer at least one step loss (by fire or combat), the player checks to see whether or not the commander is killed: the player rolls 1d6 and on a 1 he is killed.
If the units with which he is stacked are eliminated entirely, whether by combat, fire or retreat, the player rolls 1d6 and on a 1 or 2 he is killed.
- The Army Commander is then immediately replaced by one of the Formation Commanders (owning player's choice), who becomes Army Commander for the rest of the game. The elimination of the Army Commander affects Formation Morale (see 13.1).
- The Formation Commander is immediately replaced by his aide de camp. The player places a marker "Aide de Camp" on the eliminated commander. This commander is then replaced on one of the non-eliminated units of his formation. An aide de camp that is killed is replaced in the same fashion.
The Aide de Camp has the same activation factor as the eliminated commander, -1.
The elimination of a formation commander affects Formation Morale (see 13.1).
Figure caption (11.4, combat example 1): The Palatinat and Grenadiers stack with Broglie attack Anhalt 1 and the artillery. It is obliged because they are both in clear terrain. (They could have also attacked Bayreuth at the same time.) The CPs of the attacking stack are added up for a total of 16 CPs. The defender has 4, giving a strength ratio of 16/4 or 4/1. The modifiers are: +1 because the unit on top of the pile has a better morale; +4 strength ratio; +1 because the formation commander participates in the combat; -1 because the artillery participates in the defence. Total = +5. The player rolls 1d6 and gets a 1. The defender must test his morale with a +1 DRM. The attacker also tests his morale. The units remain in place. Du Roi is not obliged to attack the village, but if Poitou was not on his right flank, he would have been obliged to attack Anhalt 2. What Poitou does is an obligation.
Figure caption (combat example 2): Du Roy and Royal Pologne attack Einsiedel. The two units can attack together because the second front hex of Roy. Pologne is free of enemy unit. If, for example, Fürstenberg had been in 1106, he would not have been able to combine his FPs with Du Roy.
11.5 - Destruction of Artillery and Redoubts
An artillery unit or redoubt is automatically eliminated:
- if all the infantry or cavalry units with which it is stacked are eliminated;
- (Difference from the previous rules.) if an enemy unit enters its hex while alone in it.
(Difference from the previous rules.) An artillery or redoubt cannot retreat nor rout.
12 - Unit Morale
12.1 - Morale Test
When a unit has to carry out a Morale Test, the owning player rolls 1d6. If the result is lower than or equal to the Morale Value of the unit, it remains in its present state. Otherwise it becomes disorganized.
- If a commander is present in the unit's hex, the unit benefits from a -1 DRM.
- If the formation is demoralized, the unit suffers a +1 DRM.
- (Difference from the previous rules.) If a stack of units with different morale values is tested:
- Use the morale of the top unit if it's a result of combat.
- Use the best morale of the stack if it's a test to recover from disorganization or stop a rout.
12.2 - Disorganization
A disorganized unit has a Disorganized ("Désorganisé") marker placed on it. A unit that is disorganized hinders artillery fire and combat.
A disorganized unit that suffers a second disorganized result as a combat result is routed. The Disorganized marker is removed and replaced by a Routed marker, and the unit routs.
However, a disorganized unit is not routed if, during its movement phase, it passes through a hex requiring disorganisation (8.2).
Attention: a cavalry unit or stack which is already disorganized may become immediately eliminated, no matter how strong it is, if it suffers a * result as a result of combat.
The Disorganized marker is automatically removed in the Rally Phase if the disorganized unit is not in any enemy ZoC at that moment.
If the disorganized unit is in an enemy ZoC, it must check to see if it can remove its disorganization marker. The test is performed with a +1 DRM. If the unit fails, it remains disorganized.
12.3 - Rout
A routed unit no longer possesses any ZoC, and it has no facing. Any movement other than rout is forbidden.
A routed unit that is attacked by an enemy unit is immediately eliminated.
12.4 - Rout Movement
As soon as a unit routs, it must immediately rout 3 hexes, irrespective of the terrain, unless that terrain is impassable for that particular unit.
This movement must be toward the nearest friendly map edge, as specified by the scenario instructions. Any further rout causes a new rout of 3 hexes towards the friendly map edge. This movement must also be carried out completely. Otherwise, the unit is eliminated. The path chosen may be more or less direct, providing the unit is able to carry out its full rout requirement.
A routed unit may pass through friendly units without regard to stacking limits except for the final hex, in which case an extra hex of rout movement may be required. The traversed units become disorganized in their own turn (or even routed if they were already disorganized).
A routed unit that cannot retreat at least 3 hexes is eliminated. A unit that leaves the map is eliminated.
Commanders stacked with one or more routed units may choose to remain in the hex or to accompany them, as in a retreat, possibly stopping en route. A Formation Commander traversed by a routed unit from his formation may choose to accompany it.
12.5 - Rally Test
In each Rally Phase a routed unit must attempt a Rally Test if it is not in an enemy ZoC. Each unit carries out a Rally Test individually; a 1d6 is rolled with the following modifiers applying (not cumulative):
- -1 if an Army Commander or his formation commander is adjacent to the unit.
- -2 if the Army Commander or his formation commander is stacked with the unit.
If the modified result is equal to or less than the unit's morale value, it is rallied, and a Disorganized marker replaces the Routed marker.
If the result is higher than the unit's morale value, the Routed marker remains in place.
A unit in an enemy ZoC may not carry out a Rally Test.
13 - Formation Morale
(Difference from the previous rules.) Formation Morale is a measure of the willingness to fight of the soldiers in that formation. The success or failure of individual units has a cumulative effect on the overall morale status of that formation.
13.1 - Adjusting Morale
Each formation starts the game with a certain number of Strength steps. During the battle, the evolution of losses of each formation is verified during phase C.
A formation becomes demoralised when its losses equal 1/3 of its initial strength steps (including cannons but not redoubt), rounded up to the nearest whole number. This weighted value is given in the scenarios.
Losses are counted as follows:
- -1 per routed unit in the formation.
- -1 per step of eliminated units in the formation.
- -1 if the formation commander is dead.
- -2 for all formations if the Army Commander is dead.
From the moment a formation becomes demoralized (during phase C), all the units that belong to the formation suffer the following penalties:
- The Morale Value of the units in a demoralised formation is decreased by -1.
- The units of the formation suffer an additional combat penalty.
- No unit belonging to the formation may voluntarily enter an enemy ZoC.
A demoralized marker is placed on the formation commander's counter.
13.2 - Independent Units
Independent units have no formation morale.
13.3 - Demoralization of the Army
If a number of formations of the army, indicated in the scenario, is demoralized, the whole army is demoralized. Independent units do not count toward the calculation of the army's demoralization.
14 - Marching Column
(Difference from the previous rules.) This type of movement allows units to move more quickly but makes them more vulnerable if they are attacked.
14.1 - General Principles
The number of movement points of a unit in marching column is doubled. However, the terrains maintain their characteristics.
- (Difference from the previous rules.) Exception: if the column or the independent unit (see 14.5) moves along a road, then it doesn't pay for changing vertex.
A formation in a marching column can only march or deploy.
Movement counts from the entry hex of the column.
Units may not march or deploy less than three hexagons from an enemy unit.
Units must respect stacking rules (3).
A unit attacked while in a marching column suffers a penalty. The attacking unit benefits from a +2 DRM.
Marching is conducted as an entire formation and not as a unit. A marching column marker is placed on the formation commander to indicate that the entire formation is in a marching column.
14.2 - Command
The distance for command is calculated in the same way as 6.3. However, since the units are in a column, only one needs to be commanded for all those in contact to be commanded. (By the front, the rear [marching], or the flank [deployment].)
14.3 - Deploiement
The units of a marching column deploy at the beginning of their movement phase. All of the units of the formation must deploy together. They have their regular number of movement points to finalize their movement.
The player can move his units one by one, respecting rules 16.1 and 16.2.
The marching column marker is then removed from the formation commander at the end of the turn.
Note: a unit attacked while deploying suffers a penalty. The attacking unit benefits from a +2 DRM.
14.4 - Activation
The activation of a marching column is automatic. The player does not need to test his formations in a column.
If the player has formations already deployed on the map, he activates them normally. The second player does the same.
Once the marker is removed from the formation commander, the rules of command and movement are again those of 6.3.
14.4 - Unit in Column
(Difference from the previous rules.) An independent unit (only) may use marching column after the initial deployment while activated.
Rules of marching column apply for movement, combat and deploiement.
A column marker is placed on the unit at the start of its movement. It is removed when the unit is deploying at the start of its activation.
15 - Victory Conditions
(Difference from the previous rules.)
15.1 - Automatic Victory
If Hastenbeck and Afferde are in French hands and the observation army is demoralized, it is a tremendous victory.
15.2 - Victory at the End of the Scenario
- Brilliant French victory: take Hastenbeck and demoralize the Allied army without being demoralized.
- Limited French victory: take Hastenbeck and demoralize an Allied formation without being demoralized.
- Forfeited game: Hastenbeck is in French hands and neither or both of the armies are demoralized.
- Limited Allied victory: Hastenbeck and Afferde are in Allied hands and the observation army is not demoralized.
- Brilliant Allied victory: hold Hastenbeck and Afferde and demoralize two French formations without being demoralized.
- Tremendous Allied victory: hold Hastenbeck and Afferde and demoralize the French army without being demoralized.
15.3 - Perception of the Battle (Optional Rule)
(Difference from the previous rules.) If the players decide to use the "Perception of the battle" Table, victory conditions are slightly changed.
- If the Allied player retreats and Afferde is in French hands, it is a tremendous French victory.
- If the Allied player retreats and the French player did not stop it, it is a brilliant French victory.
- If the Allied player retreats and the French player stops it for at least one turn, it is a limited French victory.
15.3.1 - Use of the Table
During the End of the turn phase, both players check if the conditions are met to test the perception of the battle. Then the players roll 1d6, possibly modify it, and apply the result at the beginning of the next turn.
Conditions to test: having suffered 3 routs or step losses this turn.
DRM:
- +1 if the player has already tested the previous turn.
- +1 for suffering 5 routs or step losses this turn.
- +1 for having a demoralized formation this turn.
| Die | Allied | French |
|---|---|---|
| 6 | – | A |
| 7+ | R | A |
- A: The player cannot move any unit this turn. Units in enemy ZoC can attack. Artillery may fire.
- R: The Allied player considers the battle lost and retreats. It is the end of the game.
16 - Scenarios
16.1 - Historical Scenario
The French player is the first player. On the first turn, he can automatically activate one of his formations.
16.1.1 - Duration of the Game
The turn marker is placed on space one. The game stops at the end of the 10th game turn, or before if the optional rule 15.3 is played.
16.1.2 - Activation Values
- French: 4 or less
- Allies: 3 or less
16.1.3 - Command
The command range of the Army Commanders is:
- D'Estrées: 5 hexes.
- Cumberland: 4 hexes.
16.1.4 - Set-up
Formation commanders are stacked with one of the units of their formation or not, at the choice of the player. The army commander is placed at the choice of the player.
The orientation is the vertex corresponding to the front of the counter.
French Army
- Estrées: Army commander
- Chevert (all oriented to the north-north-west): Volontaire du Hainaut: 1004; Grenadiers réunis: 904; Picardie: 1003; Navarre: 1002; La marine: 1102; Eu: 1101. Demoralization: 6
- Armentières
- Oriented to the north-north-west: Belzunce: 1304; Autriche: 1203; Alsace: 1403; La Couronne: 1303; Dragons démontés: 1402.
- Oriented to the north: Champagne: 1307; Reding: 1406.
- Demoralization: 7
- Contades (all oriented to the north): Mailly + Orleans + Art. 12L: 1309; Lyonnais + Vaubécourt + Art. 12L: 1308; Colonel Général + Commissaire Général: 1508; Dauphin + Bourgogne: 1509; Cuirassiers + Royal Roussillon: 1510. Demoralization: 8
- Broglie (all oriented to the north): Du Roi: 1311; Grenadiers: 1310; Palatinat 1 et 2: 1410 et 1411; Royal-Suédois: 1313; Poitou + Art. 12L: 1314; Royal Cravatte: 1413; Mestre de camp Général: 1414; Royal-Pologne: 1512; Du Roy: 1513. Demoralization: 10
- Independent units (all oriented to the north): Hussards: 1418 (Tünden); Royal-Carabiniers: 1511
Army of Observation
- Cumberland: Army commander
- Zastrow (all oriented to the south-south-west): Von Block 1: 415; Von Block 2 + Redoubt 6L: 515; Von Block 3: 614; Von Spörcken: 613; Von Dachenhausen 1: 314; Von Dachenhausen 2: 413; Von Zepelin 1: 513; Von Zepelin 2: 612. Demoralization: 7
- Wutginau
- Oriented to the south-south-west: Prinz von Anhalt 1: 713; Prinz von Anhalt 2: 812.
- Oriented to the south: Von Gilsa: 912; Von Fürstenberg 1 + Redoubt 6L: 911; Von Fürstenberg 2: 910; Von Einsiedel: 712; Von Urff: 711.
- Demoralization: 6
- Imhoff (all oriented to the south): Erbprinz von Brunswick 1 et 2: 909; Von Behr 1: 908; Von Behr 2: 907; Von Kielmansegg 1: 810; Von Kielmansegg 2: 811; Von Hodenberg: 808. Demoralization: 6
- Independent Units
- Oriented to the south-south-west: Von Hardenberg 1 et 2 + Redoubt 12L: 1008.
- Oriented to the south: Von Schulenburg + Redoubt 6L: 1107; Jäger + Abattis: 906; Breidenbach: 106; Dachenhausen: 310; Von Ledebour 1 et 2: 116 et 117; Détachement: 419.
16.1.4 - Army Demoralization
- French: 3 formations
- Allies: 2 formations
16.2 - Free Set-Up
All the rules of the historical scenario are in play.
16.1.4 - Set-Up
- The Allied player can set up his units freely with the following rules.
- He sets up first.
- No unit can be placed to the south of line 13xx and east of column xx04.
- The marker Abattis is placed in a wood hex.
- He can place only one redoubt in a village.
- No independent unit (except the Grenadiers and the Jägers) can be placed in the first line.
- The French player sets up second.
- He can enter in march column by the south edge of the map; or
- he sets up his units at least two hexes away from the nearest enemy units. He cannot set up north of line 09xx.
- If some units are out of the map, consider they are adjacent to their entry hex.
- Note: a routed French unit which leaves the map is not eliminated; it can re-enter the next turn by its exit hex if it passes its rout test.
- The French player is the first player. On the first turn, he can automatically activate one of his formations.
- Victory conditions are those in 15.
Game Note: Players can test different activation levels, for example 4 for the Allies and 5 for the French. The game will be different.
Option: The 6L artillery unit can be used by the French player with the Armentières Formation in 1307.
Deployment diagram (labels A to D as printed). The printed French-language box beside it, translated: units entering in a march column have 8 PM to spend. In A they decide to deploy. Poitou spends 5 PM, Palatinat 1 also; the Grenadiers spend 5 in B, 2 in C, and finally in D, for a total of 8 PM.
Reference Tables
Terrain Effect Table
| Terrain type | Cost (I/C) | Fire | Combat | Block the ZoC | Comments |
|---|---|---|---|---|---|
| Clear | 1 | – | – | – | – |
| Marsh | 2/3 | – | – | – | Automatic Disorganization when crossing a stream if there is a Marsh adjacent |
| Woods | 2/Forb | -1 | -1 | – | – |
| Town | 2 | -1 | -1 | Yes | The flank hexes of the infantry occupying these hexes are considered like frontal hexes |
Forb: Forbidden. Notes: The modifiers are for a unit in this type of terrain, target of fire or combat.
Artillery Table
| Die | Target |
|---|---|
| 0 and - | – |
| 1 | – |
| 2 | – |
| 3 | TM |
| 4 | TM |
| 5 | TM+1 |
| 6 | TM+2 |
| 7 | D |
| 8 | 1D-R1 |
| 9 and + | 1D-R2 |
Modifiers (cumulative):
- -1 Target is a Light Unit
- -1 Shooter is disorganized
- -? Terrain
- +2 Against Flank
- -1 by hex of distance (after the first one)
- +1 Adjacent Fire
- +1 if 12L (lb)
Combat Result Table
| Die | Attacker | Defender |
|---|---|---|
| -3 and - | 2D-R2* | – |
| -2 | 1D-R1* | – |
| -1 | 1-TM+2-R1 | – |
| 0 | TM+2-R1 | – |
| 1 | TM+2 | – |
| 2 | TM+1 | TM |
| 3 | TM | TM |
| 4 | TM | TM+1 |
| 5 | TM-1 |
Modifiers (cumulative):
- Strength Ratio (round in favor of the defender):
- 6/1 and more: +6
- 5/1: +5
- 4/1: +4
- 3/1: +3
- 2/1: +2
- 3/2: +1
- 1/1: 0
- 2/3: -1
- 1/2: -2
- 1/3 and less: -3
- Morale (+ or -): difference in morale between the attacker's and the defender's units with higher morale.
- Facing:
- +2: if the defender (or one of the defenders) is attacked by a flank hex.
- +3: if the defender (or one of the defenders) is attacked by a rear hex.
Results: 1d6 + or - the modifiers
- R1, R2 = Retreat 1 or 2 hexes.
- TM, TM-1, TM+1, TM+2 = Morale test with or without DRM.
- D = Disorganized.
- 1, 2, 3 = 1, 2 or 3 step loss.
- * = Cavalry units previously disorganized by combat are eliminated.
- E = Elimination.
Sequence of Play (Summary)
- A. Marching Movement
- B. Activation of Formations: The player who plays first (determined by the scenario) is designated as "active", the other as "inactive".
- B1 - First Player
- Rally Phase
- Fire and Movement Phase
- The active player fires his redoubts (if he has some) and then chooses a formation (or an independent unit) and does an activation check. If the formation is activated, the active player:
- A: checks the command of the units of the formation.
- B: can have his commanded units perform the following actions in the following order, while strictly respecting the listed constraints:
- He must: 1 - Move his routed units (12.4).
- He can: 2a - Change the facing of his artillery units, and 2b - Fire with his artillery units which did not move the precedent turn (9.5).
- Then, in the desired order: 3 - Move the Formation Commander independently or with a unit or stack of units with which he is stacked.
- And one (only) of the following actions: 3a - Move a unit (8); 3b - Move a stack of units (3); 3c - Move a line of battle (6.5 and 8.7).
- The active player fires his redoubts (if he has some) and then chooses a formation (or an independent unit) and does an activation check. If the formation is activated, the active player: