La Bataille de Dresde
La Bataille de Dresde Rulebook
Table of Contents
Table of Contents
- Part One: Standard Rules (Règlement des Marie-Louise)
- 1.0 Introduction
- 2.0 Rules Questions
- 3.0 The Game Equipment
- 4.0 Game Scale
- 5.0 The Playing Pieces
- 6.0 The Dice and Charts
- 7.0 Sequence of Play
- 8.0 Command
- 9.0 Facing
- 10.0 Zones of Influence
- 11.0 Stacking
- 12.0 Tactical Organizations
- 13.0 Movement
- 14.0 Line of Sight (LOS)
- 15.0 Fire (Feu)
- 16.0 Assault
- 17.0 Losses
- 18.0 Artillery
- 19.0 Cavalry
- 19.1 Cavalry Charges General Rule
- 19.2 Cavalry Charge (Charge à Cheval)
- 19.3 Enemy Reactions to Charge
- 19.4 Retreat Before Charge by Infantry
- 19.5 Retreat Before Charge by Cavalry
- 19.6 Rolling To Stand Versus Cavalry Charge
- 19.7 Forming Square
- 19.8 Cavalry Recall
- 19.9 Cavalry Mêlée
- 19.10 Cavalry Advance after Charge/Mêlée
- 19.11 Pursuit
- 20.0 Morale
- 21.0 Dusk and Night
- Part Two: Exclusive Rules for La Bataille de Dresde
- Appendix
Part One: Standard Rules (Règlement des Marie-Louise)
Note on numbering: this Part reproduces the section numbers of the official Règlement des Marie-Louise booklet exactly as printed (1.0–20.x), independently of Part Two's own 1.0–16.0 numbering, since the two are separate physical booklets in the real game and cross-refer to each other by these numbers.
1.0 Introduction
The Règlement des Marie-Louise may be used with all games in the series Les Batailles dans l'Âge de l'Empereur Napoléon Ier. This rulebook is intended to be a guide to tactical warfare in the early Nineteenth Century. If a player wishes to perform an action that is not covered in these rules, or if he is unsure as to its verifiability in these rules, then that action should be considered illegal.
2.0 Rules Questions
Send questions or comments to the following address:
Clash of Arms Games 1804 Hoffmansville Road PO Box 212 Sassamansville, PA. 19472-0212
Or e-mail us at: [email protected], "Attention: Rules Questions La Bataille"
Readers can also try the La Bataille forum on ConsimWorld at http://www.consimworld.com.
Copyright © 2013 Clash of Arms Games. November 1, 2013. Revision: 3.
3.0 The Game Equipment
An inventory of the contents of each game is given on the back of the game box. If any of these parts are missing or defective please write to the above address for replacements.
3.1 The Organizational Displays
The Organizational Displays have been organized to show players the command relationships between combat units and their leaders. This is important when determining command status during play. As units and leaders are eliminated through casualties or surrender they are returned to the Organizational Display and placed face down.
3.2 The Passage of Time Recorder
The Passage of Time Recorder is used to keep track of the various game turns. The Game Turn Marker should be placed in the space appropriate to the turn currently in play. Each hour is subdivided into three turns: The O'clock (:00), the :20, and the :40. This chart also includes a summary of the Sequence of Play, which is discussed later in these rules.
3.3 The Assaut et Mêlée/Combat à Feu Charts
This chart is back-printed with the Assaut et Mêlée Chart on one side and the Combat à Feu (Fire Combat) Chart on the other. The use of these two charts is discussed under their appropriate headings later in this rulebook.
3.4 Exclusive Rules
Each game may come with a set of Exclusive rules outlining the scenarios and rules particular to that game. The Exclusive Rules take precedence over the rules herein.
4.0 Game Scale
The exact game scale may vary from game to game. In general, each hexagon (hex) represents an area roughly 85 to 115 meters across. Each turn represents a period of 20 minutes. Each Increment of strength represents roughly 100 infantrymen, 50 cavalrymen and their horses, or a section of artillery (2-4 guns depending on their national doctrine, effectiveness, efficiency and economy).
5.0 The Playing Pieces
5.1 Combat Units
Front Side: The color (front) side of a combat unit counter shows the type of unit (infantry, cavalry or artillery), its tactical organization (whether it is a regiment, battalion, or company/squadron), appellation (which regiment, battalion or company/squadron it is and to which corps, division or brigade it belongs), as well as its starting strength and its Movement Potential. For purposes of this game series, the terms battery or artillery company are interchangeable and correspond to a single artillery counter.
- ••• Infantry or Cavalry Regiment
- •• Infantry Battalion
- • Infantry Company, Cavalry Squadron or Artillery Company/Battery
Reverse Side: The reverse side of the counter (its black and white side) reveals specific information about the unit. To simulate the Fog of War an opposing player may view only the general (color) side of a counter. Lastly, the specific sides of all counters belonging to the Foes of Napoleon are tinted gray in order to facilitate set-up.
Combat units come in three types: Infantry, Cavalry, and Artillery, each with a distinct front and reverse counter design as described above.
5.2 Leaders
Leaders represent the interjection of personality at an immediate place and time on the game map. Leaders are not considered to be Combat units.
The general side of their counter displays uniform and rank, Movement Potential, and his place in the chain of command. The specific side of the leader counter tells us who he is and how his presence with combat units will affect their performance by modifying dice rolls that concerns them.
NOTE: In some cases a leader may have differing mêlée modifiers for attack and defense. These have the form of two numbers separated by a slash, such as 2/3, indicating a modifier for attack of +2 and a modifier for defense of +3. Occasionally players may even encounter leaders that have negative values. These leaders adversely affect the units they are stacked with by subtracting from the specific roll of the dice.
5.3 Informational Markers
These show the effects of combat upon the combat units they mark, or the manner by which a combat unit reacts to what is going on around it. Informational Markers are part of the combat unit they are stacked with and are only removed when the situation that incurred their use has changed.
- Number Markers: Number markers are used to indicate the current number of casualties accrued by a combat unit or to indicate the Roll to Close distance for an Assault or an Old Guard Charge. When casualties occur a marker reflecting that amount is placed beneath the combat unit counter. Further losses to this same combat unit are recorded by replacing this marker with one stating the new total.
- Disorder and Plus Grande Désordre (Routed): All combat units begin the game in Good Order. Markers are used to show that the unit is no longer in Good Order, but in one of two states of Disorder.
- Exhausted: Cavalry units begin the game "Ready" (no marker). Whenever a cavalry unit performs certain actions an Exhausted marker is placed on top of it to show the current status of its horses.
- In Square (en Carré) Formation: When an infantry combat unit is in Square one of these markers is placed on top of it.
- Road Column: Combat units deployed so as to take advantage of movement on or along a road or trail have this marker placed on top of them.
- Assaut Markers: Infantry combat units that are assaulting are tagged with this marker indicating that they must attack the enemy combat unit it points to in the forthcoming Assault Segment.
- Charge Markers: Cavalry units that Charged are marked with this counter to show that they have already moved and conducted Mêlée this turn.
- Maneuver Units (MUs): This marker is placed upon a leader counter during the Command Segment to indicate that it is available for movement that turn. A duplicate marker (with the same number) is placed in the draw cup. When this marker is drawn from the cup the leader and all units and/or leaders under his command (all units and leaders comprising the Maneuver Unit) are activated (see 8.4).
6.0 The Dice and Charts
The system requires the use of two six-sided dice of different colors. One is designated as the first digit, while the other as the second digit. A roll of these dice thus affords thirty-six possible results and is read off as whole numbers from 11 to 66. The Assaut et Mêlée Chart conceptualizes these thirty-six possible results by breaking down their left hand columns accordingly into six major sections representing the first die result, which are in turn broken into six subsections representing the second die result.
6.1 Modifying Dice Rolls
When modifications to a roll of the dice are called for, they are given in base 10 (as opposed to the base 6 determined by the sides of the dice). If a dice roll of 35 was modified by +9 the player would start with 35 then count up nine for the modified result (count up starting with 36, 41, 42, 43, 44, 45, 46, 51, and 52).
7.0 Sequence of Play
7.1 Command Segment
- Command Point Phase: Each side determines the number of Command Points (CPs) they have for the coming turn. Consult the scenario rules in the Exclusive Rules to determine how many Command Points each side receives. For more information on Command see Rule 8.0.
- Command Tracing Phase: The interrelationship between Army leaders, Corps leaders, Aides-de-camp, Division leaders, Brigade leaders and their combat units are determined. Every unit and leader on the game map is determined to be either In or Out of Command. Units and leaders can only be placed In Command during the Command Segment. Thus units which are Out of Command during the Command Segment will remain Out of Command for the duration of the current turn. Units which are In Command may lose their In Command status due to enemy actions (8.4.3.5).
- Division, Corps and Army Assets: Assign Division, Corps and Army Assets to leaders (8.4.3.3). Division, Corps and Army Assets are units, such as cavalry units, artillery or sapper units, which may be assigned to subordinate leaders. Hereafter they may be simply referred to as Assets.
- Maneuver Unit (MU) Creation Phase: Command Points (CPs) are spent to create Maneuver Units (8.4). For every CP a side has, it may create one MU. Sides alternate creating MUs, with the side with the most CPs going first. In the event of a tie roll the dice to determine who goes first. As each MU is created, the leader of the MU is marked with a MU marker and the duplicate chit of this MU marker (with the same number) placed into the draw cup.
- Light Cavalry Initiative: After all CP's have been spent by both sides, light cavalry leaders who are eligible may roll for initiative (8.5).
- Action Chits: After all MU markers that can be created for both sides have been placed into the draw cup, all Action chits are also placed into the cup.
7.2 Maneuver Segment
Players alternate drawing chits from the draw cup. Chits are drawn randomly. If the chit drawn is a MU then the MU it represents becomes active and all parts of it may move at this time. If the chit drawn from the draw cup is an Action chit, then all actions particular to that chit are executed. No further chits are drawn from the cup until all activity associated with the current chit, or in the case of an active MU, all units and leaders belonging to that MU's movement, cease. As leaders move flip them to their specific side to indicate they have moved this turn. When the draw cup is empty the Maneuver Segment ends.
At the end of the Maneuver Segment flip all leaders that moved back to their general side.
7.3 Fire Combat Segment
All units that can conduct a Fire Attack and that have a target within their Line of Sight and Range, now fire. Artillery units must be unlimbered in order to make a Fire Attack. All Fire Attacks are considered simultaneous, and as such, losses incurred due to fire combat do not affect the unit's ability to return fire in the same segment at the strength with which it began the segment.
7.4 Assault Segment
Assaults are resolved. The side with the most Assaut Markers currently marking Assaults on the game map resolves an Assault first, thereafter Assaults are resolved alternating side to side. In the event of a tie roll the dice to determine who goes first. As Assaults are resolved the Assaut Markers are removed. When all Assaults have been resolved, the Assault Segment ends.
7.5 Reorganization Segment
- Recovery from Disorder: Units in Disorder that are not adjacent to enemy combat units make Morale Checks to recover Good Order (see Morale, below).
- Recovery from PGD: Units in Plus Grand Désordre (PGD) may possibly be compelled to Rout or attempt to recover Good Order.
- Morale Level Determination: Morale Levels are determined every hour in the Reorganization Segment of the :40 turn.
- Cavalry Readiness Recovery: Exhausted cavalry, which do not have a Charge marker, may possibly recover Readiness at this time.
- Administrative March Completion: Remove any Administrative March MU (8.7) markers which are already flipped over. MUs making an Administrative March whose leader reached the destination hex this turn, now flip their MU markers over.
- House Keeping: Remove Charge markers from units; flip leaders who have moved back to their general side; remove flipped Prone Markers from units which stood up during the Maneuver Segment.
7.6 Turn Adjustment Segment
After the preceding segment has been completed the game turn ends. Advance the Passage of Time Recorder. If this is the last turn of the game, victory is determined at this time and a winner declared.
8.0 Command
The command system consists of three components: leaders, Command Points (CPs) and Maneuver Units (MUs). In short, leaders command the MUs purchased with the CPs awarded in the Command Segment. Maneuver Units are not a representation of command. They are an abstract means by which movement is randomized. Command Points are a representation of an army's ability to effectively maneuver in the face of the enemy. The more leaders on the field of battle with rank sufficient to impel the men to Maneuver, the better able that army will be to act decisively. The Organizational Displays show the command structure of each army on the field.
8.1 Leaders
Leaders represent the leader himself plus any attendant staff which accompanies him.
- Stacking: Leaders themselves do not have a stacking value and any number may stack in a hex. When stacked with a leader, all units in the hex benefit from the leader's bonuses. Leader bonuses are in effect at all times. For instance, a stack that is PGD and containing a leader involuntarily moves through a hex containing a friendly unit in Good Order. For that brief moment, when the stacking violation Morale Check is made, the units in Good Order in the hex benefit from the leader's Morale Bonus.
- Movement: When a leader completes his movement flip the counter over to its specific side indicating the leader may not voluntarily move again this turn. When the Reorganization Segment is over flip all these leader counters back to their general side.
- Line of Sight: Unaccompanied by units, leaders never block LOS.
- Capture: Leaders never in any way inhibit the movement of friendly or enemy combat units. If enemy units enter its hex the leader will "fly" to the nearest hex containing a friendly unit (just pick him up and move him there). Leaders can only be captured when the units they are stacked with surrender (a DS result on the Assaut et Mêlée Chart), or are reduced to zero increments, or are forced to Rout while the hex they are in is completely surrounded by enemy units, or an enemy unit enters the leader's hex while the hex they are in is completely surrounded by enemy units. Leaders may move through hexes solely occupied by enemy leaders. However, they may not stop in these hexes.
- Leaders and Movement with Other Units: Leaders may assume the Movement Potential of the units they are stacked with as long as they began the segment stacked with that unit. Regardless of the difference between the unit's and the leader's natural Movement Potential, a leader may accompany that unit for the duration of its Maneuver.
- Leaders and Rout Movement: Leaders which are stacked with units who become PGD must accompany those units the instant they conduct their Rout movement and must remain with them throughout the first turn of Rout movement. On subsequent turns the Leader may move away from the PGD units during the Leader Action Chit.
8.2 Leader Casualties
Leaders may never be the targets of Assault, Mêlée or Fire Attacks. They are "inadvertently" wounded or killed as a result of combat that they are involved in. Whenever a natural (unmodified) 64, 65, 66 is rolled on the Assaut et Mêlée Chart, or a 65 or 66 is rolled on the Combat à Feu Chart, and there is a leader stacked with units in the target hex, or an 11 or 12 is rolled on the Assaut et Mêlée Chart and there is a leader stacked with the Assaulting units, there is a leader casualty. The owning player rolls one die and consults the Leader Casualty Chart.
- Random Selection: If there is more than one leader in a hex, fate must choose between one and the other. Roll the dice to choose.
- Mortal Wounds: If a leader is mortally wounded, all units in the hex must make a Morale Check subtracting the leader's Morale Bonus. In other words, his bonus lessens the chances the unit will pass rather than improves it. Units make this Morale Check the moment the casualty occurs and apply its result immediately. Exception: Leaders with negative Morale modifiers do not add their Morale modifier to the die roll. Consider their Morale modifier to be 0.
- Recovery from Wounds: Wounded leaders should be removed from the map and placed on the Passage of Time Recorder. They return to the field of battle at a friendly depot hex when the Reinforcement Action chit is activated, and the term of their recovery has expired.
- Replacement Leaders: When a leader becomes a casualty or is captured and is removed from the game map, his place in the chain of command may be taken by any other Aide de Camp. When the casualty occurs identify the replacement leader. The replacement leader moves to assume his new command (8.2.5.3).
- Step Down: If there are no replacement leaders available for divisional/brigade leaders removed from the game, then the corps leader from the corps to which that division/brigade belongs must step down from his corps command and assume command of that division/brigade. A leader replacement must be performed if possible instead of a "step down". After stepping down, the corps leader will function as the division/brigade leader. The side to which he belongs loses any CP which might be associated with him, and his corps can no longer be Activated (8.4.3.1) and cannot create a corps sized MU.
- Step Up: If a returning leader allows one of the corps leader's subordinates to be replaced the corps leader may resume his place in the chain of command, re-establishing his corps and CP if any.
- Leader Casualties and Command: When a leader becomes a casualty any MU Marker which may be present on the leader and its duplicate in the draw cup is removed. The MU is thus forfeit for the turn.
8.3 Command Segment
During the Command Point Phase players determine the number of Command Points they have available per side. During the Command Tracing Phase, the command status of every unit and leader is determined. The status of leaders and units is either In Command or Out of Command. A unit must be In Command to form part of a Maneuver Unit (MU).
- Command Span and Command Status: A combat unit is In Command if it is within the Command Span of its immediate superior officer. If the unit is an Asset of a superior leader it is In Command if it is within the Command Span of the subordinate leader to which it is assigned. The Command Span of division and brigade leaders is three hexes. In other words, any part of that division/brigade as defined and portrayed by the Organizational Display, that is within three hexes of the divisional/brigade leader, and is not PGD, is In Command. Any part of that division/brigade that is four or more hexes away from that leader, or in PGD, is Out of Command. The Command Span of a division or brigade leader may not be traced through a hex containing a unit of a different command. (Note: Assets belonging to the same superior organization, division, corps or army, do not count as units of a different command.) Division leaders are in turn In Command if they are within six hexes of their corps leaders. Corps leaders are In Command if they are within ten hexes of their army leader. In some cases there are brigade leaders which may report to a division leader, a corps leader or even an army leader. In each case the brigade leader is considered In Command if he is within the Command Span of his immediate superior — that is, within 3, 6 or 10 hexes if his superior was a division, corps or army leader, respectively. Consult the Exclusive Rules to determine the exact Command Span of each echelon of command and the size of MUs which may be formed. Besides Command Span, units meeting the requirements of being part of a March Column MU (8.6) or in a Static Position (8.8) may be In Command.
- Command Rung Independence: The command status of each rung of the ladder of command is independent of the next highest rung. In other words, if combat units are within their division leader's span they are In Command, regardless of the fact that their division leader may not be In Command from his corps leader. In such a case, the division may be created as a MU, but the division may not be part of a corps level MU.
- Command Points (CPs): Command Points are the currency by which MUs are bought. Generally, a side is awarded a CP for designated leaders presently on the field of battle. Leaders that are scheduled to arrive as reinforcements that turn do not count towards this. During the Command Point Phase, consult the Exclusive Rules to determine which leaders have CPs associated with them and the number of Command Points available. In addition to awarded CPs, designated light cavalry leaders may possibly roll for initiative (8.5) to form their own MU.
8.4 Maneuver Units (MUs)
While the physical act of moving a counter or stack of counters is merely a function of expending Movement Potential and entering hexes, moving decisively (so as to affect the enemy) is done by organizational grouping. These groupings are called Maneuver Units (MUs). MUs can be as large as a corps or as small as a leader with a single combat unit. Regardless of size, all movement of the current MU must be completed prior to moving any part of another MU. Combat units and leaders potentially belong to more than one MU. For instance, in the French army a combat unit belongs to a division as well as a corps, each of which could constitute MUs in a single turn. However, in the resolution of the movement within a particular turn a combat unit may voluntarily move only once, and thus only be part of a single MU.
EXAMPLE: The French player has designated both the Center Wing and Foy's Division of that wing as MUs in the hopes that by putting both chits in the draw cup he increases the likelihood one will be pulled prior to an Allied chit. The chit for Foy's division is pulled first. Its movement is summarily executed. Later that turn the chit for the Center Wing is pulled. Foy's division may not move again. Conversely, had the chit for the Center Wing been pulled first and Foy's division been moved as part of that MU, the chit for Foy's division remaining in the draw cup would thereafter be a dud, the division having already moved that turn.
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Maneuver Unit Assignment: During the MU Creation Phase of the Command Segment, players spend their Command Points (CPs) creating MUs. Sides alternate creating MUs, with the side with the most CPs going first. In the event of a tie, roll the dice to determine who goes first. As each CP is spent a MU marker is placed upon a grouping the player wishes to move that turn. After designating the MU on the battlefield, the duplicate of this marker is placed into the draw cup. After all CP's have been spent by both sides, light cavalry leaders who are eligible may roll for initiative (8.5).
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What Constitutes a MU: Any leader on the game map can constitute a MU. Expanding the size of this most basic MU is a function of Command Span and hierarchy (chain of command). For instance, if the leader is a division leader then any parts of that leader's division that are within his Command Span may also be part of that MU. If the leader is an Activated corps leader (8.4.3.1) then any division leaders belonging to that corps within the leader's Command Span are part of the MU as well as any combat units within the respective Command Spans of those leaders, and, the ADC for that corps and any units stacked with the ADC (8.4.3.2). Attached Assets that are In Command may be part of the MU (8.4.3.3). In general, the largest MU that may be created is a corps. The Exclusive Rules may have additional restrictions.
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Size of a MU: Command only affects the size of a MU. In other words, one is to envision leaders that receive a Command Point (thus generating their MU) as having received an order from general headquarters. They may move during the course of the Maneuver Segment regardless of being In or Out of Command. However, the effects of this order only extends down to the units (and/or leaders if they belong to his formation) that the leader has within his span. Therefore, if the leader was an Activated corps commander, the MU he could generate could include every part of his corps (division leaders, his ADC, his corps assets, his attached cavalry unit, and all units belonging to these leaders, if within their respective Command Spans, as well as any army level assets within the Command Span of one of his subordinate leaders), as long as all of it was In Command. However, wherever the break in this "chain" of command occurs, those parts directly beneath the break are Out of Command and may not be part of that MU. Conversely, a corps whose component divisions are not placed In Command by the corps leader could still form MUs in a turn by spending as many CPs as needed, if available, to create separate MUs for the different pieces. In this case all of the corps could move and fight in a turn, but at great cost in CPs, and under separate, and unpredictable, chit pulls. A MU can be as small as a single leader and a single unit stacked with him, activated by a CP.
8.5 Light Cavalry Initiative MU
Commanders of light cavalry may generate their own CP/MU if they pass an initiative check during the Command Segment. Light cavalry leaders eligible to generate CPs through initiative are listed in the Exclusive Rules.
- Initiative Check Procedure: After all CPs have been generated and spent on MUs during the Command Segment a player declares he is checking the initiative of a light cavalry leader. The initiative of a light cavalry leader is his cavalry Mêlée Bonus. This bonus, regardless of what is printed on the back of the cavalry leader counter, may never exceed five or be less than one. A leader with no cavalry Mêlée Bonus has an initiative of one. A single die is rolled and the leader passes this check if the die results in a roll equal to or less than his initiative. Mark him with a new MU counter and toss its duplicate into the draw cup.
- Restrictions:
- Light cavalry leaders which are part of a division or corps may not check for initiative if within the Command Span of their immediate superior.
- The initiative of a light cavalry leader may not be checked until all CPs from a side have been spent creating MUs. If a CP has already been spent on a particular light cavalry unit, a second MU marker may not be placed on him by checking for initiative.
- A light cavalry division leader may check for initiative and if he passes may form a MU of all of his units, his brigade leaders that are In Command and their units that are In Command.
- Replacement leaders may check for initiative if the leader they replaced was eligible to check for initiative.
- Horse artillery which are part of the leader's command will also be included in the MU if within his Command Span.
- Horse artillery and other light cavalry Assets (8.4.3.3) may be attached to light cavalry leaders. Other types of units may not be attached.
8.6 March Column MU
Units which are part of the same command (and any attached units) may form a March Column MU, the purpose of which is to allow a group of units to remain In Command while on the march. The leader of the MU must be stacked with the leading unit of the March Column MU. Units are In Command if they form a contiguous block or chain of units in Road Column or they conform to the conditions of Uncoiling, Coiling or Reinforcements as below. A March Column MU may not contain units that are not part of the same command. That is, a March Column MU of a brigade must consist of units of the same brigade and divisions must consist of units of the same division. Exception: Assets may be attached to the March Column and interspersed in the March Column.
- Corps: Corps-sized March Column MUs may be created provided that: each division/brigade of the column conforms to the above points; the corps is Activated; and corps-sized MUs are allowed by the Exclusive Rules.
- Uncoiling: Units at the end of the MU, which have not managed to form Road Column are In Command if they are adjacent to another unit of the MU that is In Command. In Command status may be propagated along a path of such adjacent units.
- Coiling: Units still in Road Column at the tail of a March Column MU, but outside of their leader's Command Span are still In Command if they are adjacent to a unit who is within their leader's Command Span. Units trailing a unit satisfying the above condition and the conditions of a March Column MU are also still In Command, even if the leader is no longer at the front of the March Column MU.
- Reinforcements: Reinforcements that are still off the map are eligible to form part of the March Column MU.
8.7 Administrative March MU
An Administrative March (AM) order allows a MU to move to a specified location over multiple turns without the expenditure of additional Command Points or using the Regroup procedure. During the MU Creation Phase of the Command Segment, an Administrative March MU may be created costing one Command Point. Reinforcements may be given an AM order at no cost in CPs at the moment they enter the map. Assets attached to the MU must remain with the MU for the duration of the AM. The AM can be a March Column MU. Units conducting AM move when the Regroup chit is pulled. (Note: Kedging occurs when a leader moves away from the units under his command during the Leader Chit and his units follow him during the Regroup Chit.)
- Orders Procedure: A MU marker is placed in the hex marking the destination of the AM. The duplicate MU marker is placed on the leader of the formation performing the march. The destination hex must be either a hex within the Command Span of a superior leader who is in the leader of the MU's chain of command or the destination hex must be a designated Terminus Hex (8.10.6), or any road/trail hex on the shortest route or routes in hexes (regardless of terrain) between them. For example, a destination hex for a division leader must be within either his Corps commander's or his Army leader's Command Span, but not necessarily both. For Reinforcements whose superior leader is not yet on the map, the destination hex may be a Terminus Hex. Players may voluntarily cancel an AM and perhaps specify a new destination hex, by expending another CP.
- March Procedure: AM MUs move during the Regroup Chit. The destination hex marks the location to which the leader of the MU must move. Once the leader has arrived at the destination hex, he stops and moves no further until the AM is complete or cancelled. During the turn in which the leader reaches the destination hex, the units of the MU may expend any remaining movement points to adjust their position and formation. Leave the MU marker in place. During the Reorganization Segment of the current turn flip the MU marker over. During the Regroup Chit of the following turn, the units receive a final turn of movement to adjust their position and formation. During the Reorganization Segment remove any MU markers which have been flipped over. The AM is complete.
- Restrictions: During AM, units of the MU may not voluntarily move so as to place themselves Out of Command in the next Command Segment. When marching to a destination hex, units must move as directly as possible deviating from their path only to move around obstacles (i.e. other units, impassible or General Order terrain) or to remain on a trail or road. The AM is immediately canceled when enemy units are within 10 hexes of any part of the marching MU. Exception: Limbered Artillery and PGD units do not cancel the AM.
8.8 Static Position MU
A Static Position is defined by a geographic area as specified in the Exclusive Rules. Units assigned to a Static Position are considered In Command if they remain within its boundaries. A CP does not need to be expended to form a Static Position MU.
- Assigning Units: Units are assigned to Static Positions by scenario rules. Units assigned to a Static Position remain assigned to it until it is dissolved.
- Dissolving the Static Position: The Static Position is dissolved when all units assigned to it leave the Static Position voluntarily or involuntarily. Units that were part of a dissolved Static Position revert to the command of their leader as shown on the Organization Display.
- Maneuver: Units assigned to the Static Position move during the Regroup Chit. They may perform all activities that units which are part of a regular MU may do. They may voluntarily leave the Static Position even to Assault or Charge units outside of the Static Position, but like units leaving the Command Span of a Regular MU will be Out of Command until they return to the Static Position.
- Regroup: Units that leave the Static Position may Regroup back to the Static Position in the same manner a unit would seek to re-enter the Command Span of its leader. When regrouping the units stop moving as soon as they enter the Static Position's boundaries.
8.9 Action Chits
There are four Action chits in the game. These are tossed into the draw cup during the Command Segment. When drawn during the Maneuver Segment the actions they represent are immediately resolved. The side whose player drew the chit from the cup moves first. The Artillery fire chit is considered simultaneous.
- The Leader Chit: When this chit is drawn, all leaders which have not yet moved this turn and are not currently part of a MU may move. Leaders that move at this time may not move again as part of a MU later in the Maneuver Segment. When a leader is moved, upon completion of this movement, his counter is flipped over to its specific side indicating that the counter has moved in this Maneuver Segment.
- Headquarters Escorts: Some units in a scenario may be designated as Headquarters or Leader Escorts. Escorts, which begin the Leader Chit stacked with or within one hex of their escorted leader, may move and act at this time as if they were part of a MU. If the owning player chooses, Escorts may be treated as Army Assets (8.4.3.3) and, during the Command Segment, may be assigned to another leader of the same army.
- Regroup Chit: Units that are Out of Command and not adjacent to an enemy unit may move so as to place themselves In Command, or to close the distance separating themselves from their immediate superior leader. Assets which were assigned to a leader and are not In Command may Regroup towards their assigned leader. Reinforcements may Regroup towards a Terminus (8.10.6). Units conducting an Administrative March (8.7) or are part of a Static Position (8.8) move at this time as well.
- Restrictions: Units that move to Regroup may not Assault or Charge an enemy unit; they may not move adjacent to an enemy unit; they must cease moving the moment they enter the Command Span of their leader, moving in as direct a fashion to their leader as possible (in a straight line where possible); units in General Order may move into a non-General Order terrain hex and enter Column formation, where they may be subject to Opportunity Reactions due to the formation change; units in General Order terrain which move directly to another General Order terrain hex cease their movement after moving only one hex; units may only change formation to exit General Order, or to enter General Order and thereby cease moving, or to enter or exit Road Column or to Limber if unlimbered artillery; and units that move during this Action chit may be Opportunity Charged.
- In Command Units: During the Regroup Chit units that are not part of any MU and are not in an enemy Zone of Influence, but are In Command may change stacking order, facing and formation.
8.10 Reinforcements
Reinforcements are only considered reinforcements the turn they enter the game map.
- Entry: Although the scenarios give the specific area where reinforcements must enter, each unit entering may enter the map up to half their Movement Potential in hexes on either side of the named road or trail that runs off the map in that area. Example: A unit with a Movement Potential of six could enter at a specific road hex actually on that road hex, or within three hexes of that road hex, either left or right of it on the map edge.
- Map Edge: Players should not treat the map edges as the end of the world, but imagine instead that the terrain, road or trail continues beyond them in identical fashion, and that units that enter in Road Column are deployed off map on this imaginary extension. Therefore, units that enter behind other units on a road must take into account the MPs they have already expended reaching the map edge, as measured by the units that entered in front of them this turn.
- Actions: Infantry that enters as a reinforcement may Assault the turn they enter. Cavalry that enters as a reinforcement may Charge that turn. Artillery that enters must enter Limbered.
- March Column MU (8.6): Units which did not have enough MPs to enter the map on the current turn are considered to still be In Command if their leader forms a MU and may enter the map when their MU chit is pulled. Otherwise, they may enter during subsequent Reinforcement chits.
- Administrative March: All units that enter the map as reinforcements may freely receive an Administrative March order (8.7).
- Terminus Hex: At the beginning of a game the owning player may designate a Terminus Hex for each Reinforcement entry location. The Terminus must be a named location on a road or trail that leads to the entry hex. The turn following their entry, reinforcements may use the Regroup procedure with the Terminus acting as if it was the unit's immediate superior. Units are not required to Regroup toward the Terminus and may instead Regroup toward their immediate superior. (Note: In some scenarios the Terminus Hex may be specified by scenario rules.)
9.0 Facing
All combat units in Good Order have a specific facing. Units in Column, General Order or Road Column are oriented so that the top of the counter is facing a hexside. Units in Line or Skirmish Order face towards the point of a hex formed by two hexsides (the vertex of two adjacent hexes). Units in Disorder, Plus Grand Disorder or Square have all around facing.
9.1 General Rule
- All counters in a hex must face in the same direction. The top combat unit in the hex determines the facing of all combat units beneath it if the stack is arranged ambiguously. Units oriented ambiguously on the game map are to be considered in Column formation.
- Changing Facing: A combat unit may only voluntarily change facing during the Maneuver Segment, and only if it is part of a MU that is currently moving or it is moving because of the Regroup or Reinforcement Action chits. Units may change facing any number of hexsides without expending any MPs.
- Facing, Movement and Combat: A combat unit may only enter, Charge, fire upon, or Assault through its front hexsides.
10.0 Zones of Influence
10.1 General Rule
Combat units, except units in Road Column, PGD and Limbered artillery units, exert a Zone of Influence (ZoI) into the hexes immediately adjacent to its front hexsides. (Note: Zones of Influence should not be confused with Opportunity Charge Zones (19.14.2), though they are similar.)
- Terrain: Zones of Influence do not extend into terrain that mandates General Order for formed units. They do not extend into hexes or across hexsides which the units exerting the Zone of Influence are prohibited from entering or crossing. Consult the Exclusive Rules for information regarding terrain. (Note: the term "formed units" consists of infantry or cavalry units in Line, Column, or in the case of infantry, Square. And the term "General Order terrain" refers to terrain that requires formed units to enter General Order formation. Artillery is not technically formed, but still enters General Order when entering such terrain if allowed to enter by the Exclusive Rules.)
- Infantry and Artillery: Infantry and artillery units must stop when they enter an enemy Zone of Influence.
- Cavalry: Cavalry units must stop when they enter a Zone of Influence of enemy Cavalry.
- Leaders: Leaders do not exert a Zone of Influence. Leaders do not have to stop when entering an enemy Zone of Influence. They may move through and exit any number of enemy Zones of Influence during movement, limited only by their Movement Potential.
- Opportunity Reactions: The term Opportunity Reactions includes Opportunity Fire and Opportunity Charge. Combat units expending MPs, including formation changes, within a Zone of Influence may incur Opportunity Reactions. Voluntarily exiting a Zone of Influence may trigger Opportunity Reactions. Involuntary movement such as Rout, Recoil or Cavalry Bounce Movement or recovery from Disorder or PGD does not trigger Opportunity Reactions. Leaders expending MPs in an enemy Zone of Influence do not trigger Opportunity Reactions. The Opportunity Reaction occurs prior to the moving unit completing the action that triggered the reaction, except as noted below. For instance, a unit changing formation would be fired upon in its old formation, or a unit exiting a Zone of Influence would be fired on while still in that Zone of Influence. (Note: Moving into a Zone of Influence does not trigger Opportunity Reactions, since the MP was expended prior to entering the hex. Moving into an Opportunity Charge Zone may trigger an Opportunity Charge if the reacting player wishes to attempt one.)
- Opportunity Reactions When Joining Friendly Units: When moving units join friendly units in a hex, Opportunity Reactions, triggered by actions in the hex the moving units are joining, occur after the moving units join the stationary units and after they change formation to match the stationary units.
11.0 Stacking
There is a limit to the forces that a player may concentrate in a single hex. See the Stacking Chart.
11.1 General Rule
The stacking limit varies according to terrain and formation. Be painfully aware that stacking restrictions apply during movement. Leaders, ADCs, and informational markers do not have a stacking value and therefore do not count towards the stacking limit of a hex.
- Terrain: The maximum number of Increments that are permitted in a hex is given in the Stacking Chart. Where the number is followed with an organizational term, such as "six, or one battalion," indicates that up to six Increments may stack in the hex, or one battalion of any number of Increments greater than six.
- Artillery Stacked with Infantry: When stacked with infantry one Increment of artillery is equal to six Increments of infantry towards the stacking limit.
- Formation: At the end of movement, all units in a hex must be in the same formation as determined by the top unit in a stack. Units joining a stack must conform to the formation of the top unit in the stack and must pay the formation change cost when entering the hex. This is not a free formation change.
- Infantry and cavalry units may never voluntarily stack together.
- Cavalry and artillery units may never voluntarily stack together.
- Units in Skirmish Order may not stack with any other Combat units which are not themselves in Skirmish Order. Units that are not in PGD may freely pass through units in Skirmish Order and units in Skirmish Order may, likewise, pass through other units that are not in PGD without violating stacking restrictions, but neither may end their movement stacked.
- Units in Good Order which voluntarily end their movement stacked with units in Disorder, or the reverse situation, automatically become disordered and a stacking violation is not triggered.
- Units in Good Order may pass through units in Disorder without becoming disordered. Units in Disorder may pass through units in Good Order without disordering the Good Order units.
- Units in PGD may rout through friendly units, but will cause a stacking violation. Consult the Stacking Violations Chart.
- Friendly units may never stack with enemy units.
- Command: Units that stack without a leader in the hex suffer a -3 modifier to Morale Checks for each combat unit in the hex over the first. Infantry units smaller than a battalion and cavalry units smaller than a regiment are not counted when determining this modifier. The size of the unit is determined by its tactical organization (i.e. the number of dots above the unit symbol denoting company, squadron, battalion or regiment) and not the number of Increments it currently possesses. A stack of three battalion size units without a leader in the hex would have a Morale Check modifier of -6. A stack of two half battalions (wings) and a light company would not suffer an additional negative modifier.
11.2 Stacking Order
The top combat unit in a stack is considered the unit in front. Whenever another unit joins a stack, or enters a hex with another unit to form a stack, the unit that is moving is placed at the bottom of the stack. The combat unit at the bottom of the stack is considered at the rear of the formation. This has tactical significance in that the topmost combat unit will affect the morale of the entire stack (20.1.1), and it will suffer the most casualties (17.1). Unlimbered artillery that is stacked with infantry and is not on top of the stack will not be able to fire (18.5.1).
- Changing Stacking Order: Units may freely change their stacking order only if they are eligible to move voluntarily. All units in a stack must be eligible to move voluntarily in order to change stacking order. Changing stacking order does not trigger Opportunity Reactions.
12.0 Tactical Organizations
In addition to facing, combat units on the game map must have specific Presentation and Formation as well.
12.1 Presentation
In those cases where a combat unit is presented by battalions in the counter-mix as well as by regiment, only one or the other may appear on the game map. If the battalions of the unit are on the game map, then the regiment counter must be occupying the space provided for it on the Organizational Display, or vice versa.
- Voluntary Unit Breakdown and Reform: Combat units may only voluntarily breakdown and reform when they are active during the Maneuver Segment. The cost to breakdown or reform is the same as for a formation change (e.g. one MP for infantry). Stacking limits for the hex may be temporarily violated as long as the stacking limit is adhered to at the end of the unit's movement. In other words, they may only violate the stacking limit of the hex if they have Movement Potential remaining to them while the other battalions move to join them. When a regiment breaks down the battalions must have enough Movement Potential to separate, if the stacking limit is exceeded.
- Involuntary Breakdown: Infantry units may be forced to break down from regiments to battalions as a result of losses. Whenever a regimental counter reaches 50% in losses, it must break down. This breakdown is done immediately. Play is suspended until the regiment is broken down. This breakdown does not cost MPs.
- Breaking down is not a free deployment for these units. They must maintain the same facing and formation they had immediately prior to breaking down.
- Opportunity Reactions: Voluntary Breakdown may trigger Opportunity Reactions. When a regiment is forced to breakdown due to losses it is considered Involuntary Movement and does not trigger Opportunity Reactions.
- Breakdown and Losses: Whenever a regimental counter breaks down into its battalions, any losses accrued up until the moment of breakdown must be apportioned as equally as possible between the battalions. If losses cannot be apportioned equally, then losses are distributed starting with the oldest numbered battalion on down (the first battalion is always older than the second battalion, etc.).
12.2 Formations
Combat units must have a specific formation while on the game map. The formation of a unit is how it is deployed for combat and Maneuver. The terrain type in the hex may limit the kind of formation deployed therein.
- Voluntary Formations: Voluntary Formations are ones that a player may impose on his units. These cost MPs to employ. Because these cost MPs, they may only be changed during the Maneuver Segment when the unit is active. Exception: Units may form Square when the opponent is moving (19.7). Whenever a combat unit makes a voluntary change in formation or Presentation, it must spend MPs in accordance with the Formation Change Cost Chart. Voluntary formation changes may trigger Opportunity Reactions. This Opportunity Reaction will take place prior to the change in formation. Exception: When units join a hex containing friendly units the formation change, required to conform to the units already in the hex, occurs first.
- Involuntary Formations: Involuntary Formations are ones that result from play. Disorder and PGD are involuntary formations which occur as a results of a Morale Check or due to combat. When a unit is neither in Disorder nor in PGD, it is said to be in "Good Order." General Order is an involuntary formation which a unit automatically enters upon moving into certain terrain types. Consult the Terrain Effects and Fire Defense Charts. These do not cost MPs to employ and do not trigger Opportunity Reactions.
| Voluntary Formations | Involuntary Formations |
|---|---|
| Column* | General Order* |
| Line* | Disorder (Désordre) |
| Square* (Carré) | Plus Grand Désordre (PGD) |
| Skirmish* (Tirailleur) | |
| Road Column* | |
| Limbered (artillery) | |
| Unlimbered (artillery) |
Units marked with an asterisk are automatically in Good Order as well. (Note: Artillery is always either Limbered or Unlimbered regardless of the state of the formation, which can be Good Order, Disorder or, in the case of Limbered artillery, PGD.)
- Formation Change and Terrain: Combat units that must change their formation due to terrain they enter during movement pay the cost of the formation change in addition to the cost of the hex they enter. Exception: Units that enter terrain that requires General Order only pay the terrain cost, in that it does not cost MPs to enter General Order.
- Formation Change and Facing: When a combat unit (or stack) makes a formation change the owning player may freely orient the counter (or stack of counters) in any manner he chooses within the hex, as long as all rules concerning the new formation (and stacking) are followed.
12.3 Column
Column may only be formed in clear or other terrain as allowed in the Exclusive Rules.
- Facing: A combat unit in Column formation faces a hexside. It has three front, two flank and one rear hexside.
- Maneuver: Infantry units in Column expend MPs to enter hexes based on the cost of the terrain shown on the Movement Chart.
- Combat: Infantry units in Column fire with the Fire Value printed on the specific side of their counter. Only the top combat unit of a stack of units in Column may fire. When an infantry unit in Column has been reduced by losses to a single Increment the unit conducts fire combat at one-half of this printed value (17.2.1). All Mêlée Values of units in the hex are totaled for attack and defense. Cavalry does not fire, it Charges instead.
12.4 Line
Line may only be formed in clear or other terrain as allowed in the Exclusive Rules.
- Facing: When a combat unit is in Line formation, it faces the hex vertex (or point). A unit in line has two front, two flank, and two rear hexsides.
- Maneuver: Infantry units deployed in Line pay the cost of the terrain plus one (+1) MP per hex entered. Cavalry deployed in Line pays the normal cost for entering a hex as shown on the Movement Chart. Example: An infantry unit that marches three hexes in Line expends six MPs assuming the cost of the terrain entered was 1 MP. Cavalry would pay one MP per hex of clear terrain entered.
- Old Guard Infantry: Units designated as Old Guard only pay (+1) MP for every other hex entered when in Line formation. Example: An Old Guard Infantry unit that moves five hexes in Line in clear terrain will spend seven MPs doing so.
- Combat: Infantry units in Line fire by Increment and not their printed Fire Value. Up to four Increments may fire from a single hex. When infantry in Line fire, consult the Fire Effects Chart and locate the Fire Multiple for the type of unit firing. The number of Increments firing times this multiple equals the Fire Value of the attack. Example: Three Increments of French line infantry times a Fire Multiple of three yields a Fire Attack of nine. Regardless of the number of Increments in Line, the maximum that may fire from the hex is four. Cavalry does not fire, it Charges and Mêlées instead. All Mêlée Values of units in the hex are totaled for attack and defense.
- Line and Refused Flanks: The hex-grid overlaid on the game map can force a string of units in Line formation to artificially present an exposed flank. A flank hex is considered Refused as long as it is also a front hex of an adjacent combat unit also in Line formation. Hexes at the end of a series of combat units in Line cannot be Refused, only the hexsides within the Line of contiguous units. Refused Flanks are in all aspects treated as front hexsides.
12.5 General Order
General Order is an involuntary formation that is automatically assumed by infantry in Line, Column or Square, cavalry in Line or Column and Limbered artillery when they enter certain terrain. Refer to the Fire Defense Chart and the Exclusive Rules to see exactly which terrain causes a unit to assume General Order. There is no informational marker indicating General Order. Exception: Units in Road Column, Disorder or PGD do not enter General Order when entering these hexes. However, if they voluntarily come out of Road Column, or recover Good Order in these hexes, they automatically assume General Order.
- Facing: A unit in General Order has its counter facing a hexside. It has five front hexsides and one rear hexside to its immediate rear.
- Maneuver: Combat units in General Order expend MPs to enter hexes based on the cost of the terrain shown on the Movement Chart. A combat unit that moves from clear terrain (or any terrain that does not mandate General Order) to a hex requiring General Order automatically assumes General Order at no cost in Movement Potential other than the normal cost to enter the hex. Infantry and cavalry units in General Order that move to terrain that does not require General Order may assume any voluntary formation upon entering the new hex but must pay the MP cost of the formation change as well as the MP cost of that hex. If they cannot pay for the entire cost immediately upon entering the hex, they may not enter the hex. Limbered artillery pays only the MP cost to enter the hex and not for a formation change. Example: An infantry battalion in General Order moves from woods into clear. It costs 2 MPs to move into the hex: one to enter the hex and one more for the formation change.
- General Order and Combat for Infantry and Artillery: Only the top combat unit in a stack of units in General Order may fire. Units in General Order use the Fire Value printed on the specific side of their counter. When an infantry unit in General Order has been reduced by losses to a single Increment the unit conducts fire combat at one-half of this printed value (17.2.1). All Mêlée Values of units in the hex are totaled for attack and defense while in General Order. Exception: Units in Special Structures may only count six increments of their Mêlée Value (16.6.1.1).
- General Order and Combat for Cavalry: While in General Order, or when Charging units in General Order, cavalry units multiply their Mêlée Value by ½. Cavalry units may not initiate any type of Charge while in General Order.
- Opportunity Reactions: When a unit not in Skirmish Order and in Good Order exits General Order Terrain it must assume another formation. If this formation change takes place in an enemy Zone of Influence infantry units are assumed to be in Column, cavalry units are assumed to be in Line. Artillery must be Limbered to exit General Order terrain (18.2.1). Units which exit General Order terrain may not attempt to form Square if they are Opportunity Charged. They must attempt to Stand vs. Charge.
12.6 Road Column
Whenever a unit is in Road Column in a road or trail hex, it is considered physically on the road itself (or trail) regardless of the other type of terrain that may be in the hex. Road Column is not restricted to roads/trails. A Road Column marker is provided in the counter-mix to designate units that are in Road Column.
- Facing: A unit in Road Column has one front hex (its immediate front) and one rear hex (its immediate rear). All of the remaining surrounding hexes are flank hexes. A unit in Road Column does not have a Zone of Influence.
- Stacking: No more than a single combat unit counter may occupy a hex when using Road Column. A combat unit must be broken down into its smallest Presentation in order to use Road Column.
- Maneuver: Units in Road Column pay the movement cost for Road or Trail for each hex they enter that is contiguous with the road or trail hex they exit. All other terrain costs for the hex they enter, or hexside they cross while entering the hex, are ignored.
- Combat: Units in Road Column may not make Fire Attacks nor may they Assault or Charge. The Fire Defense of a unit in Road Column is the same as a Column. Units in Road Column which are assaulted automatically Rout. Units in Road Column which are charged by cavalry automatically Rout and may be Pursued (19.11).
- Morale: Whenever a unit in Road Column makes a Morale Check it modifies its dice roll by -12 (for the worse) in addition to any other modifiers.
12.7 Square (en Carré)
Square may only be formed in clear or other terrain as allowed in the Exclusive Rules.
-
Facing: Squares have six front hexsides. Because Squares have all-around facing, they have a Zone of Influence in each of the six hexes adjacent to them.
-
Maneuver: Because a Square has all-around facing it may move in any direction. Infantry units in Square pay the cost of the terrain plus one (+1) MP per hex entered. Squares may not move into hexes containing terrain that prohibits a unit from forming Square within them.
-
Minimum Stacking Requirement: To form Square requires a minimum of three Increments of infantry. Artillery in the hex does not count towards this minimum. If at any time, the number of Increments of infantry in the hex involuntarily drops below three, all units in the hex Disorder at that instant.
-
Fire Combat: Infantry units in Square fire by Increment and not their printed Fire Value. Artillery uses its printed Fire Value. Up to 9 Increments of infantry, in addition to any artillery in the hex, may fire from a Square. Squares may conduct up to three Fire Attacks into any three non-contiguous adjacent hexes during the Fire Combat Segment. If artillery is in the Square, the artillery only, may also fire using the same pattern during the Artillery Action Chit. Example: A square may make Fire Attacks against enemy units occupying three hexes belonging to the angles of a triangle drawn between three alternating adjacent hexes, or against units occupying the three hexes on the sides of that triangle, or one attack against a unit in an angle and the side not adjacent to that angle, or vice versa.
When units in Square fire: (1) Total up to 9 Increments of infantry in the hex and multiply this number by the Fire Multiple found on the Fire Effects Chart. (Note: If units with different Fire Multiples were stacked together in Square, each value would be arrived at separately and then added together.) (2) Add to this the printed Fire Value of any artillery stacked in the Square. The artillery must be on the top of the stack in order to fire. Apply Point Blank Range modifiers (18.6.1). (3) Once this total is achieved divide it by three. This result will be the value of each Fire Attack.
12.8 Skirmish (Tirailleur) Order
Only certain infantry may enter Skirmish Order. Infantry units with a Range, possibly accompanied by a cornet, on its specific side, have the potential to deploy as skirmishers. No informational marker is used to designate units in Skirmisher Order; instead the counters are deployed flipped over on the game map with their specific side up.
- Facing: Units in Skirmish Order always face a hex vertex. A unit in Skirmish Order has four front hexsides and two flank hexsides (no rear hexsides).
- Maneuver: Infantry battalions and regiments always use the Infantry column of the Movement Chart regardless of their formation. Infantry companies in Skirmish Order use the Infantry Skirmisher Company column.
- Stacking: Skirmishers may voluntarily move through, or Retreat Before Assault/Charge through hexes containing other friendly units, which are not in PGD, without violating stacking restrictions. Hexes containing skirmishers may be retreated or moved through by friendly units, which are not in PGD, without violating stacking restrictions (11.1.2).
- Skirmishers and Zone of Influence: The Zone of Influence for infantry skirmishers is restricted to adjacent front hexes even though they have a fire Range of two.
- Skirmishers and Assault: Infantry deployed as Skirmishers may be able to Retreat Before Assault (16.3). If a valid path of retreat is available, they must Retreat Before Assault when assaulted by units not in Skirmish Order. They may, at the owning player's discretion, attempt to Retreat Before Assault or Roll to Stand when assaulted exclusively by Skirmishers.
- Infantry in Skirmish Order have their Mêlée Value multiplied by ½.
- Skirmishers and Charges: When charging cavalry targets infantry in Skirmish Order, they may attempt to Retreat Before Charge (19.4). Otherwise, they may not Stand in the face of a Charge, but Rout when the cavalry moves adjacent and may be Pursued (19.11).
- Skirmishers and Fire Combat: Infantry units in Skirmish Order fire by increment. Up to three increments may fire from a single hex. Only infantry with a Range of "2" printed on their counter may enter Skirmish Order. As this implies, when they initiate fire combat they may fire at target hexes two hexes away. They may only make a Fire Attack at targets two hexes away when deployed in Skirmish Order. However, the Fire Value of Fire Attacks made at a two-hex distance is halved (x ½) unless the firing unit is armed with rifles. See the Exclusive Rules for which units are armed with rifles.
12.9 Disorder (Désordre)
Units may be in Disorder in any type of terrain. Disorder is an Involuntary Formation. Whenever a unit becomes disordered it is considered an involuntary formation change and does not trigger Opportunity Reactions.
- Facing: When a combat unit is in Disorder, it has all-around facing; that is, it has six front hexsides.
- Maneuver: Combat units in Disorder halve the Movement Potential printed on the general side of their counter. Units Disordered in the course of their movement have the remainder of their movement allowance halved. Because they have six front hexsides they may move in any direction, and pay MPs per hex entered or hexsides crossed as given on the Movement Chart for the type of unit corresponding to infantry, cavalry or artillery.
- Combat: Infantry and artillery units in Disorder fire at half the printed value stated on the specific side of their counter. When an infantry unit in Disorder has been reduced by losses to a single Increment the unit conducts fire combat at one-half of this printed value (17.2.1) which is halved again for Disorder. Only the top counter in a stack of Disordered infantry may fire. Units in Disorder may Assault. Disordered units halve their Mêlée Value. Disordered cavalry may not initiate a Charge, but if they became Disordered during the course of the Charge, they continue their Charge in that reduced state.
- Morale: Units in Disorder always modify their Morale Check dice roll -3 (for the worse), in addition to any other modifiers.
- A unit in Disorder remains in Disorder until either: (1) It Disorders again — that is, through combat (or whatever) it fails a Morale Check or receives a result that would cause a unit already in Disorder to Disorder again; a second Disorder causes the unit to Rout (PGD) instead; or (2) It receives an AR or DR result on the Assaut et Mêlée Chart; or (3) It passes a Morale Check and thereby recovers Good Order during the Reorganization Segment.
12.10 Plus Grand Désordre (PGD)
Units may be in PGD in any type of terrain. PGD is an Involuntary Formation. Whenever a unit becomes PGD this is considered an involuntary formation change and does not trigger Opportunity Reactions.
- Facing: Like units in Disorder, units in PGD have all-around facing. However, units in PGD do not have a Zone of Influence.
- Maneuver: Rout or Routing are terms that describe the type of movement done by units in PGD. The moment a unit enters PGD it Routs away from the event as in 13.2.4. Units in PGD may only move at the moment of their becoming PGD, or when they execute Rout as a result of Mêlée or during the Reorganization Segment. Units in PGD never move voluntarily, nor can they change formation except when they recover Good Order. When a unit in PGD moves, its Movement Potential is one and one-half (3/2) times its movement rate printed on the general side of the unit counter. Units in PGD must expend as much of their Movement Potential as possible to place themselves at least 15 hexes away from the nearest enemy unit (13.2).
- Combat: Units in PGD may not make Fire Attacks nor may they Assault or Charge. They never Roll To Stand. They always Rout when Assaulted. When the target of a Charge follow the Cavalry Charge vs. PGD Mêlée Procedure (19.1.4).
- Morale: Units in PGD have their Morale Check dice roll modified by -6 (for the worse), in addition to any other modifiers. The only time they make a Morale Check is when they attempt to recover Good Order during the Reorganization Segment.
12.11 British Prone
During the Maneuver Segment, any active British or KGL infantry unit not in an enemy Zone of Influence may elect to go Prone, or stand up, as part of its movement. They may also go Prone, or stand up, during the Regroup Chit under the provisions of the Stacking, Facing and Formation clause of the Regroup Chit rule. Prone units are marked with a Prone informational Marker.
- Maneuver: There is no movement point cost for going Prone or standing (that is removing the Prone Marker). However, to go Prone a unit must have Movement Potential remaining. Units may not stand up and go Prone again in the same Maneuver Segment. Flip the Prone Marker over to indicate they have stood up this turn. Prone units may not move, change stacking order, change facing, nor change formation. To do any of these things they must first stand.
- Terrain: Units may only go Prone if in Clear, Farmettes & Houses, or Cultivated Ground hexes.
- Stacking: The maximum stacking for a hex with a Prone Marker is one battalion (and its light company). A mixed stack of British and/or KGL and non-British units may not go Prone, nor may a stack of infantry and artillery go Prone. A stack may not contain a mix of Prone and standing units. Exception: If a unit stands to leave the hex, units staying in the hex may remain Prone.
- Formation: Units may be in any voluntary formation except Road Column while, or prior to going Prone. A Prone unit which enters Disorder or PGD formation stands and removes its Prone marker. Units maintain their current formation and facing when standing or going Prone.
- Line of Sight: Prone units do not block Line of Sight. Even so, friendly units may not fire over Prone units.
- Fire Combat: Prone units may not fire. Only artillery and Skirmishers (infantry and cavalry) may fire on Prone units. Prone units behind hedgerow or wall hexsides or in cultivated ground hexes are not seen (and may not be targeted) by enemy units that execute Fire Attacks. Prone units have their Fire Defense value improved by two (+2) in all other types of terrain.
- Assault: When assaulted, Prone units receive a +3 modifier to all their Roll to Stand dice roll. Units assaulting Prone units have a –6 modifier to their Roll to Close dice roll. Prone units that stand in face of an Assault must remove their Prone Marker just prior to the Offensive and Defensive Fire step (they must stand to fire effectively); this means that they will not get the +2 modifier to their Fire Defense value in this step because they are now standing.
13.0 Movement
The physical act of moving on the battlefield is a function of the printed Movement Potential of the unit or leader, formation, Zones of Influence and the cost of the hex entered or hexside crossed.
13.1 General Rule
When a chit for a MU is pulled, the owning player may move as many or as few units, which constitute the MU, as desired. Similarly, when an Action Chit is pulled the owning player may move as many or as few of his units which are eligible to move during the Action Chit. Units may move as many or as few hexes as desired within the unit's Movement Potential, subject to terrain, Zones of Influence and formation change costs. During this time the non-phasing player may only move his units as a reaction to friendly activity as in 13.1.8.
- Movement Potential: All combat units and leaders have Movement Potential (the bottom right hand number on the general side of their counter) expressed in terms of Movement Points (MPs) which is based on unit type and formation as given on the Movement Chart. These MPs are expended as the counter moves from hex to hex, or changes formation or Presentation within the hex. Maintain a running count of Movement Potential as movement points are expended. All hexes have a cost in MPs that varies according to the terrain represented within them. Some hexsides may also have a cost in MPs that will be in addition to the cost of the hex entered. Unspent MPs may not be saved from turn to turn, nor may they be transferred to other counters. Units must follow the hex grid and may not skip hexes.
- Rounding: Often a unit's MP is modified due to formation (e.g. Disorder or PGD) or other condition (e.g. Exhausted). When modifying MP round any resulting fractions to the nearest integer with ½ rounding to the next highest integer. Example: 5 1/3 rounds to 5. 6 ½ rounds to 7. 5 2/3 rounds to 6.
- Movement Chart: Infantry battalions and regiments always use the Infantry column of the Movement Chart regardless of their formation. Infantry companies in Skirmish Order use the Infantry Skirmisher Company column. Cavalry always uses the Cavalry column. Limbered artillery always uses the Artillery column. Leaders use the Leaders column.
- Stacking: Units are moved individually or in stacks. Stacking rules are in force during movement of any kind (11.0). A player must complete the movement of a unit or stack before another's movement can begin. Exception: Leaders may move to another hex and accompany these units (13.1.3.3).
- The Movement Potential of a stack is the lowest Movement Potential of any unit in the stack. Exception: Leaders may, if they wish, assume the MP of the stack regardless of the leader's MP (8.1.5).
- To enter a hex, a stack must pay the highest movement cost of any of its constituent units.
- Picking Up Units: Combat units may not pick up other units as they move. Exception: Leaders may move to a hex containing combat units and, if they then move with those units, must accompany the units for the duration of their movement.
13.2 Involuntary Movement
Involuntary Movement takes place as the result of a Mêlée or Fire Attack that requires one side to Rout or Recoil (16.7.1), whether as the consequence of a DR or AR on the Mêlée Chart or a second Disorder occurring from a failed Morale Check or an AD# or DD# on the Mêlée Chart. Cavalry Bounce is also considered Involuntary Movement (19.9.2). The moment a unit Bounces, Recoils or becomes PGD and executes Rout movement this movement is considered involuntary and does not trigger Opportunity Reactions regardless of its movement taking it through the Zones of Influence of enemy units.
- All MP costs are in effect when a unit conducts Bounce or Rout Movement. When a unit Recoils, it retreats the indicated number hexes regardless of MP costs, but is not allowed to violate the retreat rules below and is subject to the Path of Retreat requirements. Infantry units which Rout use the MP costs for infantry. Cavalry units which Bounce or Rout use the MP costs for cavalry. Limbered artillery units which Rout use the MP costs for artillery.
- Retreating units cannot retreat through enemy combat units. They may retreat through enemy leaders who are alone in the hex.
- Retreating units may not enter terrain they are prohibited from entering.
- Path of Retreat: Units conducting Involuntary Movement must follow a path of retreat as follows. When a unit conducts Involuntary Movement (Rout, Recoil or Bounce) each hex entered must be one hex further from the nearest enemy unit, if possible. If not possible the owning player chooses the hex to be entered. Retreating units are not allowed to enter the same hex twice. If unable to do so the retreating units surrender and are removed from play.
- Involuntary Movement During the Reorganization Segment: Units already in PGD may not voluntarily move during the Maneuver Segment. During the Reorganization Segment units in PGD that are not stacked with a leader automatically Rout if they are less than 15 hexes from any enemy unit in Good Order. PGD units that are stacked with a leader and are not adjacent to an enemy unit may attempt to recover (20.2). Units that Rout during the Reorganization Segment must continue to move away from the nearest enemy combat units.
- Seeking Cover: Upon reaching a distance of 15 hexes from enemy units, PGD units will seek the nearest non-clear terrain (e.g. any type of town or structure, woods, marsh or cultivated) that is also at least 15 hexes away from all enemy units and must use the remainder of their Rout Movement Potential attempting to achieve this. Stacking rules still apply. Once PGD units reach cover they will Rout again if at the beginning of the Reorganization Segment an enemy unit in Good Order is again within 15 hexes.
- Routing Off the Map: Combat units that Rout off the map are considered destroyed and are returned to the Organizational Display flipped to their specific side. Leaders that Rout off the map return as a reinforcement during the Reinforcement Chit of the following turn. The returning leader enters on the map edge within 15 hexes of any friendly depot.
14.0 Line of Sight (LOS)
If a combat unit can see another combat unit then it is considered to have a Line of Sight (LOS) to that combat unit, and vice versa.
14.1 General Rule
A Line of Sight stretches from the center of the firing hex to the center of the target hex (use a length of string or a transparent ruler to determine this). A combat unit always has a LOS to an adjacent hex. A LOS to a combat unit is required in order to: (1) Fire on the combat unit; (2) Declare the combat unit to be a target of a Charge; (3) Reactively form Square if an infantry unit within 4 hexes of active enemy cavalry.
- Blocking LOS: If any of the following interferes with the path of hexes necessary for establishing a LOS to an enemy unit, then the LOS is not established: (1) Any terrain listed as blocking LOS in the Exclusive Rules; (2) Slope hexsides (14.2); (3) Combat units not Prone, not in Square nor in Skirmish Order. Exception: A unit to which LOS is blocked cannot itself block LOS.
- Firing Through Combat Units: Combat units may never fire through other combat units friendly or otherwise even if a LOS does pass through them.
- Firing Over Combat Units: Combat units may never fire over friendly combat units, but may fire over enemy combat units under the conditions of Elevation.
- LOS and Hexsides: If the LOS passes precisely along a hexside with blocking terrain or units then the LOS is blocked.
14.2 Elevation
A slope hexside represents mild undulations of terrain and not cliff sides or mountains. A slope hexside, thus, represents no more than the passage from lower to higher ground or vice versa.
- When a LOS crosses slope hexsides it may be blocked by the changing elevation. If the firing combat unit and target combat unit are on different elevations and there is potential blocking terrain or combat units, as listed in 14.1.1, between them, the LOS is clear only if the intervening obstacle is closer to the higher combat unit.
- A combat unit always has a LOS to an adjacent hex regardless of elevation.
EXAMPLE: Sympher's battery can fire at enemy unit 7 only. Target 6 is blocked by unit 7. All other targets are blocked by the friendly British units in line regardless of elevation difference. Bull's battery can fire at units 3, 4 and 7. Target units 3 and 4 are eligible despite the presence of unit 7, because fire over enemy units is allowed (14.1.3). If unit 7 was a friendly unit, Bull's battery could not fire at units 3 and 4. Bull cannot fire at unit 5, because it can fire over units 6 and 7, but not through unit 4. Bull cannot fire at unit 6 because the LOS passes down the spine containing a friendly unit (Rogers). Rogers' battery can fire at enemy units 6 and 7 only. Enemy units 3 and 4 are blocked because LOS passes through unit 7, which is not closer to the higher unit than the lower firing battery. Ross' battery can fire at enemy units 4, 6 and 7. Unit 4 is an eligible target because it is up slope and unit 6 is closer to the higher unit than to the lower firing battery. Gardiner's battery can only fire at enemy unit 8 because it is adjacent (15.5.1). Enemy units 4, 6 and 7 are ineligible because of the presence of unit 8. If enemy unit 8 was not present unit 5 would still be blocked by the trees.
15.0 Fire (Feu)
15.1 General Rule
Fire is directed against a hex, not a particular combat unit. Basically, fire combat is resolved by comparing the fire factors of all units attacking a given hex, to the terrain of the target hex, and the formation of the unit deployed in that hex, rolling the dice and locating the result of the Fire Combat Chart. There are three types of Fire Attacks: Fire Combat, Opportunity Fire and Offensive/Defensive Fire during the Assault Segment.
15.2 Fire Defense
The Fire Defense of a hex is determined by: (1) The target type of the combat unit (infantry, cavalry or artillery); (2) The formation the unit is in (Line, Column, Square, Skirmish Order, etc.); (3) The terrain of the target hex (clear, woods, town, etc.). To best determine Fire Defense locate these in the order given above. Fire Defense may also be affected by the orientation of the counter within the hex (i.e., whether or not the attack is in enfilade to the target), and the size of the target (density being increased with a greater number of men/Increments in the hex). These and other modifiers are summarized in the Fire Effects and Fire Defense Charts.
15.3 Fire Value
The Fire Value of an infantry unit is determined by its: (1) Nationality (not side); (2) The type of troops they are (line, light, jäger, schützen, chasseur, guard, fusilier, grenadier, etc.); (3) The tactical formation it is in (Line, Column, Skirmish Order, etc.); (4) In some cases the number of men firing (how many Increments in the case of units in Line, Square, and Skirmish Order, but not in Column, General Order or Disorder). Cross-reference these variables on the Fire Effects Chart. The result is a Fire Multiple (x2 for instance) or a result stating "printed." This Fire Multiple times the number of Increments firing is the Fire Value of the attacking unit. A result of "printed" is the Fire Value printed on the specific side of the unit counter. This number is the Fire Value of units firing from Column, General Order or Disorder. Fire modifiers are cumulative (e.g. units in Disorder that Opportunity Fire have their Fire Value quartered.)
EXAMPLE: Assume there are three Increments of French Légère in Skirmish Order. Cross-referencing the French Légère row with the Skirmish Order formation column on the Fire Effects Chart indicates a Fire Multiple of x3. They thus have a Fire Value of nine (3x3=9). If they were in Column formation, their Fire Value would be their "printed" value of eight.
15.4 Executing Fire Combat
The total Fire Value of all units firing at the target hex is divided by the Fire Defense of the hex. This resulting number is expressed as odds. Round down to the lower odds.
EXAMPLE: If the Fire Value were 18 and Fire Defense 7, the result would be 2.57:1. Dropping the remaining fraction, the closest odds column to this number on the Fire Combat Chart is 2.5:1. Roll the dice. This result is modified if any Fire Combat modifiers apply and then located on the 2.5:1 odds column.
A unit may be fired on any number of times within a single turn; it could receive Opportunity Fire while it is moving or it could receive Defensive Fire during a cavalry Charge; it could be fired on during the Artillery Action chit; it could be fired on during the Fire Segment, it could be fired on during the Assault Segment by Offensive or Defensive Fire.
- One Target Hex, One Attack: A hex may be the intentional target of a Fire Attack only once in the Fire Segment.
- Combining Fire: A hex may be fired on by several different units from diverse hexes, as long as each firing unit has a LOS to the target hex, and all Fire Attack values are totaled into one attack.
- Minimum Odds Requirement: Fire Attacks at odds of less than 1:3 may not be made. Fire Attacks at odds of greater than 10:1 are treated as 10:1 attacks.
15.5 Fire Combat (Combat à Feu)
Exchanging fire occurs during the Fire Segment, Assault Segment and during the Artillery Action chit whenever it is pulled during the Maneuver Segment (in this case, however, it is just an exchange of artillery fires). Fire combat is treated as if it occurs simultaneously. A combat unit fires with the strength (and facing/formation) with which it began the Fire Segment, temporarily disregarding losses it may have incurred previously in that same Fire Segment as well as mandatory formation changes, Disorder or Rout results called for as a result of such losses.
- Arc of Fire: Combat units may only fire through their front facing and must have a LOS to targets that are not adjacent to them. Any target hex within the range of the firing unit may be fired on. Exception: All units must fire on an adjacent unit if possible, regardless of a more "opportune" target somewhere else.
- One Fire Attack Per Firing Hex: A hex may fire only once during the Fire Segment. Exception: Units in Square (12.7.4).
- Assaulting Infantry: Assaulting infantry and their targets do not perform Fire Combat during the Fire Segment. Instead they conduct Offensive and Defensive Fire during the Assault Segment.
15.6 Opportunity Fire (Feu de Chance)
Opportunity Fire occurs whenever a unit expends MPs in or exits an enemy infantry or artillery Zone of Influence (10.1.5). Any number of stacks may perform Opportunity Fire upon a single stack in a hex that is in the Zone of Influence of all of them, and like Fire Attacks, all the fire strengths must be combined into a single Fire Value. All Opportunity Fires are conducted at ½ (one-half) strength.
- Stacking: When a moving unit is temporarily stacked with another unit and Opportunity Fire is triggered, use the Fire Defense of the moving unit to determine the odds. The moving unit takes all losses caused by the Fire Attack.
15.7 Massed Targets (Target Density)
Any target hex that contains more than nine Increments is a massed target. Although artillery Increments are equal to six times their worth in infantry Increments for stacking purposes, they do not count the same for target density (18.3). Dice rolls for Fire Attacks on massed targets are modified by the Fire Chart Dice Roll Modifiers Chart.
EXAMPLE: A target hex containing 16 Increments would modify its Fire Attack dice roll by +12.
- Target Density Effects: To reflect the advantage of enfilade attacks, modify the Fire Defense of the hex as follows:
- Enfilade: Whenever a unit in Line is fired upon through its flank hexside, the Fire Defense of the hex is treated the same as if the unit were in Column. Firing through a flank hexside is treated as enfilade fire even when in combination with units firing through its front and/or rear hexsides. If the fire is coincident with a hex spine it is not considered enfilade fire.
- Doubled Files: Whenever a hex contains more than six Increments of units in Line, its Fire Defense is that of a Column.
- Large Square: Whenever a hex contains a Square of more than nine Increments, its Fire Defense is four.
- Artillery: When unlimbered artillery and infantry are stacked together use the row on the Fire Defense Chart for Artillery w/Infantry. In this case artillery takes the even numbered losses and infantry the odd (17.1.1.1).
16.0 Assault
During Assault players determine the willingness of their units to close with the enemy (the Assault procedure). Only infantry units may Assault. Cavalry units Charge instead, but may be assaulted. Artillery may never Assault, but may be assaulted.
DESIGNER'S NOTE: Mêlée should not necessarily be interpreted as hand to hand combat with the bayonet. Instead it should be more liberally interpreted as close combat under 100 yards where the intent is to close with the enemy, albeit more or less successfully.
16.1 General Rule
During the Maneuver Segment, units that wish to Assault declare their intention to do so and indicate their target. At the time the Assault is declared mark the assaulting units with an Assaut Marker and place a Number Marker beneath the Assaut Marker indicating the Roll to Close distance (16.4). The Roll to Close distance is the number of hexes between the assaulting units and the nearest enemy combat unit inclusive of the enemy's hex, but not the hex of the assaulting units. After the Assaut Marker is placed, the assaulting units move adjacent to their target, expending MPs as necessary, and the Assaut Marker is adjusted with the arrows indicating the target. If the assaulting units have insufficient MPs to reach a hex adjacent to their intended target they become disordered and the Assault is cancelled. Remove the Assault and distance marker. There is no further effect if they were already in Disorder. During the Assault Segment each Infantry Assault is resolved to completion one at time. The player with the most Assaults chooses first. Players alternate choosing the next Assault thereafter. In the event of a tie roll the dice to determine who goes first.
Assault and Mêlée Procedure: The following is the detailed procedure for resolving assaults; players should refer to it while resolving assaults and follow the steps in their proper sequence as numbered below.
- Automatic Advance:
- Mayhem (16.2.5): If the target hex was vacated prior to the resolution of this Assault, assaulting units must advance into the vacated hex. They may immediately declare an Assault on any units in its front hexsides (16.3.8). If a new Assault is not declared the Assault is finished, proceed to Step 5.
- Units which are PGD (12.10.3) or in Road Column (12.6.4) Rout. After the units Rout, if no targets remain proceed to Step 4.
- Retreat Before Assault (16.3): Units that are eligible to Retreat Before Assault do so now. Retreat Before Assault may trigger Opportunity Reactions.
- British and KGL light companies may execute a special Fire Attack as a "parting shot" (16.3.9).
- Assaulting units must advance into the vacated hex and may immediately declare an Assault on any units in its front hexsides (16.3.8). If a new Assault is not declared the Assault is finished, proceed to Step 5.
- Assault Resolution:
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a. Roll to Close (16.4) and Roll to Stand (16.5): Each assaulting and defending stack takes a Morale Check. Assaulting units check first. If all assaulting units fail their Roll to Close, defending units must still Roll to Stand, but they do not Disorder if they fail — the dice roll simply becomes a check to see if the units delivered effective fire. Consult the Roll to Close and Roll to Stand vs. Assault Modifiers Charts for adjustments to Morale Check dice rolls.
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i. Assaulting units Roll to Close. Pass — Passing stacks multiply their Offensive Fire Value by 2. Fail — Failing stacks Disorder, and will Mêlée in that state, or Rout if already Disordered. If all assaulting units Rout the Assault is finished; proceed to Step 5.
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16.2 Assault Restrictions
- Facing: A stack may only Assault through its front facing.
- One Target Hex: A stack may only Assault one target hex.
- Multiple Stacks Assaulting a Target: Multiple stacks may Assault a single defending stack, but their Mêlée Values are combined into one attack and Mêlée Resolution is resolved as a single roll of the dice.
- Stacking: A stack of assaulting units, adjacent to its target, may not contain a mix of assaulting and non-assaulting infantry units. All infantry in the hex must participate in the Assault, using the shortest Roll to Close Distance Modifier acquired by any unit in the stack. All units in a stack must Assault the same target hex.
- Joining an Assaulting Stack: Additional friendly infantry units may join stacks conducting the Assault (those marked with the Assaut Marker). They may combine into a single Assaulting stack, but are not allowed to violate stacking limits. Units that join an Assaulting stack are considered in the rear of the Assault and go to the bottom of the stack.
- Joining a Target Stack: During their own movement additional friendly units may join a hex which is the target of an Assault, and also become targets of the Assault.
- Infantry with Artillery: When infantry which is stacked with artillery declares an Assault against an adjacent target the infantry moves to the top of the stack. The artillery does not participate in the Assault, nor may it fire now that it is not the top unit in the stack. It does, however, suffer any adverse results of the Assault. Since no MPs are expended when changing stacking order, an Opportunity Reaction is not triggered.
- Mayhem: Assaulting units whose targets have vacated their hex prior to the Assault Segment retain their Assaut Marker and must advance into the target hex and may assault any unit in its front facing including the unit which vacated the hex. Essentially, this is treated as an Advance after Retreat Before Assault (16.3.7). The distance marker for the purposes of Roll to Close remains in place. The advance may trigger Opportunity Reactions.
16.3 Retreat Before Assault
Certain units may Retreat Before Assault (i.e., before the resolution of Mêlée). Essentially, units Retreat Before Assault instead of Rolling To Stand.
- Which Units Are Eligible to Retreat Before Assault:
- Leaders (16.3.5).
- Cavalry which is not Exhausted nor PGD (16.3.4).
- Infantry deployed as Skirmishers (12.8.4, 16.3.3).
- Light companies, in Skirmish Order or not, may still elect to retreat, if the first hex retreated into contains its parent battalion. If it does so, it stops its retreat and assumes the parent unit's facing and formation, and is placed at the bottom of the stack (16.3.3).
- Path of Retreat: The path of hexes followed by the retreating unit is called the Path of Retreat. Units which Retreat Before Assault expend MPs to follow the Path of Retreat, changing facing as necessary. During their retreat they may only change formation to enter General Order or to join a stack of friendly formed units in Good Order in which case they change facing and formation to match the units presently in the hex and are placed at the bottom of the stack. At the end of their retreat, they may reface. They may retreat up to their full Movement Potential, but must stop in the first hex they enter in the course of their retreat that mandates General Order for formed units. Combat units that Retreat Before Assault are not allowed to violate stacking rules in the course of their retreat.
- Infantry: Infantry units may not retreat through enemy units nor may they retreat into enemy Zones of Influence. However, friendly units negate enemy Zones of Influence when units Retreat Before Assault into or through a friendly unit's hex (10.1.8). They may retreat through Opportunity Charge Zones, but they may trigger Opportunity Charges (19.14). If a Path of Retreat is not available the skirmishers must Roll To Stand instead with a -6 modifier for the worse.
- Exhaustion: Infantry units that expend more than half of their Movement Potential conducting a Retreat Before Assault end that retreat in Disorder.
- Cavalry: Cavalry may move through enemy infantry and artillery Zones of Influence and thus may retreat through them, but may incur Opportunity Fire. They may not retreat into enemy cavalry Zones of Influence. However, friendly units negate enemy Zones of Influence when units Retreat Before Assault into or through a friendly unit's hex (10.1.8). They may retreat through Opportunity Charge Zones, but they may trigger Opportunity Charges. If a path of retreat is not available to a cavalry unit it must Stand and Mêlée.
16.4 Rolling To Close
When Rolling To Close the top infantry unit in the stack must pass a Morale Check. Each stack of assaulting units Rolls to Close separately. Consult the Roll to Close Modifiers Chart. If the top unit in the stack passes this Morale Check then it and all other units in that stack automatically pass as well and have their Offensive Fire Value doubled. If the top unit in the stack fails then all units in the stack Disorder and will conduct Defensive Fire and Mêlée in that reduced state. Units which are already disordered Rout.
- Roll to Close Distance: The Roll to Close distance is determined at the time a stack declares its intention to Assault, or when it begins its movement. Use whichever is closer. It is the distance between the assaulting units and the nearest enemy combat unit, inclusive of the enemy's hex, but not the hex of the assaulting units. Cross-reference the distance, the nationality and the time period, with the appropriate column of the Roll to Close Modifiers Chart. If multiple units from different hexes join a stack of assaulting units use the shortest Roll to Close Distance modifier for the entire stack.
- Methods of Attack: Different nations applied different methods of attack during the Napoleonic Wars. To determine the Roll to Close modifier locate the Method of Attack column to use by the nationality and year the scenario takes place on the Roll To Close Modifier Chart. Units using the British or Prussian method suffer an additional -6 modifier if they are in Column formation at the time the Assault is declared.
16.5 Rolling To Stand
Rolling To Stand requires the top unit in the defending stack to make a successful Morale Check using the dice roll modifiers found on the Roll To Stand Vs. Assault Modifiers Chart, and any other modifiers that may apply. If the top unit in the stack passes this Morale Check then it and all other units in that stack automatically pass as well. They are considered to be Standing in the face of an Assault. Their Defensive Fire Value is doubled and they roll a die to determine if they receive any Defensive Shifts. If the top combat unit in the stack fails this Morale Check then it and all other units in the stack automatically Disorder, or Rout if already Disordered.
- Assault Odds: To determine the "Odds Assaulting the Target Hex" count up the number of hexes from which the attacker is launching his Assault. Example: If the attacker is attacking from three hexes the odds would be 3:1. The modifier yielded by the Assault Odds Morale Check Modifiers Chart is -9, which is added to any other modifiers that may pertain to the combat.
- Cavalry: Cavalry units automatically Stand. However, they still roll the dice to determine if they are eligible for Defensive Shifts. If they fail they do not receive any Defensive Shifts. If they pass, roll a die to determine the number of Defensive Shifts they receive.
- Special Structures: Units in Special Structures automatically Stand when assaulted. They must still roll the dice, however, to determine if they deliver effective Defensive Fire and receive any Defensive Shifts.
16.6 Mêlée
To resolve a Mêlée the sum of the Mêlée Values (printed Mêlée Values plus their modifiers) of all units in the Assaulting stack(s) are divided by the sum of the Mêlée Values of the target stack. This produces the odds ratio. Round down any fractions to conform to the nearest odds column on the Assaut et Mêlée Chart. Shift the odds left by a number of columns equal to the Defensive Shifts received, or in the case of a successful British Huzzah Charge, shift the odds right by the same number of columns. Roll the dice and locate the result in the appropriate column. The Assaulting player rolls the dice. Mêlée odds at less than 1:3 are conducted as 1:3 odds. Mêlées conducted at odds greater than 5:1 are treated as 5:1 odds.
- Modifiers may apply to the Mêlée Values of the combat units involved (see Mêlée Modifiers For Infantry and Artillery Chart and Cavalry Mêlée Modifiers Chart). Modifiers may apply to the dice result for Offensive and Defensive Fire or if a leader is present with either the attacking or defending force.
- Special Structures: Only six Increments may Assault or defend a special structure hex (e.g. walled farm, mill, chateau or fortified church). Regardless of the size of the forces, only six parts of the attacking or defending forces may be used for Assault or defense. Consult the Exclusive Rules to determine which hexes are designated as special structures. Example: A battalion of eight Increments and a Mêlée Value of 16 occupies the hex. If Assaulted only 6/8ths of the unit's Mêlée Value will count as the unit's defense strength (16/8 x 6 = 12). Sapeurs increase the Assaut et Mêlée Chart odds against Special Structures by one column. The Sapeurs must be the top unit in a stack to increase the odds.
- Assaults to the Flank or Rear: Infantry that Assaults an enemy unit in the flank and/or rear has its Mêlée Value doubled.
16.7 Retreat after Assault
After Assault, units may be required to retreat due to Rout or Recoil.
- Recoil: Units which suffer an AD# or DD# result from Mêlée and did not become PGD are forced to retreat the indicated number of hexes. These units are said to be recoiling. Recoiling units must conform to the retreat priorities (13.2.4). Exception: Units in Special Structures do not retreat due to Recoil.
- Rout: If the Mêlée results in a DR or AR, or already disordered units suffer an AD# or DD# result, the defeated units Rout. The Routing units must conform to the retreat priorities (13.2.4).
- Units that retreat because of Mêlée and retreat from enemy Zones of Influence lose one Increment per stack for each hex so exited (10.1.9).
- Recoiling and Routing are considered Involuntary Movement (13.2) and do not trigger Opportunity Reactions.
- Unlimbered artillery units that are forced to retreat due to Recoil or Rout are eliminated (18.7.3).
16.8 Advance after Assault
Assaulting units must enter the hex they contested after it is vacated as the result of a successful Assault. All units that will advance after Mêlée become disordered if they are not already Disordered. Mark the units as disordered before they advance. Units that advanced because the target stack vacated its hex before Mêlée (e.g. Disordered units failed their Roll to Stand) would have occurred do not become Disordered after advancing. The targets of an Assault do not Advance after Assault.
- Multiple Advancing Stacks: If several units from different stacks advance into the same hex and the stacking limit for the hex is violated, sufficient units must be displaced to the hexes from which they launched their Assault until the stacking limit for that hex is satisfied (11.1.5).
- Different Formations: If more than one stack advances into the same hex and the stacks are in different formations or they are unable to form a legal stack then, the combined stack Disorders, but does not Rout if already Disordered.
- Opportunity Reactions: Advance after Assault/Mêlée may trigger Opportunity Reactions.
16.9 French Old Guard Infantry Charge
Any infantry battalions of the French Imperial Guard designated as Old Guard in the Exclusive Rules may make an Old Guard Charge. The French player must declare Old Guard Charges as such. Assaults of the Old Guard that are not declared as Old Guard Charges are resolved in the same manner as Assaults by any other unit. An Old Guard Charge is resolved during the Maneuver Segment and not in the Assault Segment. An Old Guard Charge is conducted just as a regular Assault, except in the event the Old Guard Charge is successful and the stack Advances after Assault, it may continue moving. All rules regarding Assaults apply to Old Guard Charges except where noted here.
Procedure: All steps as in 16.1 except as noted.
- Automatic Advance: As in 16.1 Step 1.
- Retreat Before Assault (16.3): As in 16.1 Step 2 except as follows. After a target stack Retreats before Assault, the charging stack may continue moving, provided they are not currently in an enemy Zone of Influence. Proceed to Step 5.
- Assault Resolution: As in 16.1 Step 3.
- Advance after Assault: As in 16.1 Step 4.
- Old Guard Charge Exploitation: If the Old Guard units successfully advanced into the target hex they may continue moving with any MPs remaining to them, provided they are not currently in an enemy Zone of Influence. The initial hex of advance in Step 4 does not cost MPs and hence does not reduce the Old Guard unit's remaining MPs. They may declare a new Assault, even if disordered, which is resolved as a normal Assault during the Assault Segment.
Old Guard infantry Charges may be conducted by individual Old Guard battalions, stacks of Old Guard, or any stack of units with an Old Guard unit as the top unit in the stack.
17.0 Losses
Losses should not be thought of as piles of dead. They are, instead, losses in unit effectiveness.
17.1 Losses and Stacking
The position of a unit in a stack effects which unit takes the losses from Fire Combat, Pursuit, retreating through enemy Zones of Influence, etc.
- Losses: Losses are always taken from the top combat unit except as below.
- Artillery with Infantry: When a stack of unlimbered artillery and infantry takes losses from a Fire Attack the artillery takes the even numbered losses and the infantry the odd losses. Example: If three losses are called for, the artillery takes only one loss (the second), while the infantry in the hex suffers two losses (the first and third). If the artillery or infantry were alone in the hex, they would suffer all three losses.
- Losses and Presentation: Units may be required to alter presentation due to losses (12.1.4).
- Minimum Stacking Requirement: Whenever losses cause a unit to fail the minimum stacking requirements for its current formation, it Disorders the instant the casualty occurs.
- If Unlimbered artillery is stacked with infantry in Square, and the infantry falls below the minimum Increments required to maintain the Square, both are Disordered (12.7.3).
17.2 Losses and Their Effect on Combat Units
- Infantry: The "printed" Fire Value of infantry (printed on the specific side of the unit counter) is not reduced until the unit's overall strength is down to one Increment. When an infantry battalion is down to its last Increment this Fire Value is halved. Range is unaffected by losses.
- Cavalry: For every three Increments lost, a cavalry unit's Lance Bonus is reduced by one, but never below one.
- Artillery: An artillery unit reduces its various Fire Values proportionately to the losses it has taken. Example: If a battery has lost one-third of its initial strength its Fire Value becomes two-thirds of its printed Fire Value (multiply by 2/3).
- Mêlée Values: When any unit takes a casualty its Mêlée Value is reduced proportionately to the amount of losses suffered. Example: A unit with an initial strength of six Increments and a Mêlée Value of 15 would reduce its Mêlée Value by two and one-half for every Increment it loses (15/6 = 2.5).
17.3 Losses and Their Effect on Morale
- Each time any unit, whether infantry, cavalry or artillery, suffers a casualty due to Fire Combat (except for Offensive or Defensive Fire) it must take a Morale Check.
- If the top unit in a stack is eliminated by Fire Combat the remaining units in the stack still take a Morale Check.
- Whenever a battalion or regimental unit is reduced to 50% of its initial strength, when making a Morale Check its dice roll will always be modified by -6 for the worse. Squadrons and companies are not affected in this manner.
- Grievous Losses: Whenever a battalion or regimental unit suffers losses from a single combat event that are equal to or greater than 50% of its current strength, its Morale Check dice roll is modified by a further -6 for the worse. Squadrons and companies are not affected in this manner.
- Destroyed Units and Morale Level: Battalions that have suffered losses equal to their starting strength, or that have surrendered, are returned to their space on the Organization Display and placed flipped over (specific side up). Once every hour these units are counted and added to the number of PGD battalions from the same superior formation to determine if that superior formation will suffer from a Morale Level modifier in the coming hour (20.3).
18.0 Artillery
18.1 Facing
When artillery is Unlimbered and in a hex composed exclusively of artillery, it always faces a hexside. It thus has three front and three rear hexsides. When artillery is deployed with infantry, it adopts the facing of the infantry. Unlimbered artillery has a Zone of Influence that extends into their adjacent front hexes. Limbered artillery has all-around facing (6 front hexsides). Limbered artillery does not have a Zone of Influence.
18.2 Artillery Formations
Artillery has two voluntary formations: Limbered or Unlimbered. When artillery is Limbered, it is ready to move, and is deployed general side up. Unlimbered artillery is ready to fire and deployed with its specific (gun) side up. Artillery is still considered to be Limbered or Unlimbered even when in Disorder or in General Order terrain.
- Changing Formation: Limbered artillery may Unlimber at will by expending two MPs for a Formation Change, however, for Unlimbered artillery to Limber it must roll a die to do so, and pay the usual cost for a Formation Change. Consult the Artillery Limbering Chart for the specific unit and die roll ranges.
- Artillery and Road Column: Limbered Artillery that enters a road/trail hex from another road/trail hex is automatically considered to be in Road Column and does not pay a formation change cost when entering or exiting Road Column. The change to and from Road Column is considered an Involuntary formation change and does not in itself trigger Opportunity Reactions.
18.3 Artillery Maneuvers
During this period artillery maneuvered in lines and columns in a similar manner as infantry and cavalry, but they also had some unique maneuvers when unlimbered.
- Prolonging Artillery: Unlimbered artillery may be moved one hex when it is active only under specific circumstances. It is not necessary to Limber it, move it, and then Unlimber it again if the player merely wishes it to occupy an adjacent hex. Guns may only be prolonged from one clear terrain hex to another. Guns cannot be prolonged across any kind of slope, bridge, ford or other hexside impediment. Consult the Exclusive Rules which may contain additional restrictions on when artillery may prolong.
- Prolonging into Zones of Influence: Foot artillery may not prolong into enemy Zones of Influence unless stacked with or adjacent to an Artillery Leader of Special Ability. Horse artillery may freely prolong into enemy Zones of Influence.
18.4 Artillery and Morale
Unlimbered artillery never suffers PGD. They are removed from play instead. Limbered Artillery will Rout if they suffer PGD. Destroyed batteries never count towards Morale Levels.
18.5 Artillery Fire
Artillery may fire more than once during a turn. They may fire once when the Artillery Chit is pulled and once again during the Fire Segment or Defensive Fire step of the Assault Segment. In addition they may conduct Opportunity Fire any number of times. When a stack is composed exclusively of artillery units, all of them in the hex may fire. They must fire at the same target. Other stacks including artillery may fire at the same target and their Fire Value must be combined into a single attack.
- Artillery Fire When Stacked With Infantry: When stacked with infantry artillery must always be at the top of the stack in order to make a fire attack.
- Artillery and Infantry in Square: When stacked with infantry in Square up to 9 Increments of infantry and all the artillery in the hex may fire subject to the rules governing fractional strength for units firing from Square (12.7.4).
18.6 Range
The specific side of an artillery counter gives the various Fire Values of that unit at three different ranges. The top right number is the maximum distance that unit may fire at Long Range. The top-left number is the Fire Value of the battery when it fires at Short Range (1 to 2 hexes away). The middle left number is the Fire Value at Medium Range (3 to 5 hexes away). The bottom-left number is the Fire Value of the battery at Long Range (6 hexes up to its Maximum Range).
- Point Blank Range: Whenever artillery units fire at adjacent hexes (either alone or in conjunction with other artillery or infantry) the Fire Attack gets a bonus of two odds shifts in its favor on the Combat à Feu Chart. Example: If the Fire Attack would normally result in a 5:1 attack, shift the odds to 7:1.
- Opportunity Fire: Even though Opportunity Fire Attacks are halved in Fire Attack value, artillery would still get the point blank benefit when conducting Opportunity Fire on an adjacent hex.
- Defensive Fire: When artillery conducts Defensive Fire, it receives the point blank benefit even if its Roll to Stand leaves it in Disorder.
18.7 Artillery, Assault and Charge
Artillery units may not Assault or Charge. They may be the targets of such, however.
- Assault: Artillery in Road Column Routs when the target of an Assault or Old Guard Charge. Limbered artillery which is not in Road Column must Roll to Stand. Unlimbered artillery must Roll To Stand. Limbered artillery Mêlée with one-half their printed Mêlée Value and may not conduct Defensive Fire.
- Charge: When alone in a hex and Charged, Unlimbered artillery is treated just like infantry and must attempt to "Stand Before Charge" (19.6). Limbered artillery units alone in a hex and contacted by Charging cavalry automatically Rout and may be Pursued.
- Rout or Recoil: Unlimbered artillery which is forced to Rout or Recoil is eliminated.
19.0 Cavalry
19.1 Cavalry Charges General Rule
A cavalry unit moves as part of a MU during the Maneuver Segment. While a cavalry unit is moving it may move adjacent to a potential target in its front facing and declare a Charge against it. At this time a Charge Marker is placed on top of the cavalry unit and the Charge is carried out immediately as outlined below. Once the Charge is complete the phasing player may continue moving the remainder of the MU. In order to Charge, a cavalry unit must be in Good Order and must not be Exhausted. Cavalry may only initiate Mêlée as a result of a Charge.
There are two types of Charges: (1) Opportunity Charges occur when an opponent is moving; (2) Cavalry Charges occur when cavalry is active.
Cavalry Charge Procedure: Players should refer to the following procedures while resolving Charges and follow the steps in their proper sequence as numbered below.
- Charge Declaration: During the Maneuver Segment the phasing player may, at any time, move cavalry units of an active MU adjacent to an enemy stack and place a Charge Marker on them to indicate that they intend to Charge. The Charge is immediately carried out.
- Enemy Reactions to Charge:
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a. Forming Square (19.7): At any time during movement the reacting player's infantry which is in Line or Column may attempt to form Square when phasing cavalry moves within 4 hexes of the checking stack and they have a LOS to the cavalry.
Cavalry Options to Forming Square: If a Charge had not yet been declared, the cavalry may continue moving and perhaps declare a Charge at a later point. If a Charge has been declared and (i) the target formed Square, the Charging cavalry may attempt to Recall (19.8) and end the Charge (proceed to Step 4), or Mêlée the Combat Units in Square (proceed to Step 3); or (ii) the target disordered or routed from the Square attempt, then apply the result and proceed to Step 3.
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b. Opportunity Charge (19.14): At any time during movement the reacting player may attempt to Opportunity Charge as long as the reacting cavalry is in Good Order, is not Exhausted and the moving cavalry is in its Opportunity Charge Zone.
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c. Retreat Before Charge: If the target of the Charge is infantry skirmishers they may attempt to Retreat Before Charge when the cavalry moves adjacent (19.4). Or if the target of the Charge is Light cavalry and the charging stack is composed exclusively of Heavy cavalry the Light cavalry may Retreat Before Charge (19.5). If the target Retreats Before Charge the charging cavalry may attempt to Recall.
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- Mêlée Resolution (19.9): If there is still a target to Charge, use one of the procedures below to resolve the remainder of the Charge. If the target is PGD or is limbered artillery, units in Road Column, or units in Skirmish Order which were unable to Retreat Before Charge, use the Cavalry Charge vs. PGD Mêlée Procedure (19.1.4). If the target is infantry or unlimbered artillery use the Cavalry Charge vs. Infantry and Artillery Mêlée Procedure (19.1.2). If the target is cavalry use the Cavalry Charge vs. Cavalry Mêlée Procedure (19.1.3).
Cavalry Charge vs. Infantry and Artillery Mêlée Procedure:
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Roll to Stand (19.6): The target stack takes a Morale Check. Consult the Roll to Stand vs. Cavalry Modifiers Chart. Pass — Passing stacks multiply their Defensive Fire Value by 2 and a die is rolled to determine the number of left column shifts (Defensive Shifts) on the Assaut et Mêlée Chart, per the table below. Fail — Failing stacks not in Square nor in General Order terrain Disorder or Rout if already Disordered. If all Target units Routed or were eliminated proceed to Step 5. Units in Square or in General Order terrain do not Disorder if they fail, however, their fire is not doubled and they do not receive any Defensive Shifts.
Die Roll Left Column Shifts 1-3 0 4-5 1 6 2 (Note: Assuming facing allows, defending stacks containing artillery has its fire shifted two odds in its favor on the Fire Chart for firing canister at an adjacent target (18.6.1) in addition to any fire benefits it may receive from passing the Roll to Stand.)
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Defensive Fire: Defending units with the charging cavalry in its front hexsides conduct Defensive Fire. Defensive Fire is conducted as a Fire Attack with the usual modifiers plus any modifiers obtained in Step 1. For each casualty inflicted by the defenders the Mêlée resolution die roll is modified by -6. If all Charging units are eliminated by Defensive Fire, the Charge is finished. (Note: Charging units do not take Morale Checks from casualties resulting from Defensive fire.)
Cavalry Charge vs. Cavalry Mêlée Procedure: (1) Calculate the Mêlée Odds (19.9); (2) Mêlée Resolution (19.9); (3) Advance after Charge (19.10); (4) Return to Step 4, Cavalry Regroup, of the Cavalry Charge Procedure (19.1.1).
Cavalry Charge vs. PGD Mêlée Procedure: (1) Retreat: The PGD units conduct their Rout move losing one increment for each Zone of Influence they exit including the first (10.1.9); they may lose additional increments due to Step 3 below. (2) Advance after Charge (19.10). (3) Pursuit (19.11). (4) Return to Step 4, Cavalry Regroup, of the Cavalry Charge Procedure (19.1.1).
19.2 Cavalry Charge (Charge à Cheval)
- Charges and Formations and Facing: Only cavalry units in Line or Column may execute a Charge. Cavalry units in other formations may not initiate a Charge. A cavalry unit may only Charge units which are in its front facing.
- Charges and General Order Terrain: Regardless of its initial formation, cavalry units are considered in General Order the moment they enter terrain that would cause them to enter General Order during normal movement. Cavalry may Charge enemy units that are in General Order terrain. However, a cavalry unit may not initiate any type of Charge while in General Order terrain.
- Charges and Prohibited Terrain: Cavalry may not Charge into terrain they are prohibited from entering.
- Targets: A cavalry unit may only Charge one target hex at a time. That is it may not simultaneously attempt to Charge and Mêlée more than one target hex. A stack of units may only be the target of a Charge once per MU activation.
19.3 Enemy Reactions to Charge
Defending Combat Units have several options when they are the target of charging cavalry units.
- Defending cavalry units in Good Order may Stand (do nothing), Retreat Before Charge (19.5) if eligible, or Opportunity Charge (19.14) if the moving cavalry enters its Opportunity Charge Zone. Cavalry automatically Stands when Charged and does not Roll to Stand to do so.
- Infantry units in Line, or Column may Roll To Stand versus Cavalry Charge (19.6) or may attempt to form Square (19.7).
- Combat units in Square or in General Order automatically Stand and their Roll to Stand die roll simply becomes a check to see if they deliver effective Defensive Fire.
- Infantry units in Skirmish Order may be able to Retreat Before Charge (19.4). If they do not, the skirmishers become PGD on contact with the Charging cavalry and are subject to Pursuit (19.11).
- Units already in PGD or in Road Column become PGD on contact with the Charging cavalry and are subject to Pursuit (19.11).
- Unlimbered artillery units must Roll To Stand (19.6) or, if stacked with infantry units forming Square (19.7), be a part of that Square.
- Limbered artillery units stacked with Infantry units may not form Square. The stack must Roll to Stand versus Cavalry Charge (19.6).
- Limbered artillery units alone in a hex become PGD on contact with the Charging cavalry (18.7.2).
- Combat Units in Disorder must attempt to Stand (19.6) and cannot attempt to form Square.
19.4 Retreat Before Charge by Infantry
All Skirmishers are eligible to Retreat Before Charge under the restrictions below. See the Exclusive Rules for additional units which may be eligible.
- Procedure: When charging cavalry moves adjacent to its target, eligible infantry units, which are the target of the Charge, may elect to Retreat Before Charge. They may retreat into or through an adjacent hex under the restrictions below. Units which Retreat Before Charge expend MPs as they move. If they expend more than half of their MPs in their retreat they end the retreat in Disorder. When the target of a Charge retreats, the charging cavalry may attempt to Recall (19.8). If it does not Recall the cavalry unit must advance into the target hex and Charge the adjacent hex which the Skirmishers retreated into or through, unless the current hex halts Charges. Skirmishers which are unable to Retreat Before Charge, and are not in terrain that would cause formed cavalry units to enter General Order, will instead become PGD and are subject to Pursuit (19.11).
- Restrictions: Infantry units in Skirmish Order may Retreat Before Charge into an adjacent hex containing terrain that mandates General Order for formed units, or into a hex containing friendly formed infantry units in Good Order, in which case, they would change facing and formation to match the units presently in the hex and be placed at the bottom of the stack. They may also Retreat Before Charge through an adjacent hex containing formed infantry units in Good Order, thus blocking the cavalry units with the intervening infantry unit. At the end of their retreat they may reface. They are not allowed to violate stacking rules in the course of its retreat — if in retreating they cannot legally form a stack, they may continue to retreat through units until they can legally stack. They may not retreat into an enemy Zone of Influence; however, friendly units negate enemy Zones of Influence in their hex when units Retreat Before Charge into a friendly unit's hex (10.1.8).
- Opportunity Reactions: The retreating units and pursuing cavalry may trigger Opportunity Reactions. However, if the retreating stack is Opportunity Charged, they may in turn Retreat Before Charge from the Opportunity Charge. The originally charging cavalry is finished with its Charge and proceeds with Step 4, Cavalry Regroup, of the Cavalry Charge Procedure (19.1.1). If the pursuing unit is Opportunity Charged then the retreat ends. The pursuing unit's Charge is now over. The Opportunity Charge is then resolved (19.14).
19.5 Retreat Before Charge by Cavalry
Light cavalry units may attempt to Retreat Before Charge when charged solely by Heavy Cavalry (19.12.1). In order to Retreat Before Charge the light cavalry must be the target of the Charge, they must be in Good Order and they must not be Exhausted. See the Exclusive Rules for additional units which may be eligible. Cavalry may not Retreat Before Charge from an Opportunity Charge.
- Procedure: When the charging cavalry moves adjacent to the light cavalry, they may Retreat Before Charge. Units which Retreat Before Charge expend MPs to follow the Path of Retreat, changing facing as necessary. During their retreat, they may only change formation to enter General Order or to join a stack of friendly formed units in Good Order in which case they change facing and formation to match the units presently in the hex and are placed at the bottom of the stack. At the end of their retreat they may reface. Cavalry that Retreats Before Charge may expend up to their full Movement Potential in the course of this retreat, but if they expend more than half of their Movement Potential they end this retreat Exhausted.
- Path of Retreat Restrictions: Cavalry that Retreats Before Charge must follow a Path of Retreat that does not enter terrain that prohibits movement for cavalry, nor hexes that contain enemy units. Nor may they retreat into enemy cavalry Zones of Influence — however, friendly units negate Zones of Influence in their hex for the purposes of Retreat Before Charge (10.1.8). Retreating units may retreat through friendly units, but are not allowed to violate stacking rules in the course of their retreat.
- Pursuit of Cavalry that Retreats Before Charge: The heavy cavalry must pursue unless it passes a Recall check (19.8). If the heavy cavalry pursues they must follow the retreating light cavalry along their exact path of retreat up to a limit of 3 hexes. If the heavy cavalry Recalls the Charge ends and the light cavalry retreats an additional hex. At the end of the retreat the light cavalry may reface ending their retreat with at least one hex separating them from the following heavy cavalry. If at the end of a pursuit there is no Mêlée the pursuing cavalry proceeds with Step 4, Cavalry Regroup, of the Cavalry Charge Procedure (19.1.1).
- Restrictions: Pursuing cavalry ends its pursuit if it enters an enemy cavalry unit's Zone of Influence. Pursuing cavalry may not pursue into terrain which mandates General Order for formed units, nor into terrain which they may not enter.
- Recall: Pursuing cavalry may only attempt to Recall once at the beginning of the pursuit, before the first hex of pursuit is entered, and once again if the retreating cavalry retreats through a friendly unit.
- Retreat Through Friendly Units: If the retreating cavalry retreats through friendly units, the pursuing cavalry may attempt to Recall and end the pursuit. Or, if the pursuing cavalry does not Recall, they must Charge the units retreated through. Proceed to Step 3 of the Cavalry Charge Procedure (19.1.1) selecting the appropriate Mêlée procedure.
19.6 Rolling To Stand Versus Cavalry Charge
Rolling to Stand requires the top unit in the target stack to make a successful Morale Check using the modifiers found on the Roll to Stand vs. Cavalry Charge Chart. If the Morale Check is passed the defender delivers effective Defensive Fire and their Fire Value is doubled. Roll a die to determine the number of Defensive Shifts received, if any. If the Morale Check is failed, the defending units Disorder or Rout if already in Disorder.
- Steady Lads!: Units in General Order, Square or Special Structures automatically Stand when charged. They must still roll the dice, however, to determine if they deliver effective Defensive Fire and receive any Defensive Shifts.
19.7 Forming Square
Infantry units in Line or Column may attempt to form Square anytime enemy cavalry expends MPs within 4 hexes. Units attempting to form Square must have a clear Line of Sight to the cavalry. A unit does not have to be a target of a Charge to attempt to form Square. They may attempt to form Square, regardless of whether or not the cavalry is actually charging. If a cavalry stack starts within 4 hexes of an infantry unit, they may attempt to form Square as soon as the cavalry begins to move. A stack may attempt to form Square once per Charge or once per the movement of a cavalry unit. If the target of a Charge successfully formed Square and the cavalry does not Recall (19.8), the Charging cavalry must Mêlée the Square.
- Procedure: The reactive player announces that he will attempt to form Square. The active player suspends moving his cavalry until the result of this attempt is resolved. Locate the nationality of the top infantry unit, in the stack, on the Square (Carré) Realization Chart and the distance separating the active cavalry unit from the reactive infantry stack. Consult the Dice Result Modifiers at the bottom of the chart for any that may apply. Roll the dice. The result applies to the entire stack. Units that successfully roll on this chart form Square and are marked with a Square counter. Units that Disorder, do so in place, and are marked with a Disorder counter. Units that PGD, execute their Rout movement; if the cavalry unit is adjacent, the infantry is subject to Pursuit (19.11).
- Opportunity Reactions: Change of Formation into Square is considered Voluntary Maneuver and may trigger Opportunity Reactions. This Opportunity Reaction preempts the change of Formation.
19.8 Cavalry Recall
Cavalry units may elect to end a Charge through Recall when certain events occur. Roll a die and consult the Cavalry Recall Chart to determine success. A successful Recall ends the Charge. An unsuccessful Recall Check makes Pursuit or Mêlée of the target mandatory.
Cavalry may attempt to Recall if one of the following conditions is true: after a defender that has been declared a target vacates its hex by Retreating Before Charge (the Recall must be attempted before the first hex of Pursuit is entered); or if units Retreating Before Charge retreat through or into a stack of friendly units; after a defender that has been declared a target vacates its hex by becoming PGD either due to a failed Roll to Stand or as a result of Mêlée (the Recall is attempted at the beginning of the Pursuit step of the Charge); the moment a defender that has been declared a target vacated its hex by becoming PGD due to a failed Square Formation Check; or the moment a defender, which has been declared a target, has successfully formed Square.
19.9 Cavalry Mêlée
To resolve an individual Mêlée the sum of the Mêlée Values (printed Mêlée Values plus their modifiers) of all units in the Charging stack are divided by the sum of the Mêlée Values of the target stack. This produces the odds ratio. Round down any fractions to conform to the nearest odds column on the Assaut et Mêlée Chart. Shift the odds left by a number of columns equal to any Defensive Shifts received. The Charging player rolls the dice and locates the result in the appropriate column. Mêlée odds at less than 1:3 are conducted as 1:3 odds. Mêlées conducted at odds greater than 5:1 are treated as 5:1 odds.
- Modifiers may apply to the Mêlée Values of the combat units involved (see Cavalry Mêlée Modifiers Chart) and modifiers may apply to the dice result if a leader is present with either the attacking or defending force or the cavalry suffered casualties from Defensive Fire.
- Cavalry Bounce: Cavalry which are involved in a Mêlée either as the attacker or defender when a blank result is obtained will "bounce" (that is, retreat) one-third of their printed Movement Potential. If both the attacker and defender are cavalry then both bounce from a blank result. In this case the "bounce" moves are considered to be simultaneous, but procedurally the attacker conducts his bounce move first. This retreat is considered Involuntary Movement and does not trigger Opportunity Reactions. Each bouncing cavalry stack will lose one Increment for each hex in enemy Zone of Influence retreated from or through during this retreat (10.1.9). The path of retreat for bouncing cavalry subscribes to the priorities of retreat (13.2.4). After retreating one-third of its printed Movement Potential the cavalry makes a Morale Check. If it passes this Morale Check it Disorders, or Routs (PGD) if already disordered. If it fails the Morale Check it Routs (PGD) and executes its Rout movement the full distance.
19.10 Cavalry Advance after Charge/Mêlée
If the target of a Charge vacates its hex, the cavalry must advance into the vacant hex. The Advance after Charge is conducted prior to any potential Pursuit. All cavalry that advances after Mêlée are disordered unless already disordered. If the unit was already disordered there is no further effect (i.e. the unit does not become PGD). Mark the units as disordered before they advance. Cavalry that Charges, but did not Mêlée the target are not Disordered when they advance. If the hex is over-stacked, sufficient units must be displaced back to the hexes where they advanced from until the stacking limit is satisfied (11.1.5). This advance may trigger Opportunity Reactions.
19.11 Pursuit
When the target is infantry or artillery, Cavalry pursues following a successful Charge. (Note: This is not the same as Pursuit following Retreat Before Charge. Refer to 19.4 and 19.5 for that case.) After any retreats are conducted, cavalry that elects not to Recall (19.8) or does not pass a Recall check, pursues and follows exactly the path of retreat up to three hexes. (Note: Cavalry does not pursue cavalry after a Mêlée. See the Cavalry Charge vs. Cavalry Mêlée Procedure (19.1.3).)
- Procedure: The number of hexes which cavalry may Pursue is the number of hexes the defender Recoiled via a DD# result on the Assaut et Mêlée Chart, or if they retreated after becoming PGD, up to a maximum of three hexes. If the target was eliminated there is no Pursuit. The pursuing cavalry follows the path of the retreating units. For each hex of Pursuit the target stack loses an increment. Light cavalry inflicts one extra loss on retreating stacks for a maximum of up to four losses inflicted from Pursuit. The Pursuit ends as soon as the pursued units are eliminated. Pursuit losses are in addition to each increment lost for each Zone of Influence exited during their retreat.
- Restrictions: Cavalry may not pursue into terrain they are prohibited from entering, nor may they pursue into General Order terrain. The Pursuit ends immediately upon the cavalry entering an enemy Cavalry Zone of Influence; if the cavalry begins its Pursuit in a Cavalry Zone of Influence there is no Pursuit. If the retreating units retreated through a friendly stack the Pursuit ends when the cavalry moves adjacent to the stack retreated through.
- Recall: Cavalry, which wishes to end a Pursuit may attempt to Recall. Roll a die and consult the Cavalry Recall Chart. A passing die roll means the Pursuit ends. Failure means the cavalry must pursue up to the allowable limit. Recall may only be attempted at the beginning of the Pursuit step of the Mêlée procedures.
- Opportunity Reactions: Pursuit movement may trigger Opportunity Reactions. An Opportunity Charge will end the Pursuit at the moment the unit(s) making the Opportunity Charge passes its Morale Check.
19.12 Cavalry Modifiers to Mêlée
All cavalry Mêlée modifiers are listed on the Cavalry Mêlée Modifiers Chart. All modifiers to Mêlée are cumulative, except where noted.
- Heavy and Light Cavalry: Heavy cavalry is cavalry with a printed Movement Potential of 12 or less. Light cavalry is cavalry with a printed Movement Potential of 13 or more. (Note: Some games may have poorly trained cavalry with a movement allowance of 12 or less, but are not considered heavy cavalry. Consult the Exclusive Rules.) When heavy cavalry is involved in a Mêlée with light cavalry as either the attacker or defender, the Mêlée Value of the heavy cavalry is doubled. If heavy cavalry Mêlées a combination of heavy and light cavalry it would not be doubled.
- Lancers: All units with a Lance bonus are termed Lancers. Lancers have a Lance Bonus (+#) printed on their counters. The Lance Bonus is added to the Mêlée Value of the attacking lancer unit. Only the top unit in a stack adds its Lance Bonus to its Mêlée Value. The Lance Bonus is not modified by any other Mêlée modifiers. It is modified only by losses to the unit. For every three casualties lost by the unit the Lance Bonus is reduced by one, but never below one. Example: A lancer unit with a Lance Bonus of +3 and a Mêlée Value of 18 Charges an enemy Square, its Mêlée Value would be 12 (18 x ½ + 3).
- Cavalry Charges to the Flank or Rear: Cavalry that Charges an enemy unit in the flank or rear has its Mêlée Value doubled.
- Cavalry Leaders of Special Ability: Specially designated cavalry leaders double the Mêlée Value of units with which they are stacked.
19.13 Ready and Exhausted Cavalry
Cavalry units are either Ready (rested) or Exhausted.
- Losing Readiness: Cavalry becomes Exhausted as follows: (1) At the end of a Mêlée in which it was involved; (2) If it made a Charge or Opportunity Charge that segment; (3) Cavalry units that perform Retreat before Assault or Retreat before Charge and use more than half of their Movement Potential in doing so.
- Recovering Readiness: Cavalry units recover readiness by not moving, not Charging, and not being involved in Mêlée during a turn. Cavalry does not need to be in Good Order to recover Readiness, but in order to recover they could not have moved during the current turn for any reason, including Rout movement. Exhausted markers are removed during the Reorganization Segment.
- Effects of Being Exhausted: An Exhausted cavalry unit moves at one-half its printed Movement Potential, and Mêlées at one-half its printed Mêlée Value, after being adjusted for losses of course. It may not initiate any type of Charge, nor may it Retreat Before Assault. Example: An Exhausted and Disordered cavalry unit would move and Mêlée at one-quarter its values. If it were Exhausted and PGD it would Rout move at ¾ of its printed movement rate (3/2 x ½ = 3/4).
19.14 Opportunity Charge
- Reactive cavalry may only make Opportunity Charges on active enemy units while they are moving. Whenever an enemy unit moves into, attempts to move from, or expends MPs in the Opportunity Charge Zone of a cavalry unit, it may attempt to Opportunity Charge. Each cavalry stack whose Opportunity Charge Zone has been violated may attempt an Opportunity Charge once for each triggering event. If a moving unit is in multiple Opportunity Charge Zones each cavalry stack whose Zone has been violated, may attempt to Opportunity Charge. However, since Opportunity Charges are conducted immediately only one reacting cavalry stack may pass its Morale Check and conduct an Opportunity Charge.
- Opportunity Charge Zone: Reactive cavalry have an Opportunity Charge Zone. An Opportunity Charge Zone extends, at all times, two hexes from the front facing of a cavalry unit which is in Good Order and is not Exhausted.
- Procedure: If the cavalry is in Good Order and is not Exhausted, the owning player may declare an Opportunity Charge.
- The active unit ceases movement. If the active unit was in the process of changing formation it does not change formation. (Exception: see odd cases below.)
- The reacting player makes a Morale Check for the cavalry unit attempting to Opportunity Charge. If the cavalry passes, it immediately moves one hex, if necessary, to move adjacent to the active unit that now becomes the target and the Charge is resolved immediately. If the cavalry fails the Morale Check, it just sits there, but does not Disorder. The moving stack may finish its movement.
- Charge Resolution: If the target is infantry or artillery use the Cavalry vs. Infantry and Artillery Mêlée Procedure (19.1.2). If the target is Cavalry use the Cavalry vs. Cavalry Mêlée Procedure (19.1.3). If the target is limbered artillery, units in Road or Skirmish Order use the Cavalry vs. PGD Mêlée Procedure (19.1.4).
- Cavalry Regroup (19.1.1).
- Charge Completion (19.1.1): Cavalry units that Opportunity Charge become Exhausted at the completion of the Charge.
- The target of the Opportunity Charge may not voluntarily spend any more MPs during the remainder of the Maneuver Segment.
20.0 Morale
20.1 The Morale Check
To make a Morale Check for a unit roll the dice. The resulting number plus all modifiers must exceed the printed Morale Rating of the unit to pass. Ties fail.
- Stacking: Whenever making a Morale Check for a stack of units roll once for the stack. If the top unit in the stack passes, the entire stack passes. Whenever the top unit in a stack fails a Morale Check, all units beneath it in the stack also fail regardless of their Morale Rating.
- Elite Units: Units with printed Morale Ratings of –, 11, 12 and 13 are elite units. Elite units never apply negative dice roll modifiers (i.e. modifiers that worsen their chance for success) for any checks against their Morale Rating. Units with a Morale Rating of – always pass any check against their Morale. Units stacked with a Leader with an "A" Morale Rating always passes any check against their Morale.
- "Sauve Qui Peut!": A natural 11 rolled for a Morale Check always fails unless one of the following conditions apply: (1) If the combat unit has no Morale Rating (~); or (2) If the combat unit has a Morale Rating of 11 or 12 and there are enough positive modifiers to allow it to pass with a roll of 11.
- Failing a Morale Check: When a combat unit fails a Morale Check it will generally Disorder. (Exception: Cavalry that fails to Opportunity Charge.) Combat units in Disorder that fail a Morale Check become PGD (Routed).
- Passing a Morale Check: Under the conditions of 20.2, units which pass a Morale Check during the Reorganization Segment recover Good Order; otherwise, they remain in their current Morale state.
- Multiple Morale Checks Resulting From A Single Event: A combat unit may be required to make several Morale Checks within the course of a single turn. It may even be forced to make several Morale Checks in the course of a single segment of that turn. Combat units, however, are never required to make more than one Morale Check resulting from a single combat event. If an event engenders two Morale Checks, then only one is made which combines all modifiers from both Morale Checks. Example: As a result from a fire combat, an infantry unit in Square takes losses equal to half of its current Increments. The resulting Morale Check would be modified for the unit losing 50% in a single fire combat and for the unit being Square.
20.2 Recovery of Good Order
Units in Disorder or PGD may only recover Good Order in the Reorganization Segment. This is accomplished by the unit passing a Morale Check. When making a Morale Check for a stack, roll the dice and apply the result to the top units in the stack. If the top unit passes then all units in the stack recover Good Order. If the top unit does not pass the Morale Check the stack remains in its present Morale state. Apply modifiers from the General Morale Check Modifiers Chart.
- Disorder: Units in Disorder may not make this Morale Check when they are adjacent to enemy units.
- Plus Grand Désordre (PGD): Units in PGD may not make this Morale Check if they are less than 15 hexes away from an enemy unit in Good Order, unless they are stacked with a leader and are not adjacent to an enemy unit.
- Recovery and Formation: Infantry units that recover Good Order in the Reorganization Segment go immediately to Column unless in General Order terrain. Cavalry units that recover Good Order in the Reorganization Segment go immediately to Line unless in General Order terrain. These formation changes are considered involuntary and do not trigger Opportunity Reactions. Artillery units that recover Good Order remain Unlimbered or Limbered. The owning player of the unit that recovers Good Order may freely choose its facing.
20.3 Morale Levels
Accumulated losses not only affect the morale of a unit, but after a while begin to affect the army at higher levels as well. There are four Morale Levels determining the will of the main superior formations to which combat units belong. Level 0 has no adverse modifier, and is considered the normal "fresh" state of a formation. Losses in superior formation are measured in battalions. Battalions are counted as lost when either they have been removed to the Organizational Display by casualties or surrender, or, if they are currently on the map in a PGD (routed) state. To determine the current Morale Level of a superior formation, count the number of destroyed and routed battalions (or their equivalent; see Morale Level Tracks for details) in a superior formation. Find this number for the formation on the Morale Level Track and mark as appropriate with the formation's Morale Level marker. Read up the column to determine the Morale Level and its effect (if any). As Morale Levels are achieved, all battalions currently in play from that superior formation, have all of their Morale Check dice rolls modified by the specified amount. Lost or PGD cavalry and artillery are not included when counting units for Morale Level determination, nor are they affected by them.
- Morale Levels are determined every hour during the Reorganization Segment of the :40 turn. The morale effects of a Morale Level are in force for the entire hour (the :00, :20 and :40 turns inclusive). Battalions that were PGD and subsequently recover Good Order do not improve a superior formation's Morale Level until the Morale Levels are re-determined at the end of the Reorganization Segment of the next hourly turn (:40).
- La Garde Recule: Units specially designated as French Old Guard Infantry in the Exclusive Rules form their own formation for the purposes of determining Morale Levels. The current Morale Level of the Old Guard is added to the Morale Level for all other French and French Allied formations. Example: If the Old Guard is currently on Morale Level 1 then a French corps on Morale Level 2 would now be on Morale Level 3.
21.0 Dusk and Night
The exclusive rules will designate which turns are subject to Dusk and Night rules.
- Dusk: When dusk begins the following restrictions apply: the printed Movement Potential of cavalry is reduced by 4; cavalry has its Mêlée Value reduced by ½; the printed Movement Potential of horse artillery is reduced by 2; all PGD units modify their Reorganization Morale Check dice roll by a further -3, for a total modifier of -9.
- Night: When night falls the following restrictions apply: the printed Movement Potential of cavalry is reduced by 6; cavalry has its Mêlée Value reduced by 1/3; cavalry lancers do not receive a Lance Bonus; the printed Movement Potential of horse artillery is reduced by 3; all PGD units modify their Reorganization Morale Check dice roll by a further -6, for a total modifier of -12.
Part Two: Exclusive Rules for La Bataille de Dresde
Rules marked with an eagle symbol or shaded with a grey background in the original apply only to players using the Règlements de l'An XXX. All rules herein take precedence over any rules in the series rules which they may contradict.
1.0 Introduction
The Battle of Dresden was fought from 25 to 28 August 1813 around Dresden, Germany, resulting in a French victory under Napoleon against forces of the Sixth Coalition of Austrians, Russians and Prussians under Field Marshal Schwartzenberg. However, despite a cavalry charge by Murat which destroyed the Coalition Left Wing, Napoleon's victory was not as complete as it could have been. Substantial pursuit was not undertaken after the battle due to the low numbers of French cavalry, and the flanking corps under the command of Vandamme that was about to cut the Coalition retreat route was itself surrounded by forces retreating from Dresden and forced to surrender a few days later at the Battle of Kulm.
2.0 Rules Questions
Check the La Bataille forum at Consimworld: http://www.consimworld.com.
3.0 Game Components
A complete game of La Bataille de Dresde includes the following components:
- Four 34" x 22" maps
- A lot of counters
- Two Series Rules books (Règlements de l'An XXX, et la Règlements des Maries Louises)
- One Exclusive Rules Book
- Charts and tables
- Two organizational displays
- Game Turn Record Track
- Terrain Effects Chart
4.0 Terrain
4.1 Special Structures and Assault in Dresden
Units deployed in Special Structures at Dresden are treated as if in square, in that they can make three fire attacks on three non-contiguous hexes, though the fire of each attack is thirded.
4.1.1 Walls, Gates and Palaces. The city walls of the Altstadt are unassailable except at Gates. Up to 6 increments may assault such a hex (regardless of how large the attacking unit actually is, only 6 parts/increments belonging to the unit may assault). Example, a battalion with 10 increments and a melee value of 25 assaults the hex. Only 6/10ths of the unit counts for its pre-melee morale check, and 6/10ths of its melee strength can be used in the melee. This particular unit would have a melee value of 15 (25/10 = 2.5, 2.5 x 6 = 15).
4.1.2 Walled Farms, Churches and Palaces. As above, up to 6 increments per gate of a walled farm may assault the hex. (Inspect each walled farm on the map, one of them has two gates and thus can be assaulted from two directions, 6 increments from each direction.) Up to 6 increments may assault a Palace regardless of the number of hexes from which it can be approached.
4.1.3 Prinz Anton Garten. The walls of the Prinz Anton Garten and its chateau are unassailable except at the gate. However, note that these masonry walls do not completely surround the garden or the chateau. The garden thus can be attacked through its two soft sides as well as the gate; however the chateau is still treated as a palace.
4.1.4 Churches (and Cathedrals). Up to 6 increments may assault a Church or Cathedral (Kirche).
4.1.5 The Schaefferei in Friederickstadt. This is a special structure. Treat it as a palace for all intents and purposes. Up to 6 increments may assault it.
4.1.6 Bastions. The Bastions of the Altstadt are unassailable except from within the city. If assaulted from within the city up to six increments may assault a bastion. Treat as a palace for all intents and purposes.
4.1.7 Redoubts & Fleches. Up to 6 increments may assault each side of a redoubt or fleche unless the assault is directed at one of its open sides. A redoubt has one open side; fleches have several. If attacked from an open side, treat the redoubt or fleche as clear terrain. If attacked through a fortified and open side simultaneously up to six increments may still attack the fortified side in addition to however many attack the open side.
4.1.8 Chevaux de Frise. A Chevaux de frise defends only one side of a hex. If attacked exclusively through this hexside, up to six increments may make the attack. If a hex containing a Chevaux de frise is captured by an assaulting force, the Chevaux de frise marker is considered destroyed and removed from play. A cheveau de frise does not block movement of friendly troops (they may pass as if the obstruction was not there).
4.1.9 Sapeurs (Pioneers / Génie). Whenever the force assaulting a Special Structure includes either sappers or pioneers the odds in favor of the attacker will shift one column. (A 2 to 1 attack becoming a 2.5 to 1; etc.). Sapeurs and Pioneers may Repair Broken Bridges. Procedure: At the end of a turn in which a sapeur or pioneer ends its movement adjacent to a broken bridge a player representing each side rolls a die. High result wins. If the high die belongs to the player commanding the sapeur, the bridge is repaired (remove the broken bridge marker). Modifiers: if the opposite bank is opposed (occupied by an enemy to the sapeur) add two to the opposing side's die roll.
4.1.10 Landgraben, Sunken Roads and Drainage Ditches. Assaulting Across the Landgraben: In addition to the conditions of assault, units may not declare an assault on units directly across the Landgraben unless they have movement potential remaining to them sufficient to actually cross the hex-side and enter the opposing hex. Example: An infantry unit with a printed movement potential of 7 that spent three movement points moving adjacent to the unit it wishes to declare an assault upon, but has the Landgraben separating them, would not be allowed to declare the assault, in that it has four movement points remaining to it and it would take four movement points for it to cross the obstruction and a fifth movement point to enter the opposing hex. Note that this applies only to conditions in Scenarios 1 and 3. The Landgraben is impassible except at bridges in Scenarios 4 through 6. Infantry that assault across a Landgraben hex-side subsequently modify their Pre-Melee Morale check by -4 (for the worse).
The aforementioned restriction applies to infantry units attempting to assault across Drainage Ditches and Sunken Roads as well, though the movement cost is less. Infantry that assault across a Drainage Ditch hex-side or a unit that is in a Sunken Road hex subsequently modify their Pre-Melee Morale check by -2 (for the worse).
Cavalry charging across a Sunken Road or Drainage Ditch: Cavalry may make a charge a cheval across a dry drainage ditch or sunken road, but if charging a unit directly across a drainage ditch hex-side or in a sunken road hex, it does not receive the bonus for charging the last three hexes in a straight line. Likewise, if crossing a dry drainage ditch hex-side or sunken road hex in the course of its charge, it may not count any hexes in its approach to the obstruction when counting these three hexes. (In other words, a player may not begin counting the three hexes until the unit has crossed the obstruction.) Cavalry may not Reaction or Opportunity charge across a drainage ditch, nor Reaction charge across a Sunken Road hex, nor Opportunity Charge a unit in a Sunken Road hex.
4.1.11 Rubble Walls. If a firing attack crosses a rubble wall hex-side add +2 to the fire defense of the hex. Assaulting through a rubble wall: Roll to Close -6. Defending a Rubble wall: Roll to Stand +6.
4.1.12 Raised Roads. If a firing attack crosses a raised road hex-side add +2 to the fire defense of the hex. Note that there are only three sections of raised road on the entire game map and that they are clustered near the village of Cotta a few hexes from the Elbe.
4.2 Road Column
May also be formed on city-street such as found in Dresden.
4.3 Redoubts and Bastions
The numbered Redoubts, and named bastions of the Altstadt's walls are considered one level of elevation higher than their immediate surroundings. If a redoubt is fired upon through one of its unfortified hexsides, the fire defence is that of clear terrain. If the hex is taken by enemy forces, then and only then, may infantry occupy the hex in General Order or Disorder (or PGD), subscribing to the stacking limit for the hex of 6 increments or one battalion. Thereafter the hex is open game and French Infantry may attack and retake the hex subscribing to these same limitations.
4.4 Fire
Players will note that Villages on the map (for the most part) have brown roofing whereas town and city hexes have red roofs. Red roofing is primarily baked clay tile impervious to fire, whereas brown roofing is wooden shingle or thatch, very flammable.
Fire attacks conducted by artillery on hexes primarily consisting of brown roofs that result in a 65 or 66 on the dice will, in addition to whatever casualties they cause, set the hex alight. If the firing player, however, states prior to executing this fire attack, that his intention is to set the hex alight, then any dice that result in a casualty will see the hex on fire. Mark such a hex with a Fire marker provided in the mix of counters. The number of hexes that can be set alight in a scenario is limited by the number of Fire informational counters provided in the mix.
Effects: If a hex is on fire it is uninhabitable. Units currently deployed in a hex that is on fire must move from the hex in the very next movement segment. Units that cannot move out of the hex because they are out of command will displace instead during the first friendly movement segment (or Regroup Action Chit, whichever comes first). Units that cannot displace rout PGD; units that cannot rout PGD are eliminated. Fire lasts the length of the scenario. If playing Scenario 4 after playing Scenario 3, place a rubble marker on hexes that burned in Scenario 3 to indicate they are rubble hexes for the rest of the game. Rubble hexes are treated as clear terrain for all intents and purposes.
4.5 Bridges
Breaking Bridges. Any infantry unit may attempt to destroy a bridge. Procedure: The unit must begin its movement segment adjacent to the bridge. The owning player declares how many points of that unit's movement potential it will devote to breaking the bridge. The amount of movement points is equal to the chance the unit has of successfully breaking the bridge. Roll the die, if the die result is equal to or less than the movement points staked by the unit then the bridge is broken and marked with a broken bridge counter. Modifier: Subtract two from this die roll if the unit is either a Sapeur or Pioneer. If there are movement points remaining to the unit after the attempt it may use them for regular movement in the remainder of this segment.
Breaking a bridge may only be attempted once. (To all appearances the men in the unit think they were successful.) Further attempts to break a particular bridge in which an attempt failed are not allowed. The number of broken bridges on the map is strictly limited by the number of broken bridge markers provided in the game, thus a successfully repaired bridge returns that marker to the available pool.
Assault across a bridge. It depends on if the expanse the bridge spans is cross-able regardless of the bridge. If the expanse is cross-able without the bridge then the number of increments counted for the pre-melee morale check and proportion of melee value thereof in the subsequent melee is not restricted. If the expanse is not cross-able without the bridge then, yes, it is restricted to six increments so that it is consistent with the Walls, Gates and Palaces section of the Special Rules.
4.6 General Order
The following terrain requires formed units to enter General Order when entering: Cultivated, Village, Town, City, Orchard, Woods, Redoubt, Marsh.
Note: Infantry in Palace, Bastion, Walled Farm, Church are in "square" (even Austrians).
4.7 Depots
| Date | Nation | Depot Location |
|---|---|---|
| 25th to 28th | French | Der Neuer Anbau |
| 25th & 26th | Russians and Prussians | The high road von Pirna near Gross Dobritz |
| 25th & 26th | Austrians | The high road von Dippoldiswalde |
| 27th & 28th | Prussians | The high road von Pirna near Gross Dobritz |
| 27th & 28th | Russians and Austrians | The high road von Dippoldiswalde |
4.8 Terrain and Artillery Ricochet (only applies to the Règlements de l'An XXX)
Artillery fire which targets the following hexes terminates in them. Ricochet fire may bounce into, but not through the following hexes: Village, Palace, Church, Town, City, Walled Farm, Woods, Marsh, Rubble Wall (the hex behind).
Artillery fire which targets the following hexes terminates in them. Ricochet fire may not bounce into the following hexes: Bastion, Redoubt.
4.9 Line of Sight
Lines of sight in Dresde are obstructed by the following: any type of dwelling hex (city, towns, villages); Fire hexes (smoke); Wooded Hexes; Combat Units; elevation differential.
Note: The walls and bastions of Alstadt and Neustadt are one elevation level higher than their immediate surroundings.
5.0 Command
The Organization and Display Charts reveal the command structure of the armies. Refer to them as necessary.
5.1 French
- Command Points: The French receive CPs for Napoleon, Mortier (OG), Ney (YG), Victor (II), Marmont (VI), Saint-Cyr (XIV), Murat (CR).
- Governor Durosnel may create a brigade of Général de Brigade Gross's forces and his garrison forces within the Alstadt.
- MU Size: The largest MU which the French may create is an Infantry Corps, Cavalry or Artillery Division.
- Light Cavalry MU: Hammerstein (II), Normann (VI), Pajol (XIV), Chastel (CR), Vallin (CR), Merlen (CR), Dermoncourt (CR). GdB Dejean & the Guard d'Honor may not have been present so may not roll for initiative.
- Artillery Leaders of Special Ability: Napoleon; Général de Division Desveaus de St. Maurice; Général de Division Antoine Drouot; Marshal Auguste Marmont.
- Cavalry Leaders of Special Ability: Marshal Murat; Général de Division Latour-Maubourg.
NOTE: Special Abilities only apply to the Règlements de l'An XXX.
5.1.1 Napoleon. Napoleon has an "A" as a morale bonus. Any unit stacked with Napoleon that makes a morale check, or attempts to recover good morale, will do so "Automatically." If Napoleon is stacked with Berthier, increase the command distance to 15 hexes for all French Corps leaders tracing to Napoleon.
5.1.2 Recovery from Wounds. French leaders returning to the field reappear in the Altstadt of Dresden city assuming it is still in French hands; otherwise they reappear in the Neustadt.
5.1.3 Exceptions Provided in Dresden. The staffs of the two opposing armies provide numerous officers who can step into nearly any position that could become vacant during the battle, except that of Army leader. They are as follows: Lebrun may replace any ligne corps leader or divisional/brigade leader for cavalry or infantry from within the ligne or Imperial Guard. Mouton may replace any ligne or Imperial Guard corps leader or divisional leader for their infantry. Corbineau, Billadarie or Durosnel may replace any ligne divisional leader for infantry. Curiel, Michel or Gross may replace any divisional leader within the Imperial Guard or ligne infantry.
5.1.4 Frederick Augustus I, King of Saxony, Duke of Warsaw. Has a morale effect of +9 on Saxon formations and +2 on all other forces. The Saxon forces are Grenadiers, Gunners, Horse Artillery and two Kuirassier Regiments.
5.2 Sixth Coalition
- Command Points: The Coalition receives CPs for Schwarzenberg (Boh), Hesse-Homburg (RW), Gyulai (LW), Klenau (LW Reserve), Kleist (LWR), Wittgenstein (Russian), Miloradowitsch (Guard), Barclay (Army Reserve).
- MU Size: The largest MU the Coalition may create is a Wing.
- Light Cavalry MU: Haecht (LLW), Schneller (RLW), Starkenfels (RC), Mutius (RC), Milesinov (Hus), Chevich (CR), Illowaiski (CR).
5.2.1 Allied Corps/Wings. Perusing the Allied Organization Displays players will note several corps are mentioned, yet, with the exceptions of Kleist, Gyulai and Klenau the organizations do not look like corps. That is because they are not. Several significant portions of the Russian army are off-map with Prince Eugene of Wurttemberg and General Osterman-Tolstoi fighting Vandamme and the French I Corps. Unfortunately these detachments were not dispatched with corps integrity in mind. A division here, a division there was sent as pleas for help were received at headquarters (eventually amounting to something like 40 thousand men, mostly Russian). Thus Wittgenstein and Miloradowitsch have the remaining bits of several corps each, which we'll treat as corps for the purposes of these rules, but are really wings.
Hesse-Homburg's force is also an anomaly. It is really a small army of divisions. It may not form a corps sized MU encompassing all its diverse parts. Instead Hesse-Homburg may create a MU of up to three of these "divisions" at any one time (assuming their leaders are within his command span of 6 hexes and they are activated). The Allied player, of course, may distribute his CPs among the other divisions of this force, and thus move the entire thing when it is time for the Foes to move. However, one CP spent on Hesse-Homburg may only allow him to command three divisions in a single turn.
- Artillery Leaders of Special Ability: None.
- Cavalry Leaders of Special Ability: General Gallitzen V.
NOTE: Special Abilities only apply to the Règlements de l'An XXX.
5.2.2 Exceptions Provided in Dresden. The staffs of the two opposing armies provide numerous officers who can step into nearly any position that could become vacant during the battle, except that of Army leader. They are as follows:
- Prussian: Tippelskirch may replace any Prussian infantry or Korps leader.
- Russian: Moreau may replace any Russian infantry or Corps leader. Sabanejev or Oldekop may replace any Russian infantry divisional leader.
- Austrian: Jomini may replace any Austrian divisional leader.
6.0 Special Rules
6.1 Cossacks and Prussian Landwehr Cavalry
With the exception of the Guard Don Cossack Regiment all Cossacks and Prussian Landwehr Cavalry must pass a Morale check if they wish to declare a charge a cheval. Failure to pass this check will see the units not charge, but they do not rout as a result. They may make this attempt once per turn.
Roll to stand against cavalry: Cossacks and Prussian Landwehr Cavalry do not count as Lancers/Uhlans (the minus 3 modifier does not apply).
6.2 Rifles
Austrian Jägers and Prussian Schützen and Jägers are armed with Rifles. When these units are in skirmish order they have a range of three (3) hexes. However, any fire attacks made at a range greater than one hex (adjacent) will see the fire value of the attack halved. Example: An Austrian Jäger unit fires on a target three hexes distant. It has 6 increments (it is in skirmish order in two hexes) and a fire multiple of X3. It will make the attack with a fire value of 9 (6 X 3 = 18, 18/2 = 9). It would have the same fire value at 2 hexes, but would fire with the value of 18 at an adjacent target.
6.3 Battalion Masse (Austrian Infantry)
The preferred method of combat for Austrian Infantry was from Line formation. However, they also developed their column formation so as to increase its fire potential and deliver assaults. This too was modified so that the serried companies in the column could be closed up in the face of enemy cavalry, making the formation denser; and by turning the flanking and rear men outward provided the unit with all-around facing. While not as effective as a typical square formation it sufficed, and could be performed in a matter of moments, not minutes. This formation was called the Battalion Masse.
There is no minimum stacking for Battalion Masse, and Austrian Grenzer Companies may also form Battalion Masse. Austrian infantry bataillons when not in line or General Order are in Battalion Masse. (Austrian bataillons, of course, may still form Road Column and Colonne de Route.) They do not form square (the three Jäger bataillons and Grenzer companies, of course, may form skirmish order). A Battalion Masse faces a hex vertex just like a unit in line does. In order to distinguish between an Austrian battalion in line or one in Battalion Masse, the battalion must be deployed in two hexes in order to perform as a line. If an Austrian battalion is in one hex and not in terrain that mandates General Order, it is in Battalion Masse. Players should note that a Battalion Masse moves like a column, assaults like a column, fires like a column; except when it is facing an enemy cavalry charge. Then it performs like a square.
A unit in Battalion Masse does not subtract two movement points when it moves, but may move its full movement potential. Though it has all-around facing it may only move through its front orientation (as if it were in a column). It does not roll on the Carre Realization chart when in the charge zone of enemy cavalry, but instead must roll to stand. When it fires it fires its printed fire value regardless of the attack coming from its front, side or rear. Like a unit in square it may make fire attacks on three non-contiguous adjacent hexes, unlike a unit in square, however, it fires its full printed value in each attack.
An Austrian battalion in line (two hexes) when the target or potential target of an enemy charge a cheval does not roll on the Carre Realization chart, but instead rolls to close up into Battalion Masse (of course, it could simply stand in line in the face of the charge as well). This is a morale check. Since it does not expend movement points doing this, it triggers neither opportunity fire nor opportunity charges from enemy units. If the unit passes this check it forms Battalion Masse (shrinks into one hex) in either of the two hexes it is currently deployed in (owning player's discretion). The unit does not roll to stand again in the subsequent melee a cheval phase. If it fails this check it disorders. (This procedure is identical for all intents and purposes to skirmishers attempting to form a Rallying Square, except the unit ends up in Battalion Masse and not with a Square Informational marker on it.)
Cavalry that melee a Battalion Masse do so at X.50 their melee value and do not receive the doubling bonus if charging in a straight line (a lance bonus, however, is unaffected). Infantry that assault a Battalion Masse melee it using their printed, unmodified, melee value. Neither charging cavalry nor assaulting infantry enter the hex with a Battalion Masse in order to melee it (unlike a normal square). A Battalion Masse may not be ridden over by charging enemy cavalry like a square can be, nor may formed friendly units move through a hex containing a Battalion Masse without possibly violating stacking. A unit in Battalion Masse has a zone of influence in all of its adjacent hexes. A Battalion Masse has the fire defense of a column. A Battalion Masse may stack with another unit in Battalion Masse if a leader is present in the hex; artillery, however, may not stack with a Battalion Masse the way they can in other nationalities when their units form square. For artillery to stack with a Battalion Masse a leader must be present in the hex.
Austrian infantry in their regimental Presentation form a super Battalion Masse. This is indistinguishable from a regular Battalion Masse except in the number of men it contains, and, of course, infantry in regimental Presentation may not form Road Column or Colonne de Route.
6.4 Old Guard Infantry Losses (Regulations XXX for explanation)
The following are considered Old Guard Infantry for the purpose of calculating losses:
- 1re & 2e Régiments Grenadiers a Pied
- 1re & 2e Régiments Chasseurs a Pied
- Old Guard Depot battalion
- Companie of Marines of the Guard
- Companie of Génie of the Guard
6.5 Old Guard Infantry Charges (Standard rule Amendment)
French Old Guard Infantry (any battalions belonging to the 1re & 2e Grenadiers a Pied, or 1re & 2e Chasseurs a Pied) have the option to launch an Old Guard charge rather than assaulting or rolling to close. Standard rule Amendment: Interference is not permitted.
An Old Guard charge is done during movement in lieu of assault. When an Old Guard unit moves to assault or would roll to close, it declares a charge instead. When the OG unit starts to move mark the hex from whence it began this movement with the Assaut marker. When the OG unit becomes adjacent to the unit it is charging, instead of marking it with an assault marker, proceeds immediately to Assaut et Melee procedure:
- The target stack (unit) checks morale (-6 for OG Charge). If it fails this check it disorders in place. (Do not retreat the unit half its movement per the normal disorder procedure.) If it passes this check it stands.
- The target unit (or stack) gives defensive fire.
- The OG unit makes its pre-melee morale check. If it fails it disorders away per the normal procedure. If it passes…
- The OG unit gives offensive fire.
- The OG unit conducts melee and the results of Melee are applied.
- If the OG unit wins the hex and did not move its entire movement potential reaching the hex from which it launched the assault, then it may advance up to the full remainder of that remaining movement potential and may end this movement with a conventional but second assault (that is, the Assaut marker is moved to mark the new target of assault, and await the coming Melee phase for resolution). If the OG unit does not advance to a 2nd assault, then it is marked with a blank marker indicating that it has already moved and conducted melee this turn, and may not be subsequently interfered with by enemy units (assaulted or charged a cheval) that have not yet moved (if not playing Sides).
Old Guard charges may be conducted by OG regiments, individual battalions thereof, or stacks of French units led by a leader from the Old Guard, and with one of the cited battalions on top of the stack. Assaults that involve the OG infantry, but are not declared as OG Charges, are resolved as regular assaults.
6.6 Old Guard Mounted Band
Any PGD French unit that is within 4 hexes of this unit during the Reorganization Segment will improve their morale recovery dice roll by 9. Example: Such a unit with a printed morale of 26 needs to roll a 23 or higher in order to recover good morale (26 + 6(PGD) = 32, 32-9=23, so the unit needs to roll a 23 or higher).
6.7 Fixed Artillery Gunners & Replacement Gunners (Standard rule Amendment)
The fixed artillery positions on the game map are manned by two counters each. One counter represents the actual cannon (or mortars) while the other represents the gunners that work the guns. An unmanned battery may not fire or defend itself in melee. The presence of gunners are required for that (note how the values given to each the gunners and the guns are separated out for their specific functions, whereas all these numbers are present in toto with normal battery counters which represent both the guns and the men). If the gunners are killed or run away, the guns remain abandoned in their particular works (redoubts, bastions and fortifications). Like regular infantry, gunners that recover good morale may move to reoccupy and re-man guns so abandoned. Likewise, the Dresden Garrison has some units/companies of spare gunners at its disposal who can do this as well.
Replacement Gunners. Within the Dresden Garrison there is a depot battalion belonging to the Old Guard. An eliminated company of gunners may be replaced (at strength of one increment) by deducting an increment from this unit of veteran soldiers. Remove one increment from this battalion (as if casualties by placing a #2 information marker beneath it). Reconstitute the company of gunners adjacent to the unit (from the dead company on the Organizational Chart). In the next Regroup Action Chit this company automatically moves to the gun emplacement that needs it. Note: Old Guard Losses; see 6.4 above and Regs XXX rules (when playing with the Regs XXX, 2 increments are required to replace one increment of gunners).
Abandoned guns are not considered spiked regardless of their enemy's intent. They merely sit unmanned and silent until manned by replacement gunners.
6.8 Artillery Chit
Bastion guns in Dresden only fire during the Artillery Action Chit unless firing defensively, in which case they may fire in the Feu de Provoque segment as well.
Artillery firing during this action expends ammunition. Only Mortars, howitzers and Grand Batteries may make a fire attack at this time. This is the only time the Bastion guns of the Altstadt may fire. This, however, is a bonus fire round for the Prussian Howitzer battery and Grand Batteries on the field of battle, who may also fire offensively and defensively during the sequence of play.
6.9 Recovery from PGD Exceptions
Old Guard Effects on Units in PGD. Any French PGD unit that becomes adjacent to an Old Guard (OG) unit during its rout movement may end this rout movement regardless of the distance separating it from the nearest enemy unit. It must end this movement adjacent to the OG unit but may continue routing if another hex adjacent to this same OG unit is available to it. Units in PGD attempting to recover good morale adjacent to OG units have their morale improved by 6 (for the better). OG units are: Any battalions belonging to the 1re and 2e Régiments of the Grenadiers or Chasseurs a pied, or the regiments themselves if such is their presentation.
Dresden Effects on Units in PGD. Any French unit in PGD within the confines of the Altstadt or Neustadt of the city of Dresden may cease its rout movement regardless of the distance separating it from the nearest enemy unit so long as there are no enemy units within these same confines. (Treat the Altstadt and Neustadt as distinct entities, such that an enemy unit within the Altstadt does not affect units in the Neustadt.)
Elbe Effects on Units in PGD. Units in PGD separated from the enemy by hexes of the Elbe River during the Reorganization segment need not continue their rout movement if failing a morale recovery check.
6.10 Artillery Ammunition (& AAW)
A battery that is out of ammunition may not fire. In La Bataille de Dresde all artillery belonging to The Foes must trace a line of supply (up to three hexes) to an Artillery Ammunition Wagon (AAW) that belongs to the same nationality (i.e. Austrian artillery draw supply from Austrian AAWs), that is of the same weight (a battery with a maximum range of 8 must trace to an AAW that is rated 8), and that has available ammunition. Whenever one of these guns fire, the shot is recorded at the AAW from whence it drew its ammunition. Expended ammunition is recorded at the AAW by placing a numerical information marker beneath it (place a "1" marker beneath it the first time it has ammunition drawn from it, adjusting this to a "2" the next time; etc.) All AAWs begin a game with six rounds of fire. Every time a battery fires during the Feu d'Attaquer or Artillery Action chit segment of the Chronology of Battle, one round of ammunition is expended. Feu de Provocant and Feu de Chance do not affect ammunition supply regardless of the number of shots of this type they make.
French (and French-allied) batteries do not depend on AAWs, but instead run out of ammunition due to special results. A special result occurs whenever a French battery fires and the dice come up 11 (a one on both dice). Whenever a special result occurs the battery is marked with a blank marker indicating it has run out of ammunition. It may not fire again until it has been resupplied.
Resupply. To resupply an AAW belonging to the Foes it must be within five (5) hexes of a road, street or trail that leads to a friendly Depot during the Reorganiser segment of the Chronology of Battle, and have rolled a five or six on one die. This may be attempted once per turn per AAW. The path traced in order to find supply can go all over the place so long as the network of road, street or trail hexes traced is not broken at any point by the presence of an enemy unit, its zone of influence, or prohibited terrain. An out of supply French (French-Allied) battery need not subscribe to this 5 hex radius and road network, and is considered resupplied on a roll of 1 or 2 on one die no matter where it is on the game map.
AAW Peculiarities. No unit or leader may voluntarily stack with an Artillery Ammunition Wagon, nor may friendly units move through them. If moving or retreating through an AAW hex the stacking violation is treated as Good Morale with Disorder (modifier of -6). An AAW is considered to have 1 increment, and if this is lost the unit is removed from play. An AAW has a melee value of 1. If an AAW is the target of an enemy artillery fire attack (including inadvertent ricochet attacks) and the result of that fire attack is a 65 or 66 (regardless of the actual odds), the AAW is considered to have exploded with deleterious effects on any adjacent friendly or enemy units. Deleterious Effects of an Exploding AAW: All adjacent units check morale with a -12 modifier. The AAW is removed from play.
6.11 Indirect Fire: Howitzers and Mortars
These types of artillery do not need a line of sight to their target. Howitzers do not have medium or extreme ranges (they only have short and long ranges). Mortars may only conduct fire attacks at long range (they do not have short, medium or extreme ranges).
The short range for howitzers is two hexes. They conduct fire attacks on targets two hexes or adjacent just like regular artillery does. The value of this attack is the number on the top-left of the reverse of the battery counter. To make a short range attack at two hexes the howitzer must have a line of sight to the target. Howitzers get the canister benefit for attacks at adjacent targets.
Long range attacks by howitzers and mortars are conducted the same. Procedure: Place a blank marker on the desired target hex and roll one die. If the result is a 1 or 2 the indicated hex is the target hex (if a leader is stacked with the battery subtract his artillery bonus from this die roll). If the modified result is greater than two then the target hex will be one of the six hexes surrounding the targeted hex. Determine the northernmost hex of those surrounding the target hex. This will be the #1 hex. Consider each hex clockwise to this hex the #2 hex, #3 hex; etc. Roll the die again. The result die roll will be the new target hex. This is the hex that is attacked even if this hex is not occupied by an enemy unit. Howitzer and mortar attacks are not reduced due to range, nor do their attacks ricochet. Special Results: Whenever a howitzer or mortar attack results in a 65 or 66 on the dice, in addition to any losses caused by this attack the hex will be considered On Fire.
Destroyed Batteries. Whenever an artillery counter is removed from play as a result of losses it is placed in the appropriate Battery Box found on the Chronologie de La Bataille game chart. At the start of each hour (when morale levels are determined) one-third of the batteries in this box are returned to play. Allied batteries appear at any friendly depot hex (treat them as reinforcements). French batteries appear within the Altstadt (or Neustadt if the Altstadt has an enemy unit within it). The remaining two-thirds of the batteries are placed on their respective Organizational Display and considered destroyed.
6.12 Cavalry Skirmish Order
Even though there is a row for cavalry skirmishers on the Fire Defense Chart and a column on the Movement Chart, this applies only to players using the Règlements de l'An XXX.
6.13 Routing off Map
Units that rout off map are placed in the surrendered pile and are not eligible to be recovered as overnight increments.
7.0 Regulations ML Clarifications / Exceptions
Austrian Bataillons in line must be in two hexes (see rule 6.3 above).
8.0 Regulations XXX Clarifications (only tested for Dresde)
8.1 (Over) Stacking
Advancing after combat may cause a regiment to breakdown involuntarily. If a regiment wins a hex as a result of combat and advances as a result into terrain that does not permit regimental stacking, then the unit will take a morale check "Advance after Combat and Flush with Success" with an additional plus 6 modifier; and then involuntarily breakdown into its component battalions and displace sufficient units so that it subscribes to the stacking limits of the new hex.
Battalions may violate stacking when reforming a Regiment. The stacking restrictions on a hex may be violated when consolidating a regiment's various battalions. However, the player may not interrupt this consolidation and move other units not belonging to that regiment until the consolidation of that regiment is complete and the regimental counter is substituted for the various component battalions on the game map. All the component battalions of the regiment are required to be in the hex before a regiment may be reformed. (A regiment may not be reformed if one or more of its battalions have been destroyed.) Conversely, a player could simply place the regimental counter in a hex that is within the movement potential of each of its component battalions during the movement segment, and then remove the battalions from the game map in lieu of movement.
8.2 Colonne de Route
Infantry may form a March Column. This is identical to being in Road Column except that the unit need not be on a road, trail or highway but must remain adjacent to one at all times while in this formation. A Road Column informational marker is used to show that units are currently in march column (that it is not on a road, but adjacent to it, separates the two forms of march; in fact, one might as well say that a March Column is a Road Column, but it is adjacent to the road and not on it). All rules such as stacking, etc., governing a Road Column pertain to a March Column except that units in a March Column pay the normal terrain costs for the non-clear terrain they pass through. (They must pay for crossing streams, entering woods and dwelling hexes; etc.) They still pay ½ movement point for clear terrain however, so long as their movement remains adjacent to a series of contiguous road hexes. (Advantages: The unit may change automatically from March Column to Road Column if it moves onto the adjacent road hex. This will be important if having to defile through woods, structures or over bridges.)
For the purpose of Roll to Stand against a charge the unit is considered to act as if in Road Column.
8.3 Artillery Suppression
Whenever unlimbered artillery or a stack of unlimbered artillery units is fired on by other artillery and a casualty is called for on the Combat a Feu Chart, but no casualty results due to it being an odd numbered loss, the targeted battery is instead "suppressed." Place a blank marker on the battery. A suppressed battery may not make a fire attack from that moment on for the remainder of that turn. All blank markers indicating suppressed batteries are removed during the Reorganization Segment at the end of the turn regardless of a full turn having elapsed since the suppression occurred. If a loss of "2" is called for on the fire chart, the stack of artillery takes a loss and is suppressed; likewise this is the case with a "3" loss, but not when a battery is stacked with infantry and they absorb the odd losses.
8.4 Grand Battery
Artillery leaders of special ability may form Grand Batteries. A Grand Battery is a string of contiguous hexes containing artillery batteries and an Artillery Leader of Special Ability. Place a Grand Battery marker at both ends of the string of hexes. Benefit: In addition to all other fires, Grand Batteries may also fire during the Artillery Action Chit. This fire consumes ammunition.
8.5 Coalition Reinforcements Entry in Admin March
Normally it is not possible to assign a MU, or assign an Administrative March, to something that is not already on the map. So they have to enter as reinforcements. In effect, this states that when they become active, they do require a CP be spent to bring them onto the map, and yes this CP could also be spent not just to give them a MU, but ascribe an Administrative March to the formation as well. (Thus they would enter during the movement segment as a result of the general chit pull and not under that of the Reinforcement chit.) This is in keeping with the overall picture of the Coalition forces prior to 3:00 PM which are under no imperative other than a general probe of the French position prior to the signal being given for a general assault at that time.
End Time: The conclusion of the 10:00 P.M. Turn.
9.0 Scenario 1: The Probe
Start Time: 5:00 P.M., August 25th End Time: The conclusion of the 10:00 P.M. Turn
9.1 Time
Start Time: 5:00 P.M, August 25th.
9.2 Map Area
Use only the N.E. map section. No units may move south of the grand highway that borders Der Grosse Garten, nor may any unit or leader enter the village of Gruna.
9.3 Weather
Clear.
9.4 Special Rules
Half of all casualties incurred (rounded down) are retained by the units if play continues with Scenario 3. If the Foes of Napoleon are declared victors of this scenario, then set up for Scenario 3 is amended as follows: All forces of the Avant Garde Division begin instead within 3 hexes of Striesen. General de Cavalry Wittgenstein, his staff and his Head Quarters Escort begin the scenario upon the windmill height or adjacent to it. French troops that were to begin there are returned to their superior formation. That is, Général Borelli and the 6e Co. 1re Régiment artillerie à cheval starts within 3 hexes of Redoubt III, and the 3e Battalion of the 29e Légère Infantry Regiment rejoins the 43e Division.
9.5 Command
Wittgenstein and Saint-Cyr generate Command Points, thus one CP is available to each side per Command Phase. The 2nd Bug Cossack Regiment is attached to the Avant Garde Division. The 14e Hussards are attached to the 43e Division. Note that as such both cavalry regiments may be part of a division sized Maneuver Unit.
9.6 Sequence of Play
If using chit pulls to randomize movement, disregard the Reinforcement chit for this scenario. The draw cup would thus consist of one French MU, one Russian MU, and the Leader, Regroup and Artillery Action chits.
9.7 Victory
French: Contest (have at least one battalion in the village) Striesen, and, hold the Windmill Height (have at least one unit upon the hill and no Russian units thereon or adjacent to one of its slopes) at the end of the scenario.
Foes: Clear and capture all hexes of Striesen; that is, either be the last to occupy each of its hexes, or occupy some of its hexes and have no French units doing likewise. Or, capture the Windmill Height (have at least one unit upon the hill and no French units thereon).
9.8 Foes of Napoleon (Set up second)
Within 6 hexes of the Eastern map edge, on or adjacent to the route von Pirna (that is the road that exits the map within three hexes of the Elbe). All units and leaders must begin on the map.
Staff & Head Quarters Escort
- General de Cavalry Peter Wittgenstein
- 2nd Bug Cossack Regiment
Avant Garde Division (General Roth)
- 21st Egerskii (1st Battalion only)
- 24th Egerskii (1st & 2nd btns)
- 25th Egerskii (1st & 2nd btns)
- 26th Egerskii (1st & 2nd btns)
- Selenginsk Infantry Regiment (1st & 2nd btns)
- Light Battery #6
Within 10 hexes of the Eastern map edge, on or adjacent to the route von Pirna (that is within three hexes of the Elbe):
- 20th Egerskii (1st, 2nd & 3rd btns)
9.9 The French and their Allies (set up first)
43rd Division (part) — On or within two hexes of any of the four hexes belonging to the Windmill height:
- 45e Ligne Infanterie (2e & 3e btns)
- 103e Ligne Infanterie (2e & 4e btns)
- 2e Co. 7e Régiment artillerie à pied
Within 4 hexes of Striesen:
XIV Corps d'Armée Staff
- Marshal Laurent de Gouvion, Marquis de Saint-Cyr
- ADC: Général de Brigade Charles Luc Paulin Clément Borelli
43rd Division (part) (Général de Division Michel Marie Claparède)
- 14e Régiment of Hussards
- 6e Co. 1re Régiment artillerie à cheval
- 27e Légère Infanterie (2e & 3e btns)
- 29e Légère Infanterie (3e Bataillon only)
Within five hexes of Redoubt #I:
- 100e Ligne Infantry Regiment (2e, 3e & 4e Battalions)
Dresden Garrison
- In the Fleche, Der Neue Anbau (right bank of the Elbe): one company of Saxon gunners & their corresponding complement of guns
- Upon the Marcolini Schanze (right bank of the Elbe): one company of gunners & its corresponding complement of guns
- Upon Redoubt #I: one company of gunners & its corresponding complement of guns
10.0 Scenario 2A: Mesko's Fate (1 map)
Start Time: 6:40 A.M., August 26th End Time: The conclusion of the 1:00 P.M. Turn
10.2 Map Area
Use only the N.W. map section.
10.3 Weather
Not Applicable: Misty rain in the early hours, clearing as the day goes on but then the skies thicken in the evening.
10.4 Special Rules
One line battalion from either IR#16 or IR#58, and one Austrian cavalry regiment, must exit the map at the extreme N.W. corner (via the route von Meisen at Kemniz) by the 10:00 A.M. turn. Players can forgo this nuisance by simply keeping these two units on the Organizational Display and not bringing them into play. They are out of the game thereafter.
10.5 Command
Gyulai and Murat generate Command Points, thus one CP is available to each side per Command Phase. Pajol may roll for initiative, thus generating a possible 2nd CP for the French. Units of the 27e Provisional Demi-Brigade may not move for the length of the scenario unless commanded in person by a leader who constitutes a MU exclusively of their stack. Infantry Regiments #11 & #16 are considered attached and part of the 2. Line Division for the length of the scenario.
10.6 Sequence of Play
If using chit pulls to randomize movement, disregard the Reinforcement chit for this scenario. The draw cup would thus consist of one (possibly two or zero) French MUs, one Austrian MU, and the Leader, Regroup and Artillery Action chits.
10.7 Victory
French: Deny the Foes control of two of the following: Friederickstadt, Lobta or Cotta. That is, occupy at least one hex from each at the end of the scenario.
Foes: Throw the French out of two of the following: Friederickstadt, Lobta or Cotta. That is, no French units occupy a single hex thereof.
10.8 / 10.9 See 2-map setup (11.8 / 11.9)
10.10 Does not apply
11.0 Scenario 2B: Mesko's Fate (2 maps)
Start Time: 6:00 A.M., August 26th End Time: The conclusion of the 8:00 P.M. Turn
11.2 Map Area
N.W. map section and the S.W. map; only the left bank of Weisseritz (west side) is included in the scenario.
11.3 Weather
Not Applicable: Misty rain in the early hours, clearing as the day goes on but then the skies thicken in the evening.
11.4 Special Rules
One line battalion from either IR#16 or IR#58, and one Austrian cavalry regiment, must exit the map at the extreme N.W. corner (via the route von Meisen at Kemniz) by the 10:00 A.M. turn. Players can forgo this nuisance by simply keeping these two units on the Organizational Display and not bringing them into play. They are out of the game thereafter.
11.5 Command
Gyulai and Murat generate Command Points, thus one CP is available to each side per Command Phase. Pajol & other Légère Cavalrie Leaders may roll for initiative, thus generating additional CPs for the French. Units of the 27e Provisional Demi-Brigade may not move for the length of the scenario unless commanded in person by a leader who constitutes a MU exclusively of their stack. Infantry Regiments #11 & #16 are considered attached and part of the 2. Line Division for the length of the scenario.
11.6 Sequence of Play
If using chit pulls to randomize movement, disregard the Reinforcement chit for this scenario. The draw cup would thus consist of one (possibly two or zero) French MUs, One Austrian MU, and the Leader, Regroup and Artillery Action chits.
11.7 Victory
The side wins that controls the village of Lobta (physically occupy at least one of its hexes, and have the other building hexes empty of enemy units in good order).
The following setup applies to both the 1-map and 2-map scenarios.
11.8 Foes of Napoleon (set up second)
At Doehlen:
Left of the Left Wing Staff
- Feldzugmeister Ignaz Graf Gyulai von Máros-Németh und Nádaska
- ADC Gyulai
Enter the map at Wolfeniz (If playing the 2-map version: Enter the map on the first turn via the route von Wilsdruff that is within 4 hexes of Pesterwiz):
3. Licht Division (from Klenau's Corps) (Fieldmarshal-lieutenant Joseph de Mesko Freiherr von Felsö-Kubiny)
- Walachisch-Illyrian Grenz Regiment #13 (2. Bataillon only, in 3 co.)
- Deutsch-Banat Grenz Regiment #12 (2. Bataillon only, in 3 co.)
- Walachisch IR#16 (1. Bataillon only)
- Palatinal Hussar Regiment #12
- 3pdr. batterie #1
- IR#58 (1., 2. & 3. btns)
- Erzhog Ferdinand Hussar Regiment #3
9:00 A.M. Set up within 3 hexes of Gross-Burgk (Two-map scenario only. These units and leaders may move and only cross to the left bank of the Weisseritz at Doehlen):
2. Line Division (Fieldmarshal Nikolaus Graf von Weissenwolf)
- IR#41 (1., 2. & 3. btns)
- IR#1 (1., 2. & 3. btns)
- 6pdr. batterie #1
- IR#36 (1. & 2. btns)
- IR#28 (1. & 2. btns)
- 6pdr. batterie #2
- IR#7 (1. & 2. btns)
- IR#8 (1. & 2. btns)
- 6pdr. batterie #3
10:00 A.M. Within 3 hexes of Potschappel:
3. Reserve Cavalry Brigade (Generalmajor Joseph von Haecht)
- Klenau Cheveau Leger Regiment #5
- Rosenberg Cheveau Leger Regiment #6
1:40 P.M. Within 3 hexes of Burgk (These units and leaders may only move to cross to the left bank of the Weisseritz at the nearest bridge over that river):
2. Cavalry Division (Fieldmarshal Ignaz Ludwig Paul von Lederer)
- Kaiser Kuirassier Regiment #1
- Erzhog Johann Dragoon Regiment #1
- Levenehr Dragoon Regiment #3
- Reisch Dragoon Regiment #6
2:00 P.M. Within 3 hexes of Klein-Burgk (These units and leaders may move and cross to the left bank of the Weisseritz only at Doehlen):
From 4. Line Division (attached to the 2. Line Division)
- IR#11 (1. & 2. btns)
- IR#16 (1. & 2. btns)
- 6pdr. batterie #3
11.9 The French and their Allies (set up first)
Within 3 hexes of Friederickstadt. One battalion must be placed in Lobta and one in Cotta:
45e Division (part)
- 27e Provisionnel Demi-Brigade (3e/79e, 6e/81e, 4e/60e btns)
In Ubigan, the woods hex closest to the Elbe:
Dresden Garrison
- One company of gunners & its corresponding complement of guns
Within 10 hexes of Lobta:
10e Légère Cavalrie Division (Général de Division Claude-Pierre, Comte de Pajol)
- 14e Régiment of Hussards
- 2e (Italien) Chasseurs à cheval
- 7e Cheveau Légère Lanciers of the Vistula
- 7e Co., 3e Régiment Artillerie à cheval
11.10 Two-map scenario reinforcements
1:40 P.M. Exiting from the Altstadt from the Zwinger Palais gate, these units and leader must cross the Weisseritz at the Friederichstadt Bridge:
Cavalrie Reserve Staff (part)
- Marshal Murat, King Joaquim the 1er of Naples
I Corps, 23e Division, 1e Brigade (Général de Division Teste)
- 21re Ligne Régiment (1re, 2e, 3e & 4e btns)
- 33e Ligne Régiment (1re, 2e, 3e & 4e btns)
- 21re Co. Artillerie à pied
2:00 P.M. Exiting from the Altstadt from the Zwinger Palais gate, all French reinforcements must cross the Weisseritz at the Friederichstadt Bridge:
Cavalrie Reserve Staff (part)
- Général de Division Belliard, ADC Murat
I Reserve Cavalrie Corps (Général de Division Latour-Maubourg)
3e Légère Cavalry Division, I Reserve Cavalrie Corps (Général de Division Chastel)
1re Brigade (Général de Brigade Vallin)
- 8e Chasseurs à cheval
- 9e Chasseurs à cheval
- 25e Chasseurs à cheval
2:20 P.M. 2e Brigade (Général de Brigade van Merlen)
- 1re Chasseurs à cheval
- 19e Chasseurs à cheval
2:40 P.M. 3e Brigade (Général de Brigade Dermoncourt)
- 2e Chasseurs à cheval
- 3e Chasseurs à cheval
- 6e Chasseurs à cheval
- 6th Co., 3rd Régiment artillerie à cheval
4:00 P.M. Dresden Garrison Staff (part) (Général de Brigade Gross)
1re Young Guard Division (part)
- 6e Voltigeurs Régiment (1re & 2e btns)
- 7e Voltigeurs (1re & 2e btns)
- 8e Co. Young Guard Artillerie à pied
12.0 Scenario 3: The Battle Begins
Start Time: 6:00 A.M., August 26th End Time: The conclusion of the 8:20 P.M. Turn
12.2 Map Area
Use all four maps.
12.3 Weather
Misty rain in the early hours, clearing as the day goes on but then the skies thicken in the evening. Heavy Rain starts at the conclusion of the Scenario.
12.4 Weather Effects
Prior to and including the 7:00 A.M. turn visibility is reduced to 6 hexes. Regardless of their printed range no artillery may fire at targets beyond this distance. This distance increases according to the following schedule: 7:20 A.M. /8 hexes; 7:40 A.M. /10 Hexes; 8:00 A.M./Normal.
12.5 Command
Govenor Durosnel may create an MU within the Alstadt. St. Cyr does not need an Army commander on map to create a Corps size MU with his CP.
12.6 Victory
French: Avoid a victory by the Foes.
Foes: Decisive: Kill or capture Napoleon I. Major: Capture Frederick Augustus, the King of Saxony. OR, Capture and have under control at least one of the gates of the Altstadt, so that a friendly unit would be able to enter the first interior hex of the old city without having to conduct melee to do so. That is, it may move into an enemy zone of influence entering the city, but not have to actually assault the hex. OR, hold (physically occupy) all of the numbered redoubts at the end of the scenario. Marginal: Hold (physically occupy) two of the five numbered redoubts at the end of the scenario.
12.7 Special Rules
12.7.1 Activation. Superior formations (Austrian and Russian Divisions; Prussian Brigades) may not be given a MU until they are active (regardless of their command status). Individual units or stacks may be activated if an already active leader stacks with them and remains such (as soon as they are no longer stacked the unit(s) become inactive once again). All French forces that start on the game map are active. Each superior formation of the Foes is given an activation time/turn.
12.7.2 Forced Activation. An inactive superior formation becomes active the moment an enemy unit moves within the movement distance of one of its units (think of this as a radius) and is Visible (see "Weather" above or Line of Sight in the rules). Note that receiving fire or casualties due to a fire attack does not activate a unit or formation.
12.7.3 One line battalion from either IR#16 or IR#58, and one Austrian cavalry regiment (all from Mesko's division) must exit the map at the N.W. corner (via the route von Meisen at Kemniz) by the 10:00 A.M. turn.
12.7.4 Napoleon must spend at least 4 movement points stacked with Frederick Augustus I, King of Saxony, upon his arrival in the city (He may not exit the Altstadt without doing so, though he may delay this as long as he wishes, but must do this prior to the first unit of his Imperial Guard crossing the Elbe.). Upon moving his counter there, the French player must clearly enunciate each movement point spent so that all players commanding the Foes may hear this. Failure to do so nullifies the "Chant du Depart."
12.7.5 The "Chant du Depart": Upon the French player announcing Napoleon's arrival in Dresden all active superior formations belonging to the Foes must immediately check for morale (divisions). The morale of the Superior Formation is the commander of that division's morale bonus. The player must roll equal to or below this number, and check for each and every divisional commander. Commanders (leaders who generate a CP) do not check to see if they become inactive. Failure to pass this check inactivates the division. Divisions so deactivated may not voluntarily move so as to place any part of them closer to an enemy unit. Infantry belonging to an inactive division may not assault enemy units. Cavalry belonging to an inactive brigade or division may not charge (however, they may reaction or opportunity charge). Artillery may unlimber, or if unlimbered already, may fire per usual. To reactivate a division that has become inactive, a leader that is capable of generating a CP must begin a command phase stacked with the inactive divisional leader, and that divisional leader must pass a new morale check. This check die roll is modified for the better by the commander's morale modifier. If the leader passes this new morale check the division is active once again in the subsequent movement phase. Example: General v. Pirch happens to be stacked with General v. Kleist when he hears the Chant du Depart. Despite being stacked with his superior commander he checks morale and fails (he needed a 2 or less) becoming inactive. In the following command phase, however, he checks again. v. Kleist modifies this roll by a negative 4 making it impossible for v. Pirch to fail. He is active once again barely skipping a beat. Von Kleist spends his subsequent movement in search of General v. Ziethen who also failed. Note, since this initial check occurs during a French movement phase, some Allied Maneuver Units yet un-played that turn may be cancelled upon hearing the Chant du Depart.
12.7.6 Coalition formations which have not yet entered the map do not roll for "Chant du Depart", and suffer no ill effects.
12.7.7 King of Saxony: Frederick Augustus I may not move from his Royal Palace. His kingdom stands or falls with it.
12.8 Set Up, Foes of Napoleon (set up after the French)
On or within 2 hexes of the road between Plauen and Roekniz (Batteries may be deployed anywhere along the length of the road east of the wooden bridge, but must be adjacent to one another, unlimbered, unstacked and in one gun line.) Active: 6:00 A.M.
Imperial Russian HQ, Army of the Reserve (part)
- Lieutenant General Jachwill
Kleist's II Korps (part)
- 12pdr Foot Batterie #3
- 12pdr Foot Batterie #6
Reserve Artillery of the Guard Corps (part)
- Position Batterie #30
- Position Batterie #29
Within 6 hexes of the Moreau Denkmal, Active: 6:00 A.M.
Army of Bohemia, Commanders & Staff
- Fieldmarshal Karl-Philipp Fürst zu Schwarzenberg
- Chief of Staff: Fieldmarshal Radetzky
- Artillery: Fieldmarshal Reiszner
Allied Sovereigns in Attendance
- Alexander I, Czar of all the Russias
- Friedrich-Wilhelm III, King of Prussia
- Franz I, Emperor of Austria
Aide de Camps to the Czar
- General Moreau
- The Baron Jomini
Army of the Reserve, Commanders & Staff
- Général of Infantry Barclay de Tolly
- ADC: Lieutenant General Sabanejev
- ADC: General Oldekop
Headquarters Escort
- 3rd Bug Cossack Regiment
- Tabunzikov Don Cossack Regiment
- Kireva Don Cossack Regiment
- 1st Tula Cossack Opolochenie Regiment
Within 6 hexes of Rosenitz, Active: 3:00 P.M.
Guard Light Cavalry Division (part) (Chevich is in Rosenitz)
- Guard Dragoon Regiment
- Guard Hussar Regiment
- Guard Don Cossack Contingent
Attached Cossack Brigade (part) (Illowaiski XII is in Rosenitz)
- Ataman Cossack Regiment
- Illowaiski Cossack Regiment
- Rebrejev Cossack Regiment
Within Rosenitz itself (on any village hex):
Reserve Cavalry Corps Staff
- General Gallitzen V
1st, 2nd & 3rd Cuirassier Divisions (staff)
- General Depreradovich
- General Kretov
- General Duka
Guard Light Cavalry Division (staff)
- General Chevich
- Illowaiski XII
Reserve Artillery of the Guard Corps (part)
- General Heune
- Converged Pioneer Companies
- Russian Horse Battery #10
Enter map via the route von Dippoldiswalde (within 3 hexes of Noetnitz, southern map edge), Active: 12:00 P.M.
Reserve Artillery of the Guard Corps (General Heune and all elements of his force are active as well at Noon: See grouping in Rosenitz)
- Heavy Guard Battery #1
- Position Battery #1
- Position Battery #14
- Horse Battery #1
- Horse Battery #3
- Horse Battery #23
- Don Cossack Regiment #4
- Don Cossack Regiment #3
Right of the Left Wing
Within 3 hexes of Kaitz:
- Général de Cavalry, Prince of Hessen-Homburg
Within 3 hexes of Kaitz, Active: 3:00 P.M.
1. Cavalry Division
- Graf von Nostitz-Reineck
- Kuirassier Regiment #2
- Kuirrasier Regiment #4
- Kuirrasier Regiment #8
- Kuirrasier Regiment #5
Within 4 hexes of Coschutz, Active: 6:00 A.M.
2. Cavalry Division
- Fieldmarshal Lieutenant von Schneller
- O'Reilley Chevaulegers Regiment #3
- Chevauleger Regiment Hohenzollern-Hechingen #2
- Hussar Regiment #8
- Hussar Regiment #4
Within 6 hexes of Roekinitz, Active: 8:40 A.M.
1. Licht Division (Fieldmarshal-lieutenant, Moritz, Prinz zu Liechtenstein)
1. Brigade (General Hardegg)
- Jäger Battalion #1
- Jäger Battalion #2
- Kaiser Franz Chevauleger Regiment #1
- 6pdr. Horse batterie
2. Brigade (General Scheither)
- Jäger Battalion #7
- Broder Grenz Regiment #7 (1. Battalion in 4 companies)
- Freiherr von Vincent Chevauleger Regiment #4
- 6pdr. Horse batterie
On the height midway between Kaitz and Plauen but not within 8 hexes of either place, Active: 10:20 A.M.
1. Line Division (Fieldmarshal-lieutenant Graf Colloredo)
- IR#54 (1., 2., & 3. btns)
- IR#25 (1., 2., & 3. btns)
- IR#35 (1. & 2. btns)
- IR#42 (1. & 2. btns)
- IR#9 (1. & 2. btns)
- IR#30 (1., 2. & 3. btns)
- 6pdr. Foot battery #1
Army of Bohemia, Right of the Left Wing Assets
- Converged Pioneer Companies (one Bataillon)
Within 5 hexes of Kunnersdorf, Active: 11:00 A.M.
3. Line Division (Fieldmarshal-lieutenant Graf Civalart)
- IR#21 (1., 2. & 3. btns)
- IR#17 (1., 2. & 3. btns)
- 6pdr. batterie #1
- IR#24 (1. & 2. btns)
- IR#44 (1. & 2. btns)
- 6pdr. batterie #2
- IR#37 (1. & 2. btns)
- IR#60 (1. & 2. btns)
- 6pdr. batterie #3
Within 5 hexes of Mockritz, Active: 3:00 P.M.
1. Reserve Division (Fieldmarshal-lieutenant Marquis Chasteler)
- Grenadier Bataillon Czarnotzky
- Grenadier Bataillon Obermeyer
- Grenadier Bataillon Berger
- Grenadier Bataillon Oklopsia
- 6pdr. Foot Batterie #a
- Grenadier Bataillon Habinay
- Grenadier Bataillon Portner
- Grenadier Bataillon Fischer
- Grenadier Bataillon Ruber
- 6pdr. Foot Batterie #b
Within 3 hexes of Guettersee, Active: 8:00 A.M.
2. Reserve Division (Fieldmarshal-lieutenant Vincenz, Freiherr von Bianchi)
- IR#2 (1. & 2. btns)
- IR#33 (1. & 2. btns)
- 6pdr. Foot batterie #1
- IR#48 (1. & 2. btns)
- IR#19 (1. & 2. btns)
- 6pdr. Foot batterie #2
- IR#32 (1. & 2. btns)
- IR#34 (1. & 2. btns)
- 6pdr. Foot batterie #3
Left of the Left Wing
Within 3 hexes of Gross-Burgk:
- Feldzugmeister Ignaz Graf Gyulai von Máros-Németh und Nádaska
Within 3 hexes of Gross-Burgk, Active: 9:00 A.M.
2. Line division (Fieldmarshal Nikolaus Graf von Weissenwolf)
- IR#41 (1., 2. & 3. btns)
- IR#1 (1., 2. & 3. btns)
- 6pdr. batterie #1
- IR#36 (1. & 2. btns)
- IR#28 (1. & 2. btns)
- 6pdr. batterie #2
- IR#7 (1. & 2. btns)
- IR#8 (1. & 2. btns)
- 6pdr. batterie #3
Within 3 hexes of Klein-Burgk, Active: 8:20 A.M.
4. Line Division (Fieldmarshal-lieutenant Fürst Alois Liechtenstein)
- IR#20 (1. & 2. btns)
- IR#56 (1. & 2. btns)
- 6pdr. batterie #1
- IR#47 (1. & 2. btns)
- 6pdr. batterie #2
- IR#11 (1. & 2. btns)
- IR#16 (1. & 2. btns)
- 6pdr. batterie #3
Within 3 hexes of Potschappel, Active: 7:40 A.M.
3. Reserve Division (Fieldmarshal-lieutenant Crenneville/Gerth)
- Walachisch-Illyrian Grenz Regiment #13 (1. Bataillon only, in 3 co.)
- Gradiscaner Grenz Regiment #8 (1. Bataillon only, in 3 co.)
- Deutsch-Banat Grenz Regiment #12 (1. Bataillon only, in 3 co.)
- Warasdiner-Kreuzer Grenz Regiment #5 (1. Bataillon only, in 3 co.)
- Warasdine-St. George Grenz Regiment #6 (1. Bataillon only, in 2 co.)
- 3pdr. batterie 3R
Cavalry Brigade (Generalmajor Joseph von Haecht)
- Klenau Cheveau Leger Regiment #5
- Rosenberg Cheveau Leger Regiment #6
On the Breterberg (on or adjacent to the label of this height), Active: 10:00 A.M.
2. Cavalry Division (Fieldmarshal Ignaz Ludwig Paul von Lederer)
- Kaiser Kuirassier Regiment #1
- Erzhog Johann Dragoon Regiment #1
- Levenehr Dragoon Regiment #3
- Reisch Dragoon Regiment #6
Entering the map via the route von Wilsdruff that is within 4 hexes of Pesterwiz, Active: 6:00 A.M.
3. Licht Division (From Klenau's Korps) (Fieldmarshal-lieutenant Joseph de Mesko Freiherr von Felsö-Kubiny)
- Walachisch-Illyrian Grenz Regiment #13 (2. Bataillon only, in 3 co.)
- Deutsch-Banat Grenz Regiment #12 (2. Bataillon only, in 3 co.)
- Walachisch IR#16 (1. Bataillon only)
- Palatinal Hussar Regiment #12
- 3pdr. Batterie
- IR#58 (1., 2. & 3. btns)
- Erzhog Ferdinand Hussar Regiment #3
- 6pdr. batterie #2
Right Wing
Army of the Reserve
Within 6 hexes of Blasewitz, on the left bank of the Elbe (Note special option regarding Scenario 1), Active: 6:00 A.M.
- General de Cavalry Peter Wittgenstein
- ADC Wittgenstein
Wittgenstein's HQ Escort
- Ingermanland Dragoon Regiment
- 2nd Bug Cossack Regiment
- Olonetz Opolochenie Battalion
- Vologda Opolochenie Battalion
Within 6 hexes of Blasewitz, on the left bank of the Elbe (Note special option regarding Scenario 1), Active: 6:40 A.M.
Avant Garde (General Roth)
- 20th Egerskii (1st, 2nd & 3rd btns)
- 21st Egerskii (1st Battalion only)
- 24th Egerskii (1st & 2nd btns)
- 25th Egerskii (1st & 2nd btns)
- 26th Egerskii (1st & 2nd btns)
- Selenginsk Infantry Regiment (1st & 2nd btns)
- Light Battery #6
Eastern map edge, within 3 hexes of the Elbe, entering via the route von Pirna, Active: 9:00 A.M.
1st Russian Corps (Lieutenant General Gorchakov, ADC Gorchakov)
5th Division (General Mezentzov)
- 23rd Egerskii Regiment (1st & 2nd btns)
- Permskii Infantry Regiment (1st & 2nd btns)
- Mohilevskii Infantry Regiment (1st & 2nd btns)
- Kalougaskii Infantry Regiment (1st & 2nd btns)
- Sieveskii Infantry Regiment (1st & 2nd btns)
- Position Battery #3
- Light Battery #7
Stacked with either Pirch or Ziethen:
II Royal Prussian Armee Korps
- Lieutenant General von Kleist
- ADC: Col. von Tippelskirch
Eastern map edge, entering via the route von Pirna nearest to Gross-Dobri, Active: 6:00 A.M.
Prussian 10. Brigade (General v. Pirch)
- 2. West Prussian Infantrie (1. & 2. Btns only)
-
- Reserve Infantrie (1., 2. & 3. btns)
-
- Silesian Landwehr Infantrie (1., 2., 3. & 4. btns)
- Neumark Dragons Regiment (2. Bataillon)
- Foot Battery #8
Within Sedlitz, Active: 6:00 A.M.:
- 2. West Prussian Infantrie Regiment (Fusilier Battalion only)
Within Gruna, Active: 6:00 A.M.:
- Silesian Landwehr Cavalry Regiment (2. Bataillon)
Within 1 hex of Reik, Active: 6:20 A.M.
Prussian 11. Brigade (General von Ziethen)
-
- Silesian Infantrie (Fusilier, 1. & 2. btns)
-
- Reserve Infantrie (1., 2. & 3. btns)
- Silesian Schutzen Battalion (3. & 4. Companies)
-
- Silesian Landwehr Infantrie (1., 2., 3. & 4. btns)
Within 1 hex of Prohlis, Active: 6:20 A.M.:
-
- Silesian Hussar Regiment
- Silesian Landwehr Cavalry Regiment (1. Bataillon)
- Foot Battery #9
Entering map at Der Kolken, southern map edge, within 2 hexes of any letter of the label, Active: 9:40 A.M.
Prussian 12. Brigade (Prinz August v. Preussen)
- 2. Silesian Infantrie (Fusilier, 1. & 2. btns)
-
- Reserve Infantrie (1., 2. & 3. btns)
-
- Silesian Landwehr Infantrie (1., 2., 3., & 4. btns)
-
- Silesian Landwehr Cavalry Regiment (2. Bataillon)
- Foot Battery #13
Entering map at Der Kolken, southern map edge, within 2 hexes of any letter of the label, Active: 10:20 A.M.
Royal Prussian Reserve Artillery (Major v. Lehmann I)
- 6pdr. Foot Batterie #8
- 6pdr. Foot Batterie #14
- 6pdr. Foot Batterie #21
- 7pdr. Howitzer Batterie #1
- Horse Batterie #9
- Horse Batterie #10
12.9 The French and their Allies (set up first)
In the Zwinger Palace, Altstadt:
- Frederick Augustus I, King of Saxony, Duke of Warsaw
- Saxon 2. Grenadier Bataillon
Dresden Garrison
Within the Altstadt:
- Governor General, Général de Division Antoine Jean Auguste Durosnel
- Général de Brigade Gross
- 11re Young Guard Voltigeurs (1re & 2e btns)
- 11re Young Guard Tirailleurs (1re & 2e btns)
- Young Guard Foot Battery #13
- 2e French Infantry Depot Battalion
- Guard Infantry Depot Battalion
- Westphalen Foot Artillery Gunners
Upon Redoubts I, II, III, IV & V:
- One company of gunners & its corresponding complement of guns
Upon Bastions Sol, Luna, Saturn, Mercur, Jupiter, Mars & Venus:
- One company of gunners & their corresponding complement of mortars
Upon the Marcolini Schanze (right bank of the Elbe):
- One company of gunners & its corresponding complement of guns
Fleche, Der Neue Anbau (right bank of the Elbe):
- One company of Saxon gunners & their corresponding complement of guns
In Ubigan, the woods hex closest to the Elbe:
- One company of gunners & its corresponding complement of guns
On any Road or Street hex within the See, Pirna or Wilsdruffer Suburbs (Vorstadt), one unit and marker per hex:
Général de Brigade Barnard
-
- Westphalen Licht Battalion & one Cheveau de frise marker
-
- Westphalen Line Battalion & one Cheveau de frise marker
-
- Westphalen Line Battalion & one Cheveau de frise marker
-
- Westphalen Line Battalion & one Cheveau de frise marker
- 1re French Infantry Depot Battalion & one Cheveau de frise marker
On any 5 Road or Street hexes within 2 hexes of Dresden or its suburbs (including Friederichstaedt):
- One cheveau de fries marker (unmanned)
Within 3 hexes of Redoubt III:
XIV Corps d'Armée Staff and Assets
- Marshal Laurent de Gouvion, Marquis de Saint-Cyr
- ADC Borelli is commanding part of the 43e Division
- ADC: Général de Brigade Pernetti (artillery)
- Converged Sapeurs Bataillon
- 10e Co. 7e Régiment artillerie à pied
- 5e Co. 6e Régiment artillerie à pied
On or within two hexes of the Windmill height (Note: This may be conditional upon the outcome of Scenario 1):
XIV Corps d'Armée Staff (part)
- ADC: Général de Brigade Charles Luc Paulin Clément Borelli
43rd Division (part)
- 6e Co. 1re Régiment artillerie à cheval
- 29e Légère Infanterie Régiment (3e Bataillon only)
Within 8 hexes of Redoubt I:
43e Division (part) (Général de Division Michel Marie Claparède)
- 27e Légère Infanterie (2e & 3e btns)
- 100e Ligne Infanterie Régiment (2e, 3e & 4e btns)
- 45e Ligne Infanterie (2e & 3e btns)
- 103e Ligne Infanterie (2e & 4e btns)
- 21re Provisionnel Demi-Brigade (3e/65e, 2e/59e, 3e/94e btns)
- 2e Co. 7e Régiment artillerie à pied
- 4e Co. 6e Régiment artillerie à pied
Within 5 hexes of either Redoubts II or III:
44e Division (Général de Division Baron Pierre Berthezene)
- 8e Légère Infanterie Régiment (1re & 3e btns)
- 64e Ligne infanterie (3e & 4e btns)
- 34e Provisionnel Légère Demi-Brigade (2e/16e, 1e/18e btns)
- 19e Provisionnel Ligne Demi-Brigade (2e/50e, 2e/75e btns)
Provisionnel Bataillons
- 54e Ligne Infanterie (3e Bataillon only)
- 95e Ligne Infanterie (3e Bataillon only)
- 24e Ligne Infanterie (3e Bataillon only)
- 39e Ligne Infanterie (3e Bataillon only)
- 4e Co. 1re Regt. Artillerie à pied
- 15e Co. 7e Regt. Artillerie à pied
Within 6 hexes of either Redoubts IV or V:
45e Division (Général de Division Jean-Nicolas Razout)
- 6e Légère Infanterie Régiment (3e Bataillon only)
- 26e Provisionnel Demi-Brigade (3e/5e, 3e/11e btns)
- 8e Ligne Infanterie (3e Bataillon only)
- 28e Ligne Infanterie (2e Bataillon only)
- 32e Ligne Infanterie (4e Bataillon only)
- 58e Ligne Infanterie (4e Bataillon only)
- 18e Provisionnel Demi-Brigade (3e/34e, 3e/69e btns)
- 21re Co. 5e Régiment artillerie à pied
- 18e Co. 1re Régiment artillerie à pied
Within 3 hexes of Friederickstadt. One battalion may be placed in Lobta and one in Cotta:
- 27e Provisionnel Demi-Brigade (3e/79e, 6e/81e, 4e/60e btns)
Within 10 hexes of Lobta:
10e Légère Cavalerie Division (Général de Division Claude-Pierre, Comte de Pajol)
- 14e Régiment of Hussards
- 2e (Italien) Chasseurs à cheval
- 7e Cheveau Légère Lanciers of the Vistula
- 7e Co., 3e Régiment Artillerie à cheval
12.10 Reinforcements, August 26th
12.10.1 The French and their Allies
10:00 A.M. At the Marcolini Schanze:
- Napoleon
- Escort Escadron, Chasseurs à Cheval de la Garde Imperial
- Marshal Berthier
- Général de Division Baily de Monthion
- Général de Division Lebrun
- Général de Divison Mouton
- Général de Division Corbineau
- Général de Division Billarderie
- Général de Division Sobier
- Général de Division Drouot
10:00 A.M. On the Stolpen/Bautzen road, eastern map edge:
- Gendarmes d'Elite
10:20 A.M. In road order, on the Stolpen/Bautzen road, eastern map edge:
I Corps, 23e Division, 1re brigade (Général de Division Teste)
- 21re Ligne Infanterie Régiment (1re, 2e, 3e & 4e btns)
- 33e Ligne Infanterie Régiment (1re, 2e, 3e & 4e btns)
- 21e Co. Artillerie à pied
11:20 P.M. On the Stolpen/Bautzen road, eastern map edge:
Cavalrie Reserve Staff
- Marshal Murat, King Joaquim the 1er of Naples
- Général de Division Belliard, ADC Murat
11:40 P.M. In road order, on the Stolpen/Bautzen road, eastern map edge:
Cavalrie Reserve
I Reserve Cavalrie Cavalry Corps (Général de Division Latour-Maubourg)
3e Légère Cavalerie Division, I Reserve Cavalerie (Général de Division Chastel)
1re Brigade (Général de Brigade Vallin)
- 8e Chasseurs à cheval
- 9e Chasseurs à cheval
- 25e Chasseurs à cheval
2e Brigade (Général de Brigade van Merlen)
- 1re Chasseurs à cheval
- 19e Chasseurs à cheval
3e Brigade (Général de Brigade Dermoncourt)
- 2e Chasseurs à cheval
- 3e Chasseurs à cheval
- 6e Chasseurs à cheval
- 6e Co., 3e Régiment artillerie à cheval
12:20 P.M. In road order, on the Stolpen/Bautzen road, eastern map edge:
1re Grosse Cavalerie Division (Général de Division Bordesoulle)
- 2e Cuirassiers Régiment
- 3e Cuirassiers Régiment
- 6e Cuirassiers Régiment
- 9e Cuirassiers Régiment
- 11e Cuirassiers Régiment
- 12e Cuirassiers Régiment
- Saxon Guard du Corps Régiment
- Saxon Zastrow Kuirassiers Régiment
-
- Co. Saxon artillerie à cheval
12:40 P.M. In road order, on the Stolpen/Bautzen road, eastern map edge:
3e Grosse Cavalerie Division (Général de Division Doumerc)
- 4e Cuirassiers Régiment
- 7e Cuirassiers Régiment
- 14e (Dutch) Cuirassiers Régiment
- Napoléon Dragons (Italie) Régiment
- 7e Dragons Régiment
- 23e Dragons Régiment
- 28e Dragons Régiment
- 30e Dragons Régiment
- 4e Co. Italien Artillerie à cheval
1:00 P.M. On the Stolpen/Bautzen road, eastern map edge:
Artillerie of the Reserve Cavalerie (Colonel Lavoy)
- 1st Co., 4th Régiment Artillerie à cheval
- 1st Co., 6th Régiment Artillerie à cheval
1:20 P.M. In road order, on the Stolpen/Bautzen road, eastern map edge:
Imperial Guard
- Marshal Édouard Mortier, duc de Trévise
- ADC to Mortier
- Marshal Michel Ney
Old Guard Infantry Division (Général de Division Friant)
1re Brigade (Général de Division Philibert Jean-Baptiste Curial)
- 1re Chasseur à pied Régiment (1re & 2e btns)
- 2e Chasseurs à pied Régiment (1re & 2e btns)
- Old Guard Mounted Band
- Marines of the Neapolitan Guard
- Marines of the Royal Italian Guard
- Marines of the Guard
- Génie of the Guard
2e Brigade (Général de Brigade Michel)
- 1re Grenadiers à pied Régiment (1re & 2e btns)
- 2e Grenadiers à pied Régiment (1re & 2e btns)
- Velites of Florence
- Velites of Turin
- 1re Co. Old Guard Artillerie à pied
1:40 P.M. On the Stolpen/Bautzen road, eastern map edge:
Reserve Artillery of the Guard (Général de Division Dulauloy)
- 2e Co. Old Guard Foot Artillery
- 3e Co. Old Guard Foot Artillery
- 4e Co. Old Guard Foot Artillery
- 5e Co. Old Guard Foot Artillery
2:20 P.M. In road order, on the Stolpen/Bautzen road, eastern map edge:
3e Young Guard Division (Général de Division Decouz)
- 4e Voltigeurs (1re & 2e btns)
- 5e Voltigeurs (1re & 2e btns)
- 8e Voltigeurs (1re & 2e btns)
- 9e Voltigeurs (1re & 2e btns)
- 10e Voltigeurs (1re & 2e btns)
- 5e Co. Young Guard Artillerie
- 6e Co. Young Guard Artillerie
- 7e Co. Young Guard Artillerie
2:40 P.M. In road order, on the Stolpen/Bautzen road, eastern map edge:
1re Young Guard Division (Général de Division Dumoustier)
- Fusilier Chasseurs Régiment (1re & 2e btns)
- Fusilier Grenadiers Régiment (1re & 2e btns)
- 1re Voltigeurs Régiment (1re & 2e btns)
- 2e Voltigeurs Régiment (1re & 2e btns)
- 3e Voltigeurs Régimen (1re & 2e btns)
- 6e Voltigeurs Régiment (1re & 2e btns)
- 7e Voltigeurs (1re & 2e btns)
- 1re Co. Young Guard Artillerie à pied
- 2e Co. Young Guard Artillerie à pied
- 8e Co. Young Guard Artillerie à pied
3:20 P.M. In road order, on the Stolpen/Bautzen road, eastern map edge:
2e Young Guard Division (Général de Division Barrois)
- Flanquer Chasseurs Régiment (1re & 2e btns)
- Flanquer Grenadiers Régiment (1re & 2e btns)
- 1re Tirailleurs Régiment (1re & 2e btns)
- 2e Tirailleurs Régiment (1re & 2e btns)
- 3e Tirailleurs Régiment (1re & 2e btns)
- 6e Tirailleurs Régiment (1re & 2e btns)
- 7e Tirailleurs Régiment (1re & 2e btns)
- 3e Co. Young Guard Artillery à pied
- 4e Co. Young Guard Artillery à pied
- 12e Co. Young Guard Artillery à pied
4:00 P.M. In road order, on the Stolpen/Bautzen road, eastern map edge:
4e Young Guard Division (Général de Division Roguet)
- 4e Tirailleurs (1re & 2e btns)
- 5e Tirailleurs (1re & 2e btns)
- 8e Tirailleurs (1re & 2e btns)
- 9e Tirailleurs (1re & 2e btns)
- 10e Tirailleurs (1re & 2e btns)
- 9e Co. Young Guard Artillerie
- 10e Co. Young Guard Artillerie
- 11e Co. Young Guard Artillerie
4:00 P.M. On the Stolpen/Bautzen road, eastern map edge:
- 6e Co. Old Guard Artillerie à pied
- 14e Co. Young Guard Artillerie à pied
- 15e Co. Young Guard Artillerie à pied
- 16e Co. Young Guard Artillerie à pied
- 5e Co. Old Guard Artillerie à cheval
- 6e Co. Old Guard Artillerie à cheval
- Grand Duchy of Berg Horse Artillerie Co
4:20 P.M. In road order, on the Stolpen/Bautzen road, eastern map edge:
Cavalry of the Imperial Guard, 1re Division (Général de Division Lefebvre-Desnoettes)
- 1re (Polish) Lancers of the Guard
- Young Guard Escadrons, 1re (Polish) Lancers of the Guard
- Young Guard Escadrons, Chasseurs à Cheval, 1re bataillon
- Young Guard Escadrons, Chasseurs à Cheval, 2e bataillon
- Young Guard Escadrons, Grenadiers à Cheval
- 1re Co. Old Guard Artillerie à cheval
12.11 Reinforcements, August 26th
Note on time and place of entry: These units are all just off the game map and may enter any time after 3:00 P.M. (player's choice) at the place designated.
12.11.1 Foes of Napoleon
Southern map edge (SE map), within 3 hexes of Der Vorderberg:
Royal Prussian Reserve Cavalry Korps (General von Roeder)
- Horse Battery #7
- Horse Battery #8
1. Brigade (Colonel v. Wrangel)
- East Prussian Kuirassier Regiment
- Silesian Kuirrasier Regiment
- Brandenburg Kuirassier Regiment
2. Brigade (Colonel v. Starkenfels)
- Silesian Uhlan Regiment
- Silesian National Cavalry Regiment
- Silesian Hussar Regiment (1. Bataillon)
3. Brigade (Colonel v. Mutius)
- 7. Silesian Landwehr Cavalry Regiment
-
- Silesian Landwehr Cavalry Regiment
Eastern map edge, entering via the route von Pirna nearest to Gross-Dobritz: II Royal Prussian Armee Korps
Prussian 9. Brigade (General v. Klux)
-
- West Prussian Infantrie (Fusilier, 1. & 2. btns)
-
- Reserve Infantrie (1., 2. & 3. btns)
- Silesian Schutzen Battalion (1. & 2. Companies)
-
- Silesian Landwehr Infantrie (1., 2., 3., & 4. btns)
- Neumark Dragoons Regiment (1. Bataillon)
- Silesian Landwehr Cavalry Regiment (1. Bataillon)
- Foot Battery #7
Enter map via the route von Dippoldiswalde (within 3 hexes of Noetnitz, southern map edge):
3rd Cuirassier Division (part) (Duka is in Rosenitz)
- Order of St. George Cuirassier Regiment
- Little Russia Cuirassier Regiment
- Novgorod Cuirassier Regiment
- Starodoub Cuirassier Regiment
2nd Cuirrasier Division (part) (Kretov is in Rosenitz)
- Gluchov Cuirassier Regiment
- Pskov Cuirassier Regiment
- Ekaterinoslavski Cuirassier Regiment
- Astrakhan Cuirassier Regiment
1st Cuirassier Division (part) (Depreradovich is in Rosenitz)
- Chevalier Guards Regiment
- Horse Guards Regiment
- Leibgarde (Czar's) Cuirassier Regiment
- Guard Horse batterie #1
- Guard Horse batterie #2
Enter on southern map edge, SW map between Kunnersdorf and the route von Dippoldiswalde at Noetnitz:
Allied Reserve Column, Russian Guard Corps
- Grand Duke Konstantine (titular)
- ADC: General Miloradowitsch (actual commander)
Grenadier Corps (General Raevsky)
1st Grenadier Division (Major General Tschoglokov)
- Count Arakcheyesvskii Grenadier Regiment (1st & 2nd btns)
- Iekaterinoslavskii Grenadier Regiment (1st & 2nd btns)
- Taurideskii Grenadier Regiment (1st & 2nd btns)
- St. Petersburg Grenadier Regiment (1st & 2nd btns)
- Kexholm Grenadier Regiment (1st & 2nd btns)
- Pernau Grenadier Regiment (1st & 2nd btns)
- Position Battery #33
- Light Battery #14
2nd Guard Division (Major General Udom I)
- ADC: Major General Euler
- Lithuanian Guard Regiment (1st, 2nd & 3rd btns)
- Finlandia Guard Regiment (1st & 2nd btns)
- Leib Garde Infantry Regiment (1st & 2nd btns)
- Pavlovskii Grenadier Regiment (1st & 2nd btns)
- Light Battery #2
Enter southern map edge (SE map) anywhere between Der Kolken (height) and Rosenitz:
Royal Prussian Guard Infantry Brigade (Colonel v. Alvensleben)
-
- Foot Guard (1., 2. & 3. btns, Jäger Det)
-
- Foot Guard (1., 2. & 3. btns, Jäger Det)
- Guard Jäger Bataillon
- 6pdr. Guard Foot Battery #4
Cavalry Brigade (Colonel v. Werder)
- Garde du Corps Regiment
- Garde Light Cavalry Regiment
- Guard Horse Battery #4
13.0 Scenario 4: The French Counter Assault
13.1 Notes on Scenario
This scenario presupposes a historical result in Scenario 3.
13.2 Time
Start Time: 5:00 A.M., August 27th End Time: The conclusion of the 8:20 P.M. Turn
13.3 Map Area
Use all four maps.
13.4 Weather
Torrential rain during the night has made the ground sodden and flooded all water courses. A driving rain continues throughout most of the day.
13.5 Weather Effects
13.5.1 Musketry: No infantry fire regardless of formation. Artillery is unaffected, and Tirailleurs a cheval may still skirmish.
13.5.2 Cavalry: Cavalry who wish to charge move 5 movement points less than their printed value, then place a charge marker, and have a charge allowance of 5 movement points as normal. They do not receive a doubling for charging in a straight line.
13.5.3 Terrain: The Landgraben is impassible except at bridges. All streams are impassible except at bridges. Exception: Infantry and cavalry may conduct involuntary movement across streams but are PGD as a result. All Weisseritz hex-sides are impassible except at bridges, no exceptions.
13.5.4 Movement: All artillery belonging to the Foes have their movement reduced by half, rounding down (a 5 becomes a 2) except on roads, which are modified as follows:
- High Roads and streets (With metalled surfaces): Movement is unmodified.
- All other roads: Movement is printed (no road bonus).
13.5.5 All thickets become marshes.
13.5.6 No artillery may move via prolong.
13.5.7 There is no morale bonus for being in carre in clear / rubble terrain.
13.6 Command
Govenor Durosnel may create an MU within the Alstadt.
13.7 Victory
French Decisive: No enemy units, in good order, remain on the game map at the conclusion of the last turn.
French Substantial: No enemy units, in good order, remain on the game map east of the Weisseritz at the conclusion of the last turn.
French Victory: No enemy units, in good order, remain on the game map west of the Weisseritz at the conclusion of the last turn.
Note on French Victory: If the French player(s) elect to not deploy the II or VI Corps, then they will increase their level of victory by one for each corps they so elect not to use. To qualify all units of said corps must remain on the French Organization Display. The French player(s) may not subsequently change their mind after the first turn of this scenario commences with the Command Phase.
13.8 Special Rules: Fire
Fire: Buildings cannot inadvertently or intentionally catchfire the length of this scenario.
13.9 Set Up
13.9.1 The French and their Allies (set up after the Foes)
Casualties: The (*) indicates if the unit begins this scenario with an increment loss. Multiple * indicate that many losses.
In the Hoffkirchen, Altstadt:
- Napoleon (in the bell tower)
- Escort Escadron, Chasseurs à Cheval de la Garde Imperial (in the street)
- Marshal Berthier
- Général de Division Baily de Monthion
- Général de Division Lebrun
- Général de Divison Mouton
- Général de Division Corbineau
- Général de Division Billarderie
- Général de Division Sobier
- Général de Division Drouot
In the Zwinger Palace, Altstadt:
- Frederick Augustus I, King of Saxony, Duke of Warsaw
- Saxon 2. Grenadier Bataillon
Within the Altstadt:
Dresden Garrison
- Governor General, Général de Division Antoine Jean Auguste Durosnel
- 2e French Infantry Depot Battalion
- Guard Infantry Depot Battalion (*)
- Westphalen Foot Artillery Gunners
Old Guard Infanterie Division (Général de Division Friant)
2e Brigade (Général de Brigade Michel)
- 1re Grenadiers à pied Régiment (1re & 2e btns)
- 2e Grenadiers à pied Régiment (1re & 2e btns)
- Vélites of Florence
- Vélites of Turin
- 1re Co. Old Guard Artillerie à pied
- 2e Co. Old Guard Artillerie à pied
- Old Guard Mounted Band
Within the Neustaedt:
1re Brigade (Général de Division Philibert Jean-Baptiste Curial)
- 1re Chasseur à pied Régiment (1re & 2e btns)
- 2e Chasseurs à pied Régiment (1re & 2e btns)
- Marines of the Neapolitan Guard
- Marines of the Royal Italien Guard
- Marines of the Guard
- Engineers of the Guard
Cavalerie of the Imperial Guard, 3e Division (Général de Division Walther)
- The Empress Dragons
- The Chasseurs à Cheval
- The Grenadiers à Cheval
- The Gendarmes d'Elite
- 4e Co. Old Guard Artillerie à cheval
Dresden Garrison (part)
The 13e YG Batterie a pied, 11e Tirailleurs & 11e Voltigeurs are no longer part of the Dresden Garrison, but have rejoined their respective Young Guard divisions.
Upon Redoubts I, II, III, IV & V:
- One company of gunners & its corresponding complement of guns
Upon Bastions Sol, Luna, Saturn, Mercur, Jupiter, Mars & Venus:
- One company of gunners & its corresponding complement of mortars
Upon the Marcolini Schanze (right bank of the Elbe):
- One company of gunners & its corresponding complement of guns
Fleche, Der Neue Anbau (right bank of the Elbe):
- One company of Saxon gunners & their corresponding complement of guns
Within 2 hexes of the Saxon Fleche, Der Neue Anbau (forming a contiguous gun line):
Reserve Artillerie of the Guard (Général de Division Dulauloy)
- 3e Co. Old Guard Foot Artillerie
- 4e Co. Old Guard Foot Artillerie
- 5e Co. Old Guard Foot Artillerie
On any Road or Street hex within the See, Pirna or Wilsdruffer Suburbs (Vorstadt):
Général de Brigade Barnard
-
- Westphalen Licht Battalion & one Cheveau de fries marker
-
- Westphalen Line Battalion & one Cheveau de fries marker
-
- Westphalen Line Battalion & one Cheveau de fries marker
-
- Westphalen Line Battalion & one Cheveau de fries marker
- 1re French Infantry Depot Battalion & Cheveau de fries marker
Within the confines of the Grosse Garten and within 6 hexes of its chateau:
I Young Guard Corps (extemporized) (Marshal Édouard Mortier, duc de Trévise)
- ADC to Mortier
- 6e Co. Old Guard Artillerie à pied
- 14e Co. Young Guard Artillerie à pied
- 15e Co. Young Guard Artillerie à pied
1re Young Guard Division (Général de Division Dumoustier)
- Fusilier Chasseurs Régiment (1re & 2e btns)
- Fusilier Grenadiers Régiment (1re & 2e btns)
- 1re Voltigeurs Régiment (1re & 2e btns)
- 2e Voltigeurs Régiment (1re & 2e btns) (*)
- 3e Voltigeurs Régiment (1re & 2e btns)
- 6e Voltigeurs Régiment (1re & 2e btns)
- 7e Voltigeurs (1re & 2e btns) (*)
- 1re Co. Young Guard Artillerie à pied
- 2e Co. Young Guard Artillerie à pied
- 8e Co. Young Guard Artillerie à pied
2e Young Guard Division (Général de Division Barrois)
- Flanquer Chasseurs Régiment (1re & 2e btns)
- Flanquer Grenadiers Régiment (1re & 2e btns)
- 1re Tirailleurs Régiment (1re & 2e btns) (*)
- 2e Tirailleurs Régiment (1re & 2e btns)
- 3e Tirailleurs Régiment (1re & 2e btns)
- 6e Tirailleurs Régiment (1re & 2e btns)
- 7e Tirailleurs Régiment (1re & 2e btns) (*)
- 3e Co. Young Guard Artillerie à pied
- 4e Co. Young Guard Artillerie à pied
- 12e Co. Young Guard Artillerie à pied
Within 12 hexes but not closer than 6 hexes of Redoubt I:
II Young Guard Corps (extemporized) (Marshal Michel Ney, Prince de la Moscowa)
- 16e Co. Young Guard Artillerie à pied
Dresden Garrison Staff (part)
- Général de Brigade Gross
3e Young Guard Division (Général de Division Decouz)
- 4e Voltigeurs (1re & 2e btns) (*)
- 5e Voltigeurs (1re & 2e btns) (*)
- 8e Voltigeurs (1re & 2e btns)
- 9e Voltigeurs (1re & 2e btns)
- 10e Voltigeurs (1re & 2e btns)
- 5e Co. Young Guard Artillerie
- 6e Co. Young Guard Artillerie
- 7e Co. Young Guard Artillerie
4e Young Guard Division (Général de Division Roguet)
- 4e Tirailleurs (1re & 2e btns)
- 5e Tirailleurs (1re & 2e btns)
- 8e Tirailleurs (1re & 2e btns) (*)
- 9e Tirailleurs (1re & 2e btns) (*)
- 10e Tirailleurs (1re & 2e btns)
- 11e Tirailleurs (1re & 2e btns)
- 9e Co. Young Guard Artillerie
- 10e Co. Young Guard Artillerie
- 11e Co. Young Guard Artillerie
- 13e Co. Young Guard Artillerie
Within 6 hexes of Redoubt I and within 4 hexes of the Elbe:
3e Grosse Cavalerie Division (Général de Division Doumerc)
- 4e Cuirassiers Régiment
- 7e Cuirassiers Régiment
- 14e (Dutch) Cuirassiers Régiment
- Napoléon Dragons (Italie) Régiment
- 7e Dragons Régiment
- 23e Dragons Régiment
- 28e Dragons Régiment
- 30e Dragons Régiment
- 4e Co. Italien Artillerie à cheval
Within 3 hexes of Windmill Height:
Cavalerie of the Imperial Guard (Général de Division Nansouty)
Cavalerie of the Imperial Guard, 1re Division (Général de Division Lefebvre-Desnoettes)
- 1re (Polish) Lancers of the Guard
- Young Guard escadrons, 1re (Polish) Lancers of the Guard
- Young Guard escadrons, Chasseurs à Cheval, 1re bataillon
- Young Guard escadrons, Chasseurs à Cheval, 2e bataillon
- Young Guard escadrons, Grenadiers à Cheval
Within 6 hexes of Windmill Height:
Cavalry of the Imperial Guard, 2e Division (Général de Division Ornano)
- Lancers of Berg
- 2e (Dutch) Lancers of the Guard, 1re Battalion
- 2e (Dutch) Lancers of the Guard, 2e Battalion
- Young Guard escadrons, Empress Dragoons
Artillerie à Cheval of the Imperial Guard (Général de Division Desveaus de St. Maurice)
- 1re Co. Old Guard Artillerie à cheval
- 2e Co. Old Guard Artillerie à cheval
- 3e Co. Old Guard Artillerie à cheval
- 5e Co. Old Guard Artillerie à cheval
- 6e Co. Old Guard Artillerie à cheval
- Grand Duchy of Berg Horse Artillerie Co
Within 10 hexes of the Elbe, and within ten hexes of Friederickstadt (but on the right bank of the Weisseritz):
The Cavalerie Reserve (Marshal Murat, King Joaquim the 1er of Naples)
- Général de Division Belliard, ADC Murat
I Reserve Cavalerie Corps (Général de Division Latour-Maubourg)
3e Légère Cavalerie Division, I Reserve Cavalerie (Général de Division Chastel)
1re Brigade (Général de Brigade Vallin)
- 8e Chasseurs à cheval
- 9e Chasseurs à cheval
- 25e Chasseurs à cheval
2e Brigade (Général de Brigade van Merlen)
- 1er Chasseurs à cheval
- 19e Chasseurs à cheval
3e Brigade (Général de Brigade Dermoncourt)
- 2e Chasseurs à cheval
- 3e Chasseurs à cheval
- 6e Chasseurs à cheval
1re Grosse Cavalerie Division (Général de Division Bordesoulle)
- 2e Cuirassiers Régiment
- 3e Cuirassiers Régiment
- 6e Cuirassiers Régiment
- 9e Cuirassiers Régiment
- 11e Cuirassiers Régiment
- 12e Cuirassiers Régiment
- Saxon Guard du Corps Regiment
- Saxon Zastrow Kuirassiers Regiment
-
- Co. Saxon artillerie à cheval
Artillerie of the Reserve Cavalerie (Colonel Lavoy)
- 1re Co., 4e Régiment Artillerie à cheval
- 1re Co., 6e Régiment Artillerie à cheval
- 6e Co., 3e Régiment Artillerie à cheval
Within 3 hexes of Altona:
I Corps, 23e Division, 1re brigade — Note: For purposes of command, this brigade is considered part of the II Corps this day, and under the command of Marshal Victor, unless the French player elects not to bring II Corps onto the field this day, in which case it is independent (see notes on French Victory for this scenario above).
- Général de Division Teste
- 21re Ligne Infanterie Régiment (1st, 2e, 3e & 4e btns) (*)
- 33e Ligne Infanterie Régiment (1st, 2e, 3e & 4e btns) (*)
- 21re Co. Artillerie à pied
Within 6 hexes of Altona:
10e Légère Cavalerie Division (part)
- 7e Cheveau Légère Lanciers of the Vistula (*)
Within Friederickstadt:
XIV Corps d'Armée Staff (part)
- ADC: Général de Brigade Charles Luc Paulin Clément Borelli
45e Division (part)
- 27e Provisionnel Demi-Brigade (3e/79e (), 6e/81e (), 4e/60e (*) btns)
Within 6 hexes of Schusterhauser but within 12 hexes of Friederickstadt:
II Corps d'Armée
- Marshal Victor
Cavalerie Légère, II Corps d'Armée (Colonel Hammerstein)
-
- Regiment Westphalen Husar (six casualties/deserters at start)
-
- Regiment Westphalen Husar (five casualties/deserters at start)
Artillerie Reserve, II Corps d'Armée (Général de Brigade Montgenet)
- 10e Co. 6e Régiment Artillerie à pied (*)
- 1re Co. 2e Régiment Artillerie à cheval (*)
- 4e Co. 3e Régiment Artillerie à cheval (*)
- Bataillon of Converged Sapeurs of the II Corps
() Prior to deploying these batteries, the French player rolls a die for each. Odd Result: The battery does not arrive this day but instead arrives during the first reinforcement phase if play continues on the 28th. Even Result: The battery is deployed normally.*
4e Division, II Corps (Général de Division Dubreton)
- 24e Légère Infanterie Régiment (1re, 2e, 3e & 4e Btns)
- 19e Ligne Infanterie Régiment (1re, 2e, 3e & 4e Btns)
- 37e Ligne Infanterie Régiment (1re, 2e & 3e Btns)
- 56e Ligne Infanterie Régiment (1re, 2e, 3e & 4e Btns)
- 7e Co. 2e Régiment artillerie à pied (*)
- 11e Co. 4e Régiment artillerie à pied (*)
Within 2 hexes of the Windmill Complex (NW map):
5e Division, II Corps (less détachements) (Général de Division Dufour)
- 26e Légère Infanterie Régiment (1re, 2e, 3e & 4e Btns)
- 93e Ligne Infanterie Régiment (1re, 2e & 4e Btns)
- 12e Co. 8e Régiment artillerie à pied (*)
Within 4 hexes of Drescher (no unit may be deployed in Loebta):
6e Division, II Corps (Général de Division Vial)
- 11e Légère Infanterie Régiment (1re, 2e & 4e Btns)
- 2e Ligne Infanterie Régiment (1re, 2e & 4e Btns)
- 4e Ligne Infanterie Régiment (1re, 2e & 4e Btns)
- 18e Ligne Infanterie Régiment (1re, 2e, 3e & 4e Btns)
- 25e Co. 3e Régiment artillerie à pied (*)
- 26e Co. 3e Régiment artillerie à pied (*)
Within 4 hexes of Redoubt III:
VI Corps d'Armee — Note: If the French player elects not to bring VI Corps onto the field this day, then the XIV Corps takes up these positions. Note the parentheses after each division below for the corresponding division from the XIV Corps that will take its place, and then see the makeup of the substituting division following this corps.
- Marshal Marmont (or Marshal St. Cyr, his staff and assets of the XIV Corps if substituting)
- Général de Brigade Camus, ADC
- Converged Sapper companies VI Corps
Prior to deploying any batteries belonging to the VI Corps, the French player rolls a die for each. 1-5 Result: The battery is deployed normally. 6 Result: The battery does not arrive this day but instead arrives during the 2nd reinforcement phase (turn two) if play continues on the 28th.
Cavalry Brigade: VI Corps (substitute with the 1re brigade of the 10e Cavalrie Division, XIV Corps) (Général de Brigade Normann)
- 2. Regiment, Wurttemberg Cheveaulegeres
-
- Regiment, Wurttemberg Cheveaulegeres
-
- Co. Wurttemberg Horse Battery (*)
Reserve Artillerie of the VI Corps (there is no substitute available from the XIV Corps) (Général de Division Foucher de Careil)
- 3e Co. 5e Régiment Artillerie à pied (*)
- 18e Co. 5e Régiment artillerie à pied (*)
- 26e Co. 5e Régiment artillerie à pied (*)
- 1re Co. 1re Régiment Artillerie à Cheval (*)
- 3e Co. 1re Régiment Artillerie à Cheval (*)
20e Division, VI Corps (substitute with the 43e Division, XIV Corps) (Général de Division Jean Dominique Compans)
- 32e Légère Infanterie Régiment (2e & 3e btns)
- 1re Régiment de Marine (1re, 2e, 3e, 4e & 5e btns)
- 20e Provisionnel Ligne Infanterie (5e/66e, 3e/122e btns)
- 25e Provisionnel Ligne Infanterie (3e/47e, 3e/86e btns)
- 3e Régiment de Marine (1re, 2e, & 3e btns)
- 16e Co. 5e Régiment artillerie à pied (*)
- 10e Co. 8e Régiment artillerie à pied (*)
Within 3 hexes of Redoubt IV:
21e Division, VI Corps (substitute with the 44e Division, XIV Corps) (Général de Division Joseph Lagrange)
- 37e Légère Infanterie Régiment (1st, 2e, 3e & 4e Btns)
- Régiment Joseph Napoléon (1re btn only)
- 4e Régiment de Marine (1re, 2e & 3e btns)
- 2e Régiment de Marine (1re, 2e, 3e, 4e, 5e & 6e btns)
- 10e Co. 4e Régiment artillerie à pied (*)
- 7e Co. 9e Régiment artillerie à pied (*)
Within 3 hexes of Redoubt V:
22e Division, VI Corps (substitute with the 45e Division, XIV Corps) (Général de Division Jean-Parfait Friederichs)
- 11e Provisionnel Ligne Infanterie (4e/1re, 2e/6e2 btns)
- 13e Provisionnel Ligne Infanterie (3e/14e, 4e/16e btns)
- 23rd Légère Infanterie Régiment (3e & 4e btns)
- 15e Ligne Infanterie Régiment (3e & 4e btns)
- 16e Provisionnel Ligne Infanterie (6e/26e, 6e/82e)
- 121re Ligne Infanterie (3e & 4e btns)
- 70e Ligne Infanterie Régiment (3e & 4e btns)
- 14e Co. 4e Régiment artillerie à pied (*)
- 22e Co. 9e Régiment artillerie à pied (*)
Within 9 hexes of the Chateau in the Grosse Garten, but within 4 hexes of Strehlen:
XIV Corps/10e Légère Cavalerie Division, 1re Brigade (Général de Division Claude-Pierre, Comte de Pajol)
- 14e Régiment of Hussards (*)
- 2e (Italien) Chasseurs à cheval (*)
- 7e Co., 3e Régiment Artillerie à cheval
Within 11 hexes of Redoubt II, but within 10 hexes of Redoubt III, and within 10 hexes of Strehlen:
XIV Corps d'Armee Staff and Assets
- Marshal Laurent de Gouvion, Marquis de Saint-Cyr
- ADC: Général de Brigade Pernetti (artillery)
- Converged Sapeurs Bataillon
- 10e Co. 7e Régiment artillerie à pied
- 5e Co. 6e Régiment artillerie à pied
43e Division (Général de Division Michel Marie Claparède)
- 27e Légère Infanterie (2e & 3e Btns) (**)
- 100e Ligne Infanterie Régiment (2e, 3e & 4e btns) (**)
- 45e Ligne Infanterie (2e & 3e btns) (*)
- 103e Ligne Infanterie (2e & 4e btns) (*)
- 21re Provisionnel Demi-Brigade (3e/65e, 2e/59e, 3e/94e btns)
- 2e Co. 7e Régiment artillerie à pied
- 4e Co. 6e Régiment artillerie à pied
Within 10 hexes of the Chateau in Der Grosse Garten and within 6 hexes of Strehlen, but within 17 hexes of Redoubt III:
44e Division (Général de Division Baron Pierre Berthezene)
- 8e Légère Infanterie Régiment (1re & 3e btns)
- 64e Ligne infanterie (3e & 4e btns) (*)
- 34e Provisionnel Légère Demi-Brigade (2e/16e (*), 1re/18e btns)
- 19e Provisionnel Ligne Demi-Brigade (2e/50e, 2e/75e (*) btns)
- 54e Ligne Infanterie (3e Btn only)
- 95e Ligne Infanterie (3e Btn only) (*)
- 24e Ligne Infanterie (3e Btn only) (*)
- 39e Ligne Infanterie (3e Btn only)
- 4e Co. 1re Régiment artillerie à pied
- 15e Co. 7e Régiment artillerie à pied
Within 9 hexes of Redoubt II, but within 8 hexes of Redoubt III:
45e Division (Général de Division Jean-Nicolas Razout)
- 6e Légère Infanterie Régiment (3e Btn only) (*)
- 26e Provisionnel Demi-Brigade (3e/5e (), 3e/11e () btns)
- 8e Ligne Infanterie (3e Btn only) (**)
- 28e Ligne Infanterie (2e Btn only)
- 32e Ligne Infanterie (4e Btn only) (*)
- 58e Ligne Infanterie (4e Btn only)
- 18e Provisionnel Demi-Brigade (3e/34e, 3e/69e (*) btns)
- 21re Co. 5e Régiment artillerie à pied
- 18e Co. 1re Régiment artillerie à pied
13.10 Foes of Napoleon (Set up first)
13.10.1 Terrain: This player has the option to destroy one of the two bridges on the Weisseritz between Plauen and Lobta. Mark the hexside with a broken bridge counter. (This bridge may be repaired by French Sappers.)
13.10.2 Casualties: The (*) indicates if the unit begins this scenario with an increment loss. Multiple * indicate that many losses.
Within 6 hexes of Pestitz:
Army of Bohemia, Commanders & Staff
- Fieldmarshal Karl-Philipp Fürst zu Schwarzenberg
- Chief of Staff: Fieldmarshal Radetzky
- Artillery: Fieldmarshal Reiszner
Allied Sovereigns in Attendance
- Alexander I, Czar of all the Russias
- Friedrich-Wilhelm III, King of Prussia
- Franz I, Emperor of Austria
Aide de Camps to the Czar
- General Moreau
- The Baron Jomini
The Army of the Reserve, Commanders & Staff
- Général de Infantry Barclay de Tolly
- ADC: Lieutenant General Sabanejev
- ADC: General Oldekop
Headquarters Escort
- 3rd Bug Cossack Regiment
- Tabunzikov Don Cossack Regiment
- Kireva Don Cossack Regiment
- 1st Tula Cossack Opolochenie Regiment
Within 6 hexes of Gruna:
- General de Cavalry Peter Wittgenstein
- ADC Wittgenstein
Wittgenstein's HQ Escort
- Ingermanland Dragoon Regiment
- 2nd Bug Cossack Regiment
- Olonetz Opolochenie Battalion
- Vologda Opolochenie Battalion
Within 12 hexes of Blasewitz but on the left bank of the Elbe:
Avant Garde (General Roth)
- 20th Egerskii (1st, 2nd & 3rd btns) (**)
- 21st Egerskii (1st Battalion only)
- 24th Egerskii (1st & 2nd btns) (*)
- 25th Egerskii (1st & 2nd btns) (*)
- 26th Egerskii (1st & 2nd btns) (*)
- Selenginsk Infantry Regiment (1st & 2nd btns) (*)
- Light Battery #6
Within 6 hexes of Sedlitz:
Royal Prussian Reserve Cavalry Korps (General von Roeder)
- Horse Battery #7
- Horse Battery #8
1. Brigade (Colonel v. Wrangel)
- East Prussian Kuirassier Regiment
- Silesian Kuirassier Regiment
- Brandenburg Kuirassier Regiment
2. Brigade (Colonel v. Starkenfels)
- Silesian Uhlan Regiment
- Silesian National Cavalry Regiment
- Silesian Hussar Regiment (1. Battalion)
Within 3 hexes of Gruna:
3. Brigade (Colonel v. Mutius)
- 7. Silesian Landwehr Cavalry Regiment
-
- Silesian Landwehr Cavalry Regiment
Within 3 hexes of Gross Dobritz:
I Russian Corps (Lieutenant General Gorchakov, ADC Gorchakov)
5th Division (General Mezentzov)
- 23rd Egerskii Regiment (1st & 2nd btns) (*)
- Permskii Infantry Regiment (1st & 2nd btns) (*)
- Mohilevskii Infantry Regiment (1st & 2nd btns) (*)
- Kalougaskii Infantry Regiment (1st & 2nd btns)
- Sieveskii Infantry Regiment (1st & 2nd btns)
- Position Battery #3
- Light Battery #7
Eastern map edge, within 3 hexes of the Elbe, entering via the route von Pirna:
- Soumski Hussar Regiment (1st Battalion)
Within 8 hexes of Gruna, but within 7 hexes of Strehlen:
1st Hussar Division (less detachments) (Generalmajor Milesinov)
- Grodno Hussar Regiment (1st Battalion)
- Loubny Hussar Regiment (1st Battalion)
- Russian Horse Battery #10
Within 3 hexes of Torna:
Prussian 11. Brigade (General von Ziethen)
-
- Silesian Infantrie (Fusilier, 1. & 2. Btns)
-
- Reserve Infantrie (1., 2. & 3. btns)
- Silesian Schutzen Battalion (3. & 4. Companies)
-
- Silesian Landwehr Infantrie (1., 2., 3. & 4. btns)
Within 1 hex of Prohlis:
-
- Silesian Hussar Regiment
- Silesian Landwehr Cavalry Regiment (1. Battalion)
- Foot Battery #9
Within 6 hexes of Neu Ostra but within 6 hexes of Strehlen:
Prussian 12. Brigade (Prinz August v. Preussen)
- 2. Silesian Infantrie (Fusilier, 1. & 2. Btns)
-
- Silesian Landwehr Infantrie (1., 2., 3., & 4. btns)
-
- Silesian Landwehr Cavalry (2. Bataillon)
- Foot Battery #13
In any village hex of Strehlen:
- 11. Reserve Infantry Regiment (1., 2. & 3. btns)
Within 6 hexes of Reick:
Prussian 9. Brigade (General v. Klux)
-
- West Prussian Infantrie (Fusilier, 1. & 2. btns)
-
- Reserve Infantrie (1., 2. & 3. btns)
- Silesian Schutzen Battalion (1. & 2. companies)
-
- Silesian Landwehr Infantrie (1., 2., 3., & 4. btns)
- Neumark Dragoons Regiment (1. Bataillon)
- Silesian Landwehr Cavalry Regiment (1. Bataillon)
- Foot Battery #7
Within 3 hexes of Gostritz:
Prussian 10. Brigade (General v. Pirch)
- 2. West Prussian Infantrie (Fusilier, 1. & 2. Btns)
-
- Reserve Infantrie (1., 2. & 3. Btns)
-
- Silesian Landwehr Infantrie (1., 2., 3., & 4. btns)
- Neumark Dragoons Regiment (2. Bataillon)
- Silesian Landwehr Cavalry Regiment (2. Bataillon)
- Foot Battery #8
Within 3 hexes of Leubnitz:
Royal Prussian Guard, Infantry Brigade (Colonel v. Alvensleben)
-
- Foot Guard (1., 2. & 3. btns, Jäger Detachment)
-
- Foot Guard (1., 2. & 3. btns, Jäger Detachment)
- Guard Jäger Bataillon
- 6pdr. Guard Foot Battery #4
Upon the Gamighuebel (within 1 hex of any part of this label):
II Royal Prussian Armee Korps Staff
- Lieutenant General von Kleist
- ADC: Col. von Tippelskirch
Royal Prussian Guard, Cavalry Brigade (Colonel v. Werder)
- Garde du Corps Regiment
- Garde Light Cavalry Regiment
- Guard Horse Battery #4
Upon the Fuchsberg (within 1 hex of any part of this label):
Royal Prussian Reserve Artillery (Major v. Lehmann I)
- 6pdr. Foot Batterie #8
- 6pdr. Foot Batterie #14
- 6pdr. Foot Batterie #21
- 7pdr. Howitzer Batterie #1
- Horse Battery #9
- Horse Battery #10
Upon the Gerichtsplatz (within 1 hex of any part of this label):
Grenadier Corps
1st Grenadier Division
- Count Arakcheyesvskii Grenadier Regiment (1st & 2nd btns)
- Iekaterinoslavskii Grenadier Regiment (1st & 2nd btns)
- Taurideskii Grenadier Regiment (1st & 2nd btns)
- St. Petersburg Grenadier Regiment (1st & 2nd btns)
- Kexholm Grenadier Regiment (1st & 2nd btns)
- Pernau Grenadier Regiment (1st & 2nd btns)
- Position Battery #33
- Light Battery #14
Upon Der Kolken (within 2 hexes of any part of this label):
2nd Guard Division (ADC: Major General Euler)
- Lithuanian Guard Regiment (1st, 2nd & 3rd btns)
- Finlandia Guard Regiment (1st & 2nd btns)
- Leib Garde Infantry Regiment (1st & 2nd btns)
- Pavlovskii Grenadier Regiment (1st & 2nd btns)
- Light Battery #2
Within 3 hexes of Prohlis:
Guard Light Cavalry Division (part) (Chevich is in Prohlis)
- Guard Dragoon Regiment
- Guard Hussar Regiment
- Guard Don Cossack Contingent
Attached Cossack Brigade (part) (Illowaiski XII is in Prohlis)
- Ataman Cossack Regiment
- Illowaiski Cossack Regiment
- Rebrejev Cossack Regiment
Within Prohlis itself (on any village hex):
Allied Reserve Column Staff
- Grand Duke Konstantine
- ADC: General Miloradowitsch
Reserve Cavalry Corps Staff
- General Gallitzen V
1st, 2nd & 3rd Cuirassier Divisions Staff
- General Depreradovich
- General Kretov
- General Duka
Guard Light Cavalry Division (part)
- General Chevich
- Illowaiski XII
Reserve Artillery of the Guard Corps (part)
- General Heune
- Converged Pioneer Companies
Grenadier Corps & Divisions Staff
- General Raevsky
- Major General Udom I
- Major General Tschoglokov
Upon der Vorderberg (within one hex of any part of this label):
3rd Cuirassier Division
- Order of St. George Cuirassier Regiment
- Little Russia Cuirassier Regiment
- Novgorod Cuirassier Regiment
- Starodoub Cuirassier Regiment
2nd Cuirassier Division
- Gluchov Cuirassier Regiment
- Pskov Cuirassier Regiment
- Ekaterinoslavski Cuirassier Regiment
- Astrakhan Cuirassier Regiment
Within 6 hexes of Prohlis but within 7 hexes of Torna:
1st Cuirassier Division
- Chevalier Guards Regiment
- Horse Guards Regiment
- Leibgarde (Czar's) Cuirassier Regiment
- Guard Horse batterie #1
- Guard Horse batterie #2
Upon the Pfaffenberg (on or adjacent to any part of this label):
Reserve Artillery of the Guard Corps
- Heavy Guard Battery #1
- Position Battery #1
- Horse Battery #1
- Horse Battery #3
- Horse Battery #23
- Don Cossack Regiment #4
- Don Cossack Regiment #3
Army of Bohemia, Right of the Left Wing
Within 10 hexes of Kaitz (it is advised to place this group last during set up):
- Général de Cavalry, Prince of Hessen-Homburg
1. Cavalry Division (Graf von Nostitz-Reineck)
- Cuirassier Regiment #2
- Cuirrasier Regiment #4
- Cuirrasier Regiment #8
- Cuirrasier Regiment #5
Within Roeknitz:
- ADC Hessen-Homburg
Colloredo's 1. Line Division (Part)
- IR#35 (1. & 2. Btns)
Adjacent to Roeknitz, but not within any part of it:
1. Licht Division, 1. Brigade (General Hardegg)
- Kaiser Franz Chevauleger Regiment #1
- 6pdr. Horse battery
Within Kaitz:
- Jäger Battalion #1 (***)
- Jäger Battalion #2 (***)
Within 1 hex of Zschernitz:
- Fieldmarshal-lieutenant, Moritz, Prinz zu Liechtenstein
2. Brigade (General Scheither)
- Jäger Battalion #7
- Broder Grenz Regiment #7 (1. Btn only, in 4 companies)
- Freiherr von Vincent Chevauleger Regiment #4
- 6pdr. Horse battery
3. Reserve Division
Within 1 hex of Plauen (but on the right bank of the Weisseritz):
- Walachisch-Illyrian Grenz Regiment #13 (1. Btn only, in 3 co.)
Within 2 hexes of the wooden bridge on the Kaitz/Plauen road:
- Fieldmarshal-lieutenant Crenneville/Gerth
- Gradiscaner Grenz Regiment #8 (1. Btn only, in 3 co.)
- Deutsch-Banat Grenz Regiment #12 (1. Btn only, in 3 co.)
- Warasdiner-Kreuzer Grenz Regiment #5 (1. Btn only, in 3 co.)
- Warasdine-St. George Grenz Regiment #6 (1. Btn only, in 2 co.)
- 3pdr. batterie 3R
Cavalry Brigade (Generalmajor Joseph von Haecht)
- Klenau Cheveau Leger Regiment #5
- Rosenberg Cheveau Leger Regiment #6
Within 6 hexes of Pestitz and within 6 hexes of Roeknitz:
3. Line Division (Fieldmarshal-lieutenant Graf Civalart)
- IR#21 (1., 2. & 3. Btns)
- IR#17 (1., 2. & 3. Btns)
- IR#24 (1. & 2. Btns)
- IR#44 (1. & 2. Btns)
- IR#37 (1. & 2. Btns)
- IR#60 (1. & 2. Btns)
Within 6 hexes of Kaitz and within 9 hexes of Roeknitz:
1. Line Division (part) (Fieldmarshal-lieutenant, Graf Colloredo)
- IR#54 (1., 2. & 3. Btns)
- IR#25 (1., 2. & 3. Btns)
- IR#42 (1. & 2. Btns)
- IR#9 (1. & 2. Btns)
- IR#30 (1., 2. & 3. Btns)
- IR#35 is deployed in Roeknitz
Army of Bohemia, Right of the Left Wing Assets
- Converged Pioneer Companies (one battalion)
Within 8 hexes of Coschuz and within 8 hexes of Plauen but on the right bank of the Weisseritz:
1. Reserve Division (Fieldmarshal-lieutenant Marquis Chasteler)
- Grenadier Bataillon Czarnotzky
- Grenadier Bataillon Obermeyer
- Grenadier Bataillon Berger
- Grenadier Bataillon Oklopsia
Within 12 hexes of Coschuz and within 10 hexes of Kaitz:
- Grenadier Bataillon Habinay
- Grenadier Bataillon Portner
- Grenadier Bataillon Fischer
- Grenadier Bataillon Ruber
Within 3 hexes of Coschuz:
2. Reserve Division (Fieldmarshal-lieutenant Vincenz, Freiherr von Bianchi)
- IR#2 (1. & 2. Btns)
- IR#33 (1. & 2. Btns)
- IR#48 (1. & 2. Btns)
- IR#19 (1. & 2. Btns)
- IR#32 (1. & 2. Btns)
- IR#34 (1. & 2. Btns)
Within 8 hexes of Guettersee:
2. Cavalry Division (Fieldmarshal Ignaz Ludwig Paul von Lederer)
- Kaiser Kuirassier Regiment #1
- Erzhog Johann Dragoon Regiment #1
- Levenehr Dragoon Regiment #3
- Reisch Dragoon Regiment #6
Anywhere upon the Zschernitz/Roeknitz/Plauen road, unlimbered:
Imperial Russian HQ, Army of the Reserve (part)
- Lieutenant General Jachwill
Kleist's II Korps (part)
- 12 pdr Foot Batterie #3
- 12 pdr Foot Batterie #6
Reserve Artillery of the Guard Korps (part)
- Positions Batterie #30
- Positions Batterie #29
Civalart's 3. Line Division (part)
- 6pdr. batterie #1
- 6pdr. batterie #2
- 6pdr. batterie #3
Colloredo's 1. Line Division (part)
- 6pdr. Foot batterie #1
Bianchi's 2. Reserve Division (part)
- 6pdr. batterie #1
- 6pdr. batterie #2
- 6pdr. batterie #3
Chasteler's 1. Reserve Division (part)
- 6pdr. batterie #a
- 6pdr. batterie #b
Within 3 hexes of Zschernitz, unlimbered, upon the Zschernitz/Neu Ostra Road:
Reserve Artillery of the Guard Korps (part)
- Position Battery #14
Left Wing
Within 3 hexes of Leutewitz:
3. Licht Division (Fieldmarshal-lieutenant Joseph de Mesko Freiherr von Felsö-Kubiny)
- Deutsch-Banat Grenz Regiment #12 (2. Btn only, in 3 co.)
- Walachisch IR#16 (1. Btn only)
- 3pdr. batterie #1
In Cotta:
- Walachisch-Illyrian Grenz Regiment #13 (2. Btn only, in 3 co.)
In Schusterhausen:
- Palatinal Hussar Regiment #12
Within 3 hexes of Burgstaedel:
- IR#58 (2. & 3. Btns)
- 6pdr. batterie #2
The infantry brigade & Cuirassier regiment have been sent up in advance of Mayer's 5. Line Division. Until that division arrives on the map these units are considered part and parcel of Mesko's 3. Licht Division for purposes of command.
Attached from 5. Line Division (part)
- IR#61 (1. & 2. Btns)
- IR#62 (1. & 2. Btns)
Attached from Cavalry Reserve Brigade (part)
- Lothringen Kuirassier Regiment
Stacked with Fieldmarshal Weissenwolf:
Left Wing Staff (part)
- Feldzugmeister Ignaz Graf Gyulai von Máros-Németh und Nádaska
- ADC Gyulai is in Nausslitz
2. Line Division (Fieldmarshal Nikolaus Graf von Weissenwolf)
Within Doeltzschen:
- IR#41 (1. & 2. Btns)
- IR#1 (1. & 2. Btns)
- 6pdr. batterie #1
Within 5 hexes of Plauen, left bank of the Weisseritz:
- IR#36 (1. Btn only)
- IR#28 (1. & 2. Btns)
- 6pdr. batterie #2
On the Burckartsberg (touching any part of this label):
- IR#7 (1. & 2. Btns)
- IR#8 (1. & 2. Btns)
- 6pdr. batterie #3
In Nausslitz:
- IR#36 (2. Btn only)
Attached from Staff
- ADC Gyulai
4. Line Division (Fieldmarshal-lieutenant Fürst Alois Liechtenstein)
Within two hexes of Rossthal:
- IR#20 (1. & 2. Btns)
Within two hexes of Wolfenitz:
- IR#56 (1. & 2. Btns)
- 6pdr. batterie #1
Within 5 hexes of both Alt-Franken and Pesterwitz:
- IR#47 (1. & 2. Btns)
- IR#18 (1. & 2. Btns)
- 6pdr. batterie #2
On the route von Freiberg/Wilsdruff, but adjacent to the village hexes of Ober-Gorbitz:
- IR#11 (1. & 2. Btns)
- IR#16 (1. & 2. Btns)
- 6pdr. batterie #3
Within four hexes of Loebta but on the left bank of the Weisseritz and to the south of the Rossthaler Bach:
Cavalry Division #3 (Fieldmarshal Lieutenant von Schneller)
- O'Reilley Chevaulegers Regiment #3
- Chevaulegers Regiment Hohenzollern-Hechingen #2
- Hussar Regiment #8
- Hussar Regiment #4
13.11 Reinforcements, August 27th
13.11.1 French
5:00 PM, The route von Moritzburg (northern map edge):
The Imperial Guard Cavalerie Corps, 3e Division, Légère Brigade (Général de Brigade Dejean)
- 1re Régiment Guards d'Honor (1re & 2e escadrons)
- 2e Régiment Guards d'Honor (1re & 2e escadrons)
- 3e Régiment Guards d'Honor (1re escadron)
- 4e Régiment Guards d'Honor (1re escadron)
13.11.2 Foes
5:00 PM, The route von Wilsdruff (there are three on the Western map edge, The Austrian player may pick which one, but all units must enter at that hex):
5. Line Division, Klenau's Korps (less detachments) (Fieldmarshal Mayer)
- IR#12 (1., 2. & 3. btns)
- IR#22 (1. & 2. btns)
- 6pdr. batterie #1
- IR#3 (1. & 2. btns)
- IR#49 (1. & 2. btns)
- 6pdr. batterie #2
IR#61 & IR#62 are attached to the 3. Licht Division.
Cavalry Reserve Brigade (part) (GeneralMajor Kuttlek)
- Albert Kuirassier
Lothringen Kuirassier is attached to the 3. Licht Division.
14.0 Scenario 5: Murat's Triumph
Start Time: 5:00 A.M., August 27th End Time: The conclusion of the 8:20 P.M. Turn
14.2 Map Area
Use only the NW and SW maps. All map area East and South of the Weisseritz is considered out of play. If a unit exits to this out of play area via one of the bridges it is considered out of play. Units, in particular artillery, may not fire from one bank of the Weisseritz to the other.
14.3 Weather
Per Scenario 4.
14.4 Victory
French: No enemy units, in good order, remain on the game map west of the Weisseritz at the conclusion of the last turn.
Foes: Control at least 3 bridges over the Weisseritz at the end of the scenario so that the battle may resume in earnest on the 28th.
14.5 Set Up
Identical to Scenario 4 above, except no units may be set-up east of the Weisseritz.
14.5.1 French: Set up only the following formations as they appear on the west bank of the Weisseritz in Scenario 4:
II Corps d'Armée
Cavalrie Reserve including
- Marshal Murat, King Joaquim the 1er of Naples
- Général de Division Belliard, ADC Murat
I Reserve Cavalrie Corps
- Général de Division Latour-Maubourg
I Corps, 23e Division, 1re brigade (Général de Division Teste)
- 21re Ligne Régiment (1re, 2e, 3e & 4e btns)
- 33e Ligne Régiment (1re, 2e, 3e & 4e btns)
- 21re Co. Artillerie à pied
10e Légère Cavalerie Division (part)
- 7e Cheveau Légère Lanciers of the Vistula (*)
14.5.2 Foes: Set up only the following formations as they appear on the west bank of the Weisseritz in Scenario 4.
Left of the Left Wing, Army of Bohemia
- Feldzugmeister Ignaz Graf Gyulai von Máros-Németh und Nádaska
3. Licht Division (Fieldmarshal-lieutenant Joseph de Mesko Freiherr von Felsö-Kubiny)
- Walachisch-Illyrian Grenz Regiment #13 (2. Battalion only, in 3 co.)
- Deutsch-Banat Grenz Regiment #12 (2. Battalion only, in 3 co.)
- Walachisch IR#16 (1. Battalion only)
- Palatinal Hussar Regiment #12
- 3pdr. Batterie
- IR#58 (1., 2. & 3. btns)
- Erzhog Ferdinand Hussar Regiment #3
- 6pdr. batterie #2
Attached from 5. Line Division (part)
- IR#61 (1. & 2. Btns)
- IR#62 (1. & 2. Btns)
Attached Klenau's Cavalry Reserve Brigade (part)
- Lothringen Kuirassier Regiment
2. Line Division (Fieldmarshal Nikolaus Graf von Weissenwolf)
- IR#41 (1., 2. & 3. Btns)
- IR#1 (1., 2. & 3. Btns)
- 6pdr. batterie #1
- IR#36 (1. & 2. Btns)
- IR#28 (1. & 2. Btns)
- 6pdr. batterie #2
- IR#7 (1. & 2. Btns)
- IR#8 (1. & 2. Btns)
- 6pdr. batterie #3
4. Line Division (Fieldmarshal-lieutenant Fürst Alois Liechtenstein)
- IR#20 (1. & 2. btns)
- IR#56 (1. & 2. Battalions)
- 6pdr. batterie #1
- IR#47 (1. & 2. btns)
- IR#18 (1. & 2. btns)
- 6pdr. batterie #2
- IR#11 (1. & 2. btns)
- IR#16 (1. & 2. btns)
- 6pdr. batterie #3
3. Cavalry Division (Fieldmarshal Lieutenant von Schneller)
- O'Reilley Chevaulegers Regiment #3
- Chevauleger Regiment Hohenzollern-Hechingen #2
- Hussar Regiment #8
- Hussar Regiment #4
5:00pm:
5. Line Division, Klenau's Korps (part) (Fieldmarshal Mayer)
- IR#12 (1., 2. & 3. btns)
- IR#22 (1. & 2. Btns)
- 6pdr. batterie #1
- IR#3 (1. & 2. Btns)
- IR#49 (1. & 2. Btns)
- 6pdr. batterie #2
IR#61 & IR#62 are attached to the 3. Licht Division.
Cavalry Reserve Brigade (part) (GeneralMajor Kuttlek)
- Albert Kuirassier
Lothringen Kuirassier is attached to the 3. Licht Division.
15.0 Scenario 6: La Bataille de Dresde
15.1 Time
Start Time: 5:00 P.M., August 25th; 6:00 A.M., August 26th; 5:00 A.M., August 27th; 6:00 A.M., August 28th End Time: The conclusion of the 8:20 P.M. Turn, August 28th
15.2 Map Area
Use all four maps.
15.3 Weather
Per Scenario 1 for August 25. Per Scenario 3 for August 26. Per Scenario 4 for August 27. August 28: Cool and clear, but the ground is sodden.
15.4 Weather Effects (August 25)
Copied from Scenario 1: None.
15.5 Weather Effects (August 26)
Copied from Scenario 3: Prior to and including the 7:00 A.M. turn visibility is reduced to 6 hexes. Regardless of their printed range no artillery may fire at targets beyond this distance. This distance increases according to the following schedule: 7:20 A.M. /8 hexes; 7:40 A.M. /10 Hexes; 8:00 A.M./Normal.
15.6 Weather Effects (August 27)
Copied from Scenario 4: Torrential rain during the night has made the ground sodden and flooded all water courses. A driving rain continues throughout most of the day.
15.6.1 Musketry: No infantry fire regardless of formation. Artillery is unaffected, and Tirailleurs à cheval may still skirmish.
15.6.2 Cavalry: Cavalry who wish to charge move 5 movement points less than their printed value, then place a charge marker, and have a charge allowance of 5 movement points as normal. They do not receive a doubling for charging in a straight line.
15.6.3 Terrain: The Landgraben is impassible except at bridges. All streams are impassible except at bridges. Exception: Infantry and cavalry may conduct involuntary movement across streams but are PGD as a result. All Weisseritz hex-sides are impassible except at bridges, no exceptions.
15.6.4 Movement: All artillery belonging to the Foes have their movement reduced by half, rounding down (a 5 becomes a 2) except on roads, which are modified as follows:
- High Roads and streets (With metalled surfaces): Movement is unmodified.
- All other roads: Movement is printed (no road bonus).
15.6.5 All thickets become marshes.
15.6.6 No artillery may move via prolong.
15.6.7 There is no morale bonus for being in carre in clear / rubble terrain.
15.7 Weather Effects (August 28)
15.7.1 All Landgraben hexsides are impassible except at bridges. All drainage ditches are treated as streams. All streams are impassible except at bridges. Exception: Infantry and cavalry may conduct involuntary movement across streams but are disordered as a result. If already disordered they become PGD upon crossing.
15.7.2 All Weisseritz hexsides are impassible except at bridges, no exceptions.
15.7.3 Movement: All artillery belonging to the Foes have their movement reduced by half, rounding down (a 5 becomes a 2) except on roads, which are modified as follows:
- Highways and streets: Movement is unmodified. (Artillery may use road bonus.)
- All other roads: Movement is printed (no road bonus).
15.8 Victory
French Decisive: No enemy units, in good order, remain on the game map at the conclusion of the last turn.
French Substantial: No enemy units, in good order, remain on the game map east of the Weisseritz at the conclusion of the last turn.
French Victory: No enemy units, in good order, remain on the game map west of the Weisseritz at the conclusion of the last turn.
Note on French Victory: If the French player(s) elect to not deploy the II or VI Corps, then they will increase their level of victory by one for each corps they so elect not to use. To qualify all units of said corps must remain on the French Organization Display for the length of the game.
Foes: Decisive: Kill or capture Napoleon I.
Foes: Major: Capture Frederick Augustus, the King of Saxony. OR, Capture and have under control at least one of the portals/gates of the Altstadt, so that a friendly unit would be able to enter the first interior hex of the old city without having to conduct melee to do so. That is, it may move into an enemy zone of influence entering the city, but not have to actually assault the hex. OR, hold (physically occupy) all of the numbered redoubts at the end of the scenario.
Foes: Marginal: Hold (physically occupy) two of the five numbered redoubts at the end of the scenario.
15.9 Play
This Grand Battle essentially strings Scenarios 1, 3 and 4 together with the possibility of continuing battle into a fourth day on the 28th. Scenario length is rigid. If players do not achieve a Substantial/Major victory result at the end of each scenario, then a historical result is assumed, and the armies are disengaged and placed in their starting positions for the next scenario in the sequence. Note that a substantial/major victory cannot be achieved in Scenario 1, but its results may affect set-up for the next day's scenario. Each Scenario begins with the Artillery Ammunition wagons full, destroyed batteries in the battery box (not on the Org. Display) come back and half of the previous day's casualties returned to the ranks (rounded up; that is, three casualties would see only one returning to the unit). All units are considered to have rallied during the night and begin the next scenario in good order.
Completely destroyed/eliminated battalions returned in between days with half their casualties restored, placing the counter back on the map, with their superior leader. Casualties won't come back, if the unit was forced to surrender due to a blocked path of retreat rather than losses incurred through melee or fire attacks.
Disengagement at the Conclusion of Scenario 4: At the end of Scenario 4 each town on the map is determined to be under the control of either the French or the Foes. Players will dice for control town by town. In order to qualify a player must have at least one of the town hexes occupied by a friendly unit (occupied non-structure hexes such as cultivated or orchard hexes associated with a town do not count). Players then roll the die and add to their result one point for each friendly unit in the place (stacks count as that many units). The high die wins the town for that side. Immediately after determining control of the town, the non-controlling units must be removed away from that place, to a distance equal to their printed movement value (a movement value of 4 = a distance of 4 hexes). Do this for each contested named place on the map. Next: Each friendly leader is moved to the nearest controlled town belonging to that side (Note that leaders who might cross the Weisseritz or the Elbe doing this must tabulate this distance based on the nearest available bridge, not as the crow flies, so while one town may seem closer, it may in fact, not be the closest). Next: Each leader is moved from that town a number of hexes not more than their movement value (there is no minimum distance they must move). They may not move so as to shorten the distance separating them from the enemy, however, they may skirt this separating distance so long as they do not move closer (in other words, they need not move away, but must end at least as far from the enemy as they were at the beginning of this movement). Next: Every unit belonging to that leader's formation is brought to within his command span regardless of the unit's current morale status, or the distance separating them. (Players simply pick up the piece and move it.)
Units/leaders may be forced to leave the game map while disengaging. If this is the case then these units are returned to their respective Organizational Display and are assumed to have withdrawn from the battle. If a leader is so forced to leave the game map, then his units must follow.
15.10 Reinforcements
6:00am
Klenau's Corps Staff
- General of Cavalry Klenau
- ADC Klenau is with the artillery
6. Line Division, Klenau's Korps (Fieldmarshal Hohen-Bartenstein)
- IR#15 (1., 2. & 3. btns)
- IR#29 (1. & 2. Btns)
- 6pdr. batterie #1
- IR#40 (1. & 2. Btns)
- IR#57 (1. & 2. Btns)
- 6pdr. batterie #2
6:40am
Klenau's Artillery Reserve
- ADC Klenau
- 6pdr. horse batterie #1
- 6pdr. Foot batterie #2
- 6pdr. Foot batterie #3
- 12pdr. Foot batterie #4
- 12pdr. Foot batterie #5
- 12pdr. Foot batterie #6
Appendix
Fire Effects Chart
| Formation | Column | Line | Square | General Order | Skirmish |
|---|---|---|---|---|---|
| French | |||||
| Ligne / Marin / Sappeurs | Printed | x3 | x3 | Printed | NP |
| Prov Ligne/Depot (Provisional Ligne of the XIV Corps only; VI Corps Provisional Ligne fires as regular French Ligne) | Printed | x2 | x2 | Printed | NP |
| Légère | Printed | x3 | x3 | Printed |
Fire Defense Chart
| Formation | Clear/Garden Thicket | Cultivated Orchard Village | Palace/Bastion Walled Farm/Church | Woods Town | Redoubt/City |
|---|---|---|---|---|---|
| Infantry Column | 6 | – | – | – | – |
| Infantry Line | 9 | – | – | – | – |
| Infantry Square | 6 | – | 20 | – | – |
| Infantry Skirmish Order | 14 | 16 | – | 16 | NP/20 |
Notes: Artillery in Disorder is either unlimbered or limbered for the purposes of this table. When Artillery is stacked with infantry use the fire defense of Artillery w/Infantry. Cavalry Skirmish Order only applies to players using the Règlements de l'An XXX. Artillery is not permitted in thicket (marsh), walled farm, church, or palace hexes. All infantry deployed in church, walled farm, palace or bastion hexes are treated as if in square. If a firing attack crosses a raised road or rubble wall hex-side add +2 to the fire defense of the hex (there are only three sections of raised road on the map, clustered near Cotta). If a square has more than 9 increments belonging to it, it has the fire defense of 4. Artillery (not howitzers or mortars) attacking walled farm, church, palace or bastion hexes may only use their long-range attack value and do not get the canister benefit if adjacent. The entire Grosser Garten with the exception of the hex containing the chateau is a formal garden and treated as clear terrain; the chateau hex is treated as a palace. The Prinz Anton Garten may not be attacked except at the gate; a unit defending a gate has a fire defense of 20. The Marcolini Shanze and Ubigau Fortification: artillery deployed in these positions has a fire defense of 20. Austrian units in Battalion or Regimental Masse have the fire defense of a Column unless the number of increments in the hex causes it to be a massed target. The only things permitted in a redoubt are the artillery and gunners that start there, or replacement gunners that join the hex after casualties. Exception: if the hex is taken by enemy forces, infantry may occupy it in General Order or Disorder (or PGD), subscribing to a stacking limit of 6 increments or one battalion. If a redoubt is fired upon through one of its unfortified hexsides, the fire defense is that of clear terrain.
Movement Chart
| Terrain | Infantry | Cavalry | Artillery | Skirmishers | Personalities |
|---|---|---|---|---|---|
| Clear | 1 | 1 | 1 | 1 | 1 |
| Cultivated | 2 | 2 | 2 | 1 | 1 |
| Orchard | 2 | 2 | 2 | 1 | 1 |
| Thicket/Marsh | 2 / 3 | 3 / NP(6) | NP | 1 / 2 | 1 / 2 |
| Village/Woods |
Notes: 3 (NP) is the cost for moving through the hex; otherwise the terrain is prohibited to those types of units/formations. The Weisseritz hexsides may only be crossed on the 26th and are otherwise prohibited except at bridges; on the 26th a unit must pay its full movement cost for making a voluntary crossing (it must begin and end its crossing turn adjacent to the Weisseritz). Artillery may not cross the Weisseritz except at bridges regardless of the day. Infantry and Cavalry may involuntarily cross the Weisseritz at the cost of three movement points on the 26th, but if forced to attempt this on the 27th they surrender instead. Village/City/Town Hex: City hexes are those within the walls of the Altstaedt and Neustadt. All other red-roofed buildings that are not Special Structures (such as village churches) are considered town hexes; village hexes have thatched or brown roofing. Sunken & Raised Roads: these values are given for movement perpendicular to the feature (crossing it); if a unit is simply moving along the feature and not crossing it, or if in road column, treat as clear terrain. Gateway or Bridge: these values are for units defiling through the feature that are not in road column. Thicket/Marsh: all thickets become marshes on the 27th; cavalry may only enter the hex if PGD and executing involuntary movement (6 MPs). Drainage Ditch: these are flooded on the 27th; only infantry and cavalry executing involuntary movement may cross, and only if in PGD (units in Disorder automatically rout if forced to cross). City Street: open hexes within the Altstaedt/Neustadt (market squares, grand platz, grand avenues) are considered clear for road-column purposes and cost ½ movement point in road column. Road/Highways: Highways are shaded gray, as are streets. Roads are the berm outlining earth tone. Highways and streets are paved and do not become sunken roads of mud even if depicted as such on the map.
Stacking Chart
| Clear | Cultivated/Village/Orchard/Thicket | Town/Woods/City | Special Structure/Bastion/Redoubt | |
|---|---|---|---|---|
| Infantry | 18 increments, or 1 Regt, or 3 Skirmish | 12 increments, or 1 Battalion, or 3 Skirmish | 10 increments, or 1 Battalion, or 3 Skirmish | 6 increments, or 1 Battalion |
| Cavalry | 18 increments, or 18 Skirmish | One Regiment, or 12 increments Skirmish | One Regiment, or 10 increments Skirmish | NP |
| Artillery | 4 increments, or ¼ combined | Any 1 Battery, or 12 increments Combined | Any 1 Battery, or 10 increments Combined | NP Unless Emplaced |
Notes: Cavalry units in Skirmish Order, regardless of increments, are always deployed in at least two hexes under the Règlements de l'An XXX. (Under the Règlements des Marie Louise units are always deployed in one hex regardless of size; Dresde exception: Austrian units in Line.) Units in Skirmish Order may move through other units or have other units move through them, but they may never remain stacked with other units. If a battalion of more than six increments is deployed in a Special Structure hex then only 6 increments may be used for defense or fire combat. If a battalion in skirmish order in two hexes has more than 6 increments, the increments greater than 3 per hex are ignored. If a Special Structure consists of more than one hex (such as the Prince Anton Gardens) then this stacking limit is for each hex of the structure, not for the single entity of the edifice. Unless Emplaced: artillery that begins a scenario in such a hex is obviously permitted, but it has been specially modified for the position; if destroyed it cannot be replaced (like the gunners can).
Depot Locations
| Date | Nation | Depot Location |
|---|---|---|
| 25th to 28th | French | Der Neuer Anbau |
| 25th & 26th | Russians & Prussians | The high road von Pirna near Gross Dobritz |
| 25th & 26th | Austrians | The high road von Dippoldiswalde |
| 27th & 28th | Prussians | The high road von Pirna near Gross Dobritz |
| 27th & 28th | Russians & Austrians | The high road von Dippoldiswalde |
Square Formation Table
| Nation | Form Square | Disorder | Rout | |
|---|---|---|---|---|
| French | 4 Hexes | 11–64 | 65–66 | – |
| French | 3 Hexes | 11–61 | 62–65 | 66 |
| French | 2 Hexes | 11–51 | 52–63 | 64–66 |
| French | Adjacent | 11–33 | 34–52 | 53–66 |
| Prussian | 4 Hexes | 11–64 | 65–66 | – |
Austrian units do not form square; they are either in Battalion Masse or attempt to form Battalion Masse in the face of a charge a cheval (this is a morale check die roll). Note that all non-French units in skirmish order form Rallying Squares.
French Modifiers: Provisional Ligne from the XIV Corps +6; French Old Guard, Flanquers or Fusiliers -6; Velites, Voltigeurs or Tirailleurs (part of 1re and 2e YG divisions, less the 7e Voltigeurs) -3.
Coalition Modifiers: Prussian or Russian Guard, or Austrian Grenadiers -3.
Modifiers: If a Personality is in the hex -6; if the cavalry stack contains lancers +6.
Note 1: When modifying the dice any number greater than 66 is treated as 66.
Cavalry Recall Table
| Nationality | Success |
|---|---|
| French & Allied | 1 through 4 |
| Prussian | 1 through 3 |
| Russian | 1 through 4 |
| Austrian | 1 through 4 |
Condition modifiers: If a Guard Cavalry Unit, subtract 1. If Accompanied by a Leader with a Cavalry Bonus, subtract 1.
Artillery Limbering Table
| Nation | Limbers |
|---|---|
| French & French Allied — Horse | 1-5 |
| French & French Allied — Foot | 1-3 |
| Russian — Horse | 1-4 |
| Russian — Foot | 1-3 |
| Prussian — Horse | 1-3 |
| Prussian — Foot | 1-2 |
| Austrian — Horse | 1-4 |
| Austrian — Foot | 1-2 |
Condition modifiers: Russian, Prussian or French Guard -1. Stacked with leader with artillery bonus -1. Stacked with an Artillery Leader of Special Ability -2.
Command Span Chart
| Command Link | Span in Hexes |
|---|---|
| Army Leader to Corps/Wing Leader | 10 |
| Napoleon + Berthier to Corps Leader | 15 |
| Corps/Wing Leader to Division Leader | 6 |
| Division Leader to Brigade Leader | 6 |
| Division Leader to Units | 3 |
| Brigade Leader to Units | 2 |
Additional Roll to Stand Modifiers
| Condition | Modifier |
|---|---|
| If the target of an Assault exclusively by units across a stream (including across a bridge) | +3 |
| If the target of an Assault exclusively by units across the Weisseritz (on the 26th, including across a bridge) | +12 |
| If all assaulting units are assaulting across a Sunken Road or (dry) Landgraben hexsides (defending formations not in road column are always considered to be behind the sunken road) | +6 |
| If all assaulting units are assaulting through a Gate | +6 |
| If the target of an Assault exclusively by units which are assaulting up a severe slope (supersedes the series rules modifier for higher ground) | +6 |
| If the target of an Assault exclusively by units which are assaulting across a rubble wall | +6 |
Additional Roll to Close Modifiers
| Condition | Modifier |
|---|---|
| If the assaulting stack is assaulting across the Weisseritz (on the 26th, including across a bridge) | -12 |
| If the assaulting stack is assaulting across a stream (including across a bridge) | -3 |
| If the assaulting stack is assaulting up a severe slope (supersedes the series rules modifier for higher ground) | -6 |
| If the assaulting stack is assaulting up a normal slope (supersedes the series rules modifier for higher ground) | -3 |
| Assaulting a special structure, Cheveau de frise, redoubt, fleche or rubble wall | -6 |
| Assaulting through a Gate | -6 |
Cavalry Skirmisher Harassment (11.10.7.1)
| Terrain Type | Defense Factor |
|---|---|
| Clear | 2 |
| Cultivated/Village/Orchard/Thicket (not possible in Marsh) | 4 |
| Woods | 3 |
Modifiers to Basic Defense Factor: Cavalry Skirmishers +1; Retreating Before Combat +2; Cavalry or Horse Artillery PGD +1.
Morale Levels Chart
Army of Bohemia
| Corps/Wing | Battalions | Level 0 | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|---|
| Right Wing (Hesse Homburg) | 53 | 0–10 | 11–21 | 22–32 | 33+ |
| Left Wing (Gyulai) | 26 | 0–5 | 6–10 | 11–16 | 17+ |
| Left Wing (Klenau) | 25 | 0–5 | 6–10 | 11–15 | 16+ |
| LW Reserve (Kleist) | 40 | 0–8 | 9–16 | 17–24 | 25+ |
Army of the Elbe (French)
| Corps | Battalions | Level 0 | Level 1 | Level 2 | Level 3 |
|---|---|---|---|---|---|
| Old Guard (Friant) | 10 | NE | NE | NE | 7+ |
| Young Guard (Mortier) | 28 | NE | NE | 12–17 | 18+ |
| Young Guard (Ney) | 24 | NE | 6–10 | 11–15 | 16+ |
| I Corps (contingent) | 8 | 1–2 | 3–4 | 5–6 | 7+ |
NE: No Effect.