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La Grande Armée: The Campaigns of Napoleon in Central Europe thumbnail

La Grande Armée: The Campaigns of Napoleon in Central Europe

La Grande Armée: The Campaigns of Napoleon in Central Europe Rulebook

Table of Contents

Table of Contents

  • Game Scale
  • Game Equipment
    • The Game Map
    • The Rules Folder
    • Game Charts and Tables
    • The Playing Pieces
    • Sample Unit
  • General Course of Play
    • Game Length
  • Sequence of Play
    • A. Allied Player-Turn
    • B. French Player-Turn
    • C. Game-Turn Completion
  • Movement
    • General Rule
    • Procedure
    • Cases
    • Forced March
  • Forced March Tables
    • Double Forced March Table
    • Triple Forced March Table (Infantry Only)
    • Explanation of Results
    • Stacking (more than one unit per hex)
    • Unit Combination and Breakdown
    • Combine/Breakdown Chart
  • Movement and Zones of Control
    • General Rule
    • Cases
  • Combat
    • General Rule
    • Procedure
    • Cases
    • Combat Supply
    • Retreat Before Combat
    • Combat Resolution
    • Advance After Combat
    • Automatic Elimination
  • Disruption
    • General Rule
    • Cases
  • Combat Results Table
    • How to Use the Combat Results Table
    • Explanation of Results
    • Retreat Procedure
    • Disruption
    • Advance After Combat
    • Automatic Elimination
  • Supply
    • General Rule
    • Procedure
    • Cases
  • Leaders
    • General Rule
    • Cases
  • Fortresses
    • General Rule
    • Cases
  • Victory Points and Conditions
    • General Rule
    • Procedure
    • Cases
  • Victory Point Record
  • Terrain Effects Chart
    • Other Movement Penalties
    • Notes
  • Addenda
    • Modifications and Additions to Standard Rules
    • Special Rules for Prussian Army in 1805 and 1806 Scenarios
  • How to Use the Scenario Charts
    • Setting Up
    • Initial Placement
    • Game-Turns & Reinforcements
    • Special Reinforcements
    • Victory Points & Levels
  • 1805 Scenario
    • Unit Placement
    • Allied Initial Placement
    • Special Prussian Reinforcements
    • Special Austrian Reinforcements
    • Allies: Special Reinforcement Triggers
    • Game-Turn Track
    • Allied Reinforcements
    • French Initial Placement
    • French Reinforcements
    • Special French Reinforcements
    • Victory Points
    • Victory Levels
  • 1806 Scenario
    • Unit Placement
    • Austria
    • Allied Initial Placement
    • French Initial Placement
    • Game-Turn Track
    • Allied Reinforcements
    • French Reinforcements
    • Victory Points
    • Victory Levels
  • 1809 Scenario
    • Unit Placement
    • Prussians and Russians
    • Allied (Austrian) Initial Placement
    • French Initial Placement
    • Special Reinforcements
    • Game-Turn Track
    • Allied Reinforcements
    • French Reinforcements
    • Victory Points
    • Victory Levels

Game Scale

Each Game-Turn of La Grande Armée represents ten days of real time. Each hexagon of the map sheet represents 15 kilometers (9.4 miles) of land.

Game Equipment

La Grande Armée should include the following:

  • one Game Map (23x29")
  • one set of Die-cut Counters
  • one Rules Folder
  • one Combat Results Table
  • one Terrain Effects Chart
  • one Scenario Chart sheet
  • one die

The Game Map

The 23x29" mapsheet portrays the section of central Europe in which the actual campaigns took place. A hexagonal grid is superimposed upon the map to regularize movement and positioning of playing pieces.

The Rules Folder

The Rules Folder defines all procedures of play. It describes what Players are permitted to do, with illustrative prohibitions. Reference is made to various charts and tables, which provide specific information about various play-actions.

Game Charts and Tables

Various visual aids are provided for the player to simplify and illustrate important game functions. The Scenario Charts show the Initial Placement of troops, further arrivals, special arrivals, and victory conditions for each Scenario. The Terrain Effects Chart details the effect of each hex's terrain on movement and/or combat. The Forced March Chart shows the special conditions and results of Forced March movement. The Unit Combine/Breakdown Chart illustrates how one strong playing piece can be converted into many weak ones, or vice versa, for each nation and Scenario. The Combat Results Table details the resolution of "battles" between playing pieces.

The Playing Pieces

The Multi-colored set of die-cut playing pieces (henceforth known as units) represents the opposing forces in the campaign. The Scenario Chart shows which particular units are used for a game. It is recommended that the Players sort their units by type and color immediately after removing them from the sheet, and keep them segregated. This greatly facilitates set-up and play of the game. The units are distinguished by type, strength, nationality and mobility, as represented by the color, numbers and symbols on the units' faces.

Sample Unit

A sample unit shows: Unit Size (above the Unit Type symbol), Unit Type, Unit Identification Number, Combat Strength and Movement Allowance (e.g. 2-5: Combat Strength 2, Movement Allowance 5).

Unit Size shows the historical, organizational size of the unit. Larger units are stronger, but have reduced movement.

  • x = Brigade
  • xx = Division
  • xxx = Corps
  • xxxx = Army

Unit Identification is simply to distinguish between otherwise identical pieces. The identification is not historical.

Combat Strength is the basic offensive and defensive power of the unit expressed as a number.

Movement Allowance is the basic movement capability of a unit. It is expressed as a number representing the basic number of hexes the unit may move in a single Movement Phase.

Unit Type shows the classification of the unit. Classification is important for distinguishing the special functions of certain units.

  • Combat units: Infantry, Cavalry
  • Non-combat units: Leader, Supply, Depot

Other Markers: The Game-Turn and arrow markers are used on the various tracks to show the current Game-Turn being played, and the current level of Victory Points.

General Course of Play

La Grande Armée is basically a two-player game. Each Player moves his units and executes his attacks in turn, with the objective being the capture of certain territory, and at times the destruction of Enemy units. After a Player moves his units, Combat is resolved by comparing Combat Strengths of adjacent opposing units, and expressing this comparison as a simplified probability ratio (with the attacker being a certain percentage of the defender's strength). A die is rolled, and the outcome indicated by cross-referencing the die-roll result with the odds percentage on the Combat Results Table. This outcome is applied to the attacking and/or defending units involved in the battle.

Game Length

La Grande Armée is actually three totally different games. Each game, or "Scenario," lasts a certain number of Game-Turns as shown on the Scenario Chart. After play of the last Game-Turn is completed, the game is over and the winner determined.

Sequence of Play

La Grande Armée is played in turns. Each Game-Turn is composed of two Player-Turns. Each Player-Turn is composed of two Phases. The Player executing the Phase of his/her Player-Turn is termed "the phasing Player." A typical Game-Turn would proceed as follows:

A. Allied Player-Turn

(The Allied Player always plays first each Game-Turn)

  1. Movement Phase: The phasing Player may move all of his units, in any direction, up to the full Movement Allowance of each. Restrictions are outlined in Movement and Zone of Control rules, and on the Terrain Effects Chart.
  2. Combat Phase: (composed of the following consecutive segments)
    • a. Attacker Supply-Allocation Segment: The phasing Player specifies which Enemy units adjacent to his own he intends to attack, and allocates supply to the attacking units if he desires.
    • b. Retreat Before Combat Segment: The non-phasing Player may voluntarily retreat any units under attack.
    • c. Defender Supply-Allocation Segment: The non-phasing Player may allocate supply to any defending units if he desires.
    • d. Combat Resolution Segment: Each battle is resolved and the results applied, one by one.
    • e. Advance After Combat Segment: The phasing Player may advance successful attacking units across rivers or into Fortress if the non-phasing Player's units vacated the hex.
  3. Supply Creation Phase: The phasing Player may place a supply unit on each of his Depots (see Supply case C).

B. French Player-Turn

The French Player executes Phase 1, 2 and 3, becoming the phasing Player.

C. Game-Turn Completion

Players indicate the completion of one Game-Turn on the Game-Turn track.

Movement

General Rule

During the Movement Phase, the phasing Player may move as many or as few of his units as he wishes. Units move hex by hex through the grid: entering each hex requires a unit to expend one or more of its Movement Points. A unit may move into a hex only if it has remaining the requisite number of Movement Points.

Procedure

Move each unit individually, tracing the path of movement through the hexagonal grid. A Player must finish moving one unit before starting to move another.

Cases

(A) Movement is never required, it is always voluntary.

(B) No Enemy movement is permitted during the phasing Player's Movement Phase. No Combat may take place during a Movement Phase (exception: see Automatic Elimination, Combat cases K through O).

(C) Units are moved individually, in any direction or combination of directions. A unit may be moved as many or as few hexes as the phasing Player wishes, as long as the Movement Allowance of the unit is not exceeded. Unused Movement Points are not accumulated from Phase to Phase, or Turn to Turn. Movement Points may not be transferred between units.

(D) Units may never enter, or pass through, a hex containing Enemy units (exception: see Automatic Elimination).

(E) Each hex contains ("represents") a certain type of terrain. The number of Movement Points a unit must expend to enter a hex varies according to the terrain. The Movement section of the Terrain Effects Chart gives the specific 'entry cost' for each type of terrain. Units may be moved through different types of terrain in the same Phase, provided they have enough Movement Points to expend for each hex entered.

(F) Cavalry units may never enter Mountain hexes. They may, however, enter Mountain Pass hexes.

Forced March

(G) During the Movement Phase a Player may attempt to double the Movement Allowance of any unit or units by a Double Forced March. Infantry units only may attempt to triple their Movement Allowance by a Triple Forced March.

(H) Units attempting a Double Forced March may use Forced March Supply or consult the Double Forced March table. Units starting the Movement Phase stacked with or adjacent to a Supply unit may use that Supply unit for Forced March Supply. Double Force Marching units with Forced March Supply have their Movement Allowance doubled, without penalty, during that Movement Phase. The Supply unit is expended at the end of the Phase.

(I) A unit without Forced March Supply may attempt a Double Forced March. Each unit making the attempt is moved its normal Movement Allowance, then the Double Forced March Table is consulted, and the results applied. Units able to complete the Forced March are then moved their Movement Allowance again, giving them in effect a "double" move.

Forced March Tables

Double Forced March Table

1st Die Roll1st Die Roll Result
0, 1, 2success (•)
3Op (option)
4Op (option)
5d
6, 7e

2nd Die Roll results (for an Op result on the 1st roll):

1st Die Roll2nd: 02nd: 12nd: 2, 3, 42nd: 52nd: 6, 7
3••dde
4•ddee

How to use the Double Forced March Table: The Double Forced March Table is only used for units attempting a Double Forced March without Forced March Supply. Each unit is moved its normal Movement Allowance, then the Forced March Table is consulted. Units able to complete the Forced March ("•" and "d" results) may move their normal Movement Allowance again, thus moving double their regular Allowance overall.

Any unit may attempt a Double Forced March.

Triple Forced March Table (Infantry Only)

1st Die Roll1st Die Roll Result
0success (•)
1Op
2Op
3Op
4d
5, 6, 7e

2nd Die Roll results (for an Op result on the 1st roll):

1st Die Roll2nd: 02nd: 12nd: 22nd: 32nd: 42nd: 52nd: 6, 7
1•••ddde
2••dddee
3•dddeee

How to use the Triple Forced March Table: The Triple Forced March Table is always used for Infantry units attempting a Triple Forced March. A unit is moved double its normal Movement Allowance, then the Forced March Table is consulted. Units able to complete the Forced March ("•" or "d" results) may move their normal Movement Allowance again, thus moving triple their normal Allowance overall.

Only Infantry units may attempt a Triple Forced March.

The French Player always subtracts one from Forced March die rolls.

The Allied Player always adds one to Forced March die rolls for Austrian and Prussian units.

The Allied Player neither adds nor subtracts to Forced March die rolls for Russian units.

Explanation of Results

  • • = success: The unit may successfully complete the Forced March with no adverse effect.
  • Op = option: The unit may halt the Forced March attempt with no adverse effect (it doesn't complete the March, and thereby ends its movement for that Phase), or the die may be rolled again and the results of the proper "2nd Die Roll Results" row applied.
  • d = disrupted: The unit may successfully complete the Forced March; the unit is disrupted at the end of its movement (see Disruption rules).
  • e = eliminated: The unit is eliminated.

(J) A Player may attempt to triple the Movement Allowance of any Infantry unit by a Triple Forced March. Forced March Supply may not be used for a Triple Forced March, nor may a unit make a Triple and Double Forced March in the same Movement Phase. A unit attempting a Triple Forced March is moved double its normal Movement Allowance, then the Triple Force March Table is consulted, and the results applied. Units able to complete the Forced March are then moved their normal Movement Allowance again, giving them in effect a "triple" move.

Stacking (more than one unit per hex)

(K) A Combat unit entering a hex containing other Friendly Combat units must expend one additional Movement Point (this penalty is in addition to terrain, zone of control, and/or combination/breakdown costs). Only one extra Movement Point is expended, regardless of the number of Friendly Combat units in the hex.

(L) A Combat unit leaving a hex containing other Friendly Combat units must expend one additional Movement Point to leave.

(M) A Combat unit may only remain stacked with other Combat units at the end of a Friendly Movement Phase if either the units will be combined (see below), or a supply unit is available for Stacking Supply. (Otherwise, stacking is illegal, and the illegal units are eliminated by the non-phasing Player.) (Exception: see Fortress rules.) Thus, after unit combination, to finish the Movement Phase stacked Combat units must have Stacking Supply. Stacking Supply is determined and expended during the Combat Phase, however, and units destroyed for lack of Stacking Supply are eliminated at that time.

(N) An UNLIMITED number of units may be stacked on any hex, provided they have Stacking Supply.

(O) Leader, Supply and Depot units never count in stacking. These units are not Combat units, and neither cause nor suffer stacking penalties of any kind.

(P) Units stacked together defend together. All units in a stack must defend if attacked. Not all units in a stack must attack, and those that do need not attack the same Enemy-occupied hex (see Combat).

Unit Combination and Breakdown

(Q) At the start of the Movement Phase, the phasing Player may Combine or Breakdown Combat units. At the end of the Movement Phase, the phasing Player may Combine Combat units. During the Combat Phase either Player may be forced to Breakdown as a result of Combat (see Combat Results Table). Only Combat units depicted on the Combine/Breakdown Chart may do so. To Combine or Breakdown, the Player simply replaces the original unit(s) with the appropriate Combination unit or Breakdown units, as the Chart indicates.

(R) In a Combination or Breakdown at the start of a Movement Phase, the resulting unit(s) each already have one Movement Point expended - for the action of Combination or Breakdown. In addition, stacking penalties apply, and thus after Breakdown the resulting units may have to expend an additional Movement Point to move out of the resulting stack.

(S) Units Combining at the end of a Movement Phase must each have at least one additional unexpended Movement Point. This point is expended for the action of Combination.

(T) Disrupted units may never Combine with any other units, nor may a disrupted unit Breakdown.

(U) Example: If one French 5-4 unit alone on a hex broke down into two 2-5's, the first 2-5 would have only three Movement Points remaining, since one was expended in the Breakdown, and another to get out of the resulting stack. The other 2-5 would have four Movement Points remaining, since as the sole unit on the hex (presuming the other left), stacking penalties would no longer apply. Note that if both of the 2-5's remained on the same hex after Breakdown, Stacking Supply is necessary.

Combine/Breakdown Chart

(Unit notation: size, then Combat Strength-Movement Allowance. All are Infantry unless noted Cavalry.)

French (All Scenarios) and Austrian (1809 Scenario Only):

  • Army 18-2 = Corps 5-4 + Corps 5-4 + Corps 5-4
  • Corps 5-4 = Division 2-5 + Division 2-5
  • Cavalry Corps 3-7 = Cavalry Division 1-8 + Cavalry Division 1-8

Austrian (1805 Scenario Only):

  • Army 18-2 = Corps 4-3 + Corps 4-3 + Corps 4-3 + Corps 4-3
  • Corps 4-3 = Brigade 1-5 + Brigade 1-5 + Brigade 1-5

Prussian:

  • Army 18-2 = Corps 3-3 + Corps 3-3 + Corps 3-3 + Corps 3-3 + Corps 3-3

Russian:

  • Army 10-2 = Corps 4-4 + Corps 4-4

Movement and Zones of Control

General Rule

A unit or stack of units will extend a Zone of Control into the six immediately surrounding hexagons. Hexes upon which a unit is exerting its Zone of Control are termed controlled hexes. Only Combat units exert a Zone of Control: Cavalry units exert a total Zone of Control, Infantry units a partial Zone of Control.

Cases

(A) If both total and partial Zones of Control extend onto the same hex, the hex is considered totally controlled. Friendly units occupying a hex will only negate an Enemy Zone of Control during the Combat Phase.

(B) Infantry and Non-Combat units entering any Enemy controlled hex, or Cavalry units entering a totally controlled hex, must stop; they may move no further that Movement Phase. If starting a Movement Phase on such a hex, they may only move to an uncontrolled hex (Cavalry units may also move to a partially controlled hex). Of course, they may enter another controlled hex later in their movement.

(C) Cavalry units may move into, through and/or out of partial Zones of Control. Cavalry units suffer no movement penalty to enter a partially controlled hex, but must expend two additional Movement Points to leave a partially controlled hex. Cavalry units starting the phase on a controlled hex never need expend additional Movement Points to leave that hex.

(D) Zones of Control do not extend across unbridged River hex-sides, but do extend across bridged River hex-sides.

(E) Zones of Control never extend into or out of a Fortress hex.

(F) Zones of Control have no effect on Combat, only Movement.

Combat

General Rule

When opposing units or stacks of units are adjacent, Combat may occur at the phasing Player's discretion. The phasing Player is the Attacker, the non-phasing Player the Defender, regardless of their overall strategic position.

Procedure

The Attacker states all the attacks he wishes to make, and allocates Combat Supply during the Attacker Supply-Allocation Segment. The Defender may then retreat units under attack in the Retreat Before Combat Segment, and then may allocate Combat Supply as desired to units that didn't retreat in the Defender Supply-Allocation Segment. In the Combat Resolution Segment Combat Strengths of attacking and defending units are compared, and the resulting odds percentage cross-referenced with a die roll on the Combat Results Table to determine the result of each battle. The Attacker chooses the order in which battles are resolved. The Attacker may then, in certain cases, occupy the Defender's hex with any of the attacking units during the Advance After Combat Segment.

Cases

(A) During the Combat Phase, the phasing Player may attack Enemy units adjacent to Friendly units. When opposing units are adjacent, attacking is always voluntary. If opposing units are not adjacent, attacking is impossible.

(B) The phasing Player may not use units on different hexes in the same attack; all attacking units in a particular attack must be on the same hex (Exception: see Fortress rules). All units stacked on a hex need not participate in the same attack, or in any attack at all. Thus part of a stack may attack one Enemy-occupied hex, and part of a stack another, while a third part makes no attack at all. No unit may ever attack more than once per Combat Phase.

(C) Each Defender-occupied hex must be attacked separately; no unit or stack of units may simultaneously attack more than one hex (Exception: see Fortress rules). A unit defending on a hex must either Retreat Before Combat or defend (at the Defender's discretion; those units unable or unwilling to be Retreated Before Combat must defend). Units defending on a hex always defend together, they can never be attacked individually. Units may defend an unlimited number of times each Combat Phase: once for each attack made upon them.

Combat Supply

(D) A unit attacking or defending with Combat Supply has its Combat Strength unaffected. A unit without Combat Supply has its Combat Strength halved (fractions are dropped, but strengths are never reduced below one). Units must be stacked with or adjacent to a Supply unit to be in Combat Supply. See the Supply rules.

Retreat Before Combat

(E) The non-phasing Player (Defender) may Retreat Before Combat any unit attacked. A unit may not be retreated, and thus must defend, if any of the following apply:

  1. The unit is surrounded by Enemy units or totally controlled hexes. Friendly units on a hex negate Enemy Zones of Control during Retreat Before Combat.
  2. The unit is Infantry, Supply or Depot, and is attacked at 500% or greater odds. Cavalry and/or Leader units may retreat regardless of the odds percentage. In determining odds for Retreat Before Combat, use the value printed on the Defending unit.
  3. The unit is disrupted.

(F) Each unit Retreating Before Combat is moved by the Defender its full Movement Allowance. It may not move through unbridged River hex-sides, onto Mountain hexes, Enemy units, Enemy totally controlled hexes unoccupied by Friendly units, or hexes already moved through during the retreat. If a retreat is thus impossible, the unit may not Retreat Before Combat, and must defend. After a Retreat Before Combat is executed, the retreating unit becomes disrupted.

Combat Resolution

(G) All units involved in an attack have their Combat Strengths totaled (half Strength values are used if the attacking units are without Combat Supply, and Leader Bonuses may be added). All units on the defending hex are also totaled, this Strength may be modified by lack of Combat Supply, Leader Bonuses must be added, and this new total may be doubled or tripled if the unit(s) are defending on certain types of terrain (see Terrain Effects Chart).

(H) Units with a Combat Strength in parenthesis (Leader and Depot units) only use that Combat Strength if they are defending on a hex that contains no Friendly Combat units. Otherwise, the parenthesized unit(s) always have a Combat Strength of zero.

(I) The total Combat Strength of the attacking unit(s) is compared to that of the defending unit(s). The comparison is expressed as a percentage: the Attacker's Strength as a percentage of the Defender's. This percentage is then cross-referenced with the result of one die roll, and the result indicated on the Table is applied to the Attacking and/or Defending units. See the Combat Results Table for details.

(J) Attacks made through an unbridged river hex-side must be at least 160%. Attacks at less than 160% odds are always an "Ae" result (all attacking units are eliminated).

Advance After Combat

(K) If the Attacker attacked across a River hex-side, or against a Fortress hex, he may occupy the hex in the Advance After Combat. The Attacker may always advance if the Defender Retreated Before Combat all units on the defending hex. The Attacker may never advance if a combat result of "Ae", "Ars", or "Ar1" occurred. The Attacker may advance into the attacked hex any attacking units involved in the battle, including none or all of them.

Automatic Elimination

(L) If, during the Movement Phase, 500% or greater odds are achieved against a defending Infantry, Supply and/or Depot unit(s), the defending units are Automatically Eliminated. There is no Retreat Before Combat, since this action is during the Movement Phase. Defending units liable to Automatic Elimination are automatically considered in Combat Supply for odds percentage calculations, but attacking units must have Combat Supply (and expend it) or are considered to be half their basic Combat Strength.

(M) Automatically Eliminated Combat units immediately lose their Zone of Control for the remainder of the Movement Phase. The hex they occupied may be moved into or through at the cost of one additional Movement Point when entering the hex. Automatically Eliminated Combat units are eliminated at the start of the Combat Phase.

(N) Any Infantry or Cavalry unit automatically has 500% Automatic Elimination odds against any hex containing only Supply units. This is because Supply units have a Combat Strength of "0", thus units of the phasing Player may move right through or over them as if they didn't exist. No Movement penalty is incurred if attacking units move over an Automatically Eliminated Supply unit.

(O) Automatically Eliminated Supply and Depot units are immediately removed from the game (eliminated). They have no Zone of Control to lose, and the hex they occupied does not inhibit movement of the phasing Player.

(Q) Cavalry and Leader units may never be Automatically Eliminated. (Lettered "Q" in the source; there is no case "P" in this section.)

Disruption

General Rule

Any unit may be disrupted as a result of a Forced March attempt, after a Retreat Before Combat, or due to a Combat Result.

Cases

(A) A disrupted unit may not move, Retreat Before Combat, or attack, but defends normally. Disrupted Supply units may not be used for supply, disrupted Depot units may not create Supply units. Disrupted Leader units may not give Leadership Bonuses.

(B) A unit disrupted during a certain Phase will remain disrupted until the end of the same Phase on the following Game-Turn. Thus a unit will remain disrupted for the six Phases following the Phase of disruption (remember, each Player-Turn has three Phases, each Game-Turn thus six). Example: a unit disrupted by an Enemy attack would remain disrupted through the following Friendly Player-Turn Phases, and then through the Enemy Player-Turn Phases of Movement and Combat.

(C) A unit currently disrupted is destroyed when disrupted again.

Combat Results Table

Odds Percentage columns (Attacker's total Combat Strength as a percentage of the Defender's), by die roll:

Die rollless than 80%80% thru 99%100% thru 109%110% thru 119%120% thru 139%140% thru 159%160% thru 179%180% thru 199%200% thru 299%300% thru 399%400% or more
1ArsArsArsAr1 DrsDr1DrsDrsDrsDrs½exDe
2ArsArsAr1 DrsAr1 DrsDr2

How to Use the Combat Results Table

Compare the total Combat Strength of all involved attacking units to the total Combat Strength of all units on the Defender's hex. Express the Attacker's total as a percentage of the Defender's (6 attacking 4 would be 150%, 4 attacking 4 100%, etc.). [Mathematically, to compute a percentage divide the Attacker's value into 100 times the Defender's value. Thus 8 attacking 4 is computed as 4 divided into 800, yielding a result of 200, or 200%.] Now roll the die. Cross-reference the die result row with the Odds Percentage column to determine the result(s). Apply those shown to the Attacking and/or Defending units involved in the battle. Apply the results in the order given, of course.

Explanation of Results

Each code of letters and numbers is a "result." If more than one result occurs (such as "Ar1 Drs" when a 2 is rolled with 100% odds), apply the results in the order given.

The first, capital letter of the code refers to the Player affected:

  • A = Attacker's units affected
  • D = Defender's units affected

Only the units of the Player specified, and only those units involved in the battle, are affected. The small letters and numbers following the capital letter refer to the specific result applied:

  • e = eliminated: All the Player's involved units are eliminated.
  • ½ex = half exchange: All involved defending units are eliminated. The Attacker must lose units whose total Combat Strength is at least half the total Strength of the defending units eliminated. Use the face-value Strength on the counters, ignoring the modifications due to supply, leadership and terrain. The Attacker chooses which units are eliminated.
  • rs = retreat scattered: All of the Player's involved units are immediately broken down to units of the smallest possible Combat Strength. Each unit is then separately retreated its full Movement Allowance, and must finish the retreat on a Friendly-controlled Fortress hex or an unoccupied hex. If unable to finish the retreat on an unoccupied or Friendly Fortress hex, the unit is eliminated. All Movement penalties apply when retreating. After the retreat is completed, the unit(s) are disrupted.
  • r2 = retreat two hexes: All of the Player's involved units retreat two hexes, or onto an adjacent Fortress hex. The unit(s) are then disrupted.
  • r1 = retreat one hex: All of the Player's involved units retreat to an adjacent hex, and are then disrupted.

Retreat Procedure

The Player affected always retreats his own units. Normally units must retreat the full amount specified by the result, or the unit is eliminated. However, if the retreating unit at any time enters a Fortress hex controlled by the retreating Player, the unit must stop its retreat on that hex. An unlimited number of units may be retreated onto a Fortress, but naturally become subject to stacking rules on the next Friendly Player-Turn.

A unit may never retreat through unbridged River hex-sides, Lake hex-sides, onto Mountain hexes, hexes occupied by Enemy units, or hexes already passed through by the retreating unit during the retreat. A unit unable to complete a retreat due to one or more of these restrictions is eliminated.

Units may retreat through Enemy Zones of Control, or onto controlled hexes, without penalty in retreats due to Combat. Retreats Before Combat are different, see Combat case E.

When retreating a unit may have a variety of retreat routes available. The Player retreating the unit may choose the route, provided the following priorities are followed:

  1. The unit is retreated through the minimum number of Enemy controlled hexes (preferably none).
  2. The unit is retreated toward (onto if possible) the nearest Fortress hex under Friendly control. Units that retreat onto such a Fortress hex never continue their retreat.

Disruption

After retreats, units become disrupted. Disrupted units remain so until the end of the same Phase on the following Game-Turn. Disrupted units may not move or attack, lose special abilities (supply capabilities, leadership bonuses, etc.) and if disrupted again before "recovering", are destroyed. See disruption rules for details.

Advance After Combat

If defending units Retreated Before Combat, or if the attack was across a River hex-side or against a Fortress hex, the Attacker may Advance After Combat into the Defender's hex. See Combat case K.

Automatic Elimination

If 500% or greater odds are achieved, the defending unit(s) are Automatically Eliminated. See Combat cases L through Q for effects during the Movement Phase. Automatically Eliminated units are eliminated at the start of the Combat Phase, before any other battles are resolved.

Supply

General Rule

Units attempting to Force March may use Forced March Supply in certain cases. Units must have Stacking Supply to finish a Movement Phase stacked, and without Combat Supply have reduced Combat Strength. Supply comes from Supply units, and Supply units are created by Depots during the Supply Creation Phase.

Procedure

Forced March Supply is used during the Movement Phase. Stacking and Combat Supply for units of the phasing Player are used during the Attacker Supply-Allocation Segment of the Combat Phase. Combat Supply for units of the non-phasing Player is used during the Defender Supply-Allocation Segment. Units of the non-phasing Player never need Stacking Supply. Units are "in supply" (and expend a Supply unit) if they are stacked with or adjacent to a Supply unit.

Cases

(A) Whenever one or more units use a Supply unit, the Supply unit is expended. A Supply unit may supply an unlimited number of units. A Supply unit used for Forced March Supply may not be used for Stacking or Combat Supply. However, a Supply unit may be used for both Stacking and Combat Supply of the same units (because both are required during the Combat Phase).

(B) A Supply unit must be on the same hex, or on an adjacent hex, to put unit(s) "in supply." Otherwise, no supply is possible. A Supply unit used for Forced March, Stacking and/or Combat Supply is removed at the end of the Phase. A Supply unit used for Combat Supply against defending units that all Retreated Before Combat need not be expended, since there was no Combat.

(C) Each Depot may create, on the hex it occupies, one Supply unit. A Depot may only create a Supply unit on Friendly Player-Turns, and only if it did not move. A Depot may not create a Supply unit if the Depot is surrounded by Enemy units and/or controlled hexes (Friendly units only negate Zones of Control during the Combat Phase, so they will have no effect here, remember?). The created Supply unit is placed on the Depot unit at the end of the Friendly Player-Turn, during the Supply Creation Phase. Thus neither Depot nor created Supply unit may move on the turn of creation, and the Supply unit is not available until the end of the Player-Turn (after the Movement and Combat Phases).

(D) Units in Fortresses have special Stacking and Combat Supply (see Fortress rules).

Leaders

A Leader unit shows: the Leader's Identification Letter, the Leader's name, the Offensive Leadership Bonus, the Defensive Leadership Bonus, the Combat Strength (in parentheses) and the Movement Allowance.

General Rule

When stacked with Combat units, a Leader unit adds the Offensive Leadership Bonus to the total Combat Strength when the stack is attacking. The Leader unit adds the Defensive Leadership Bonus when the stack is defending. (Exception: see Fortress rules.)

Cases

(A) Leadership Bonuses are added after Supply effects on Combat Strength are determined, but before Terrain effects.

(B) More than one Leader may add its Bonus to a group of attacking units, or a hex of defending units. The total Bonus value added to the Combat Strength may never exceed the total Combat Strength. Additional Bonus points available from the Leader unit(s) are not used for the battle. Example: The Napoleon Leader unit is stacked with an 18-2 unit on a Mountain pass hex. The 18-2 does not have Combat Supply. Because the 18-2 is halved for lack of Combat Supply, Napoleon may only add 9 of his 25 Defensive Leadership Bonus. The total of 9 Combat Strength points plus the 9 Leadership Bonus points is then doubled because both units occupy a Mountain Pass hex (see Terrain Effects chart). The final, total Strength is thus 36.

(C) Leader units only use their parenthesized Combat Strength when defending on a hex without a Combat unit. They may not attack alone, and when attacking or defending with Combat units, they only add their Leadership Bonus values.

Fortresses

General Rule

Fortress hexes provide Stacking and Combat Supply for units on them, stop Zones of Control, and affect Combat. Besieging a Fortress is half as good as capturing it for Victory Point purposes, and units within a besieged Fortress are eliminated at the end of the game (Scenario).

Cases

(A) A Fortress hex automatically provides Stacking Supply for units stacked on the hex, provided the total Combat Strength of the Combat units is '18' or less. If more than 18 Combat Strength points are stacked on a Fortress hex, Stacking Supply from a Supply unit is necessary. If the phasing Player fails to provide such Stacking Supply, the minimum number of Combat units required to bring the total back to 18 are destroyed by the non-phasing Enemy Player (as in Movement case M).

(B) When on a Fortress hex, any units totalling 18 Combat Strength Points or less are automatically in Combat Supply. Additional units are without Combat Supply unless a Supply unit is used.

(C) Zones of Control never extend onto a Fortress hex, and units on a Fortress hex never exert a Zone of Control onto any adjacent hexes.

(D) Units defending on a Fortress hex triple their Combat Strength (see Terrain Effects Chart). "Dr" and "Drs" results do not apply (become "no effect") to units defending on a Fortress hex. "½ex" results are calculated normally, but only attacking units are lost; units defending on a Fortress hex are never eliminated in a "½ex" result.

(E) All units adjacent to a Fortress may make one combined attack against it if desired, even if the units are not all on the same hex. Provided the Fortress hex is being attacked, the attacker may involve as many Friendly units adjacent to the Fortress as desired. After the Combat Strength of all Combat units involved is totalled, the total Bonuses of all Leader units involved is applied (Combat Strength total permitting). This is the only exception to the rule that all units involved in an attack must be on the same hex.

(F) Attacking units on a Fortress hex must attack all adjacent Enemy occupied hexes in one combined battle. Attacking units on a Fortress hex may not attack individual hexes, but must involve all adjacent Enemy units. If any adjacent hexes are divided from the Fortress by a River hex-side (bridged or unbridged), the Attacker may or may not involve them at his discretion. If Enemy units separated by River hex-sides are involved, all such units must be involved.

(G) Sieges. If Enemy units, or Enemy controlled hexes unoccupied by Friendly units, surround all hexes adjacent to a Friendly Fortress hex, the Fortress is under siege. Units in a Fortress under siege are destroyed at the end of the game. The besieging Player receives Victory Points for the besieged Fortress, but does not control the Fortress. The besieged Player receives no Victory Points for a Fortress under siege by the Enemy.

(H) Control. If a Fortress is not under siege, the last Player to move a unit through or onto the Fortress hex controls the Fortress.

Victory Points and Conditions

General Rule

Victory Points are based on French siege or control of certain Fortresses, and in the 1805 Scenario, various additional actions by the French Player. Unlike some Simulations games, Victory Points are not scored by a specific Player, but impartially tallied each Game-Turn. It is the goal of the French Player to increase the number of Victory Points; while the Allied Player seeks to decrease the number.

Procedure

Every time the French Player fulfills an objective that produces Victory Points in that Scenario, advance the markers on the Victory Point Track the appropriate amount. Every time the Allied Player denies an objective the French already fulfilled, lower the total shown on the track the appropriate amount.

Cases

(A) The specific objectives that produce Victory Points are listed on the Scenario Chart, since these objectives vary from Scenario to Scenario. After the last Game-Turn the current Victory Points total is used to determine the game's winner, as also shown on the appropriate Scenario Chart.

Victory Point Record

The French Player keeps track of the Victory Points scored as the game progresses. Use the three arrowhead markers to record the Victory Points as they are scored (or subtracted) by placing them in the appropriate boxes in the Victory Point Record. For example, if the current total of Victory Points is "27" there would be a marker in the "000" box, the "20" box, and the "7" box.

Terrain Effects Chart

TerrainMovementCombat
Clear hex1 MP to enterno effect
City hex1 MP to enterno effect
Fortress hex1 MP to enterDefender's Combat Strength is TRIPLED. Only "De" results affect defending units.
Unbridged River hex-side2 additional MPZones of Control do not extend across unbridged River hex-sides. Defender's Combat Strength is DOUBLED when an attack is across a River hex-side. Attacks at less than 160% automatically "Ae".
Bridged River hex-sideno additional MPDefender's Combat Strength is DOUBLED when an attack is across a River hex-side. Attacks at less than 160% are automatically "Ae".
Mountain hex3 MP to enter. Cavalry prohibited.Defender's Combat Strength is DOUBLED
Mountain Pass hex from Pass-entry hex1 MP if entered from a Pass-entry hex or adjacent Pass hex.

Other Movement Penalties

  • to Stack: one additional MP
  • to Unstack: one additional MP
  • to Combine: one additional MP
  • to Breakdown: one additional MP

Notes

If more than one Movement effect is applicable, all are combined. Thus crossing an unbridged River hex-side into a Mountain hex already containing a Friendly unit costs six Movement Points (two for the River hex-side, three for the Mountain hex, and one to stack).

If more than one Combat effect is applicable, all but Combat Strength multiplication are combined. Combat Strength effects never combine - the effect most advantageous to the Defender is used. For example, a unit on a Fortress hex behind a river is tripled, but Fortress effects on Combat, as well as the River effects on Zone of Control and Odds Percentage, all apply.

Addenda

After La Grande Armée was printed, but before it was shipped, the SPI staff sat down and playtested a rough version of it using the printed components. It quickly became apparent that there were a number of flaws in the rules, and especially in the play-balance of the scenarios. Thus we have decided to issue a sheet of Addenda modifying the rules, functions and set-up in the game. We think that this improves La Grande Armée enormously, and makes it much more realistic.

Modifications and Additions to Standard Rules

Combine/Breakdown Chart. Contrary to what is stated, the 1809 Austrian Army is not identical to the French Army in types of units and organizations. Only the infantry units are the same as the French organization. The Austrian army continues to use the "1-6" cavalry and "0-3" supply units of its 1805 organization.

Movement, Case S. This necessary additional Movement Point to combine is after any additional Movement Points for stacking. Each of the combining units must possess the additional Movement Point; it has nothing to do with the resultant unit's Movement Allowance.

Combat

Case C. Friendly units on different hexes may not total their Strengths and attack the same Enemy-occupied hex; however each Friendly hex-group of units may, in succession, attack the same Enemy-occupied hex, with each hex-group making a separate combat action. Theoretically a given hex could be attacked six times in a given Combat Phase.

Case D. Combat Supply may also be drawn from Fortresses; see the Fortress rules for this exception.

Case E(2) and L. The full printed value of the units is only used in Automatic Elimination or 500% combat odds calculations if it was possible for the defending unit to be in supply, i.e., it was stacked with or adjacent to a supply unit. If there is no possibility of the defending unit being in supply, Automatic Elimination or 500% combat odds calculations may be computed on the basis of the defending unit's unsupplied Strength (see Combat Case D). The mere threat of the use of a supply unit is sufficient; it need not be used.

Case P. Case P is not omitted; there simply is no Case P.

Supply

General. See Combat, Case D for effects of supply on Combat Strength. A Unit's Movement Allowance is never affected by supply considerations.

Case C, third sentence. A depot unit is "surrounded" if all six hexes adjacent to it are Enemy-occupied or -controlled hexes. The presence of Friendly units or their Zones of Control do not affect this. Depots in Fortresses may be surrounded in this fashion.

Terrain Effects Chart

General. The effects on combat are not cumulative. The defending Player uses the most advantageous multiple of Combat Strength. Thus if an attack is occurring across a river hex-side against units in a Fortress, the defending units are only tripled, not sextupled.

Mountains and Mountain Passes. In order to enter, travel through, and exit a Mountain Pass at the Mountain Pass movement cost (1 Movement Point per hex) the unit must enter the pass from a Pass Entry hex, travel through the Pass hexes and exit the Pass into a Pass Entry hex. If a unit enters or leaves a Mountain Pass by a non-Pass Entry hex (i.e., by either an ordinary clear terrain hex or a simple Mountain hex) it must pay the full cost for moving a single Mountain hex (3 Movement Points). Note that Cavalry units may never enter or exit a Mountain Pass by any hex other than a Pass Entry hex. Leader and Supply units may enter Mountain hexes, paying the same costs as Infantry units.

Scenario Sheet

  1. In the Allied Initial Placement, the code letter for the leader "Mack" is incorrectly given as "M". It is actually "Z" as shown on the counter.

  2. In the Allied Reinforcements for Game-Turn 6, the Russian leader Bennigsen is erroneously shown as an Offensive/Defensive Combat Bonus of: 1/3; the correct figures of 3/3 are shown on the counter.

  3. All the French Initial placement units may be set up within one hex of the towns and Fortresses designated for Initial Placement.

Special Rules for Prussian Army in 1805 and 1806 Scenarios

Fortresses and Stacking. At the end of a given Friendly Movement Phase, there may be only one Prussian combat unit of a corps or division size in each Prussian Fortress. This is not affected by supply considerations; the number of allowable units (one) is never increased or decreased. If there is more than one Prussian unit in a Prussian Fortress hex at the end of an Allied Movement Phase, the excess units are eliminated, at the choice of the Allied Player. These units are permanently destroyed and are never returned to the map. Non-Prussian, Allied units do not suffer the preceding restrictions.

Retreat Before Combat. Prussian infantry units may never retreat before combat, regardless of the Combat odds or the presence of Enemy-controlled hexes. Prussian cavalry units may only retreat before combat if attacked by solely non-cavalry units, and if they fulfill the normal requirements for retreat before combat (see Combat, Cases E and F). Prussian Leader units may retreat before combat just as other Leader units.

Retreat After Combat. Normally units may retreat into Friendly Fortresses and end their retreat there. However, in the case of Prussian Fortresses, Prussian units may retreat only to a hex adjacent to the Fortress and end their retreat there. As usual, the retreated units may not stack on the hex retreated to. Also, as is usual, any unit may be retreated its full Movement Allowance.

How to Use the Scenario Charts

La Grande Armée is really three totally different games. One portrays the war in 1805, another the campaign of 1806, and the third for 1809. Each year has its own Scenario Chart. Depicted at the top of the Chart is the initial placement of each Player's units on the map. Lined up against the appropriate box on the Game-Turn track are Reinforcement units that arrive during the play of the Scenario (game). Allied Reinforcements are shown above the track, French Reinforcements below. Special Reinforcements, which arrive due to Victory Point levels or special events during the game, are depicted in separate boxes. On the bottom of each chart are French actions that produce Victory Points, and a Victory Levels table that translates these points into a final victor at the end of the game.

Setting Up

To set up a game, select a Scenario and fold the booklet to that page, then place it on a flat surface near the game map. On each box picturing a playing piece (unit), place the number of units indicated. Inside the box, below the picture, a multiplier sign shows how many playing pieces should be placed on that box. Leader units, being individually unique, have no multiplier sign. For example, if a box pictured an Infantry Division marked "2-5", had a "x2" sign below the picture, and was part of a group labelled "French", the French Player would place two 2-5 Infantry Division units on that box. All those units not used on the chart should be placed in segregated piles near the game map; they may be necessary for combine or breakdown actions during the game.

Initial Placement

After the Scenario Chart is set up, the Allied Player makes his initial placement of units on the game map. When he has finished, the French Player then makes his initial placement. The Player setting up his units removes each group of units from the chart and places them on the map. Directions and rules regarding placement are printed directly below the group of units. Often units must be placed directly on a City or Fortress hex; in such cases the name of the City or Fortress is given. Also see the unit placement rules printed in the upper right corner of each Scenario Chart.

Game-Turns & Reinforcements

When play is started, the Game-Turn marker should be placed in the "1" Game-Turn box. As each subsequent Game-Turn is started, the marker is advanced a box along the Game-Turn track. Above each Game-Turn box Allied Reinforcement units are depicted, below are French. Next to the box(es) picturing reinforcing units is a description of where the units arrive. Allied units often have a note concerning their nationality as well. Reinforcing units are placed on the map anytime during the Friendly Movement Phase of that Game-Turn. During the Movement Phase of arrival, the unit(s) may also move. In addition, see the unit placement rules in the upper right corner of the Scenario Chart.

Special Reinforcements

In the 1805 Scenario there are three Special Reinforcement Groups, one French, one Austrian, and one Prussian. The arrival of the Austrian Special is triggered by the Victory Points total of the current Game-Turn. If the current total is not at least the "A" number shown in the Game-Turn box, the Special Austrian Reinforcements arrive. Thus if the French Player failed to raise the Victory Points to the necessary level, the Austrian Special would arrive during the Movement Phase of the following Allied Player-Turn. The Special French Reinforcements are triggered by the arrival of the Special Austrians. If the Special Austrians arrive on an Allied Player-Turn, then on the following French Player-Turn the Special French Reinforcements arrive. The Special Prussian Reinforcements may be triggered if the current Victory Points total is not at least the "P" number shown for that Game-Turn; or they may be triggered if any French unit moves onto or through any hex of Saxony or Prussia. Again, if the French Player triggers them by his movement, or fails to achieve the necessary Victory Points level, then on the following Allied Player-Turn the Special Prussian Reinforcements arrive.

In the 1809 Scenario Special Austrian Reinforcements are triggered if any French unit moves onto or through any hex that is 12 or less hexes from Vienna. These Special Reinforcements arrive during the French Movement Phase, immediately after the French unit enters the triggering hex.

In all cases, Special Reinforcements may arrive only once. If the triggering event is repeated, no further Special Reinforcements arrive.

Victory Points & Levels

At the bottom of each Scenario Chart, the specific objectives that add or subtract Victory Points are given. The Victory Points Track shows the current total. If the French score points on one turn for besieging a certain hex, but the Austrian Player subsequently lifts the siege, the Victory Points total must be adjusted downward to reflect this. Similarly, if the French at first besiege a hex, and then finally control ("capture") it, the total must be adjusted upwards to reflect French control instead of siege. Note that city hexes may only be controlled, never besieged. Also see Fortress rules, cases G and H.

The final Victory Points total is compared to the values listed on the Victory Level Table, and the game winner determined.

1805 Scenario

Unit notation in the scenario charts: Combat Strength-Movement Allowance, then size (X = brigade, XX = division, XXX = corps, XXXX = army) and type; "xN" is the number of identical units. Leaders are listed as name (ID letter, Offensive/Defensive Leadership Bonus) with printed values "(1)-8" (Combat Strength in parentheses 1, Movement Allowance 8). "Depot" is the circled "D" unit. The Supply unit is the wagon symbol.

Unit Placement

Units may be combined, broken down, and/or stacked when initially placed on the map. Units must be placed on the hex or hexes given, on the Player-Turn given, or they are lost.

Thus if any Austrian Reinforcement unit was to arrive in Vienna, but French units currently occupy Vienna, then the Austrian unit is eliminated instead.

Allied Initial Placement

(Allied player sets up first. All Allied starting units are Austrian.)

Any hex or hexes in Austria:

  • Leader Mack (M, 4/7) (1)-8
  • Leader Schwarzenburg (N, 3/4) (1)-8
  • Leader Kienmaier (P, 3/7) (1)-8
  • Infantry Corps 4-3, x4
  • Cavalry Division 1-6, x3
  • Supply 0-3, x3
  • Depot 1-2, x1

Prague: Depot 1-2, x1.

Vienna: Depot 1-2, x1.

Special Prussian Reinforcements

The Special Prussian Reinforcements are placed on the map either: if any French unit enters any hex of Prussia or Saxony, or if the Victory Point level was not at least the value necessary after a French Player-Turn.

Magdeburg:

  • Leader Blücher (C, 4/7) (1)-8
  • Leader Rüchel (B, 3/1) (1)-8
  • Leader Brunswick (F, 3/1) (1)-8
  • Infantry Division 3-3, x5
  • Cavalry Division 1-8, x1
  • Supply 0-2, x2
  • Depot 1-0, x1

Berlin:

  • Infantry Division 3-3, x1
  • Supply 0-2, x1
  • Depot 1-0, x1

Gottingen:

  • Infantry Division 3-3, x3
  • Cavalry Division 1-8, x1
  • Supply 0-2, x2
  • Depot 1-0, x1

Kustrin:

  • Leader Wurtemburg (D, 1/1) (1)-8
  • Infantry Division 3-3, x1

Posen:

  • Infantry Division 3-3, x1
  • Depot 1-0, x1

Dresden: Saxon Infantry Corps 3-3, x1.

Leipzig: Saxon Infantry Corps 3-3, x1.

Special Austrian Reinforcements

The Special Austrian Reinforcements arrive if the Victory Points level was not at least the value necessary after the previous French Player-Turn.

Any one hex of map's south edge in Austria:

  • Leader Charles (R, 3/7) (1)-8
  • Infantry Corps 4-3, x5
  • Cavalry Division 1-6, x2

One hex on map's south edge in Austria:

  • Leader John (Q, 1/1) (1)-8
  • Infantry Corps 4-3, x1
  • Cavalry Division 1-6, x2
  • Supply 0-3, x4

Allies: Special Reinforcement Triggers

In the upper right hand corner each Game-Turn box has an "A" and a "P" number. If the French fail to raise the Victory Point Index to the "A" value on the Game-Turn given, the Special Austrian Reinforcements will arrive (on the next Austrian Player-Turn). If the French fail to meet the "P" value for the Game-Turn listed, the Special Prussian Reinforcements arrive.

Game-Turn Track

Game-TurnDateAP
1Early September00
2Mid September00
3Late September00
4Early October00
5Mid October150
6Late October1515
7Early November

Allied Reinforcements

  • Game-Turn 3: Austrian, Vienna: Infantry Corps 4-3, x1. Russian, any hex or hexes on the map's east edge: Infantry Corps 4-4 x2, Cavalry Division 1-8 x1, Supply 0-3 x1, Depot 1-2 x1, Leader Bagration (M, 1/3) (1)-8, Leader Kutusov (H, 3/7) (1)-8.
  • Game-Turn 4: Russian, any hex or hexes on the map's east edge: Infantry Division 4-4, x1.
  • Game-Turn 5: Austrian, Prague: Infantry Corps 4-3, x1.
  • Game-Turn 7: Russian, any hex or hexes on the map's east edge: Supply 0-3 x1, Cavalry Division 1-8 x1, Infantry Division 4-4 x2, Leader Buxhowden (J, 1/1) (1)-8.
  • Game-Turn 9: Austrian, Vienna: Infantry Corps 4-3, x1. Russian, any hex or hexes on the map's east edge: Cavalry Division 1-8 x2, Supply 0-3 x2, Infantry Division 4-4 x2, Leader Bennigsen (K, 1/3) (1)-8.
  • Game-Turn 10: Austrian, Vienna: Infantry Corps 4-3, x1.
  • Game-Turn 12: Austrian, Vienna: Infantry Corps 4-3, x1.

French Initial Placement

(French Player sets up second.) Anywhere within three hexes of Nuremburg and/or Bamberg: Infantry Division 2-5, x3.

French Reinforcements

All regular French Reinforcements are placed on any hex or hexes on the map's west edge.

  • Game-Turn 3: All Player-Turn 3 Reinforcements are in Forced March Supply on Game-Turn 3. Infantry and Supply units may Triple Force March free. They need not consult the Triple Forced March Table. Units: Leaders Napoleon (A, 25/25), Davout (E, 13/16), Ney (N, 9/16), Bernadotte (C, 4/7), Murat (M, 7/3), Lannes (F, 13/13), Marmont (J, 9/9), Soult (Q, 13/13), each (1)-8; Cavalry Division 1-8 x8; Infantry Division 2-5 x17; Supply 0-4 x6; Depot 1-2 x2.
  • Game-Turn 7: Leader Augureau (B, 9/13) (1)-8; Infantry Division 2-5 x1.

(The scanned copy has pen marks circling some of these reinforcement boxes; they are not part of the printed chart.)

Special French Reinforcements

The Special French Reinforcements are placed on the map on the French Player-Turn following the appearance of Special Austrian Reinforcements.

Any one hex on map's south edge: Leader Massena (K, 3/7) (1)-8; Infantry Division 2-5 x3; Cavalry Division 1-8 x1; Supply 0-4 x2.

Victory Points

ActionPoints
Vienna: French Control of+30
Vienna: French Siege of+15
Ulm: French Control of+15
Ulm: French Siege of+7
Prague: French Control of+15
Prague: French Siege of+7
Braunau: French Control of+10
Braunau: French Siege of+5
Each French Combat Strength Point moved off the South edge of map (units may not return)+1 each
If French unit(s) are on or east of Line A (see map), and can trace a path of hexes unoccupied by Allied units or Zones of Control to west edge of map+15
Line B instead+20

Victory Levels

PointsLevel
80 or moreFrench Decisive Victory
60-79French Substantive Victory
50-59French Marginal Victory
10-49Draw
0-9Allied Marginal Victory
less than 0Allied Decisive Victory

1806 Scenario

Unit Placement

Units may be combined, broken down, and/or stacked when initially placed on the map. Units must be placed on the hex or hexes given, on the Player-Turn given, or they are lost.

Thus if a French Reinforcement unit was to arrive in Strasburg, but Allied units currently occupy Strasburg, then the French unit is eliminated instead.

Austria

In the 1806 Scenario Austria is neutral. No units of either side may ever enter Austria. No Austrian units are used in the game.

Allied Initial Placement

(Allied player sets up first. All Allied starting units are Prussian.)

  • Dresden: Leader Hohenloe (E, 1/1) (1)-8; Infantry Division 3-3 x5; Cavalry Division 1-8 x3; Supply 0-2 x2.
  • Within three hexes of Leipzig: Leader Kalkreuth (G, 3/4) (1)-8; Leader Brunswick (F, 3/1) (1)-8; Infantry Division 3-3 x6; Cavalry Division 1-8 x3; Supply 0-2 x2.
  • Within three hexes of Gottingen: Leader Blücher (C, 4/7) (1)-8; Leader Rüchel (B, 3/1) (1)-8; Infantry Division 3-3 x2; Cavalry Division 1-8 x3; Supply 0-2 x2.
  • Magdeburg: Depot 1-0 x1.
  • Berlin: Leader Wurtemburg (D, 1/1) (1)-8; Infantry Division 3-3 x2; Depot 1-0 x1.
  • Stettin: Infantry Division 3-3 x1.
  • Glogau: Infantry Division 3-3 x1.
  • Breslau: Infantry Division 3-3 x1.
  • Posen: Leader Lestocq (A, 1/4) (1)-8; Infantry Division 3-3 x2; Cavalry Division 1-8 x1; Supply 0-2 x2.
  • Thorn: Infantry Division 3-3 x1.

French Initial Placement

(French Player sets up second.)

  • Koln: Infantry Division 2-5 x1.
  • Mainz: Leader Lefebvre (G, 7/9) (1)-8; Infantry Division 2-5 x1; Cavalry Division 1-8 x1; Supply 0-4 x2.
  • Frankfurt: Leader Augureau (B, 9/13) (1)-8; Infantry Division 2-5 x2; Cavalry Division 1-8 x1; Supply 0-4 x1.
  • Bamberg: Leader Davout (E, 13/16) (1)-8; Infantry Division 2-5 x3; Cavalry Division 1-8 x2.
  • Wurzburg: Leader Napoleon (A, 25/25) (1)-8; Leader Lannes (F, 13/13) (1)-8; Infantry Division 2-5 x2; Cavalry Division 1-8 x1; Supply 0-4 x3; Depot 1-2 x2.
  • Nuremburg: Leader Bernadotte (C, 4/7) (1)-8; Infantry Division 2-5 x1; Cavalry Division 1-8 x1; Supply 0-4 x1.
  • Augsburg: Infantry Division 2-5 x1; Cavalry Division 1-8 x1.
  • Ansbach: Leader Ney (N, 9/16) (1)-8; Leader Murat (M, 7/3) (1)-8; Infantry Division 2-5 x2; Cavalry Division 1-8 x2; Supply 0-4 x1.
  • Landshut: Leader Soult (Q, 13/13) (1)-8; Infantry Division 2-5 x3; Cavalry Division 1-8 x1; Supply 0-4 x1.

Game-Turn Track

Game-TurnDate
1Early October
2Mid October
3Late October
4Early November
5Mid November
6Late November
7Early December
8Mid December
9Late December

Allied Reinforcements

All Allied reinforcements are Russian units. They arrive on any hex or hexes on the map's east edge.

  • Game-Turn 2: Supply 0-3 x1; Cavalry Division 1-8 x2; Infantry Division 4-4 x2.
  • Game-Turn 6: Supply 0-3 x1; Depot 1-2 x1; Cavalry Division 1-8 x1; Infantry Division 4-4 x1; Leader Bennigsen (K, 1/3) (1)-8.
  • Game-Turn 8: Supply 0-3 x1; Depot 1-2 x1; Cavalry Division 1-8 x2; Infantry Division 4-4 x2; Leader Buxhowden (J, 1/1) (1)-8.

French Reinforcements

  • Game-Turn 2, Augsburg: Leader Jerome (T, 3/3) (1)-8; Infantry Division 2-5 x2; Supply 0-4 x2.
  • Game-Turn 3, any hex or hexes on map's west edge: Leader Mortier (L, 4/7) (1)-8; Infantry Division 2-5 x1; Cavalry Division 1-8 x1; Supply 0-4 x1.
  • Game-Turns 5, 6, 7, 8 and 9, Strasburg: Infantry Division 2-5 x1 each Game-Turn.

Victory Points

Fortress HexFrench ControlFrench Siege
Berlin+25+12
Magdeburg+20+10
Posen+15+7
Dresden+10+5
Leipzig+10+5
Stettin+10+5
Breslau+10+5
Thorn+5+2

Victory Levels

PointsLevel
80 or moreFrench Decisive Victory
65 to 79French Substantive Victory
50 to 64Draw
30 to 49Allied Marginal Victory
29 or lessAllied Decisive Victory

1809 Scenario

Unit Placement

Units may be combined, broken down, and/or stacked when initially placed on the map. Units must be placed on the hex or hexes given, on the Player-Turn given, or they are lost.

Thus if an Austrian Reinforcement unit was to arrive in Vienna, but French units currently occupied Vienna, then the Austrian unit is eliminated instead.

Prussians and Russians

Prussian and Russian units are not used in this Scenario. However, units may move into and through Prussia, Saxony, or any other region without special penalties or effects.

Allied (Austrian) Initial Placement

(Allied Player sets up first.)

  • Within two hexes of Salzburg: Leader Kienmaier (P, 3/7) (1)-8; Leader Hiller (V, 3/5) (1)-8; Leader Louis (U, 1/3) (1)-8; Infantry Division 2-5 x5; Cavalry Division 1-6 x3; Supply 0-3 x3.
  • Within six hexes of Prague: Leader Bellegarde (S, 5/2) (1)-8; Infantry Division 2-5 x5; Cavalry Division 1-6 x1; Supply 0-3 x2.
  • Within four hexes of Linz: Leader Charles (R, 3/7) (1)-8; Leader Lichtenstein (Y, 3/5) (1)-8; Leader Hohenzollern (T, 1/3) (1)-8; Leader Rosenburg (X, 1/3) (1)-8; Infantry Division 2-5 x5; Cavalry Division 1-6 x1; Supply 0-3 (no multiplier printed).
  • Within six hexes of Austerlitz: Leader Ferdinand (W, 1/3) (1)-8; Infantry Division 2-5 x2; Cavalry Division 1-6 x1.

French Initial Placement

(French Player sets up second.)

  • Stuttgart: Leader Vandamme (U, 4/4) (1)-8; Infantry Division 2-5 x1.
  • Ulm: Leader Massena (K, 3/7) (1)-8; Infantry Division 2-5 x3; Cavalry Division 1-8 x1; Supply 0-4 x1.
  • Donauworth: Depot 1-2.
  • Augsburg: Leader Oudinot (R, 1/3) (1)-8; Infantry Division 2-5 x2; Cavalry Division 1-8 x1; Supply 0-4 x1.
  • Landshut: Infantry Division 2-5 x1.
  • Munich: Leader Lefebvre (G, 7/9) (1)-8; Infantry Division 2-5 x1.
  • Ratisbon: Leader Davout (E, 13/16) (1)-8; Leader Bessières (D, 4/4) (1)-8; Infantry Division 2-5 x5; Cavalry Division 1-8 x1; Supply 0-4 x2.
  • Straubing: Infantry Division 2-5 x1.
  • Posen: Leader Poniatowski (P, 9/13) (1)-8; Infantry Division 2-5 x1; Cavalry Division 1-8 x1; Supply 0-4 x1.

Special Reinforcements

If, during any French Movement Phase, any French unit passes or finishes within 12 hexes of Vienna, these Austrian units are immediately placed on the map. This occurs during the French Movement Phase.

  • Vienna: Infantry Division 2-5 x6.
  • Any hex or hexes on map's south edge in Austria: Leader John (Q, 1/1) (1)-8; Infantry Division 2-5 x4; Cavalry Division 1-6 x2.

Game-Turn Track

Game-TurnDate
1Early April
2Mid April
3Late April
4Early May
5Mid May
6Late May
7Early June
8Mid June
9Late June
10Early July
11Mid July
12Late July

Allied Reinforcements

On each of Game-Turns 1 through 12, at Prague or Vienna: Supply 0-3 x1 and Infantry Division 2-5 x1.

French Reinforcements

  • Game-Turn 2: Donauworth: Leader Napoleon (A, 25/25) (1)-8; Leader Mortier (L, 4/7) (1)-8; Infantry Division 2-5 x2. Strasburg: Infantry Division 2-5 x2; Cavalry Division 1-8 x1.
  • Game-Turn 3: Donauworth: Infantry Division 2-5 x1; Cavalry Division 1-8 x1.
  • Game-Turn 4: Strasburg: Infantry Division 2-5 x2. Thorn: Cavalry Division 1-8 x1.
  • Game-Turn 8: Mainz: Leader Junot (V, 1/3) (1)-8; Infantry Division 2-5 x1. Any hex or hexes on map's south edge not in Austria: Leader Marmont (J, 9/9) (1)-8; Leader Eugène (S, 4/9) (1)-8; Leader MacDonald (H, 4/7) (1)-8; Infantry Division 2-5 x3; Cavalry Division 1-8 x1.
  • Game-Turn 9: Any hex or hexes on map's north edge: Leader Jerome (T, 3/3) (1)-8; Infantry Division 2-5 x2.
  • Game-Turn 11: Mainz: Infantry Division 2-5 x2.

Victory Points

HexFrench ControlFrench Siege
Vienna+35+17
Strasburg+15-
Prague+15+7
Ulm+10+5
Ratisbon+10-
Bamberg+5-
Munich+5-
Salzburg+5-
Linz+5

Victory Levels

PointsLevel
75 or moreFrench Substantive Victory
50-74French Marginal Victory
35-49Allied Marginal Victory
34 or lessAllied Decisive Victory
Drs
Drs
Drs
½ex
De
De
3ArsArsAr1 DrsDr1Dr2DrsDrsDrsDeDeDe
4ArsAr1 DrsDr1Dr2DrsDrsDrs½exDeDeDe
5ArsAr1 DrsDr1DrsDrsDrsDrsDeDeDeDe
6AeAr1 DrsDr2DrsDrsDrs½exDeDeDeDe
Defender's Combat Strength is DOUBLED on the Mountain Pass hex.
Mountain Pass hex from Mountain hex3 MP if not entered from Pass-entry or Pass hex.Defender's Combat Strength is DOUBLED
Lake hex-sideMovement prohibited.Attacks prohibited.
Partially controlled hex (by Infantry)2 additional MP for Cavalry to leave. Infantry and Non-Combat units may not leave in same Movement Phase.no effect
Totally controlled hex (by Cavalry)No units may leave in same Movement Phaseno effect
Hex containing Automatically Eliminated Combat units1 additional MP to entersee Combat cases L through Q
20
25
8Mid November2540
9Late November3050
10Early December4050
11Mid December4560
12Late December5070
Line C instead+25
If any French unit moves into or through any hex of the Ansbach Region-20
Only used if the Prussian Special Reinforcements enter the game: Berlin: French Control of+25
Berlin: French Siege of+12
Dresden: French Control of+10
Dresden: French Siege of+5
Leipzig: French Control of+10
Leipzig: French Siege of+5
At the end of the game only: each Allied Combat Strength Point on the map-1 each
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